baseitems.2da defines (most) of the base item types in the game and allows new ones to be added.
Early on in EE these columns were added that unhardcoded what feats were used for what weapon bonuses. See the table below for further information on these columns: WeaponFocusFeat, EpicWeaponFocusFeat, WeaponSpecializationFeat, EpicWeaponSpecializationFeat, WeaponImprovedCriticalFeat, EpicWeaponOverwhelmingCriticalFeat, EpicWeaponDevastatingCriticalFeat, WeaponOfChoiceFeat.
In version 1.84.8193.29 several game engine changes were made:
There is a game engine limit of 256 (0-255) lines in baseitems.2da. It is recommended to reuse "reserved" lines for new ones. One problem with going over 255 lines is that the base item type TLK identifier will not be loaded correctly, such as in this example. In a MP game it might just not even appear properly for players, so do not use lines higher than 255 (at least for player-available items!).

Note: This happens if the item is "unidentified" when the OnAcquire event fires (or from pickpocketing). The engine wraps around based on a Byte size message for ID of the row, so it's random (or sometimes a blank row) instead of the proper one.
The "armor" line is hardcoded. There is no way to add fully functional new armor even if the slot type is defined correctly (ie it fits on the chest). This is because the actual AC value of armor is linked to the appearance, which is in turn hardcoded to the armor line in baseitems.2da (ie other items will not read from the "ACBonus" column in armor.2da).
While the column "BaseAC" now is functional for Small, Large and Tower shields (1, 2 and 3 AC respectively), you cannot add more shield lines. They have several hardcoded game aspects such as their animations, position where they appear on the forearm, their interaction with other weapons.
In addition Tower shields are hardcoded to be unusable by smaller creature sizes than Medium.
Not sure why - needs investigating. There are some engine hardcoded aspects around it however, even if you reuse the ammo (given there are limited ammo slots) similar to an existing items.
There are technically 2 scroll item lines, but one is incomplete and unused (but can be re-added). Scrolls have special properties such as disappearing when used up (even if the item has charges), the animations involved in using the item as per below, and the fact the game assumes a single usable property making multi-spell scrolls difficult to have. See Items for more info.
Animations - as per below - and the fact you can drag potions (line 49) to a henchman to have them drink it is hardcoded. They also disappear on the last use even if they have charges or uses/day added, and the game assumes only one usable item property when dragging to the quickbar.
Fails (light and heavy) and morningstars cannot be equipped in the off hand due to engine coding. They also never use the polearm "over the should at ease" rest animation, which Halberds and other polearms do, likely due to animations or clipping.
Flails (light and heavy), morningstars and whips have different positions of their weapon VFX hardcoded, see: iprp_visualfx.2da for some details.
There are some "use item" animations that are hardcoded:
Everything else uses the default "Hands, forward" use item animation - so no new potion items that, at least, make sense.
The torch line15 is hardcoded so it will do the proper animations for torches (holding them high at rest/when moving) and a sound effect / proper light animation.
Some possibly interesting reviews of deleted lines; see also Cut Items for more details.
There's a number of dummied/padding/"XP2SpecReq" which presumably are just unused for XP1 and XP2 item types.
The only one with any remaining engine coding is line 54 as noted above, the others can be reused freely without issues.
| Column | Example Contents | Valid Values | Description and Notes | ||||||||||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Name | 106 | String reference | Odd it's first but it's the base game item name (eg; unidentified items, in toolset, etc.) string reference point to rows in dialog.tlk / custom .tlk file. | ||||||||||||||||||||
| label | shortsword | Anything | Human readable name of the item | ||||||||||||||||||||
| InvSlotWidth | 1 | 1 - 10* | The number of horizontal squares occupied by this item's icon in the inventory panel.
| ||||||||||||||||||||
| InvSlotHeight | 2 | 1 - 6* | The number of vertical squares occupied by this item's icon in the inventory panel.
| ||||||||||||||||||||
| EquipableSlots | 0x1C030 | Bitflag of slots | A bit flag indicating the inventory slots into which this item can be placed. See the Equippable Slots notes at the bottom for more information. | ||||||||||||||||||||
| CanRotateIcon | 1 - rotated in quickbbar (eg; swords) 0 - not rotated in quickbar (eg; potions) | 1 if inventory icon for this item may be rotated 90 degrees clockwise, such as when placed on a player's quickbar. 0 if the icon may not be rotated. | |||||||||||||||||||||
| ModelType | 0 = a simple item (can only select an icon/model pair); 1 = a colored item, e.g. cloaks and helms (can additionally select colors); 2 = a configurable item, e.g. weapons (select three item parts instead of an overall model); 3 = armor. | A code indicating how much the look of this item can be customized. Given some of the ModelType values are tied to specific lines due to the hardcoded of armor and so forth only a few are really usable for new lines.
