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When selecting Global Config in the sidebar, 3 sub-tabs appear for managing equipment configuration that applies to all worlds.

Weapon Categories

Weapon Categories Manage the weapon category tree. Categories are named groups of weapon IDs (e.g., “Swords” contains all sword weapon IDs). Mob rules reference these categories using category:CategoryName syntax.
  • Tree explorer with expandable detail panels showing category contents
  • Add/Rename/Delete individual weapon IDs within each category
  • Add Category to create new groupings

Armor Categories

Armor Categories Same pattern as weapon categories, but for armor. Armor IDs use the Armor_Material_Slot format (e.g., Armor_Iron_Head, Armor_Iron_Chest).

Rarity & Tiers

Rarity & Tiers

Gear Durability

  • Spawn Durability Min/Max - condition range for gear spawned on elites

Per-Tier Equipment

  • Armor Pieces per Tier - 5 fields (T1–T5) controlling how many armor slots each tier fills
  • Shield Chance per Tier - 5 fields (T1–T5) controlling off-hand utility item probability

Tier Allowed Rarities

A 5x5 ON/OFF toggle grid - 5 tiers (rows) by 5 rarities (common, uncommon, rare, epic, legendary). Controls which rarity levels each tier can equip.

Tier Rarity Weights

5 clickable tier rows with summary text. Expanding a row shows 5 weight fields - one per rarity - controlling how likely each rarity is to be chosen for that tier.

Two-Handed Keywords

Paginated list of keywords that mark weapons as two-handed. Mobs holding a two-handed weapon never equip a shield.

Weapon / Armor Rarity Rules

Paginated map editors - each entry is a keyword fragment paired with a rarity (cycles through common/uncommon/rare/epic/legendary). When an item ID contains the keyword, it is classified as that rarity. YAML reference: See Gear for the underlying gear.yml fields.