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+# item\_sparse
+
+**`Back-to:Hotfixes`**
+
+**The \`item\_appearance\` table**
+
+This table holds information on every applied item hotfix and can overwrite existing items within the game. Together with item, item\_modified\_appearance and item\_modified\_appearance they present the means to hotfix an item.
+
+
+**Structure**
+
+| | | | | | | | |
+|---------------------------------------------------------------------------|-------------|----------------|---------|----------|-------------|-----------|--------------------------|
+| **Field** | **Type** | **Attributes** | **Key** | **Null** | **Default** | **Extra** | **Comment** |
+| [ID](#item_sparse-ID) | int(10) | unsigned | PRI | NO | 0 |   |   |
+| [Quality](#item_sparse-Quality) | int(10) | unsigned |   | NO | 0 |   |   |
+| [Flags](#item_sparse-Flags) | int(10) | unsigned |   | NO | 0 |   |   |
+| [Unk1](#item_sparse-Unk1) | float | signed |   | NO | 0 |   |   |
+| [Unk2](#item_sparse-Unk2) | float | signed |   | NO | 0 |   |   |
+| [BuyCount](#item_sparse-BuyCount) | int(10) | unsigned |   | NO | 0 |   |   |
+| [BuyPrice](#item_sparse-BuyPrice) | int(10) | unsigned |   | NO | 0 |   |   |
+| [SellPrice](#item_sparse-SellPrice) | int(10) | unsigned |   | NO | 0 |   |   |
+| [InventoryType](#item_sparse-InventoryType) | int(10) | unsigned |   | NO | 0 |   |   |
+| [AllowableClass](#item_sparse-AllowableClass) | int(11) | signed |   | NO | 0 |   |   |
+| [AllowableRace](#item_sparse-AllowableRace) | int(11) | signed |   | NO | 0 |   |   |
+| [ItemLevel](#item_sparse-ItemLevel) | int(10) | unsigned |   | NO | 0 |   |   |
+| [RequiredLevel](#item_sparse-RequiredLevel) | int(10) | signed |   | NO | 0 |   |   |
+| [RequiredSkill](#item_sparse-RequiredSkill) | int(10) | unsigned |   | NO | 0 |   |   |
+| [RequiredSkillRank](#item_sparse-RequiredSkillRank) | int(10) | unsigned |   | NO | 0 |   |   |
+| [RequiredSpell](#item_sparse-RequiredSpell) | int(10) | unsigned |   | NO | 0 |   |   |
+| [RequiredHonorRank](#item_sparse-RequiredHonorRank) | int(10) | unsigned |   | NO | 0 |   |   |
+| [RequiredCityRank](#item_sparse-RequiredCityRank) | int(10) | unsigned |   | NO | 0 |   |   |
+| [RequiredReputationFaction](#item_sparse-RequiredReputationFaction) | int(10) | unsigned |   | NO | 0 |   |   |
+| [RequiredReputationRank](#item_sparse-RequiredReputationRank) | int(10) | unsigned |   | NO | 0 |   |   |
+| [MaxCount](#item_sparse-MaxCount) | int(10) | unsigned |   | NO | 0 |   |   |
+| [Stackable](#item_sparse-Stackable) | int(10) | unsigned |   | NO | 0 |   |   |
+| [ContainerSlots](#item_sparse-ContainerSlots) | int(10) | unsigned |   | NO | 0 |   |   |
+| [ItemStatType](#item_sparse-ItemStatType) | int(11) | signed |   | NO | 0 |   |   |
+| [ItemStatValue](#item_sparse-ItemStatValue) | int(11) | signed |   | NO | 0 |   |   |
+| [ItemStatAllocation](#item_sparse-ItemStatAllocation) | int(11) | signed |   | NO | 0 |   |   |
+| [ItemStatSocketCostMultiplier](#item_sparse-ItemStatSocketCostMultiplier) | float | signed |   | NO | 0 |   |   |
