Items
Items are objects that characters can interact with in the game. Characters can get and drop them, equip them, and use them as quest objectives or rewards.
Templated items
Section titled “Templated items”A templated item inherits all its attributes—including its name and stats—from an item template. Every item created from the same template is identical. Add these templates under Items in the world editor.
Templated items differ from random items, whose names and stats are generated according to configurable rules.
Every templated item has a numeric template ID, referred to as template_id by conditions and other systems. For example, the item_in_room template_id condition requires the template ID of the item it checks for. Quest objectives, rewards, and other features also use template IDs.
Multiple items with the same template ID form a stack when they are on the ground or in a character’s inventory.
Naming items
Section titled “Naming items”Start most item names with a lowercase article, such as a rock. This lets the game construct natural sentences:
You pick up a rock.
An item named Big Rock instead produces “You pick up Big Rock.” That may occasionally be the desired effect, but a lowercase article is the better default.
Item types
Section titled “Item types”Item types define an item’s main purpose and behavior.
Containers
Section titled “Containers”Containers hold other items, but cannot themselves be placed inside containers. Characters use put to place an item in a container and get to retrieve it.
Every container has 10 item slots. Up to 30 copies of the same templated item can stack in one slot.
Trash items
Section titled “Trash items”Trash items accept items in the same way as containers. However, anything placed in a trash item is irrevocably deleted and can be recovered only through item restoration. Trash items provide a way for players to dispose of unwanted items.
Inert items
Section titled “Inert items”Inert items have no special behavior beyond an on_use action, an item action, and their advanced settings. They are useful for adding context and flavor to a world.
For example, disable item_is_pickable and load the inert item into a room to create a monument or another large object that players can see and interact with but cannot pick up.
Quest items
Section titled “Quest items”Quest items behave much like inert items, but signal that the item is needed for a quest. Looking at one identifies it as a quest item. If its level is greater than 0, it is described as Level <item_level> quest.
Equippable items
Section titled “Equippable items”Equippable items can be worn in the equipment slot selected near the bottom of the item management screen. A character can equip an item when they are no more than three levels below the item’s level. Its stats then grant bonuses to the wearer.
Augments
Section titled “Augments”Augments alter an equippable item’s stats when applied with the augment command. You can restrict an augment to a particular equipment slot. If an item already has an augment, applying a new one permanently deletes the old augment.
Ammunition
Section titled “Ammunition”A custom skill can consume ammunition. Enter an ammunition item’s template ID in the skill’s Consumes field. A character must then carry that item to use the skill, and one copy is consumed when the skill executes.
Consumables
Section titled “Consumables”Consumables can be used with eat or drink. Select whether the item restores health, mana, or stamina, then use Quantity to set how much it restores. Quantity can also be negative.
Advanced behavior
Section titled “Advanced behavior”The template’s Advanced Settings control behavior shared by every fresh copy:
- Can be picked up determines whether players can move the item into their inventory. Disable it for scenery, fixtures, and ground items that provide item actions.
- Allows to go on water makes the carried item function as a boat for water-room movement.
- On Use Command runs when a player enters
use <item>while carrying or equipping it. - On Use Description is the player-facing explanation shown with the item’s information.
- Only Usable Equipped requires the copy to be in an equipment slot before
usesucceeds.
On-use commands execute as the player’s current room, with the user substituted into {{ actor }}. Separate several room commands with semicolons:
/send {{ actor }} The charm grows warm. ; /mark {{ actor }} charm_used trueUse an item action instead when the interaction should come from a copy lying on the ground. Use a custom skill when the player should learn and repeatedly invoke a full combat or utility ability.
Stats and item quality
Section titled “Stats and item quality”An item’s stats determine its quality and in-game color:
| Quality | Requirement | Color | Additional effect |
|---|---|---|---|
| Normal | No stats | White | Can be targeted with the normal keyword |
| Imbued | At least one stat above 0 | Yellow | Displays an Item Power percentage |
| Enchanted | Item Power above 120% | Orange | Receives a 20% bonus to armor and damage |
For an imbued item, Item Power appears in the Stats Bonuses panel on the right side of the item management screen. It compares the item’s stat bonuses with those of a randomly generated item at the same level.
An augment’s stats do not directly affect a character because augments cannot be equipped. Applying one with augment adds its stats to the target equipment and consumes the augment.
Equippable items automatically grant armor according to their level, quality, and armor class. Heavy armor grants four times as much armor as light armor. Warriors can wear it natively; Use Any Item also grants access. In a classless world, setting either the proficiency_heavy_armor or heavy_armor_proficiency mark to true grants the proficiency. A mark does not let a classed non-Warrior bypass their class restriction. This automatic armor stat is not adjustable.
Loading items
Section titled “Loading items”Items can be loaded on the ground in a room or into a mob’s inventory. A mob automatically equips a loaded item when it can use that item and the corresponding equipment slot is free; additional items for an occupied slot remain in inventory.
There are two ways to load items on mobs:
- Add the item under the mob template’s Load Items section. Each spawned mob independently rolls the configured load chance for every requested copy, so it may receive fewer than Number of Copies.
- Add a loader rule that targets the output of a mob-loading rule. The mob will receive the item whenever that rule runs.
Loaders can place an item directly on the ground in a specific room, or in a random room within a selected zone or path. When a player picks up an item from the ground, a respawning loader queues another copy to replace it.
Learn more about rules and respawning in Loading.
Random items
Section titled “Random items”Creating balanced equipment templates can be time-consuming. The world editor can instead generate equipment automatically.
Random items receive partly randomized names from keyword pools based on item level, armor type, equipment slot, and stats. Their stats are randomized as well. How Random Items Work explains the generation system in more detail.
Random items can be generated in several places:
- A merchant can sell them when its inventory includes the ID of a Random Item Profile.
- A mob can drop them when Load Random Items is enabled under Load Items. You can choose the equipment slot and quantity to load. Every item dropped this way has the mob’s level.
- A quest can grant them as rewards through a Random Item Profile.
Random Item Profiles
Section titled “Random Item Profiles”A Random Item Profile defines the rules for a random load. Common uses include a merchant’s randomized sales inventory and random item quest rewards.
Add profiles under Random Item Profile on the world’s configuration screen.
| Field | Purpose |
|---|---|
| Name | The profile’s name |
| Level | The level of generated items |
| Chance Imbued | The percentage chance that a generated item is imbued |
| Chance Enchanted | The percentage chance that a generated item is enchanted |
| Restriction | An optional restriction to an equipment slot or armor type |
Every Random Item Profile has an ID. Use that ID in the Item Profile field:
- For a merchant, select Random Item under Merchant Inventory, then enter the profile and quantity.
- For a quest reward, select Random Item under Rewards, choose the desired profile, and set the reward quantity.
Item upgrades
Section titled “Item upgrades”Imbued and enchanted items can be upgraded by an upgrader-type mob. The success chance is configurable for each upgrader. By default, an upgrade has a 50% chance to fail; on failure, the item is destroyed and no upgrade cost is charged. On success, the item’s stats increase by 20% and the gold cost is charged.
An imbued item can be upgraded once. An enchanted item can be upgraded up to three times.