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Page Index

1.0 Active/Useable Items

1.1 General Tag Explanation

1.2 Effect Tag Explanation

1.3 Example Item - Healing Charm

1.4 Template

2.0 Passive/Equipable Items (and Gems)

2.1 General Tag Explanation

2.2 Effect Tag Explanation

2.3 Example Items

2.3.1 Weapon - Pick

2.3.2 Armor - Leather Vest

2.3.3 Gem - Cracked Zircon

2.4 Templates

2.4.1 Template - Weapon

2.4.2 Template - Armor/Jewelry

2.4.3 Template - Gem

3.0 F.A.Q.

4.0 Extras

4.1 Effect ‘Type Name’ Tables

Table 4.1.1: ‘Derived’ Stats ( hp, mana, stamina )

Table 4.1.2: Ability Stats ( strength, dexterity, vitality, magic )

Table 4.1.3: Miscellaneous Effects ( ie. openportal )

Table 4.1.4: Defensive Effects ( ie. armorbonus )

Table 4.1.5: Offensive Effects ( ie. adddamagetype )

4.2 Effect Archive - Active Effects

4.3 Effect Archive - Passive Effects

3.0 F.A.Q.

Q. Can I make an item that hurts monsters when I use it... like a grenade?

A. No. The effects on useable items are always directed toward the player. If you put negative effects on your item it will hurt YOU not the monsters.

Exception: holding shift directs the item's effects to the pet.

Exception to the exception: PETFOOD always targets the pet... unless you hold shift then it targets the character.

Q. Can I make an item that is a weapon that casts spells when I hit monsters?

A. No. The only time a spell and an item over lap is when you use a scroll to learn a spell in your spell book. Items cant cast spells.

Q. Can I make an item that is both equipable and usable at the same time?

A. Technicaly yes... but there are no examples of this type of item in the main game. So if you try something and it doesn't work, then you are kind of on your own.

Warning: Usable items ALWAYS disappear once they are out of uses. Even if they are equipped.

Q. Can I make my own usable items but have them be “mergable” the way that scrolls merge into books?

A. No. The scrolls and books are only mergable because of some special hard-coding in the game that looks for items with those exact names. New items (or even renamed versions of the old items) aren’t mergable.

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4.0 Extras

4.1 Effect “Type” Tables

Note that most (probably all) effects that use the tag: value, or range tags: value, value2 can use negative numbers as a valid entry, often resulting in curses (see Rikko). There are examples of this scattered throughout the tables below.

As far as I can tell, the game uses two simple mathemetical operations to calculate effects:

Addition: ( ±[value tag entry] ) + [affected stat]

Percentages: ( 1.00 + ( ±[value effect adjustment] )) x [affected stat]

Examples of affected stats: Strength, Dexterity, Vitality, Magic, HP, Mana, Stamina, Speed, Attack Speed, Armor, Resistances, Damage, To Hit calulations, Skills... I’m sure I missed a few, but you get the idea.

As noted in the tables, the exact units used to affect recovery rates for Hitpoints, Mana and Stamina is unknown. The type value percentliferecovery indicates that it’s probably a percentage calculation as well, but as the only indication is how fast the bar fills, it’s hard to know for sure.

To avoid extremely wide table cells, all type values in the examples will be “as shown.” Meaning the type value as it appears in the header cell ( upper left of each “type” block, in bold ) should be used (some of these values are really, really long).

4.1.1: Effect Types for Character “pool” stats: hp, mana, stamina

-

Type

Effect

-

hp

Adds the value tag entry directly to total hitpoints.

example:

<type>:as shown
<value>:10

adds 10 points to total hitpoints.

-

hprecharge

Adds value entry to current hitpoint state: heal or damage.

example:

<activation>:usage
<type>:as shown
<value>:10

Restores 10 points of lost hitpoints.

example:

<activation>:passive
<type>:as shown
<value>:10

Increases hitpoint regeneration by 10 points.

-

percenthp

Adds stated percentage to total hit points.

example:

<type>:as shown
<value>:10

adds 10 percent to total hitpoints.
110% x 100 hps = 110 hps

-

mana

Adds the value entry to total mana.

example:

<type>:as shown
<value>:20

Adds 20 points to total mana.

-

manarecharge

Adds the value entry to the rate at which mana regenerates.

example:

<activation>:usage
<type>:as shown
<value>:10

Restores 10 points of lost mana.

example:

<activation<:passive
<type>as shown
<value>:5

Increases mana regeneration by 5 points.

-

percentmana

Adds the stated percentage to the total mana pool.

example:

<type>:as shown
<value>:20

Increases total mana by 20 percent.
120% x 200 mana = 240 total mana.

