FATE: The Traitor Soul

FATE: The Traitor Soul

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Create, Add and Modify Custom Artifact Items and their Stats
By ➛Secerɨa∫天
Modify artifact items' stats, and add extra artifact items into the game from within the game's files.
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PURPOSE OF THE GUIDE
This guide will show how to modify artifact items' stats, and add your own extra artifact items into the game with whatever stats you want from within the game's files.

I can't believe no one's made a guide for this yet so I've repurposed my own notes that helped me remember how to do this, wrote up some stuff, and made this guide. This made my game so fun to play
PRELIMINARY STUFF TO DO
Calm down *^*

We're not hacking or using some external program or anything, we will only do this by going into a game file and adding item data to it so that the new items we added can then appear in the game.

Go to the steam folder. Locate steamapps --> common --> FATE The Traitor Soul --> ITEMS --> en-US

In this folder there is a rather lengthy file called items.dat which, when opened, is conveniently titled 'ITEM DEFINITION FILE'. I recommend using notepad++ to edit this file.

Please proceed to edit the file at your own risk, and preferably with a bit of caution.


If you've done HTML or any sort of programming before you will catch on fast.

You can skim over some of the stuff that's in the 'ITEM DEFINITION FILE' to get a sense of how the items are coded (and perhaps if you're as smart as I am, figure out how to manipulate this stuff :P)
THE VARIABLES: WHAT THIS ALL MEANS
[ITEM] and [/item] tags contain all the information of a single item. Everything relevant to that item should be within these tags. (The end tag [/item] should be all caps as you can see in items.dat but steam is showing it as lowercase for some unknown reason :/ )

It's not that different from how steam text formatting works. Everything you want to be bolded is put inside [b] [/b] tags.

To add a new item into the game, write new item tags into the file and then fill with all the necessary information and variables. You could also copy code from an existing item that you like, change all the variables, put in more item bonuses, and be done with it which is much easier. This section just gives you information on what some of the variables mean.


Variables Common to All Items
<TYPE>: Weapon types are SWORD, AXE, CLUB, BOW, POLEARM, STAFF, HAMMER, SPEAR. This also predetermines the physical attack type of the weapon (Slashing, Crushing, Piercing). Armor types are SHIELD, SHIRT, HELMET, GLOVES, BOOTS, BELT, BACK. Jewellery are RING, NECKLACE, EARRING. <NAME>: Item Name. <RARITY>: Arbitrary number between 1 to 999 that seems to affect the likelihood of the item dropping in a dungeon. The higher the number, the more harder it is to find. <FISHING_RARITY>: Arbitrary number between 1 to 999 that seems to affect the likelihood of obtaining the item via fishing. The higher the number, the more harder it is to find. <VALUE>: Arbitrary number that seems to affect the item's gold value. The higher the number, the more expensive it is. <REQUIRES>: Item Requirements. Refer to existing code to see how this is used (Having this is optional, can have multiple instances of this variable) <IDENTIFIED>:1 If this variable exists and is 1, the item will already be identified when you obtain it (Optional) <MINIMUM_DEPTH>: <MAXIMUM_DEPTH>: I call these 'depth restriction variables'. These variables restrict the dungeon levels in which the item can appear (Optional) If these variables do not exist, there are no dungeon level restrictions in which the item can appear. If this variable exists, <RARITY> must also exist. A minimum depth can exist without a maximum depth. If the maximum depth exists, the minimum depth should also exist and be at least 1. This also holds for the other depth restriction variables for dungeon merchants and fishing. <MINIMUM_FISHING_DEPTH>: <MAXIMUM_FISHING_DEPTH>: Sometimes there are fishing spots in dungeons. These variables restrict the dungeon levels in which the item can drop when fishing in the dungeon (Optional) If these variables do not exist, there are no dungeon level restrictions in which the item can appear, and the item can also be obtained from the fishing spot in town. If this variable exists, <FISHING_RARITY> must also exist. <MERCHANT_MINIMUM>: <MERCHANT_MAXIMUM>: Sometimes there are merchants in dungeons. These variables restrict the dungeon levels that merchants in dungeons can carry this item (Optional) If these variables do not exist, and <PURCHASEABLE>:0 does not exist, the item may also be found from merchants in town. <PURCHASEABLE>:0 If this variable exists and is 0, the item cannot be held by merchants and cannot be given as a quest reward (Optional, I recommend not having this on your item so you might be able to get your item easier).


