Structure Dmg Repair Cooldown Default Value



Lopmon is a Beast Digimon whose name and design are derived from the Lop rabbit breed. It is an extremely precious Rookie Digimon that it is a twin to Terriermon.While Terriermon has only one horn growing from its head and has a calm but robust personality, Lopmon has three horns growing from its head and has the personality of a lonely crybaby. Lower values will lead to resources respawning closer to structures and higher values will increase the distance that resources have to respawn from a structure. Crop Settings CropDecaySpeedMultiplier=1 (Default 1) Higher numbers decrease the decay rate of crops.

If you want to manipulate the game even more than just fiddling with the default configurations, then this is your source of information. You can manipulate many options in the file “Game.ini” to change the whole behaviour of the game like available engrams, points to spend for each, which items are available and many more.

LinuxGame.iniShooterGame/Saved/Config/LinuxServer/
WindowsGame.iniShooterGame/Saved/Config/WindowsServer/
OverrideEngramEntries=(
EngramIndex=<index>
[,EngramHidden=<hidden>]
[,EngramPointsCost=<cost>]
[,EngramLevelRequirement=<level>]
[,RemoveEngramPreReq=<remove_prereq>])
indexintegerEngram Updated
hiddentrue|falseIf true, hide the engram in the players’ Engrams panel
costintegerEngram points needed to learn engram
levelintegerMinimum level needed to learn engram
remove_prereqtrue|falseEngram points needed to learn engram
Configure the status and requirements for learning an engram. The EngramIndex argument is always required; the rest are optional, but at least one must be provided in order for the option to have any effect. The option may be repeated in GameUserSettings.ini once for each engram to be configured.The examples provided here are split into multiple lines for space considerations. In the configuration file, an entry must be placed entirely on a single line. Multiple OverrideEngramEntities entries can be specified in the file, but EngramIndex values should not be repeated across multiple entries.
DinoSpawnWeightMultipliers=(
DinoNameTag=<tag>
[,SpawnWeightMultiplier=<factor>]
[,OverrideSpawnLimitPercentage=<override>]
[,SpawnLimitPercentage=<limit>])
tagstringDinosaur type to adjust
factorfloatWeight factor for this type
overridetrue|falseIf true, use the specified SpawnLimitPercentage
limitfloatMaximum percentage (among all spawns) for this type
Customizes the spawning rate for a given dinosaur type (at all dinosaur spawn points). Types with a larger SpawnWeightMultiplier are selected more often when spawning new dinosaurs than types with lower multipliers. When OverrideSpawnLimitPercentage is specified (and true), the type will never be spawned more than SpawnLimitPercentage * 100 percent of the time, regardless of multiplier. For example, a SpawnLimitPercentage of 0.25 specifies that the type will be selected for spawning no more than 25% of the time.The examples provided here are split into multiple lines for space considerations. In the configuration file, an entry must be placed entirely on a single line. Multiple DinoSpawnWeightMultipliers entries can be specified in the file, but DinoNameTag values should not be repeated across multiple entries.

The valid dinosaur type tags are:

  • Anky
  • Argent
  • Bat
  • Bronto
  • Carno
  • Coel
  • Dilo
  • Dodo
  • Mammoth
  • Mega
  • Para
  • Phiomia
  • Piranha
  • Ptera
  • Raptor
  • Rex
  • Sabertooth
  • Sarco
  • Scorpion
  • Stego
  • Spino
  • Spider
  • Titanboa
  • Trike
  • Turtle
LevelExperienceRampOverrides=(
ExperiencePointsForLevel[<n>]=<points>
[,ExperiencePointsForLevel[<n>]=<points>]
...
[,ExperiencePointsForLevel[<n>]=<points>])
nintegerLevel to configure
pointsintegerPoints needed to reach level
Configure the total number of levels available to players and dinosaurs and the experience points required to reach each level.This directive can be specified twice in the configuration file. The first time it appears, the values provided will configure player levels. The second time it appears, the values provided will configure dinosaur levels.

Because of this, each time the directive is used, it must list all of the levels players (or dinosaurs) can reach on the server. One ExperiencePointsForLevel argument must appear for each desired level. Values for <n> must be sequential, starting from zero.

The examples provided here are split into multiple lines for space considerations. In the configuration file, an entry must be placed on a single line.

The first example specifies 65 player levels. The second example (when placed in the configuration file after the first example) specifies 35 dinosaur levels.

