A collection of the rules and guidelines for Loot Items
When making an item in the toolset, the following must be placed in the name field to colorize the item name.
+1 tier White (Enhanced) (No tag needed, reference only)
<c$þ$> +2 tier Green (Dweomered)
<c$þþ> +3 tier Light Blue (Enchanted)
<c¡IÍ> +4 tier Purple (Ensorcelled)
<cþ¡$> +5 tier Gold (Eldritch)
<cÕf°> +6 tier Pink (Ancient)
</c> Close tag ALWAYS CLOSE YOUR TAGS
So when you name the item and it's say a ... tier 4 put in the name field for the item <c¡IÍ>Ring</c> and it should work!
Color tier tags are REQUIRED for any item to be added to the loot pool.
Always copy/paste the colour tag. These are ASCII characters. (that
¡is not the letter ‘i’!)
All loot items should have their categories set based upon their item type.
Weapon, Bows/Crossbow/Sling, Monk Gloves into Weapons, Tier 1-6, Normal or Unusual
Armor (Regardless of armor type) and Shield into Armor, Tier 1-6, Normal or Unusual
Amulet, Belt, Bracers/Gloves, Boots, Cloak, Helm, Ring, Staves/Off-hand Item into Wondrous, Tier 1-6

The following is designed to limit Item Property bloat on items and keep overall power in check. Each Property Group detailed below is given a point value. Base Item types are also given a Property Group Value Limit, which may not be exceeded. Each category is a property group, unless otherwise noted.
So for example, an AC bonus, Enhancement Bonus, or Keen are each one property group.
The Damage bonuses collectively on a weapon, or a bank of spell slots are each property groups that count once.
Each Ability Bonus entry is a property group. (For example, a single +3 to ability counts as ONE point. +1 to an ability ALSO counts as ONE point. Having +3 STR and +3 DEX is 2 property value points.)
| Item Type | T1-T4 | T5-T6 |
| Weapon | 5 | 6 |
| Bow/Crossbow/Sling (w/Unlimited Ammo) |
4 | 5 |
| Bow/Crossbow/Sling (No Unlimited Ammo) |
3 | 4 |
| Ammunition | 2 | 3 |
| Armor* | 5 | 6 |
| Shield | 4 | 5 |
| Amulet | 5 | 6 |
| Belt | 4 | 5 |
| Bracers/Gloves | 4 | 5 |
| Monk Gloves | 5 | 6 |
| Boots | 4 | 5 |
| Cloak | 4 | 5 |
| Helm | 4 | 5 |
| Ring | 3 | 4 |
| Staves/Off-Hand Item | 4 | 5 |
*: See Equippable Items Guidelines for specific exceptions regarding Special Armor Types for T4 rewards.
| Property | Cost | Notes |
| Ability Bonus | 1 | 1 point per Ability Bonus; limit 2 per item. See guidelines for further information regarding limits for dual bonuses. |
| AC Bonus | 1 | Must Equal Tier. REQUIRED on Armor, Shields, Boots, and Amulets. |
| AC vs. Racial Group | 1 | Must Equal “Tier+1”. Limit 1 per item. Armors and Shields only. |
| Arcane Spell Failure Reduction | 1 |
Only allowed on Armor of Base AC 4/4 (Chain Mail) and below, AC 5/4 (Elven Chain). Only allowed on Tower Shields in T5 and T6. NOTE: AC 8/3 (Mithral Full Plate) not allowed -ASF on loot items. |
| Bane | 1 | T2 minimum, T3+ for full effect. See guidelines chart. |
| Damage Bonus vs (Non-bane) | 1 | Bonus Damage vs Specific Racial Type or Alignment. See below. |
| Bonus Feat | 1 | |
| Bonus Spell Slots | 2 | See guidelines chart for allowed extra slot amounts. |
| Cast Spell | 1 | See guidelines chart for allowed spell levels, spell amounts, uses per day, and charges and costs. |
| Damage | 1 | See guidelines chart for various values and rules. |
| Damage vs (Non-bane) | 1 | Bonus Damage vs Specific Racial Type or Alignment. See Weapon Guidelines. May NOT be stacked with bane. |