+| [ScalingStatDistribution](#item_sparse-ScalingStatDistribution) | int(10) | unsigned |   | NO | 0 |   |   |
+| [DamageType](#item_sparse-DamageType) | int(10) | unsigned |   | NO | 0 |   |   |
+| [Delay](#item_sparse-Delay) | int(10) | unsigned |   | NO | 0 |   |   |
+| [RangedModRange](#item_sparse-RangedModRange) | float | signed |   | NO | 0 |   |   |
+| [Bonding](#item_sparse-Bonding) | int(10) | unsigned |   | NO | 0 |   |   |
+| [Name](#item_sparse-Name) | TEXT |   |   | YES |   |   |   |
+| [Description](#item_sparse-Description) | TEXT |   |   | YES |   |   |   |
+| [PageText](#item_sparse-PageText) | int(10) | unsigned |   | NO | 0 |   |   |
+| [LanguageID](#item_sparse-LanguageID) | int(10) | unsigned |   | NO | 0 |   |   |
+| [PageMaterial](#item_sparse-PageMaterial) | int(10) | unsigned |   | NO | 0 |   |   |
+| [StartQuest](#item_sparse-StartQuest) | int(10) | unsigned |   | NO | 0 |   |   |
+| [LockID](#item_sparse-LockID) | int(10) | unsigned |   | NO | 0 |   |   |
+| [Material](#item_sparse-Material) | int(11) | signed |   | NO | 0 |   |   |
+| [Sheath](#item_sparse-Sheath) | int(10) | unsigned |   | NO | 0 |   |   |
+| [RandomProperty](#item_sparse-RandomProperty) | int(10) | unsigned |   | NO | 0 |   |   |
+| [RandomSuffix](#item_sparse-RandomSuffix) | int(10) | unsigned |   | NO | 0 |   |   |
+| [ItemSet](#item_sparse-ItemSet) | int(10) | unsigned |   | NO | 0 |   |   |
+| [Area](#item_sparse-Area) | int(10) | unsigned |   | NO | 0 |   |   |
+| [Map](#item_sparse-Map) | int(10) | unsigned |   | NO | 0 |   |   |
+| [BagFamily](#item_sparse-BagFamily) | int(10) | unsigned |   | NO | 0 |   |   |
+| [TotemCategory](#item_sparse-TotemCategory) | int(10) | unsigned |   | NO | 0 |   |   |
+| [SocketColor](item_sparse) | int(10) | unsigned |   | NO | 0 |   | SocketColor1 can be NULL |
+| [SocketBonus](#item_sparse-SocketBonus) | int(10) | unsigned |   | NO | 0 |   |   |
+| [GemProperties](#item_sparse-GemProperties) | int(10) | unsigned |   | NO | 0 |   |   |
+| [ArmorDamageModifier](#item_sparse-ArmorDamageModifier) | float | signed |   | NO | 0 |   |   |
+| [Duration](#item_sparse-Duration) | int(10) | unsigned |   | NO | 0 |   |   |
+| [ItemLimitCategory](#item_sparse-ItemLimitCategory) | int(10) | unsigned |   | NO | 0 |   |   |
+| [HolidayID](#item_sparse-HolidayID) | int(10) | unsigned |   | NO | 0 |   |   |
+| [StatScalingFactor](#item_sparse-StatScalingFactor) | float | signed |   | NO | 0 |   |   |
+| [CurrencySubstitutionID](#item_sparse-CurrencySubstitutionID) | int(10) | unsigned |   | NO | 0 |   |   |
+| [CurrencySubstitutionCount](#item_sparse-CurrencySubstitutionCount) | int(10) | unsigned |   | NO | 0 |   |   |
+| [ItemNameDescriptionID](#item_sparse-ItemNameDescriptionID) | int(10) | unsigned |   | NO | 0 |   |   |
+| [VerifiedBuild](#item_sparse-VerifiedBuild) | smallint(6) | signed |   | NO | 0 |   |   |
+
+**Description of the fields**
+
+### ID
+
+The unique ID of the item.Choosing an existing item ID will overwrite that item ID with the hotfix changes.
+
+### Quality
+
+The quality of the item. To use the Bind to Battle.net account quality, the item must have its flags set to 134221824.
