Create weapons, armor, tools, materials, and consumables.

Items & Equipment

The Items editor lets you create every type of item in your game. Items are used by the inventory, equipment, crafting, market, loot, and shop systems.

Item editor — Basics tab with identification, type, tier, weight, stack size, and live item summary
Item editor — Basics tab with identification, type, tier, weight, stack size, and live item summary
① Item list with search, filtering, and sort options② Multi-tab edit form: Stats, Combat, Crafting③ Live preview of item icon and stat summary

Item Types

Weapons

Melee — Sword, Axe, Mace, Dagger, Spear, Katana, Bat. Ranged/magic — Bow, Crossbow, Staff. Firearms — Pistol, Revolver, SMG, Rifle, Shotgun, Sniper Rifle, Assault Rifle, LMG, Rocket Launcher.

Armor

Head, Chest, Legs, Boots, Cape, Shield, plus Accessory (rings/necklaces).

Tools (8 types)

Axe (harvesting), Pickaxe, Sickle, Skinning Knife, Fishing Rod, Hammer, Hoe, Watering Can

Other Categories

  • Consumables — potions, food, scrolls, and single-use items
  • Materials — raw resources, processed resources, and components
  • Housing — furniture, decorations, and plot upgrades
  • Pet & Mount — eggs, pet food, taming items, mount gear
  • Farming — seeds and farming tools

Filtering the item list

Database → Items shows one category at a time (Items, Skill Books, Weapons, Armor, Tools, Building, Chests). Inside a category, narrow the list with the two controls above the table:

ControlWhat it does
SearchMatches item name or ID as you type
Type filterA dropdown of every type in the category — tick as many as you like

The type dropdown is a multi-select:

1. Click the filter box (it reads All types when nothing is picked). 2. Type in the search box at the top of the panel to narrow a long type list. 3. Tick each type you want. The panel stays open so you can tick several — for example Food + Potion / Poison to review every consumable at once. 4. The number beside each type is how many items of that type exist in the category, so empty types are obvious before you pick them. 5. Select all ticks everything currently listed (everything matching your panel search, if you typed one); Clear or Clear filters resets it.

The box summarises what's active — one or two picks by name, more as "Food +2 more" with a count badge.

Gotchas

  • An empty filter means no filter — every type in the category shows. There's no "All" checkbox to tick.
  • Ticking Rune on its own opens the purpose-built Runes editor instead of the item table; same for Upgrade Material. Tick a second type (or clear the filter) to go back to the normal table.
  • Runes and upgrade materials authored before those types existed are stored as Component with a rune/upgrade config. They're counted and listed under both, which is why the totals can look larger than the raw type counts.

Item Tiers

Items come in 8 tiers (T1–T8) that scale their stats. The scaling is linear with a configurable stepmultiplier = 1.0 + (tier − 1) × step. The default step is 0.25, giving:

TierMultiplier (at default step)Description
T11.0×Starter / basic
T21.25×Common
T31.5×Improved
T41.75×Crafted
T52.0×Rare
T62.25×Epic
T72.5×Legendary
T82.75×Mythic

The per-tier step (weaponTierScaling) is a tunable combat constant, so the whole curve above is just the default — flatten it for a low-power game or steepen it for a big endgame gap without touching any item. See Tuning Constants.

Item Quality (authorable)

Crafted items roll a quality bucket that further boosts stats. The buckets are creator-defined — managed in the Rarity & Quality editor (in the app sidebar), where you rename, recolor, and reorder them. The engine seeds a default ladder you can keep or replace entirely:

Quality (default ladder)Stat Multiplier
Normal1.0×
Good1.1×
Outstanding1.2×
Excellent1.35×
Masterpiece1.5×

Higher crafting skill and better crafting stations increase the chance of rolling higher quality.

Item Rarity (authorable)

Separate from craft quality, rarity is a property of the item definition — every "Iron Sword" shares the same rarity, and it drives the item's name/label color, glow, and drop presentation. Rarity tiers are fully creator-defined in the same Rarity & Quality editor:

FieldWhat it does
Name & orderThe tier's label and its power rank (low = most common)
Color / glowText and border/glow colors used wherever the item shows
Drop weightRelative chance in weighted rarity rolls / loot tuning
BeamWhether dropped items shoot a ground light-beam (great for flagging rare loot)
Stat multiplierOptional bonus applied to the item's base stats when the rarity is assigned

Add as many rarity tiers as your game needs — from a simple Common/Rare split to a full Common → Mythic ladder.

Elements (authorable)

Weapons and abilities can carry an element that feeds an effectiveness matrix (e.g. water beats fire). Elements and their matchup rates are creator-defined in the Elements editor — they're not a fixed list, so you can build whatever affinity system your game needs.

An element applies to a hit from whichever source carries it: the ability's element, or — for a basic weapon attack — the equipped weapon's. Either way the same element drives all three outcomes: the effectiveness multiplier, any status procs bound to that element, and the damage number, which is tinted with the element's authored color and tagged WEAK / RESIST / IMMUNE / ABSORB.

