The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'! https://forums.lestoria.net
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AdventuresInLestoria/Adventures in Lestoria/assets/config/items/Equipment.txt

1817 lines
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Equipment
{
Leather Helmet
{
Slot = Helmet
PartofSet = Leather
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 3,2,0
StatValues[1] = 4,3,0
StatValues[2] = 5,3,0
StatValues[3] = 6,4,1
StatValues[4] = 6,5,2
StatValues[5] = 7,5,2
StatValues[6] = 8,5,2
StatValues[7] = 9,6,3
StatValues[8] = 9,7,4
StatValues[9] = 10,7,4
StatValues[10] = 11,8,4
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Flower Petals,5
Gold = 12
}
Level[2]
{
Item[0] = Green Slime Remains,2
Item[1] = Blue Slime Remains,1
Item[2] = Flower Petals,2
Gold = 18
}
Level[3]
{
Item[0] = Green Slime Remains,3
Item[1] = Red Slime Remains,1
Item[2] = Blue Slime Remains,1
Gold = 24
}
Level[4]
{
Item[0] = Flower Petals,5
Item[1] = Green Slime Remains,3
Gold = 32
}
Level[5]
{
Item[0] = Wolf Skin,1
Item[1] = Flower Petals,6
Gold = 40
}
Level[6]
{
Item[0] = Red Slime Remains,6
Item[1] = Blue Slime Remains,1
Gold = 50
}
Level[7]
{
Item[0] = Green Slime Remains,5
Item[1] = Red Slime Remains,2
Item[2] = Blue Slime Remains,2
Gold = 65
}
Level[8]
{
Item[0] = Wolf Skin,1
Item[1] = Yellow Slime Remains,2
Gold = 80
}
Level[9]
{
Item[0] = Flower Petals,12
Gold = 100
}
Level[10]
{
Item[0] = Green Gemstone,1
Item[1] = Wolf Skin,1
Gold = 150
}
}
}
Leather Armor
{
Slot = Armor
PartofSet = Leather
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 5,1,0
StatValues[1] = 6,1,0
StatValues[2] = 7,2,0
StatValues[3] = 8,2,1
StatValues[4] = 9,3,2
StatValues[5] = 10,3,2
StatValues[6] = 11,4,2
StatValues[7] = 12,4,3
StatValues[8] = 13,5,4
StatValues[9] = 14,6,4
StatValues[10] = 15,7,4
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,7
Gold = 12
}
Level[2]
{
Item[0] = Wolf Skin,1
Item[1] = Red Slime Remains,1
Item[2] = Blue Slime Remains,1
Gold = 18
}
Level[3]
{
Item[0] = Red Slime Remains,3
Item[1] = Green Slime Remains,6
Gold = 24
}
Level[4]
{
Item[0] = Blue Slime Remains,3
Item[1] = Green Slime Remains,7
Gold = 32
}
Level[5]
{
Item[0] = Wolf Skin,1
Item[1] = Red Slime Remains,4
Gold = 40
}
Level[6]
{
Item[0] = Yellow Slime Remains,1
Item[1] = Red Slime Remains,6
Gold = 50
}
Level[7]
{
Item[0] = Wolf Skin,1
Item[1] = Yellow Slime Remains,2
Gold = 65
}
Level[8]
{
Item[0] = Red Slime Remains,8
Item[1] = Green Slime Remains,4
Gold = 80
}
Level[9]
{
Item[0] = Wolf Skin,2
Item[1] = Yellow Slime Remains,3
Gold = 100
}
Level[10]
{
Item[0] = Green Gemstone,1
Item[1] = Wolf Skin,1
Gold = 150
}
}
}
Leather Pants
{
Slot = Pants
PartofSet = Leather
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 4,1,1
StatValues[1] = 5,1,1
StatValues[2] = 6,1,2
StatValues[3] = 7,2,2
StatValues[4] = 8,2,3
StatValues[5] = 9,3,3
StatValues[6] = 10,3,4
StatValues[7] = 11,4,4
StatValues[8] = 12,5,5
StatValues[9] = 13,5,6
StatValues[10] = 14,5,7
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,5
Item[1] = Flower Petals,1
Gold = 12
}
Level[2]
{
Item[0] = Red Slime Remains,1
Item[1] = Blue Slime Remains,1
Item[2] = Flower Petals,2
Gold = 18
}
Level[3]
{
Item[0] = Wolf Skin,1
