Item
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Item.dbc
This DBC contains all item entries for real usable items and texture only ones used for creatures equipment.
Any item in item_template table with an entry not in this DBC will be displayed by client with a red ? symbol.
Corresponding item_template records must match these values except Subclass (which contains erroneous values).
Version is : 3.1.3
Structure
Column | Field | Type | Notes |
---|---|---|---|
0 | itemID | Integer | |
1 | ItemClass | iRefID | |
2 | ItemSubClass | iRefID | |
3 | sound_override_subclassid | Integer | -1 - 20, mostly -1, same as ItemCache.wdb column5 |
4 | MaterialID | iRefID | -1 - 8 |
5 | ItemDisplayInfo | iRefID | |
6 | InventorySlotID | Integer | These inventory slot ID's are used to determine how an item may be equipped, see below |
7 | SheathID | Integer | 0 -4, mostly 0 |
InventorySlotID
ID | Slot type |
---|---|
0 | None |
1 | Head |
2 | Neck |
3 | Shoulders |
4 | Shirt |
5 | Vest |
6 | Waist |
7 | Legs |
8 | Feet |
9 | Wrist |
10 | Hands |
11 | Ring |
12 | Trinket |
13 | One hand |
14 | Shield |
15 | Bow |
16 | Back |
17 | Two hand |
18 | Bag |
19 | Tabbard |
20 | Robe |
21 | Main hand |
22 | Off hand |
23 | Held |
24 | Ammo |
25 | Thrown |
26 | Ranged |
27 | Ranged |
28 | Relic |
Content
The content is too big and useless for the purpose of this wiki.
Trinity usage
struct ItemEntry { uint32 ID; // 0 uint32 Class; // 1 uint32 SubClass; // 2 some items have strange subclasses int32 Unk0; // 3 int32 Material; // 4 uint32 DisplayId; // 5 uint32 InventoryType; // 6 uint32 Sheath; // 7 };