# Equipment Modification Files

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:

- The cost applied to the item after resizing it.
- Formulas can be used with this tag, and valid variables for the formulas are:
  - BASECOST - The unmodified cast value of the equipment.
  - CRITMULT - The critical multiplier of the weapon.
  - DMGDICE - The damage dice of the weapon.
  - DMGDIE - The damage die of the weapon.
  - RANGE - The range of the weapon.
  - SIZE - The size of the equipment.
  - WT - The weight of the equipment.
  - %CASTERLEVEL - The caster level of the spell being added by the modifier.
  - %CHARGES - The number of charges being added by the modifier.
  - %SPELLCOST - The spell cost of the spell being added by the modifier.
  - %SPELLLEVEL - The spell level of the spell being added by the modifier.
  - %SPELLXPCOST - The experience point cost of the spell being added by the modifier.

Example:

`COST:300`

Adds 300 gold to the equipments cost.

`COST:BASECOST/2`

Adds half the base cost of the equipment to the cost.

`COST:500*WT`

Adds 500 gold per lb. to the equipments cost.

`COST:((BASECOST/50)*%CHARGES)-BASECOST`

Assuming this modifier adds 50 charges to the item, this formula makes the value of a charge one fiftieth of the basecost making the cost of the equipment proportional to the number of charges left in it.

`COST:(25*((%SPELLLEVEL)MAX(1/2))*%CASTERLEVEL)+%SPELLCOST+(5*%SPELLXPCOST)`

This is the cost formula from a scroll EQMOD.

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. It allows several modifiers to have the same name, which is usefull if several are needed for different equipment types. KEY's must be universally unique. Make sure you don't use anything that's is used in any other source you load. And don't just take out the KEY and use the name. Equipment modifier's will work without a KEY but work much better using the KEY than the name.

Examples:

The following list of keys covers all those used in the SRD(including psionics)/RSRD/MSRD files.