OverridePlayerLevelEngramPoints=<points>
pointsintegerEngram points granted
Configure the number of engram points granted to players for each level gained.This option must be repeated for each player level configured on the server; if there are 65 player levels available, this option should appear in the configuration file 65 times.

The first appearance of the option configures engram points for reaching level 1. The next one configures engram points for level 2, and so on all the way to the 65th appearance, which configures engram points for level 65.

GlobalSpoilingTimeMultiplier=<value>
valuefloatDefault = 1.0
Scales the spoiling time of perishables globally. Higher values prolong the time. (Note: As of patch 196.0 there is still a bug whereby items moved to the player’s inventory have their spoilage times reset to normal (value 1.0) despite what this value is set at.)
Introduced in patch 189.0
GlobalItemDecompositionTimeMultiplier=<value>
valuefloatDefault = 1.0
Scales the decomposition time of dropped items, loot bags etc. globally. Higher values prolong the time.
Introduced in patch 189.0
GlobalCorpseDecompositionTimeMultiplier=<value>
valuefloatDefault = 1.0
Scales the decomposition time of corpses, (player and dinosaur), globally. Higher values prolong the time.
Introduced in patch 189.0
HarvestResourceItemAmountClassMultipliers=(ClassName='<classname>',Multiplier=<value>)
classnamestringName of resource, e.g. “PrimalItemResource_Thatch_C”
valuefloatDefault = 1.0
Scales on a per-resource type basis, the amount of resources harvested. Higher values increase the amount per swing/attack. E.g: HarvestResourceItemAmountClassMultipliers=(ClassName=”PrimalItemResource_Thatch_C”,Multiplier=2.0) will provide 2x the amount harvested when harvesting thatch from a tree.Resource classnames can be found at HarvestResourceItemAmountClassMultipliers
Functions in the same way as the global setting HarvestAmountMultiplier but for only the type of resource named on this line. Additional lines can be added with other resource types, such as Wood, Stone etc.Introduced in patch 189.0
OverrideMaxExperiencePointsPlayer=<value>
OverrideMaxExperiencePointsDino=<value>
valueintegerDefault = N/A
Overrides the Max XP cap of players & dinosaur characters, respectively, by exact specified amount.
Introduced in patch 189.0
PreventDinoTameClassNames='<classname>'
classnamestringClassname of dinosaur
Prevents taming of specific dinosaurs via classname. E.g. PreventDinoTameClassNames=”Argent_Character_BP_C”Dino classnames can be found on the Entity_IDs page.

Introduced in patch 194.0

NPCReplacements=(FromClassName='<classname>',ToClassName='<classname>')
NPCReplacements=(FromClassName='<classname>',ToClassName=')</nowiki>
classnamestringClassname of dinosaur
This can be used to disable specific Alpha predators, replace the spawns of a particular NPC with that of a different NPC, or completely disable any specific NPC spawn. E.g: NPCReplacements=(FromClassName=”MegaRaptor_Character_BP_C”,ToClassName=”Dodo_Character_BP_C”)Dino classnames can be found on the Entity_IDs page.