| Damage Reduction | 1 | Should not generally be used past T3. |
| Damage Resistance | 1 | If an item has both Physical and Elemental resists, it is only allowed one of each. Physical resists and Elemental resists are counted separately for costs. An item may have multiple elemental resistances for 1 point but at reduced values. See guidelines chart. |
| Enhancement Bonus | 1 | Must Equal Tier. |
| Extra Damage Type | 1 | Limit 1 per weapon. |
| Ghost Touch | 2 | |
| Holy Avenger | 1 | Limited to T4 or Higher. May be used in place of Enhancement Bonus requirement. Must be class-locked to “Use: Paladin”, alignment-locked to “Use: Lawful Good”, and set to “Use: Must Meet All Requirements”. |
| Immunity: Specific Spell | 1 | Limited to 3rd-level spells and lower. |
| Keen | 1 | |
| Massive Criticals | 1 | T1-T3: up to weapon's base damage die; T4-T6: up to 2x weapon's base damage die |
| Mighty | 0/R | Must be equal to Tier x2 |
| Non-Detection | 2 | |
| Rapid Reload | 0/R | Crossbows only. |
| Regeneration | 1 | May be placed on Armor, Shield, Helmet, Amulet, Ring, and Weapon only; see detailed chart. |
| Saving Throw Bonus | 1 | See guidelines for details. |
| Sequencer | 2 | |
| Skill Bonuses | 1 | See guidelines for allowances and approval requirements. |
| Spell Resistance | 1 | |
| Unlimited Ammunition | 0 or NA | |
| Vampiric Regen | 1 | |
| Weapon On-Hit Effect | 1 |
These rules are for LOOT ITEMS ONLY.
Total MAXIMUM Damage Bonus by Tier for Loot Items
| Tier | 1-Hand | 2-Hand |
| 6 | 14 | 18 |
| 5 | 12 | 16 |
| 4 | 10 | 14 |
| 3 | 8 | 12 |
| 2 | 6 | 10 |
| 1 | 4 | 8 |
Flat Damage Bonus Limits per Tier:
Flat damage bonuses are those damage types that are not associated with a dice roll. For example, +4 fire or +2 electric. Multiple flat damage bonuses count towards the tier's limit. For instance, a Tier 5 can have two +2s, but not two +4s.
| Tier | Limit |
| 6 | +4 |
| 5 | +4 |
| 4 | +3 |
| 1-3 | +2 |
Damage Die Limits by Number of Different Damage Types:
Splitting damage types limits the maximum damage dice per type. The more types of damage on a weapon means each type uses smaller dice.
| 2 types | d8 |
| 3 types | d6 |
| 4 types | d4 |
Notes on Damage Bonuses:
Allowed or Disallowed Damage Bonuses
Builder Notes:
- Adding the base damage type as physical damage - e.g. slashing on a scimitar, piercing on a dagger, bludgeoning on a mace - will NOT stack with the damage component of an Enhancement Bonus. It should be avoided.
- Creatures immune to Disease or Poison statuses have 100% Damage Immunity versus the respective Disease and Poison damage types.
Bonus Damage vs Specific Racial Type or Alignment:
If NOT a Bane Weapon, there may be an extra Racial Damage Bonus or Alignment Damage Bonus, limited by the weapon's base damage die. This bonus may cause the damage total to exceed the Weapon Damage Limit.
Monk gloves should have a tier appropriate Attack Bonus, and matching Bludgeoning Damage bonus. This bonus is exempt from the Maximum Bonus Damage (as it represents the damage component of the gloves' Enhancement); otherwise, the gloves are limited to the Maximum Bonus Damage limits listed above, treated as 2-handed weapons for damage value bonuses. Since Monk Gloves are also a bracer slot item, they may have non-weapon properties as detailed in the post below. Monk gloves may have a massive critical bonus property of 1d6 for gloves under tier 4, and 2d6 for tier 4/5/6.