- `KEY:ADAM` - Adamantine
- `KEY:ADDTYPE` - Add Type
- `KEY:ALCHM` - Alchemical Silver
- `KEY:ALCHM/2` - 1/2 Alchemical Silver
- `KEY:ANMATD` - Animated
- `KEY:APRTR` - Aporter
- `KEY:ARW_CAT` - Arrow Catching
- `KEY:ARW_DEF` - Arrow Deflection
- `KEY:ARW_DEF` - Arrow Deflection
- `KEY:AUTOFIRE` - Autofire
- `KEY:AVRTR` - Averter
- `KEY: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` - Bane
- `KEY:BANE_M` - Bane
- `KEY:BANE_R` - Bane
- `KEY:BASH_H` - Bashing
- `KEY:BASH_L` - Bashing
- `KEY:BDY_FDR` - Body Feeder
- `KEY:BIND` - Blinding
- `KEY: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 Bonus
- `KEY:BNS_SPELL` - Bonus Spell
- `KEY:BNS_SPL_RST` - Spell Resistance
- `KEY:BRI_EN_A` - Brilliant Energy
- `KEY:BRI_EN_M` - Brilliant Energy
- `KEY:BRI_EN_T` - Brilliant Energy
- `KEY:BURSTFIRE` - Burst fire
- `KEY:CHAOS_A` - Anarchic, Chaotic
- `KEY:CHAOS_M` - Anarchic, Chaotic
- `KEY:CHAOS_R` - Anarchic, Chaotic
- `KEY:CHRGD` - Charged
- `KEY:CRYSTAL` - Crystalline
- `KEY:C_IRON` - Cold Iron
- `KEY:C_IRON/2` - 1/2 Cold Iron
- `KEY:DANCE` - Dancing
- `KEY:DARK` - Darkwood
- `KEY:DBLTAP` - Double Tap fire
- `KEY:DEFEND` - Defending
- `KEY:DISRPT` - Disruption
- `KEY:DISSIP` - Dissipater
- `KEY:DISTNC` - Distance
- `KEY:DRACO` - Dragonhide
- `KEY: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` - Ectoplasmic
- `KEY:ETHERE` - Etherealness
- `KEY:ETHERE` - Etherealness
- `KEY:FLM_A` - Flaming
- `KEY:FLM_BR_A` - Flaming Burst
- `KEY:FLM_BR_M` - Flaming Burst
- `KEY:FLM_BR_R` - Flaming Burst
- `KEY:FLM_M` - Flaming
- `KEY:FLM_R` - Flaming
- `KEY:FLOAT` - Floating
- `KEY:FROST_A` - Frost
- `KEY:FROST_M` - Frost
- `KEY:FROST_R` - Frost
- `KEY:FRT_HVY` - Fortification (Heavy)
- `KEY:FRT_LGHT` - Fortification (Light)
- `KEY:FRT_MOD` - Fortification (Moderate)
- `KEY:GHOST_A` - Ghost touch
- `KEY:GHOST_AM` - Ghost touch
- `KEY:GHOST_M` - Ghost touch
- `KEY:GHOST_R` - Ghost touch
- `KEY:GLAM` - Glamered
- `KEY:HEART` - Hearten
- `KEY:HOLY_A` - Holy
- `KEY:HOLY_M` - Holy
- `KEY:HOLY_R` - Holy
- `KEY:ICE_BR_A` - Icy Burst
- `KEY:ICE_BR_M` - Icy Burst
- `KEY:ICE_BR_R` - Icy Burst
- `KEY:ILLUMINATOR` - Illuminator
- `KEY:IMPCT` - Impact
- `KEY:INVULN` - Invulnerability
- `KEY:KEEN` - Keen
- `KEY:KIFOC` - Ki Focus
- `KEY:LANDING` - Landing
- `KEY:LAW_A` - Axiomatic, Lawful
- `KEY:LAW_M` - Axiomatic, Lawful
- `KEY:LAW_R` - Axiomatic, Lawful
- `KEY:LINKED` - Linked
- `KEY:LSR_SIGHT` - Laser Sight
- `KEY:LUCKY` - Lucky
- `KEY:MERC_A` - Merciful
- `KEY:MERC_M` - Merciful
- `KEY:MERC_R` - Merciful
- `KEY:MI_CLE` - Mighty Cleaving
- `KEY:MND_ARMR` - Mindarmor
- `KEY:MND_CRSHR` - Mindcrusher
- `KEY:MND_FDR` - Mind Feeder
- `KEY:MNFSTR_S` - Manifester
- `KEY:MNFSTR_W` - Manifester
- `KEY:MNTL_ADBL` - Mentally Audible
- `KEY:MTHRL` - Mithral
- `KEY:MWORKA` - Masterwork (Armor)
- `KEY:MWORKI` - Masterwork (Instrument)
- `KEY:MWORKT` - Masterwork (Tool)
- `KEY:MWORKW` - Masterwork (Weapon/Ammo)
- `KEY:PARRYING` - Parrying
- `KEY:PHASING` - Phasing
- `KEY: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 Storing
- `KEY:PSIBANE` - Psibane
- `KEY:PSYCHIC` - Psychic
- `KEY:PWR_RST` - Power Resistance
- `KEY:QUICKNESS` - Quickness
- `KEY:RADIANT` - Radiant
- `KEY:REFLC` - Reflecting
- `KEY: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` - Returning
- `KEY:RNFRC_HVY` - Reinforcement (Heavy)
- `KEY:RNFRC_LGHT` - Reinforcement (Light)
- `KEY:RNFRC_MOD` - Reinforcement (Moderate)
- `KEY:RNGED` - Ranged
- `KEY:RST_ACD` - Acid Resistance
- `KEY:RST_ACD_IMP` - Acid Resistance (Improved)
- `KEY:RST_CLD` - Cold Resistance
- `KEY:RST_CLD_IMP` - Cold Resistance (Improved)
- `KEY:RST_ELE` - Electricity Resistance Lightning Resistance
- `KEY:RST_ELE_IMP` - Electricity Resistance (Improved)
- `KEY:RST_FR` - Fire Resistance
- `KEY:RST_FR_IMP` - Fire Resistance (Improved)
- `KEY:RST_SNC` - Sonic Resistance
- `KEY:RST_SNC_IMP` - Sonic Resistance (Improved)
- `KEY:SCP_ELE_OP` - Scope (Electro-optical)
- `KEY:SCP_STD` - Scope (Standard)
- `KEY:SEEK` - Seeking
- `KEY:SHDW` - Shadow
- `KEY:SHDW_GRT` - Shadow (Greater)
- `KEY:SHDW_IMP` - Shadow (Improved)
- `KEY:SHK_BR_A` - Shocking Burst
- `KEY:SHK_BR_M` - Shocking Burst
- `KEY:SHK_BR_R` - Shocking Burst
- `KEY:SHOCK_A` - Shock
- `KEY:SHOCK_M` - Shock
- `KEY:SHOCK_R` - Shock
- `KEY:SIGHT` - Sight
- `KEY:SLK` - Slick
- `KEY:SLK_GRT` - Slick (Greater)
- `KEY:SLK_IMP` - Slick (Improved)
- `KEY:SLNT_MV` - Silent moves
- `KEY:SLNT_MV_GRT` - Silent moves (Greater)
- `KEY:SLNT_MV_IM` - Silent moves (Improved)
- `KEY:SL_FDR` - Soul Feeder
- `KEY:SPEED` - Speed
- `KEY:SPEED_LD` - Speed Loader
- `KEY:SPIKE_A` - Armor Spikes
- `KEY:SPIKE_S` - Shield Spikes
- `KEY: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 Resistance
- `KEY:SPL_STR` - Spell Storing
- `KEY:SPPRSSN` - Suppression
- `KEY:SPPRSS_PIS` - Suppressor (Pistol)
- `KEY:SPPRSS_RFL` - Suppressor (Rifle)
- `KEY:SUNDERER` - Sunderer
- `KEY:THGHT_BSTN` - Thought Bastion
- `KEY:THNDR_A` - Thundering
- `KEY:THNDR_M` - Thundering
- `KEY:THNDR_R` - Thundering
- `KEY:THROW` - Throwing
- `KEY:TIME_BTTRS` - Time Buttress
- `KEY:UNDEAD` - Undead controlling
- `KEY:UNHLY_A` - Unholy
- `KEY:UNHLY_M` - Unholy
- `KEY:UNHLY_R` - Unholy
- `KEY:UPGRADE` - Upgrade
- `KEY:VANISHING` - Vanishing
- `KEY:VICIOU` - Vicious
- `KEY:VORPAL` - Vorpal
- `KEY:WALL` - Wall
- `KEY:WILD_A` - Wild
- `KEY:WILD_S` - Wild
- `KEY:WOUND` - Wounding

