The first field in the equipmods.lst files must be the name of the modifier, after that, the tags do not need to be in any special order.
Tag Name: ADDPROF:x.x
Variables Used (x): Text (proficiency name)
What it does:
This will take the base items required proficiency and assign it the type specified.
Example:
ADDPROF:Exotic.Heavy
Item requires the "Exotic" and "Heavy" proficiencies.
Tag Name: ARMORTYPE:x|y
Variables Used (x): Text (what the armor proficiency currently is)
Variables Used (y): Text (type is what it will become)
What it does:
This will change the armor type and is | (pipe) delimited.
Example:
ARMORTYPE:Medium|Heavy
Changes the armor type from "Medium" to "Heavy".
Tag Name: ASSIGNTOALL:x
Variables Used (x): Boolean (YES)
What it does:
This is for double weapons only. If this tag is present then the modifiers will be applied to both heads.
Example:
ASSIGNTOALL:YES
Assigns modifiers to both heads.
Tag Name: CHARGES:x|y
Variables Used (x): Number (Minumum number of charges)
Variables Used (y): Number (Maximum number of charges)
What it does:
Sets the charges for a magic item.
Example:
CHARGES:1|50
Sets the charges for a magic item at a minumum of 1 and maximum of 50.
Tag Name: COST:x
Variables Used (x): Number (Cost or Formula)
What it does:
Example:
COST:300
Item cost will be 300 gold.
Tag Name: COSTPRE:x
Variables Used (x): Number (Cost before resizing)
What it does:
The cost applied to the equipment before resizing an item occurs.
Example:
COSTPRE:100
Item cost is 100 gold before resizing.
*** New
Tag Name: EQBUILDER.SPELL|u|v|w|x|y|z
Variables Used (u): :Text (spell type: Arcane, Divine, Psionic, ANY)
Variables Used (v): :Text (SCHOOL)
Variables Used (w): :Text (SUBSCHOOL)
Variables Used (x): :Text (DESCRIPTOR)
Variables Used (y): :Number (Minimum Level)
Variables Used (z): :Number (Maximum Level)
What it does:
Used in conjunction with CHOOSE: it allows magic/psionic items with a specific TYPE/SCHOOL/SUBSCHOOL/DESCRIPTOR filtering. Minimum and maximum level of spell may be set by using the y|z options, but are optional. If there is no numbers then y = 0 and z = MAX_LEVEL. If there is one number present, y = number and z = MAX_LEVEL. if there are two numbers, y = number1 and z = number2.
Example:
CHOOSE:EQBUILDER.SPELL|SCHOOL.Enchantment;SUBSCHOOL.Compulsion
Show all spells that are Evocation AND Compulsion.
CHOOSE:EQBUILDER.SPELL|SCHOOL.Enchantment|SCHOOL.Abjuration
Show all spells that are Evocation OR Abjuration.
CHOOSE:EQBUILDER.SPELL|Arcane,Divine|0|3
Allows the user to quickly generate a minor scroll
CHOOSE:EQBUILDER.SPELL|Arcane|SCHOOL.Evocation|0|3
Allows the user to quickly generate a minor wand with only evocation spells
CHOOSE:EQBUILDER.SPELL|Psionics|0|3
Allows a minor powerstone
Tag Name: IGNORES:x,x
Variables Used (x): Text (List of Keys)
What it does:
This is a , (comma) delimited list of Keys that the modifier will ignore when making custom items.
Example:
IGNORES:ARMRMW,WEAPWM
The "ARMRMW" & "WEAPWM" keys are ignored.
Tag Name: ITYPE:x.x
Variables Used (x): Text (Type Name)
What it does:
This is a . (period) delimited list of types that will be granted, in addition to any existing types, to the item being created.
Example:
ITYPE:Magic.Ranged.Thrown
The item gains the types "Magic", "Ranged" & "Thrown".
Tag Name: KEY:x
Variables Used (x): Text (Key Name)
What it does:
This is a unique descriptor for the modifier, basically the same as the 1st files in all other files, the "name" field.
Examples:
The following list of keys covers all those used in the SRD(including psionics)/RSRD/MSRD files.
