Step between records without closing the editor, jump by search, and act on many rows at once.

Working Through a Database Section

Every section of the Database menu — Items, Mobs, Abilities, Skills, Pets & Mounts, Elements and the rest — shares the same list-and-editor shape. Two features make a long catalog quick to work through: record navigation inside the editor, and bulk actions on the list.

Record navigation — edit the next one without closing

Open any record and look at the top-right of the editor, just left of Duplicate:

ControlWhat it does
Opens the previous record in the list
Name · 3 / 42Click to open a searchable list of every record; the number is your position
Opens the next record in the list

1. Open a record from the list the normal way. 2. Use / to walk the list — or press Alt + Left / Alt + Right. 3. To jump somewhere specific, click the middle button, type part of a name or id, and press Enter. / move the highlight; Esc closes the list without closing the editor.

Things worth knowing

  • The arrows follow your filter. "Next" means the next row the list is currently showing — if you have searched or filtered, stepping stays inside that result set. Clear the filter to walk the whole catalog.
  • Unsaved work is protected. Switching records with unsaved changes prompts to discard, exactly like closing the editor does. Use Apply first if you want to keep the change and stay put.
  • The control hides itself when there is only one record to move between.

Bulk actions — do it once instead of forty times

Every Database list has a checkbox column:

1. Tick individual rows, or use the header checkbox to select everything currently on screen. 2. A bar appears at the bottom of the list showing how many rows are selected. 3. Choose Edit N to change a field across the whole selection, or Delete N to remove them.

Editing many records at once

Edit N opens a short list of the fields that are meaningful to set in bulk for that section — tier and rarity for items, AI behaviour and XP for mobs, cooldown and mana for abilities, status and category for shop products, respawn and biome for spawn rules, and so on.

1. Tick the fields you want to change. A field you leave unticked is never sent, so a bulk edit can't quietly reset something you didn't touch. 2. Set the values once. 3. Press Apply to N.

A few bulk fields reach inside a record rather than setting a column. On Skills, Level bonuses apply sets the scope — Always, While equipped or On linked actions — on every level bonus of each selected skill at once. That is the way to stop a whole family of weapon skills from raising attack for every weapon you pick up: select them, tick the field, choose While equipped, apply. Skills with no level bonuses are counted but left as they are, and the Bonuses column shows the new scope on each chip.

Edit N is available in effectively every authored list. Across the Database menu that means Items and all its tabs (weapon and armour types, runes and enchantments, upgrade materials, recipes, chest spawns), Rarity, Quality and Affixes, Mobs and monster parties, Abilities, Skills and skill categories, Status Effects and Passives, Elements, Characters and Classes, every Pets & Mounts tab, NPCs with their shops and generator, Quests, Achievements, Locations, Match Rules, Land Claims, Guilds, Instances, Housing, Encounters, Resources, the Shop, Gold Store, Premium Plans, Players, Vocabulary and Sounds. Outside it, the same bar is on the zone editor's portals, spawn rules, biomes and settlements, the World Config weather, calendar and world-event tables, Common Events, the audio engine's seven tabs, Sprites and their animations, Shaders, VFX, Cinematics, Notification cards, Plugins and Licences.

A handful of lists deliberately have no Edit action: rows that are live world state rather than authored content, and lists where no field is meaningful to set identically across a selection. Revoking a licence key is also left out on purpose — it stamps a date that nothing clears, so it stays a per-row action where the key is named on screen.

Things worth knowing

  • "Select all" never means more than you can see. It selects the filtered rows on screen — never a hidden set the search box is masking.
  • The count on the bar is what the action will hit. Rows you ticked and then filtered out of view are neither counted nor touched until the filter brings them back, so "Delete 3" always removes exactly three.
  • Numbers are checked before anything is sent. An empty box, a value outside the field's range, or a dropdown with nothing to choose from stops the edit with a message on the modal — it never writes a 0 to forty rows.
  • Partial failures are reported honestly. If some rows can't be removed (a built-in, or a row something else still references), the bar tells you how many went and why the rest didn't. The successful deletions still stand.
  • Deleting the record you have open closes the editor, so you are never editing a row that no longer exists.

Bulk pickers — add many rows at once

Where an editor builds a list of references — loot table drops, shop stock, a starter kit, mob spawn rules — the Add many picker opens instead of a one-at-a-time dropdown:

FeatureWhat it does
SearchMatches name, id and type
Filter chipsCategory / type / rarity / tier, with live counts — only values that actually exist are offered
Shift-clickSelects a whole run of rows in one gesture
Select all N matchingTakes the entire filtered set
Already addedRows you already have are dimmed and cannot be picked twice

The picker stays open while you choose, and only closes when you press Add.

The picker also backs the reference lists inside editors — a mob's abilities, a pet species' learnable abilities and possible traits, and a class's starter items and abilities all have an Add many button beside the usual dropdown. The dropdown stays for swapping a single entry.

Spawn rules

Both spawn-rule tables add a shortcut on top of this. On Mobs → Spawn Rules and Resources → Spawn Rules, + Add Many asks for the zone, biome, max count, respawn, time and weather once, then lets you pick as many monster parties (or resource nodes) as you like — one rule is created per pick, in a single save. Tune individual rows from the table afterwards.