Introduced in patch 196.0

ResourceNoReplenishRadiusPlayers=<value>
ResourceNoReplenishRadiusStructures=<value>
valuefloatDefault = 1.0
Allow resources to regrow closer or farther away from players & structures. Values higher than 1 increase the distance around players and structures where resources are allowed to grow back. Values between 0 and 1 will reduce it.
Introduced in patch 196.0
bIncreasePvPRespawnInterval=<Boolean>;
IncreasePvPRespawnIntervalCheckPeriod=<value1>;
IncreasePvPRespawnIntervalMultiplier=<value2>;
IncreasePvPRespawnIntervalBaseAmount=<value3>;
booleanboolean (true/false)Default = N/AThis must be set to True for the lines below to be activated.
value1floatDefault = 300
value2floatDefault = 2
value3floatDefault = 60
PvP servers have an optional +1 minute additonal respawn (<value3>) that doubles (<value2>) each time if you are killed by a team within 5 minutes (<value1>) of your previous death to that team (timer indicated on Spawn UI). Is enabled in pvp by default, and on all the official pvp servers. Helps prevent PvO ammo-wasting of auto turrets by repeatedly throwing sacrificial players at them.
Introduced in patch 196.0
bAutoPvETimer=<Boolean1>
bAutoPvEUseSystemTime=<Boolean2>
AutoPvEStartTimeSeconds=<value1>
AutoPvEStopTimeSeconds=<value2>
boolean1Boolean (true/false)Default = N/AThis must be set to True for the lines below to be activated.
boolean2boolean (true/false)Default = N/A
value0 to 86400Default = N/A
value0 to 86400Default = N/A
Allow switching from PvE to PvP mode at pre-specified in-game times OR a pre-specified real-world (server-side) times! For more detailed information regarding using system time vs. in-game time, please see patch notes 196.0.
Introduced in patch 196.0
bPvEDisableFriendlyFire=<boolean>
booleanBoolean (true/false)Default = false
Prevent-Friendly-Fire (among tribesmates/tribesdinos/tribesstructures) option for PvE servers!
Introduced in patch 202.0
PerLevelStatsMultiplier_Player<type>[<attribute>]=<multiplier>
PerLevelStatsMultiplier_DinoTamed<type>[<attribute>]=<multiplier>
PerLevelStatsMultiplier_DinoWild<type>[<attribute>]=<multiplier>
typetextno type given: Multiplier applied for each tamed level-up point
_Add: Multiplier immediately added for tamed dino
_Affinity: Multiplier applied if perfect affinity
attributeinteger0: Health
1: Stamina
2: Torpidity
3: Oxygen
4: Food
5: Water
6: Temperature
7: Weight
8: MeleeDamageMultiplier
9: SpeedMultiplier
10: TemperatureFortitude
11: CraftingSpeedMultiplier
multiplierfloatDefault = 1.0
Allows changing the amount of stats gained each level.
E.g.: PerLevelStatsMultiplier_Player[7]=2.0 would mean that weight-increase per level is 2x as much as default for players.
PerLevelStatsMultiplier_Player changes the amount for players.
PerLevelStatsMultiplier_DinoTamed changes the amount for tamed dinos.
PerLevelStatsMultiplier_DinoWild changes the amount for wild dinos.
To nearly disable gaining stats use 0.01 because setting the value to 0 makes it default to 1.0
Introduced in patch 202.0
Examples for different types effecting Health of a tamed dino:
PerLevelStatsMultiplier_DinoTamed[0] = 1.0
PerLevelStatsMultiplier_DinoTamed_Add[0] = 1.0
PerLevelStatsMultiplier_DinoTamed_Affinity[0] = 1.0
MatingIntervalMultiplierValue = Float
Default = 1.0
Higher number increases (on a percentage scale) interval between which dinosaurs can mate
Example: MatingIntervalMultiplier=0.5 would allow dinosaurs to mate 50% sooner (Patch 219.0)
EggHatchSpeedMultiplierValue= float Default = 1.0Higher number decreases (by percentage) time needed for fertilized egg to hatch (Patch 219.0)
BabyMatureSpeedMultiplierValue =float Default = 1.0Higher number decreases (by percentage) time needed for baby dino to mature (Patch 219.0)