-

stamina

Adds total the value entry to total stamina.

example:

<type>:as shown
<value>:-45

Decreases total stamina pool by 45 points.
300 stamina + (-45) stamina = 255 total stamina.

-

staminarecharge

Adds the value entry to the rate of stamina regeneration.

example:

<activation>:usage
<type>:as shown
<value>:10

Restores 10 points of lost stamina.

example:

<activation>:passive
<type>:as shown
<value>:-7

Decreases stamina regeneration by 7 points.

-

percentstamina

Adds value entry percentage to total stamina pool.

example:

<type>:as shown
<value>:-10

Decreases total stamina by 10 percent.
(1.00 + (-.10)) x 300 stamina = 270 stamina.

-

Note: There is a “type” value called: “percentliferecovery”. It works exactly the same way as “hprecharge” regeneration, but with a slightly different effect block.

-

Back to Page Index

4.1.2: Effect Types for Character stats: strength, dexterity, vitality, magic

-

Type

Effect

strength

Adds the value entry to total strength.

example:

<type>:as shown
<value>:15

Adds 15 points to total strength.

-

percentstrength

Adds value entry percentage to total strength.

example:

<type>:as shown
<value>:10

Increases total strength by 10 percent.
(1.00 + (.10)) x 75 strength = 83 strength.

-

dexterity

Adds value entry to total dexterity.

example:

<type>:as shown
<value>:12

Adds 12 points to total dexterity.

-

percentdexterity

Adds the value entry percentage to total dexterity.

example:

<type>:as shown
<value>:5

Adds 5 percent to total dexterity.
(1.00 + (.05)) x 145 dex = 152 dex.

-

Vitality

Adds the value entry to total vitality.

example:

<type>:as shown
<value>:35

Adds 35 points to total vitality.

-

percentvitality

Adds the value entry percentage to total vitality.

example:

<type>:as shown
<value>:-75

Decreases total vitality by 75 percent.
(1.00 + (-.75)) x 250 vitality = 63 vitality.

-

magic

Adds the value entry to total magic.

example:

<type>:as shown
<value>:22

Adds 22 points to total magic.

-

percentmagic

Adds the value entry percentage to total magic.

example:

<type>:as shown
<value>:12

Adds 12 percent to total magic.
(1.00 + (.12)) x 139 magic = 156 total magic.

-

Back to Page Index

4.1.3: Miscellaneous Effect Types

-

Type

Effect

-

openportal

Opens a town portal back to Grove.

-

identify

Identifys a magic item so it can be used.

-

writespell

Transcribes the spell scroll to the spellbook.

-

transform

Transforms the pet into various monsters.

example:

<type>:as_shown
<name>:shrike
<value>:120

Transforms pet into a Shrike for 120 seconds.

transform

Transforms the pet into various monsters.

example:

<type>:as shown
<name>:shrike
<value>:-1

Transforms pet into a Shrike with no set duration ( permanent or until transformed again ).

reverttransform

Transforms the pet back into a cat or dog.

-

knockback

Pushes affected enemies away from the character.

example:

<type>:as shown
<value>:3

Knocks an enemy back 3 units of space (units unknown).

-

percentmagicaldrop

Adds value entry percentage to base chance of a magic item dropping from slain enemies.

example:

<type>:as shown
<value>:5

Increases base chance of getting magic items by 5 percent.

-

percentgolddrop

Adds value entry percentage to amount of gold dropped by slain enemies.

example:

<type>:as shown
<value>:20

Increases amount of gold dropped by 20 percent.

-

percentspeed

Adds value entry percentage to a character’s movement speed.

example:*

<type>:as shown
<value>:-25

Decreases movement speed by 25 percent.
(1.00 + (-.25)) x [base movement]

-

percentitemrequirements

Alters base item requirements by the value entry percentage.

example:

<type>:as shown
<value>:10

Reduces base item requirements by 10 percent.

-

* The exact value for base movement is unknown. It’s probably calculated from a base of 1, but what the 1 unit of distance is, and per what unit of time, is unknown.

-

Note: There is also a type value: percentreduceditemrequirements but, at least in my experiments, it doesn’t do anything to item requirements at all... in fact, it added 10 points of hit point recovery... go figure.

-

Back to Page Index

4.1.4: Defensive Effect Types

-

Type

Effect

-

armorbonus

Adds value entry to defense as a percentage.

example:

<type>:as_shown
<value>:7

Increases defense by 7 percent.

