Equipment files are where all equipment is listed, given it's important information for the correct output.
This section consists of two major sections: Building Equipment and the Equipment Tag Dictionary.
The Equipment file consists of a number of lines, each representing one piece of equipment.
The Equipment Tag Dicionary is broken into two sub-sections: The General Tag List, and the Weapon/Armor Tag List.
The following tags are used in all equipment.
*** Updated 5.13.6
The first field is the item's name and is required. This first list of tags is relevant to all equipment
Clothing Outfit (Business)
The item named "Clothing Outfit (Business)" is to be created.
Handbag.MOD
The item named "Handbag" is to be modified.
Light-Duty Vest.COPY=Vest (Concealable/w.Outershell)
Copy the equipment "Light-Duty Vest" and rename to "Vest (Concealable/w.Outershell)" in all aspects.
Tag Name: BASEITEM:x
Variables Used (x): Text (name of base item)
What it does:
BASEITEM
must be used in conjunction with the EQMOD
tag.EQMOD
tag are applied to the base item prior to the
application of any other included tags.Example:
Davril's Longsword <tab> BONUS:COMBAT|DAMAGE,TOHIT|2 <tab> BASEITEM:Longsword <tab> EQMOD:BANE_M|Undead.HOLY_M.KEEN
Creates a piece of equipment called "Davril's Longsword" that is a +2 weapon. The SPROPS and effects from the equipment modifiers "Bane Undead", "Holy" and "Keen" will appear in the attack numbers and special properties as appropriate.
Tag Name: BASEQTY:x
Variables Used (x): Number (standard bundle quantity)
What it does:
The numeric value supplied is the number of items in this bundle. ie. Arrows (20) should have.
Example:
BASEQTY:20
20 items in a bundle (e.g. Arrows).
*** Updated 5.14.0
Tag Name: CONTAINS:x|y
Variables Used (x): Number (quantity held)
Variables Used (y): Text (Type=<itemtype>)
Variables Used (y): Text (Total=<number>)
Variables Used (y): UNLIM
What it does:
Examples:
CONTAINS:500
500 units of weight can fit in this container.
CONTAINS:*500
500 units of weight can fit in this container and this is not added to the PCs carried weight.
CONTAINS:50%50|Any=25
Holds up to 25 items of up to 50 units of weight, but the total weight contained is reduced 50%.
CONTAINS:25%UNLIM|Any=100
Holds up to 100 items no matter the weight, but total weight contained is reduced 25%.
CONTAINS:500|Potions=100
500 units of weight can fit in this container, but only 100 potions fit.
CONTAINS:UNLIM
This container has an unlimited weight allowance.
CONTAINS:UNLIM|Any=100
Holds 100 things, no matter what the weight.
CONTAINS:UNLIM|Total=10|Paper=10|Scroll=10
Holds 10 papers or 10 scrolls, or any combination of these up to 10, no matter what the weight.
Tag Name: COST:x
Variables Used (x): Number (gold coin cost)
What it does:
The cost of the item.
Example:
COST:5
Item costs 5 gold pieces.
*** Updated 5.14.0
Tag Name: EDR:x
Variables Used (x): Number (Integer greater than zero)
What it does:
Sets the Effective Damage Resistance of an item.
Example:
EDR:5
Item takes 5 points to destroy.
Tag Name: EQMOD:x|y|y.x|y|y
Variables Used (x): Text (Equipment modifier KEY)
Variables Used (y): Text (Variable values)
Variables Used (y): Text (Chooser responses)
What it does:
BASEITEM
, the eqmod is automatically applied
to the base item and is applied before looking at other tags.Example:
EQMOD:KEEN.BANE|Undead
Creates a sword that is keen and also has Bane Undead.
EQMOD:ABILITYPLUS|STR+2
Applies a +2 strength bonus to the character when using the item.
Leather Armor.MOD <tab> EQMOD:DR_CONVERSION_ARCHAIC|2
Applies a damage reduction bonus of 2 to the character when using the item.
