EquipmentTemplate.xml defines equipment entries: stats, slot counts, parts, and types.
| Version | Status |
|---|
| v92 | Full |
| v90 | - |
| v86 | - |
This entity supports two authoring workflows:
- Inline on items — define equipment within an
items.create operation using the equipment: block
- Standalone operations — define equipment directly in the
equipment section
Entity: equipment
Operations: create, update, delete, upsert
Inline block: equipment: on item operations
combatItemType: EquipWeapon
combatItemSubType: Twohand
| Property | Type | Since | Description |
|---|
equipmentId | int | v92 | Unique equipment identifier |
level | decimal | v92 | Equipment level |
grade | RareGrade | v92 | Grade/rarity level (0-4). See RareGrade. |
part | string | v92 | Enum. See EquipmentPart. |
type | string | v92 | Enum. See EquipmentType. |
lock | string | v92 | Lock state |
| Property | Type | Since | Description |
|---|
minAtk | decimal | v92 | Minimum attack |
maxAtk | decimal | v92 | Maximum attack |
impact | int | v92 | Impact/stagger value |
atkRate | decimal | v92 | Attack rate multiplier |
impactRate | int | v92 | Impact rate multiplier |
| Property | Type | Since | Description |
|---|
def | int | v92 | Defense value |
defRate | int | v92 | Defense rate multiplier |
balance | int | v92 | Balance value |
balanceRate | int | v92 | Balance rate multiplier |
| Property | Type | Since | Description |
|---|
physicalAttackMin | int | v92 | Physical attack minimum |
physicalAttackMax | int | v92 | Physical attack maximum |
physicalDefence | int | v92 | Physical defense |
| Property | Type | Since | Description |
|---|
magicalAttackMin | int | v92 | Magical attack minimum |
magicalAttackMax | int | v92 | Magical attack maximum |
magicalDefence | int | v92 | Magical defense |
| Property | Type | Since | Description |
|---|
countOfSlot | int | v92 | Crystal/rune slot count |
| Value |
|---|
Weapon |
BODY |
HAND |
FEET |
NECK |
BROOCH |
EAR |
RING |
BELT |
FINGER |
HOLYTHING |
RELIC |
UNDERWEAR |
ACCESSORYFACE |
ACCESSORYHAIR |
STYLE_WEAPON |
STYLE_BODY |
STYLE_BACK |
STYLE_HAIR |
STYLE_FACE |
STYLE_EFFECT |
STYLE_PARTNER |
| Value |
|---|
DUAL |
LANCE |
TWOHAND |
AXE |
CIRCLE |
BOW |
STAFF |
ROD |
CHAIN |
BLASTER |
GAUNTLET |
SHURIKEN |
GLAIVE |
MAIL |
LEATHER |
ROBE |
NECKLACE |
BROOCH |
EARRING |
RING |
RELIC |
BELT |
HOLYTHING |
UNDERWEAR |
STYLE |
ACCESSORYFACE |
ACCESSORYHAIR |
- equipmentId convention: Equipment IDs are typically derived from item IDs (e.g.,
900000000 + itemId).
- part/type casing: Use exact enum values.
Weapon and BODY have different casing.
- Inline vs standalone: Inline equipment on items automatically links the equipment to the item.