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Schmoozerd edited this page Apr 14, 2013 · 3 revisions

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The `item_template` table

Holds information on every item that exists in the game. All items are created from their template stored in this table.

Structure

Field Type Null Key Default Extra
entry int(10) unsigned NO PRI 0
class tinyint(3) unsigned NO 0
subclass tinyint(3) unsigned NO 0
unk0 int(10) NO -1
name varchar(255) NO MUL
displayid int(10) unsigned NO 0
Quality tinyint(3) unsigned NO 0
Flags int(10) unsigned NO 0
BuyCount tinyint(3) unsigned NO 1
BuyPrice int(10) unsigned NO 0
SellPrice int(10) unsigned NO 0
InventoryType tinyint(3) unsigned NO 0
AllowableClass mediumint(9) NO -1
AllowableRace mediumint(9) NO -1
ItemLevel int(11) unsigned NO 0
RequiredLevel tinyint(3) unsigned NO 0
RequiredSkill int(10) unsigned NO 0
RequiredSkillRank int(10) unsigned NO 0
requiredspell int(10) unsigned NO 0
requiredhonorrank int(10) unsigned NO 0
RequiredCityRank int(10) unsigned NO 0
RequiredReputationFaction int(10) unsigned NO 0
RequiredReputationRank int(10) unsigned NO 0
maxcount smallint(5) unsigned NO 0
stackable smallint(5) unsigned NO 0
ContainerSlots tinyint(3) unsigned NO 0
StatsCount tinyint(3) unsigned NO 0
stat_type1 tinyint(3) unsigned NO 0
stat_value1 smallint(6) NO 0
stat_type2 tinyint(3) unsigned NO 0
stat_value2 smallint(6) NO 0
stat_type3 tinyint(3) unsigned NO 0
stat_value3 smallint(6) NO 0
stat_type4 tinyint(3) unsigned NO 0
stat_value4 smallint(6) NO 0
stat_type5 tinyint(3) unsigned NO 0
stat_value5 smallint(6) NO 0
stat_type6 tinyint(3) unsigned NO 0
stat_value6 smallint(6) NO 0
stat_type7 tinyint(3) unsigned NO 0
stat_value7 smallint(6) NO 0
stat_type8 tinyint(3) unsigned NO 0
stat_value8 smallint(6) NO 0
stat_type9 tinyint(3) unsigned NO 0
stat_value9 smallint(6) NO 0
stat_type10 tinyint(3) unsigned NO 0
stat_value10 smallint(6) NO 0
ScalingStatDistribution smallint(6) NO 0
ScalingStatValue smallint(6) NO 0
dmg_min1 float NO 0
dmg_max1 float NO 0
dmg_type1 tinyint(3) unsigned NO 0
dmg_min2 float NO 0
dmg_max2 float NO 0
dmg_type2 tinyint(3) unsigned NO 0
dmg_min3 float NO 0
dmg_max3 float NO 0
dmg_type3 tinyint(3) unsigned NO 0
dmg_min4 float NO 0
dmg_max4 float NO 0
dmg_type4 tinyint(3) unsigned NO 0
dmg_min5 float NO 0
dmg_max5 float NO 0
dmg_type5 tinyint(3) unsigned NO 0
armor int(10) unsigned NO 0
holy_res int(10) unsigned NO 0