+
+<table>
+<colgroup>
+<col width="33%" />
+<col width="33%" />
+<col width="33%" />
+</colgroup>
+<thead>
+<tr class="header">
+<th><p>ID</p></th>
+<th><p>Color</p></th>
+<th><p>Quality</p></th>
+</tr>
+</thead>
+<tbody>
+<tr class="odd">
+<td><p>0</p></td>
+<td><p>Grey</p></td>
+<td><p>Poor</p></td>
+</tr>
+<tr class="even">
+<td><p>1</p></td>
+<td><p>White</p></td>
+<td><p>Common</p></td>
+</tr>
+<tr class="odd">
+<td><p>2</p></td>
+<td><p>Green</p></td>
+<td><p>Uncommon</p></td>
+</tr>
+<tr class="even">
+<td><p>3</p></td>
+<td><p>Blue</p></td>
+<td><p>Rare</p></td>
+</tr>
+<tr class="odd">
+<td><p>4</p></td>
+<td><p>Purple</p></td>
+<td><p>Epic</p></td>
+</tr>
+<tr class="even">
+<td><p>5</p></td>
+<td><p>Orange</p></td>
+<td><p>Legendary</p></td>
+</tr>
+<tr class="odd">
+<td><p>6</p></td>
+<td><p>Red</p></td>
+<td><p>Artifact</p></td>
+</tr>
+<tr class="even">
+<td><p>7</p></td>
+<td><p>Gold</p></td>
+<td><p>Heirloom / Bind to Battle.net account</p></td>
+</tr>
+<tr class="odd">
+<td>8</td>
+<td>Aqua</td>
+<td>WoW Token</td>
+</tr>
+</tbody>
+</table>
+
+### Flags
+
+Flags1 to Flags3 are bitmask fields 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.
+
+ **Note:** The item system for 6xx  gives more than one flag bitmask field and each of these can be populated individually.
+
+<table>
+<colgroup>
+<col width="33%" />
+<col width="33%" />
+<col width="33%" />
+</colgroup>
+<thead>
+<tr class="header">
+<th><p>Flag</p></th>
+<th> </th>
+<th><p>Comments</p></th>
+</tr>
+</thead>
+<tbody>
+<tr class="odd">
+<td><p>1</p></td>
+<td>0x01</td>
+<td><p>UNK1</p></td>
+</tr>
+<tr class="even">
+<td><p>2</p></td>
+<td>0x02</td>
+<td><p>Conjured item</p></td>
+</tr>
+<tr class="odd">
+<td><p>4</p></td>
+<td>0x04</td>
+<td><p>Openable (can be opened by right-click)</p></td>
+</tr>
+<tr class="even">
+<td><p>8</p></td>
+<td>0x08</td>
+<td><p>Makes green &quot;Heroic&quot; text appear on item</p></td>
+</tr>
+<tr class="odd">
+<td><p>16</p></td>
+<td>0x010</td>
+<td><p>Deprecated Item</p></td>
+</tr>
+<tr class="even">
+<td><p>32</p></td>
+<td>0x020</td>
+<td><p>Item can not be destroyed, except by using spell (item can be reagent for spell)</p></td>
+</tr>
+<tr class="odd">
+<td><p>64</p></td>
+<td>0x040</td>
+<td><p>UNK2</p></td>
+</tr>
+<tr class="even">
+<td>128</td>
+<td>0x080</td>
+<td>No default 30 seconds cooldown when equipped</td>
+</tr>
+<tr class="odd">
+<td>256</td>
+<td>0x0100</td>
+<td>UNK3</td>
+</tr>
+<tr class="even">
+<td><p>512</p></td>
+<td>0x0200</td>
+<td><p>Wrapper : Item can wrap other items</p></td>
+</tr>
+<tr class="odd">
+<td><p>1024</p></td>