Equipment Slots

Characters have 10 equipment slots:

SlotAccepts
HeadHelmets, hats, hoods
ChestBody armor, robes
BootsFootwear
Main HandWeapons (1-hand or 2-hand)
Off HandShields, secondary weapons
ToolGathering tools (pickaxe, axe, rod, etc.)
CapeCapes and cloaks
AccessoryRings, necklaces
PetActive pet companion
MountActive mount

Use & Equip Requirements

Any item can gate itself behind what a character has earned. Open the item and find the Use & Equip Requirements section (the 🔒 panel). Blank means no requirement.

FieldWhat it does
Required LevelMinimum character level. Blank or 0 = none
Required SkillA skill from your world the character must have trained. Pick from the dropdown — it lists the skills you've authored
Required Skill LevelMinimum level in that skill. Defaults to 1, and is disabled until you pick a skill
Stat minimumsOptional floors on computed stats (Attack, Max HP, …), under the collapsed Stat minimums row

Requirements are checked on the server for both equipping gear and using/consuming an item (potions, food, scrolls). The player gets the first unmet requirement back as a message that names the skill and the level they currently have — "Requires Axe Skill level 2. You have 1."

Gotchas

  • A requirement pointing at a deleted skill is ignored, not enforced. If you delete or rename a skill after gating an item on it, no player could ever satisfy that gate, so the engine drops it rather than making the item permanently unequippable. The server logs a warning naming the item and the missing skill.
  • The editor shows such a stale gate as ⚠ Missing skill: <id> in the Required Skill dropdown. Repoint it at a real skill or set it back to — None — to clear it.
  • Skill ids are matched loosely on case, so an item authored against AXE still resolves to a skill called axe. Two skills whose ids differ only by case are ambiguous and won't resolve — give them distinct ids.
  • Requirements are a gate, not a hint: the player only learns about them when they try. Say so in the item's description if it matters.

Creating a Weapon

When creating a weapon in the editor, you configure:

  • Name, description, icon — what the player sees
  • Type — sword, bow, staff, etc.
  • Tier — T1 through T8
  • Damage type — Physical, Magic, or True (ignores defense)
  • Base damage — flat damage value
  • Scaling stat — which character stat multiplies damage (Attack, Magic Power, etc.)
  • Scaling ratio — how much of the stat applies (e.g., 0.5 = 50%)
  • Grip — 1-handed, 2-handed, or dual-wield
  • Stat bonuses — additional stats when equipped

Weapon Types & the Unarmed default

Weapons are linked to a weapon type (managed under Items → Weapon Types) that defines how the weapon behaves and animates, separate from the weapon item's own stats. Each weapon type carries:

  • Animation category — which attack animation plays (slash, thrust, crush, bow, sidearm, rifle, cast, or unarmed)
  • Normal attack ability — the basic left-click attack
  • Q / W abilities — the two weapon-bound abilities on the action bar
  • Base attack speed, range, grip, and damage type
Point a weapon item at a type via its Weapon Type field; when equipped, the weapon contributes its type's normal attack + Q/W abilities and animation to the character.

Unarmed (the default fighting style)

There is a built-in Unarmed weapon type that can't be deleted — only edited. It's the empty-handed default: when a character has no weapon equipped, the Unarmed type drives their basic attack (left-click), Q/W abilities, and attack animation, exactly like an equipped weapon. Set the fists animation and a punch ability on it under Items → Weapon Types → Unarmed. (Leave its normal attack blank and players fall back to a built-in punch, so they always have a basic attack.)

Creating Armor

  • Weight class — Light, Medium, or Heavy
  • Base defense / magic resist — flat damage reduction
  • Stat bonuses — additional stats when equipped

Equipped Appearance (Visuals tab)

Weapons and armor show on the character exactly like characters, mobs, and NPCs do — through a saved sprite asset. On the item's Visuals tab, the Equipped Sprite Asset field shows a live preview of the current sprite and opens a visual gallery instead of a name list:

ChoiceWhat happens in-game
A sprite assetThat sheet is drawn as an overlay on the character, following the body's current animation and direction
Use item sprite fallback (blank)The engine falls back to the item's icon sprite
None — hiddenNothing is drawn on the character (stat-only gear)

The Avatar & Sprite Editor sits right under that field, in the item form — the same editor the character, mob, pet and mount editors use. Import a sheet, set the frame grid, add animations, map directions, set scale and recolor, all without leaving the item.

Sheet edits are written when you press the item's Save Changes, so one save covers both the item and its sheet; the Save sheet button next to the sheet name writes it immediately if you'd rather. An Unsaved marker appears while the sheet has pending edits. Editing a sprite asset changes it everywhere it's used, so duplicate it first if only one item should change.

> Gotcha: equipment overlays must be authored against the same frame size and animation layout as the player sprite — the engine drives the overlay with the body's current frame, so a mismatched grid will look misaligned.