| |||||||||||||||||||||
| ItemClass | WSwSs | Model resref | Resref of the item's model, or the base part of the resref Due to the above ModelType, MinRage and MaxRange this will end up being:
This is used to prefix the visual effects you can apply using iprp_visualfx.2da so don't make it too long. 5 characters is the recommended maximum. | ||||||||||||||||||||
| GenderSpecific | 0 | 0 if icons and models identical for all genders of players 1 if the icons and models differ | Indicates if the item changes appearance based on the gender of the possessor. Only works for non-composite items, ie; simple, layered and armor Needs further testing since the only two instances of this are armor and cloaks which are special and weird, and for some reason arrows which as above it will ignore it for since it's composite. It changes the naming convention adding a gender into it - eg: ItemClass_gender_modelnumber.mdl - miscgen_m_001.plt / dds / mdl for a "miscgen" item, male (m), ID 001. At least cloaks are named this way, although since the cloaks only have icloak_m_001.plt preusmably it'll just default to loading the "m" variant if the "f" isn't found? | ||||||||||||||||||||
| Part1EnvMap | 1 | 1 to use environment mapping 0 to not use environment mapping (transparency instead) | Indicates how the alpha channel for model part 1 is used. | ||||||||||||||||||||
| Part2EnvMap | 1 | 1 to use environment mapping 0 to not use environment mapping (transparency instead) | Indicates how the alpha channel for model part 2 is used. Only used for model type "2" items. | ||||||||||||||||||||
| Part3EnvMap | 1 | 1 to use environment mapping 0 to not use environment mapping (transparency instead) | Indicates how the alpha channel for model part 3 is used. Only used for model type "2" items. | ||||||||||||||||||||
| DefaultModel | it_bag | Resref of MDL file | Items can have a model named after their ItemClass identifier - eg: it_midmisc_151.mdl - which is a gem model - and that is loaded. All weapons need this setting up properly (with different numbers for different parts, and sometimes top, middle and bottom references). See existing items for examples. If a model is not found then this is the default model used, usually when the item is lying on the ground. Armor and cloaks get a seemingly hardcoded ground item (at least a replacement for this value, not sure if it can be changed) see Items for more info on what they are. This makes this not work for those particular hardcoded entries. | ||||||||||||||||||||
| DefaultIcon | invalid_1x1 | Resref of a texture inventory Icon file | The default icon used when the item's icon doesn't exist. | ||||||||||||||||||||
| Container | 0 if this item is not a container 1 if this item is a container and can contain other items | Indicates if this item can contain other items, like a bag. | |||||||||||||||||||||
| WeaponWield | **** = standard one-handed weapon (although may be two handed if small creature is wielding it) 1 = not wieldable; 4 = two-handed weapon (polearm) 5 = bow 6 = crossbow 7 = shield 8 = double-sided weapon 9 = creature weapon 10 = sling 11 = throwing weapon (dart, shuriken or throwing axe) | This defines the base kind of weapon it is (or if it isn't a weapon as such, such as if you added equippable wands) This affects:
Note that since you can't add more ranged weapons (See notes at the top) 5 and 6, 10 and 11 are pretty much hardcoded to their respective lines. | |||||||||||||||||||||
| WeaponType | 1 = Piercing 2 = Bludgeoning 3 = Slashing 4 = Slashing and Piercing 5 = Piercing and Bludgeoning | The type of damage inflicted by this weapon (item). If it is of two types, the game tests both types and takes the better one to do damage. | |||||||||||||||||||||
| WeaponSize | 1 - tiny 2 - small 3 - medium 4 - large 5 - huge | The size of the weapon item. These numbers correspond to the rows in creaturesize.2da - and is relative to them (eg; what weapons are considered "2 handed" for Small creatures like Halflings for instance, and which weapons are too large or small for certain sized creatures to wield). Note while the Bioware documentation suggests just 1- 5 (with 5 not being used by the game by default) there's no reason to suggest it couldn't go a bit higher (although no lower presumably). If you test this add a note here. Should be blank **** for non-weapons. | |||||||||||||||||||||
| RangedWeapon | 1 or more if ranged weapon **** or 0 if not ranged | Bioware set this to an index to the row in Baseitems.2da specifying the type of ammunition used by a ranged weapon. Projectile weapons point to either row 20, 25, or 27. Thrown weapons point to themselves (i.e. they are their own ammunition) but the exact number does not make a difference as long as it is not 0. Note: it does not appear to be possible to create a new ranged weapon, although it is possible to replace an existing one with a new ranged weapon. | |||||||||||||||||||||
| PrefAttackDist | **** if not a weapon Float values if a melee weapon | **** if not a weapon. Otherwise the preferred distance for attacking with this weapon. The distance is selected so that attack animations look their best in the most commonly anticipated situations. Interacts with creature size values in appearance.2da for each creature, and their WeaponScale value (eg; Half Orcs are bigger so can stand slightly further away and swing). Ranged weapons tend to just use the value "30". | |||||||||||||||||||||
| MinRange | 0 through 255, although logically 0 is fine to have as a default (see notes) | The minimum number of models of this type. The actual value to put in here is the range you want x 10. For Multi-Part Items (Weapons): A value of 10 here indicates that your model numbering starts at 011, incrementing by one to 019, before indexing by 10 (e.g. 019 >> 021-029 >> 031 etc. | |||||||||||||||||||||
| MaxRange | 0 through 255, although logically 255 is fine to have as a default (see notes) | The maximum allowed number of models of this type. Only used in the toolset. The actual value to put in here is the range you want x 10 but setting it to the maximum possible value of 255 is fine (although the Bioware docs suggest 999) due to network limitations (any higher than 255 it loops back to 0). For Multi-Part Items (e.g. Weapons): The MaxRange should be set no higher than 249, as the hard-limit is 255, capping the range for model 25 below 9. When reading model numbers, the first two digits correspond to the Model field of the drop down menus under "Item Properties>>Appearance" in the Toolset. The last digit of the MDL filename corresponds to the Color field in the drop down menus. The range of colors available for higher Model numbers is solely dependent upon the number of colors available in the lowest range. For example, if you only have models numbered 011-014, higher level Model numbers will only display a range of 4 Colors. Thus, continuing the example, if you added models 015-019, you would enable colors 5-9 in the Color drop down menu. In the toolset the icon of the bottom part actually determines what is available, oddly. For instance iashto_091 would enable model line "9" for all the colours available (in this case tower shields go colours 1 - 4 by default). The MDL file may not even be present for some variants (it'll just be blank). You can see this on the Bioware staffs where one model has just one available colour variant, and conversely they included more longsword weapon model variants but no icons thus they're not used. Note, model numbers ending as "0" (e.g. 010, 020, 030, etc.) appear as Color 0 in the Color drop down menu. This might work in game - needs testing - but the script functions suggest only colours 1-9 are valid. For simple single-part and PLT items (shields, helms, slings, bullets, books, etc.): The full range of numbers is available starting at the MinRange value and ending at the MaxRange value. Again the icon determines availability. | |||||||||||||||||||||