Fashion Accessory 2-3(Fashion Accessory 1 does not function) are still considered Staves/Off-Hand Item for their points/costs, with the exception of the 'War Fan' options in Fashion Accessory 3. You may stat out any of the war fan models as a normal weapon, using the same stat lines a dagger would have(Accessories share the dagger feats)
A weapon with this property may be given an additional Bonus Damage equal to the weapon's base damage dice. (For example, a longsword may have an additional 1d8 magical damage). This bonus damage is excluded from the Maximum Bonus Damage limits.
Builder Note: This property does not nullify Strength modifier damage, or the damage added due to Enhancement Bonuses. This property will also stop the extra damage from Overwhelming Critical feats.
Unlimited Ammunition is a free property and may be added to any bow, crossbow, or sling. Adding the Unlimited Ammunition property also increases the item's max property limit by +1. For example, a T6 longbow with the Unlimited Ammunition property will have a 5 property value limit instead of 4.
Required Properties
Unlimited Ammunition on Longbows, Crossbows and Slings must have a set Bonus Damage property according to the item's tier:
|
Item Tier |
Damage Bonus |
|
T6 |
2d6 |
|
T5 |
2d4 or 1d12 |
|
T4 |
1d8 |
| T3 | 1d6 |
| T2 | 1d4 |
Builder Note: The Enhancement to Damage value does not matter with any bow using Enhancement Bonus on the bow itself. It will display it as stacking, but the character sheet lies. Arrow bonus damage values should NOT be the same as any damage values on the bow itself.
The Returning item property converts ammunition and ranged throwing weapons into infinite stacks of ammunition and thrown weapons that never run out.
Required Properties
Returning Ammunition uses its own item creation guidelines separate from weapon or equipped item guidelines:
|
Item Tier |
Damage Bonus |
|
T6 |
2d6 |
|
T5 |
2d4 or 1d12 |
|
T4 |
1d8 |
| T3 | 1d6 |
Additional Properties
T3 and T4 Returning Ammunition cannot have any additional properties.
T5 and T6 Returning Ammunition can have a single additional property added from the following list:
Builder Note: Returning Ammunition with On-Hit and On-Hit: Cast Spell properties will override both properties on the weapon, as well as Elemental Weapon. For example, an arrow/bolt/bullet with On-Hit: Stun will replace both On-Hit and On-Hit: Cast Spell properties from the used weapon, and any Elemental Weapon cast upon the weapon. These should generally not be used.
Extra Ranged Damage Type was previously allowed, but has been found to do absolutely nothing on arrows and should not be used.
Some On Hit: properties have hardcoded or hidden behavior. Here's a list of how each On Hit property works.
