Items & Equipment

Everything you can carry, wear, wield, and use — from legendary swords to humble mining picks.

1. Item System Overview

Items are at the core of your adventure in Vorlia. Every piece of equipment you wield, every ore you mine, every potion you drink, and every piece of gold you collect is an item managed by the game's item system. Items are organized into five distinct families, each with its own set of types, properties, and behaviors.

Items exist as templates defined in the game data. When you receive an item in-game, it is an instance of one of these templates, referenced by its family, type, and ID.

Key Concepts
  • Items belong to one of 5 families: Weapon, Armor, Collectable, Useable, or Container
  • Each family has one or more types that further classify the item
  • Items have durability that degrades with use and must be repaired
  • Many items have requirements (stats, level, skill) that must be met to equip or use them
  • Special item flags restrict trading, dropping, auctioning, or selling certain items

2. Item Families

Every item in Vorlia belongs to exactly one of five families. The family determines the item's fundamental behavior, which properties it carries, and how it can be used.

Family ID Description
Weapon 1 Offensive equipment — swords, axes, blunts, polearms, and bows used to deal damage in combat
Armor 2 Defensive equipment — plate armor, helms, shields, robes, rings, and more that protect you from damage
Collectable 3 Miscellaneous items — gold currency, food, jewels, potions, and other gatherable materials
Useable 4 Tools and utility items — mining picks, smelting tools, forge hammers, repair kits, and teleporters
Container 5 Container items that can hold other items inside them
Tip
Understanding which family an item belongs to is important for bank organization. You can set bank tab filters to show only items from a specific family or type, making it much easier to find what you need.

3. Weapons

Weapons are your primary means of dealing damage in combat. Each weapon belongs to one of five weapon types, and there are up to 200 items per type across 10 type slots (5 currently used), giving the game a vast pool of weapon variety.

Weapon Types

Type ID Items Available Combat Skill Description
Sword 1 Up to 200 Swords Versatile melee weapons with balanced damage and speed
Axe 2 Up to 200 Axes Heavy-hitting melee weapons that favor raw damage
Blunt 3 Up to 200 Blunts Crushing weapons such as maces, hammers, and clubs
Polearm 4 Up to 200 Polearms Long-reach melee weapons including spears and halberds
Bow 5 Up to 200 Bows Ranged weapons for attacking targets from a distance

Weapon Properties

Every weapon carries a rich set of properties that determine its combat effectiveness, crafting requirements, and visual presentation.

Property Description
Name The display name of the weapon (up to 25 characters)
DamMin / DamMax Minimum and maximum physical damage per hit. Each attack rolls a random value in this range.
Speed Attack speed — determines the cooldown between strikes. Lower values mean faster attacks.
Weight How much the weapon weighs, affecting your total carry load
Value Base gold value used for buying and selling at NPC shops
Max Durability Maximum durability. Weapons degrade with use and must be repaired before they break completely.
Level Item level — a general indicator of the weapon's power tier
Speciality / SpecialityAmount A bonus damage modifier applied on top of base damage for certain weapons
ElementalDamageType Which element the weapon channels: Fire (1), Air (2), Earth (3), Water (4), or Light (5)
ElementalDamageMin / Max Minimum and maximum elemental damage per hit, rolled separately from physical damage
Requirements Stat, level, or skill requirements that must be met to equip the weapon (see Requirements)
Blacksmithing Stats Metal type, ingot amount, difficulty, and skill requirement for crafting this weapon (see Crafting)
Elemental Weapons
Weapons with an elemental damage type deal both physical and elemental damage on each hit. The elemental portion is not reduced by Armor Class — only by the target's elemental protection against that specific element. This makes elemental weapons especially effective against heavily armored targets.

4. Armor

Armor provides defensive stats that reduce incoming damage. Like weapons, armor is divided into multiple types, each occupying a different equipment slot on your character. There are up to 200 items per armor type across 10 type slots (9 currently used).

Armor Types

Type ID Items Available Description
Plate / Armor 11 Up to 200 Heavy body armor providing the highest AC values
Helm 12 Up to 200 Head protection ranging from light caps to heavy full helms
Shield 13 Up to 200 Off-hand defensive equipment that adds significant AC
Legs 14 Up to 200 Leg armor including greaves, leggings, and leg plates
Gauntlets 15 Up to 200 Hand and wrist protection from light gloves to armored gauntlets
Ring 16 Up to 200 Finger rings that provide various defensive bonuses
Amulet 17 Up to 200 Neck jewelry offering protective enchantments
Robe 18 Up to 200 Light body armor favored by agile characters
Belt 19 Up to 200 Waist equipment providing supplemental defense