+<td>0x0400</td>
+<td><p>UNK4</p></td>
+</tr>
+<tr class="even">
+<td><p>2048</p></td>
+<td>0x0800</td>
+<td><p>Item is party loot and can be looted by all</p></td>
+</tr>
+<tr class="odd">
+<td><p>4096</p></td>
+<td>0x01000</td>
+<td><p>Item is refundable</p></td>
+</tr>
+<tr class="even">
+<td><p>8192</p></td>
+<td>0x02000</td>
+<td><p>Charter (Arena or Guild)</p></td>
+</tr>
+<tr class="odd">
+<td>16384</td>
+<td>0x04000</td>
+<td>UNK5 // comment in code : Only readable items have this (but not all)</td>
+</tr>
+<tr class="even">
+<td><p>32768</p></td>
+<td>0x08000</td>
+<td><p>UNK6</p></td>
+</tr>
+<tr class="odd">
+<td>65536</td>
+<td>0x010000</td>
+<td>UNK7</td>
+</tr>
+<tr class="even">
+<td>131072</td>
+<td>0x020000</td>
+<td>UNK8</td>
+</tr>
+<tr class="odd">
+<td>262144</td>
+<td>0x040000</td>
+<td><p>Item can be prospected</p></td>
+</tr>
+<tr class="even">
+<td><p>524288</p></td>
+<td>0x080000</td>
+<td><p>Unique equipped (player can only have one equipped at the same time)</p></td>
+</tr>
+<tr class="odd">
+<td>1048576</td>
+<td>0x0100000</td>
+<td>UNK9</td>
+</tr>
+<tr class="even">
+<td>2097152</td>
+<td>0x0200000</td>
+<td>Item can be used during arena match</td>
+</tr>
+<tr class="odd">
+<td><p>4194304</p></td>
+<td>0x0400000</td>
+<td><p>Throwable (for tooltip ingame)</p></td>
+</tr>
+<tr class="even">
+<td><p>8388608</p></td>
+<td>0x0800000</td>
+<td><p>Item can be used in shapeshift forms</p></td>
+</tr>
+<tr class="odd">
+<td>16777216</td>
+<td>0x01000000</td>
+<td> UNK10</td>
+</tr>
+<tr class="even">
+<td>33554432</td>
+<td>0x02000000</td>
+<td> Profession recipes: can only be looted if you meet requirements and don't already know it</td>
+</tr>
+<tr class="odd">
+<td>67108864</td>
+<td>0x04000000</td>
+<td> Item cannot be used in arena</td>
+</tr>
+<tr class="even">
+<td><p>134217728</p></td>
+<td>0x08000000</td>
+<td><p>Bind to Account (Also needs Quality = 7 set)</p></td>
+</tr>
+<tr class="odd">
+<td><p>268435456</p></td>
+<td>0x010000000</td>
+<td><p>Spell is cast with triggered flag</p></td>
+</tr>
+<tr class="even">
+<td><p>536870912</p></td>
+<td>0x020000000</td>
+<td><p>Millable</p></td>
+</tr>
+<tr class="odd">
+<td>1073741824</td>
+<td>0x040000000</td>
+<td> UNK11</td>
+</tr>
+<tr class="even">
+<td><p>2147483648</p></td>
+<td>0x080000000</td>
+<td><p>Bind on Pickup tradeable8192</p></td>
+</tr>
+</tbody>
+</table>
+
+### Unk1
+
+`field-no-description|6`
+
+### Unk2
+
+`field-no-description|7`
+
+### 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](npc_vendor_2130245.html#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.
