> For the complete documentation index, see [llms.txt](https://bibliotheca.gitbook.io/lootverse-master-scroll/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://bibliotheca.gitbook.io/lootverse-master-scroll/technology/the-open-item-table.md).

# The Open Item Table

### Game items as expanding open tables

We have all experienced item tables before when we have played a game. These tables are what store all the items the game holds. When a new DLC happens, the item table is extended. In the Realmverse, the item table is the ERC1155 contract, and the DLC are the modules.

In the initial game state, only the Realms resources will exist as the resources in the game, however as the game grows new items/resources will be added

#### The Item Table - The ERC1155 Contract

| ERC1155 ID | Item         | Module           |
| ---------- | ------------ | ---------------- |
| 1          | Wood         | Realms           |
| 2          | Stone        | Realms           |
| 3          | Coal         | Realms           |
| 22         | Dragonhide   | Realms           |
| 23         | Dark Crystal | Crypts & Caverns |
| 24         | Death Shard  | Crypts & Caverns |
| 25         | Demon Skull  | Crypts & Caverns |

### Minting access to the contract

Due to the inherent risk involved in providing permanent write access to the contract, the modules will not have write access. Rather, when the module is initialised X amount of each resource will be minted and deposited. From there the module emits the items according to its logic. This method limits the possibility of a mint exploit and keeps the protocol more secure. If the module needs more, it can request another tranche to be minted.

### Interoperability

Containing all the items within the same contract gives instant utility to the new items as they are then immediately supported on the AMM.&#x20;


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