Variables Common to All Items that shouldn't be messed with
<ARTIFACT>:1 Makes item an artifact (legendary rarity item) and will have a yellow background. <TAKEABLE>:1 <COLLIDEABLE>:0 Leave these as is <TAKE_SOUND>: <LAND_SOUND>: <DROP_SOUND>: Item sounds. Copy the code for these from an existing item <MODEL>: <ICON>: Item image and appearance ingame. Copy from an existing item


Weapon Specific Variables
<SPEED>: Weapon attack speed. Speeds are SLOWEST, SLOW, NORMAL, FAST, FASTEST. <DAMAGE>:: Damage range of the weapon. This is in the format "<DAMAGE>:x:y" where x is the minimum damage, y is the maximum damage. <DAMAGE_BONUS>:: Extra Elemental damage of weapon. This is in the format "<DAMAGE_BONUS>:element:x" where element is FIRE, ICE, ELECTRIC, UNDEAD and x is the number of damage. (Optional, and can have multiple instances of this variable for each of the different elements).

Weapon Specific Variables that shouldn't be messed with
<ATTACK_RADIUS>: <STRIKE_RADIUS>: Refer to or copy from an existing weapon <ATTACK_SOUND>: <STRIKE_SOUND>: Weapon sounds. Copy these from an existing weapon


Armor Specific Variables
<ARMOR>:: Range of possible defense values of the armor that it can be found at. This is in the format "<ARMOR>:x:y" where x is the minimum, y is the maximum. When the item drops it will generate a random number between x and y which will be the defense value of your armor item. x and y can be the same if you don't want rng.


Notes
-For Model/Icon and the sound variables, find an item that you like the look of, then Ctrl + F to find its code in items.dat and copy those variables into the item you're making. (Your new item will look/sound identical.)

-Having an item as an artifact means its stats will not be randomly generated but always be what they were set as, and it can be spawned into the game via the ingame cheats (ctrl + shift + `). I have not experimented with <ARTIFACT>:0 (or an absence of that variable).

-It doesn't matter what order you have the variables in. The existing code varies with the order of variables and there's no set template for it. But after all it is much easier to copy the whole code from an existing item (from [ITEM] down to [/item]) using it as a template anyway.

-If you're looking to edit an existing item, just change their values.
Recap: Mandatory variables
To sum up, the following are the mandatory variables required for your item; these are ESSENTIAL:
<TYPE>: <NAME>: <RARITY>: <VALUE>: <ARTIFACT>:1 #(Should always be 1) <PURCHASABLE>:0 <TAKEABLE>:1 #(Should always be 1) <COLLIDEABLE>:0 #(Should always be 0) <MODEL>: <ICON>: <TAKE_SOUND>: <LAND_SOUND>: <DROP_SOUND>:

If your item is a weapon, these variables are also mandatory (for weapon items only, do not use these in other item types):
<SPEED>: <DAMAGE>:: <ATTACK_RADIUS>: <STRIKE_RADIUS>: <ATTACK_SOUND>: <STRIKE_SOUND>:

If your item is an armor item, this variable is mandatory (do not use this in other item types):
<ARMOR>::

Jewellery items have no mandatory variables specific to their own class.
ITEM BONUSES
This is where the fun begins.

[EFFECT] and [/effect] tags contain information that gives your item those sweet bonus effects.

Copy/paste the following [EFFECT] tags and their contents into the contents of [ITEM] to add item bonuses to your soon-to-be absurdly OP item. Change the number of <VALUE> to change the bonus to whatever suits you. (The current numbers that are there are just arbitrary)

# is a comment, and is followed by what the bonus is exactly as it is worded ingame. So Ive made it that you can copy from # to the end of [/effect] to make it clearer and you wont have to memorize what <TYPE> relates to what effect when trying to figure out what it actually does. Ctrl + F also helps to search for an effect if you know what youre looking for

-For percent bonuses, <VALUE> is the percentage eg "<VALUE>:10" means a 10% bonus.
-A negative <VALUE> will instead result in a penalty of <VALUE>.

