KINBARROW modding reference
v0.2.0+main.c05ef2b dataset 45d0fe274f851548

MagicItem

magic_items/<id>.srd.ron — one magic item per file; stem == id. The NEW orthogonal axis on the reified-arm substrate: a magic bonus, a rarity, an attunement flag, and optional charges — carried as append-only PROPS on the reified item (MAGIC resolves this def, the ARMS_ID/MATERIAL id-string idiom), never new Rel edges.

Two shapes ride one struct (the typing rule: content is data, not code): - a magic ARM carries base_arm (a weapons/armor id), reifies through the arms path (ARMS_ID = base_arm), and its attack/damage/AC bonuses feed the equipped-kit combat read; - a WONDROUS item leaves base_arm absent (a ring/cloak is no weapon or armor row), and its AC/save bonuses ride ATTUNEMENT — active only while the soul is attuned, never an equip slot.

The bonuses are authored SRD PRIMITIVES; worth DERIVES (the rarity factor over the mundane craft worth). A magic item that grants NOTHING — no bonus and no charges — has no substrate and is refused by the validator (the ledger-don't-fake rule, the feat precedent).

FieldTypeRequiredDescription
ac_bonusint64default 0

+N to Armor Class (magic armor/shield, or a ring/cloak of protection). 0 = none.

attack_bonusint64default 0

+N to attack rolls made with this magic WEAPON (the SRD "+X to attack and damage"). 0 = none.

base_armstringoptional

The base weapon/armor id this enchants (a +1 longsword) — resolves against the arms tables at load. Absent = a wondrous item (ring/cloak).

damage_bonusint64default 0

+N to damage rolls made with this magic WEAPON. 0 = none.

idstringrequired
max_chargesuint32default 0

A charged item's maximum charges (a wand). 0 = no charges. Charges SPENT ride the item's CHARGES prop (the SLOTS_SPENT idiom — spent is the state, capacity derives).

namestringrequired
rarityMagicRarityrequired

SRD magic-item rarity — the worth factor derives from it.

rechargeRechargeoptional

When spent charges refresh ([Recharge]). Default None.

requires_attunementbooleandefault false

SRD attunement: the bonus applies ONLY while attuned, and a soul attunes to at most three items (equip::ATTUNEMENT_SLOTS).

save_bonusint64default 0

+N to saving throws (a ring/cloak of protection). 0 = none.

sourceSourcerequired

Nested shapes

Every shape MagicItem closes over, so this page stands alone.

MagicRarity

SRD 5.1 magic-item rarity. The magic axis is ORTHOGONAL to the quality tier: a +1 sword is Uncommon whatever its craftsmanship, and a Masterwork mundane blade is no rarer than a Poor one. The engine branches on rarity for the worth FACTOR ([MagicRarity::worth_factor]) — the one place magic touches the pricing seam.

CommonUncommonRareVeryRareLegendary

Recharge

A charged item's recharge cadence. None = no charges (a static enchantment); Dawn = the SRD's "regains 1dN charges daily at dawn" — we recharge to FULL (the per-die randomness is ledgered), the honest daily cadence the world sweep restores (equip::recharge_dawn).

NoneDawn

Source

Every file's top-level value carries source.

Srd51

SRD 5.1 — the System Reference Document, the shipped baseline.

Original

Original content authored for this game (not from the SRD).

Personal

A player's own transcription or third-party content in a mod tree — provenance stays honest without borrowing the base tree's markers. Never used by shipped files.