Equipment record
From Titan Quest Mod Wiki
An equipment record contains the following variables:
Shield Config (Shields only)
| defensiveBlockChance | (floating point numeral) | Chance in per cent to block an enemy attack |
| defensiveBlock | (floating point numeral) | How many hit points are blocked |
| blockAbsorption | (floating point numeral) | (?) |
| blockRecoveryTime | (floating point numeral) | Time until the player can block again |
===Shield Sound (Shields only)===5000%
blockSound (dbr of type SoundPak) The sound heard on blocking successfully with this shield
Weapon Parameters (weapons and shields only)
These are for the appearance of the weapon or shield in a fight:5000%
| hitSound | (dbr of type SoundPak) | The sound the weapon or shield makes when hitting a monster |
| swipeSound | (dbr of type SoundPak) | The sound it makes when missing |
| weaponTrail | (dbr of type Effect) | For the glowing trail of the weapon when swung |
Armor Parameters (except for weapons and shields)
This describes the aspect of the armor in-game
Contains 6 groups of three parameters each:5000%
| armorGenderMesh | (msh file) | the mesh of the armor if worn by someone of gender Gender, (or if not worn in the case of Gender=Native) |
| armorGenderBaseTexture | (tex file) | how the mesh is painted |
| armorGenderBumpTexture | (tex file) | how the mesh is painted |
Where Gender may be Male, Female, Native, Satyr, JackalMan, and Tigerman.
Armor Sound (except for weapons and shields)
| blockSound | (dbr of Type SoundPak) | (? Sound played when armor withstands blow?) |
| impactSound | (dbr of type SoundPak) | (? Sound played when PC is hit in spite of armor?) |
Item Parameters
These are mostly for the inventory
| itemNameTag | (tag) | Tag of the generic or unique name of the equipment item |
| itemQualityTag | (tag) | Tag of a qualifier such as (copper) or (iron) to be affixed to the name. Will be added in brackets to the name in the inventory and when gathering items using the 'Alt' key. |
| itemStyleTag | (tag) | (?) |
| bitmap | (tex file) | Bitmap to be used in the inventory |
| bitmapFemale | (tex file) | To be used in the inventory of female players instead, if the item looks different used by females |
| attributeScalePercent | (floating point numeral) | (?) |
| itemSetName | (dbr of type set) | the set this item belongs to, if any |
| itemCostName | (dbr) | used for rare and unique items instead of setting a merchant price under itemCost |
| hidePrefixName | (boolean) | used to show/hide prefix name in the item name (for magic and rare items as well as uniques which can have affixes like Black Pearl Pendant) |
| hideSuffixName | (boolean) | used to show/hide suffix name in the item name (for magic and rare items as well as uniques which can have affixes like Black Pearl Pendant) |
| itemText | (tag) | Tag of a description, will be displayed just under the name in the inventory. |
| itemClassification | String, from picklist) | For the inventory colour of the item. May be Common (white), Magic (yellow), Rare (green), Epic (blue), Legendary (purple), or Quest (also purple) |
| dropSound | (dbr of type SoundPak) | To be heard when the item is dropped |
| dropSound3D | (dbr of type SoundPak) | (?) |
| dropSoundWater | (dbr of type SoundPak) | Splash to be heard if the item drops into water |
| itemCost | (integer) | Merchant price |
| itemCostScalePercent | (floating point numeral) | (?) Range of possible merchant prices?? |
| itemLevel | (integer) | Level of the item |
| cannotPickUpMultiple | (boolean) | whether the player may keep only one of these items at a time |
Item Requirements
Conditions the player must meet before the item can be equipped.
They include strengthRequirement, dexterityRequirement, IntelligenceRequirement and levelRequirement (integers).
Actor Variables
For the appearance of the item in the game world (see Actor Variables)
Racial Bonus
Some equipment items grant a bonus against certain monsters, for instance the undead. This is coded here.
| racialBonusRace | (array of tags) | Tags of monster races (There are six possible races: Beasts, Beastmen, Insects, Undead, Demons, Titans). The monsters to be affected must have one of those tags set as their characterRacialProfile |
| racialBonusPercentDamage | (array of floating point numerals) | Bonus damage, in percent, against the above races. For instance, ' 20% damage against undead' will be displayed in the inventory. |
| racialBonusAbsoluteDamage | (array of floating point numerals) | Bonus damage, but in hit points. For instance, ' 20 damage against undead' will be displayed in the inventory. |
| racialBonusPercentDefense | (array of floating point numerals) | Bonus on damage resistance, in percent, when the item is equipped in a fight against the races entered above |
| racialBonusAbsoluteDefense | (array of floating point numerals) | Number of damage points prevented on each hit by the races entered above, when the item is equipped |
Skill Augment
Some weapons give a bonus on skill levels. This is coded here. Further boni on skills are coded under Skill Parameters.