[/effect] should be uppercase like everything else. I swear I'm writing it in all caps here but Steam keeps showing it as lowercase... Sorry about that :(

List of Item Bonuses
# Attack Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:TOHITBONUS <DURATION>:INSTANT <VALUE>:9001 [/effect] # % Attack Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTTOHITBONUS <DURATION>:INSTANT <VALUE>:4500 [/effect] # % Attack Speed Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTATTACKSPEED <DURATION>:INSTANT <VALUE>:5 [/effect] # Attack Magic Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLATTACKMAGIC <DURATION>:INSTANT <VALUE>:45 [/effect] # Axe Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLAXE <DURATION>:ALWAYS <VALUE>:2 [/effect] # % Improved Chance of Block [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTBLOCKCHANCE <DURATION>:INSTANT <VALUE>:5 [/effect] # Bow & Crossbow Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLBOW <DURATION>:INSTANT <VALUE>:8 [/effect] # Charm Magic Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLCHARMMAGIC <DURATION>:INSTANT <VALUE>:45 [/effect] # Club & Mace Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLCLUB <DURATION>:ALWAYS <VALUE>:2 [/effect] # Critical Strike Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLCRITICALSTRIKE <DURATION>:INSTANT <VALUE>:15 [/effect] # % Crushing Resistance Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTCRUSHINGRESISTANCE <DURATION>:INSTANT <VALUE>:100 [/effect] # Damage Dealt Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:DAMAGEBONUS <DURATION>:INSTANT <VALUE>:3 [/effect] # % Damage Dealt Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTDAMAGEBONUS <DURATION>:INSTANT <VALUE>:10 [/effect] # % Damage Reflected to Enemy [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTDAMAGEREFLECTED <DURATION>:INSTANT <VALUE>:20 [/effect] # Damage Taken Reduced [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:DAMAGETAKEN <DURATION>:INSTANT <VALUE>:-10 [/effect] # % Damage Taken Reduced [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTDAMAGETAKEN <DURATION>:INSTANT <VALUE>:-100 [/effect] # Defense Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:ARMORBONUS <DURATION>:INSTANT <VALUE>:9001 [/effect] # % Defense Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTARMORBONUS <DURATION>:INSTANT <VALUE>:25 [/effect] # Defense Magic Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLDEFENSEMAGIC <DURATION>:INSTANT <VALUE>:45 [/effect] # Dexterity Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:DEXTERITY <DURATION>:INSTANT <VALUE>:3 [/effect] # % Dexterity Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTDEXTERITY <DURATION>:INSTANT <VALUE>:15 [/effect] # Dual-Wielding Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLDUALWIELD <DURATION>:INSTANT <VALUE>:30 [/effect] # % Electric Resistance Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTELECTRICRESISTANCE <DURATION>:ALWAYS <VALUE>:100 [/effect] # % Faster Casting Speed [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTCASTSPEED <DURATION>:INSTANT <VALUE>:80 [/effect] # % Fire Resistance Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTFIRERESISTANCE <DURATION>:ALWAYS <VALUE>:100 [/effect] # Hammer Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLHAMMER <DURATION>:ALWAYS <VALUE>:2 [/effect] # HP Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:HP <DURATION>:INSTANT <VALUE>:9001 [/effect] # HP Recovered [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:HPRECHARGE <DURATION>:INSTANT <VALUE>:200 [/effect] # % Ice Resistance Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTICERESISTANCE <DURATION>:INSTANT <VALUE>:100 [/effect] # Life Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:HP <DURATION>:INSTANT <VALUE>:20 [/effect] # % Life Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTHP <DURATION>:INSTANT <VALUE>:12 [/effect] # Magic Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:MAGIC <DURATION>:INSTANT <VALUE>:200 [/effect] # % Magic Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTMAGIC <DURATION>:INSTANT <VALUE>:35 [/effect] # % Magical Resistance Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTMAGICALRESISTANCE <DURATION>:INSTANT <VALUE>:100 [/effect] # Mana Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:MANA <DURATION>:INSTANT <VALUE>:9001 [/effect] # % Mana Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTMANA <DURATION>:INSTANT <VALUE>:50 [/effect] # Mana Recovered [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:MANARECHARGE <DURATION>:INSTANT <VALUE>:200 [/effect] # % Mana Stolen Per Hit [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTMANASTOLEN <DURATION>:INSTANT <VALUE>:20 [/effect] # % Movement Speed Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTSPEED <DURATION>:INSTANT <VALUE>:10 [/effect] # % Piercing Resistance Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTPIERCINGRESISTANCE <DURATION>:INSTANT <VALUE>:100 [/effect] # Polearm Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLPOLEARM <DURATION>:INSTANT <VALUE>:3 [/effect] # Shield Battle Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLSHIELD <DURATION>:INSTANT <VALUE>:5 [/effect] # % Slashing Resistance Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTSLASHINGRESISTANCE <DURATION>:INSTANT <VALUE>:100 [/effect] # Spell Casting Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLSPELLCASTING <DURATION>:ALWAYS <VALUE>:5 [/effect] # Staff Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLSTAFF <DURATION>:INSTANT <VALUE>:4 [/effect] # Stamina Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:STAMINA <DURATION>:INSTANT <VALUE>:9001 [/effect] # % Stamina Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTSTAMINA <DURATION>:INSTANT <VALUE>:20 [/effect] # Strength Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:STRENGTH <DURATION>:INSTANT <VALUE>:7 [/effect] # % Strength Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTSTRENGTH <DURATION>:INSTANT <VALUE>:7 [/effect] # Sword Skill Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:SKILLSWORD <DURATION>:INSTANT <VALUE>:50 [/effect] # Vitality Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:VITALITY <DURATION>:INSTANT <VALUE>:70 [/effect] # % Vitality Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTVITALITY <DURATION>:INSTANT <VALUE>:15 [/effect]