+
+<table>
+<colgroup>
+<col width="25%" />
+<col width="25%" />
+<col width="25%" />
+<col width="25%" />
+</colgroup>
+<thead>
+<tr class="header">
+<th><p>ID</p></th>
+<th><p>Slot Name</p></th>
+<th><p>ID</p></th>
+<th><p>Slot Name</p></th>
+</tr>
+</thead>
+<tbody>
+<tr class="odd">
+<td><p>0</p></td>
+<td><p>Non equipable</p></td>
+<td><p>15</p></td>
+<td><p>Ranged (Bows)</p></td>
+</tr>
+<tr class="even">
+<td><p>1</p></td>
+<td><p>Head</p></td>
+<td><p>16</p></td>
+<td><p>Back</p></td>
+</tr>
+<tr class="odd">
+<td><p>2</p></td>
+<td><p>Neck</p></td>
+<td><p>17</p></td>
+<td><p>Two-Hand</p></td>
+</tr>
+<tr class="even">
+<td><p>3</p></td>
+<td><p>Shoulder</p></td>
+<td><p>18</p></td>
+<td><p>Bag</p></td>
+</tr>
+<tr class="odd">
+<td><p>4</p></td>
+<td><p>Shirt</p></td>
+<td><p>19</p></td>
+<td><p>Tabard</p></td>
+</tr>
+<tr class="even">
+<td><p>5</p></td>
+<td><p>Chest</p></td>
+<td><p>20</p></td>
+<td><p>Robe</p></td>
+</tr>
+<tr class="odd">
+<td><p>6</p></td>
+<td><p>Waist</p></td>
+<td><p>21</p></td>
+<td><p>Main hand</p></td>
+</tr>
+<tr class="even">
+<td><p>7</p></td>
+<td><p>Legs</p></td>
+<td><p>22</p></td>
+<td><p>Off hand</p></td>
+</tr>
+<tr class="odd">
+<td><p>8</p></td>
+<td><p>Feet</p></td>
+<td><p>23</p></td>
+<td><p>Holdable (Tome)</p></td>
+</tr>
+<tr class="even">
+<td><p>9</p></td>
+<td><p>Wrists</p></td>
+<td><p>24</p></td>
+<td><p>Ammo</p></td>
+</tr>
+<tr class="odd">
+<td><p>10</p></td>
+<td><p>Hands</p></td>
+<td><p>25</p></td>
+<td><p>Thrown</p></td>
+</tr>
+<tr class="even">
+<td><p>11</p></td>
+<td><p>Finger</p></td>
+<td><p>26</p></td>
+<td><p>Ranged right (Wands, Guns)</p></td>
+</tr>
+<tr class="odd">
+<td><p>12</p></td>
+<td><p>Trinket</p></td>
+<td><p>27</p></td>
+<td><p>Quiver</p></td>
+</tr>
+<tr class="even">
+<td><p>13</p></td>
+<td><p>Weapon</p></td>
+<td><p>28</p></td>
+<td><p>Relic</p></td>
+</tr>
+<tr class="odd">
+<td><p>14</p></td>
+<td><p>Shield</p></td>
+<td><p> </p></td>
+<td><p> </p></td>
+</tr>
+</tbody>
+</table>
+
+### AllowableClass
+
+Bitmask 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.
+
+### AllowableRace
+
+Bitmask 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.
+
+### ItemLevel
+
+Base item level.
+
+### RequiredLevel
+
+The level that a player must be to equip the item.
+
+### RequiredSkill
+
+The skill required to use this item. See the [SkillLine DBC file](SkillLine6x) for IDs which can be used here.
+
+### 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
+
+`field-no-description|20`
+
+### RequiredReputationFaction
+
+The 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](Faction6x) for the IDs of all of the factions.
+
+### RequiredReputationRank
+
+The rank the player has to have with the faction from [RequiredReputationFaction](#item_sparse-RequiredReputationFaction).
+
+<table>
+<colgroup>
+<col width="50%" />
+<col width="50%" />
+</colgroup>
+<thead>
+<tr class="header">
+<th><p>ID</p></th>
+<th><p>Rank</p></th>
+</tr>
+</thead>
+<tbody>
+<tr class="odd">
+<td><p>0</p></td>
+<td><p>Hated</p></td>
+</tr>
+<tr class="even">
+<td><p>1</p></td>
+<td><p>Hostile</p></td>
+</tr>
+<tr class="odd">
+<td><p>2</p></td>
+<td><p>Unfriendly</p></td>
+</tr>
+<tr class="even">
+<td><p>3</p></td>
+<td><p>Neutral</p></td>
+</tr>
+<tr class="odd">
+<td><p>4</p></td>
+<td><p>Friendly</p></td>
+</tr>
+<tr class="even">
+<td><p>5</p></td>
+<td><p>Honored</p></td>
+</tr>
+<tr class="odd">
+<td><p>6</p></td>
+<td><p>Revered</p></td>
+</tr>
+<tr class="even">
+<td><p>7</p></td>
+<td><p>Exalted</p></td>
+</tr>
+</tbody>
+</table>
+
+### 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.