|
On Hit: Property |
Chance To Trigger / Duration |
DC |
Notes |
| Ability Drain | 50% Chance / Permanent | Configurable Will save vs. Negative |
Decreases the chosen ability by 1 on a failed save. As most common dungeon creatures are usually already dead before this can stack enough times to have any meaningful effect, and most high level bosses tend to be immune to ability drain, this property is not recommended. |
| Blindness | Configurable | Configurable Fortitude save |
A blind creature is unable to see. This gives them a 50% miss chance and a -4 penalty to all attack rolls, while giving those attacking them a +2 bonus to attack rolls. Furthermore, a blind creature is considered flat-footed and is subject to sneak attacks at all times even if not being flanked, and is unable to directly target distant creatures with spells or attacks. Additionally, there is a -4 penalty to discipline, hide, move silently, open lock, parry, pick pocket, set trap and tumble. Blind-Fight negates some of the effects of being blind, leaving only the -4 penalty to attack rolls, the -4 penalty to skills, and the inability to target creatures at a distance. A creature with true True Seeing granted via an item property, which almost all bosses and dragons have, negates all effects of blindness except for the 50% miss chance. |
| Confusion | Configurable | Configurable Will save vs. Mind Spells |
Every round, the affected creature has a chance of doing the following actions: 10% Chance: Randomly walk. 50% Chance: Do nothing. 40% Chance: Attack the nearest creature. As the nearest creature is often the attacking PC, and because trying to chase a randomly walking creature will provoke Attacks of Opportunity from nearby enemies against the player, this property is not recommended. If you want to create a weapon that CC's an enemy, use Hold or Stun instead. |
| Daze | Configurable | Configurable Fortitude save |
Dazed creatures cannot initiate attacks, cast spells, use skills, feats, or run. They can however walk and use items, including clarity potions which will clear the dazed effect. Depending on their AI package, a dazed NPC will either stand still, randomly walk, or attempt to walk to their nearest ally. Because trying to chase a walking creature will provoke Attacks of Opportunity from nearby enemies against the player, this property is not recommended. If you want to create a weapon that CC's an enemy, use Hold or Stun instead. |
| Deafness | Configurable | Configurable Fortitude save |
Deaf creatures suffer a 20% chance of spell failure when casting arcane spells with a verbal component, unless the spell is cast as a stilled spell (yes, Still Spell; blame Bioware) A deaf creature does not suffer any penalties to listen checks. As deafness prevents a creature from being affected by a bard's Curse Song and because its only mechanical use is to give 20% Spell Failure for verbal arcane spells to a enemy spellcaster, this property is not recommended as its uses are extremely niche and outdone by Taunt, and will make the owner the target of angry letters from every bard. |
| Disease | 50% Chance | nwn.fandom.com/wiki/Disease | This property is not recommended because of the long incubation times and low DCs of Diseases. |
| Dispel Magic | 50% Chance | Ignored | Dispel Magic is hardcoded to be cast at Caster Level 10. T3-T4 property. |
| Doom | Configurable | Configurable Will save |
Hardcoded list of effects: -2 attack rolls -2 physical damage -2 penalty to all skills -2 penalty to all saving throws |
| Fear | Configurable | Configurable Will save vs. Fear |
A feared creature will always attempt to run away in the opposite direction from the nearest enemy. Because trying to chase a running creature will provoke Attacks of Opportunity from nearby enemies against the player, this property is not recommended. |
| Greater Dispel | 50% Chance | Ignored | Greater Dispel is hardcoded to always be cast at Caster Level 15. Should never be on T4 or lower items. T5-T6 only. |
| Hold | Configurable | Configurable Will save |
A held creature will be paralyzed, acting as if they had 3 strength and dexterity and becoming flat-footed. Paralyzed NPCs with 4 or fewer hit dice are susceptible to a coup de grâce. |
| Knock | 100% Chance | Configurable | Knock is hardcoded to cast the Knock spell at a caster level of 1, if attacking a locked placeable or door with an open lock DC equal to or lower than this property's DC. As Knock has been changed to instead give a buff to Open Lock on the affected target, this property is mechanically dead and should not be given to anyone, ever. |
| Lesser Dispel | 50% Chance | Ignored | Lesser Dispel is hardcoded to be cast at Caster Level 5. T2 property. |