Rod (Absorption) <TAB> OUTPUTNAME:Rod of [NAME] <TAB> TYPE:Magic.Rod <TAB> COST:50000 <TAB> WT:5 <TAB> BASEITEM:Rod <TAB> EQMOD:CHARGED_ITEM_50|CHARGES[50] <TAB> SOURCEPAGE:MagicItemsIII.rtf
Creates a magical rod called "Rod of Absorption" with 50 charges.
Tag Name: MODS:x
Variables Used (x): YES
Variables Used (x): NO
Variables Used (x): REQUIRED
What it does:
Is either YES (default), which means it can have equipment modifiers added to it, NO, no equipment modifiers can be added, or REQUIRED, must have at least 1 equipment modifier in order to purchase the item.
Example:
MODS:YES
Item can have equipment modifiers added.
*** Added 5.9.6
Tag Name: NUMPAGES:x
Variables Used (x): Number (Number of pages in spell book)
What it does:
Defines the number of pages in the spellbook. Any equipment item with TYPE:Spellbook will appear in the Spellbook sub-tab of the Spells Tab.
Example:
NUMPAGES:100
Spell book with 100 pages.
*** Added 5.9.6
Tag Name: PAGEUSAGE:x
Variables Used (x): Formula (Number of pages each spell will use)
What it does:
Defines the how many pages of the spellbook each spell would use. The variable SPELLLEVEL can be used to make calculations based on the spell's level. Any equipment item with TYPE:Spellbook will appear in the Spellbook sub-tab of the Spells Tab.
Example:
PAGEUSAGE:max(SPELLLEVEL*2,1)
Each spell will use 2 pages per level (3.0 standard spellbook).
PAGEUSAGE:1
Each spell will use a single page (Blessed Book).
Tag Name: PRETYPE:x,y,y
Variables Used (x): Number (The number of types that must match the specified requirements).
Variables Used (y): Text (Equipment type).
Variables Used (y): EQMODTYPE=y (Equipment Modifier type).
Variables Used (y): EQMOD=y (Equipment Modifier KEY).
What it does:
Make specific TYPES or Equipment Modifier a prerequisite.
Secondary syntax:
PRETYPE has a second older syntax which is still in use in the release files.
PRETYPE:Heavy,Armor|Shield
translates to: Must have "Heavy" AND "Armor" OR "Shield" types.Examples:
PRETYPE:1,Magic <tab> PRETYPE:1,Piercing,Slashing
Type must be magic and piercing or slashing
PREMULT:2,[PRETYPE:1,Magic],[PRETYPE:1,Piercing,Slashing]
This example, utilizing the PREMULT tag, accomplishes the same thing as the example above it but as it is one statement it can be attached to a BONUS statement.
!PRETYPE:1,Heavy
Type must NOT be Heavy
PRETYPE:1,EQMODTYPE=Mundane
Use to test for any modifier with "Mundane" type.
PRETYPE:1,EQMOD=IRONWOOD
Use to test for the "Ironwood" Equipment Modifier.
Examples of secondary syntax:
PRETYPE:Magic,Piercing,Slashing
Type must be Magic, Piercing and Slashing.
PRETYPE:Magic,Armor|Shield,Piercing,Slashing
Type must be Magic, Piercing, Slashing and (Armor OR Shield).
*** Added 5.9.7
Tag Name: QUALITY:x|y
Variables Used (x): Text (Name of the quality)
Variables Used (y): Text (Text string value of the quality)
What it does:
Sets the name and value of a quality which will be attached to the equipment.
Qualities can be output by the EQ.0.QUALITY
tag
Example:
QUALITY:Restriction|Licensed
The equipment has the "Restriction" quality which has a value of "Licensed".
QUALITY:Black Market DC|(+1)
The equipment has the "Black Market DC" quality which has a value of "(+1)".
*** Updated 5.5.2
Tag Name: SIZE:x
Variables Used (x): Text (F,D,T,S,M,L,H,G,C)
What it does:
Example:
SIZE:M
Item is medium size.
Tag Name: SLOTS:x
Variables Used (x): Number (Number of slots it takes to equip an item)
What it does:
This tag is used in weapon lines to set the number of slots required to equip a character with the weapon. The default is one.
Example:
SLOTS:2
Weapon requires two hands to wield it.
