Template:Infobox weapon poe2/doc

This infobox is designed to be used in all weapon pages for. Refer to the parameters below for how to use the template.

Syntax
Copy the below code into a weapon page, and fill out the values. Most of these values should be pulled directly from weapon information in the game.


 * Formatting for ease of use and readability
 * Make sure to leave a space between the '=' and the value
 * Keep the equals signs in a line using padded spaces (NOT tabs).
 * While the field order isn't important, try to keep the same order as above.
 * Don't omit fields that aren't used or might not be used.


 * Note: All fields should be the weapons base stats without user-added modifiers, but retaining the weapon-added modifiers (e.g. quality). Sometimes the affecting abilities/modifiers aren't shown when hovering over the stat (this happens with attack_time a lot), so it's a good idea to view the item in a shop window in order to display the stats without the extra modifiers.

Fields

 * name : Optional. The weapon's name. Defaults to page name if left empty. The template Template:Pagename nd is commonly used here:  to substitute the name of the current page without disambiguation suffixes. However, it should NOT be used when the name contains single quotes/apostrophes  or any special character


 * icon : Required. The name of the icon file, with file extension. For example: . Most weapon icons have already been uploaded, so search Special:ListFiles before uploading another.


 * description : Required. The flavour text found at the bottom of the item information window in-game. Make sure to use correct line breaks.


 * This should be paired with the "Description" section of the page source:

Description

 * added_in : Required. The game/expansion this item was added in. This value is passed to the template Template:Game. See this template for a list of valid values. Make sure to only use the game names of and its expansions.


 * equipment_slot : Optional. This can be left blank, as it is always "Weapon".


 * weapon_type : Required. The type of weapon. This is found under the weapon name in-game. Valid options are:


 * Capitalization is important here, since Great sword is a different page to Great Sword
 * Capitalization is important here, since Great sword is a different page to Great Sword


 * requirements : Optional. This is usually left blank, but can be filled with a list of requirements to either find or equip the weapon.
 * Multiple values should be semicolon  delimited,


 * is_soulbound : Optional. Is this weapon soulbound? If so enter, leave blank otherwise. This can be left blank if a weapon isn't unique, as non-unique weapons are never soulbound.
 * Soulbound weapons will have a white/grey background in the inventory, and will list "Soulbound" next to the handedness.


 * is_unique : Optional. Is this weapon unique? If so enter, leave blank or enter   otherwise. Required if the weapon is soulbound, as soulbound weapons are always unique.
 * Unique weapons will have a yellow background in the inventory.


 * value : Required. The monetary value of the weapon, as a whole number. Do not include the unit part, or any formatting. For example:.
 * This is the number shown next to "Value" in the right-click menu of the weapon. For the most part, this value is 1/5th of the purchase cost of a weapon.


 * shop_value : Optional. The purchase cost of the weapon, as a whole number. Do not include the unit part, or any formatting. For example:.
 * This is the purchase cost of the weapon as sold by a vendor, not including discounts. For the most part, this value is 5x the player-listed value of the weapon (with some exceptions)
 * If the weapon is sold by a vendor, and the vendor has a discount, calculate this with . For example if our discount price is, and our discount on items is 20%.


 * combat_type : Required. The combat type of the weapon. Valid values are:  and


 * weapon_range : Optional. The Attack range of the weapon in meters. Do not include the unit part. For example:.
 * Should only be listed for ranged weapons.


 * handing : Required. The handedness of the weapon. Valid values are  and  . This is found next to the weapon type in-game.


 * attack_time: Required. The attack time of the weapon. Do not include the unit part. For example.
 * If the attack time on this weapon is "Instant", put


 * recovery_time: Required. The recovery time of the weapon. Do not include the unit part. For example.


 * area_of_effect: Optional. The area of effect of the weapon. This is used primarily for weapons like Rods. Copy the text exactly as it appears in-game. For example:


 * penetration: Required. The penetration value of the weapon, including weapon modifiers. For example:


 * projectiles: Optional. The number of projectiles shot by this weapon in a single regular attack. For example: . Leave empty if the weapon is not ranged, or if it only shoots one projectile per attack.


 * accuracy_mod: Optional. The accuracy modifier of the weapon.