Notes
-If you really want, you can even have these be negative values, which will give you a penalty in that stat instead of a bonus.

-Note that a positive value for % Damage Reduced will cause you to take MORE damage (it will read as a 'increased damage taken penalty'). Consider this stat as a % Damage Taken modifier.

-Im not sure how <ACTIVATION> and <DURATION> are significant. I only examined preexisting code to eventually figure out the <TYPE> names for all the bonuses.
Some more item bonuses
We ran out of text space for the previous section in this guide by listing all the item bonuses so any more item bonuses I find will be listed in this section haha.

# % Chance of Finding Magical Items [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTMAGICALDROP <DURATION>:INSTANT <VALUE>:700 [/effect] # % More Gold Dropped By Enemies [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTGOLDDROP <DURATION>:INSTANT <VALUE>:50 [/effect] # % Reduced Item Requirements [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTITEMREQUIREMENTS <DURATION>:INSTANT <VALUE>:60 [/effect]

% Chance of Poisonous Attack
This is the bonus used by the Emerald gem, which gives you a +% chance to poison the enemy effect when you attack. You can put this bonus on a weapon too and have it as an effect on your weapon.
# X% chance of poisonous attack [EFFECT] <ACTIVATION>:PASSIVE <POSITIVE>:0 <TYPE>:PERCENTPOISON <DURATION>:INSTANT <VALUE>:25 [/effect]

Knockback
This is the bonus used by the Obsidian gem, which gives the socketed item + <VALUE> amount of Knockback. This is less useful on melee weapons but more useful on bows/crossbows to make the enemy get knockbacked every time you hit them so melee enemies can never get to you to attack you.
# + x Knockback [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:KNOCKBACK <DURATION>:INSTANT <VALUE>:7 [/effect]


Bonuses that unfortunately dont work on items
I found these but when I tried putting them on an item it didnt work

- % All Resistances
This is the bonus used by the Agate gem which gives the socketed item piercing, slashing, crushing, magical, fire, ice and electric resistances at the same time, in that order from top to bottom. This is essentially the same as having all those individual resistance bonuses on one item but using this one bonus saves you some space. I'm not sure what happens if you have this plus some individual resistance bonuses too on the same item, so be careful Does not work on items.
# % All Resistances [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTALLRESISTANCES <DURATION>:INSTANT <VALUE>:5 [/effect]

- All Skills Bonus
This is the bonus used by the Diamond gem which gives the socketed item sword, club & mace, hammer, axe, spear, staff, polearm, bow & crossbow, critical strike, spell casting, dual wielding, shield battle, attack magic, defense magic, and charm magic skill bonuses at the same time in that order from top to bottom. This will really save you some space. I wish I had found out about these two special bonuses earlier... Does not work on items.
# All Skills Bonus [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:ALLSKILLS <DURATION>:INSTANT <VALUE>:1 [/effect]
SOCKETS
Do you really need sockets on your item...?