*** Updated 5.7.1
Tag Name: SPROP:x
Variables Used (x): Text (Special property)
What it does:
Examples:
SPROP:Shines with an inner light
Output sheet reads "Shines with an inner light" under the item.
SPROP:Squash code bugs % times per day|TL
For a 5th level character the output sheet would read "Squash code bugs 5 times per day" under the item.
SPROP:+2 against undead|PRECLASS:Paladin=1
Outputs the text if the character has at least 1 level of Paladin.
SPROP:+% vs. code bugs|ColaIntake|PRESKILL:1,Programming=10
If the character has the Programming skill of at least 10 and the variable "ColaIntake" is defined as equal to 4 then the output sheet reads "+4 vs. code bugs".
SPROP:+1 luck bonus to saves vs. %|%CHOICE <tab> CHOOSE:Abjuration|Conjuration|
Divination|Evocation|Necromancy|Enchantment|Transmutation|Universal
Allows for the selection of the type of luck bonus and inserts it in the %CHOICE.
Tag Name: WT:x
Variables Used (x): Number (Item Weight)
What it does:
The weight of the item in question. You can specify any positive number weight or if no weight use a 0 (zero)
Example:
WT:5
Item weighs 5 coins.
The following tags are for equipment with TYPE:Weapon, TYPE:Armor, or TYPE:Shield.
Notes:
Tag Name: ACCHECK:x
Variables Used (x): Number (Armor Check Penalty)
What it does:
The numeric value supplied is the Armor Check penalty applied to certain skills that have an Armor Check.
Example:
ACCHECK:-6
Item has an armor check penalty of -6.
*** Rediscovered 5.11.4
Tag Name: ALTCRITMULT:x
Variables Used (x): Text (Secondary attack's critical modifier)
What it does:
Example:
ALTCRITMULT:x3
2nd head has a critical modifier of x3.
ALTCRITMULT:-
2nd head has no critical modifier.
Tag Name: ALTCRITRANGE:x
Variables Used (x): Number (Secondary attack's critical chance)
What it does:
Example:
ALTCRITRANGE:2
2nd head criticals on roll of 19 or 20.
Tag Name: ALTDAMAGE:x
Variables Used (x): Text (Secondary attack's damage)
What it does:
Example:
ALTDAMAGE:1d6-1
2nd head does 1d6-1 damage.
*** Added 5.7.15
Tag Name: ALTEQMOD:x|y|y.x|y|y
Variables Used (x): Text, period delimited (Equipment modifier name)
Variables Used (y): Text, pipe delimited (Modifiers applied to the equipment modifier name)
What it does:
Example:
ALTEQMOD:WOOD
2nd head has the WOOD EQMOD applied to it.
Tag Name: ALTTYPE:x
Variables Used (x): Number (Secondary attack's type)
What it does:
Example:
ALTTYPE:Simple.Melee.Bludgeoning
2nd head is Simple Melee Bludgeoning.
Tag Name: CRITMULT:x
Variables Used (x): Text (Critical Modifier)
What it does:
Example:
CRITMULT:x2
Item has a critical modifier of x2.
CRITMULT:-
Item has no critical modifier.
Tag Name: CRITRANGE:x
Variables Used (x): Number (Attack's critical chance)
What it does:
Example:
CRITRANGE:2
Item criticals on roll of 19 or 20.
Tag Name: DAMAGE:x
Variables Used (x): Text (Item Damage)
What it does:
The damage that a weapon does, this is part of the character sheet output.
Example:
DAMAGE:1d6
Item damage is 1d6.
*** Added 5.7.15
Tag Name: FUMBLERANGE:x
Variables Used (x): Text (Equipment fumble range)
What it does:
This is text which indicates the equipments fumble or error range. This tag may also be used in EQMOD lines. If an equipment item has EQMODs, the FUMBLERANGE text from the EQMOD supersedes the text from the item itself (EQMODs applied to the primary weapon head trumps text in EQMODs applied to the secondary weapon head).
Example:
FUMBLERANGE:1-3
Indicates and error range of 1-3.
FUMBLERANGE:Natural 1
Indicates and error range of a natural 1.