| NumDice | **** for non-weapon, else positive Integer | The number of dice rolled for this weapon's (item's) damage. | |||||||||||||||||||||
| DieToRoll | **** for non-weapon, else positive Integer | The number of sides of the dice rolled for this weapon's (item's) damage. | |||||||||||||||||||||
| CritThreat | **** for non-weapon, else positive Integer | The chance (out of 20) that this weapon (item) will threaten a critical hit. For example, "2" would mean two chances out of 20, for a threat range of 19-20. | |||||||||||||||||||||
| CritHitMult | **** for non-weapon, else positive Integer | The critical multiplier for this weapon (item). | |||||||||||||||||||||
| Category | 0 - none 1 - melee 2 - ranged 3 - shield 4 - armor 5 - helmet 6 - ammo 7 - thrown 8 - staves 9 - potion 10 - scroll 11 - thieves' tools 12 - misc 13 - wands 14 - rods 15 - traps 16 - misc unequippable 17 - container 19 - healers 20 - torches? | This seems to not be used by the engine much or if at all. It might be mostly a holdover and intended for the toolset but the ItemProps column is what the toolset uses to decide what item properties are valid for what item. The categories to the left are from the Bioware documentation/from baseitems.2da. | |||||||||||||||||||||
| BaseCost | Float value probably (since Darts are 0.1) | The base value (in gold pieces) of an unenchanted item of this type. Note that darts use the value "0.1" for this so need to determine the real properties of this column. The game UTC files use a DWORD to store the value for later use. Likely used in the cost calculation of magical items as well, see itemprops.2da, itempropdef.2da, iprp_costtable.2da and iprp_paramtable.2da. | |||||||||||||||||||||
| Stacking | 0 - 65535 (but setting it to over 57600 won't work in the toolset properly). | The maximum number of this item type that can be combined (stacked) in one inventory icon. For example, most items have this set to 1, while arrows have this set to 99. Realistically don't set this too high, you'll encounter pain. The toolset sets the maximum to be 57600 regardless of this value, so really should stick to this as a maximum. Absolute maximum is pretty much 65535 as defined by the UTC file WORD stored value - which means if a save game (or BIC is exported) with a stack over this number it will not work correctly. Having tried much higher values in this field it sort of works but it'll likely break things badly. | |||||||||||||||||||||
| ItemMultiplier | Float value | Used in the cost calculation of magical items, see itemprops.2da, itempropdef.2da, iprp_costtable.2da and iprp_paramtable.2da. | |||||||||||||||||||||
| Description | StringRef | A StringRef that indicates the default description for this item type. This will be used in the game for items that lack specific descriptions. It is also displayed as part of an item's properties (above the unidentified and identified descriptions) in the Toolset. | |||||||||||||||||||||
| InvSoundType | inventorysnds.2da line index (Only 0 - 255 will work) | An index into inventorysnds.2da indicating the sound used when this item is placed (or moved) in a character's inventory. Note armor items are play hardcoded sounds; AC 0 - 1 plays cloth (it_materialcloth.wav), 2 - 3 plays leather (it_armorleather.wav), 4 - 5 plays chain (it_armorchain.wav) and the rest (6+) play plate (it_armorplate.wav). Altering the inventorysnds.2da won't alter these. For reference these are the default values:
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| MaxProps | 0 - ? | The maximum number of "cast spell" properties items of this type can be given when designed in the Toolset. The maximum appears to be 8, since setting it to 10 just changes the error message - it says "More than 10" when at 11 or more, but "More than 8" when at 9 or 10. Whether or not the game loads all of the spell cast properties if edited by script commands or GFF edits separately, I'm not sure - edit here if someone knows. But 8 spell cast properties per item should be sufficient! | |||||||||||||||||||||
| MinProps | 0 or 1 | The minimum number of "cast spell" properties items of this type must be given when designed in the Toolset. Need to test: Does this realistically do anything other than affect the item wizard? Likely not. The game won't check for this. | |||||||||||||||||||||
| PropColumn | itemprops.2da column ID | This actually links to itemprops.2da, itempropdef.2da, iprp_costtable.2da and iprp_paramtable.2da. The main file it links to is itemprops.2da. In the toolset itemprops.2da lists what item property lines are valid for which item types, the game then validates scripted added item properties using this value too. You can technically add new ones - for instance if you put in column number 22 you'd need to add a new column to itemprops.2da after the "21_Gloves" column, then set corresponding item properties that are valid. In most cases however it is much easier to reuse an existing appropriate Bioware one. It is doubtful that item properties GFF edited into an item will be checked by the game but this is untested. | |||||||||||||||||||||
| StorePanel | 0 = armor and clothing 1 = weapons 2 = potions and scrolls 3 = wands and magic items 4 = miscellaneous. | A number indicating where this item can be found in a store. | |||||||||||||||||||||
| ReqFeat0 | **** or feat.2da line index | An index into feat.2da indicating a feat that grants proficiency with this item. A character must be proficient with an item in order to equip it. If this column is "****" then either all characters are automatically proficient with this item or this item is armor. (The default proficiencies are 32 = shield; 44 = exotic; 45 = martial; 46 = simple; 48 = druid; 49 = monk; 50 = rogue; and 51 = wizard. However, any feat can be used as a proficiency, if desired.) | |||||||||||||||||||||
| ReqFeat1 | **** or feat.2da line index | An index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to that in the preceding column. | |||||||||||||||||||||
| ReqFeat2 | **** or feat.2da line index | An index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to those in the preceding columns. | |||||||||||||||||||||
| ReqFeat3 | **** or feat.2da line index | An index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to those in the preceding columns. | |||||||||||||||||||||
| ReqFeat4 | **** or feat.2da line index | An index into feat.2da indicating a feat that grants proficiency with this item. If not "****", this is an alternate to those in the preceding columns. | |||||||||||||||||||||
| AC_Enchant | 0 = dodge 1 = natural 2 = armor 3 = shield 4 = deflection | The type of armor class bonus granted, if this item grants one. | |||||||||||||||||||||
| BaseAC | Used but only for 3 shield lines. | The armor class value of this shield (before enchantments). Not used for armor. NWN:EE has made it so this column now works, but only for lines 14, 56 and 57. No new shield can be added currently. | |||||||||||||||||||||
| ArmorCheckPen | Integer | The armor check penalty inherent to this item. Not used for armor which uses armor.2da. (By default, this column is only set for shields.) This is used by the game. | |||||||||||||||||||||