Let's think for a minute here. The thought is that whatever gem you were planning to put on your item, you could have included that effect on your item with the bonuses on it in the first place.

But the REAL question is: Do you WANT sockets on your item?
Because you CAN :)
<SOCKETS>:1
Add this variable into the [ITEM] tags of your item!! This number is how many sockets your item has.
There are only 3 artifact items that come with sockets and this is how they do it.

The caveat is an item can only ever have as many sockets as the many squares it takes up in your inventory. Be mindful of the size of your item. By that I mean don't put in a number larger than your item or else something bad might happen.
GETTING YOUR ITEM
Be sure to save the ITEM DEFINITION FILE and relaunch your game.

If you didnt know already, there are ingame cheats which let you spawn items/gems/spells/fish/whatever. To use ingame cheats, press Ctrl + Shift + ` and a white question mark pops up on the left side of the screen. Type the name of your item and press enter. Your item has now magically appeared from thin air. How convenient ^^;

OR, well, you could still carry on normally playing the game and hope for it to drop from the dungeon or fishing of course.

If your item had <PURCHASABLE>:1 , then it might also turn up at merchants at random and you can buy it from them! (Though they will be very, very expensive.)
WARNING
-I just figured out all this when I was bored one day.

-This is *kind of* getting into the realm of programming. So be careful with your game like you would when making any program, be wary of syntax errors and such etc etc. I don't know what happens if you do something stupid or if doing something stupid could make something go wrong. I haven't attempted anything outside what is discussed in this guide, so stay within reasonable bounds and don't do anything stupid. If your game crashes and your computer blows up, its not my fault x_x

-With great powerful items comes great responsibility. There doesn't seem to be any ingame cap to the size of <VALUE> and you *could* make some ridiculous item with ludicrous stats. I don't know how large the numbers can get before you break the game x__x

-Actually while writing this section of the guide all sorts of horrible ideas have occurred to me. Like having <VALUE>:999999999999999999999999999999999999999. Or an item with a 100% Life Penalty that kills you as soon as you equip it because your maximum HP is 0. Putting large numbers on movement speed bonus could also get out of hand... As much as I would love to see someone attempt stupid ideas like these, being the responsible guide writer that I am, I am warning you instead. x___x;

-PLEASE BE WARNED. X__X
HAVE FUN
Or it might just be that I'm worrying too much for no reason about absolutely nothing. Have Fun!






Example code of a Custom Item
This is the code for the ring shown in the above screenshots that makes you invincible

[ITEM] <TYPE>:RING <NAME>:SYSTEM - Immortal Object <FISHING_RARITY>:979 <RARITY>:999 <PURCHASEABLE>:0 <ARTIFACT>:1 <MODEL>:ITEMS/ring.mdl <COLLIDEABLE>:0 <SHADOW>:0 <ICON>:ICONS/ring.png:ICONS/ringa.png <VALUE>:2000 <TAKEABLE>:1 <DROP_SOUND>:SOUNDS/ITEMS/fall.wav <TAKE_SOUND>:SOUNDS/ITEMS/ring.wav <LAND_SOUND>:SOUNDS/ITEMS/ring.wav [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTFIRERESISTANCE <DURATION>:ALWAYS <VALUE>:100 [/effect] [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTICERESISTANCE <DURATION>:INSTANT <VALUE>:100 [/effect] [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTELECTRICRESISTANCE <DURATION>:ALWAYS <VALUE>:100 [/effect] [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTMAGICALRESISTANCE <DURATION>:INSTANT <VALUE>:100 [/effect] [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTSLASHINGRESISTANCE <DURATION>:INSTANT <VALUE>:100 [/effect] [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTCRUSHINGRESISTANCE <DURATION>:INSTANT <VALUE>:100 [/effect] [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTPIERCINGRESISTANCE <DURATION>:INSTANT <VALUE>:100 [/effect] [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTDAMAGETAKEN <DURATION>:INSTANT <VALUE>:-100 [/effect] [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTDAMAGEREFLECTED <DURATION>:INSTANT <VALUE>:100 [/effect] [EFFECT] <ACTIVATION>:PASSIVE <TYPE>:PERCENTARMORBONUS <DURATION>:INSTANT <VALUE>:1000 [/effect] [/item]

