[t:template,n:sd_1h_ss_unq_01]
{
	specializes = base_sword_template;
	doc = "unique_short_sword_01";
	[aspect]
	{
		model = m_w_swd_claw-of-kajj;
		tracer_texture = b_sfx_tra_generic-42;
		[textures]
		{
			0 = b_w_swd_claw-of-kajj;
		}
	}
	[common]
	{
		allow_modifiers = false;///The game will not add any more enchantments to the item then are already set. 
		screen_name = "Claw of Kajj";
		base_screen_name = "Short Sword";///What the item name well be when it first drops.
		rarity = unique;///Tells the game that this is indeed a unique item.
	}
	[gui]
	{
		equip_requirements = melee:#item_level - 2.0;
		inventory_icon = b_gui_ig_i_w_swd_claw-of-kajj;
		inventory_width = 1;
		inventory_height = 3;
	}
	[pcontent]///Must always have a pcontent to drop. only contains base. i have never tried puting in the rest.
	{
		[base]
		{
			item_level = 12.0;
		}
	}
	[magic]///What enchantments will appear on your item.
	{
		[enchantments]
		{
			[*]
			{
				alteration			= alter_generic;
				value				= 1;
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				custom_effect		= "claw_of_kaji";
				custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
									  ?weapon_ffx = ffx_wpn_claw_of_kaji;
			}
			[*]
			{
				alteration			= alter_melee_damage_min;
				value				= 7;
				description			= "+<value> Min Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_source_percent;
				value				= 0.20;
				description			= "+20% Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
				//custom_effect		= "melee_damage";
				//custom_effect_skrit = world\global\enchantments\weapon_enchant.skrit
				//					  ?weapon_ffx		= ffx_spell_damage_bonus_sword;
			}
			[*]
			{
				alteration			= alter_life_steal;
				value				= 5;
				description			= "<value>% Health Steal";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_magic_find_chance;
				value				= 10;
				min_value_ceiling	= 20;
				description			= "+<value>% Chance to Find Magic Items";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}
	[loot_drop_indicator]{}/// No clue what this does but every weapon has one. so remember to give you weapons one.
}
///////////////////////////////////////////////////////////////////////////////////////////////////////////////
[t:template,n:amulet_unq_01]
{
	doc = "talisman";
	specializes = amulet;

	[common]
	{
		base_screen_name = "Talisman";
		screen_name = "Hunter's Mark";
		allow_modifiers = false;	
		is_pcontent_allowed = false;///This will not drop. Will only drop if forced. Such as part of a quest reward.
		rarity = unique;
	}
	[gui]
	{
		inventory_icon = b_gui_ig_i_it_amulet_040;
 	 	item_level = 36;
		equip_requirements = uber:#item_level-2;
		use_class = IST_ALL;
	}
	[magic]
	{
		[enchantments]
		{
			[*]
			{
				alteration			= alter_dexterity;
				value				= 25;
				description			= "+<value> Dexterity";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_melee_damage_max;
				value				= 12;
				description			= "+<value> Max Damage";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_ranged_damage_max;
				value				= 12;
				description			= "";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= alter_armor;
				value				= 20;
				description			= "+<value> Armor";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
			[*]
			{
				alteration			= ALTER_RANGED_PASSIVE_SKILLS;
				value				= 1;
				description			= "+<value> to Ranged Skills";
				duration			= #infinite;
				is_permanent		= true;
				is_single_instance	= false;
			}
		}
	}
}