| BaseItemStatRef | StringRef | A StringRef that indicates the basic statistics of this item. This is displayed under the description when an item is examined in the game. | |||||||||||||||||||||
| ChargesStarting | Integer | The starting number of charges this item has by default in the toolset. Usually 50. | |||||||||||||||||||||
| RotateOnGround | 0 - no rotation 1 - rotate 90 degrees around positive y-axis 2 - rotate 90 degrees around positive x-axis | Rotation of the item model when laid on the ground. Helps potions stay upright! | |||||||||||||||||||||
| TenthLBS | Integer | Ten times the weight of this item in pounds. (Prior to version 1.69, this value was divided by 256, and the remainder was used as ten times the item's weight.) | |||||||||||||||||||||
| WeaponMatType | An index into weaponsounds.2da indicating what sounds this weapon (item) makes when it hits an opponent. For reference default weaponsounds.2da entries are:
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| AmmunitionType | 1 = arrow 2 = bolt 3 = bullet 4 = dart 5 = shuriken 6 = throwing axe | This is hardcoded The index+1 into ammunitiontypes.2da that indicates the type of ammunition used by this weapon (item). This determines the models and sounds used during ranged attacks. This is pretty much hardcoded according to the Bioware documentation (although admittedly the slots for ammo is hardcoded anyway, as it were, so no new ranged ammo types). | |||||||||||||||||||||
| QBBehaviour | **** or 0 - default 1 - select spell, targets normally 2 - select spell, always targets self | Determines the behaviour when this property appears on the player's quick bar. If set to 2, any cast spell item properties on an item of this type will always target the item's possessor (c.f. potions). | |||||||||||||||||||||
| ArcaneSpellFailure | **** or Integer | The percentage this item adds to the chance for arcane spell failure. Not used for armor which uses armor.2da. (By default, this column is only set for shields.) | |||||||||||||||||||||
| %AnimSlashL | **** for non-weapon Or Integer, see right | The chance (expressed as a percentage) that a character wielding this weapon (item) will be animated as making a slash from the left during an attack. % chance to use the left-slash, right-slash, or stab animation when using this weapon. **** if the item is not a melee weapon. Left-Slash and Stab should add up to 100, and Right-Slash and Stab should add up to 100. The Left and Right slash percentages are the chances of doing that move if the wielder is in the already proper stance. For example, a creature in the right-ready combat animation can only left-slash or stab, and after a left-slash, it enters the left-ready stance | |||||||||||||||||||||
| %AnimSlashR | **** for non-weapon Or Integer, see right | The chance (expressed as a percentage) that a character wielding this weapon (item) will be animated as making a slash from the right during an attack. | |||||||||||||||||||||
| %AnimSlashS | **** for non-weapon Or Integer, see right | The chance (expressed as a percentage) that a character wielding this weapon (item) will be animated as making a straight slash (from the center) during an attack. | |||||||||||||||||||||
| StorePanelSort | Integer | A number indicating the order in which this item will be listed in a store (within the panel indicated by the "StorePanel" column). Since Bioware uses identical numbers for some rows (possibly for weapons of identical inventory sizes? maybe?) presumably those with matching values will just be sorted as they come in sale-wise. Bioware uses 0 - 99 for this, but it could be set higher most likely. | |||||||||||||||||||||
| ILRStackSize | Integer | The stack size used when calculating this item's value in regards to item level restrictions. Bioware only used this for ammunition - presumably because the "value" of the item in those cases are more important when stacked, and stops a someone just splitting 99 arrows into size-1 stacks to get around Item Level Restrictions. Not sure if it has any effect on Use Magical Device. | |||||||||||||||||||||
| WeaponFocusFeat | **** or feat.2da line index | NWN:EE. An index into feat.2da indicating which feat provides weapon focus for this item. | |||||||||||||||||||||
| EpicWeaponFocusFeat | **** or feat.2da line index | NWN:EE. An index into feat.2da indicating which feat provides epic weapon focus for this item. | |||||||||||||||||||||
| WeaponSpecializationFeat | **** or feat.2da line index | NWN:EE. An index into feat.2da indicating which feat provides weapon specialization for this item. | |||||||||||||||||||||
| EpicWeaponSpecializationFeat | **** or feat.2da line index | NWN:EE. An index into feat.2da indicating which feat provides epic weapon specialization for this item. | |||||||||||||||||||||
| WeaponImprovedCriticalFeat | **** or feat.2da line index | NWN:EE. An index into feat.2da indicating which feat allows improved criticals to be performed with this item. | |||||||||||||||||||||
| EpicWeaponOverwhelmingCriticalFeat | **** or feat.2da line index | NWN:EE. An index into feat.2da indicating which feat allows overwhelming criticals to be performed with this item. | |||||||||||||||||||||
| EpicWeaponDevastatingCriticalFeat | **** or feat.2da line index | NWN:EE. An index into feat.2da indicating which feat allows devastating criticals to be performed with this item. | |||||||||||||||||||||
| WeaponOfChoiceFeat | **** or feat.2da line index | NWN:EE. An index into feat.2da indicating which feat identifies this item as a weapon of choice. | |||||||||||||||||||||
| IsMonkWeapon | **** / 0 or 1 | NWN:EE. If set to 1 it will be considered a Monk weapon, and have Flurry of Blows available plus the Unarmed Base attack Bonus progression. Can even be applied to ranged weapons like Shurikens. If set to 0 or left blank will not be considered a Monk weapon. Note the fist-only aspects (eg Stunning Fist) are not affected, and for dual weapons you'd need both hands to have one in to allow the bonuses (Eg; 2 Kamas, not 1 Kama and 1 Shortsword). | |||||||||||||||||||||
| WeaponFinesseMinimumCreatureSize | **** / 0 or a creaturesize.2da value | NWN:EE. If set to 1 or higher, a creaturesize.2da size ID, it will be considered to be a finesse weapon. If the FEAT_FINESSE_WEAPON is taken then dexterity may be used for the attack roll instead of strength. This unhardcodes the feat. |
The "EquipableSlots" column is a bit field expressed in hexadecimal notation. The following table lists the values that can be added together to produce a value for this column.
| Value | Inventory slot | Value | Inventory slot | |
|---|---|---|---|---|
| 0x00001 | Helmet | 0x00200 | Amulet | |
| 0x00002 | Armor | 0x00400 | Belt | |
| 0x00004 | Boots | 0x00800 | Arrow | |
| 0x00008 | Gloves | 0x01000 | Bullet | |
| 0x00010 | Main hand | 0x02000 | Bolt | |
| 0x00020 | Off-hand | 0x1C000 | Creature weapons | |
| 0x00040 | Cloak | 0x20000 | Creature armor | |
| 0x00180 | Rings |
Example: Since most melee weapons should be able to go into the main hand, off-hand, and creature weapon slots, the value of the "EquipableSlots" column would be "0x1C030".
Some of the slot types in the above table already combine two or more codes. For example, Rings can be separated into Left Ring (0x00080) and Right Ring (0x00100). Likewise Creature Weapons can be separated into Left Claw (0x04000), Right Claw (0x08000), and Bite (0x10000).
