Holds information on every item that exists in the game. All items are created from their template stored in this table. (See additional information in the ItemPrototype.h file.)
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entryThe unique ID of the item. class
subclassThe following table lists all available subclass and class combinations and the subclass name.
SoundOverrideSubclassWeapons have special sounds on impact. This column is used to override these sounds by specifying another subclass. For example an item with misc subclass can sound like a stave on impact by overriding the subclass here. nameThe name of the item. displayidThe model ID of the item. Each model has its own icon assigned so this field controls both the model appearance and the icon. QualityThe quality of the item. To use the Bind to Account quality, the item must have its flags set to 134221824.
FlagsBitmask field that contains flags that the item has on it. As all other such fields, just add the flags together to combine them. Possible flags are listed below.
FlagsExtra
BuyCountThe size of the item stack when sold by vendors. Also if a vendor has limited copies of this item available, everytime the vendor list is refreshed (See npc_vendor.incrtime), the number of copies increases by this number. BuyPriceThe price required to pay to buy this item from a vendor, in copper. SellPriceThe price that the vendor will pay you for the item when you sell it and if it is possible to be sold, in copper. Put in 0 if the item cannot be sold to a vendor. InventoryTypeIn what slot the item can be equipped.
AllowableClassBitmask controlling which classes can use this item. Add ids together to combine class possibilities. Use -1 if all classes can use it. See the ChrClasses DBC file for the IDs of the classes. AllowableRaceBitmask controlling which races can use this item. Add ids together to combine race possibilities. Use -1 for all races. See the ChrRaces DBC file for the IDs of the races. ItemLevelBase item level. RequiredLevelThe level that a player must be to equip the item. RequiredSkillThe skill required to use this item. See the SkillLine DBC file for IDs which can be used here. RequiredSkillRankThe required skill rank the player needs to have to use this item. requiredspellThe required spell that the player needs to have to use this item. requiredhonorrankThe honor rank the player needs to have to use this item. RequiredCityRank
RequiredReputationFactionThe faction template ID of the faction that the player has to have a certain ranking with. If this value is 0, the faction of the seller of the item is used. See the Faction DBC file for the IDs of all of the factions. RequiredReputationRankThe rank the player has to have with the faction from item_template#RequiredReputationFaction.
maxcountMaximum number of copies of this item a player can have. Use 0 for infinite. stackableThe number of copies of this item that can be stacked in the same slot. ContainerSlotsIf the item is a bag, this field controls the number of slots the bag has. StatsCountWhen an item has entries in item_template#stat_type, this must be updated to display those entries stat_typeThe type of stat to modify.
stat_valueThe value to change the stat type to. ScalingStatDistributionSimilar to Static Stats these are the Stats that grow along with the users level (mainly heirloom leveling gear) ScalingStatValueFinal (level 80) value of the scaling-stat dmg_minThe minimum damage of the item. dmg_maxThe maximum damage of the item. dmg_typeThe damage type that the item uses.
armorThe armor value of the item. holy_resHoly resistance. fire_resFire resistance. nature_resNature resistance. frost_resFrost resistance. shadow_resShadow resistance. arcane_resArcane resistance. delayThe time in milliseconds between successive hits. ammo_typeThe type of ammunition the item uses. Arrows = 2; Bullets = 3 RangedModRangeRange Modifier for bows/guns/crossbows: Default range is somewhere between 0.3 and 0.4 yards, all blizzard ranged weapons have RangedModRange100 spellidThe spell ID of the spell that the item can cast or trigger. spelltriggerThe type of trigger for the spell.
spellchargesThe number of times that the item can cast the spell. If 0, then infinite charges are possible. If negative, then after the number of charges is depleted, the item is deleted as well. If positive, then the item is not deleted after all the charges are spent. spellppmRateThe proc per minute rate controlling how often the spell is triggered (if #spelltrigger == 2). spellcooldownThe cooldown in milliseconds for the specific spell controlling how often the spell can be used. Use -1 to use the default spell cooldown. Note: this is not the "internal cooldown" of procs commonly found on items such as trinkets with "Chance on hit" effects. spellcategoryThe category that the spell is in. spellcategorycooldownThe cooldown time in milliseconds that is applied to all other spells in the category that the triggered spell is also in. Use -1 to use the default spell cooldown. bondingThe bonding for the item.
descriptionThe description that appears in orange letters at the bottom of the item tooltip. PageTextThe ID referring to the text that the item will show (if it is a book or a letter, etc). The item will have a magnifying glass cursor in the game and will show the text when right-clicked. See page_text.entry LanguageIDThe language that the item text is written in. See the Languages DBC file for the IDs of all of the languages. PageMaterialThe background texture that appears in the page text window. See the PageTextMaterial DBC file for the IDs of all of the material types. startquestThe ID of the quest that this item will start if right-clicked. See quest_template.id lockidThe lock entry ID that this item (which serves as a key) is tied to. This field is used in key-door mechanics. See the Lock DBC file. MaterialThe material that the item is made of. The value here affects the sound that the item makes when moved. Use -1 for consumable items like food, reagents, etc.
sheathControls how the item is put away on the character. Press the 'Z' hotkey to sheath and unsheathe your weapons.
RandomPropertyThe number in this field points to item_enchantment_template.entry and ties in an item's chance at having a random property attached to it when it shows up for the first time. This field and the item_template#RandomSuffix field CANNOT both have non-zero values. Either one is filled, or the other. Also, the primary source for the number in this field are WDBs. RandomSuffixThe number in this field points to item_enchantment_template.entry and ties in an item's chance at having a random suffix attached to it when it shows up for the first time. This field and the item_template#RandomProperty field CANNOT both have non-zero values. Either one is filled, or the other. Also, the primary source for the number in this field are WDBs. blockIf the item is a shield, the block chance of the shield. itemsetThe ID of the item set that this item belongs to. To save you some time, you CAN NOT make up new item sets. Item sets are defined in the ItemSet DBC file. MaxDurabilityThe maximum durability of this item. areaThe ID of the zone in which this item can be used. MapThe ID of the map in which this item can be used. BagFamilyIf the item is a bag, this field is a bitmask controlling what types of items can be put in this bag. You can combine different types by adding up the bit numbers.
TotemCategoryCorresponds to the ID in the TotemCategory DBC file.
socketColorThe color of the socket that can be placed in this item.
socketContentAmount of Gems of SocketColor1 socketBonuscommonly used socket bonus IDs
GemPropertiesThe value here corresponds to the ID in GemProperties.dbc. RequiredDisenchantSkillThe required proficiency in disenchanting that the player needs to have to be able to disenchant this item. ArmorDamageModifier
durationThe duration of the item in seconds ingame time. ItemLimitCategory
HolidayIdSee the Holidays DBC file for the IDs of all of the holidays. ScriptNameThe name of the script that the item should use. There is no 'internalitemhandler' or 'internalitemhanler' script so trinity will ignore any such values in this field. DisenchantIDThe disenchant loot template ID. See disenchant_loot_template.entry FoodTypeIf this item is a food type item, this field defines what type of food it is for hunters who want to feed their pets. It controls in what diet this food item falls in. NOTE: Raw meat and fish is not the same as regular meat and fish. It seems that the last two types of diets include grey "poor" types of food that players have no use for but some pets seem to be able to eat. Also, those food types appeared in TBC so most likely only TBC pets will have those types of diets.
minMoneyLootIf the item is a container that can contain money, then this field defines the minimum coinage held in this container, in copper. maxMoneyLootIf the item is a container that can contain money, then this field defines the maximum coinage held in this container, in copper. flagsCustom
VerifiedBuild
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