| augmentSkillName1 | (dbr of type skill) | First skill to be enhanced |
| augmentSkillLevel1 | (integer) | by how much it will be enhanced |
| augmentSkillName2 | (dbr of type skill) | Second skill to be enhanced |
| augmentSkillLevel2 | (integer) | by how much |
| augmentMasteryName1 | (dbr of type mastery) | First mastery the skills of which will all be enhanced |
| augmentMasteryLevel1 | (integer) | by how much |
| augmentMasteryName2 | (dbr of type mastery) | Second mastery the skills of which will all be enhanced |
| augmentMasteryLevel2 | (integer) | by how much |
| augmentAllLevel | (integer) | By how much all skills of the PC are enhanced |
| itemSkillName | (dbr of type skill) | A skill the item transfers on the PC regardless of his masteries |
| itemSkillLevel | (integer) | Level of that skill to be given to the PC |
Offensive Parameters
Here are any boni the item gives on the player's attacks:5000%
Offensive Global
| offensiveGlobalChance | (array of floating point numerals) | (?) |
Offensive Absolute
The offensive boni are of several types. They are manged by at least five, in most cases seven variables to each type:
| offensiveTypeMin | (array of floating point numerals) | minimal bonus damage5000% |
| offensiveTypeMax | (array of floating point numerals) | maximal bonus damage5000% |
| offensiveTypeChance | (array of floating point numerals) | chance to do bonus5000% damage5000% |
| offensiveTypeXOr | (boolean) | of all boni marked 'true' here, just one will 5000% materialize |
| offensiveTypeGlobal | (boolean) | (?) |
| In some cases, if you do not want absolute, but relative damage bonus, you can use instead:5000% | ||
| offensiveTypeModifier | (array of floating point numerals) | Used istead of min and max, Enhancement of damage in per cent5000% |
| offensiveTypeModifierChance | (array of floating point numerals) | Used instead of Chance, chance to do enhanced bonus damage5000% |
| In the case of mana burn, instead of the modifier variables you get:5000% | ||
| offensiveManaBurnDamageRatio | (array of floating point numerals) | how much of the stolen mana will do damage (burn)5000% |
| offensiveManaBurnRatioAdder | (array of floating point numerals) | additional percentual mana burn5000% |
| offensiveManaBurnRatioAdderChance | (array of floating point numerals) | chance for additional mana burn5000% |
| Possible values for Type | |||
| .dbr Subheading | Values of Type | Per cent Modifier available | Use |
|---|---|---|---|
| Item Base Damage | BaseCold BaseFire BasePoison BaseLightning BaseLife | no | fixed damage boni |
| Offensive Physical | Physical | yes | base damage of the weapon5000% |
| Offensive Pierce Ratio | PierceRatio | yes | chance to pierce armor5000% |
| Offensive Pierce | Pierce | yes | additional piercing chance5000% |
| Offensive Cold | Cold | yes | additional cold damage5000% |
| Offensive Fire | Fire | yes | additional fire damage5000% |
| Offensive Poison | Poison | yes | additional poison damage5000% |
| Offensive Lightning | Lightning | yes | additional lightning damage5000% |
| Offensive Life | Life | yes | additional life point damage5000% |
| Offensive Percent Current Life | PercentCurrentLife | no | hp damage relative to monster's strength, good against bosses |
| Offensive Mana Burn | ManaBurn | no, special case | steal mana, with chance to burn monster by it |
| Offensive Disruption | Disruption | no | stop monster using skills, values in seconds |
| Offensive Life Leach | LifeLeach | no | take HP from monster, add to your own |
| Offensive Elemental | Elemental | yes | elemental damage 5000% |
Offensive Duration
These are damage effects over time. In addition to the variables in Offensive Absolute, they get the extra variables
| offensiveTypeDurationMin | (array of floating point numerals) | minimal duration of the effect, in seconds |
| offensiveTypeDurationMax | (array of floating point numerals) | maximal duration of the effect, in seconds |
| Possible values for Type | |||
| .dbr Subheading | Values of Type | Per cent Modifier available | Use |
|---|---|---|---|
| Offensive Slow Physical | SlowPhysical | yes | physical damage over time |
| Offensive Slow Bleed | SlowBleed | yes | dito, with bleeding graphic effect |
| Offensive Slow Cold | SlowCold | yes | additional cold damage over time |
| Offensive Slow Fire | SlowFire | yes | additional fire damage over time |
| Offensive Slow Poison | SlowPoison | yes | additional poison damage over time |
| Offensive Slow Lightning | SlowLightning | yes | additional lightning damage over time |
| Offensive Slow Life | SlowLife | yes | additional life point damage over time |
| Offensive Slow Total Speed | SlowTotalSpeed | no | slow all actions of the monster |
