Items Tutorial and Reference
Page Index
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
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 )
3.0 F.A.Q.
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
|
adds 10 points to total hitpoints. |
- |
||
hprecharge |
Adds value entry to current hitpoint state: heal or damage. |
|
example: |
<activation>:usage
|
Restores 10 points of lost hitpoints. |
example: |
<activation>:passive
|
Increases hitpoint regeneration by 10 points. |
- |
||
percenthp |
Adds stated percentage to total hit points. |
|
example: |
<type>:as shown
|
adds 10 percent to total hitpoints.
|
- |
||
mana |
Adds the value entry to total mana. |
|
example: |
<type>:as shown
|
Adds 20 points to total mana. |
- |
||
manarecharge |
Adds the value entry to the rate at which mana regenerates. |
|
example: |
<activation>:usage
|
Restores 10 points of lost mana. |
example: |
<activation<:passive
|
Increases mana regeneration by 5 points. |
- |
||
percentmana |
Adds the stated percentage to the total mana pool. |
|
example: |
<type>:as shown
|
Increases total mana by 20 percent.
|
- |
||
stamina |
Adds total the value entry to total stamina. |
|
example: |
<type>:as shown
|
Decreases total stamina pool by 45 points.
|
- |
||
staminarecharge |
Adds the value entry to the rate of stamina regeneration. |
|
example: |
<activation>:usage
|
Restores 10 points of lost stamina. |
example: |
<activation>:passive
|
Decreases stamina regeneration by 7 points. |
- |
||
percentstamina |
Adds value entry percentage to total stamina pool. |
|
example: |
<type>:as shown
|
Decreases total stamina by 10 percent.
|
- |
||
Note: There is a “type” value called: “percentliferecovery”. It works exactly the same way as “hprecharge” regeneration, but with a slightly different effect block. |
||
- |
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 |
Adds 15 points to total strength. |
- |
||
percentstrength |
Adds value entry percentage to total strength. |
|
example: |
<type>:as shown |
Increases total strength by 10 percent. |
- |
||
dexterity |
Adds value entry to total dexterity. |
|
example: |
<type>:as shown |
Adds 12 points to total dexterity. |
- |
||
percentdexterity |
Adds the value entry percentage to total dexterity. |
|
example: |
<type>:as shown |
Adds 5 percent to total dexterity. |
- |
||
Vitality |
Adds the value entry to total vitality. |
|
example: |
<type>:as shown |
Adds 35 points to total vitality. |
- |
||
percentvitality |
Adds the value entry percentage to total vitality. |
|
example: |
<type>:as shown |
Decreases total vitality by 75 percent. |
- |
||
magic |
Adds the value entry to total magic. |
|
example: |
<type>:as shown |
Adds 22 points to total magic. |
- |
||
percentmagic |
Adds the value entry percentage to total magic. |
|
example: |
<type>:as shown |
Adds 12 percent to total magic. |
- |
||
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
|
Transforms pet into a Shrike for 120 seconds. |
transform |
Transforms the pet into various monsters. |
|
example: |
<type>:as shown
|
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 |
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 |
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 |
Increases amount of gold dropped by 20 percent. |
- |
||
percentspeed |
Adds value entry percentage to a character’s movement speed. |
|
example:* |
<type>:as shown |
Decreases movement speed by 25 percent.
|
- |
||
percentitemrequirements |
Alters base item requirements by the value entry percentage. |
|
example: |
<type>:as shown |
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. |
||
- |
4.1.4: Defensive Effect Types |
||
|---|---|---|
- |
||
Type |
Effect |
|
- |
||
armorbonus |
Adds value entry to defense as a percentage. |
|
example: |
<type>:as_shown
|
Increases defense by 7 percent. |
- |
||
damagetaken |
Adds value entry to damage taken by enemies. |
|
example: |
<type>:as shown
|
Reduces damage taken by enemy attacks by 5 points per attack.
|
- |
||
percentdamagetaken |
Adds value entry percentage to damage taken by enemy attacks. |
|
example: |
<type>:as shown
|
Redcues damage taken by enemies by 8 percent.
|
- |
||
percentblockchance |
Adds value entry to chance of blocking with a shield. |
|
example: |
<type>:as shown
|
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
|
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
|
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
|
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
|
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
|
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
|
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
|
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. |
||
- |
4.1.5: Offensive Effect Types |
||
|---|---|---|
- |
||
Type |
Effect |
|
- |
||
adddamagetype |
Adds an amount of damage of a specific type to attacks. |
|
example: |
<name>:fire
|
Adds 12 points of fire damage to attacks.
