The Item template defines game items including weapons, armor, consumables, and materials.
Version Status v92 Full v90 - v86 -
Attribute Type Since Description idintv92 Unique item identifier boundTypeBoundTypev92 Item binding type combatItemTypeCombatItemTypev92 Combat item type coolTimeGroupintv92 Cooldown group dismantlableboolv92 Can be dismantled dropSoundstringv92 Drop sound equipSoundstringv92 Equip sound guildWarehouseStorableboolv92 Can be stored in guild warehouse iconstringv92 Icon asset path itemUseCountintv92 Use count maxDropUnitintv92 Maximum drop unit maxStackintv92 Maximum stack size namestringv92 Item name obtainableboolv92 Can be obtained rankintv92 Item rank rareGradeRareGradev92 Item rarity (0-4) relocatableboolv92 Can be relocated requiredEquipmentTypestringv92 Required equipment type searchablestringv92 Searchable flag slotLimitintv92 Slot limit storeSellableboolv92 Can be sold in store tradableboolv92 Can be traded warehouseStorableboolv92 Can be stored in warehouse
Attribute Type Since Description categoryItemCategoryv92 Item category levelintv92 Item level sortingNumberintv92 Sorting order defaultValuestringv92 Default value
Attribute Type Since Description buyPricedecimalv92 Purchase price sellPricedecimalv92 Sell price
Attribute Type Since Description combatItemSubTypeCombatItemSubTypev92 Combat item subtype combatItemArg1intv92 Combat item argument 1 combatItemArg2intv92 Combat item argument 2 combatItemArg3intv92 Combat item argument 3 combatItemArg4stringv92 Combat item argument 4 combatItemArg5stringv92 Combat item argument 5
Attribute Type Since Description requiredLevelintv92 Required character level requiredMaxLevelintv92 Maximum allowed character level requiredClasslist[CharacterClass]v92 Required class (flags) requiredRacestringv92 Required race requiredGenderstringv92 Required gender requiredGeoboolv92 Requires geo-location check requiredGuildLevelintv92 Required guild level requiredGuildMasterboolv92 Requires guild master status requiredUserStatuslist[string]v92 Required user status
Attribute Type Since Description linkEquipmentIdintv92 Linked equipment ID linkEnchantIdintv92 Linked enchant ID linkSkillIdintv92 Linked skill ID linkSkillPeriodDayintv92 Skill period in days linkPetAdultIdintv92 Linked pet adult ID linkPetOrbIdintv92 Linked pet orb ID itemMixIdintv92 Linked item mix ID linkCardIdintv92 Linked card ID linkChangeColorListIdintv92 Linked color change list ID linkCrestIdintv92 Linked crest ID linkCustomizingIdintv92 Linked customizing ID linkEquipmentExpIdintv92 Linked equipment experience ID linkLookInfoIdintv92 Linked look info ID linkMasterpieceEnchantIdintv92 Linked masterpiece enchant ID linkMasterpiecePassivityCategoryIdlist[string]v92 Linked masterpiece passivity category ID linkMasterpiecePassivityIdlist[string]v92 Linked masterpiece passivity ID linkMaterialEnchantIdintv92 Linked material enchant ID linkMaterialRepairIdintv92 Linked material repair ID linkPassivityCategoryIdlist[string]v92 Linked passivity category ID linkPassivityIdlist[string]v92 Linked passivity ID linkPcFigureTransformIdintv92 Linked PC figure transform ID linkRawStoneIdintv92 Linked raw stone ID linkSocialIdintv92 Linked social ID
Attribute Type Since Description destroyableboolv92 Can be destroyed userWarehouseStorableboolv92 Can be stored in user warehouse tradeBrokerTradableboolv92 Can be traded via trade broker unionVenderTradeableboolv92 Can be traded via union vendor wareMaxStackintv92 Maximum warehouse stack
Attribute Type Since Description divideintv92 Division value
Attribute Type Since Description dropEffectstringv92 Drop effect dropSilhouettestringv92 Drop silhouette usedSoundstringv92 Use sound dropTypeintv92 Drop type dropIdentifyboolv92 Show identify on drop dropEffectOnlyWhenMineboolv92 Show drop effect only for owner changeEnchantFxIdintv92 Change enchant FX ID
