Minecraft Dungeons talk:Item

Item stats
So weapon/armour/artifact statistics change based on rarity and power. Currently, the few pages with stats we currently have are just whatever people found at the time and wrote down. We need a way to figure out consistently what the statistics of items will be. Say the highest power an item can go is 20. I know this isn't the case, this is simply for an example. My current idea is something like this:

In this case, the header is Sword, but obviously in any other case it would be changed. There is no correlation between the Common variables and the Rare variables; the superscript is simply there to convey they are not the same. Unique is not applied here because the Sword is not a Unique item. The Unique row may even be removed altogether. If this were a Diamond Sword, which is Unique, then the other two rows would be thrown aside and the Unique row used. Of course, the stats may just be completely random, but if they aren't, this would be a good method to display them. Oreli (talk) 03:28, 29 May 2020 (UTC)


 * No strong opinion here, however I have a bunch of items with the same power and they are indeed slightly randomized in damage. I added a bunch of new pages today and have temporarily kept the existing method of stat showcasing. We definitely need a better way. --Touchportal (talk) 14:36, 30 May 2020 (UTC)


 * Perhaps there's a range for items? Say you have a level 10 sword. I don't know if these stats are accurate, I'm just making this up as an example. If you have two level 10 swords, and one has a damage range of 38-60 and the other has a damage range of 41-63, could we do minimum/maximum possible minimum damage and minimum/maximum possible maximum damage? The only problem for me right now is figuring out those ranges. Oreli (talk) 17:37, 30 May 2020 (UTC)


 * I've done thorough testing with thousands of items, and Rarity does not affect stats of items at all, excluding Salvage Payback. Me and Syfrisa are going through item pages now and making tables for Power, MinDamage MaxDamage on items. Stats obtained from directly editing the internal values for Power so we can get 100% accurate ranges. Haven't been able to find any sort of formula out sadly.Bizzoula (talk) 17:58, 7 June 2020 (UTC)


 * I've only taken the time to datamine the assets of the game. I'll see if I can figure out how to get more than just those and look into it if I can. Don't count on it, though. Oreli (talk) 06:12, 8 June 2020 (UTC)

Level select sprites
Currently the sprites used for items on the level select menu are placed in the Gallery or not uploaded. I think we should place them back in the infobox as they are useful for identifying items found in a level, and items that appear similar (Soul Knife and Truthseeker) sprite-wise could help players more easily differentiate the two. For example, if we were to use the Hawkbrand, it would go from; ...to: Hopefully this makes sense. Any opinions? Oreli (talk) 03:54, 31 May 2020 (UTC)

DPL generated lists?
The current method of listing the items is not very efficient, and there are several combinations of categories for items to be grouped. I have made some lists that are generated automatically using DPL:

There are currently artifacts.
 * List of artifacts

There are currently unique ranged weapons.
 * List of unique ranged weapons (generally belongs on Rarity)

This method however requires a strict consistency on how the arguments of parameters are written within DungeonsItem on each of the articles. Although the problem can be solved easily by adding the categories manually instead of automatically through DungeonsItem. – ItsPlantseed ⟨₰|₢⟩ 05:25, 12 June 2020 (UTC)

Diamond Dust
I think should be added to this list since other unused items like the  are here. 94.252.122.137 21:32, 18 December 2020 (UTC)
 * So should emeralds, i should probably make a currency section. James Haydon (talk) 22:15, 18 December 2020 (UTC)

seasonal items
I think seasonal items should have a parentheses tag, like the curious armor has the unobtainable tag, to denote they are seasonal items. – Unsigned comment added by 69.160.255.134 (talk) at 16:47, 10 April 2021 (UTC). Sign comments with
 * Yes I would agree, as seasonal trial items have different methods of obtaining than other items. James Haydon (talk) 17:49, 10 April 2021 (UTC)
 * Seasonal tags have been added, I might change again later to add spaces between the link and the info173.67.181.186 19:08, 11 April 2021 (UTC)
 * Also I am 69.160.255.134173.67.181.186 19:09, 11 April 2021 (UTC)
 * Okay, maybe the word "seasonal" should link to the seasonal trials section of the daily trials page. James Haydon (talk) 20:22, 11 April 2021 (UTC)
 * I think that is a good idea, but I don't know ho to connect links, so someone else would have to do that. sorry about that.173.67.181.186 03:27, 12 April 2021 (UTC)
 * I did that already, but you can view the source of the page to see how I did it. James Haydon (talk) 03:28, 12 April 2021 (UTC)
 * Also maybe the mob weapons, like the ladle, should have something like that. 173.67.181.186 03:29, 12 April 2021 (UTC)
 * Trying to think what would be a good tag for that, they aren't unused because they can be found used by mobs. Maybe "(Unobtainable)" would be a good thing to put beside them, though that also applies to unused items. The only other good name I can think for it would be "Mob Weapon". James Haydon (talk) 03:32, 12 April 2021 (UTC)
 * i personally would go 'Mob Weapon"173.67.181.186 20:29, 12 April 2021 (UTC)
 * also, there are mob excluseve armors, like the royal guards variant of the titans shroud, and the vanguard armor. 173.67.181.186 20:41, 12 April 2021 (UTC)
 * Okay. James Haydon (talk) 23:02, 12 April 2021 (UTC)