|
- |
||
damagebonus |
Adds the value entry to damage dealt. |
|
example: |
<type>:as shown
|
Increases damage per successful attack by 7 points. |
- |
||
percentdamagebonus |
Adds value entry percentage to damage dealt. |
|
example: |
<type>:as shown
|
Adds a damage dealt bonus of 8 percent to each successful attack. |
- |
||
percentattackspeed |
Adds value entry percentage to attack speed. |
|
example: |
<type>:as shown
|
Increases attack speed by 5 percent. |
- |
||
percentcastspeed |
Adds value entry percentage to casting speed. |
|
example: |
<type>:as shown
|
Increases casting speed by 5 percent. |
- |
||
percentdamagereflected |
Adds value entry percentage of damage taken to damage to an attacking enemy |
|
example: |
<type>:as shown
|
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
|
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
|
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
|
Adds 15 points to the character’s attack stat. |
- |
||
percenttohitbonus |
Adds value entry percentage to a chaarcter’ attack stat. |
|
example: |
<type>:as shown
|
Increases a character’s attack stat by 15 percent.
|
- |
||
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. |
||
- |
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.
<ACTIVATION>:USAGE
<NAME>:OPENPORTAL
<TYPE>:OPENPORTAL
<DURATION>:INSTANT
<VALUE>:0
[/EFFECT]
<ACTIVATION>:USAGE
<NAME>:IDENTIFY
<TYPE>:IDENTIFY
<DURATION>:INSTANT
<VALUE>:0
[/EFFECT]
<ACTIVATION>:USAGE
<NAME>:*name of monster here*
<TYPE>:TRANSFORM
<DURATION>:INSTANT
<VALUE>:120
[/EFFECT]
<ACTIVATION>:USAGE
<NAME>:*name of monster here*
<TYPE>:TRANSFORM
<DURATION>:INSTANT
<VALUE>:-1
[/EFFECT]
<ACTIVATION>:USAGE
<TYPE>:REVERTTRANSFORM
<DURATION>:INSTANT
[/EFFECT]
<ACTIVATION>:USAGE
<TYPE>:HPRECHARGE
<DURATION>:INSTANT
<VALUE>:20
[/EFFECT]
<ACTIVATION>:USAGE
<TYPE>:MANARECHARGE
<DURATION>:INSTANT
<VALUE>:20
[/EFFECT]
<ACTIVATION>:USAGE
<TYPE>:STAMINARECHARGE
<DURATION>:INSTANT
<VALUE>:60
[/EFFECT]
<ACTIVATION>:USAGE
<NAME>:POISON
<TYPE>:REMOVEEFFECT
<DURATION>:INSTANT
<VALUE>:0
[/EFFECT]
<NAME>:*name of spell here*
<ACTIVATION>:USAGE
<TYPE>:WRITESPELL
<DURATION>:INSTANT
<VALUE>:0
[/EFFECT]
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.
<ACTIVATION>:PASSIVE
<TYPE>:SKILLDEFENSEMAGIC
<DURATION>:INSTANT
<VALUE>:10
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:SKILLATTACKMAGIC
<DURATION>:INSTANT
<VALUE>:10
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:SKILLCHARMMAGIC
<DURATION>:INSTANT
<VALUE>:10
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTMAGICALDROP
<DURATION>:INSTANT
<VALUE>:5
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTDAMAGEREFLECTED
<DURATION>:INSTANT
<VALUE>:3
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTLIFESTOLEN
<DURATION>:INSTANT
<VALUE>:1
[/EFFECT]
<NAME>:UNDEAD
<ACTIVATION>:PASSIVE
<TYPE>:DAMAGEBONUS
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTCASTSPEED
<DURATION>:INSTANT
<VALUE>:3
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTATTACKSPEED
<DURATION>:INSTANT
<VALUE>:5
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:HPRECHARGE
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:PERCENTTOHITBONUS
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:STAMINA
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:MANARECHARGE
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
<ACTIVATION>:PASSIVE
<TYPE>:KNOCKBACK
<DURATION>:INSTANT
<VALUE>:1
[/EFFECT]
<NAME>:ICE
<ACTIVATION>:PASSIVE
<TYPE>:ADDDAMAGETYPE
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
<NAME>:FIRE
<ACTIVATION>:PASSIVE
<TYPE>:ADDDAMAGETYPE
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]
<NAME>:ELECTRIC
<ACTIVATION>:PASSIVE
<TYPE>:ADDDAMAGETYPE
<DURATION>:INSTANT
<VALUE>:2
[/EFFECT]