BabyFoodConsumptionSpeedMultiplierValue =float Default = 1.0Lower number decreases (by percentage) the speed that baby dinos eat their food (Patch 222.3)
CropGrowthSpeedMultiplierValue =float Default = 1.0Higher number increases (by percentage) speed of crop growth (patch 218.0)
LayEggIntervalMultiplierValue =float Default = 1.0Higher number increases (by percentage) time between eggs spawning / being laid (patch 218.0)
PoopIntervalMultiplierValue =float Default = 1.0Higher number increases (by percentage) how frequently you can poop (patch 218.0)
CropDecaySpeedMultiplierValue =float Default = 1.0Higher number decrease (by percentage) speed of crop decay in plots (patch 218.0)
StructureDamageRepairCooldownValue=integer Default = 180Option for cooldown period on structure repair from the last time damaged. Set to 180 seconds by default, 0 to disable it (patch 222.0)
bPvEAllowTribeWarValue =<Boolean> Default = TrueFalse disables capability for Tribes to officially declare war on each other for mutually-agreed-upon period of time (patch 223.0)
bPvEAllowTribeWarCancelValue =<Boolean> Default = FalseTrue allows cancellation of an agreed-upon war before it has actually started (patch 223.0)
bPassiveDefensesDamageRiderlessDinosValue =<Boolean> Default = FalseTrue allow spike walls to damage wild/riderless Dinos (patch 224.0)
CustomRecipeEffectivenessMultiplierValue =float Default = 1.0Higher number increases (by percentage) the effectiveness of a custom recipe (patch 226.0)
CustomRecipeSkillMultiplierValue =float Default = 1.0Higher number increases (by percentage) the effect of the players crafting speed level that is used as a base for the formula in creating a custom recipe (patch 226.0)
DinoHarvestingDamageMultiplierValue =float Default = 3.0Higher number increases (by percentage) the damage done to a harvestable item/entity by a Dino. The higher number, the faster you collect (patch 231.1)
PlayerHarvestingDamageMultiplierValue =float Default = 1.0Higher number increases (by percentage) the damage done to a harvestable item/entity by a Player. The higher number, the faster you collect (patch 231.1)
DinoTurretDamageMultiplierValue =float Default = 1.0Higher number increases (by percentage) the damage done by Turrets towards a Dino (patch 231.4)
bDisableLootCratesValue =<Boolean> Default = FalseTrue prevent spawning of Loot crates (artifact creates will still spawn) (patch 231.7)
KickIdlePlayersPeriodValue =integer Default = 3600Time after which characters that have not moved or interacted will be kicked (if -EnableIdlePlayerKick as command line parameter is set). (patch 241.5)
MaxNumberOfPlayersInTribeDefault = 0Set this to a number > 0 to act as a limit. 1 Player Tribes effectively disables Tribes 😉 242.0
BabyImprintingStatScaleMultiplierDefault = 1.0How much of an effect on stats the Imprinting Quality has. Set it to 0 to effectively disable the system. 242.0
BabyCuddleIntervalMultiplierDefault = 1.0How often Babies wanna cuddle. More often means you’ll need to cuddle with them more frequently to gain Imprinting Quality. 242.0
BabyCuddleGracePeriodMultiplierDefault = 1.0A multiplier on how long after delaying cuddling with the Baby before Imprinting Quality starts to decrease. 242.0
BabyCuddleLoseImprintQualitySpeedMultiplierDefault = 1.0A multiplier on how fast Imprinting Qualtiy decreases after the grace period if you haven’t yet cuddled with the Baby. 242.0
BabyCuddleLoseImprintQualitySpeedMultiplierDefault = 1.0A multiplier on how fast Imprinting Qualtiy decreases after the grace period if you haven’t yet cuddled with the Baby. 242.0
ConfigOverrideItemCraftingCoststbdtbd – see below the table for an example 242.0
SupplyCrateClassStringtbdtbd – see below the table for an example 242.0

