Item

An **item** is an artifact or object from Runeterran history and are featured in-game as enhancements for champions.

A champion can only carry six items and a trinket at a time, making the selection of items an important part of achieving victory. Items are only obtainable through the item shop located at the fountain (and through **Lua error in Module:ImageLink at line 148: attempt to call field 'arguments' (a nil value).** **Lua error in Module:ImageLink at line 110: attempt to call field 'arguments' (a nil value).** everywhere on the map). This is also where items are sold back for 70% of the total gold spent to obtain them. Some items are sold for 40% their total cost.

### Categories

The shop menu in the **All Items** tab can be filtered using the checkboxes to the left:

* **Starter items** - includes items obtainable with the starting gold, suitable for the laning phase or jungling
* **Tools** - Includes consumables and trinkets
* **Defense** - includes items that grant statistics such as health, armor or magic resistance.
* **Attack** - includes items that grant statistics such as attack damage, attack speed or critical strike chance.
* **Magic** - includes items that grant statistics such as ability power, mana or cooldown reduction.
* **Movement** - includes items that grant enhanced movement speed.

### Tiers

 File:Infinity Edge Recipe.png
Items that are a part of the upgrade tree are divided into three tiers: basic, advanced, and finished.

* A **basic item** does not require any other items to be purchased.
* If an item has a specified **recipe** that consists of basic items and a **combined cost**, it is considered an **advanced item**.
	+ When purchasing an advanced item, all basic items in its recipe in player's inventory are consumed.
	+ An advanced item can be purchased without having all of its components in the inventory. In that case, the combined cost will be increased by the cost of the missing components.
* The same is true for **finished items**, which have at least one advanced or basic item in their recipe.

### Transformations

Most items can be upgraded by paying the cost in gold. Some, however, cannot be purchased and are obtained solely through the process of **transformation** - a unique effect that occurs under a specific condition, either gaining a specified amount of **stacks** on the item or completing **quests**.

### Enchantments

Enchantments are a special group of item upgrades that apply the same additional effect to several different items. Currently, there are enchantments available for Tier 2 jungle items.

### Consumables

Consumable items are different from other item types in two ways. First, most consumable items may be stacked, allowing duplicates items to occupy the same item slot up to a cap. Secondly, consumable items may be expended to perform a specific function, permanently removing that item from the champion's inventory. On charge-based items such as the **Lua error in Module:ImageLink at line 174: attempt to call field 'arguments' (a nil value).**, the charge is consumable but the item cannot be stacked or consumed.

### Trinkets

Trinkets are a special category of items that do not occupy any of the six item slots and have their own, seventh slot. The trinket slot cannot be used for non-trinket items.

## Effects

Most items provide buffs to champions. Some buffs improve the stats of the champion, while others provide other types of benefits.

* **Stat buffs** improve the champion's statistics. Most items grant some form of stat buff.
* **Active effects** function similarly to champion abilities. They are temporary and are triggered by clicking on the item or by pressing the item's hotkey. Like champion abilities, active effects have cooldowns. Once an active effect is over it enters cooldown and cannot be triggered again until the cooldown is over. The cooldown of active effects is not affected by cooldown reduction.
* **Passive effects** are constantly active when the champion has the item equipped, like champion innate abilities.
* **Auras** are buffs or debuffs that affect nearby friendly or enemy units, respectively. All aura effects are unique.
	+ The holder of an aura item is not affected by the aura and thus can still benefit from an aura. This allows auras to stack up to twice on champions who possess the aura themselves. Other allies don't benefit beyond the first aura.
* **Consumable items** are potions, elixirs and control wards. Control wards provide vision of an area. Potions and elixirs boost a stat for a brief period. Consuming an item destroys it or consumes one of its charges, similar to stock abilities. Charge-based consumable items have their charges restocked when the holder returns to their spawning pool.

### Unique

Some item effects are unique. Typically, a unique effect means that if a champion were to purchase two identical items, the unique effects would only be granted once. Some items grant basic statistics—such as cooldown reduction and spell vamp—with a unique tag to prevent abuse cases where the item could be stacked to exploit the statistics it provides. Aura items circumvent this restriction since the effect is received under different conditions.

Some items feature unique named effects, such as Spellblade. A named effect is similar to a unique effect, except that the conditions of being unique are global. The effects of the named effect can only be gained once, even if the two items are entirely unrelated (such as Tenacity).

Once a unique effect goes on cooldown, all other instances sync to the most recent cooldown even if they haven't been activated.

#### Notes

* Unless the effect is named, two different items with the same passive will stack. For example, the 10% cooldown reduction from **Lua error in Module:ImageLink at line 174: attempt to call field 'arguments' (a nil value).** and **Lua error in Module:ImageLink at line 174: attempt to call field 'arguments' (a nil value).** will stack, however owning multiple **Lua error in Module:ImageLink at line 174: attempt to call field 'arguments' (a nil value).** will not grant additional cooldown reduction. This is likely designed as such to deter multiple stacking of a cost efficient item.
* Only the unique/named-unique effects will not stack. Other effects provided by the item will stack.

## **List of Items**

Starter items
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Potions and Consumables

Trinkets

Distributed

Basic items

Advanced items

Finished items

Minion and Turret items

Special Game Mode Exclusive items

Removed items

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de:Gegenstände
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ru:Предмет
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