fire_res int(10) unsigned NO 0
nature_res int(10) unsigned NO 0
frost_res int(10) unsigned NO 0
shadow_res int(10) unsigned NO 0
arcane_res int(10) unsigned NO 0
delay int(10) unsigned NO 1000
ammo_type int(10) unsigned NO 0
RangedModRange float NO 0
spellid_1 int(10) unsigned NO 0
spelltrigger_1 int(10) unsigned NO 0
spellcharges_1 int(11) NO 0
spellppmRate_1 float NO 0
spellcooldown_1 int(11) NO -1
spellcategory_1 int(10) unsigned NO 0
spellcategorycooldown_1 int(11) NO -1
spellid_2 int(10) unsigned NO 0
spelltrigger_2 int(10) unsigned NO 0
spellcharges_2 int(11) NO 0
spellppmRate_2 float NO 0
spellcooldown_2 int(11) NO -1
spellcategory_2 int(10) unsigned NO 0
spellcategorycooldown_2 int(11) NO -1
spellid_3 int(10) unsigned NO 0
spelltrigger_3 int(10) unsigned NO 0
spellcharges_3 int(11) NO 0
spellppmRate_3 float NO 0
spellcooldown_3 int(11) NO -1
spellcategory_3 int(10) unsigned NO 0
spellcategorycooldown_3 int(11) NO -1
spellid_4 int(10) unsigned NO 0
spelltrigger_4 int(10) unsigned NO 0
spellcharges_4 int(11) NO 0
spellppmRate_4 float NO 0
spellcooldown_4 int(11) NO -1
spellcategory_4 int(10) unsigned NO 0
spellcategorycooldown_4 int(11) NO -1
spellid_5 int(10) unsigned NO 0
spelltrigger_5 int(10) unsigned NO 0
spellcharges_5 int(11) NO 0
spellppmRate_5 float NO 0
spellcooldown_5 int(11) NO -1
spellcategory_5 int(10) unsigned NO 0
spellcategorycooldown_5 int(11) NO -1
bonding tinyint(3) unsigned NO 0
description varchar(255) NO
PageText int(10) unsigned NO 0
LanguageID int(10) unsigned NO 0
PageMaterial int(10) unsigned NO 0
startquest int(10) unsigned NO 0
lockid int(10) unsigned NO 0
Material int(11) NO 0
sheath int(10) unsigned NO 0
RandomProperty int(10) unsigned NO 0
RandomSuffix int(10) unsigned NO 0
block int(10) unsigned NO 0
itemset int(10) unsigned NO 0
MaxDurability int(10) unsigned NO 0
area int(10) unsigned NO 0
Map int(10) NO 0
BagFamily int(10) NO 0
TotemCategory int(10) NO 0
socketColor_1 int(10) NO 0
socketContent_1 int(10) NO 0
socketColor_2 int(10) NO 0
socketContent_2 int(10) NO 0
socketColor_3 int(10) NO 0
socketContent_3 int(10) NO 0
socketBonus int(10) NO 0
GemProperties int(10) NO 0
RequiredDisenchantSkill int(10) NO -1
ArmorDamageModifier float NO 0
ItemLimitCategory smallint(6) NO 0
ScriptName varchar(100) NO
DisenchantID int(10) unsigned NO 0
FoodType tinyint(3) unsigned NO 0
minMoneyLoot int(11) unsigned NO 0
maxMoneyLoot int(11) unsigned NO 0
Duration int(11) NO 0
ExtraFlags tinyint(3) unsigned NO 0