Armor Properties

Property Description
Name The display name of the armor piece (up to 25 characters)
AC Armor Class — the amount of physical damage reduction this piece provides
Weight How much the armor weighs, affecting your total carry load
Value Base gold value for buying and selling at NPC shops
Max Durability Maximum durability. Armor degrades when you take hits and must be repaired.
Level Item level indicating the armor's power tier
Speciality / SpecialityAmount A bonus modifier that enhances the armor's defensive capabilities
ElementalProtection Which element this armor protects against: Fire (1), Air (2), Earth (3), Water (4), or Light (5)
ElementalProtectionAmount How much elemental damage of the specified type is reduced per hit
Requirements Stat, level, or skill requirements to equip this armor (see Requirements)
Blacksmithing Stats Metal type, ingot amount, difficulty, and skill requirement for crafting this armor (see Crafting)
Tip
Stack armor pieces with the same ElementalProtection type to maximize your resistance against a particular element. This is critical when fighting monsters that deal heavy elemental damage. Check the Elemental System section on the Combat page for more details.

5. Collectables

Collectables (Family ID 3) encompass a wide range of miscellaneous items including currency, food, jewels, potions, crafting materials, and other gatherable objects. The game supports up to 200 collectable items.

Property Description
Name Display name (up to 25 characters)
Value Base gold value for trading
Weight Item weight affecting carry capacity
DamMin / DamMax Some collectables (e.g. throwing items) can deal damage
CureType If non-zero, indicates the item has a healing or curing effect (e.g. food, potions)
Max Durability Maximum durability for items that degrade
Quantity Collectables can be stackable, with multiple units per inventory slot

Collectables are the backbone of Vorlia's economy. Gold coins (the primary currency) are collectable items, as are trade goods, crafting reagents, and consumable food that restores health.

Gold as an Item
Gold in Vorlia is not a separate currency counter — it exists as a Collectable item in your backpack with a quantity value. This means gold takes up an inventory slot and can be dropped, traded, looted, and stored in your bank just like any other item.

6. Useable Items

Useable items (Family ID 4) are tools and utility items that perform specific actions when used. The game supports up to 200 useable items, each assigned to a specific use type that determines its function.

Use Type ID Description
Mine 1 Mining picks used to extract ore from resource nodes in the world
Smelt 2 Smelting tools used to turn raw ore into metal ingots
Forge 3 Forge hammers and anvil tools used to craft weapons and armor from ingots
Boost 4 Stat-boosting items that temporarily enhance one of your attributes (STR, DEX, CON, or INT)
Repair 5 Repair kits used to restore durability on damaged weapons and armor
Teleport 6 Teleportation items that instantly move you to a predetermined location
Teleport & Spawn 7 Teleporters that also set your respawn point at the destination
Spawn Gate 8 Items that create a spawn gate at a specific location
Tip
Assign frequently used tools to your quick slots (keys 1–5) by hovering over the item in your backpack and pressing the corresponding number key. This lets you swap between mining, smelting, and forging tools without opening your inventory every time.

Useable items share many properties with other item families, including Name, Value, Weight, Damage, Max Durability, and crafting-related blacksmithing stats. They also support stat, level, and skill requirements.

7. Containers

Container items (Family ID 5) are a special family that can hold other items inside them. World objects such as chests, barrels, and crates function as containers, each capable of holding up to 8 items.

Containers placed in the world are tracked as map objects with a Type and position. Interacting with a container object opens its inventory, allowing you to deposit or withdraw items. The contents of containers persist across server restarts and are stored persistently on the server.

Warning
Items stored in world containers are not private. Any player who can access the container can take items from it. For secure storage, use your personal bank instead.

8. Common Item Properties

Regardless of family, most items in Vorlia share a set of common properties that govern their behavior in the game world.

Property Applies To Description
Durability Weapon Armor Useable Collectable Items degrade with use. Weapons lose durability when you attack; armor loses it when you take hits. When durability reaches zero, the item breaks and becomes unusable until repaired with a repair tool.
Weight Weapon Armor Useable Collectable Contributes to your total carry weight. Heavier items may slow you down or prevent you from picking up more items.
Value Weapon Armor Useable Collectable The base gold price. NPC shops use this value (modified by the shop's bonus) for buy/sell transactions.
Quantity Collectable Stackable items have a quantity field, allowing multiple units in a single inventory slot. Gold, ores, and reagents typically stack.

9. Item Flags

Item flags are special restrictions applied to specific item templates. These flags control what actions players can and cannot perform with the item. Flags are stored as flags on the item, and multiple flags can be combined on a single item.