(Again note that the end tags are supposed to be capitalized but Im not sure that it matters)
ITEM IMAGES & SOUNDS
Say you want to make a custom artifact item from the ground up. So you know how to put the bonuses on your items, but I realize one thing that may not have been clear was the
<TAKE_SOUND>: <LAND_SOUND>: <DROP_SOUND>: Item sounds. Copy the code for these from an existing item <MODEL>: <ICON>: Item image and appearance ingame. Copy from an existing item
tags and how you're supposed to do these for the item you want to create.

Whats really going on here is that you're specifying the model and sounds from the game assets that you want your item to look/sound like.

I think the way to go about this is to mess with cheats and spawning in items. Say, if you've read some other guide that tells you a list of all the artifact items in the game and you've been having fun with cheats spawning in a lot of those items to see what they do, you might know a lot of the models already and all you need to do is copy the <MODEL> and <ICON> and sounds tags and use those for the item you're making.

Browsing item models from the game files
In this section of the guide I provide a way to browse through the different item models. This involves using the ingame cheats to spawn the items (as thats how you see what they look like).

For every 'unique-looking' item (model) in the game there is a 'stock item' which uses that model. For example:
You might have already seen items like this - Dungeons spawn non magical stock items frequently and this is also how items appear when you go to buy from the gambling merchant! (It's the guy's shop where you 'gamble' to buy the item first before its magical properties are revealed). You can also go to the gambling merchant browse more of these stock models.

Remember the <TYPE> tag?
<TYPE>: Weapon types are SWORD, AXE, CLUB, BOW, POLEARM, STAFF, HAMMER, SPEAR. This also predetermines the physical attack type of the weapon (Slashing, Crushing, Piercing). Armor types are SHIELD, SHIRT, HELMET, GLOVES, BOOTS, BELT, BACK. Jewellery are RING, NECKLACE, EARRING.
In the Item Definition File, start from the top and do a CTRL + F search for models of the item category you want to see.

For example, if you want to look for different types of swords, search for "<TYPE>:SWORD".
And the first thing we see is an item named 'Shortsword'. Hey, this is the shortsword stock item!

Further down the list we have Sabre, Scimitar, Assassin Blade, Broadsword...

At this point if you want to see what it looks like ingame, spawn it in via ingame cheats.

Pick it up, look at it and if you decide this is indeed what you want your item to look like, refer to that item's entry in the Item Definition File and note the <MODEL> <ICON> <TAKE_SOUND>
<LAND_SOUND> <DROP_SOUND> tags. Copy all of those into the code for your new item.

Because in this example the item we want to create is a WEAPON, we also need <ATTACK_SOUND> and <STRIKE_SOUND>. Copy that too, and now we have have acquired all the information we need about the item's model and sounds.

Be sure that you have all the other tags necessary for your item as described in the 'Recap: Mandatory variables' part of this guide. Thus it is also best to copy <ATTACK_RADIUS> and <STRIKE_RADIUS>.

Now you're ready to give your item bonuses!


A Handy List of Stock Items
A less time consuming way of browsing item appearances is to look through the items on the Fate wiki:

Weapons[fate.fandom.com]
Armor[fate.fandom.com]
But these list only the items in the first Fate game, do note there are more models than what is listed here since Undiscovered Realms/Traitor Soul added more items to the game.

If you like what you see look for it in the ITEM DEFINITION FILE and copy the sounds and information from it for your item as per the method above.
Item images for capes??
When I did the previous method to browse for capes I didn't find any records of the stock items of capes. It also seems that there aren't many cape artifact items in the first place. What's going on?? I wanted to make a cape!! NOOOOO!!!!

PLOT TWIST: THERE IS MORE THAN ONE ITEM DEFINITION FILE!

