To give full credit, the following is based on the Eamon Deluxe documentation. This important information has changed in Eamon CS 3.0.0 and is reprinted here in hopes it will be useful. 4.4 ARTIFACT TYPES There are 17 types of recognized artifacts. You are also allowed to enter a value of 17, 18, or 19 for your own special types. All USER types are treated as type 1 by Eamon CS unless you add your own code. Creating new artifact types is very uncommon as most any type you'll need is already pre-programmed and it is strongly suggested that you stay within the usual types. The types are as follows: Type Format Type Format --------------------------- ---------------------------- 0. Gold...............0 10. Readable.............5 1. Treasure...........0 11. Door/Gate............6 2. Weapon.............1 12. Edible...............4 3. Magic Weapon.......1 13. Bound Monster........7 4. In Container.......2A 14. Wearable.............8 5. On Container.......2B 15. Disguised Monster....9 6. Under Container....2B 16. Dead body............10 7. Behind Container...2B 17. Undefined, User......0 8. Lightable..........3 18. Undefined, User......0 9. Drinkable..........4 19. Undefined, User......0 All of the formats have the same information in the Artifact object, including Value, Weight, Location, etc. The Type and remaining format fields are stored in one or more ArtifactCategory objects, referenced by the Artifact. Format #0 is all USER fields, the rest of the format fields 1-5 contain the following. Format 1 Format 2A Format 2B 1-Weapon Odds 1-Key No. 1-(USER #1) 2-Weapon Type 2-Open/Closed(1/0) 2-(USER #2) 3-# of Dice 3-Max weight held 3-Max weight held 4-# of Dice Sides 4-Max items held 4-Max items held 5-# Hands required 5-Display Code^ 5-Display Code^ Format 3 Format 4 Format 5 1-Light Counter 1-# of Heal Points 1-1st Effect 2-(USER #2) 2-# of Drinks/Bites 2-# of Effects 3-(USER #3) 3-Open/Closed(1/0) 3-Open/Closed(1/0) 4-(USER #4) 4-(USER #4) 4-(USER #4) 5-(USER #5) 5-(USER #5) 5-(USER #5) Format 6 Format 7 Format 8 1-Room Beyond 1-Monster # 1-Armor Class 2-Key # 2-Key # 2-Armor Type 3-Open/Closed(0/1) 3-Guard # 3-(USER #3) 4-Hidden? 4-(USER #4) 4-(USER #4) 5-(USER #5) 5-(USER #5) 5-(USER #5) Format 9 Format 10 1-Monster # 1-'Takeable' status* 2-1st Effect 2-(USER #2) 3-# of Effects 3-(USER #3) 4-(USER #4) 4-(USER #4) 5-(USER #5) 5-(USER #5) ^ -- Controls display of container contents in all lists. Example: You also notice a mountain backpack [with "???" inside it]. Without special programming, this behavior occurs for In Containers only when they are open. For Display Code 3, the GetMaxContentsNameListCount method controls the number of allowed content list names; beyond that, the system will use "something"/"some stuff". Contents Artifact Count Display Code 1 > 1 ------------ --------------- --------------- 0 [None/Disabled] [None/Disabled] 1 "something" "some stuff" 2 [Artifact Name] "some stuff" 3 [Artifact Name] [Artifact Name List] * -- 0=Can't be taken, 1=Can be. Should ALWAYS be 0 unless the body serves some sort of special function (such as collecting rewards, etc.).