KEY:ADAM
- AdamantineKEY:ADDTYPE
- Add TypeKEY:ALCHM
- Alchemical SilverKEY:ALCHM/2
- 1/2 Alchemical SilverKEY:ANMATD
- AnimatedKEY:APRTR
- AporterKEY:ARW_CAT
- Arrow CatchingKEY:ARW_DEF
- Arrow DeflectionKEY:ARW_DEF
- Arrow DeflectionKEY:AUTOFIRE
- AutofireKEY:AVRTR
- AverterKEY:A_1USEMA
- Spell Effect (Single Use/Completion)KEY:A_1USEME
- Spell Effect (Single Use/Completion)KEY:A_1USEMI
- Spell Effect (Single Use/Completion)KEY:A_1USEMI
- Spell Effect (Single Use/Completion)KEY:A_1USEMI
- Spell Effect (Single Use/Completion)KEY:A_1USEMI
- Spell Effect (Single Use/Completion)KEY:A_1USEMI
- Spell Effect (Single Use/Completion)KEY:A_1USEMI
- Spell Effect (Single Use/Completion)KEY:A_1USEMI
- Spell Effect (Single Use/Completion)KEY:BANE_A
- BaneKEY:BANE_M
- BaneKEY:BANE_R
- BaneKEY:BASH_H
- BashingKEY:BASH_L
- BashingKEY:BDY_FDR
- Body FeederKEY:BIND
- BlindingKEY:BNS_AC_DEFL
- AC Bonus (Deflection)KEY:BNS_AC_INSI
- AC Bonus (Insight)KEY:BNS_AC_LUCK
- AC Bonus (Luck)KEY:BNS_AC_OTHE
- AC Bonus (Other)KEY:BNS_AC_PROF
- AC Bonus (Profane)KEY:BNS_AC_SCRD
- AC Bonus (Sacred)KEY:BNS_ENHC_AB
- Ability Bonus (Enhancement)KEY:BNS_ENHC_AC
- Armor Bonus (Enhancement)KEY:BNS_ENHC_NAT
- Natural Armor Bonus (Enhancement)KEY:BNS_SAV_INS
- Save Bonus (Insight)KEY:BNS_SAV_LUC
- Save Bonus (Luck)KEY:BNS_SAV_OTH
- Save Bonus (Other)KEY:BNS_SAV_PRO
- Save Bonus (Profane)KEY:BNS_SAV_RES
- Save Bonus (Resistance)KEY:BNS_SAV_SAC
- Save Bonus (Sacred)KEY:BNS_SKL_CIR
- Skill Bonus (Circumstance)KEY:BNS_SKL_CMP
- Skill Bonus (Competance)KEY:BNS_SKL_LCK
- Skill Luck BonusKEY:BNS_SPELL
- Bonus SpellKEY:BNS_SPL_RST
- Spell ResistanceKEY:BRI_EN_A
- Brilliant EnergyKEY:BRI_EN_M
- Brilliant EnergyKEY:BRI_EN_T
- Brilliant EnergyKEY:BURSTFIRE
- Burst fireKEY:CHAOS_A
- Anarchic, ChaoticKEY:CHAOS_M
- Anarchic, ChaoticKEY:CHAOS_R
- Anarchic, ChaoticKEY:CHRGD
- ChargedKEY:CRYSTAL
- CrystallineKEY:C_IRON
- Cold IronKEY:C_IRON/2
- 1/2 Cold IronKEY:DANCE
- DancingKEY:DARK
- DarkwoodKEY:DBLTAP
- Double Tap fireKEY:DEFEND
- DefendingKEY:DISRPT
- DisruptionKEY:DISSIP
- DissipaterKEY:DISTNC
- DistanceKEY:DRACO
- DragonhideKEY:D_1USEMA
- Spell Effect (Single Use/Completion)KEY:D_1USEME
- Spell Effect (Single Use/Completion)KEY:D_1USEMI
- Spell Effect (Single Use/Completion)KEY:ECTO
- EctoplasmicKEY:ETHERE
- EtherealnessKEY:ETHERE
- EtherealnessKEY:FLM_A
- FlamingKEY:FLM_BR_A
- Flaming BurstKEY:FLM_BR_M
- Flaming BurstKEY:FLM_BR_R
- Flaming BurstKEY:FLM_M
- FlamingKEY:FLM_R
- FlamingKEY:FLOAT
- FloatingKEY:FROST_A
- FrostKEY:FROST_M
- FrostKEY:FROST_R
- FrostKEY:FRT_HVY
- Fortification (Heavy)KEY:FRT_LGHT
- Fortification (Light)KEY:FRT_MOD
- Fortification (Moderate)KEY:GHOST_A