+
+### ItemStatType
+
+The type of stat to modify. A maximum of 10 stats can be set as seen by the column count.
+
+<table>
+<colgroup>
+<col width="50%" />
+<col width="50%" />
+</colgroup>
+<thead>
+<tr class="header">
+<th><p>ID</p></th>
+<th><p>Stat Type</p></th>
+</tr>
+</thead>
+<tbody>
+<tr class="odd">
+<td>0</td>
+<td>ITEM_MOD_MANA</td>
+</tr>
+<tr class="even">
+<td>1</td>
+<td>ITEM_MOD_HEALTH</td>
+</tr>
+<tr class="odd">
+<td>3</td>
+<td>ITEM_MOD_AGILITY</td>
+</tr>
+<tr class="even">
+<td>4</td>
+<td>ITEM_MOD_STRENGTH</td>
+</tr>
+<tr class="odd">
+<td>5</td>
+<td>ITEM_MOD_INTELLECT</td>
+</tr>
+<tr class="even">
+<td>6</td>
+<td>ITEM_MOD_SPIRIT</td>
+</tr>
+<tr class="odd">
+<td>7</td>
+<td>ITEM_MOD_STAMINA</td>
+</tr>
+<tr class="even">
+<td>12</td>
+<td>ITEM_MOD_DEFENSE_SKILL_RATING</td>
+</tr>
+<tr class="odd">
+<td>13</td>
+<td>ITEM_MOD_DODGE_RATING</td>
+</tr>
+<tr class="even">
+<td>14</td>
+<td>ITEM_MOD_PARRY_RATING</td>
+</tr>
+<tr class="odd">
+<td>15</td>
+<td>ITEM_MOD_BLOCK_RATING</td>
+</tr>
+<tr class="even">
+<td>16</td>
+<td>ITEM_MOD_HIT_MELEE_RATING</td>
+</tr>
+<tr class="odd">
+<td>17</td>
+<td>ITEM_MOD_HIT_RANGED_RATING</td>
+</tr>
+<tr class="even">
+<td>18</td>
+<td>ITEM_MOD_HIT_SPELL_RATING</td>
+</tr>
+<tr class="odd">
+<td>19</td>
+<td>ITEM_MOD_CRIT_MELEE_RATING</td>
+</tr>
+<tr class="even">
+<td>20</td>
+<td>ITEM_MOD_CRIT_RANGED_RATING</td>
+</tr>
+<tr class="odd">
+<td>21</td>
+<td>ITEM_MOD_CRIT_SPELL_RATING</td>
+</tr>
+<tr class="even">
+<td>22</td>
+<td>ITEM_MOD_HIT_TAKEN_MELEE_RATING</td>
+</tr>
+<tr class="odd">
+<td>23</td>
+<td>ITEM_MOD_HIT_TAKEN_RANGED_RATING</td>
+</tr>
+<tr class="even">
+<td>24</td>
+<td>ITEM_MOD_HIT_TAKEN_SPELL_RATING</td>
+</tr>
+<tr class="odd">
+<td>25</td>
+<td>ITEM_MOD_CRIT_TAKEN_MELEE_RATING</td>
+</tr>
+<tr class="even">
+<td>26</td>
+<td>ITEM_MOD_CRIT_TAKEN_RANGED_RATING</td>
+</tr>
+<tr class="odd">
+<td>27</td>
+<td>ITEM_MOD_CRIT_TAKEN_SPELL_RATING</td>
+</tr>
+<tr class="even">
+<td>28</td>
+<td>ITEM_MOD_HASTE_MELEE_RATING</td>
+</tr>
+<tr class="odd">
+<td>29</td>
+<td>ITEM_MOD_HASTE_RANGED_RATING</td>
+</tr>
+<tr class="even">
+<td>30</td>
+<td>ITEM_MOD_HASTE_SPELL_RATING</td>
+</tr>
+<tr class="odd">
+<td>31</td>
+<td>ITEM_MOD_HIT_RATING</td>
+</tr>
+<tr class="even">
+<td>32</td>
+<td>ITEM_MOD_CRIT_RATING</td>
+</tr>
+<tr class="odd">
+<td>33</td>
+<td>ITEM_MOD_HIT_TAKEN_RATING</td>
+</tr>
+<tr class="even">
