Items

Item definitions from the current game patch. Every row has an id.item.<slug> id and omits null fields.

GET/v2/items

archetypeoptional
Archetype
Example
LightfootBoots
archetypesoptional
Collapse to one row per archetype (item family); each row gains a rarities array of the family's tiers. Artifacts split out as their own rows (rarities: [artifact])
Example
1
nameoptional
Item name
Example
Lightfoot Boots
rarityoptional
Item rarity
item_typeoptional
Item type
armor_typeoptional
Armor type
hand_typeoptional
Hand type
weapon_typeoptional
Weapon type
slot_typeoptional
Slot type
inventory_widthoptional
inventory_heightoptional
vendor_priceoptional
gear_scoreoptional
adventure_pointsoptional
required_classoptional
Class slugs the item is gated to, |-separated (wizard|cleric). An unknown class is a 400. Items with no class gate match every value
Example
wizard|cleric
artifact_typeoptional
Standing outside the rarity ladder. major is the artifact tier (same rows as rarity=artifact); minor is the game's minor-artifact set — fixed-rarity named items carrying a MinorArtifact passive, whose own rarity is epic. Ordinary items match neither
Accepted
major | minor
Example
minor
craftoptional
Items a merchant recipe is the ONLY source of — nothing drops, sells or rewards them. any for all of them, or a set slug for one themed set. Ordinary gear with a recipe that also drops (Badger Pendant) is excluded
Accepted
any | frostlight | obsidian | tidal | golden | cobalt | copperlight | rubysilver | sterling | divine
Example
frostlight
required_knowledgeoptional
sortoptionalglobal
Sort by a field and direction. Use field:order, such as name:asc, or use asc or desc for the endpoint's default field.
primaryoptional
Example
primary[effect_strength]=>=2
secondaryoptional
Example
secondary[effect_move_speed]=4:5
localeoptionalglobal
Default
en
cursorglobal
Continue from the previous page. Pass the opaque pagination.next value unchanged. Omit it for the first page.
limitglobal
Accepted
1 - 200
Default
50

GET/v2/items/{id}

idpath
Pick any item id from the list
localeoptionalglobal
Language used to resolve localized names, descriptions, and labels.
Default
en

Accepts either the canonical envelope (id.item.rondel_dagger_1001) or the raw upstream key (Rondel_Dagger_1001) for back-compat.

Adds attribute roll ranges and any passive effect. Use the tooltip endpoint for color-coded HTML.

GET/v2/items/{id}/icon

idpath
Pick any item id from the list
sizeoptionalglobal
Icon transforms — resize to N (square) or WxH. 1–512 per axis.
Example
64 or 64x96
dproptionalglobal
Icon transforms — pixel-density multiplier (1, 2, or 3). Combine with size for retina renders.
formatoptionalglobal
Icon transforms — re-encode. Omit to keep the source format.
trimoptionalglobal
Icon transforms — auto-strip transparent margin (1% fuzz).
bgoptionalglobal
Icon transforms — background fill (#RRGGBB, #RRGGBBAA, or transparent).
Example
#000000 or transparent

GET/v2/items/{id}/sources

idpath
Concrete variant id (rarity-suffixed)
luckoptional
Player luck (0-500). Recalculates responsive source and rarity rates; 0 keeps base rates.
Accepted
0 - 500
Default
0
luck_termsoptional
Include coefficients for recalculating rates locally.
Accepted
0 | 1
Default
0
dungeon_gradeoptional
Rate sources at one exact map grade instead of their best available tier
modesoptional
Include selectable map grades that have at least one real source for this item
Accepted
0 | 1
Default
0

Returns the item's monster drops, container drops, direct world spawns, merchants, recipes, and related quests. Names use the active locale.

Each entry in drops[] represents one monster family (variant rows like summoned or elite are folded onto the archetype). Fields:

  • monster_id — canonical (base variant) id of the family.
  • luck_appliestrue when this source carries a raw loot-rate table evaluated with Luck-grade weighting. Current imported loot sources report true. See Loot.
  • drop_rate — best-case effective acquisition probability across all rarities and the dungeon tiers below. It includes the candidate monster's spawn probability, then its conditional loot probability. Always equal to the best of tiers[], so every rate here is one a tier filter can reproduce. Adventure and Adventure High Roller are excluded — they carry their own rate rows but no tier entry to attribute them to; read them from GET /v2/monsters/{id}/loot or GET /v2/containers/{id} with ?dungeon_grade=.
  • variant_id / variant_name — the concrete monster candidate responsible for the best effective rate.
  • spawn_rate — probability that candidate is selected at the reported dungeon tier.
  • spawn_weight — the candidate's verbatim game-data weight before per-tier normalization.
  • conditional_drop_rate — probability the item drops after that concrete candidate has spawned. For example, a 0.1% named spawn with a guaranteed drop reports spawn_rate: 0.001, conditional_drop_rate: 1, and drop_rate: 0.001.
  • rarities — array of { rarity, drop_rate } objects, one per rarity variant the family can drop, sorted poorest → rarest. Use this to know whether the family can drop an artifact copy, and at what rate.
  • badges — non-grade variant descriptors folded in (e.g. ["summoned"]) — empty array for plain families.

Each containers[] row is one folded container family, sorted by its best drop rate. Fields:

  • container_id — canonical id.container.<slug> the container page resolves.
  • slug — the name-slug (treasure_hoard).
  • name — resolved container name in the active locale.
  • icon / icon_url — the container's prop-mesh render (bare hash + absolute CDN url); null when it places no prop.
  • drop_rate — best-case probability of at least one matching item per open across all rarities and the dungeon tiers below. Always equal to the best of tiers[], so every rate here is one a tier filter can reproduce. Adventure and Adventure High Roller are excluded — they carry their own rate rows but no tier entry to attribute them to; read them from GET /v2/monsters/{id}/loot or GET /v2/containers/{id} with ?dungeon_grade=.
  • rarities — array of { rarity, drop_rate } objects, one per rarity variant this container can yield, sorted poorest → rarest.

world_spawns[] lists loose map items. spawn_rate is the base chance per point; locations[] lists its modules. These are separate from containers and player Luck.

All three source arrays include tiers[] on each row and rarity. active: false means that source cannot drop the item at that tier.

?modes=1 adds reachable map grades and their source rarities. Pass a mode's code to ?dungeon_grade=.

?luck_terms=1 adds tables and per-tier models for local rate calculations. Combine their terms with multipliers from GET /v2/luck to update a luck slider without refetching.

localeoptionalglobal
Default
en

Want to embed live item cards on your own site? See the Tooltips page for the drop-in widget powered by GET /v2/items/{id}/tooltip.