2DA V2.0
Name label InvSlotWidth InvSlotHeight EquipableSlots CanRotateIcon ModelType ItemClass GenderSpecific Part1EnvMap Part2EnvMap Part3EnvMap DefaultModel DefaultIcon Container WeaponWield WeaponType WeaponSize RangedWeapon PrefAttackDist MinRange MaxRange NumDice DieToRoll CritThreat CritHitMult Category BaseCost Stacking ItemMultiplier Description InvSoundType MaxProps MinProps PropColumn StorePanel ReqFeat0 ReqFeat1 ReqFeat2 ReqFeat3 ReqFeat4 AC_Enchant BaseAC ArmorCheckPen BaseItemStatRef ChargesStarting RotateOnGround TenthLBS WeaponMatType AmmunitionType QBBehaviour ArcaneSpellFailure %AnimSlashL %AnimSlashR %AnimSlashS StorePanelSort ILRStackSize WeaponFocusFeat EpicWeaponFocusFeat WeaponSpecializationFeat EpicWeaponSpecializationFeat WeaponImprovedCriticalFeat EpicWeaponOverwhelmingCriticalFeat EpicWeaponDevastatingCriticalFeat WeaponOfChoiceFeat IsMonkWeapon WeaponFinesseMinimumCreatureSize
0 106 shortsword 1 2 0x1C030 1 2 WSwSs 0 1 1 1 it_bag iwswss 0 **** 1 2 **** 1.2 10 100 1 6 2 2 1 10 1 2 1684 8 8 0 0 1 45 50 **** **** **** 4 0 0 5410 0 1 30 1 **** **** **** 35 35 65 19 1 103 633 141 671 65 723 509 925 **** 2
1 166 longsword 1 4 0x1C030 1 2 WSwLs 0 1 1 1 it_bag iwswls 0 **** 3 3 **** 1.5 10 100 1 8 2 2 1 15 1 2 1687 9 8 0 0 1 45 256 **** **** **** 4 0 0 5417 0 1 40 1 **** **** **** 50 50 50 70 1 106 636 144 674 68 726 512 928 **** ****
2 169 battleaxe 2 3 0x1C030 1 2 WAxBt 0 1 1 1 it_bag iwaxbt 0 **** 3 3 **** 1.2 10 100 1 8 1 3 1 10 1 2 1685 9 8 0 0 1 45 **** **** **** **** 4 0 0 5415 0 1 70 16 **** **** **** 100 100 0 41 1 110 640 148 678 72 730 516 931 **** ****
3 168 bastardsword 2 4 0x1C030 1 2 WSwBs 0 1 1 1 it_bag iwswbs 0 **** 3 3 **** 1.6 10 100 1 10 2 2 1 35 1 2 2288 9 8 0 0 1 44 **** **** **** **** 4 0 0 5434 0 1 100 11 **** **** **** 65 65 35 71 1 123 652 161 690 85 742 528 940 **** ****
4 176 lightflail 1 3 0x1C030 1 2 WBlFl 0 1 1 1 it_bag iwblfl 0 **** 2 3 **** 1.4 10 100 1 8 1 2 1 8 1 2 1686 11 8 0 0 1 45 **** **** **** **** 4 0 0 5416 0 1 50 3 **** **** **** 100 100 0 42 1 114 644 152 682 76 734 520 935 **** ****
5 178 warhammer 2 3 0x1C030 1 2 WBlHw 0 1 1 1 it_bag iwblhw 0 **** 2 3 **** 1.2 10 100 1 8 1 3 1 12 1 2 1690 14 8 0 0 1 45 **** **** **** **** 4 0 0 5420 0 1 80 12 **** **** **** 100 100 0 43 1 115 645 153 683 77 735 521 936 **** ****
6 173 heavycrossbow 2 4 0x00030 1 2 WBwXh 0 1 1 1 it_bag iwbwxh 0 6 1 3 25 30 10 100 1 10 2 2 2 50 1 2 1679 20 8 0 1 1 46 49 50 51 **** 4 0 0 5414 0 2 90 15 2 **** **** **** **** **** 99 1 92 622 130 660 54 712 498 **** **** ****
7 174 lightcrossbow 2 3 0x00030 1 2 WBwXl 0 1 1 1 it_bag iwbwxl 0 6 1 2 25 30 10 100 1 8 2 2 2 35 1 2 1674 19 8 0 1 1 46 49 50 51 **** 4 0 0 5402 0 2 60 9 2 **** **** **** **** **** 29 1 93 623 131 661 55 713 499 **** **** ****
8 170 longbow 2 4 0x00030 1 2 WBwLn 0 0 0 0 it_bag iwbwln 0 5 1 4 20 30 10 200 1 8 1 3 2 75 1 2 1697 19 8 0 1 1 45 256 **** **** **** 4 0 0 5429 0 1 30 14 1 **** **** **** **** **** 72 1 101 631 139 669 63 721 507 **** **** ****
9 177 lightmace 1 2 0x1C030 1 2 WBlMl 0 0 0 1 it_bag iwblml 0 **** 2 2 **** 1.2 10 100 1 6 1 2 1 5 1 2 1668 13 8 0 0 1 46 50 **** **** **** 4 0 0 5399 0 1 60 2 **** **** **** 100 100 0 44 1 94 624 132 662 56 714 500 921 **** 2
10 175 halberd 2 5 0x1C010 1 2 WPlHb 0 0 0 1 it_bag iwplhb 0 4 4 4 **** 1.7 10 100 1 10 1 3 1 10 1 2 1694 15 8 0 0 1 45 **** **** **** **** 4 0 0 5428 0 1 150 17 **** **** **** 35 35 65 99 1 112 642 150 680 74 732 518 933 **** ****
11 171 shortbow 2 3 0x00030 1 2 WBwSh 0 0 0 0 it_bag iwbwsh 0 5 1 3 20 30 10 100 1 6 1 3 2 30 1 2 1695 19 8 0 1 1 45 50 256 **** **** 4 0 0 5421 0 1 20 5 1 **** **** **** **** **** 25 1 102 632 140 670 64 722 508 **** **** ****
12 172 twobladedsword 2 5 0x1C010 1 2 WDbSw 0 1 1 1 it_bag iwdbsw 0 8 3 4 **** 1.5 10 100 1 8 2 2 1 100 1 2 1702 10 8 0 0 1 44 **** **** **** **** 4 0 0 5431 0 1 150 11 **** **** **** 50 50 50 99 1 127 655 165 693 89 745 531 943 **** ****
13 167 greatsword 2 5 0x1C010 1 2 WSwGs 0 1 1 1 it_bag iwswgs 0 **** 3 4 **** 1.8 10 100 2 6 2 2 1 50 1 2 1693 9 8 0 0 1 45 **** **** **** **** 4 0 0 5427 0 1 150 11 **** **** **** 65 65 35 99 1 107 637 145 675 69 727 513 929 **** ****
14 179 smallshield 2 2 0x00020 0 0 AShSw 0 1 1 1 it_bag iashsw 0 7 0 **** **** **** 10 100 **** **** **** **** 3 9 1 1 2287 16 8 0 6 0 32 **** **** **** **** 3 1 -1 5443 0 1 60 **** **** **** 5 **** **** **** 7 1 **** **** **** **** **** **** **** **** **** ****
15 180 torch 1 3 0x00020 1 0 it_torch 0 **** **** **** it_bag iit_torch_000 0 1 0 2 **** **** 0 50 **** **** **** **** 20 1 1 0.02 1725 17 8 0 20 4 **** **** **** **** **** **** 0 0 5444 0 1 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** 1 ****