-

damagetaken

Adds value entry to damage taken by enemies.

example:

<type>:as shown
<value>:-5

Reduces damage taken by enemy attacks by 5 points per attack.
(-5) + [damage taken]

-

percentdamagetaken

Adds value entry percentage to damage taken by enemy attacks.

example:

<type>:as shown
<value>:-8

Redcues damage taken by enemies by 8 percent.
(1.00 + (-.08)) x [damage taken]

-

percentblockchance

Adds value entry to chance of blocking with a shield.

example:

<type>:as shown
<value>:6

Increases chance of blocking with a shield by 6 percent.

-

percentcrushingresistance

Adds value entry to character’s ability to resist crushing damage.

example:

<type>:as shown
<value>:10

Decreases the damage a character takes from crushing attacks by 10 percent. This caps at a 75% reduction.

-

percentpiercingresistance

Adds entry value to character’s ability to resist piercing damage.

example:

<type>:as shown
<value>:15

Decreases the damage a character takes from piercing attacks by 15 percent. This caps at a 75% reduction.

-

percentslashingresistance

Adds entry value to a character’s ability to resist slashing damage.

example:

<type>:as shown
<value>:25

Decreases the damage a character takes from slashing attacks by 25 percent. This caps at a 75% reduction.

-

percentelectricresistance

Adds value entry to a character’s ability to resist lightning damage.

example:

<type>:as shown
<value>:75

Decreases the damage a character takes from lightning attacks by 75 percent. This caps at a 75% reduction.

-

percentfireresistance

Adds value entry to a character’s ability to resist fire damage.

example:

<type>:as shown
<value>:75

Decreases the damage a character takes from fire attacks by 75 percent. This caps at a 75% reduction.

-

percenticeresistance

Adds value entry to a character’s ability to resist cold attacks.

example:

<type>:as shown
<value>:75

Decreases the damage a character takes from cold attacks by 75 percent. This caps at a 75% reduction.

-

removeeffect

Removes the named effect from the character.

example:

<name>:poison
<type>:as shown
<value>:0

Removes a poison effect from the character.

-

Note: There is a “type” value called: “percentarmorbonus”. It works just like “armorbonus”, but uses a slightly different effect block.

-

Note: There is a “type” value called: “defense”. It has nothing to do with defense, but instead adds hitpoint recovery... which I now think is probably the default effect... which the game uses automatically, if nothing else is defined.

-

Back to Page Index

4.1.5: Offensive Effect Types

-

Type

Effect

-

adddamagetype

Adds an amount of damage of a specific type to attacks.

example:

<name>:fire
<type>:as_shown
<value>:12

Adds 12 points of fire damage to attacks.
Valid types include: Electric, Fire, Ice, Undead, Crushing, Piercing, Slashing.

-

damagebonus

Adds the value entry to damage dealt.

example:

<type>:as shown
<value>:7

Increases damage per successful attack by 7 points.

-

percentdamagebonus

Adds value entry percentage to damage dealt.

example:

<type>:as shown
<value>:8

Adds a damage dealt bonus of 8 percent to each successful attack.

-

percentattackspeed

Adds value entry percentage to attack speed.

example:

<type>:as shown
<value>:5

Increases attack speed by 5 percent.

-

percentcastspeed

Adds value entry percentage to casting speed.

example:

<type>:as shown
<value>:5

Increases casting speed by 5 percent.

-

percentdamagereflected

Adds value entry percentage of damage taken to damage to an attacking enemy

example:

<type>:as shown
<value>:3

Reflects 3 percent of character damage taken to damage the attacking enemy.

-

percentlifestolen

Adds entry value percentage from character damage done to enemies, to restore the character’s lost hitpoints, if any.

example:

<type>:as shown
<value>:4

4 percent of damage inflicted on enemies is used to heal the character’s lost hitpoints, if any.

-

percentmanastolen

Adds value entry percentage from character damage done to enemies, to the character’s depleted mana pool, if any.

example:

<type>:as shown
<value>:7

7 percent of character damage inflicted on enemies is used to restore the character’s depleted mana pool, if needed.

-

tohitbonus

Adds value entry to the character’s attack stat.

example:

<type>:as shown
<value>:15

Adds 15 points to the character’s attack stat.

-

percenttohitbonus

Adds value entry percentage to a chaarcter’ attack stat.

example:

<type>:as shown
<value>:15

Increases a character’s attack stat by 15 percent.
(1.00 + (.15)) x 466 attack = 536 attack.

-

Note: There is a “type” value called: “attackbonus”, but once again, using it defaults to hitpoint recovery.

-

A Final Note: all of these foot-noted “type” values were found in Fate’s default “items.dat” file.