Examples

ConfigOverrideItemCraftingCosts

That’s an example of how to make the Hatchet require 1 thatch and 2 stone arrows to craft. And to make the torch require 3 raw meat and 2 cooked meat to craft (because ya know, Meat Torches are the best torches!)

SupplyCrateClassString

That’s an example of how to completely override the items contained in the regular Level 3 supply crate, to contain just some stone and thatch for example.

ItemClassString

That’s an example of how to make the Hatchet require 1 thatch and 2 stone arrows to craft. And to make the torch require 3 raw meat and 2 cooked meat to craft (because ya know, Meat Torches are the best torches!)

Sources: Ark-Dev-Kit, Steam-Dev Notes and Gamepedia

The item_template table holds information on every item that existsin the game.

Table structure¶

FieldTypeNullKeyDefaultExtra
entrymediumint(8) unsignedNOPRI0
classtinyint(3) unsignedNOMUL0
subclasstinyint(3) unsignedNO0
namevarchar(255)NO
displayidmediumint(8) unsignedNO0
Qualitytinyint(3) unsignedNO0
Flagsint(10) unsignedNO0
BuyCounttinyint(3) unsignedNO1
BuyPriceint(10) unsignedNO0
SellPriceint(10) unsignedNO0
InventoryTypetinyint(3) unsignedNO0
AllowableClassmediumint(9)NO-1
AllowableRacemediumint(9)NO-1
ItemLeveltinyint(3) unsignedNO0
RequiredLeveltinyint(3) unsignedNO0
RequiredSkillsmallint(5) unsignedNO0
RequiredSkillRanksmallint(5) unsignedNO0
requiredspellmediumint(8) unsignedNO0
requiredhonorrankmediumint(8) unsignedNO0
RequiredCityRankmediumint(8) unsignedNO0
RequiredReputationFactionsmallint(5) unsignedNO0
RequiredReputationRanksmallint(5) unsignedNO0
maxcountsmallint(5) unsignedNO0
stackablesmallint(5) unsignedNO1
ContainerSlotstinyint(3) unsignedNO0
stat_type1tinyint(3) unsignedNO0
stat_value1smallint(6)NO0
stat_type2tinyint(3) unsignedNO0
stat_value2smallint(6)NO0
stat_type3tinyint(3) unsignedNO0
stat_value3smallint(6)NO0
stat_type4tinyint(3) unsignedNO0
stat_value4smallint(6)NO0
stat_type5tinyint(3) unsignedNO0
stat_value5smallint(6)NO0
stat_type6tinyint(3) unsignedNO0
stat_value6smallint(6)NO0
stat_type7tinyint(3) unsignedNO0
stat_value7smallint(6)NO0
stat_type8tinyint(3) unsignedNO0
stat_value8smallint(6)NO0
stat_type9tinyint(3) unsignedNO0
stat_value9smallint(6)NO0
stat_type10tinyint(3) unsignedNO0
stat_value10smallint(6)NO0
dmg_min1floatNO0
dmg_max1floatNO0
dmg_type1tinyint(3) unsignedNO0
dmg_min2floatNO0
dmg_max2floatNO0
dmg_type2tinyint(3) unsignedNO0
dmg_min3floatNO0
dmg_max3floatNO0
dmg_type3tinyint(3) unsignedNO0
dmg_min4floatNO0
dmg_max4floatNO0
dmg_type4tinyint(3) unsignedNO0
dmg_min5floatNO0
dmg_max5floatNO0
dmg_type5tinyint(3) unsignedNO0
armorsmallint(5) unsignedNO0
holy_restinyint(3) unsignedNO0
fire_restinyint(3) unsignedNO0
nature_restinyint(3) unsignedNO0
frost_restinyint(3) unsignedNO0
shadow_restinyint(3) unsignedNO0
arcane_restinyint(3) unsignedNO0
delaysmallint(5) unsignedNO1000
ammo_typetinyint(3) unsignedNO0
RangedModRangefloatNO0
spellid_1mediumint(8) unsignedNO0
spelltrigger_1tinyint(3) unsignedNO0
spellcharges_1tinyint(4)NO0
spellppmRate_1floatNO0
spellcooldown_1int(11)NO-1
spellcategory_1smallint(5) unsignedNO0
spellcategorycooldown_1int(11)NO-1
spellid_2mediumint(8) unsignedNO0
spelltrigger_2tinyint(3) unsignedNO0
spellcharges_2tinyint(4)NO0
spellppmRate_2floatNO0
spellcooldown_2int(11)NO-1
spellcategory_2smallint(5) unsignedNO0
spellcategorycooldown_2int(11)NO-1
spellid_3mediumint(8) unsignedNO0
spelltrigger_3tinyint(3) unsignedNO0
spellcharges_3tinyint(4)NO0
spellppmRate_3floatNO0
spellcooldown_3int(11)NO-1
spellcategory_3smallint(5) unsignedNO0
spellcategorycooldown_3int(11)NO-1
spellid_4mediumint(8) unsignedNO0
spelltrigger_4tinyint(3) unsignedNO0
spellcharges_4tinyint(4)NO0
spellppmRate_4floatNO0
spellcooldown_4int(11)NO-1
spellcategory_4smallint(5) unsignedNO0
spellcategorycooldown_4int(11)NO-1
spellid_5mediumint(8) unsignedNO0
spelltrigger_5tinyint(3) unsignedNO0
spellcharges_5tinyint(4)NO0
spellppmRate_5floatNO0
spellcooldown_5int(11)NO-1
spellcategory_5smallint(5) unsignedNO0
spellcategorycooldown_5int(11)NO-1
bondingtinyint(3) unsignedNO0
descriptionvarchar(255)NO
PageTextmediumint(8) unsignedNO0
LanguageIDtinyint(3) unsignedNO0
PageMaterialtinyint(3) unsignedNO0
startquestmediumint(8) unsignedNO0
lockidmediumint(8) unsignedNO0
Materialtinyint(4)NO0
sheathtinyint(3) unsignedNO0
RandomPropertymediumint(8) unsignedNO0
blockmediumint(8) unsignedNO0
itemsetmediumint(8) unsignedNO0
MaxDurabilitysmallint(5) unsignedNO0
areamediumint(8) unsignedNO0
Mapsmallint(6)NO0
BagFamilymediumint(9)NO0
ScriptNamevarchar(64)NO
DisenchantIDmediumint(8) unsignedNO0
FoodTypetinyint(3) unsignedNO0
minMoneyLootint(10) unsignedNO0
maxMoneyLootint(10) unsignedNO0
Durationint(11) unsignedNO0
ExtraFlagstinyint(1) unsignedNO0

entry¶

The unique identifier of the item template entry.

class¶

The class of the item template.

