Module:Item table/doc

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This is the documentation page for Module:Item table

Display a table of items queried from the weapons or equipment Cargo tables.

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Usage

table (required)
Specify which Cargo table you are querying from. This is either weapons or equipment. Weapon and equipment tables have their own set of columns (see below).
where (required)
The SQL where clause to select items from the specified table.
columns (optional)
A comma-separated list of columns for the output table. The available options depend on whether this is an equipment table or weapon table.
For weapons tables
Default value: name_fancy, enchantment, damage, damage_type, weight, price, special
Available columns:
  • name: Simple, no-frills name.
  • name_fancy: Name and icon with a rarity colour-coded frame.
  • enchantment: The weapon's enchantment level (+1/+2/+3).
  • properties: The basic weapon properties like one-handed, finesse, reach, etc.
  • damage: Simple damage type display with colour-coded damage text, but no fancy templates.
  • damage_type: Damage type display with colour-coded text. Meant to be paired with damage.
  • damage_combined: A fancier damage display that combines the damage value and type into a single column.
  • damage_fancy: Like damage_combined, except it also shows damage dice and the total damage range of the weapon.
  • weight: The weight of the weapon in both kg and lb.
  • price: The base cost of the weapon (i.e. before any vendor price modifiers).
  • special: Special properties of the weapon such as passives or unique weapon actions.
  • where_to_find: Location(s) where this weapon can be found.
  • bugs: List any bugs associated with the weapon. For use on bug list pages.
For equipment tables
Default value: name_fancy, type, weight, price, special
Available columns:
  • name: Simple, no-frills name.
  • name_fancy: Name and icon with a rarity colour-coded frame.
  • type: The type of item (e.g. ring, medium armour, cloak, etc.). This also lists the required armour proficiency if it is not obvious from the item type.
  • enchantment: The weapon's enchantment level (+1/+2/+3).
  • armour_class: The AC of the item. This can be the base AC of an armour or the bonus AC from an item like a shield or magic robes.
  • stealth_disadvantage: Whether the item imposes disadvantage on stealth checks. This is only relevant for armours.
  • weight: The weight of the weapon in both kg and lb.
  • price: The base cost of the weapon (i.e. before any vendor price modifiers).
  • special: Special properties of the weapon such as passives or unique weapon actions.
  • where_to_find: Location(s) where this item can be found.
  • bugs: List any bugs associated with the item. For use on bug list pages.
order by (optional)
Default value: rarity_order, name
Set the default sort order of the table. This is a comma separated list of Cargo field names. The user is free to sort the table using the arrows on each column.
default (optional)
Default value: "No items found."
Text to insert in place of an empty table if the query returns no results.
limit (optional)
Set the max size of the table. If it exceeds this number, it will add a "View more" link to paginate the table.
offset (optional)
Default value: 0
Skip the first n results of the query. This is usually used with limit.

Weapon examples

Default table format

Markup
{{#invoke: Item table | main
| table = weapons
| where = name = "Nyrulna" OR name = "Voss' Silver Sword"
}}
Renders as
ItemEnch.DamageDamage
type
WeightPriceSpecial
Voss' Silver Sword+21d8 + 2
1d4
Slashing
Psychic
1.35 kg
2.7 lb
630
Interplanar Slayer
This weapon grants a +1d4 bonus to damage and Attack Roll Attack Rolls against githyanki, aberrations, fiends, and elementals.
Wrathful Smite Wrathful Smite (Action + Bonus Action)
Cast as a level 1 spell (Recharge: Short rest Recharge: Short rest.)
Nyrulna+31d6 + 3
1d6
Piercing
Thunder
1.8 kg
3.6 lb
840
Zephyr Connection
This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3d4⁠Thunder⁠ThunderDRS damage in a 6 m (20 ft)⁠6 m (20 ft) blast centered on the target.
Veil of the Wind
You gain a +3 m (10 ft) bonus to movement speed and jump distance. Equipping this weapon gives you Immunity to falling damage.
Nyrulna: GlowingNyrulna: Glowing
This object shines with a glowing light in a radius of 6 m (20 ft)⁠6 m (20 ft).
Zephyr Flash Zephyr Flash (Action)
Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding Bleeding. (Recharge: Short rest Recharge: Short rest.)
Zephyr Break Zephyr Break (Action)
Zephyr Break imitates the effects of the spell Gust of Wind Gust of Wind while dealing thunder damage. (Recharge: Short rest Recharge: Short rest.)