Item[1] = Red Slime Remains,1
Item[2] = Blue Slime Remains,3
Gold = 24
}
Level[4]
{
Item[0] = Green Slime Remains,6
Item[1] = Blue Slime Remains,3
Gold = 32
}
Level[5]
{
Item[0] = Wolf Skin,1
Item[1] = Green Slime Remains,3
Item[2] = Flower Petals,2
Gold = 40
}
Level[6]
{
Item[0] = Bear Claw,1
Item[1] = Blue Slime Remains,6
Gold = 50
}
Level[7]
{
Item[0] = Red Slime Remains,2
Item[1] = Yellow Slime Remains,2
Gold = 65
}
Level[8]
{
Item[0] = Wolf Skin,2
Item[1] = Green Slime Remains,4
Item[2] = Blue Slime Remains,4
Gold = 80
}
Level[9]
{
Item[0] = Yellow Slime Remains,1
Item[1] = Red Slime Remains,1
Item[2] = Blue Slime Remains,5
Gold = 100
}
Level[10]
{
Item[0] = Green Gemstone,1
Item[1] = Wolf Skin,1
Gold = 150
}
}
}
Leather Gloves
{
Slot = Gloves
PartofSet = Leather
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 1,0,1
StatValues[1] = 2,0,3
StatValues[2] = 3,0,3
StatValues[3] = 3,1,4
StatValues[4] = 4,2,5
StatValues[5] = 5,2,5
StatValues[6] = 6,2,5
StatValues[7] = 6,3,6
StatValues[8] = 7,4,7
StatValues[9] = 8,4,7
StatValues[10] = 8,4,8
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Flower Petals,2
Item[1] = Red Slime Remains,1
Gold = 12
}
Level[2]
{
Item[0] = Blue Slime Remains,2
Item[1] = Red Slime Remains,3
Gold = 18
}
Level[3]
{
Item[0] = Frog Skin,1
Item[1] = Green Slime Remains,6
Gold = 24
}
Level[4]
{
Item[0] = Green Slime Remains,3
Item[1] = Red Slime Remains,3
Item[2] = Blue Slime Remains,3
Gold = 32
}
Level[5]
{
Item[0] = Frog Skin,1
Item[1] = Red Slime Remains,6
Gold = 40
}
Level[6]
{
Item[0] = Frog Skin,1
Item[1] = Blue Slime Remains,6
Gold = 50
}
Level[7]
{
Item[0] = Bear Claw,1
Item[1] = Yellow Slime Remains,1
Gold = 65
}
Level[8]
{
Item[0] = Frog Skin,1
Item[1] = Flower Petals,8
Gold = 80
}
Level[9]
{
Item[0] = Bear Claw,2
Item[1] = Frog Skin,2
Gold = 100
}
Level[10]
{
Item[0] = Green Gemstone,1
Item[1] = Frog Skin,1
Gold = 150
}
}
}
Leather Shoes
{
Slot = Shoes
PartofSet = Leather
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 2,1,0
StatValues[1] = 3,1,1
StatValues[2] = 4,2,1
StatValues[3] = 4,2,2
StatValues[4] = 5,3,2
StatValues[5] = 6,3,3
StatValues[6] = 7,4,3
StatValues[7] = 7,4,4
StatValues[8] = 8,5,4
StatValues[9] = 9,5,4
StatValues[10] = 9,5,5
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Logs,3
Item[1] = Green Slime Remains,1
Item[2] = Flower Petals,1
Gold = 12
}
Level[2]
{
Item[0] = Logs,4
Item[1] = Green Slime Remains,4
Gold = 18
}
Level[3]
{
Item[0] = Logs,4
Item[1] = Frog Skin,1
Gold = 24
}
Level[4]
{
Item[0] = Logs,6
Item[1] = High-Quality Logs,1
Gold = 32
}
Level[5]
{
Item[0] = Wolf Skin,1
Item[1] = Frog Skin,2
Gold = 40
}
Level[6]
{
Item[0] = High-Quality Logs,5
Gold = 50
}
Level[7]
{
Item[0] = Wolf Skin,2
Gold = 65
}
Level[8]
{
Item[0] = Logs,4
Item[1] = High-Quality Logs,1
Item[2] = Frog Skin,2
Gold = 80
}
Level[9]
{
Item[0] = High-Quality Logs,8
Item[1] = Wolf Skin,2
Gold = 100
}
Level[10]
{
Item[0] = Green Gemstone,1
Item[1] = Frog Skin,1
Gold = 150
}
}
}
Copper Helmet
{
Slot = Helmet
PartofSet = Copper
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 7,5,2
StatValues[1] = 9,5,2
StatValues[2] = 10,6,3
StatValues[3] = 11,7,4
StatValues[4] = 12,7,4
StatValues[5] = 13,8,4
StatValues[6] = 15,9,4
