---
title: "Equipment &#038; Available Equipment Templates"
url: "https://orkframework.com/guide/ork4/ork4-documentation/section-inventory/equipment-and-available-equipment-templates/"
updated: "2026-08-25"
category: "Section: Inventory"
---

# Equipment &#038; Available Equipment Templates

Equipment is used to give status bonuses to combatants while being equipped.

Equipment are found in **Inventory > Equipment**.

Available equipment templates slots are found in **Inventory > Available Equipment Templates**.

Equipment can use [content types](https://orkframework.com/guide/ork4/ork4-documentation/section-content/content-types/) to organize them. You’ll mainly use them to filter equipment in the editor and in-game menus (menu screens, shops).

# Equipment

Equipment is used to create things like swords, shields, armor or accessories – basically anything that can be equipped and usually gives status bonuses (but this is optional).

Equipment can have multiple levels – leveling up can be done in different ways:

- **None**
   The equipment can’t be leveled up.
   Other levels of the equipment can only be achieved through creating new instances of the equipment at the desired level.
- **Auto**
   The equipment will automatically receive the defined *Experience* type status value when the combatant receives experience points.
- **Spend**
   The player must spend experience points on the equipment to level it up.
   This can e.g. be done using menu screens.
- **Uses**
   The equipment must be used a defined number of times to level up.
   An equipment is used when it’s equipped during the wearer’s base/counter attack.

Additionally, each level can define *Upgrade Settings* to upgrade the equipment’s level by paying a defined costs. This supports using status values, currencies, items, equipment and other inventory content as upgrade costs. Upgrades can be managed using *Equipment Upgrade* menu parts in menu screens.

Most of the equipment’s settings (e.g. status bonuses, equipment abilities, etc.) are done for each individual level.

## Base Settings

Defines basic equipment settings, e.g. the level up type, price or equipment variables.

### Price

Equipment define their purchase price in the default currency (i.e. the first currency in the editor list, index 0).

Optionally, equipment can also be sold back to shops – the price settings also define how much they’re sold for, as well as if that is in percent (e.g. 50% of the buy price) or an defined value (e.g. 1 gold).

Shops can also override equipment prices.

Using *Advanced Prices* allows you to set up prices consisting of one or more costs. This supports using status values, items, currencies, equipment and other inventory content as costs.

### Prefab

Beside the regular prefab used by *Item Collector* components, equipment also has additional prefab settings.

The *Equipment Viewer Prefab* is used by *Equipment Viewer* components to display an equipment on a combatant’s game object. You can also use equpment viewers to change materials of the combatant’s game object.

The equipment’s *equipment viewer* setups can also enable/disable child objects on the combatant’s game object.

Additionally, equipment can use *Conditional Prefabs*, i.e. use different prefab and equipment viewer settings based on variable conditions. The equipment’s own variables are available as *Local* variable origin.

### Schematic Settings

Optionally override the default equip and inventory schematics or add custom schematics.

Custom schematics can be used on an instance of an equipment in other schematics using a *Custom Selected Data Schematic* node. The equipment is available as (local) selected data via the key *action*.

They can be used to create custom systems, e.g. a custom attack effects based on the worn equipment.

### Equipment Variables

Equipment can use custom variables that are attached to their individual instances. These variables can be accessed in schematics via equipment stored in selected data.

This allows adding custom systems and functionality to equipment. The equipment is available as selected data via the selected key *action* in all of it’s formula calculations, as well as all schematics used by it.

Each equipment level can add it’s own variables.

## Equipment Settings

Define where the equipment is equipped, equip conditions and other equipment settings.

### Equipment Slot Sets

Equipment is equipped on equipment slots.

An equipment can be equipped on multiple slots – either being equipped on all defined slots at the same time (e.g. a two-handed sword on left and right hand), or equipping it on a single slot (like a dagger on left or right hand). Equipment can define multiple *equipment slot sets* on which it can be equipped, e.g. a two-handed sword having 2 sets, one for left and right hand and one for a secondary equipment slot (2nd left/right hand) to use equipment switching.

See the *Equipment Slot Set Templates* for details on the setup. Beside using the reusable templates, you can also define a specific setup in the equipment itself.

### Equip Conditions

Equipment can optionally require defined conditions to be equipable, e.g. the combatant being at least level 10 or knowing an ability. Beside status conditions, you can also check for variables, quest and other things.

Already equipped equipment can optionally be unequipped automatically if it’s conditions are no longer valid.

### Attack Settings

Equipment can optionally override the wearer’s base and counter attack with a custom ability.

E.g. use this to use completely different attacks based on a combatant’s weapon.

### Animation Settings

Equipment can optionally override animations of the wearer, e.g. using different idle, movement or attack animations.

You can define multiple animation settings for overall use and overrides during battle (e.g. to play different movement animations in battle).

### Durability Settings

Equipment can optionally use durability (i.e. it can wear off).

When using durability, the durability can be changed using schematics. When an equipment’s durability reaches 0, it can stop giving bonuses, unequip or be destroyed.

Each equipment level can optionally override the base durability.

## UI

Define UI related settings for the equipment.

### Shortcut UI

Equipment are shortcuts and use the *Shortcut UI*settings to control how they’re displayed in menu screens and shortcut HUDs.