-

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4.2 Effect Archive - Active Effects

This is not a comprehensive list (go to the main game's items.dat and check out the effects there for greater selection). These values can be adjusted as needed.

Open Portal
[EFFECT]
<ACTIVATION>:USAGE
<NAME>:OPENPORTAL
<TYPE>:OPENPORTAL
<DURATION>:INSTANT
<VALUE>:0
[/EFFECT]
Identify
[EFFECT]
<ACTIVATION>:USAGE
<NAME>:IDENTIFY
<TYPE>:IDENTIFY
<DURATION>:INSTANT
<VALUE>:0
[/EFFECT]
Transform (temporary)
[EFFECT]
<ACTIVATION>:USAGE
<NAME>:*name of monster here*
<TYPE>:TRANSFORM
<DURATION>:INSTANT
<VALUE>:120
[/EFFECT]
Transform II (permanent)
[EFFECT]
<ACTIVATION>:USAGE
<NAME>:*name of monster here*
<TYPE>:TRANSFORM
<DURATION>:INSTANT
<VALUE>:-1
[/EFFECT]
Revert Transform
[EFFECT]
<ACTIVATION>:USAGE
<TYPE>:REVERTTRANSFORM
<DURATION>:INSTANT
[/EFFECT]

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Hitpoint Recharge
[EFFECT]
<ACTIVATION>:USAGE
<TYPE>:HPRECHARGE
<DURATION>:INSTANT
<VALUE>:20
[/EFFECT]
Mana Recharge
[EFFECT]
<ACTIVATION>:USAGE
<TYPE>:MANARECHARGE
<DURATION>:INSTANT
<VALUE>:20
[/EFFECT]
Stamina Recharge
[EFFECT]
<ACTIVATION>:USAGE
<TYPE>:STAMINARECHARGE
<DURATION>:INSTANT
<VALUE>:60
[/EFFECT]
Remove Effect
[EFFECT]
<ACTIVATION>:USAGE
<NAME>:POISON
<TYPE>:REMOVEEFFECT
<DURATION>:INSTANT
<VALUE>:0
[/EFFECT]
Write Spell
[EFFECT]
<NAME>:*name of spell here*
<ACTIVATION>:USAGE
<TYPE>:WRITESPELL
<DURATION>:INSTANT
<VALUE>:0
[/EFFECT]

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4.3 Effect Archive - Passive Effects

This is not a comprehensive list (go to the main game’s items.dat and check out the effects there for greater selection). These values can be adjusted as needed.

Skill Defense Magic
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:SKILLDEFENSEMAGIC
<DURATION>:INSTANT
<VALUE>:10
[/EFFECT]
Skill Attack Magic
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:SKILLATTACKMAGIC
<DURATION>:INSTANT
<VALUE>:10
[/EFFECT]
Skill Charm Magic
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:SKILLCHARMMAGIC
<DURATION>:INSTANT
<VALUE>:10
[/EFFECT]
Percent Magical Drop
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTMAGICALDROP
<DURATION>:INSTANT
<VALUE>:5
[/EFFECT]

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Percent Damage Reflected
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTDAMAGEREFLECTED
<DURATION>:INSTANT
<VALUE>:3
[/EFFECT]
Percent Life Stolen
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTLIFESTOLEN
<DURATION>:INSTANT
<VALUE>:1
[/EFFECT]
Damage Bonus
[EFFECT]
<NAME>:UNDEAD
<ACTIVATION>:PASSIVE
<TYPE>:DAMAGEBONUS
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
Percent Cast Speed
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTCASTSPEED
<DURATION>:INSTANT
<VALUE>:3
[/EFFECT]

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Percent Attack Speed
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTATTACKSPEED
<DURATION>:INSTANT
<VALUE>:5
[/EFFECT]
Hitpoint Recharge
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:HPRECHARGE
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
Percent ‘To Hit’ Bonus
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTTOHITBONUS
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
Stamina
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:STAMINA
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]

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Mana Recharge
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:MANARECHARGE
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
Knockback
[EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:KNOCKBACK
<DURATION>:INSTANT
<VALUE>:1
[/EFFECT]
Add Damage Type: Ice
[EFFECT]
<NAME>:ICE
<ACTIVATION>:PASSIVE
<TYPE>:ADDDAMAGETYPE
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
Add Damage Type: Fire
[EFFECT]
<NAME>:FIRE
<ACTIVATION>:PASSIVE
<TYPE>:ADDDAMAGETYPE
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
Add Damage Type: Electric
[EFFECT]
<NAME>:ELECTRIC
<ACTIVATION>:PASSIVE
<TYPE>:ADDDAMAGETYPE
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]

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