Common Item Settings

Every item also supports:

  • Max stack — how many can stack in one inventory slot
  • Tradeable — whether players can sell or trade it
  • Light emission — optional glow effect (color, radius, intensity)
  • Sell price — gold value when sold to NPC shops

Item Affixes

Base items can roll prefix/suffix affixes — think "Superior Iron Sword of Health" — so the same base item drops with meaningful variation. Affixes are authored in the dedicated Affixes editor (in the app sidebar), separate from items, and applied per-item through the item editor's Affixes tab.

Affix definitions

Each affix is a reusable definition:

FieldWhat it does
PositionPrefix (leading word, "Superior") or suffix (trailing phrase, "of Health")
Affix textThe name fragment added to the item's display name
ModifiersOne or more stat effects — target stat, flat or percent, and a min/max roll range
Applies toEquip (modifies equipped CharacterStats) or consumable (boosts HP/hunger/thirst restore or status magnitude)
Tier & drop weightHow strong/rare the affix is when rolled
Allowed item types / min rarityWhich items can receive it, and the minimum rarity to qualify
ColorTint used for the rolled name

Per-item roll config

On each item you enable affixes and set the roll rules:

  • Allowed affix IDs — the pool this item can draw from
  • Max prefixes / max suffixes — how many of each can roll
  • Roll chance — probability (0–1) that any affixes roll at all
  • Roll timing — roll on drop (baked into the loot) or on pickup
The rolled affixes are stored on the item instance and become the source of truth for its display name and tooltip. The same deterministic roller runs server-side (real drops) and in the editor's "possible outcomes" preview, so what you preview is exactly what players get.

Nothing is rolling affixes?

A new world ships with no affix definitions at all — until you author some in Items → Affixes, every drop is plain, no matter what an item's roll config says. An item's settings choose from a pool; they can't create one.

Once affixes exist, four things can still empty the pool for a given item. The server names the one it hit, once per reason, in its log:

Log lineFix
No affix definitions exist in this worldAuthor affixes in Items → Affixes
All N affix definitions are disabledEnable at least one
No affix definition applies to item type &quot;X&quot;Add that type to an affix's Allowed Item Types (or clear the list), and give it a modifier for that kind of item
Every affix that fits … needs rarity order N+Lower the affixes' Min Rarity, or raise the item's rarity

An affixed item on the ground still shows its base name — the prefix/suffix appears once it's in a bag, because that's where the instance lives.

> Running locally? The local game server keeps its own copy of the database, cloned from the editor's the first time it starts. After that it only learns about new content through a live sync — which needs the server to be running when you press Save. Author affixes with the server stopped, then launch it, and it starts with the pool it had before. Either keep the server running while you author, or start it once with PGLITE_SERVER_FORCE_RECLONE=1 to re-clone the editor's database. Its boot log states what it actually loaded: > >

> [GameData] Loaded … 9 affixes @ 1 gear-drop chance
>

Loot Tables

Loot tables define what items drop from mobs and resource nodes:

  • Item — which item drops
  • Quantity range — min/max amount
  • Drop chance — probability (0–100%)

Equipment Loadouts

Players can save named equipment builds and swap to them in one action instead of hunting through the bag. A loadout records the definition for each slot (plus consumables), and equipping it resolves the best copy the player actually owns — ranked by equipment level, then equipment XP, then quality and affix strength, then newest. Swaps go through the normal equip pipeline (so restrictions, requirements and stat recalculation all still apply) and report per-slot results plus any consumables the player is short of. Equipping is locked during combat.

Item Timeline

Item instances carry a history, not just stats. The timeline records:

EventWhen
CreationThe item came into existence
Level upIt gained an equipment level
Boss defeatIt was equipped for a boss kill
Enchant added / removedA rune was socketed or pulled
Upgrade success / failA +N attempt resolved
RenameIt was renamed
Ownership transferIt changed hands

This is what makes a specific sword that sword — a piece with a history reads differently on the market than a freshly crafted one.

Rarity & Quality

Rarity and quality are two independent, fully authorable axes, edited from tabs on the Items page:

AxisWhat it meansWhat you author
RarityHow special the drop is (common → legendary → your own tiers)Name, color, whether dropped items raise a light beam, and an optional custom Beam VFX to replace the built-in light pillar
QualityHow well-made a specific copy isStat multiplier, craft-roll threshold, roll weight, and color — for as many tiers as you want

A quality's stat multiplier actually scales the item's stats when equipped, so a Masterpiece sword really is stronger than a Normal one. Both lists are ordinary authored data — add, rename, recolor, or delete tiers freely; the crafting roll, inventory sorting, and item tooltips all read your rows.

How Loot Looks on the Ground

Drops are readable from across the screen without opening anything:

  • Floor items are tinted by rarity, and rare-and-above tiers raise a rarity-colored light beam
  • Light-emitting items (torches, glowing gear) cast their light where they land
  • Killed mobs scatter their drops in a spiral around the corpse instead of stacking on one tile
  • Mob silver drops as a physical coin pile the killer can pick up (with their premium multiplier applied), not a silent wallet credit
  • Inventory slots draw a rarity ring and glow so the tier reads at a glance