Flag Effect
No Auction The item cannot be listed on the auction house
No Trade The item cannot be traded to other players via secure trade
No Drop The item cannot be dropped on the ground
Quest Item The item is related to a quest. Quest items are typically also restricted from trading and dropping.
No Sell The item cannot be sold to NPC shops
Warning
Items with the QUEST_ITEM flag are critical for quest progression. They often carry additional restrictions (no trade, no drop, no sell) to prevent accidental loss. Do not destroy quest items unless you are certain you no longer need them.

10. Item Requirements

Many items in Vorlia have requirements that must be met before they can be equipped or used. These requirements act as progression gates, ensuring that powerful gear is only available to characters who have invested in the appropriate stats and skills.

Requirement ID Description
Strength (STR) 1 Minimum Strength stat required. Heavy weapons and plate armor often require high STR.
Dexterity (DEX) 2 Minimum Dexterity stat required. Bows and light armor may require DEX.
Constitution (CON) 3 Minimum Constitution stat required. Some endurance-focused gear needs CON.
Intelligence (INT) 4 Minimum Intelligence stat required. Some items may require a certain INT level.
Level (LVL) 5 Minimum character level required to equip or use the item.
Skill (SKL) 6 Minimum level in a specific skill. For example, a high-tier sword may require Swords skill level 50.
Reputation (REP) 7 Minimum or maximum reputation value. Some items are restricted to players with good or evil reputations.

Each item template stores a requirement type and a required amount. Weapons, armor, useable items, and collectables can all specify requirements. The requirement is checked when you attempt to equip or use the item — if you do not meet it, the action is rejected.

Tip
Hover over items in your backpack or in shop windows to view their requirements before purchasing. Planning your stat allocation around the gear you want to use is an important part of character progression. See Stats & Leveling for more on stat allocation.

11. Storage Locations

Items in Vorlia can exist in several different storage locations. Each location has a fixed capacity and serves a different purpose in the game.

Location Capacity Description
Backpack 64 slots Your personal inventory, carried with you at all times. This is where items go when picked up, purchased, or withdrawn from the bank.
Bank 672 slots (4 tabs) Long-term personal storage accessible at bank NPCs in towns. Organized into tabs with configurable filters.
Equipment 20 slots Your currently worn gear — weapons, armor, rings, amulets, and other equipped items that provide active bonuses.
Ground 512 items max Items dropped on the world map. Ground items are visible to all players and can be picked up by anyone. Items on the ground persist until picked up or the server cycles.
Bodies 84 items per body When a player or monster dies, their loot appears on a body that can be looted. Each body holds up to 84 items.
Guild Bank 280 slots (4 tabs × 70) Shared storage for guild members. Access and deposit permissions are managed by the guild leader. Activity is tracked in a guild bank log.
Object Containers 8 slots each World objects such as chests, barrels, and crates that can hold items. Not private — any player can access them.
Bank Organization
The bank's 672 slots are divided into 4 tabs. Each tab can be assigned a filter to show only specific item types, making it easier to manage large collections of gear and materials. See the next section for the full list of available filters.

12. Bank Filtering

Each of the 4 bank tabs can be assigned a filter that controls which items are displayed in that tab. There are 20 filter types available, ranging from broad family-level filters to specific weapon and armor type filters.

# Filter Name Short Shows
0 All All items (no filter applied)
1 Weapons Wep All Weapon family items
2 Armor Arm All Armor family items
3 Collectables Col All Collectable family items
4 Useables Use All Useable family items
5 Swords Swd Only Sword type weapons
6 Axes Axe Only Axe type weapons
7 Blunts Blt Only Blunt type weapons
8 Polearms Pol Only Polearm type weapons
9 Bows Bow Only Bow type weapons
10 Plate Plt Only Plate / Armor type armor
11 Helms Hlm Only Helm type armor
12 Shields Shd Only Shield type armor
13 Legs Leg Only Legs type armor
14 Gauntlets Gau Only Gauntlets type armor
15 Rings Rng Only Ring type armor
16 Amulets Amu Only Amulet type armor
17 Robes Rob Only Robe type armor
18 Belts Bel Only Belt type armor
19 Misc Msc All items (same as no filter)
Tip
A good bank organization strategy is to assign each tab a different broad filter: Weapons on tab 1, Armor on tab 2, Collectables on tab 3, and Useables on tab 4. This keeps your bank clean and makes it easy to find items. If you primarily use one weapon type, you can narrow a tab further (e.g., set tab 1 to Swords specifically).

Bank filters are saved per-character and persist between sessions. Filters only affect which items are displayed in a tab — they do not prevent you from depositing items that do not match the filter. However, if a deposited item does not match the active filter on any tab, it may be hidden from view until the filter is changed.