+<td>34</td>
+<td>ITEM_MOD_CRIT_TAKEN_RATING</td>
+</tr>
+<tr class="odd">
+<td>35</td>
+<td>ITEM_MOD_RESILIENCE_RATING</td>
+</tr>
+<tr class="even">
+<td>36</td>
+<td>ITEM_MOD_HASTE_RATING</td>
+</tr>
+<tr class="odd">
+<td>37</td>
+<td>ITEM_MOD_EXPERTISE_RATING</td>
+</tr>
+<tr class="even">
+<td>38</td>
+<td>ITEM_MOD_ATTACK_POWER</td>
+</tr>
+<tr class="odd">
+<td>39</td>
+<td>ITEM_MOD_RANGED_ATTACK_POWER</td>
+</tr>
+<tr class="even">
+<td>40</td>
+<td>ITEM_MOD_VERSATILITY</td>
+</tr>
+<tr class="odd">
+<td>41</td>
+<td>ITEM_MOD_SPELL_HEALING_DONE</td>
+</tr>
+<tr class="even">
+<td>42</td>
+<td>ITEM_MOD_SPELL_DAMAGE_DONE</td>
+</tr>
+<tr class="odd">
+<td>43</td>
+<td>ITEM_MOD_MANA_REGENERATION</td>
+</tr>
+<tr class="even">
+<td>44</td>
+<td>ITEM_MOD_ARMOR_PENETRATION_RATING</td>
+</tr>
+<tr class="odd">
+<td>45</td>
+<td>ITEM_MOD_SPELL_POWER</td>
+</tr>
+<tr class="even">
+<td>46</td>
+<td>ITEM_MOD_HEALTH_REGEN</td>
+</tr>
+<tr class="odd">
+<td>47</td>
+<td>ITEM_MOD_SPELL_PENETRATION</td>
+</tr>
+<tr class="even">
+<td>48</td>
+<td>ITEM_MOD_BLOCK_VALUE</td>
+</tr>
+<tr class="odd">
+<td>49</td>
+<td>ITEM_MOD_MASTERY_RATING</td>
+</tr>
+<tr class="even">
+<td>50</td>
+<td>ITEM_MOD_EXTRA_ARMOR</td>
+</tr>
+<tr class="odd">
+<td>51</td>
+<td>ITEM_MOD_FIRE_RESISTANCE</td>
+</tr>
+<tr class="even">
+<td>52</td>
+<td>ITEM_MOD_FROST_RESISTANCE</td>
+</tr>
+<tr class="odd">
+<td>53</td>
+<td>ITEM_MOD_HOLY_RESISTANCE</td>
+</tr>
+<tr class="even">
+<td>54</td>
+<td>ITEM_MOD_SHADOW_RESISTANCE</td>
+</tr>
+<tr class="odd">
+<td>55</td>
+<td>ITEM_MOD_NATURE_RESISTANCE</td>
+</tr>
+<tr class="even">
+<td>56</td>
+<td>ITEM_MOD_ARCANE_RESISTANCE</td>
+</tr>
+<tr class="odd">
+<td>57</td>
+<td>ITEM_MOD_PVP_POWER</td>
+</tr>
+<tr class="even">
+<td>58</td>
+<td>ITEM_MOD_CR_AMPLIFY</td>
+</tr>
+<tr class="odd">
+<td>59</td>
+<td>ITEM_MOD_CR_MULTISTRIKE</td>
+</tr>
+<tr class="even">
+<td>60</td>
+<td>ITEM_MOD_CR_READINESS</td>
+</tr>
+<tr class="odd">
+<td>61</td>
+<td>ITEM_MOD_CR_SPEED</td>
+</tr>
+<tr class="even">
+<td>62</td>
+<td>ITEM_MOD_CR_LIFESTEAL</td>
+</tr>
+<tr class="odd">
+<td>63</td>
+<td>ITEM_MOD_CR_AVOIDANCE</td>
+</tr>
+<tr class="even">
+<td>64</td>
+<td>ITEM_MOD_CR_STURDINESS</td>
+</tr>
+<tr class="odd">
+<td>65</td>
+<td>ITEM_MOD_CR_UNUSED_7</td>
+</tr>
+<tr class="even">
+<td>66</td>
+<td>ITEM_MOD_CR_CLEAVE</td>
+</tr>
+<tr class="odd">
+<td>67</td>
