EquipmentTemplate
EquipmentTemplate.xml defines equipment entries (stats, slot counts, parts/types, and related metadata).
Supported workflows:
- Inline equipment on items (recommended for most cases)
- Standalone
equipmentoperations (when you need to work on equipment directly)
See also:
- Equipment computation (computed stats, tiers, formulas file)
- Presets (equipment presets + block presets)
What the DSL supports for this file
Section titled “What the DSL supports for this file”Entity: equipment
Operations: create, update, delete
You can also generate equipment via
items.create[].equipmentanditems.update[].equipment.
Quick recipes
Section titled “Quick recipes”Create equipment directly
Section titled “Create equipment directly”spec: version: "1.0"
equipment: create: - id: 900099001 part: "Weapon" type: "TWOHAND" level: 60 grade: "Unique" maxAtk: 500 minAtk: 500 impact: 500Update equipment
Section titled “Update equipment”spec: version: "1.0"
equipment: update: - id: 900099001 changes: maxAtk: 550 impact: 550Delete equipment
Section titled “Delete equipment”spec: version: "1.0"
equipment: delete: - 900099001Inline computed equipment on an item (recommended)
Section titled “Inline computed equipment on an item (recommended)”spec: version: "1.0"
items: update: - id: 99003 changes: equipment: computed: true compute: powerTier: 6Full schema reference
Section titled “Full schema reference”This section lists all equipment properties currently supported by the DSL, plus convenience enum lists for part and type.
Identification
Section titled “Identification”| Property | Type | Description |
|---|---|---|
equipmentId | int | Unique equipment identifier |
level | decimal | Equipment level |
grade | int | Grade/rarity level (1-4) |
part | enum | Equipment slot |
type | enum | Equipment type within slot |
Offensive Stats
Section titled “Offensive Stats”| Property | Type | Description |
|---|---|---|
minAtk | int | Minimum attack |
maxAtk | int | Maximum attack |
impact | int | Impact/stagger value |
atkRate | decimal | Attack rate multiplier |
impactRate | int | Impact rate multiplier |
Defensive Stats
Section titled “Defensive Stats”| Property | Type | Description |
|---|---|---|
def | int | Defense value |
defRate | int | Defense rate multiplier |
balance | int | Balance value |
balanceRate | int | Balance rate multiplier |
| Property | Type | Description |
|---|---|---|
countOfSlot | int | Crystal/rune slot count |
Extended Stats
Section titled “Extended Stats”| Property | Type | Description |
|---|---|---|
physicalAttackMin | int | Physical attack minimum |
physicalAttackMax | int | Physical attack maximum |
physicalDefence | int | Physical defense |
magicalAttackMin | int | Magical attack minimum |
magicalAttackMax | int | Magical attack maximum |
magicalDefence | int | Magical defense |
Equipment Parts
Section titled “Equipment Parts”Valid values for part:
Weapon, BODY, HAND, FEET,FINGER, NECK, EAR, BROOCH, BELT, UNDERWEAR,HOLYTHING, RELIC, ACCESSORYFACE, ACCESSORYHAIR,STYLE_WEAPON, STYLE_BODY, STYLE_BACK, STYLE_HAIR,STYLE_FACE, STYLE_EFFECT, STYLE_PARTNEREquipment Types
Section titled “Equipment Types”Weapons:
DUAL, LANCE, TWOHAND, AXE, CIRCLE, BOW,STAFF, ROD, CHAIN, BLASTER, GAUNTLET, SHURIKEN, GLAIVEArmor:
MAIL, LEATHER, ROBECommon pitfalls
Section titled “Common pitfalls”- equipmentId convention: by default, projects often derive equipment IDs from item IDs (your rules may vary)
- part/type: ensure you use valid values for the DataSheet version you’re targeting
- computed vs overrides: prefer computed stats + small overrides instead of fully manual stat authoring