16 335 armor 2 3 0x00002 0 3 AArCl 1 1 **** **** gifp iit_chest 0 **** 0 **** **** **** 0 100 **** **** **** **** 4 **** 1 1 **** 30 8 0 6 0 **** **** **** **** **** 2 0 0 **** 0 0 100 **** **** **** **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
17 182 helmet 2 2 0x00001 0 1 helm 0 1 **** **** it_bag ihelm 0 **** 0 **** **** **** 0 50 **** **** **** **** 5 3 1 1 1710 0 8 0 7 0 **** **** **** **** **** 4 0 0 5445 0 0 20 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
18 515 greataxe 2 4 0x1C010 1 2 WAxGr 0 1 1 1 it_bag iwaxgr 0 **** 3 4 **** 1.4 10 100 1 12 1 3 1 20 1 2 1692 9 8 0 0 1 45 **** **** **** **** 4 0 0 5426 0 1 200 17 **** **** **** 100 100 0 73 1 111 641 149 679 73 731 517 932 **** ****
19 1516 amulet 1 2 0x00200 0 0 it_neck 0 1 **** **** it_bag iit_neck 0 **** 0 **** **** **** 0 50 **** **** **** **** 12 1 1 1 1715 25 8 0 16 3 **** **** **** **** **** 1 0 0 5446 0 0 5 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
20 1517 arrow 1 2 0x00800 0 2 WAmAr 1 1 1 1 GI_WAmAr_001 iwamar 0 **** 0 **** **** **** 10 40 **** **** **** **** 6 1 99 0.01 1696 18 8 0 5 1 **** **** **** **** **** **** 0 0 5422 0 0 0 **** **** **** **** **** **** **** 0 99 **** **** **** **** **** **** **** **** **** ****
21 1518 belt 2 1 0x00400 0 0 it_belt 0 1 **** **** it_bag iit_belt 0 **** 0 **** **** **** 0 50 **** **** **** **** 12 1 1 1 1714 2 8 0 16 0 **** **** **** **** **** 4 0 0 5447 0 0 10 **** **** **** **** **** **** **** 3 1 **** **** **** **** **** **** **** **** **** ****
22 191 dagger 1 1 0x1C030 0 2 WSwDg 0 1 1 1 it_bag iwswdg 0 **** 1 1 **** 1.1 10 100 1 4 2 2 1 2 1 2 1667 7 8 0 0 1 46 48 49 50 51 4 0 0 5395 0 1 10 18 **** **** **** 65 65 35 9 1 90 620 128 658 52 710 496 920 **** 1
23 0 DELETED 2 1 0x00000 0 0 it_sbox 0 **** **** **** it_bag **** 1 **** 0 **** **** **** 0 50 **** **** **** **** 17 5 1 1 2285 30 8 0 15 **** **** **** **** **** **** **** 0 0 **** 0 1 100 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
24 192 miscsmall 1 1 0x00000 0 0 it_smlmisc 0 1 1 1 it_bag iinvalid_1x1 0 1 0 **** **** **** 0 200 **** **** **** **** 16 0 1 1 1726 28 8 0 15 4 **** **** **** **** **** **** 0 0 5448 0 0 3 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
25 1519 bolt 1 2 0x02000 1 2 WAmBo 0 1 1 1 GI_WAmBo_001 iwambo 0 **** 0 **** **** **** 0 50 **** **** **** **** 6 1 99 0.01 1675 18 8 0 5 1 **** **** **** **** **** **** 0 0 5403 0 0 0 **** **** **** **** **** **** **** 0 99 **** **** **** **** **** **** **** **** **** ****
26 1520 boots 2 2 0x00004 0 2 it_boots 0 1 **** **** it_bag iit_boots 0 **** 0 **** **** **** 0 50 **** **** **** **** 12 1 1 1 1713 2 8 0 16 0 **** **** **** **** **** 0 0 0 **** 0 0 5 **** **** **** **** **** **** **** 2 1 **** **** **** **** **** **** **** **** **** ****
27 1521 bullet 1 1 0x01000 0 0 WAmBu 0 1 1 1 GI_WAmBu_001 iwambu 0 **** 0 **** **** **** 0 50 **** **** **** **** 6 1 99 0.01 1678 28 8 0 5 1 **** **** **** **** **** **** 0 0 5406 0 0 0 **** **** **** **** **** **** **** 0 99 **** **** **** **** **** **** **** **** **** ****
28 1522 club 1 3 0x1C030 1 2 WBlCl 0 1 1 1 it_bag iwblcl 0 **** 2 3 **** 1.1 10 100 1 6 1 2 1 1 1 2 1670 17 8 0 0 1 46 48 49 50 51 4 0 0 61890 0 1 30 4 **** **** **** 100 100 0 26 1 43 619 47 657 15 709 495 919 **** ****
29 1523 miscmedium 2 2 0x00000 0 0 it_midmisc 0 1 1 1 it_bag iinvalid_2x2 0 1 0 **** **** **** 0 200 **** **** **** **** 16 0 1 1 1726 29 8 0 15 4 **** **** **** **** **** **** 0 0 5449 0 0 5 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
30 0 DELETED 2 3 0x00030 1 2 WBwXr 0 1 1 1 it_bag iinvalid_2x3 0 6 1 3 **** **** 10 100 1 8 2 2 2 250 1 2 1706 4 8 0 1 **** 44 **** **** **** **** 4 0 0 **** 0 1 100 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
31 1525 dart 1 1 0x00010 0 0 WThDt 0 1 1 1 it_dart_000 iwthdt 0 11 1 2 31 30 0 50 1 4 1 2 7 0.1 50 0.01 1676 18 8 0 2 1 46 48 50 **** **** **** 0 0 5404 0 1 1 7 4 **** **** **** **** **** 12 50 91 621 129 659 53 711 497 **** **** ****
32 1526 diremace 2 4 0x1C010 1 2 WDbMa 0 1 1 1 it_bag iwdbma 0 8 2 4 **** 2 10 100 1 8 1 2 1 40 1 2 1703 14 8 0 0 1 44 **** **** **** **** 4 0 0 5433 0 1 200 2 **** **** **** 65 65 35 99 1 125 653 163 691 87 743 529 941 **** ****
33 1527 doubleaxe 2 4 0x1C010 1 2 WDbAx 0 1 1 1 it_bag iwdbax 0 8 3 4 **** 1.5 10 100 1 8 1 3 1 30 1 2 1701 10 8 0 0 1 44 **** **** **** **** 4 0 0 5430 0 1 250 **** **** **** **** 100 100 0 99 1 126 654 164 692 88 744 530 942 **** ****
34 1528 misclarge 2 3 0x00000 0 0 it_talmisc 0 1 1 1 it_bag iinvalid_2x3 0 1 0 **** **** **** 0 200 **** **** **** **** 16 0 1 1 1726 30 8 0 15 4 **** **** **** **** **** **** 0 0 5450 0 0 5 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
