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.
- 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 |
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) |
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) |
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.
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 |
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.
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 |
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.
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. |
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) |
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.