Description of the fields

entry

The ID of the item. This ID is unique between all templates.

class

The class of the item:

ID Name
0 Consumable
1 Container
2 Weapon
3 Gem
4 Armor
5 Reagent
6 Projectile
7 Trade Goods
8 Generic(OBSOLETE)
9 Recipe
10 Money(OBSOLETE)
11 Quiver
12 Quest
13 Key
14 Permanent(OBSOLETE)
15 Miscellaneous

subclass

The subclass of the item. The following table lists all available subclass and class combinations and the subclass name.

Class ID Subclass ID Subclass Name Comments
0 0 Consumable Usability in combat is decided by the spell assigned.
0 1 Potion
0 2 Elixir
0 3 Flask
0 4 Scroll
0 5 Food & Drink
0 6 Item Enhancement
0 7 Bandage
0 8 Other
1 0 Bag
1 1 Soul Bag
1 2 Herb Bag
1 3 Enchanting Bag
1 4 Engineering Bag
1 5 Gem Bag
1 6 Mining Bag
1 7 Leatherworking Bag
2 0 Axe One handed
2 1 Axe Two handed
2 2 Bow
2 3 Gun
2 4 Mace One handed
2 5 Mace Two handed
2 6 Polearm
2 7 Sword One handed
2 8 Sword Two handed
2 9 Obsolete
2 10 Staff
2 11 Exotic
2 12 Exotic
2 13 Fist Weapon
2 14 Miscellaneous (Blacksmith Hammer, Mining Pick, etc.)
2 15 Dagger
2 16 Thrown
2 17 Spear
2 18 Crossbow
2 19 Wand
2 20 Fishing Pole
3 0 Red
3 1 Blue
3 2 Yellow
3 3 Purple
3 4 Green
3 5 Orange
3 6 Meta
3 7 Simple
3 8 Prismatic
4 0 Miscellaneous
4 1 Cloth
4 2 Leather
4 3 Mail
4 4 Plate
4 5 Buckler(OBSOLETE)
4 6 Shield
4 7 Libram
4 8 Idol
4 9 Totem
5 0 Reagent
6 0 Wand(OBSOLETE)
6 1 Bolt(OBSOLETE)
6 2 Arrow
6 3 Bullet
6 4 Thrown(OBSOLETE)
7 0 Trade Goods
7 1 Parts
7 2 Explosives
7 3 Devices
7 4 Jewelcrafting
7 5 Cloth
7 6 Leather
7 7 Metal & Stone
7 8 Meat
7 9 Herb
7 10 Elemental
7 11 Other
7 12 Enchanting
8 0 Generic(OBSOLETE)
9 0 Book
9 1 Leatherworking
9 2 Tailoring
9 3 Engineering
9 4 Blacksmithing
9 5 Cooking
9 6 Alchemy
9 7 First Aid
9 8 Enchanting
9 9 Fishing
9 10 Jewelcrafting
10 0 Money(OBSOLETE)
11 0 Quiver(OBSOLETE)
11 1 Quiver(OBSOLETE)
11 2 Quiver Can hold arrows
11 3 Ammo Pouch Can hold bullets
12 0 Quest
13 0 Key
13 1 Lockpick
14 0 Permanent
15 0 Junk
15 1 Reagent
15 2 Pet
15 3 Holiday
15 4 Other
15 5 Mount

unk0

name

The item’s name that will be displayed.

displayid

The model ID of the item. Each model has its own icon assigned so this field controls both the model appearance and the icon.

Quality

The quality of the item:

ID Color Quality
0 Grey Poor
1 White Common
2 Green Uncommon
3 Blue Rare
4 Purple Epic
5 Orange Legendary
6 Red Artifact

Flags

Bitmask 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.

Flag Comments
1 Soulbound
2 Conjured
4 Lootable (can be opened by right-click)
8 Wrapped
32 Totem
64 Activatable with right-click
256 Wrapper
1024 Gifts
2048 Item is party loot and can be looted by all
8192 Charter (Arena or Guild)
32768 PvP reward item
524288 Unique equipped (player can only have one equipped at the same time)
4194304 Throwable (for tooltip ingame)
8388608 Special Use

BuyCount

The 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.

BuyPrice

The price required to pay to buy this item from a vendor, in copper.

SellPrice

The 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.

InventoryType

In what slot the item can be equipped.

ID Slot Name ID Slot Name
0 Non equipable 15 Ranged
1 Head 16 Back
2 Neck 17 Two-Hand
3 Shoulder 18 Bag
4 Shirt 19 Tabard
5 Chest 20 Robe
6 Waist 21 Main hand
7 Legs 22 Off hand
8 Feet 23 Holdable (Tome)
9 Wrists 24 Ammo
10 Hands 25 Thrown
11 Finger 26 Ranged right
12 Trinket 27 Quiver
13 Weapon 28 Relic
14 Shield

AllowableClass

Bitmask controlling which classes can use this item. Add ids together to combine class possibilities. Use -1 if all classes can use it.

AllowableRace

Bitmask controlling which races can use this item. Add ids together to combine race possibilities. Use -1 for all races.

ItemLevel

Base item level.

RequiredLevel

Required level the player has to be to use this item.