| Level Drain | 50% Chance / Permanent | Configurable Fortitude save vs. Negative |
Drains the affected creature with 1 negative level. As most common dungeon creatures are usually already dead before this can stack enough times to have any meaningful effect, and most high level bosses tend to be immune to level drain, this property is not recommended. |
| Mordenkainens Disjunction | 50% Chance | Ignored | Mordenkainen's Disjunction is hardcoded to always cast at Caster Level 20. This property is restricted and can only be given to NPCs. This is never allowed on any loot items, EVER. |
| Poison | 50% Chance | Configurable Fortitude save vs. Poison |
The affected creature's ability score is decreased by 1d2. As most common dungeon creatures are usually already dead before this can stack enough times to have any meaningful effect, and most high level bosses tend to be immune to ability drain or poison, this property is not recommended. |
| Silence | Configurable | Configurable Will save |
A silenced creature make no noise while moving (opposed listen checks automatically fail), and silenced spellcasters will be unable to cast spells with verbal components. On Hit: Silence has been modified here to not block bard song or curse song. |
| Slay Alignment | 50% Chance | Configurable Fortitude save vs. Death |
The creature is struck dead. This ignores death magic immunity. This property is restricted and can only be given to NPCs. This is never allowed on any loot items, EVER. |
| Slay Alignment Group | 50% Chance | Configurable Fortitude save vs. Death |
The creature is struck dead. This ignores death magic immunity. This property is restricted and can only be given to NPCs. This is never allowed on any loot items, EVER. |
| Slay Racial Group | 50% Chance | Configurable Fortitude save vs. Death |
The creature is struck dead. This ignores death magic immunity. This property is restricted and can only be given to NPCs. This is never allowed on any loot items, EVER. |
| Sleep | Configurable | Configurable Will save vs. Mind Spells |
Creatures who are sleeping are considered flat-footed. Creatures damaged while sleeping will wake up. A sleeping NPC with 4 or fewer hit dice is susceptible to a coup de grâce. As sleeping creatures are awoken by any damage taken, this property is not recommended. |
| Slow | Configurable | Configurable Will save |
Affected creatures are slowed, suffering a -2 penalty to AC and attack rolls, -50% movement speed penalty, and are limited to only one attack per round. Haste will counter the effects of slow; however, if that creature is then slowed a second time they will be slowed, and cannot counter it with another haste until their first haste expires. |
| Stun | Configurable | Configurable Will save vs. Mind Spells |
The affected creature will be stunned and become flat-footed. Attacking creatures gain a +2 bonus to their attack rolls against stunned creatures. Immunity to mind-affecting spells will block stun. Comparatively to On-Hit: Hold, On-Hit: Stun cannot be blocked by anything that grants immunity to paralysis such as Freedom of Movement, and with the +2 bonus to attack rolls for attackers, stunned creatures are at a greater disadvantage to being hit. |
| Vorpal | 100% Chance on a confirmed Critical Hit | Configurable Reflex save |
The struck creature makes a reflex save, or dies. This property is restricted and can only be given to NPCs. This is never allowed on any loot items, EVER. |
| Wounding | 100% Chance when physical damage is dealt | Configurable Fortitude save |
The affected creature loses 1 hit point per round. Wounding can stack with itself. Because any amount of physical damage resistance or reduction will negate the 1 point of damage from wounding, and because any amount of healing (not including regeneration) removes it, this property it not recommended. |
These rules are for DM ITEMS ONLY. Loot items have their own separate rules.
Unique Armor Types: Mithril & Adamantine
Mithril Fullplate, Adamantine Fullplate and Elven Chain armors are limited to Tier 4 or higher.
Ability Bonuses are limited to +1 per Item Tier per ability. No more that 2 Ability Bonuses per item. (Costs 2 points if two bonuses are used.)
Two Ability Bonuses on an item:
T1: Limited to one ability bonus only.
T2-T5: If an item has 2 ability bonuses, then the bonuses are limited to the tier -1
A T2 item could have +1/+1 bonuses, but not +2/+2.
A T4 item could have +3/+3 bonuses, but not +4/+4.
T6: May have the full +6/+6.
AC Bonus
AC Bonuses are limited to +1 per Tier, to the cap of +6. AC bonuses are required on armor, shields, boots, and amulets. These bonuses should equal the the tier level of the item.
AC Bonus vs. Racial Group:
AC Bonus vs. Racial Group may be +1 over the item's tier level.