See [this tutorial](https://orkframework.com/guide/ork4/ork4-tutorials/ork4-ui-tutorials/ork4-unity-ui-shortcut-ui-setup/) for example setups.

### Portraits

Add portraits to equipment and display them in menu screens or HUDs.

Equipment can also use prefab view potraits to display the prefab of the equipment as a portrait. This uses render textures and a camera.

### Information Overrides

Items can override default number formatting, notifications and console texts.

## Level Settings

The level settings are made for each equipment level individually. They define the needed experience/uses for the level (level 1 always having 0).

### Upgrade Settings

Optionally allow upgrading to a level using status value and item costs. Upgrades can be used using menu screens.

This system is used independent of the *Level Up Type*, i.e. upgrades can be used without reaching the level points needed for this level.

### Equipment Slot Changes

Equipment can add additional equipment slots or block equipment slots on the wearer.

### Sound Settings

An equipment can override a combatant’s audio clips. The added organizer types will be overridden.

### Level Variables

Add additional variables for the equipment’s level.

## Fixed Status Bonuses

Optionally use a custom bonus setup or add status bonus templates to the equipment.

Status bonuses can give bonuses to chances, status values, attack/defence modifiers and change status effects.

Learn more about status bonuses in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-status/status-bonuses-and-templates/).

## Random Status Bonuses

Equipment can also give random status bonuses to the wearer. The random bonuses are rolled when an instance of the equipment is created.

Learn more about random status bonuses in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-status/status-bonuses-and-templates/).

## Effect Modifiers

Change the wearer’s attack/defence modifiers used by status value changes (abilities/items that allow effect modifiers).

E.g. give attacks a *Fire* element attribute or change the wearer’s armor attribute to *plate armor*.

## Equipment Abilities

Equipment can add abilities to the wearer while being equipped.

The abilities can also be learned to keep them even when unequipping the equipment.

- **None**The ability can’t be learned.
- **Auto**Automatically learns the ability when the wearer receives experience points.
- **Spend**Learn the ability when the player spends experience points on it.
- **Uses**Automatically learn the ability when using it.

Additionally, equipment abilities can be learned using *Upgrade Settings* by paying a defined costs. This supports using status values, currencies, items, equipment and other inventory content as upgrade costs. Upgrades can be managed using *Equipment Upgrade* menu parts in menu screens.

There also exists a separate system for equipment-bound abilities using schematics. This system allows you to add or remove abilities to equipment in-game (using *Change Equip Ability* nodes in schematics). Different to equipment abilities set up in the equipment’s settings, these abilities can’t be learned by the wearer, but can be leveled up on the equipment itself. The abilities are available to the wearer while the equipment is equipped.

## Level Overrides

Optionally override settings for a level, e.g. content information (name, description, etc.), schematics, prefabs, price, durability, etc.

You can also define separate equip conditions for a level.

## Custom Settings

Optionally add custom settings to the equipment level.

Learn more about custom settings in [this documentation](https://orkframework.com/guide/ork4/ork4-documentation/section-gameplay/custom-settings-and-global-custom-settings/).

# Available Equipment

The available equipment defines which equipment slots and equipment is available to a combatant. It can be defined in different ways:

- **Default**Uses the default available equipment defined in the *General Settings* of combatants.
   When used in the *General Settings* of combatants, it’ll use all equipment slots and allow all equipment.
- **All**Uses all equipment slots and allows all equipment.
- **Template**Uses an available equipment template.
   They’re set up in **Templates > Available Equipment Templates**.
- **Custom**Define a custom available equipment setup (like in a template).

This is available in the *General Settings* of combatants, classes and individual combatants.

Set up *Available Equipment Templates* to create reusable setups to use in your other combatants and classes. Future changes to the settings will affect all combatants and classes using the template.

The available equipment consists of the following settings.

## Available Equipment Slots

Define which equipment slots are available to a combatant. A combatant can only equip equipment that can be equipped on it’s equipment slots, so even if you add it as available equipment, if it’s needed equipment slot isn’t available, it can’t be equipped.

The available equipment slots can be set up to either use *all* slots that are set up in your project, or only use defined equipment slots.

The default setup is to use all slots.

## Available Equipment

Available equipment defines which equipment can be equipped by a combatant. As mentioned above (in the equipment slots documentation), combatants can gain additional equipment slots during a game – i.e. you can still define equipment for slots that aren’t defined in the available equipment slots.

The available equipment can be set up to either exclude or include the defined equipment.

The default setup is to exclude the defined equipment, with no equipment added – i.e. it’ll allow all equipment.

## Available Content Types

Available content types define which equipment can be equipped based on it’s content type. This is the easiest way to set up available equipment, e.g. instead of setting up every sword to be equipped individually, set up the swords to be of a content type *Sword* and allow that content type here.

Like equipment, the available content types can be set up to either exclude or include the defined content types.

The default setup is to exclude the defined content types, with no content type added – i.e. it’ll allow all content types.

## How to use

Setting up available equipment and content types work together.

E.g. the content type *Sword* is allowed (available content types), but the sword *Excalibur* is excluded (available equipment).

Every sword except for *Excalibur* can be equipped.