- Ghost touchKEY:GHOST_AM
- Ghost touchKEY:GHOST_M
- Ghost touchKEY:GHOST_R
- Ghost touchKEY:GLAM
- GlameredKEY:HEART
- HeartenKEY:HOLY_A
- HolyKEY:HOLY_M
- HolyKEY:HOLY_R
- HolyKEY:ICE_BR_A
- Icy BurstKEY:ICE_BR_M
- Icy BurstKEY:ICE_BR_R
- Icy BurstKEY:ILLUMINATOR
- IlluminatorKEY:IMPCT
- ImpactKEY:INVULN
- Invulnerability KEY:KEEN
- KeenKEY:KIFOC
- Ki FocusKEY:LANDING
- LandingKEY:LAW_A
- Axiomatic, LawfulKEY:LAW_M
- Axiomatic, LawfulKEY:LAW_R
- Axiomatic, LawfulKEY:LINKED
- LinkedKEY:LSR_SIGHT
- Laser SightKEY:LUCKY
- LuckyKEY:MERC_A
- MercifulKEY:MERC_M
- MercifulKEY:MERC_R
- MercifulKEY:MI_CLE
- Mighty CleavingKEY:MND_ARMR
- MindarmorKEY:MND_CRSHR
- MindcrusherKEY:MND_FDR
- Mind FeederKEY:MNFSTR_S
- ManifesterKEY:MNFSTR_W
- ManifesterKEY:MNTL_ADBL
- Mentally AudibleKEY:MTHRL
- MithralKEY:MWORKA
- Masterwork (Armor)KEY:MWORKI
- Masterwork (Instrument)KEY:MWORKT
- Masterwork (Tool)KEY:MWORKW
- Masterwork (Weapon/Ammo)KEY:PARRYING
- ParryingKEY:PHASING
- PhasingKEY:PLUS1A
- +1 (Enhancement to Armor)KEY:PLUS1S
- +1 (Enhancement to Shield)KEY:PLUS1W
- +1 (Enhancement to Weapon or Ammunition)KEY:PLUS2A
- +2 (Enhancement to Armor)KEY:PLUS2S
- +2 (Enhancement to Shield)KEY:PLUS2W
- +2 (Enhancement to Weapon or Ammunition)KEY:PLUS3A
- +3 (Enhancement to Armor)KEY:PLUS3S
- +3 (Enhancement to Shield)KEY:PLUS3W
- +3 (Enhancement to Weapon or Ammunition)KEY:PLUS4A
- +4 (Enhancement to Armor)KEY:PLUS4S
- +4 (Enhancement to Shield)KEY:PLUS4W
- +4 (Enhancement to Weapon or Ammunition)KEY:PLUS5A
- +5 (Enhancement to Armor)KEY:PLUS5S
- +5 (Enhancement to Shield)KEY:PLUS5W
- +5 (Enhancement to Weapon or Ammunition)KEY:POWER STORING
- Power StoringKEY:PSIBANE
- PsibaneKEY:PSYCHIC
- PsychicKEY:PWR_RST
- Power ResistanceKEY:QUICKNESS
- QuicknessKEY:RADIANT
- RadiantKEY:REFLC
- ReflectingKEY:RES_ACD_GRT
- Acid Resistance (Greater)KEY:RES_CLD_GRT
- Cold Resistance (Greater)KEY:RES_ELE_GRT
- Electricity Resistance (Greater)KEY:RES_FR_GRT
- Fire Resistance (Greater)KEY:RES_SNC_GRT
- Sonic Resistance (Greater)KEY:RETRN
- ReturningKEY:RNFRC_HVY
- Reinforcement (Heavy)KEY:RNFRC_LGHT
- Reinforcement (Light)KEY:RNFRC_MOD
- Reinforcement (Moderate)KEY:RNGED
- RangedKEY:RST_ACD
- Acid ResistanceKEY:RST_ACD_IMP
- Acid Resistance (Improved)KEY:RST_CLD
- Cold ResistanceKEY:RST_CLD_IMP
- Cold Resistance (Improved)KEY:RST_ELE
- Electricity Resistance Lightning ResistanceKEY:RST_ELE_IMP
- Electricity Resistance (Improved)KEY:RST_FR
- Fire ResistanceKEY:RST_FR_IMP
- Fire Resistance (Improved)KEY:RST_SNC
- Sonic ResistanceKEY:RST_SNC_IMP
- Sonic Resistance (Improved)KEY:SCP_ELE_OP
- Scope (Electro-optical)KEY:SCP_STD
- Scope (Standard)KEY:SEEK
- SeekingKEY:SHDW