Arcane Spell Failure Property
Reduced Arcane Spell Failure is only valid on Armor or Shields. This property is limited as follows:
Bonus Feat
Requires Admin Approval.
*(This should be on all crossbows and not on anything else)
Item rewards should not include slots above what they can currently cast/access. Bonus spell slots are limited by tier and by class, with a maximum number of spell slots.
Maximum Number of Bonus Spell Slots:
| Item Tier |
Assassin Blackguard Paladin Ranger |
Bard Cleric/Favored Soul Druid Sorcerer/Wizard |
| T6 | 4 | 5 |
| T5 | 3 | 5** |
| T1 - T4 | 2 | 4 |
**: T5 items are limited to one 9th level spell slot for full casters.
Maximum Spell Slot Level:
| Item Tier |
Assassin Blackguard Paladin Ranger |
Bard | Cleric/Favored Soul Druid Sorcerer/Wizard |
| T5 & T6 | 4 | 6 | 9 |
| T4 | 3 | 4 | 6 |
| T3 | 2 | 3 | 4 |
| T2 | 1 | 2 | 2 |
| T1 | 0 | 1 | 1 |
Mystic Theurges items may have their bonus spell slots split between their classes. For example, a tier-5 item may have wizard 7/8/9 and cleric 7/8.
Swordmage Spell Slots are not allowed on Loot Items.
Cast Spell Property
Spell Level Limit: Magic staves & off-hand items (excluding shields or weapons) are limited to 6th level spells or lower. All other items are limited to 5th level spells or lower.
Number of Cast Spells: Tier 4 and lower items are limited to 2 cast spells per item. Tier 5 and Tier 6 items are limited to 3 cast spells per item.
Cast Spell: Any Ioun Stone effects
If an item has a Ioun Stone effect, then the that counts as the entirety of that items Cast Spell limit. No other spells, day or charges are allowed. Must be limited to a maximum of 50 charges, at 1 charge per use.
Chaos Shield
This property is limited to Shields. Caster Level of Chaos Shield is limited to 5 or lower.
Damage Resistance - Physical
Individual Resistance Amount Limits:
| Item Tier | Limit |
| T6 | 10/- |
| T3 - T5 | 5/- |
| T1 & T2 | None |
Physical Resistance Type Limits:
| Item Tier | Armor | Shield | Other Items |
| T6 | 3 types | 3 types | 1 type |
| T5 | 2 types | 3 types | 1 type |
| T3 & T4 | 1 type | 2 types | 1 type |
Damage Resistance - Elemental (Acid, Cold, Disease, Electric, Fire, Negative, Poison, Sonic)
Maximum Resistance per Element:
| T6 | 25 |
| T5 | 20 |
| T4 | 15 |
| T3 | 10 |
| T1 & T2 | None |
Elemental Resistance Types Limits:
Elemental resistances are limited in the number of elements per item based on the amount of the resistance.
This is combined with the above maximum resistance per element.
T6 items may have 1 element at 25/-, or 2 elements at 15/-, or 3 elements at 10/-.
T5 items may have 1 element at 20/-, or 2 elements at 15/-, or 3 elements at 10/-.
T4 items may have 1 element at 15/-, or two 10/-.
T3 items may have 1 element at 10/-, or two at 5/-.
T1-T2 items may not have elemental resistances, unless it is the only property on the item beyond AC.
In such a case, T1 items should be 5/-, T2 10/-, T3 15/-.
All of these examples cost 1 point of their ‘buy’.
| Amount of Resistance | Maximum # of Elements |
| 20/- and higher | 1 element |
| 15/- | 2 elements |
| 10/- | 3 elements |
Prohibited Resistance Types: Divine, Force, Hellfire, Magical, Necrotic, Positive, Psionic, Radiant, Untyped*, Vile.
Limited Resistance Types: Psionic, Hellfire - At MAXIMUM these are allowed 10/- at T6. They should not be present on T4 or below. T5 may have 5/- maximum.