StatValues[7] = 16,10,5
StatValues[8] = 17,11,5
StatValues[9] = 18,12,5
StatValues[10] = 20,12,5
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Copper Armor
{
Slot = Armor
PartofSet = Copper
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 10,3,2
StatValues[1] = 11,4,2
StatValues[2] = 12,4,3
StatValues[3] = 13,5,4
StatValues[4] = 14,6,4
StatValues[5] = 15,7,4
StatValues[6] = 17,7,4
StatValues[7] = 19,8,5
StatValues[8] = 21,8,5
StatValues[9] = 23,9,5
StatValues[10] = 25,10,5
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Copper Pants
{
Slot = Pants
PartofSet = Copper
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 9,3,3
StatValues[1] = 10,3,4
StatValues[2] = 11,4,4
StatValues[3] = 12,5,5
StatValues[4] = 13,5,6
StatValues[5] = 14,5,7
StatValues[6] = 15,6,7
StatValues[7] = 17,6,8
StatValues[8] = 18,7,8
StatValues[9] = 20,7,9
StatValues[10] = 22,8,10
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Copper Gloves
{
Slot = Gloves
PartofSet = Copper
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 5,2,5
StatValues[1] = 6,2,5
StatValues[2] = 6,3,6
StatValues[3] = 7,4,7
StatValues[4] = 8,4,7
StatValues[5] = 8,4,8
StatValues[6] = 8,4,9
StatValues[7] = 9,5,10
StatValues[8] = 9,5,11
StatValues[9] = 10,5,12
StatValues[10] = 11,5,12
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Copper Shoes
{
Slot = Shoes
PartofSet = Copper
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 6,3,3
StatValues[1] = 7,3,3
StatValues[2] = 7,4,4
StatValues[3] = 8,5,4
StatValues[4] = 9,5,4
StatValues[5] = 9,5,5
StatValues[6] = 9,6,5
StatValues[7] = 10,6,6
StatValues[8] = 10,7,6
StatValues[9] = 11,7,7
StatValues[10] = 12,8,8
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Shell Helmet
{
Slot = Helmet
PartofSet = Shell
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 12,8,4
StatValues[1] = 13,8,4
StatValues[2] = 18,9,4
StatValues[3] = 20,10,5
StatValues[4] = 22,11,5
StatValues[5] = 24,12,5
StatValues[6] = 29,12,5
StatValues[7] = 31,13,5
StatValues[8] = 33,13,6
StatValues[9] = 35,14,6
StatValues[10] = 40,14,6
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Shell Armor
{
Slot = Armor
PartofSet = Shell
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 14,6,4
StatValues[1] = 15,7,4
StatValues[2] = 20,7,4
StatValues[3] = 24,8,5
StatValues[4] = 28,8,5
StatValues[5] = 33,9,5
StatValues[6] = 37,10,5
StatValues[7] = 41,11,5
StatValues[8] = 45,11,6
StatValues[9] = 51,12,6
StatValues[10] = 57,12,6
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Shell Pants
{
Slot = Pants
PartofSet = Shell
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 13,5,6
StatValues[1] = 14,5,7
StatValues[2] = 16,6,7
StatValues[3] = 19,6,8
StatValues[4] = 21,7,8
StatValues[5] = 24,7,9
StatValues[6] = 26,8,10
StatValues[7] = 30,8,11
StatValues[8] = 34,9,11
StatValues[9] = 38,9,12
StatValues[10] = 42,10,12
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Shell Gloves
{
Slot = Gloves
PartofSet = Shell
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 8,4,7
StatValues[1] = 8,4,8
StatValues[2] = 8,4,9
StatValues[3] = 9,5,10
StatValues[4] = 9,5,11
StatValues[5] = 10,5,12
StatValues[6] = 11,5,12
StatValues[7] = 12,5,13
StatValues[8] = 13,6,13
StatValues[9] = 14,6,14
StatValues[10] = 15,6,14
