The name of a shared UMA Recipe Profile for this equipment, which defines which UMA recipe(s) will be shown on a character when this equipment is equipped.
UMA Recipe Profile Properties
Properties of an UMA Recipe Profile that only apply to this equipment, which define which UMA recipe(s) will be shown on a character when this equipment is equipped.
A list of attachment nodes, which define any physical GameObjects that will be attached to the character when this equipment is equipped.
Equipment Slot Profile Name
The name of an Equipment Slot Profile
Holdable Object Name
The name of a Prefab Profile which contains a link to a GameObject to show when the equipment is equipped in the Equipment Slot Profile of the above property.
Use Universal Attachment
If true, ignore any attachment points in the Prefab Profile and use the named attachments below.
Primary Attachment Name
The Node Name of an Attachment Point Node in an Attachment Profile to use when this equipment is equipped, but not held.
Unsheathed Attachment Name
The Node Name of an Attachment Point Node in an Attachment Profile to use when this equipment is equipped, and held.
If true, this item will provide the wearer with armor.
If true, the armor value must be input manually and will not be calculated based on armor class and item level.
If true, the manual value is per level, instead of a total.
The amount of armor to provide if the manual settings were used.
A list of Character Stats and values that this armor will provide when equipped.
The name of a Character Stat to provide when equipped.
Use Manual Value
If true, the stat value entered in the Manual Modifier Value field will be used instead of an automatically scaled value, based on item level and Item Quality.
Manual Modifier Value
If Use Manal Value is true, the value in this field will be used.
If true, the Secondary Stats will be chosen randomly up to a limit defined by the Item Quality in the Item Quality field.
A list of secondary stats and amounts of those stats that will be provided when the equipment is equipped.
The secondary stat to provide when the equipment is equipped.
An amount of the Secondary Stat to provide that is constant and does not scale with level.
Amount Per Level
An amount of the Secondary Stat to provide per level.
After amount values are added together, they will be multiplied by this number.
A Status Effect that will be cast on the character when the item is equipped.
A list of names of Abilities that will be learned when the equipment is equipped, and unlearned when the equipment is unequipped.