This should be removed or if want to add any other types (but limited) can.
Damage Reduction Limits
T3: 10/+2
T1-T2: 10/+1
Damage Reduction generally shouldn't be used past T3.
Immunity: Specific Spell Property
Items should have no more than 1 spell immunity, limited to 3rd level spells or lower.
Non-Detection
Non-Detection is added to an item by adding both Immunity: Miscellaneous Scry and Detect Alignment.
Regeneration is limited to the following listed item types. If the item type isn't listed, it should not have regen on it.
The amount of regen allowed per item:
| Item Type | Tier 6 | Tier 5 | Tier 4 | Tier 3 and lower |
| Armor | 2 | 2 | 1 | 1 |
| Shield | 2 | 2 | 1 | 1 |
| Helmet | 2 | 2 | 1 | 1 |
| Amulet | 2 | 2 | 2 | 1 |
| Ring | 2 | 2 | 2 | 1 |
| Weapon | 1 | 1 | 1 | 1 |
Items may either include bonuses to Universal Saving Throws, or bonuses to 2 specific types of saving throws.
Skill bonuses are limited by tier, amount per skill, and total number of Skill Points on the item as shown on the chart below.
| Normal Values | Doubled Values | |||||
| Item Tier | Per-Skill Limit | Total Point Limit | Item Tier | Per-Skill Limit | Total Point Limit | |
| T6 | 15 | 34 | T6 | 30 | 68 | |
| T5 | 12 | 28 | T5 | 24 | 56 | |
| T4 | 9 | 22 | T4 | 18 | 44 | |
| T3 | 6 | 16 | T3 | 12 | 32 | |
| T2 | 4 | 10 | T2 | 8 | 20 | |
| T1 | 4 | 6 | T1 | 8 | 12 | |
Sequencer Property
The Spell Sequencer property is limited to Tier 5 items and higher. These spells are limited to 1/day. The item must have Cast Spell: Clear Sequencer with unlimited uses/day. The number of spells allowed on a sequencer item is limited by item tier.
Spell resistance is limited by the item's tier level:
(Courtesy: Nokteronoth)
Item descriptions are one of those things that seems like it should be easy and simple. For some people, it is. For some, it isn't. It can be a very time intensive process, depending on how detailed you want to get with your items. All items that are given out by DMs should have a description that scribes out the item's history, its looks, and other details that are pertinent to the item's powers. Some things can be handwaved away by 'It's magic, it works.' Others, it's good to spell out.
Why are item descriptions important? On top of items having a slightly-increased property count and power over normal loot items, items are rewards for plotlines. For small trinkets and one-shot charge-use items, the description is much less important. However, it's still key to the longevity and 'worth' of an item, to players. Some items will stay with a character for years, and you should want the item's quality to reflect the effort and time it took in both running the plot and the growth of the characters in that plot.
Note that some players will claim to be happy with whatever you give them, even if they're actually disappointed or don't like a thing. They might hold it in that some properties aren't to their taste, or that they appreciate the effort put into an item. However, they'll often then talk to their friends, compare items with others, and either subtly or not-subtly let others know that they aren't happy when you aren't around. It's best to try to maintain an atmosphere of being able and willing to work with a player and character to make an item that they will treasure.
There are several parts to the general description of an item. Some of these may be eschewed or skipped over, if others are being met. All DMs will have their own style of writing, and may put these things in different order. This is NOT a suggested list of 'how it should be done', but a sounding board where you can use these points to find inspiration for your items.
The description of an item doesn't have to be exhaustively long, especially for events where you're making a lot of items. However, a little care and customizability can go a long way to making your items memorable. Things to avoid:
If you need help finding inspiration or want a second pair of eyes on item descriptions, the rest of the DM team is there to help! Most all of us keep logs and records of what we make. These descriptions can be shared and traded around to give you an idea of what you might like to do with given item rewards.