+<td>ITEM_MOD_CR_UNUSED_9</td>
+</tr>
+<tr class="even">
+<td>68</td>
+<td>ITEM_MOD_CR_UNUSED_10</td>
+</tr>
+<tr class="odd">
+<td>69</td>
+<td>ITEM_MOD_CR_UNUSED_11</td>
+</tr>
+<tr class="even">
+<td>70</td>
+<td>ITEM_MOD_CR_UNUSED_12</td>
+</tr>
+<tr class="odd">
+<td>71</td>
+<td>ITEM_MOD_AGI_STR_INT</td>
+</tr>
+<tr class="even">
+<td>72</td>
+<td>ITEM_MOD_AGI_STR</td>
+</tr>
+<tr class="odd">
+<td>73</td>
+<td>ITEM_MOD_AGI_INT</td>
+</tr>
+<tr class="even">
+<td>74</td>
+<td>ITEM_MOD_STR_INT</td>
+</tr>
+</tbody>
+</table>
+
+### ItemStatValue
+
+The value to change the stat type to. A maximum of 10 stats can be set as seen by the column count.
+
+### ItemStatAllocation
+
+Determines the amount of stats. A maximum of 10 stats can be set as seen by the column count.
+
+### ItemStatSocketCostMultiplier
+
+`field-no-description|56 -> 65`
+
+### ScalingStatDistribution
+
+Similar to Static Stats whom are the Stats that grow along with the users level (mainly heirloom leveling gear).
+Use this like the static stats.
+
+### DamageType
+
+The damage type that the item uses.
+
+<table>
+<colgroup>
+<col width="50%" />
+<col width="50%" />
+</colgroup>
+<tbody>
+<tr class="odd">
+<td><strong>ID</strong></td>
+<td><strong>Damage Type</strong></td>
+</tr>
+<tr class="even">
+<td><p>0</p></td>
+<td><p>Physical</p></td>
+</tr>
+<tr class="odd">
+<td><p>1</p></td>
+<td><p>Holy</p></td>
+</tr>
+<tr class="even">
+<td><p>2</p></td>
+<td><p>Fire</p></td>
+</tr>
+<tr class="odd">
+<td><p>3</p></td>
+<td><p>Nature</p></td>
+</tr>
+<tr class="even">
+<td><p>4</p></td>
+<td><p>Frost</p></td>
+</tr>
+<tr class="odd">
+<td><p>5</p></td>
+<td><p>Shadow</p></td>
+</tr>
+<tr class="even">
+<td><p>6</p></td>
+<td><p>Arcane</p></td>
+</tr>
+</tbody>
+</table>
+
+### Delay
+
+The time in milliseconds between successive hits.
+
+### RangedModRange
+
+Range Modifier for bows/guns/crossbows: Default range is somewhere between 0.3 and 0.4 yards,
+
+Note: All blizzard ranged weapons have RangedModRange of 100.
+
+### Bonding
+
+The bonding for the item.
+
+<table>
+<colgroup>
+<col width="50%" />
+<col width="50%" />
+</colgroup>
+<tbody>
+<tr class="odd">
+<td><strong>ID</strong></td>
+<td><strong>Bonding Type</strong></td>
+</tr>
+<tr class="even">
+<td><p>0</p></td>
+<td><p>No bounds</p></td>
+</tr>
+<tr class="odd">
+<td><p>1</p></td>
+<td><p>Binds when picked up</p></td>
+</tr>
+<tr class="even">
+<td><p>2</p></td>