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EquipmentTemplate

EquipmentTemplate.xml defines equipment entries (stats, slot counts, parts/types, and related metadata).

Supported workflows:

  1. Inline equipment on items (recommended for most cases)
  2. Standalone equipment operations (when you need to work on equipment directly)

See also:


Entity: equipment
Operations: create, update, delete

You can also generate equipment via items.create[].equipment and items.update[].equipment.


spec:
version: "1.0"
equipment:
create:
- id: 900099001
part: "Weapon"
type: "TWOHAND"
level: 60
grade: "Unique"
maxAtk: 500
minAtk: 500
impact: 500
spec:
version: "1.0"
equipment:
update:
- id: 900099001
changes:
maxAtk: 550
impact: 550
spec:
version: "1.0"
equipment:
delete:
- 900099001
Section titled “Inline computed equipment on an item (recommended)”
spec:
version: "1.0"
items:
update:
- id: 99003
changes:
equipment:
computed: true
compute:
powerTier: 6

This section lists all equipment properties currently supported by the DSL, plus convenience enum lists for part and type.

PropertyTypeDescription
equipmentIdintUnique equipment identifier
leveldecimalEquipment level
gradeintGrade/rarity level (1-4)
partenumEquipment slot
typeenumEquipment type within slot
PropertyTypeDescription
minAtkintMinimum attack
maxAtkintMaximum attack
impactintImpact/stagger value
atkRatedecimalAttack rate multiplier
impactRateintImpact rate multiplier
PropertyTypeDescription
defintDefense value
defRateintDefense rate multiplier
balanceintBalance value
balanceRateintBalance rate multiplier
PropertyTypeDescription
countOfSlotintCrystal/rune slot count
PropertyTypeDescription
physicalAttackMinintPhysical attack minimum
physicalAttackMaxintPhysical attack maximum
physicalDefenceintPhysical defense
magicalAttackMinintMagical attack minimum
magicalAttackMaxintMagical attack maximum
magicalDefenceintMagical defense

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_PARTNER

Weapons:

DUAL, LANCE, TWOHAND, AXE, CIRCLE, BOW,
STAFF, ROD, CHAIN, BLASTER, GAUNTLET, SHURIKEN, GLAIVE

Armor:

MAIL, LEATHER, ROBE

  • 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