35 1529 heavyflail 2 4 0x1C010 1 2 WBlFh 0 1 1 1 it_bag iwblfh 0 **** 2 4 **** 1.5 10 100 1 10 2 2 1 15 1 2 1691 12 8 0 0 1 45 **** **** **** **** 4 0 0 5424 0 1 200 13 **** **** **** 100 100 0 74 1 116 646 154 684 78 736 522 937 **** ****
36 1530 gloves 2 1 0x00008 0 0 it_glove 0 1 1 1 it_bag iit_glove 0 **** 2 **** **** **** 0 50 **** **** **** **** 1 1 1 1 1712 3 8 0 21 0 **** **** **** **** **** 4 0 0 5451 0 0 10 **** **** **** **** **** **** **** 0 1 100 630 138 668 62 720 506 **** **** 1
37 1531 lighthammer 1 2 0x1C030 1 2 WBlHl 0 1 1 1 it_bag iwblhl 0 **** 2 2 **** 1.1 10 100 1 4 1 2 1 1 1 2 1681 13 8 0 0 1 45 **** **** **** **** 4 0 0 5408 0 1 20 2 **** **** **** 100 100 0 27 1 113 643 151 681 75 733 519 934 **** 2
38 1532 handaxe 1 2 0x1C030 1 2 WAxHn 0 1 1 1 it_bag iwaxhn 0 **** 3 2 **** 1.1 10 100 1 6 1 3 1 6 1 2 1682 8 8 0 0 1 45 49 50 **** **** 4 0 0 5409 0 1 50 17 **** **** **** 100 100 0 14 1 108 638 146 676 70 728 514 930 **** 2
39 1533 healerskit 2 1 0x00000 0 0 it_medkit 0 **** **** **** it_bag iit_medkit_001 0 **** 0 **** **** **** 0 50 **** **** **** **** 19 50 10 1 1720 29 8 0 19 4 **** **** **** **** **** **** 0 0 5452 0 0 5 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
40 1534 kama 2 2 0x1C030 0 2 WSpKa 0 1 1 1 it_bag iwspka 0 **** 3 2 **** 1.1 10 100 1 6 1 2 1 2 1 2 1699 8 8 0 0 1 44 49 **** **** **** 4 0 0 5396 0 1 10 18 **** **** **** 100 100 0 16 1 117 647 155 685 79 737 523 880 1 2
41 1535 katana 2 3 0x1C030 1 2 WSwKa 0 1 1 1 it_bag iwswka 0 **** 3 3 **** 1.3 10 100 1 10 2 2 1 40 1 2 1704 8 8 0 0 1 44 **** **** **** **** 4 0 0 5423 0 1 100 1 **** **** **** 50 50 50 75 1 122 651 160 689 84 741 527 939 **** ****
42 1536 kukri 1 2 0x1C030 1 2 WSpKu 0 1 1 1 it_bag iwspku 0 **** 3 1 **** 1.2 10 100 1 4 3 2 1 8 1 2 2284 8 8 0 0 1 44 **** **** **** **** 4 0 0 5442 0 1 30 18 **** **** **** 65 65 35 18 1 118 648 156 686 80 738 524 881 **** 1
43 **** DELETED * * 0x00000 * * **** * * * * it_bag **** * * * **** **** **** ** * **** **** **** **** * * * * * 30 * * * * **** **** **** **** **** **** * * **** * * * **** **** * **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
44 1538 magicrod 1 3 0x00000 1 2 WMgRd 0 1 1 1 it_bag iwmgrd 0 **** **** **** **** **** 10 100 **** **** **** **** 8 1 1 1 1708 16 8 0 4 3 **** **** **** **** **** **** 0 0 66197 50 1 20 **** **** 1 **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
45 1539 magicstaff 1 5 0x1C010 1 2 WMgSt 0 1 1 1 it_bag iwmgst 0 4 2 3 **** 1.6 10 100 1 6 1 2 8 1 1 1 1709 15 8 3 3 3 **** **** **** **** **** 4 0 0 76436 50 1 40 4 **** **** **** 50 50 50 10 1 **** **** **** **** **** **** **** **** **** ****
46 1540 magicwand 1 2 0x00000 1 2 WMgWn 0 1 1 1 it_bag iwmgwn 0 **** **** **** **** **** 10 100 **** **** **** **** 8 1 1 1 1707 16 1 1 10 3 **** **** **** **** **** **** 0 0 66196 50 1 10 **** **** 1 **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
47 1541 morningstar 1 3 0x1C030 1 2 WBlMs 0 1 1 1 it_bag iwblms 0 **** 5 3 **** 1.4 10 100 1 8 1 2 1 8 1 2 1671 11 8 0 0 1 46 50 **** **** **** 4 0 0 5412 0 1 80 3 **** **** **** 100 100 0 20 1 95 625 133 663 57 715 501 922 **** ****
48 0 DELETED 2 2 0x1C030 0 2 WSpNn 0 1 1 1 it_bag **** 0 **** 2 2 **** **** 10 100 1 6 1 2 1 2 1 2 1700 30 8 0 0 **** 44 49 **** **** **** 4 0 0 5397 0 1 20 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
49 1543 potions 1 2 0x00000 0 2 it_potion 0 **** **** **** it_potion_000 iit_potion 0 1 0 **** **** **** 10 100 **** **** **** **** 9 1 10 0.2 1719 24 1 1 8 2 **** **** **** **** **** **** 0 0 5455 0 2 1 **** **** 2 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
50 1544 quarterstaff 1 4 0x1C010 1 2 WDbQs 0 1 1 1 it_bag iwdbqs 0 4 2 4 **** 1.6 10 100 1 6 1 2 1 1 1 2 1673 15 8 0 0 1 46 48 49 50 51 4 0 0 5413 0 1 40 4 **** **** **** 50 50 50 99 1 96 626 134 664 58 716 502 923 **** ****
51 1545 rapier 1 3 0x1C030 1 2 WSwRp 0 1 1 1 it_bag iwswrp 0 **** 1 3 **** 1.4 10 100 1 6 3 2 1 20 1 2 1688 7 8 0 0 1 45 50 256 **** **** 4 0 0 5418 0 1 30 18 **** **** **** 35 35 65 28 1 104 634 142 672 66 724 510 926 **** 3
52 1546 ring 1 1 0x00180 0 0 it_ring 0 **** **** **** it_bag iit_ring 0 **** 0 **** **** **** 0 50 **** **** **** **** 12 1 1 1.25 1716 23 8 0 16 3 **** **** **** **** **** 4 0 0 5456 0 0 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
53 1547 scimitar 1 3 0x1C030 1 2 WSwSc 0 1 1 1 it_bag iwswsc 0 **** 3 3 **** 1.3 10 100 1 6 3 2 1 15 1 2 1689 8 8 0 0 1 45 48 **** **** **** 4 0 0 5419 0 1 40 1 **** **** **** 65 65 35 29 1 105 635 143 673 67 725 511 927 **** ****
54 0 DELETED 1 1 0x00000 0 0 it_spscroll 0 **** **** **** gi_scrl **** 0 1 0 **** **** **** 0 50 **** **** **** **** 10 1 10 0.25 5022 30 1 1 9 **** **** **** **** **** **** **** 0 0 5457 0 1 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