RequiredSkill

The skill required to use this item. See SkillLine.dbc

RequiredSkillRank

The required skill rank the player needs to have to use this item.

requiredspell

The required spell that the player needs to have to use this item.

requiredhonorrank

The honor rank the player needs to have to use this item.

RequiredCityRank

RequiredReputationFaction

The faction template ID (from Faction.dbc) of the faction that the player has to have a certain ranking with.

RequiredReputationRank

The rank the player has to have with the faction from RequiredReputationFaction.

ID Rank
0 Hated
1 Hostile
2 Unfriendly
3 Neutral
4 Friendly
5 Honored
6 Revered
7 Exalted

maxcount

Maximum number of copies of this item a player can have. Use 0 for infinite.

stackable

The number of copies of this item that can be stacked in the same slot.

ContainerSlots

If the item is a bag, this field controls the number of slots the bag has.

StatsCount

The number of stats used for this item. Only the first n stats are used.

stat_type

The type of stat to modify.

ID Stat Type
0 ITEM_MOD_MANA
1 ITEM_MOD_HEALTH
3 ITEM_MOD_AGILITY
4 ITEM_MOD_STRENGTH
5 ITEM_MOD_INTELLECT
6 ITEM_MOD_SPIRIT
7 ITEM_MOD_STAMINA
12 ITEM_MOD_DEFENSE_SKILL_RATING
13 ITEM_MOD_DODGE_RATING
14 ITEM_MOD_PARRY_RATING
15 ITEM_MOD_BLOCK_RATING
16 ITEM_MOD_HIT_MELEE_RATING
17 ITEM_MOD_HIT_RANGED_RATING
18 ITEM_MOD_HIT_SPELL_RATING
19 ITEM_MOD_CRIT_MELEE_RATING
20 ITEM_MOD_CRIT_RANGED_RATING
21 ITEM_MOD_CRIT_SPELL_RATING
22 ITEM_MOD_HIT_TAKEN_MELEE_RATING
23 ITEM_MOD_HIT_TAKEN_RANGED_RATING
24 ITEM_MOD_HIT_TAKEN_SPELL_RATING
25 ITEM_MOD_CRIT_TAKEN_MELEE_RATING
26 ITEM_MOD_CRIT_TAKEN_RANGED_RATING
27 ITEM_MOD_CRIT_TAKEN_SPELL_RATING
28 ITEM_MOD_HASTE_MELEE_RATING
29 ITEM_MOD_HASTE_RANGED_RATING
30 ITEM_MOD_HASTE_SPELL_RATING
31 ITEM_MOD_HIT_RATING
32 ITEM_MOD_CRIT_RATING
33 ITEM_MOD_HIT_TAKEN_RATING
34 ITEM_MOD_CRIT_TAKEN_RATING
35 ITEM_MOD_RESILIENCE_RATING
36 ITEM_MOD_HASTE_RATING
37 ITEM_MOD_EXPERTISE_RATING

stat_value

The value to change the stat type to.

dmg_min

The minimum damage of the item.

dmg_max

The maximum damage of the item.

dmg_type

The damage type that the item uses.

ID Damage Type
0 Physical
1 Holy
2 Fire
3 Nature
4 Frost
5 Shadow
6 Arcane

armor

The armor value of the item.

holy_res

Holy resistance.

fire_res

Fire resistance.

nature_res

Nature resistance.

frost_res

Frost resistance.

shadow_res

Shadow resistance.

arcane_res

Arcane resistance.

delay

The time in milliseconds between successive hits.

ammo_type

The type of ammunition the item uses. Arrows = 2; Bullets = 3

RangedModRange

spellid

The spell ID of the spell that the item can cast or trigger.

spelltrigger

The type of trigger for the spell.

