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Reference

Item

What /items and /items/{key} give for each item.

keystring
The item's key: stable, and the id every other route refers to it by.
namestring
Its name.
urlstring
Its page on the wiki.
iconstring | null
Its icon (PNG), when the wiki has one.
categorystring
The game's category path: "Armor/Melee".
group"weapons" | "armor" | "tools" | "accessories" | "materials" | "consumables" | "elixirs" | "cosmetics" | "other"
The wiki's grouping.
raritystring
"Common" to "Mythical"; "" when unknown.
typestring
The type line: "Helmet", "Material".
confirmedboolean
Seen in-game or set on the wiki. False for a guess from the resource pack or the community compendium.
descriptionstring | null
The wiki's description.
merchantPricenumber | null
Its price at the merchant, in coins, as players entered it on the wiki; null while we don't have it yet.
lorestring[]
The in-game tooltip's lines after the name, as plain text.
tooltipJsonany[] | null
The in-game tooltip exactly as captured: one Minecraft text component (JSON) per line, the name first, with its colours and the server pack's font glyphs. Null when only the resource pack or the compendium knows the item.
gearobject | null
For gear: slot, class, level, stats and abilities.
gear.slotstring
Where it goes: "Helmet", "Sword", "Ring", "Class Core", "Pickaxe".
gear.slotGroup"armor" | "weapon" | "accessory" | "core" | "tool"
The kind of slot.
gear.class"melee" | "ranged" | "magic" | null
The class that wears it; null for accessories and tools.
gear.levelinteger | null
The Combat Level needed to wear it.
gear.craftedWithstring | null
The crafting skill that makes it.
gear.craftedAtinteger | null
The skill level that crafting needs.
gear.setstring | null
The armour set it belongs to: "Leviahide".
gear.damageTypestring | null
A weapon's or class core's own damage type: "Slash", "Pierce", "Arcane".
gear.attackEnergynumber | null
A weapon's energy per normal attack.
gear.defaultAttacknumber | null
A weapon's Default Attack in percent, the line under its damage ("Default Attack: 200%" is 200): a normal attack deals its damage times this. Null when its tooltip shows none yet.
gear.normalAttackobject | null
A weapon's normal attack before bonuses and crits: its damage times its Default Attack. Null when we don't have data yet on it (no Default Attack, or damage from before that line came in).
gear.normalAttack.minnumber
gear.normalAttack.maxnumber
gear.augmentSlotsinteger | null
How many augments it takes, when known.
gear.statsobject[]
Its stats with their roll ranges.
gear.stats[].statstring
The stat as the game names it: "Slash Damage", "Max Health", "Crit Chance".
gear.stats[].percentboolean
True for a percentage bonus (+8%), false for a flat amount (+8).
gear.stats[].minnumber
The lowest roll.
gear.stats[].maxnumber
The highest roll; the same as min when the value is fixed.
gear.abilitiesobject[]
Abilities, passives and set bonuses on it.
gear.abilities[].kind"ability" | "passive" | "set"
An ability you cast, a passive, or the bonus of a full armour set.
gear.abilities[].namestring
Its name.
gear.abilities[].energynumber | null
Energy a cast costs, for an ability.
gear.abilities[].textstring
What it does, as the tooltip says it.
gear.abilities[].keystring | null
How an ability is used: "Right click", "Left click", "F", "Q"; null for passives and set bonuses.
gear.abilities[].notestring | null
The grey line under it: what it uses up, its cooldown, how many it counts ("Consumes 1 Silver Arrow!", "300s cooldown.").
upgradeStepsobject[]
For weapons and armour: what each upgrade costs, one step per level it starts from, as players entered it on the wiki; a step we don't have data on yet is left out, so this is empty until someone adds one.
upgradeSteps[].frominteger
The level the step starts from: it takes the piece from this level to the next.
upgradeSteps[].augmentinginteger | null
The Augmenting level it needs; null while we don't have data yet.
upgradeSteps[].coinsinteger | null
The coins it costs; null while we don't have data yet.
upgradeSteps[].itemsobject[]
The upgrade stones and other materials it takes; empty while we don't have data yet.
upgradeSteps[].items[].namestring
The material's name: "Celestial Upgrade Stone I".
upgradeSteps[].items[].itemstring | null
Its item key, when the wiki has the item.
upgradeSteps[].items[].qtynumber
How many.
recipeobject | null
How it is crafted, when known.
recipe.skillstring
The crafting skill: "Smithing", "Cooking".
recipe.levelinteger | null
The skill level it needs.
recipe.ingredientsobject[]
recipe.ingredients[].namestring
The ingredient's name.
recipe.ingredients[].itemstring | null
Its item key, when the wiki has the item.
recipe.ingredients[].qtynumber
How many.
recipe.makesinteger | null
How many one craft makes, when more than one.
recipe.expnumber | null
Skill experience a craft gives.
buffsobject[]
What eating or drinking it gives, for food.
buffs[].statstring
The stat it raises: "Max Health", "Mining Luck".
buffs[].amountnumber
How much. A dish's is at its base quality (0 ✦): each ✦ a cooked copy has adds 10% of it.
buffs[].percentboolean
buffs[].minutesnumber | null
How long it lasts.
elixirobject | null
For an elixir: what each level gives and the mixes that brew it.
elixir.idstring
A short id: "vital", "vitalii".
elixir.maxLevelinteger
The top level (level n takes n² drinks in all).
elixir.regioninteger | null
The region whose access it needs.
elixir.perLevelobject[]
elixir.perLevel[].statstring
The stat one level raises.
elixir.perLevel[].percentboolean
elixir.perLevel[].perLevelnumber
What each level adds; level 5 gives five times this.
elixir.mixesobject[]
Community mixes that brew it: each is a list of ingredients.
elixir.mixes[].namestring
The ingredient's name.
elixir.mixes[].itemstring | null
Its item key, when the wiki has the item.
elixir.mixes[].qtynumber
How many.
obtainedFromobject[]
Mobs, bosses, areas, nodes, fishing spots, rifts and treasures that drop it.
obtainedFrom[].sourcestring
The source's key (see /sources).
obtainedFrom[].namestring
The source's name.
obtainedFrom[].kind"mob" | "boss" | "area" | "node" | "fishing" | "rift" | "treasure"
obtainedFrom[].chancestring
The chance as the wiki shows it: "75%", "17% (1/5.9)", "0.5% (1/200)", or for a weighted table "≈0.25% (1/400) · weight 10".
obtainedFrom[].percentnumber | null
The chance in percent (for a weighted table, the row's share of the weight).
obtainedFrom[].weightnumber | null
The row's weight, in a table that picks one row by weight (a treasure).
obtainedFrom[].qtystring | null
How many drop: "1", "2-4".
usedInobject[]
What it goes into directly.
usedIn[].itemstring
The key of what it goes into.
usedIn[].namestring
What it goes into.
usedIn[].qtynumber
How many one craft of it takes.
usedIn[].skillstring
The crafting skill, or "Brewing" for an elixir mix.
usedIn[].levelinteger | null
The skill level that recipe needs.
usedIn[].mixinteger | null
For an elixir: which of its community mixes (0 for the first).