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## Items

**The filename is the ID.** An item is looked up by its filename stem
(`bronze_pickaxe.yaml` → `bronze_pickaxe`); the loader derives `ItemDef.ID` from it. Do not
put an `id:` field in the file — it is ignored. Anything that references this item (drop
tables, craft `ingredients`, room `item_spawns`) uses that filename.

### Equipment & Tool Blocks

Combat and equipment stats go under an `equipment:` block. Tool stats go under a `tool:` block.

```yaml
name: bronze pickaxe
color: "B2"                   # xterm-256 color index (00-FF)
aliases: ["pick", "pickaxe"]
description: "A sturdy bronze pickaxe."
value: 10
stackable: false
equipment:                    # optional — combat/equip behavior
  type: melee_weapon          # melee_weapon / ranged_weapon / tech_weapon / armor / ammo / tool
  slot: main_hand             # head / neck / torso / legs / hands / feet / back /
                              # ammo / main_hand / off_hand / ring
  attack_type: stab           # stab/slash/crush/ranged/science — determines accuracy type
  speed: 5                    # ticks between attacks
  attack:                     # accuracy bonuses per type
    stab: 4
    slash: -2
    crush: 2
  other:
    strength: 3               # melee max hit bonus
tool:                         # optional — tool behavior
  type: pickaxe               # used by gather behaviors that require "tool: pickaxe"
  speed: 2                    # reduces gather wait time
requirements:                 # optional — skill levels needed to equip
  accuracy: 1
```

### Equipment Block Fields

| Field | Description |
|---|---|
| `type` | Equipment type: `melee_weapon` / `ranged_weapon` / `tech_weapon` / `armor` / `ammo` / `tool` |
| `slot` | Equip slot (see below) |
| `attack_type` | `stab` / `slash` / `crush` / `ranged` / `science` — determines which defense the target uses |
| `speed` | Ticks between attacks |
| `junk` | Junk type this item gives when recycled (for Science decks) |
| `attack` | Attack bonuses (accuracy) — sub-fields: `stab`, `slash`, `crush`, `ranged`, `science` |
| `defense` | Defense bonuses — sub-fields: `stab`, `slash`, `crush`, `ranged`, `science` |
| `other` | Other bonuses — `strength` (melee max hit), `ranged` (ranged max hit on ammo), `science` (science max hit), `technology` (reduces tech battery drain) |

### Equipment Slots

| Slot | Description |
|---|---|
| `head` | Helmets, hats |
| `neck` | Amulets, necklaces |
| `torso` | Platebodies, chest armor |
| `legs` | Platelegs, chaps |
| `hands` | Gloves, vambraces |
| `feet` | Boots |
| `back` | Capes, back items |
| `ammo` | Arrows, bolts |
| `main_hand` | Weapons, tools, shields |
| `off_hand` | Shields, secondary items |
| `ring` | Rings |

### Attack Type

`attack_type` determines which defense stat the target rolls against:

| Weapon | attack_type |
|---|---|
| Swords | slash |
| Daggers | stab |
| Axes | slash |
| Pickaxes | stab |
| Bows | ranged |
| Science decks | science |
| Unarmed | crush (default) |

### Requirements

Higher-tier equipment requires skill levels to equip:

```yaml
requirements:
  accuracy: 20      # melee weapons
  defense: 20       # armor
  ranged: 30        # ranged weapons/armor
```

Standard tiers: bronze/iron (none), steel (5), black (10), mithril (20), adamant (30), rune (40), dragon (60).

### Ranged Ammo

Arrows and bolts use `other.ranged` for damage. Accuracy comes from the bow:

```yaml
name: iron arrow
stackable: true
equipment:
  other:
    ranged: 10
  slot: ammo
  type: ammo
```

### Science Decks

Decks use `tech_weapon` type and `science` attack_type:

```yaml
name: basic deck
equipment:
  type: tech_weapon
  slot: main_hand
  attack_type: science
  speed: 5
  attack:
    science: 5
```

### Color

The `color` field accepts xterm-256 palette indices (00-FF, hex) with optional modifiers:

```yaml
color: "B2"                   # bronze/gold
color: "4B bold"              # bold steel blue
color: "g:C4,D0,E2"          # gradient red → orange → gold
```

In ANSI mode, extended colors (10-FF) automatically downgrade to the nearest ANSI color. Use `colortable` in-game to see all 256 colors.

Key item (quest token, not equippable):
```yaml
name: pass stub
description: "A crumpled slip of paper stamped with the guard's seal."
value: 0
stackable: false
```

---

## Firemaking

```yaml
name: logs
fire_level: 1         # firemaking level required
fire_xp: 40           # XP for burning/stoking
burn_ticks: 24        # how long the fire burns
```

## Food / Healing

```yaml
name: bread
color: "DE"
description: "A fresh loaf of bread, still warm from the oven."
value: 5
heal_value: 5         # positive = heal, negative = damage
eat_message: "You eat the bread. Warm and satisfying."
```

## Item Combinations

Item-on-item combinations use the `craft:` block (same as all other recipes). Define the
output item with `type: ""` (or omit it) and the ingredients. See `recipes.md` for the full
craft reference — byproducts, multi-item ingredient slots, message variables, and multi-step
assembly.

Quick example — filling a bucket:

```yaml
name: bucket of water
craft:
  ticks_per_cycle: 0
  ingredients:
    - items: [vial_of_water, jug_of_water]
      quantity: 1
      byproducts: [empty_vial, empty_jug]
    - items: [empty_bucket]
      quantity: 1
  success_message: "You pour the %i1 into the %i2."
```