Navigate to steamapps --> common --> FATE The Traitor Soul --> REALMS --> URGold ---> ITEMS ---> en-us

There is a file... Called 'Items.dat'...

In THIS file I was able to find the stock cape models. I imagine when Fate Undiscovered Realms came out (and introduced new items) this was the item definition file they used containing the new items.

So if you can't find anything for a specific item type or want to see more options, check out this file too. It has even more models for various item categories.
Custom Items on different computers
If you play the game with custom/modified items and then switch to a different computer to play this, at first you won't have your custom items anymore (the items will seem to have simply disappeared). This is because the item definition file on the new computer will not have the changes you made to your own item definition file on your original computer.

For using multiple computers or moving to a new one, I like to keep a whole document where all my custom items are stored, and then I can easily append that document to the end of the new items.dat. Once you have updated the item definition file on the new computer the custom items you added will become a part of the game again. You will then have to spawn them in however.
31 Comments
awesomeninjagamer Jul 25, 2023 @ 11:31pm 
ive been trying to do this for so long. it just wont work for me
AtamoskTPK Dec 22, 2022 @ 6:49am 
no offense, but the major difference between HTML and XML is that HTML displays data and outlines the structure of a webpage, where XML is used to store and transfer data. XML is also a standard language which can define other computer languages(i.e. used in video games almost anywhere that LUA, or Java/Script aren't), but HTML is a predefined language with its own implications. the code reminds me of HTML( like XML does), but lacks the verbosity to be such.
Jakorosin Nov 4, 2022 @ 10:56am 
This is an excellent guide, and I really appreciate it. Thanks for taking the time to create it!
Bladefire ( Ghostly Death } Jun 3, 2022 @ 11:45pm 
i feel like i am still stupid cuz you said what to do and my brain still shuts down and goes "huh?" even after rereading multiple times. im not complaining or anything just that i am easily confused:steamsad:
Alex Jun 19, 2021 @ 10:29pm 
you ain't smart, you a bum
Rusty Shackleford May 28, 2021 @ 10:11am 
this may break your achievements achievements wont regester with altered files but if you verify the files it will change it back and it should work again but for some reason it stoped fixing it for me and now none of my achievements work
Rusty Shackleford May 27, 2021 @ 7:40pm 
thanks couldent find where the divine gems are to change fishing rarity but there in with the capes
➛Secerɨa∫天  [author] Nov 21, 2020 @ 3:24am 
I dont know about the original Fate but for this Traitor Soul version the ingame cheats with ctrl+shift+tilde do work and thats how I recommend getting your item in the guide from the 'getting your item' section.

And yes the removing artifacts method should be doable as you described. Though Ive never done that myself since Ive always just used the cheats to spawn my stuff in.

Actually I think making your item have <PURCHASABLE>:1 with <RARITY>:1 and <FISHING_RARITY>:1 will be faster, this works by checking all the merchants then reentering town however many times it takes until one of the merchants have it in their shops and you can buy it. But this requires you have to enough gold to afford it and the more powerful you made your item the more expensive it will be, so this is another consideration.
CTMoo Nov 20, 2020 @ 3:47pm 
That's great! :steamhappy:
Aww, too bad... :steamsad:
Do cheats work again in TTS? (I read Steam removed them from the original FATE (Ctrl + Shift + ~) did nothing...)
Removing the artifacts from the definitions (items.dat) file seems like a lot of work-- unless it's as easy as cutting the text for what artifacts should be there, launching the game to fish it up, exit, then paste the artifact text back into items.dat, to return everything back to normal... Is that doable??
➛Secerɨa∫天  [author] Nov 20, 2020 @ 2:57am 
Yes that will make Broadwing's Magical Wings have 75% bonus instead of 75% penalty, but unfortunately it doesnt change the Broadwing's Magical Wings you already have :( The next time you get a Broadwing's Magical Wings it will have the stat changes you made so you should spawn it in with ingame cheats.

If you don't want to use ingame cheats because you still want the steam achievements or something I can only think of a really convoluted way to get the item faster... Which is to remove all other artifact items from all item definition files; so the next time you fish up an artifact it will be Broadwing's Magical Wings because youve made it the only artifact item in the game.