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Shell Shoes
{
Slot = Shoes
PartofSet = Shell
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 9,5,4
StatValues[1] = 9,5,5
StatValues[2] = 9,6,6
StatValues[3] = 10,6,6
StatValues[4] = 10,7,7
StatValues[5] = 11,7,7
StatValues[6] = 12,8,8
StatValues[7] = 13,8,8
StatValues[8] = 14,9,9
StatValues[9] = 15,9,9
StatValues[10] = 16,10,10
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Bone Helmet
{
Slot = Helmet
PartofSet = Bone
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 24,12,5
StatValues[1] = 29,12,5
StatValues[2] = 31,13,5
StatValues[3] = 33,13,6
StatValues[4] = 35,14,6
StatValues[5] = 40,14,6
StatValues[6] = 42,15,6
StatValues[7] = 44,16,7
StatValues[8] = 46,17,7
StatValues[9] = 51,17,7
StatValues[10] = 53,19,7
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Bone Armor
{
Slot = Armor
PartofSet = Bone
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 33,9,5
StatValues[1] = 37,10,5
StatValues[2] = 41,11,5
StatValues[3] = 45,11,6
StatValues[4] = 51,12,6
StatValues[5] = 57,12,6
StatValues[6] = 61,13,6
StatValues[7] = 64,13,7
StatValues[8] = 67,13,7
StatValues[9] = 70,14,7
StatValues[10] = 72,14,7
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Bone Pants
{
Slot = Pants
PartofSet = Bone
ItemCategory = Equipment
Description = Pants made out of hardened bone.
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 24,7,9
StatValues[1] = 26,8,10
StatValues[2] = 30,8,11
StatValues[3] = 34,9,11
StatValues[4] = 38,9,12
StatValues[5] = 42,10,12
StatValues[6] = 45,10,13
StatValues[7] = 49,11,13
StatValues[8] = 53,11,13
StatValues[9] = 57,11,14
StatValues[10] = 61,12,14
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Bone Gloves
{
Slot = Gloves
PartofSet = Bone
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 9,5,11
StatValues[1] = 10,5,12
StatValues[2] = 11,5,13
StatValues[3] = 12,6,13
StatValues[4] = 13,6,14
StatValues[5] = 14,6,14
StatValues[6] = 15,6,15
StatValues[7] = 16,7,16
StatValues[8] = 17,7,17
StatValues[9] = 18,7,17
StatValues[10] = 19,7,19
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
Bone Shoes
{
Slot = Shoes
PartofSet = Bone
ItemCategory = Equipment
# Stat Values of the item based on Enhancement level.
# See ItemStats.txt for valid stat names
StatValues = Defense,Health,Attack
StatValues[0] = 11,7,7
StatValues[1] = 11,8,8
StatValues[2] = 12,8,8
StatValues[3] = 13,9,9
StatValues[4] = 14,9,9
StatValues[5] = 15,10,10
StatValues[6] = 16,10,10
StatValues[7] = 17,11,11
StatValues[8] = 18,11,11
StatValues[9] = 19,11,11
StatValues[10] = 21,12,12
Equip Sound = Equip Armor
Crafting
{
Level[1]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[2]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[3]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[4]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[5]
{
Item[0] = Green Slime Remains,30
Item[1] = High-Quality Logs,1
Gold = 150
}
Level[6]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[7]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[8]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[9]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
Level[10]
{
Item[0] = Green Slime Remains,1
Gold = 1
}
}
}
}