- ShadowKEY:SHDW_GRT
- Shadow (Greater)KEY:SHDW_IMP
- Shadow (Improved)KEY:SHK_BR_A
- Shocking BurstKEY:SHK_BR_M
- Shocking BurstKEY:SHK_BR_R
- Shocking BurstKEY:SHOCK_A
- ShockKEY:SHOCK_M
- ShockKEY:SHOCK_R
- ShockKEY:SIGHT
- SightKEY:SLK
- SlickKEY:SLK_GRT
- Slick (Greater)KEY:SLK_IMP
- Slick (Improved)KEY:SLNT_MV
- Silent movesKEY:SLNT_MV_GRT
- Silent moves (Greater)KEY:SLNT_MV_IM
- Silent moves (Improved)KEY:SL_FDR
- Soul FeederKEY:SPEED
- SpeedKEY:SPEED_LD
- Speed LoaderKEY:SPIKE_A
- Armor SpikesKEY:SPIKE_S
- Shield SpikesKEY:SPL_1USE
- Spell Effect (Single Use/Use Activated)KEY:SPL_ACT
- Spell Effect (Use Activated)KEY:SPL_CHRG
- Spell Effect (50 Charges/Spell Trigger)KEY:SPL_CMD
- Spell Effect (Command Word)KEY:SPL_RST
- Spell ResistanceKEY:SPL_STR
- Spell StoringKEY:SPPRSSN
- SuppressionKEY:SPPRSS_PIS
- Suppressor (Pistol)KEY:SPPRSS_RFL
- Suppressor (Rifle)KEY:SUNDERER
- SundererKEY:THGHT_BSTN
- Thought BastionKEY:THNDR_A
- ThunderingKEY:THNDR_M
- ThunderingKEY:THNDR_R
- ThunderingKEY:THROW
- ThrowingKEY:TIME_BTTRS
- Time ButtressKEY:UNDEAD
- Undead controllingKEY:UNHLY_A
- UnholyKEY:UNHLY_M
- UnholyKEY:UNHLY_R
- UnholyKEY:UPGRADE
- UpgradeKEY:VANISHING
- VanishingKEY:VICIOU
- ViciousKEY:VORPAL
- VorpalKEY:WALL
- WallKEY:WILD_A
- WildKEY:WILD_S
- WildKEY:WOUND
- WoundingCreates the key.
Tag Name: NAMEOPT:x
Variables Used (x): NOLIST
Variables Used (x): NONAME
Variables Used (x): NORMAL
What it does:
This is used to determine the naming convention when offering a choice of skills to apply this modifier to.
Example:
Craft[tab]CHOOSE:SKILL|TYPE=CRAFT[tab]BONUS:SKILL|%CHOICE|2[tab]
selecting "Craft (Armorsmithing)" in the chooser with:
Tag Name: PLUS:x
Variables Used (x): Number (Key Name)
What it does:
The numeric value supplied is the plus of the item.
Example:
PLUS:1
Item is treated as +1.
Tag Name: REPLACES:x,x
Variables Used (x): Number (Key Name)
What it does:
This is the list of keys that are replaced in the existing item by the specified keys in this tag.
Example:
REPLACES:WEAP+1,WEAP+2,WEAP+3,WEAP+4,WEAP+5
Replaces keys "WEAP+1", "WEAP+2", "WEAP+3", "WEAP+4" or "WEAP+5" with the keys specified in this tag.
*** Updated 5.7.7
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:+2 against %CHOICE
If one of the choices offered by the EQMOD were "Dragons" the SPROP might read "+2 against Dragons".
*** Updated 4.3.8
Tag Name: TYPE:x.x
Variables Used (x): Number (Type Name)
What it does:
Example:
TYPE:Armor.Shield
Item is of the "Armor" & "Shield" types.
Tag Name: VISIBLE:x
Variables Used (x): Text (Yes, No, or Qualify)
What it does:
Example:
VISIBLE:Yes
This will always show the modifier in the customizer window.