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Divinity Codex Item Tags
Trav edited this page May 23, 2026
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1 revision
This document summarizes how DivinityProvider resolves DIVINITY_... Codex item tags, which Divinity item modules are supported, and which suffix parameters are actually honored.
Preferred format:
DIVINITY_<module-id>:<item-id>[~level:<n>][~material:<item-type>]
Examples:
DIVINITY_custom_items:starter_sword
DIVINITY_item_generator:common~level:5
DIVINITY_item_generator:common~level:5~material:VANILLA_DIAMOND
DIVINITY_gems:ruby~level:3
| Parameter | Notes |
|---|---|
~level:<n> |
Only works for modules marked with * in the module table below. If omitted, Divinity uses -1 internally, which means random level within the item's configured min/max. Parsed values are digits only and are clamped to the item's allowed range. |
~material:<item-type> |
Only works for item_generator. Passed to GeneratorItem.create(level, -1, material). The value must resolve through Codex item lookup, e.g. VANILLA_DIAMOND. If missing, invalid, or not allowed by the generator's material rules, generation falls back to the configured material pool. |
* = ~level:<n> is honored for that module.
| Module id | Item base type | Supported suffixes | Example |
|---|---|---|---|
active_items* |
UsableItem |
~level |
DIVINITY_active_items:blink_scroll~level:2 |
arrows* |
LeveledItem |
~level |
DIVINITY_arrows:fire_arrow~level:4 |
consumables* |
UsableItem |
~level |
DIVINITY_consumables:health_potion~level:1 |
custom_items |
ModuleItem |
none | DIVINITY_custom_items:starter_sword |
dismantle* |
LimitedItem |
~level |
DIVINITY_dismantle:basic_hammer~level:3 |
essences* |
SocketItem |
~level |
DIVINITY_essences:flame_essence~level:2 |
extractor* |
LimitedItem |
~level |
DIVINITY_extractor:gem_extractor~level:5 |
fortify* |
LimitedItem |
~level |
DIVINITY_fortify:fortify_stone~level:3 |
gems* |
SocketItem |
~level |
DIVINITY_gems:ruby~level:3 |
identify* |
LimitedItem |
~level |
DIVINITY_identify:common~level:10 |
item_generator* |
LimitedItem |
~level, ~material
|
DIVINITY_item_generator:common~level:5~material:VANILLA_DIAMOND |
magic_dust* |
LimitedItem |
~level |
DIVINITY_magic_dust:basic_dust~level:4 |
money |
ModuleItem |
none | DIVINITY_money:gold_coin |
refine* |
RatedItem |
~level |
DIVINITY_refine:refine_stone~level:4 |
repair* |
LimitedItem |
~level |
DIVINITY_repair:repair_kit~level:2 |
runes* |
SocketItem |
~level |
DIVINITY_runes:wind_rune~level:6 |
-
custom_itemsandmoneyare valid provider modules, but~leveldoes not affect them. - There is no provider tag syntax for charges/uses.
- There is no provider tag syntax for rated success, socket success, tier, or any other module-specific runtime value.
-
~material:is only consumed byitem_generator.
Divinity also supports a shorthand form without a module id:
DIVINITY_<item-id>
Example:
DIVINITY_common
Note
Using this method, the provider scans all supported item modules and returns the first matching item id it finds. This is less explicit and can become ambiguous, so module-qualified tags are strongly preferred.