Items & Loot

⚙️

Implemented in code, not yet playtested. The lists below are the actual enums in Item.cs. Drop rates and balance are not documented here because the repository does not yet settle them.

Rarity

Items come in 5 rarities, in ascending order:

  1. Common
  2. Uncommon
  3. Rare
  4. Epic
  5. Legendary

Rarity also gates crafting: a smith needs Smithing 0 / 25 / 50 / 75 to craft Common / Uncommon / Rare / Epic respectively. Legendary is not craftable — the code returns an impossible skill requirement for it.

Item slots

LeftHand, RightHand, Helm, Body, Legs, Boots, Hands, Neck, Shoulders, Ring, Cape, Consumable, Ring2, Arms

Eleven of these are worn equipment; Consumable is the bag slot kind used by potions, so this is the item-slot list rather than an armour-only list.

Weapon kinds

Sword, Mace, Axe, Bow, Staff. Which skill a hit trains depends on this: Sword, Mace and Axe all raise Swordsmanship; Bow raises Archery; Staff raises Sorcery.

Consumables

HealthPotion, StaminaPotion, Elixir, Waterskin, RecallRune. The Waterskin drains Heatstroke stacks and is tied to the desert biome pressure system — drinking it elsewhere works but has nothing to drain.

Unique effects

13 unique effects are defined in code. They are listed here as declared behaviour, not as balance guidance:

EffectDeclared behaviour
HeartBeat+1 HP/s out-of-combat regen
IronShoulders+50% stamina regen
CrushingDashDash through an enemy deals 30% weapon damage
SwiftStride+15% move speed
DuskOath+25% damage at night
Lifesteal10% of melee damage heals
ChainLightningHits bounce to the nearest target for 40% damage
PyromaniacMelee hits ignite a burn
GoldMagnetAuto-pickup gold within 200 units
BerserkerRushBelow 33% HP, +30% damage
SoulReaperKills grant 3% max HP
TaxCollector+100% gold drops, −1 gold/second
VampireAura2% max HP regen near enemies
Category: ItemsCategory: Loot

Source & verification

Source status: generated from the current BONKERS repository on November 8, 2026. Every figure on this page was read out of the files below at generation time — nothing is estimated, remembered or predicted.

Verification: Implemented in code, not yet playtested. Drop rates and balance deliberately not documented.

  • Code/Items/Item.cs
  • Code/Combat/SkillBook.cs (crafting rarity gates)

Regenerate with python tools/make_wiki_articles.py after the code changes, then python build.py.

Generated from
BONKERS repository — Code/Items/Item.cs, Code/Combat/SkillBook.cs
Verified
Generator
tools/make_wiki_articles.py
Status
implemented in code — Implemented in code, not yet playtested