gear.yml defines the pool of weapons and armor that elites can equip, how item rarity is determined, and the rules for each tier’s equipment quality.
Durability
Gear spawned on elites is never at full condition. This makes dropped equipment feel like a used battlefield pickup rather than a brand-new item.| Setting | What it does | Default |
|---|---|---|
spawnGearDurabilityMin | Minimum durability fraction. 0.02 means gear can spawn at as low as 2% condition. | 0.02 |
spawnGearDurabilityMax | Maximum durability fraction. 0.30 means gear spawns at most at 30% condition. | 0.30 |
Two-Handed Weapons
Weapons in this list are treated as two-handed. Mobs holding a two-handed weapon will never equip a shield in their off-hand.Weapon Categories
Weapons are organized into named categories ingear.yml. Mob rules reference these categories instead of individual weapon IDs, making it easy to control what weapons a mob type can equip.
Categories use a hierarchical tree structure. The default config ships with categories like Axes, Battleaxes, Clubs, Daggers, Longswords, Maces, Spears, Swords, Shortbows, Crossbows, Staves, Guns, Spellbooks, Pickaxes, and Shields.
category:CategoryName syntax. For example, category:Swords targets all weapons in the Swords category.
Categories can be managed through the Admin UI under Global Config → Weapon Categories.
Armor Categories
Armor follows the same category pattern as weapons. Armor IDs use theArmor_Material_Slot format:
Armor_Iron_Head— Iron helmetArmor_Iron_Chest— Iron chestplateArmor_Iron_Hands— Iron gauntletsArmor_Iron_Legs— Iron leggings
Rarity Rules
RPGMobs determines an item’s rarity by checking its ID against keyword rules. The first matching keyword wins.armorRarityRulesContains.
These settings are editable through the Admin UI under Global Config → Rarity & Tiers.
Tier Equipment Quality
Each tier has restrictions on what rarity of equipment it can use, and weighted chances for picking a rarity.Armor Slots
Controls how many armor pieces each tier equips and the chance of getting an off-hand utility item.Equipment Lists
TheweaponCatalog and armorMaterials lists are the item pools that elites draw from. If you add new weapons or armor from another mod, add their IDs here so elites can equip them.
weaponCatalog and armorMaterials still exist as flat item pools, the category trees (Weapon Categories and Armor Categories above) are the primary organizational system used by mob rules. Categories are the recommended way to control equipment assignment — they let you group weapons and armor logically and reference entire groups at once from mob rules.