Item Editor

Identity
Appearance
Attributes
Typed Attributes
Custom Attributes
Combat / Weapon
Collision effect fires when the wielder attacks with this weapon, or when a non-weapon item hits something (e.g. a key unlocking a door sets locked: false).
Collision Effect
Attack Style
Weapon Proc
Equipment
Items with weapon checked equip to the weapon slot. Items with a wearable slot equip to that armor slot. These are mutually exclusive — the engine checks weapon first. Weapons and armor can both have wear_effect stat bonuses and enchantment.
Wear Effect (stat bonuses when equipped)
Requires Stat (minimum to equip)
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Use Effect
Items with a use_verb appear in the Use menu. The effect can be a string (built-in action) or an object (stat/state changes). Set consumable in Attributes to destroy the item after use. Set deferred when the player must pick a target before the effect fires.
Use Effect — pick one
— or Object effect (stat/state modifiers) —
e.g. health: 20, apply_state: confused, strength: 2, nutrition: 500
Use Options
Targeted Spell Settings
Used by staffs, wands, and any item with use_effect "targeted_spell". The player aims, a projectile fires, and the spell_effect triggers on hit. Charges are tracked via the Stats section below (add a "pow" stat). Staffs recharge over time (per_turn > 0). Wands do not recharge (per_turn: 0) but can gain charges via enchantment.
Spell Effect (what happens on hit)
e.g. center: intense_fire, radius: 1, outer: fire (area), or apply_state: poisoned (single target), or blink_self: true
Projectile
Stats
Special Properties
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Pickup Effect
Random Type Pool
If this item is a random category (e.g. "potion", "weapon"), list the possible item types here. All other fields will be ignored.

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