| Offensive Slow Attack Speed | SlowAttackSpeed | yes | slow attacks of the monster |
| Offensive Slow Run Speed | SlowRunSpeed | yes | slow movement of the monster |
| Offensive Slow Life Leach | SlowLifeLeach | yes | take HP from monster, add to your own, over time |
| Offensive Slow Mana Leach | SlowManaLeach | yes | take MP from monster, dito |
| Offensive Slow Offensive Ability | SlowOffensiveAbility | yes | (?) |
| Offensive Slow Defensive Ability | SlowDefensiveAbility | yes | (?) |
| Offensive Slow Offensive Reduction | SlowOffensiveReduction | yes | (?) |
| Offensive Slow Defensive Reduction | SlowDefensiveReduction | yes | (?) |
| Total Damage Reduction Percent | TotalDamageReductionPercent | no | monster will do less damage for a time |
| Total Damage Reduction Absolute | TotalDamageReductionAbsolute | no | dito, absolute values |
| Total Damage Resistance Percent | TotalDamageResistancePercent | no | monster will have less resistance for a time |
| Total Damage Resistance Absolute | TotalDamageResistanceAbsolute | no | dito, absolute values |
| Offensive Fumble | OffensiveFumble | no | makes monster miss its melee attack |
| Projectile Fumble | ProjectileFumble | no | makes monster miss its ranged attack |
Offensive Influence
Special Effects of the item on the enemy monster, such as fear or confusion.
| Possible values for Type | |||
| .dbr Subheading | Values of Type | Per cent Modifier available | Use |
|---|---|---|---|
| Convert | Convert | no | Make monster fight on your side |
| Taunt | Taunt | no | Make monster attack you instead of others |
| Fear | Fear | no | Make monster afraid |
| Confusion | Confusion | no | Confuse monster |
| Trap | Trap | no | Monster can not move |
| Freeze | Freeze | no | Monster is slowed down by freezing |
| Petrify | Petrify | no | Monster is turned to stone |
| Stun | Stun | yes | Monster is stunned |
Offensive Bonus
BonusPhysical is yet another possible Type. Per cent Modifier available.
Retaliation Parameters
Here are boni the item grants on retaliation of attacks:
The property names begin with retaliation instead of offensive. Apart form that, the data are organized similarly to the offensive boni
Possible values of Type are:
Retaliation Absolute
Physical, Pierce Ratio, Pierce, Fire, Cold, Poison, Lightning, Life, Stun, Percent Current Life, Elemental
Retaliation Duration
Slow Physical, Slow Bleeding, Slow Cold, Slow Fire, Slow Poison, Slow Lightning, Slow Attack Speed, Slow Run Speed, Slow Life Leach, Slow Mana Leach, Slow Offensive Ability, Slow Defensive Ability, Slow Offensive Reduction.
Defensive Parameters
Here are boni the item grants on the player's defense:
Defensive Absolute
Defensive Special
Defensive Misc
Defensive Influence
Monster Defense
Character Parameters
Here are boni the player gets outside of combat actions, when the item is equipped:
Character Base Attributes
(used with weapons)
| characterBaseAttackSpeed | (floating point numeral) | Attack speed using the weapon |
| characterBaseAttackSpeedTag | (tag) | For displaying the attack speed class in the inventory |
Character Bonus Attributes
| characterStrength | (array of floating point numerals) | Absolute increase in strength |
| characterDextertity | (array of floating point numerals) | Absolute increase in dexterity |
| characterIntelligence | (array of floating point numerals) | Absolute increase in intelligence |
| characterLife | (array of floating point numerals) | Absolute increase in hit points |
| characterMana | (array of floating point numerals) | Absolute increase in mana points |
| characterStrengthModifier | (array of floating point numerals) | Procentual increase in strength |
| characterDextertityModifier | (array of floating point numerals) | Procentual increase in dexterity |
| characterIntelligenceModifier | (array of floating point numerals) | Procentual increase in intelligence |
| characterLifeModifier | (array of floating point numerals) | Procentual increase in hit points |
| characterManaModifier | (array of floating point numerals) | Procentual increase in mana points |
| characterIncreasedExperience | (array of floating point numerals) | Procentual increase in experience gain |
====Character Speed====5000%
Character Regeneration
====Character Ability====5000%
Character Reserve
Requirement Reduction
Skill Parameters
For Skill level enhancement, see Skill Augment. Here are other boni the item may give on skills
Skill Reduction
The item may reduce the mana costs of skills, or make a skill available more often:
Projectile Bonus
Skills using projectiles may be enhanced:5000%
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