 * damage: Required. The range of damage for this weapon. For example . If a weapon deals a fixed amount of damage, put that value, for example:


 * damage_type: Required. The damage type(s) of this weapon. Value values are:
 * Multiple values should be forward slash  or semicolon   delimited with no spaces, with a slash being more commonly used. Do NOT link to the damage type page, or use the icon template, as this is done automatically e.g   or.
 * Multiple values should be forward slash  or semicolon   delimited with no spaces, with a slash being more commonly used. Do NOT link to the damage type page, or use the icon template, as this is done automatically e.g   or.


 * weapon_bonuses: Required. The bonuses of this weapon. These are bonuses that are always present on the weapon, and cannot be removed or upgraded. They are listed alongside enchantments under "Additional Effects" in-game. To distinguish weapon bonuses from enchantments, note that weapon bonuses do not appear in the enchantments panel (in the lower most panel). Examples include Veil Piercing, Increased Reach and Accurate.
 * Valid values are the page names of any weapon bonus "enchantment".
 * Multiple values should be semicolon  delimited, and if desired followed by a space for readability.
 * Ensure that the page names are for the Deadfire version of the enchantment. If the page does not exist, feel free to create it.
 * To omit the disambiguation suffix, or provide a more appropriate label, use the magic word  (this creates a pipe in the resulting function, similar to  ). For example:   will change Exceptional weapon (Deadfire) to Exceptional.


 * curr_enchantments: Required. List of the initial enchantments applied to this weapon. Enchantments are complex effects that come into play as a result of using the weapon - with curr_enchantments being enchantments that a weapons starts with. These enchantments are always listed in the first column of the enchanting panel.
 * Valid values are the page names of any enchantment.
 * Multiple values should be semicolon  delimited, and if desired followed by a space for readability.
 * Ensure that the page names are for the Deadfire version of the enchantment. If the page does not exist, feel free to create it.
 * To omit the disambiguation suffix, or provide a more appropriate label, use the magic word  (this creates a pipe in the resulting function, similar to  ). For example:   will change Exceptional weapon (Deadfire) to Exceptional.


 * weapon_focus: Optional. The page name of the modal weapon proficiency associated with this weapon type. For example:  if the weapon type is Sword. If the field is blank, this will be replaced with a lookup from Special:CargoTables/Weapon_type_poe2.


 * poss_enchantments: Optional. Wikitext of the names of enchantments that are available by upgrading/enchanting the unique or soulbound weapon. Filling this and the upgrades table will however mean duplicate information on the page.


 * rel_quests: Optional. Any quests related to this weapon. For example, the quest that this weapon is a reward of, or that this weapon triggers. Multiple values should be semicolon  delimited, and if desired followed by a space for readability.


 * rel_items: Optional. Any items related to this weapon. For example, items used to construct the weapon.
 * Multiple values should be semicolon  delimited, and if desired followed by a space for readability. See weapon_bonuses for using appropriate labels.


 * rel_abilities: Optional. Any abilities related to this weapon. For example, abilities that this weapon grants.
 * Multiple values should be semicolon  delimited, and if desired followed by a space for readability.


 * rel_talents: Optional. Any talents related to this weapon. For example, talents that this weapon grants, or talents that affect this specific weapon.
 * Multiple values should be semicolon  delimited, and if desired followed by a space for readability.


 * internalname: Required. The internal name/id used for this weapon. This can be found by using the console command, or in the file items.gamedatabundle under ./exported/design/gamedata.


 * guid: Required. The unique guid/uuid for this weapon. This can be found as above. For example:


 * location: Optional. Locations this weapon can be found, vendors that sell this weapon, and creatures this weapon can be looted from. This field is wikitext, so any wiki formatted content can go here, but the most common format is the following. Make sure to use a bulleted list!
 * location         =
 * Can be looted from dead Skeleton.
 * The Hanging Sepulchers: Hidden room in the southeast.
 * The Sacred Stair: Sold by Temple Vendor.


 * This should be paired with the "Acquisition" section of the page source. For the sake of uniformity, do NOT add locations outside of the Infobox template. The arraymap function should be the only line under the acquisition header.

Acquisition

 * Most of the time, if the weapon is found in a container in an area, or sold by a vendor, it is common to prefix the description with a link to the area page, followed by a colon. This is demonstrated in the last two list items.

Upgrades
Upgrades are handled separately to the infobox via the templates Template:pe2crafttable and Template:pe2craftmod. See those templates for more information.