Items
Item definitions from the current game patch. Every row has an id.item.<slug> id and omits null fields.
GET/v2/items
archetypeoptionalarchetypesoptionalnameoptionalrarityoptionalitem_typeoptionalarmor_typeoptionalhand_typeoptionalweapon_typeoptionalslot_typeoptionalinventory_widthoptionalinventory_heightoptionalvendor_priceoptionalgear_scoreoptionaladventure_pointsoptionalrequired_classoptional|-separated (wizard|cleric). An unknown class is a 400. Items with no class gate match every valueartifact_typeoptionalmajor 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 neithercraftoptionalany for all of them, or a set slug for one themed set. Ordinary gear with a recipe that also drops (Badger Pendant) is excludedrequired_knowledgeoptionalsortoptionalglobalfield:order, such as name:asc, or use asc or desc for the endpoint's default field.primaryoptionalsecondaryoptionallocaleoptionalglobalcursorglobalpagination.next value unchanged. Omit it for the first page.limitglobalGET/v2/items/{id}
idpathlocaleoptionalglobalAccepts 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
idpathsizeoptionalglobaldproptionalglobalformatoptionalglobaltrimoptionalglobalbgoptionalglobalGET/v2/items/{id}/sources
idpathluckoptionalluck_termsoptionaldungeon_gradeoptionalmodesoptionalReturns 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_applies — true 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.
localeoptionalglobalWant 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.