| Contents |
|---|
| Inventory |
| Creating Items |
| Equipping Items |
Players can access both their character's inventory and any shared party inventory from the Inventory tab on the character sheet.
The character inventory has three sections and three buttons. The top left is the equipped Leveled Treasures (1). Directly under the leveled treasures is the section for equipped Trinkets (2) . To the right is the section for all other carried equipment and ingredients the character is holding (3). The buttons sit under the equipment and ingredients section (4).
1. The Generate Inventory From Table button (d20, left) is not fully built.
2. The Access Party Inventory button (three silhouettes, middle), opens the Party Inventory modal.
3. The Add Items button (right, plus sign), opens a search modal for the Compendium inventory.
New items can be created either directly in the Compendium or by accessing the editor in the character sheet Add Items modal.
To create an item in the Compendium, go to Codex => Compendium => Inventory and click the Plus button at the bottom of the Inventory list.
To create an item from the Add Items modal go to Character Sheet => Inventory tab => Add Item plus button => Add New Item plus button at bottom of Available Items search modal.
Both options will open the Create New Item editor below.
Below will be a series of tables and definitions to describe each of the fields available in the Create New Item editor, starting on the left and working down, then to the right. In addition to these fields, the features that will hold the automation for the item (added via the Plus sign in the Create New Item editor) will be built using the same instructions and methods as character and monster features described in the Feature Editor Reference Guide, Feature Modifiers Reference Guide, and Feature Modifier Behaviors Reference Guide.
Note: Some item Type categories will add additional fields to the editor automatically after the category is selected. Following the general field descriptions, additional fields will be described related to each category.
| Category | Definition | Notes |
| Artifact | Treasures of legendary power that can change or shape an adventure or even an entire campaign; game-breaking | Paraphrased from Heroes, page 313 |
| Consumable | An item that is consumed when activated and tend to be only usable once. | Paraphrased from Heroes, page 313 |
| Crafting Ingredient | An item that is a necessary component to craft another item; a crafting project prerequisite. | |
| Imbuement | An item that constitutes a specific enhancement effect that can be created and applied to a mundane item | There are not separate mundane items to acquire in order to use an imbuement; right-click an imbuement in the inventory to apply it to a mundane weapon; details on applying and combining imbuements in a single item will be discussed in Equipping Items section below. |
| Leveled Treasure | Weapon, implement, armor, or other item that grants benefits at 1st, 5th, and 9th levels to the wielder. | |
| Light Source | An item that emits light | |
| Projectiles | An item that modifies or adds additional effects to an existing ability when used; a form of consumable that modifies existing character abilities, rather than providing an ability itself when consumed like a Consumable. | There are no projectile items published in the Heroes book. Items such as the Black Ash Dart are consumables that have a self-contained ability not dependent on another character ability. |
| Trinket | Items with persistent supernatural properties that come in a variety of forms | Paraphrased from Heroes, page 313 |
Note: The ID field is a unique identifier for the item inside the Codex. This field is only visible if the Developer Mode setting is toggled on. You can access this setting in Codex => Settings => General.