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## Items

```yaml
id: bronze_pickaxe
name: bronze pickaxe
color: "178"                   # xterm-256 color index (0-255)
aliases: ["pick", "pickaxe"]
description: "A sturdy bronze pickaxe."
value: 10
stackable: false
equip_slot: main_hand        # optional — where it equips
weapon_type: melee            # optional — melee, ranged, or science
attack_type: stab             # stab/slash/crush/ranged/science — determines accuracy type
stats:                        # optional — per-type combat bonuses
  stab_attack: 4
  slash_attack: -2
  crush_attack: 2
  strength_bonus: 3
speed: 5                      # ticks between attacks
tool_type: pickaxe            # used by gather behaviors that require "tool: pickaxe"
tool_speed: 2                 # reduces gather wait time
requirements:                 # optional — skill levels needed to equip
  accuracy: 1
```

### Equipment Stats (ItemStats)

Weapons have per-type **attack bonuses** — these determine accuracy based on the weapon's `attack_type`:

| Field | Description |
|---|---|
| `stab_attack` | Accuracy bonus for stab attacks |
| `slash_attack` | Accuracy bonus for slash attacks |
| `crush_attack` | Accuracy bonus for crush attacks |
| `science_attack` | Accuracy bonus for science attacks |
| `ranged_attack` | Accuracy bonus for ranged attacks |

Armor has per-type **defense bonuses** — the mob's `attack_type` determines which defense is used:

| Field | Description |
|---|---|
| `stab_defense` | Defense vs stab attacks |
| `slash_defense` | Defense vs slash attacks |
| `crush_defense` | Defense vs crush attacks |
| `science_defense` | Defense vs science attacks (negative on metal armor) |
| `ranged_defense` | Defense vs ranged attacks |

Other damage/utility bonuses:

| Field | Description |
|---|---|
| `strength_bonus` | Melee max hit bonus |
| `ranged_strength` | Ranged max hit bonus (on ammo) |
| `science_damage` | Science max hit bonus |
| `technology_bonus` | Reduces tech battery drain rate |

### Attack Type

Weapons should always set `attack_type`. Common mappings:

| Category | attack_type |
|---|---|
| Swords | slash |
| Daggers | stab |
| Axes | slash |
| Pickaxes | stab |
| Bows | ranged |
| Unarmed | crush (default) |

### Equipment 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 `ranged_strength` for damage. Accuracy comes from the bow:

```yaml
id: iron_arrow
name: iron arrow
stackable: true
equip_slot: ammo
stats:
  ranged_strength: 10
```

### Color

The `color` field accepts xterm-256 palette indices (0-255) with optional modifiers:

```yaml
color: "178"                   # bronze/gold
color: "75 bold"               # bold steel blue
color: "g:196,208,226"         # gradient red → orange → gold
```

In ANSI mode, extended colors (16-255) automatically downgrade to the nearest ANSI color. Use `colortable` in-game to see all 256 colors.

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

---

## Firemaking

```yaml
id: logs
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
id: bread
name: bread
color: "222"
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."
```

## MadeFrom — Item Combinations

Define what items combine to make this item. Used by the `use` command. Combinations run through the production system — players are prompted "How many?" and the action loops with a timer.

```yaml
id: bread_dough
name: bread dough
color: "222"
ticks: 2
made_from:
  - items: [pot_of_flour]
    quantity: 1
    byproducts: [empty_pot]
  - items: [bucket_of_water, pitcher_of_water]
    quantity: 1
    byproducts: [empty_bucket, empty_pitcher]
```

Each entry is an ingredient slot. Multiple `items` means any of them works. The first matching item found in inventory is consumed.

`ticks` controls how many game ticks each production cycle takes (default 2).

### Byproducts

`byproducts` is a list matching the `items` list by index. When `bucket_of_water` (items[0]) is consumed, `empty_bucket` (byproducts[0]) is returned to inventory. When `pitcher_of_water` (items[1]) is consumed, `empty_pitcher` (byproducts[1]) is returned instead.

Use `""` for items that produce no byproduct:

```yaml
made_from:
  - items: [pot_of_flour, loose_flour]
    quantity: 1
    byproducts: [empty_pot, ""]   # pot returns empty_pot, loose flour returns nothing
  - items: [bucket_of_water]
    quantity: 1
    byproducts: [empty_bucket]
```

Omit `byproducts` entirely if no items in that slot produce a byproduct:

```yaml
made_from:
  - items: [pot_of_flour]
    quantity: 1
    byproducts: [empty_pot]       # returns empty_pot
  - items: [salt]
    quantity: 1                        # no byproducts field — salt is consumed entirely
```

See also `recipes.md` for station-based recipes.