Alternative table format

Markup
{{#invoke: Item table | main
| table = weapons
| where = name = "Nyrulna" OR name = "Voss' Silver Sword"
| columns = name_fancy, properties, enchantment, damage_combined, weight, price, special 
}}
Renders as
ItemPropertiesEnch.DamageWeightPriceSpecial
Voss' Silver SwordMartial
Versatile
+2
1d8 + 2Slashing⁠Slashing
+ 1d4Psychic⁠Psychic
1.35 kg
2.7 lb
630
Interplanar Slayer
This weapon grants a +1d4 bonus to damage and Attack Roll Attack Rolls against githyanki, aberrations, fiends, and elementals.
Wrathful Smite Wrathful Smite (Action + Bonus Action)
Cast as a level 1 spell (Recharge: Short rest Recharge: Short rest.)
NyrulnaMartial
Versatile
Thrown
+3
1d6 + 3Piercing⁠Piercing
+ 1d6Thunder⁠Thunder
1.8 kg
3.6 lb
840
Zephyr Connection
This weapon will return to your hand when thrown. You cannot be forced to drop the trident. When thrown, the weapon creates an explosion that deals 3d4⁠Thunder⁠ThunderDRS damage in a 6 m (20 ft)⁠6 m (20 ft) blast centered on the target.
Veil of the Wind
You gain a +3 m (10 ft) bonus to movement speed and jump distance. Equipping this weapon gives you Immunity to falling damage.
Nyrulna: GlowingNyrulna: Glowing
This object shines with a glowing light in a radius of 6 m (20 ft)⁠6 m (20 ft).
Zephyr Flash Zephyr Flash (Action)
Rush forward, creating an air vortex that blasts foes and possibly inflicts Bleeding Bleeding. (Recharge: Short rest Recharge: Short rest.)
Zephyr Break Zephyr Break (Action)
Zephyr Break imitates the effects of the spell Gust of Wind Gust of Wind while dealing thunder damage. (Recharge: Short rest Recharge: Short rest.)

Comparison of different damage column options

Markup
{{#invoke: Item table | main
| table = weapons
| where = name = "Nyrulna" OR name = "Voss' Silver Sword"
| columns = name_fancy, damage, damage_type, damage_combined, damage_fancy
}}
Renders as
ItemDamageDamage
type
DamageDamage
Voss' Silver Sword1d8 + 2
1d4
Slashing
Psychic
1d8 + 2Slashing⁠Slashing
+ 1d4Psychic⁠Psychic
Damage: 4~14
1d8 + 2Slashing⁠Slashing
+ 1d4Psychic⁠Psychic
Nyrulna1d6 + 3
1d6
Piercing
Thunder
1d6 + 3Piercing⁠Piercing
+ 1d6Thunder⁠Thunder
Damage: 5~15
1d6 + 3Piercing⁠Piercing
+ 1d6Thunder⁠Thunder

Bug list example

Markup
{{#invoke: Item table | main
| table = weapons
| where = bugs IS NOT NULL AND (rarity = "legendary")
| columns = name_fancy, bugs
}}
Renders as
ItemBugs
Crimson Mischief
  • Despite being classed solely as a Shortsword, Scimitar proficiency also allows one to wield this weapon proficiently.

Equipment examples

Default table format

Markup
{{#invoke: Item table | main
| table = equipment
| where = rarity = "legendary" AND legacy IS NULL
}}
Renders as
ItemTypeWeightPriceSpecial
Gloves of Soul CatchingGloves0.5 kg
1 lb
960
Soul Fist
Your unarmed attacks deal an additional 1d10⁠Force⁠Force damage.
Soul Catching
Once per turn, on an unarmed hit, you regain 10⁠Hit Points⁠Hit Points. Alternatively, you may forego healing to gain a +5 bonus on an Attack Roll Attack Roll or Saving Throw Saving Throw until the end of your next turn.[See: Bugs]
Helldusk ArmourHeavy Armour20 kg
40 lb
8000
Fly Fly (Bonus Action)
Bestow the ability to Fly Fly upon yourself. (Recharge: Long rest Recharge: Long rest.)
Helldusk Armour
You are considered Proficient with this armour while wearing it.
Infernal Retribution
When you succeed a Saving Throw Saving Throw, the caster receives Burning (Orthonic) Burning (Orthonic) for 3 turns.
Prime Aegis of Fire
You have Resistance to Fire⁠Fire damage and cannot be Burned Burned. You take 3 less damage from all sources.
Helm of BalduranHelmets
(Medium Armour)
2 kg
4 lb
760
Balduran's Vitality
The helmet heals you 2⁠Hit Points⁠Hit Points at the beginning of every turn.
Balduran's Favour
You have a +1 bonus to Armour Class Armour Class and Saving Throw Saving Throws.
Stun Immunity
You can't be Stunned Stunned.
Mask of the ShapeshifterHelmets0.5 kg
1 lb
1
Disguise Self Disguise Self (Action)
Magically change all aspects of your appearance.
Viconia's Walking FortressShields2.7 kg
5.4 lb
760
Reflective Shell Reflective Shell (Bonus Action)
A protective shell envelops you. It reflects any projectiles targeted at you back to their point of origin. (Recharge: Short rest Recharge: Short rest.)
Warding Bond Warding Bond (Action)
Ward an ally. They gain resistance to all damage, and a +1 bonus to their Armour Class Armour Class and Saving Throw Saving Throws. (Recharge: Long rest Recharge: Long rest.)
Rebuke of the MightyRebuke of the Mighty
When a foe hits you with a melee attack, you can use your reaction, dealing 2d4⁠Force⁠Force damage and knock it Prone Prone unless they succeed a Dexterity Saving Throw Dexterity Saving Throw.
Spellguard
You gain Advantage Advantage on Saving Throw Saving Throws against spells. Spell Attack Rolls against you have Disadvantage Disadvantage.