IDNameIDName
0Consumable7Trade Goods
1Container9Recipe
2Weapon11Quiver
4Armor12Quest
5Reagent13Key
6Projectile15Miscellaneous

Note

The table only contains active classes, obsolete classes havebeen stripped.

subclass¶

The subclass of the item template.

Class IDSubclass IDSubclass
00Consumable
10Container, Bag
11Container, Soul bag
12Container, Herb bag
13Container, Enchanting bag
14Container, Engineering bag
20Weapon, Axe 1H
21Weapon, Axe 2H
22Weapon, Bow
23Weapon, Gun
24Weapon, Mace 1H
25Weapon, Mace 2H
26Weapon, Polearm
27Weapon, Sword 1H
28Weapon, Sword 2H
210Weapon, Staff
213Weapon, Fist weapon
214Weapon, Miscellaneous
215Weapon, Dagger
216Weapon, Thrown
217Weapon, Spear
218Weapon, Crossbow
219Weapon, Wand
220Weapon, Fishing pole
40Armor, Miscellaneous
41Armor, Cloth
42Armor, Leather
43Armor, Mail
44Armor, Plate
46Armor, Shield
47Armor, Libram
48Armor, Idol
49Armor, Totem
50Reagent
62Projectile, Arrow
63Projectile, Bullet
70Trade goods, Trade goods
71Trade goods, Parts
72Trade goods, Explosives
73Trade goods, Devices
90Recipe, Book
91Recipe, Leatherworking
92Recipe, Tailoring
93Recipe, Engineering
94Recipe, Blacksmithing
95Recipe, Cooking
96Recipe, Alchemy
97Recipe, First aid
98Recipe, Enchanting
99Recipe, Fishing
112Quiver
113Ammo pouch
120Quest
130Key
131Lockpick
150Miscellaneous, Junk

Note

The table only contains active subclasses, obsolete classeshave been stripped.

displayid¶

A display model identifier. The value has to match with a modelidentifier defined in ItemDisplayInfo.dbc.

Quality¶

The quality of the item.

IDColorQuality
0GreyPoor
1WhiteCommon
2GreenUncommon
3BlueRare
4PurpleEpic
5OrangeLegendary
6RedArtifact

Flags¶

This is a bit-mask field, describing the item. Multiple flags may becombined. The following table lists available flags.

ValueNameDescription
1ITEM_FLAG_RESERVED_0Reserved for later usage
2ITEM_FLAG_CONJUREDItems created by spells having a SPELL_EFFECT_CREATE_ITEM
4ITEM_FLAG_LOOTABLEUsed on items of any class != 1 (containers), allows for looting an item
8ITEM_FLAG_WRAPPEDReserved for later usage (3.x and newer)
16ITEM_FLAG_DEPRECATEDItem is deprecated and can not be equipped or used
32ITEM_FLAG_INDESTRUCTIBLEused for totem. Item can not be destroyed, except by using spell (item can be reagent for spell and then allowed)
64ITEM_FLAG_USABLEItems that can be used via right-click
128ITEM_FLAG_NO_EQUIP_COOLDOWNItems without an equip cooldown (and usually a USABLE flag) 256 | ITEMFLAG_RESERVED_1Reserved for later usage
512ITEM_FLAG_WRAPPERused or not used wrapper
1024ITEM_FLAG_STACKABLEItems which can be stacked
2048ITEM_FLAG_PARTY_LOOTItems which can be looted by all party member
4096ITEM_FLAG_RESERVED_2Reserved for later usage
8192ITEM_FLAG_CHARTERGuild charter
16384ITEM_FLAG_LETTERReadable letter items
32768ITEM_FLAG_PVP_REWARDItems rewarded for PvP ranks and/or honor standing
65536ITEM_FLAG_UNK16Seems to be unique items, or items which only allow one stack in bags
131072ITEM_FLAG_UNK17Items related to world events

BuyCount¶

If an item is sold in stacks, the holds the number of items in a stack.