ID Trigger Type
0 Use
1 On Equip
2 Chance on Hit
4 Soulstone
5 Use with no delay
6 Learn spell if spellid_1 = 55884

spellcharges

The 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.

spellppmRate

The proc per minute rate controlling how often the spell is triggered (if #spelltrigger == 2).

spellcooldown

The cooldown in milliseconds for the specific spell controlling how often the spell can be used. Use -1 to use the default spell cooldown.

spellcategory

The category that the spell is in.

spellcategorycooldown

The 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.

bonding

The bonding for the item.

ID Bonding Type
1 Binds when picked up
2 Binds when equipped
3 Binds when used
4 Quest item

description

The description that appears in orange letters at the bottom of the item tooltip.

PageText

The 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

LanguageID

The language that the item text is written in.

PageMaterial

The background texture that appears in the page text window.

startquest

The ID of the quest that this item will start if right-clicked. See quest_template.entry

lockid

The lock entry ID that this item (which serves as a key) is tied to. This field is used in key-door mechanics. See Lock.dbc

Material

The 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.

ID Material
1 Metal
2 Wood
3 Liquid
4 Jewelry
5 Chain
6 Plate
7 Cloth
8 Leather

sheath

Controls how the item is put away on the character (pressing the ‘Z’ hotkey).

ID Type Position
1 Two Handed Weapon Diagonally accross the back pointing down
2 Staff Diagonally accross the back poiting up
3 One Handed To the side
4 Shield On the back in the middle
5 Enchanter’s Rod
6 Off hand On the other side of One Handed

RandomProperty

The 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 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.

RandomSuffix

The 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 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.

block

If the item is a shield, the block chance of the shield.

itemset

The 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 ItemSet.dbc

MaxDurability

The maximum durability of this item.

area

The zone ID that this item can be used in.

Map

The map ID that this item can be used in.

BagFamily

If 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.

ID Bag Family Mask
0 None
1 Arrows
2 Bullets
4 Soul Shards
8 Leatherworking Supplies
32 Herbs
64 Enchanting Supplies
128 Engineering Supplies
256 Keys
512 Gems
1024 Mining Supplies

TotemCategory

Corresponds to the ID in TotemCategory.dbc.

ID Category Name
1 TC_SKINNING_SKIFE
2 TC_EARTH_TOTEM
3 TC_AIR_TOTEM
4 TC_FIRE_TOTEM
5 TC_WATER_TOTEM
6 TC_COPPER_ROD
7 TC_SILVER_ROD
8 TC_GOLDEN_ROD
9 TC_TRUESILVER_ROD
10 TC_ARCANITE_ROD
11 TC_MINING_PICK
12 TC_PHILOSOPHERS_STONE
13 TC_BLACKSMITH_HAMMER
14 TC_ARCLIGHT_SPANNER
15 TC_ GYROMATIC_MA
21 TC_MASTER_TOTEM
41 TC_FEL_IRON_ROD
62 TC_ADAMANTITE_ROD
63 TC_ETERNIUM_ROD

socketColor

The color of the socket that can be placed in this item.

ID Color
1 Meta
2 Red
4 Yellow
8 Blue

socketContent

socketBonus

GemProperties

The value here corresponds to the ID in GemProperties.dbc.

RequiredDisenchantSkill

The required proficiency in disenchanting that the player needs to have to be able to disenchant this item.

ArmorDamageModifier

ItemLimitCategory

ScriptName

The name of the script that the item should use. There is no ‘internalitemhandler’ or ‘internalitemhanler’ script so mangos will ignore any such values in this field.

DisenchantID

The disenchant loot template ID. See disenchant_loot_template.entry

FoodType

If 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.

ID Type
1 Meat
2 Fish
3 Cheese
4 Bread
5 Fungus
6 Fruit
7 Raw Meat
8 Raw Fish

minMoneyLoot

If the item is a container that can contain money, then this field defines the minimum coinage held in this container, in copper.

maxMoneyLoot

If the item is a container that can contain money, then this field defines the maximum coinage held in this container, in copper.

Duration

The duration of the item in seconds. If positive, it is the duration measured in ingame time. If you need realtime duration then ExtraFlags = 2

ExtraFlags

ID Type
0 None
1 None Consumable
2 Raltime Duration
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