Armour example

Markup
{{#invoke: Item table | main
| table = equipment
| where = type LIKE "%Armour" AND legacy IS NULL and rarity = "very rare"
| columns = name_fancy, armour_class, stealth_disadvantage, weight, price, special
}}
Renders as
ItemArmour
Class
Stealth
disadvantage
WeightPriceSpecial
Adamantine Scale Mail16Yes12 kg
24 lb
1300
Magical Plate
All incoming damage is reduced by 1
Adamantine Backlash
When a melee attack hits you, the attacker is sent Reeling Reeling for 2 turns.
Adamantine Splint Armour18Yes19 kg
38 lb
3800
Magical Plate
All incoming damage is reduced by 2.
Intense Adamantine Backlash
When a melee attack hits you, the Attacker is sent Reeling Reeling for 3 turns.
Armour of Agility17No12 kg
24 lb
2900
Exotic Material
Add your full Dexterity Modifier to your Armour Class Armour Class. Additionally, this armour does not impose Disadvantage Disadvantage on Stealth Ability Checks.
Armour of Landfall13No4.5 kg
9 lb
1700
Plant Growth Plant Growth (Action)
Cast as a level 3 spell (Recharge: Short rest Recharge: Short rest.)
High Spellcasting
You gain a +1 bonus to Spell Save DC.
Green Bed Regeneration
When starting your turn on Plant Growth Surface Plant Growth Surface or Vine Surface Vine Surface regain 1d4⁠Hit Points⁠Hit Points.
Armour of Moonbasking11No4.5 kg
9 lb
1400
Lunar Bestial Vitality
You gain 22 temporary hit points 22 temporary hit points after casting Wild Shape Wild Shape. While those temporary hit points are active reduce all incoming damage by 1.
Lunar Bestial Fortitude
You have a +2 bonus to Armour Class Armour Class. You also have Advantage Advantage on Saving Throw Saving Throws against spells. This effect persists while using your druidic Wild Shape Wild Shape ability.
Armour of Persistence20Yes20 kg
40 lb
6400
Magical Plate
All incoming damage is reduced by 2.
Legendary Persistence
You gain Resistance Resistance and Blade Ward Blade Ward.
Armour of the Sporekeeper13No4.5 kg
9 lb
1050
Malefic Funghi
The wearer gains a +1 bonus to Spell Save DC and when dealing Necrotic⁠Necrotic damage, they deal an additional 1⁠Necrotic⁠Necrotic damage.
Spore Sacks
While imbued with Symbiotic Entity Symbiotic Entity, you can spread Bibberbang Spores Bibberbang Spores, Timmask Spores Timmask Spores, and Haste Spores Haste Spores.
Bhaalist Armour14No5.85 kg
11.7 lb
2000
Aura of MurderAura of Murder
Enemies within 3 m (10 ft) become Vulnerable to Piercing⁠Piercing damage, unless they are Immune to it.
Ambusher
Gain a +2 bonus to Initiative Rolls Initiative Rolls.
Blackguard's Plate19Yes20 kg
40 lb
6400
Magical Plate
All incoming damage is reduced by 1
Dark Justiciar Half-Plate (Very Rare)17No12 kg
24 lb
2900
Shar's Aegis Shar's Aegis (Bonus Action)
Cast as a level 1 spell (Recharge: Long rest Recharge: Long rest.)
Shar's Umbrae
While obscured, the wearer has Advantage Advantage on Stealth Checks.
Shar's Protection
While the wearer has Shield of Faith Shield of Faith active, reduce all incoming damage by 2 and reflect damage received back at the attacker, who takes 1d4⁠Necrotic⁠Necrotic damage.
Elegant Studded Leather14No5.85 kg
11.7 lb
2000
Shield Shield (Reaction)
Cast as a level 1 spell (Recharge: Short rest Recharge: Short rest.)
Ambusher
Gain a +2 bonus to Initiative Rolls Initiative Rolls.
Emblazoned Plate of the Marshal19Yes20 kg
40 lb
6400
Fire Shield Fire Shield (Action)
Cast as a level 4 spell (Recharge: Long rest Recharge: Long rest.)
Magical Plate
All incoming damage is reduced by 2.
Endurance by Fire
You have Resistance to Fire⁠Fire damage and a +2 bonus to Saving Throw Saving Throws.
Flame Enamelled Armour16Yes12 kg
24 lb
2900
Fire Shield: Warm Fire Shield: Warm (Action)
Cast as a level 4 spell (Recharge: Long rest Recharge: Long rest.)
Seldom Caught Unawares
You gain a +2 bonus to Initiative rolls Initiative rolls.
Endurance by Fire
You have Resistance to Fire⁠Fire damage and a +2 bonus to Saving Throw Saving Throws.
Reaper's Embrace19Yes20 kg
40 lb
6400
Howl of the Dead Howl of the Dead (Bonus Action)
Let out a bone-chilling howl that Numbs Numbs all nearby creatures. (Recharge: Short rest Recharge: Short rest.)
Magical Plate
All incoming damage is reduced by 2.
Reaper's RigidityReaper's Rigidity
When activated, you can't be moved against your will by any spell or action, but have Disadvantage Disadvantage on Dexterity Saving Throw Saving Throws.
Sharpened Snare Cuirass14No5.4 kg
10.8 lb
830
Exotic Material
Add your full Dexterity Modifier to your Armour Class Armour Class. Additionally, this armour does not impose Disadvantage Disadvantage on Stealth Ability Checks.
Sharpened Snare
Creatures have Disadvantage Disadvantage on Saving Throw Saving Throws when resisting your attacks and spells that inflict Restrained Restrained.