Note

If an item has limited supplies, the item is refresh to this count.

SellPrice¶

The price for which a vendor will buy an item in copper. If an item cannot be sold to vendors, this value is set to o.

InventoryType¶

Defines if and in which slot an item can be equipped. The followingtable shows all allowed values.

ValueSlot nameValueSlot name
0Not equipable15Ranged
1Head16Cloak
2Neck172H weapon
3Shoulders18Bag
4Body19Tabard
5Chest20Robe
6Waist21Weapon, main hand
7Legs22Weapon, offhand
8Feet23Holdable
9Wrists24Ammo
10Hands25Thrown
11Finger26Ranged, right
12Trinket27Quiver
13Weapon28Relic
14Shield

AllowableClass¶

A bit-mask corresponding to class that should be able to use the item.The value has to match with classes defined inChrClasses.dbc.

AllowableRace¶

A bit-mask corresponding to races that should be able to use the item.The value has to match with races defined inChrRaces.dbc.

ItemLevel¶

The item’s base level.

RequiredLevel¶

The character level require to use the item.

RequiredSkill¶

If the item requires a skill to use, this references the skill’s entryin SkillLine.dbc.

RequiredSkillRank¶

If RequiredSkill is set, this has to be set to the skill pointsrequired to use the item

requiredspell¶

If the item requires a spell to use, this references the spells entry inSpell.dbc.

requiredhonorrank¶

The honor system rank required to use an item. The following tablecontains allowed values.

ValueAlliance rankHorde rankOfficer rank
0UnrankedNo
5PrivateScoutNo
6CorporalGruntNo
7SergeantSergeantNo
8Master SergeantSenior SergeantNo
9Sergeant MajorFirst SergeantNo
10KnightStone GuardYes
11Knight-LieutenantBlood GuardYes
12Knight-CaptainLegionnaireYes
13Knight-ChampionCenturionYes
14Lieutenant-CommanderChampionYes
15CommanderLieutenant GeneralYes
16MarshalGeneralYes
17Field MarshalWarlordYes
18Grand MarshalHigh WarlordYes

RequiredCityRank¶

DEPRECATED: the city rank required. City ranks did not make it intoWoW.

RequiredReputationFaction¶

A faction for which reputation is required to use the item. The valuehas to match with a faction identifier defined inFaction.dbc.

RequiredReputationRank¶

If a faction is set in RequiredReputationFaction this value is setto a reputation rank. The following table lists valid ranks.

ValueRank
0Hated
1Hostile
2Unfriendly
3Neutral
4Friendly
5Honored
6Revered
7Exalted
Structure dmg repair cooldown default value guide

maxcount¶

The maximum amount of copies of the item which a character may have.Setting this to 0 will allow an infinite amount.

stackable¶

Defines how many copies of an item can be stacked. By default this isone item.

ContainerSlots¶

Defines the amount of slots for items of type container or ammunitioncontainer.

stat_type[1-10]¶

An item modifier to apply for this item. The following list showsavailable modifiers.

ValueDescription
0No stats
1Health
3Agility
4Strength
5Intellect
6Spirit
7Stamina

stat_value[1-10]¶

The value to add for the matching modifier.

dmg_min[1-5]¶

The minimum damage caused by the item.

dmg_max[1-5]¶

The maximum damage caused by the item.

dmg_type[1-5]¶

The type of damage the matching dmg_min/dmg_max fields cause. Thefollowing table lists available spell schools for damage types.

ValueDescription
0Physical
1Holy
2Fire
3Nature
4Frost
5Shadow
6Arcane

holy_res¶

Holy resistance.

nature_res¶

Nature resistance.

shadow_res¶

Shadow resistance.

delay¶

The delay in milliseconds between successive hits for the item.

ammo_type¶

The ammunition consumed by an item of class 2 and subclass 2,3 and 16 aka bows, guns, and thrown weapons.