Attribute Type Since Description enchantEnableboolv92 Can be enchanted enchantEquipPartstringv92 Enchant equipment part preSetEnchantintv92 Preset enchant level dualOptionAbleboolv92 Can have dual options optionResetDisableboolv92 Option reset disabled unbindCountintv92 Unbind count unbindEnchantintv92 Unbind enchant level
Attribute Type Since Description conversionboolv92 Enables conversion conversionBigGroupintv92 Conversion big group conversionSmallGroupintv92 Conversion small group
Attribute Type Since Description changeLookboolv92 Can change appearance changeColorEnableboolv92 Can change color extractLookboolv92 Can extract appearance extractRatiodecimalv92 Extract ratio accessoryColorIdstringv92 Accessory color ID styleCostumeIdintv92 Style costume ID customizingStringboolv92 Customizing string enabled
Attribute Type Since Description artisanableboolv92 Can be crafted by artisan awakenableboolv92 Can be awakened ridingUseableboolv92 Can be used while riding useOnlyTerritoryboolv92 Can only be used in specific territory availableInAbnormalCboolv92 Available in abnormal C state isMaterialEquipboolv92 Is material equipment isPvpEquipmentboolv92 Is PvP equipment isReputationboolv92 Is reputation item uniqueEquippedItemboolv92 Unique equipped item
Attribute Type Since Description autoStartQuestIDstringv92 Auto-start quest ID execWhenCouponUseboolv92 Execute when coupon used gambleItemGradeintv92 Gamble item grade gambleItemTypelist[string]v92 Gamble item type unidentifiedItemGradeintv92 Unidentified item grade
Attribute Type Since Description coolTimedecimalv92 Cooldown time periodByWebAdminboolv92 Period managed by web admin periodInMinuteintv92 Period in minutes periodItemCategoryIdintv92 Period item category ID
Attribute Type Since Description equipmentSetIdintv92 Equipment set ID itemLevelIdintv92 Item level ID
Attribute Type Since Description decompositionIdintv92 Decomposition ID
Attribute Type Since Description masterpieceBasicStatReviselist[string]v92 Masterpiece basic stat revise masterpieceRatedecimalv92 Masterpiece rate
Attribute Type Since Description onlyForPackageIdintv92 Only for specific package ID combineOptionValueintv92 Combine option value
Value CommonUncommonRareSuperiorMythic
Value ARCHERASSASSINBERSERKERELEMENTALISTENGINEERFIGHTERGLAIVERLANCERPRIESTSLAYERSORCERERSOULLESSWARRIOR
Value TOKENaccessoryFaceaccessoryHairalchemyalchemyMaterialarmorComponentarmorMaterialaxebeltblasterbodyLeatherbodyMailbodyRobebowbroochchaincharmcirclecollectioncollection_cardcombatcookingcrestcustomize_accessorycustomize_armorcustomize_weapondocumentdualdyeItemdyeRawdyeRecipeearringenchantComponentenchantScrollenchantSealenchant_agentenchant_materialetcextractRecipefabricationfeetLeatherfeetMailfeetRobefiberfishinggauntletgeneralMaterialglaivehandLeatherhandMailhandRobeholyThingkeyItemlanceleathermagicalmedalmetalnecklaceorderpetAdultpetOrbpkitemquestreciperelicringrodservantserviceshurikenskillbookstaffstyle_axestyle_backstyle_blasterstyle_bodystyle_bowstyle_chainstyle_circlestyle_dualstyle_facestyle_foot_printstyle_gauntletstyle_glaivestyle_hairstyle_lancestyle_partnerstyle_rodstyle_shurikenstyle_staffstyle_twohandtokentwohandunderwearweaponComponentweaponMaterial