An item set example

Markup
{{#invoke: Item table | main
| table = equipment
| where = name LIKE "%Bonespike%"
| columns = name_fancy, type, special
}}
Renders as
ItemTypeSpecial
Bonespike BootsBoots
Brutal Leap Brutal Leap (Bonus Action + Movement Speed)
Leap at a target and possibly knock it Prone Prone. (Recharge: Per turn Recharge: Per turn.)
Evasive Instinct
You have a +1 bonus to Armour Class Armour Class and Saving Throw Saving Throws as long as you are not wearing armour or holding a shield.
Refined Vaulting
Jump Jump distance is increased by 1.5 m (5 ft).
Bonespike GarbClothing
Slabjaw Determination
You gain 15 temporary hit points 15 temporary hit points whenever you Rage Rage.
Exoskeletal Endurance
Reduce all incoming damage by 2. When the wearer is struck by a melee attack, the attacker takes Constitution modifier⁠Piercing⁠Piercing damage.
Bonespike GlovesGloves
Exoskeletal Reinforcement
Your attacks ignore Resistance to Slashing⁠Slashing, Piercing⁠Piercing, and Bludgeoning⁠Bludgeoning damage.
Bonespike HelmetHelmets
Menacing Attack (Melee) Menacing Attack (Melee) (Action)
Possibly Frighten Frighten your target. They'll have Disadvantage Disadvantage on ability checks and Attack Roll Attack Rolls and be unable to move. (Recharge: Per turn Recharge: Per turn.)
Fury In The Marrow
When you Rage Rage, hostile creatures in a 3 m (10 ft) radius must succeed a Weapon Action DC Wisdom Saving Throw Weapon Action DC Wisdom Saving Throw or take 2d4⁠Psychic⁠Psychic damage. The targets receive half damage on a save.[See: Bugs]

Bug list example

Markup
{{#invoke: Item table | main
| table = equipment
| where = bugs IS NOT NULL AND (rarity = "legendary")
| columns = name_fancy, bugs
}}
Renders as
ItemBugs
Helldusk Armour
  • Because this item does not have a proficiency group, items such as the  Bracers of Defence,  Bonespike Boots, and  Corellon's Grace that are not supposed to give their bonuses to characters wearing armour still provide their benefits with the Helldusk Armour equipped. The extra movement speed granted to monks by Unarmoured Movement Unarmoured Movement is also not lost when wearing this armour.
  • For the same reason as above, the Defence Defence fighting style does not consider the Helldusk Armour as armour proper. To work around this, the armour itself has a hidden passive that grants +1 AC if the wearer has the Defence passive. However, if the wearer also has another piece of armour equipped, which has a proficiency group, the normal +1 AC from Defence is additionally applied for a total of +2 AC.

Item location example

Markup
{{#invoke: Item table | main
| table = equipment
| where = name = "Amulet of Restoration"
| columns = name_fancy, where_to_find
}}
Renders as
ItemWhere to find
Amulet of Restoration

Source code