The value usually equals the subclass value, where

  • 2 means arrows,
  • 3 means bullets,
  • 4 means thrown.

spellid_[1-5]¶

If the item can cast or trigger a spell, this references the spell’sentry in Spell.dbc.

spelltrigger_[1-5]¶

The type of trigger for the matching spellid entry. The following tablesshows valid trigger types

ValueDescription
0On use
1On equip
2Chance on hit
4Soulstone
5On use without delay

spellcharges_[1-5]¶

The amount of charges for the spell referenced in the matching spellidentry. If

  • set to 0, the item can be used infinitely,
  • set to a value > 0, the item will will stay unusable in thecharacters inventory once charges are depleted.
  • set to a value < 0, the item will will be removed from thecharacters inventory once charges are depleted.

spellppmRate_[1-5]¶

If the matching spelltrigger field is of type 2, this controls theproc per minute rate for a spell.

spellcooldown_[1-5]¶

The cooldown in milliseconds for the matching spell. If set to -1,the default cooldown from the Spell.dbc tablewill be used.

spellcategory_[1-5]¶

A spell category identifier. The value has to match with a categoryidentifier defined in SpellCategory.dbc.

spellcategorycooldown_[1-5]¶

The cooldown in milliseconds for the matching spell category. If set to-1, the default cooldown from the Spell.dbctable will be used.

bonding¶

Defines if and how and item will be bound to a character. The followingtable shows available variations for item bonding.

ValueDescription
0No binding
1Bind on pickup
2Bind on equip
3Bind on use
4Quest item

description¶

A short - usually one sentence - description of the item. Mostly flavortexts.

Structure Dmg Repair Cooldown Default Values

PageText¶

If the item should be readable, e.g. for letters, this references a pagetext identifier in the “page_text” table table.

LanguageID¶

If an item should have text in a specific language this references alanguage identifier from Languages.dbc.

PageMaterial¶

The material to be used as background for items with page texts set.This references a page text material identifier fromPageTextMaterial.dbc.

startquest¶

If right-clicking the item should start a quest, this references thequest identifier from the “quest_template” table table.

lockid¶

If the item is a key, this references the lock mechanism’s identifier inthe Lock.dbc table. The key will then only work onlocks that require the referenced lock mechanism.

Material¶

The material that the item is made of. The value here affects the soundthe item uses when moved in bags. Use -1 for consumable items likefood, reagents, etc. This references a material identifier fromMaterial.dbc.

The following table contains valid material identifiers.

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

sheath¶

The value of this field controls how characters will show or hide itemsworn, e.g. for weapons. The following table shows a list of supportedsheath types.

ValueTypeDescription
0NoneNo sheathing
1Main handOn the back, pointing down
2Off handOn the back, pointing up
3Large weapon left
4Large weapon right
5Hip weapon leftTo the side
6Hip weapon rightTo the side
7ShieldOn the back, in the middle

RandomProperty¶

If an item has a chance to be created with a random enchantment, thisreferences an entry from the“item_enchantment_template” table table.

block¶

If an item is a shield, this field holds the block chance.

itemset¶

If an item is part of an item set, this references the item set’sidentifier in the ItemSet.dbc table.

area¶

If an item is only usable in a specific area, this reference a zoneidentifier in the AreaTable.dbc table.

Map¶

If an item is only usable on a specific map, this reference a mapidentifier in the Map.dbc table.

Structure Dmg Repair Cooldown Default Value Guide

BagFamily¶

If an item is a bag, this holds a bit-mask corresponding to bag familiesto which the bag belongs. The value has to match with bag familiesdefined in ItemBagFamily.dbc.

ScriptName¶

To assign a script from the script library to the item_template, setthis string to the script’s exported name.

DisenchantID¶

If an item can be disenchanted, this references an entry in the“disenchant_loot_template” table table.

FoodType¶

If an item is usable as pet food, this table references an entry in theItemPetFood.dbc table.

minMoneyLoot¶

If an item is a container holding money, this field specifies theminimum amount of money in copper possibly looted.

maxMoneyLoot¶

If an item is a container holding money, this field specifies themaximum amount of money in copper possibly looted.

Duration¶

Items may have a duration set until the get removed from a character’sinventory.

  • if the value is > 0, the item will disappear after the set timein seconds, measured in game time,
  • if the value is < 0, the item will disappear after the set timein seconds, measured in real time.

Note

Items set to be deleted in real time, require ExtraFlagsset accordingly.

ExtraFlags¶

With these flags it is possible to set rare conditions on an item. Thefollowing table shows valid conditions.

ValueDescription
0Nothing special
1Item is not consumable
2Item will be deleted in real time, when Duration is set