Items
EOR 0.7.0.105 registers 1,039 custom equipment entries across seven Codex categories. The generated pages list each item's current tier range, rarity, class, value, combat stats, abilities, acquisition tags, and description.
| Category | Count | Reference |
|---|---|---|
| Weapons | 526 | Browse weapons |
| Body Armor | 100 | Browse body armor |
| Headgear | 74 | Browse headgear |
| Gloves | 34 | Browse gloves |
| Boots | 70 | Browse boots |
| Shields | 52 | Browse shields |
| Accessories | 183 | Browse accessories |
How equipment enters a run
Items carry source tags for town markets, dungeon markets, loot, loadouts, treasure, or special reward pools. Enabling the Market Overhaul expands shop stock, stack quantities, affix rolls, and custom-item injection. Disabling it restores vanilla market generation for new campaigns without removing the rest of EOR.
Affixes and special item systems
- Equipment Affixes can add one weighted suffix to eligible generated gear.
- Legendary Items documents the 30-item legendary expansion.
- Risky Blessings are persistent trade-offs rather than ordinary inventory items.
- Starter weapons are documented with their owning classes.
The current custom equipment catalog does not define a separate consumable Codex category. EOR can alter consumable availability and uses existing FTK2 consumables in starting kits, rewards, and markets, but those vanilla records are not counted as new EOR equipment.