Creates 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:

- NAMEOPT:NOLIST - generate "Craft" as the name.
- NAMEOPT:NONAME - generate "Craft (Armorsmithing)" as the name.
- NAMEOPT:NORMAL - generate "Craft (Craft (Armorsmithing))" as the name.

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:

- The special property is text that will appear on output sheets under the equipment it is assigned to.
- Variable substitution can be used in the same manor as the SA tag
- The "%" symbol will fill in a number from a variable listed after a "|" (pipe).
- This can be done numerous times, with each successive "%" relating to the next variable listed after another "|" (pipe).
- Each variable needs to be defined (via the global DEFINE tag.)
- SPROP tags can be qualified with PRExxx tags. SPROP tags qualified with PRExxx tags will not display unless the character meets the prerequisites.
- Variable substitution and PRExxx qualifying can be combined in one SPROP tag.
- Support has been added for %CHOICE substitution so that the SPROP will pick up and display the selection from the CHOOSE.

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:

- This is a list of the TYPE's of items that the modifiers can be applied to.
- The TYPE BaseMaterial us used by PCGen to denote what material makes up the item, and changing it.
- Used in conjunction with PRETYPE and ITYPE.

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:

- YES - This will always show the modifier in the customizer window.
- No - This will never show the modifier in the customizer window.
- Qualify - This will always show the modifier in the customizer window if the item meets the requirements to obtain this modifier.

Example:

`VISIBLE:Yes`

This will always show the modifier in the customizer window.