# Transmogrification

**Folder:** `Configs/Transmogrifications/` (any file name, `.cfg`)

Transmogrification lets players change how an item **looks** — including its color — without changing its stats. As admin, you decide which skins a given NPC offers, and what they cost; the rest (picking an item, previewing, applying, removing) happens entirely in a player-facing UI you do not need to configure.

Once you have written a profile here, put its name in a `Transmog`-type NPC's **Profile** field to make it live — see [Core identity settings](../npc/npc-system.md#core-identity-settings). It can also be reached remotely, without a nearby NPC, by listing it under `TransmogrificationProfiles` in [Distanced UI](distanced-ui.md).

![Assigning a Transmog profile to an NPC](../images/screenshots/JwHAUpQ.png)

## A complete example, explained

`Configs/Transmogrifications/cosmetic_shop.cfg`:

```cfg
[cosmetic_shop]
SwordCheat, Coins, 100, false
CapeLinen, Coins, 50, true
```

| Field | Meaning |
|---|---|
| item | The item whose **appearance** gets applied to whatever the player is reskinning. |
| cost item | Currency item required. |
| cost amount | How much of it. |
| ignore category | `true`/`false` — see [Categories and "ignore category"](#categories-and-ignore-category) below. |

## What the player sees

![Transmog UI in-game](../images/screenshots/Fq4kjch.png)

1. On the left, the player picks an item from their own inventory to reskin. Only actual equipment shows up here — weapons, shields, armor, capes, tools, utility items — not consumables or materials.
2. On the right, the skins available for that item show up, grouped into the matching category plus any `ignore category` skins (see below). Skins the player cannot currently afford are dimmed.
3. Each skin has an optional **hex color** field — the player can type a color code to recolor the skin before applying it, entirely separate from what you configured.
4. A **preview** button shows the result on the player's own character before committing, so nothing is spent by mistake.

![Picking an item and previewing a skin with a custom color](../images/screenshots/RZoeGwD.png)

Clicking the skin's add button spends the cost item and applies the transmog immediately:

![Transmog applied, with a recolor](../images/screenshots/uE9erX1.png)

Already-transmogged items are highlighted in the player's inventory list so they can tell at a glance which of their gear has been reskinned.

## Categories and "ignore category"

Skins are sorted into categories that mirror the game's own equipment slots: One-Handed Weapon, Two-Handed Weapon, Two-Handed Weapon (Left Hand), Bow, Tool, Shield, Chest, Helmet, Legs, Cape, Utility. By default, a skin only shows up under the category matching its own item type — a skin made from a sword only offers itself to players reskinning a one-handed weapon.

Setting **ignore category** to `true` changes two things at once:

- The skin appears in a separate **Any** bucket, shown to the player no matter what item type they are reskinning — this is how you let a skin cross categories, like applying a two-handed axe's look onto a one-handed sword.
- The normal type check is skipped entirely, which also means the skin prefab itself no longer has to be equipment at all. This is how you can use something like a trophy as a "skin" for a weapon:

![Using a non-equipment item as a skin, with ignore category on](../images/screenshots/T8QmpJm.png)

![The result — the weapon now looks like the trophy](../images/screenshots/Sd4Xsdo.png)

Because the type check is off, mismatched combinations (a two-handed skin on a one-handed item, a non-equipment prefab as a skin) are visually possible but not guaranteed to look or animate correctly. Use `ignore category` deliberately, and test unusual combinations before offering them on a live server.

## A worked example with several tiers

`Configs/Transmogrifications/testprofile.cfg`:

```cfg
[testprofile]
SwordIron, Coins, 10, false
SwordIronFire, Ruby, 10, false
```

This profile offers two skins to whoever is reskinning a one-handed weapon: a plain Iron Sword look for 10 Coins, or a Fire Sword look for 10 Ruby.

Applying a skin, step by step:

| Choose the item to reskin | Choose the skin |
|---|---|
| ![Choosing an item](../images/screenshots/SDJsDOh.png) | ![Choosing a skin](../images/screenshots/DSkdimb.png) |

| Confirmed | Result on the item |
|---|---|
| ![Applied](../images/screenshots/STsZbGs.png) | ![New appearance](../images/screenshots/T4Ss9IB.png) |

The item's stats, attack animations, and everything else about it are unchanged — only its model and color are affected. Equipping it shows the new look immediately:

![Equipped with the new appearance](../images/screenshots/apOXM30.png)

## Removing a transmog

Players can revert an item to its original appearance at any time from the same UI, at no cost — select the transmogrified item and use the clear/revert option. This removes both the applied skin and any custom color.

## Related

- [Profiles](../concepts/profiles.md) — how a transmogrification profile name groups skins across files.
- [Server config](../setup/server-config.md) — `EnableTransmogLog`, to log transmog actions to the server log.
- [Distanced UI](distanced-ui.md) — remote access without a nearby NPC.
- [Migrations](../reference/migrations.md) — an older visual-effects field that used to exist on this page's config format was removed in version 9.0.8.
