> ## Documentation Index
> Fetch the complete documentation index at: https://docs.kai-yan.com/llms.txt
> Use this file to discover all available pages before exploring further.

# Item

> Describe what the player can find, carry, inspect, or use.

## What it controls

An item needs more than a name. The player should know what it looks like, why it matters, and what meaningful interaction it supports.

In **Letter from Mist Harbor**, the item is **Undelivered Letter**. Its salt mark points toward a clue without naming the sender.

<Frame caption="Chinese UI screenshot: item fields">
  <img src="https://mintcdn.com/xunmee/xz89jIGCcm9drMNN/images/creator/editor-item-fields.png?fit=max&auto=format&n=xz89jIGCcm9drMNN&q=85&s=a4a9d61314e69515465efa6223acdc41" alt="Item panel with name, ownership, appearance, image, acquisition, and interactions" width="1900" height="871" data-path="images/creator/editor-item-fields.png" />
</Frame>

| Field        | What to write                  | Example                                                                 | Player sees it where                              |
| ------------ | ------------------------------ | ----------------------------------------------------------------------- | ------------------------------------------------- |
| Item name    | A recognizable inventory name  | `Undelivered Letter`                                                    | Inventory, item details, and story text           |
| Ownership    | Who currently holds it         | `Player`                                                                | It controls whether the item enters the inventory |
| Appearance   | Details the player can observe | `The envelope edge is water-softened; a thin salt ring marks the seal.` | Item details                                      |
| Image        | A visual identifier            | `Old envelope with a salt mark`                                         | Inventory tile and item details                   |
| Acquisition  | When and how it is obtained    | `Inspect the register desk and choose to take the letter.`              | It controls when the item appears                 |
| Interactions | What the player can do with it | `Inspect the salt mark or show it to Lin Zhou.`                         | Results appear in the story, not as editor rules  |

## Write acquisition and interaction

Describe a place, an action, and a result. Give the item one or two meaningful uses: inspect, compare, hand over, or use to make a condition true. Do not let an item solve the entire story by itself.

## Check it

The name and image should identify the item, the appearance should contain observable details, and the acquisition action should be possible in a test session. Confirm that the item enters inventory and that its details or interaction appear as expected.