Value BOOKMARKBUILD_OBJECT_NOTICECHANGE_COLOR_ITEMCHANGE_GENDERCHANGE_LOOKSCHANGE_LOOKS_PREMIUMCHANGE_LOOKS_SERVANTCHANGE_NAMECHANGE_RACECITY_WAR_GUILD_TOWER_TELEPORTCOLLECTION_CARDCRESTCREST_POINTCUSTOMDISPOSALDOCUMENTDUNGEON_COINENCHANTERENCHANT_COMPONENT_WEAPONENCHANT_MATERIALEQUIP_ACCESSORYEQUIP_ARMOR_ARMEQUIP_ARMOR_BODYEQUIP_ARMOR_LEGEQUIP_INHERITANCEEQUIP_STYLE_ACCESSORYEQUIP_STYLE_BACKEQUIP_STYLE_BODYEQUIP_STYLE_EFFECTEQUIP_STYLE_PARTNEREQUIP_STYLE_WEAPONEQUIP_UNDERWEAREQUIP_WEAPONEnchantSealEquipmentEnchantScrollFISHING_RODFloatingCastle_partsstoreGACHAGAIN_EP_POINTGET_SERVANTGOLDENBELLGUILD_TOWERIMMEDIATEINC_CHARACTER_EXPINC_INVEN_SLOTINC_POCKETINC_POCKET_SLOTINC_SERVANTINVEN_SLOTINC_SKILL_POLISHING_EXPINC_SKILL_POLISHING_EXP_ITEMINC_STYLE_WAREHOUSE_SLOTINC_WAREHOUSE_SLOTLEVEL_JUMPING_UPLOCKBOXLOCKBOX_KEYLOOT_MOTION_ONLYMEDAL_USEABLEMEGAPHONEMIX_DISPOSALNO_COMBATPARTNER_PRESENTPREMIUM_COMPOSEPREMIUM_RENAMEQUESTRAWSTONERECIPERECOVERY_FATIGUE_POINTRENAME_GUILDRESET_EPRESET_EP_DAILY_LIMITRESET_SCROLLSERVANT_FEEDSHARED_INC_STYLE_WAREHOUSE_PAGESKILLBOOKSOCIALBOOKSYNTHESIZERTELEPORT_TO_VILLAGETOKENUNBINDER
Value Green_custormaizeTOKENaccessoryFaceaccessoryHairalchemyalchemyMaterialarmorComponentarmorMaterialartisanaxebeltblasterbodyLeatherbodyMailbodyRobebowbroochchaincharmcirclecollection_cardcombatcombatRecipecrestcustormaizedocumentdualdyeItemdyeRawdyeRecipeearringenchantScrollenchantSealenchant_agentenchant_materialetcextractRecipefeetLeatherfeetMailfeetRobefibergauntletgeneralMaterialglaivehandLeatherhandMailhandRobeholyThingkeyItemlanceleathermagicalmedalmetalnecklaceorderpetAdultpetOrbpkitemquestreciperecoveryrelicringrodservantserviceshurikenskillbookstaffstyle_axestyle_backstyle_blasterstyle_bodystyle_bowstyle_chainstyle_circlestyle_dualstyle_facestyle_foot_printstyle_gauntletstyle_glaivestyle_hairstyle_lancestyle_partnerstyle_rodstyle_shurikenstyle_staffstyle_twohandtwohandunderwearvitalityweaponComponentweaponMaterial
icon = " Icon_Weapons.Sword_01 "
combatItemType = " EQUIP_WEAPON "
icon = " Icon_Items.Potion_HP "
category = " generalMaterial "
icon = " Icon_Materials.Metal_01 "
combatItemType = " ENCHANT_MATERIAL "
combatItemSubType = " generalMaterial "
Properties like requiredClass, linkPassivityId, and linkPassivityCategoryId accept lists. Use YAML list syntax even for single values:
requiredClass : [ " ARCHER " ]
linkPassivityCategoryId : [ " 30 " ]
linkPassivityId : [ " 211907 " , " 317266 " ]
requiredClass : [ " WARRIOR " , " LANCER " ]
See Common pitfalls for details on scalar-to-list coercion.
Items with an EQUIP_* combat type receive automatic soft defaults for fields left unspecified. These defaults are derived from statistical analysis of production data (≥95% consistency) and are always overridable by setting the field explicitly.
Attribute Default maxStack1maxDropUnit1itemUseCount1slotLimit0coolTime0coolTimeGroup0sortingNumber0linkCrestId0linkCustomizingId0linkPetAdultId0linkPetOrbId0linkSkillId0dropSoundInterfaceSound.Drop_ItemCUE.Drop_ChestBoxCuerequiredEquipmentTypeNO_COMBATsearchabletruedestroyabletrueobtainabletruerelocatabletruewarehouseStorabletrueconversionfalseuseOnlyTerritoryfalserequiredGuildMasterfalsechangeLookfalseextractLookfalseartisanablefalse
The icon, dropSilhouette, equipSound, and requiredClass fields are resolved automatically from combatItemSubType when not specified. Each weapon, armor, accessory, and style subtype maps to an appropriate icon texture, silhouette mesh, sound cue, and class restriction. Weapons resolve to a single class; armor resolves to the appropriate armor weight group (mail, leather, or robe). Unknown subtypes receive no default.
The id attribute is required and must be unique across all items
The category attribute determines the item’s classification in the inventory
The combatItemType and combatItemSubType work together to define item behavior
The boundType controls when the item becomes bound to the player
Flags enums like requiredClass can specify multiple values
Linked IDs (like linkEquipmentId) reference other game data tables