*** Deprecated 5.15.10 - Remove 6.0 - Use SLOTS instead.
Tag Name: HANDS:x
Variables Used (x): Number (Hands required)
What it does:
The required number of hands to use this item. (e.g. a short sword will use HANDS:1, a buckler HANDS:0. The default is 1)
Example:
HANDS:2
Item is wielded with 2 hands.
Tag Name: MAXDEX:x
Variables Used (x): Number (Maximum Dexterity Bonus)
What it does:
The numeric value supplied is used for armor to determine the maximum dexterity bonus that can be had while wearing the armor.
Example:
MAXDEX:3
Item allow maximum dexterity bonus of three when equipped.
*** Updated 5.13.8
Tag Name: PROFICIENCY:x|y
Variables Used (x): Text (WEAPON, ARMOR, or SHIELD)
Variables Used (y): Text (Proficiency Name)
What it does:
This tells PCGen what Proficiency name to use from the appropriate profs.lst file. (i.e. weaponprofs.lst, armorprofs.lst, or shieldprofs.lst)
Example:
PROFICIENCY:WEAPON|Sword (Long)
Item uses the "Longsword" weapon proficiency.
PROFICIENCY:ARMOR|Chainmail
Item uses the "Chainmail" armor proficiency.
PROFICIENCY:SHIELD|Buckler
Item uses the "Buckler" shield proficiency.
Tag Name: RANGE:x
Variables Used (x): Number (Distance of one range increment)
What it does:
Sets the distance of the weapons range increment.
Example:
RANGE:50
One range increment for this weapon is 50 ft.
Tag Name: RATEOFFIRE:x
Variables Used (x): Text (Rate of Fire Text)
What it does:
This is the weapon's rate of fire (given as text suitable for output). Most likely only useful in modern and futuristic games.
Example:
RATEOFFIRE:1
1 shot per round.
RATEOFFIRE:0/10/20
0 shots first round, 10 shots second round and 20 shots on the third.
RATEOFFIRE:S,A
Single or Automatic.
RATEOFFIRE:Single
Single shot only.
*** Updated 5.11.6
Tag Name: REACH:x
Variables Used (x): Number (Weapon Reach)
What it does:
The numerical value supplied is used by the WEAPONREACH miscinfo.lst tag to calculate the reach the wielder gains with the weapon. In general it adds to the weapons Reach minus the first 5 feet of the characters natural reach, so a character with a natural reach of 10 wielding a weapon with a REACH value of 10 will have a reach of 15 with that weapon.
Example:
REACH:10
Item reaches 10 feet.
*** Added 5.11.6
Tag Name: REACHMULT:x
Variables Used (x): Number (Weapon Reach Multiplier)
What it does:
The numerical value supplied is used by the WEAPONREACH miscinfo.lst tag to calculate the reach the wielder gains with the weapon. In general it multiplies the characters natural reach, so a character with a natural reach of 10 wielding a weapon with a WEAPONREACH value of 2 will have a reach of 20 with that weapon.
Example:
REACHMULT:2
Item reaches 2 times the characters normal reach.
Tag Name: SPELLFAILURE:x
Variables Used (x): Number (Spell Failure percentage)
What it does:
The numeric value supplied is to show the percentage chance of spell failure when casting a spell while wearing/wielding this item (when item is equipped).
Example:
SPELLFAILURE:5
Item causes 5% of arcane spells to fail.
*** Added 5.5.2
Tag Name: WIELD:x
Variables Used (x): Light (Weapon is Light)
Variables Used (x): OneHanded (Weapon can be wielded in one hand)
Variables Used (x): TwoHanded (Weapon requires both hands to be wielded effectively)
What it does:
Sets the wield category of a weapon.
In 3.5 edition the rules for wielding a weapon are based on the size category of the weapon and the size category of the PC. Each size category difference between the weapon and PC changes the effective wield category by one step. Thus a Large sized Longsword, a 'OneHanded' weapon, is effectively wield category 'TwoHanded' for a Medium sized PC.
Example:
WIELD:TwoHanded
Weapon must be wielded with two hands.
Where it is used:
Equipment files in melee weapon lines.