55 1549 scythe 2 4 0x1C010 1 2 WPlSc 0 1 1 1 it_bag iwplsc 0 4 4 4 **** 1.5 10 100 2 4 1 4 1 18 1 2 2290 9 8 0 0 1 44 **** **** **** **** 4 0 0 5425 0 1 120 17 **** **** **** 100 100 0 99 1 121 650 159 688 83 740 526 938 **** ****
56 1550 largeshield 2 3 0x00020 0 0 AShLw 0 1 1 1 it_bag iashlw 0 7 0 **** **** **** 10 100 **** **** **** **** 3 50 1 1 2286 30 8 0 6 0 32 **** **** **** **** 3 2 -2 5458 0 1 150 **** **** **** 15 **** **** **** 7 1 **** **** **** **** **** **** **** **** **** ****
57 1551 towershield 2 4 0x00020 0 0 AShTo 0 1 1 1 it_bag iashto 0 7 0 **** **** **** 10 100 **** **** **** **** 3 100 1 1 1717 6 8 0 6 0 32 **** **** **** **** 3 3 -10 5459 0 1 450 **** **** **** 50 **** **** **** 7 1 **** **** **** **** **** **** **** **** **** ****
58 1552 shortspear 1 4 0x1C030 1 2 WPlSs 0 1 1 1 it_bag iwplss 0 4 1 4 **** 1.4 10 100 1 8 1 3 1 1 1 2 1672 15 8 0 0 1 46 48 **** **** **** 4 0 0 5401 0 1 30 17 **** **** **** 35 35 65 76 1 97 627 135 665 59 717 503 924 **** ****
59 1553 shuriken 1 1 0x00010 0 0 WThSh 0 1 **** **** it_bag iwthsh 0 11 1 1 59 30 0 50 1 3 1 2 7 1 50 0.01 1705 7 8 0 2 1 44 49 **** **** **** **** 0 0 5398 0 1 0 7 5 **** **** **** **** **** 0 50 120 649 158 687 82 739 525 **** **** ****
60 1554 sickle 2 2 0x1C030 0 2 WSpSc 0 1 1 1 it_bag iwspsc 0 **** 3 2 **** 1.1 10 100 1 6 1 2 1 6 1 2 1669 8 8 0 0 1 46 48 **** **** **** 4 0 0 5400 0 1 30 18 **** **** **** 100 100 0 22 1 98 628 136 666 60 718 504 879 **** 2
61 1555 sling 1 2 0x00030 0 0 WBwSl 0 **** **** **** it_bag iwbwsl 0 10 2 2 27 30 0 50 1 4 1 2 2 1 1 2 1677 3 8 0 1 1 46 48 49 50 **** 4 0 0 5405 0 1 1 6 3 **** **** **** **** **** 10 1 99 629 137 667 61 719 505 **** **** ****
62 1556 thievestools 1 2 0x00000 0 0 it_picks 0 **** **** **** it_bag iit_picks_001 0 1 0 **** **** **** 0 50 **** **** **** **** 11 1 10 0.25 1722 22 8 0 11 4 **** **** **** **** **** **** 0 0 5460 0 0 5 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
63 1557 throwingaxe 1 2 0x00010 1 2 WThAx 0 1 1 1 it_bag iwthax 0 11 3 2 63 30 10 100 1 6 1 2 7 1 50 0.01 1680 8 8 0 2 1 45 **** **** **** **** **** 0 0 5407 0 1 10 8 6 **** **** **** **** **** 24 50 109 639 147 677 71 729 515 **** **** ****
64 1558 trapkit 2 2 0x00000 0 0 it_trap 0 **** **** **** it_trap_001 iit_trap_009 0 1 0 **** **** **** 0 50 **** **** **** **** 15 1 1 1 1721 1 1 1 12 4 **** **** **** **** **** **** 0 0 5461 0 0 5 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
65 1560 key 1 2 0x00000 0 2 it_key 0 **** **** **** it_bag iit_key 0 **** 0 **** **** **** 10 100 **** **** **** **** 16 0 1 1 1723 22 8 0 15 4 **** **** **** **** **** **** 0 0 5462 0 0 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
66 1562 largebox 2 2 0x00000 0 0 it_bigbox 0 **** **** **** it_bag iit_bigbox_001 1 **** 0 **** **** **** 0 50 **** **** **** **** 17 15 1 1 2289 1 8 0 18 4 **** **** **** **** **** **** 0 0 5463 0 0 10 **** **** **** **** **** **** **** 5 1 **** **** **** **** **** **** **** **** **** ****
67 0 DELETED 1 1 0x00000 0 0 it_bag 0 **** **** **** it_bag **** 1 **** 0 **** **** **** 0 50 **** **** **** **** 17 5 1 1 1724 30 8 0 15 **** **** **** **** **** **** **** 0 0 **** 0 0 100 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
68 **** DELETED * * 0x00000 * * **** * * * * it_bag **** * * * **** **** **** ** * **** **** **** **** * * * * * 30 * * * * **** **** **** **** **** **** * * **** * * * **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
69 534 cslashweapon 2 2 0x1C000 0 0 it_cr_sla 0 1 1 1 it_bag iit_cr_sla_001 0 9 3 3 **** **** 0 50 0 0 1 2 **** **** 1 2 5027 30 8 0 14 1 289 **** **** **** **** **** 0 0 5465 0 0 1 1 **** **** **** 50 50 50 0 1 291 656 290 694 292 746 532 **** **** 1
70 2188 cpiercweapon 2 2 0x1C000 0 0 it_cr_prc 0 1 1 1 it_bag iit_cr_prc_001 0 9 1 3 **** **** 0 50 0 0 1 2 **** **** 1 2 5028 30 8 0 14 1 289 **** **** **** **** **** 0 0 5466 0 0 1 1 **** **** **** 50 50 50 0 1 291 656 290 694 292 746 532 **** **** 1
71 2189 cbludgweapon 2 2 0x1C000 0 0 it_cr_blud 0 1 1 1 it_bag iit_cr_blud_001 0 9 2 3 **** **** 0 50 0 0 1 2 **** **** 1 2 5029 30 8 0 14 1 289 **** **** **** **** **** 0 0 5467 0 0 1 4 **** **** **** 50 50 50 0 1 291 656 290 694 292 746 532 **** **** 1
72 2190 cslshprcweap 2 2 0x1C000 0 0 it_cr_bite 0 1 1 1 it_bag iit_cr_bite_001 0 9 4 3 **** **** 0 50 0 0 1 2 **** **** 1 2 5030 30 8 0 14 1 289 **** **** **** **** **** 0 0 5468 0 0 1 1 **** **** **** 50 50 50 0 1 291 656 290 694 292 746 532 **** **** 1
73 530 creatureitem 2 2 0x20000 0 0 it_cr_item 0 1 1 1 it_bag iinvalid_2x2 0 1 0 **** **** **** 0 50 **** **** **** **** **** **** 1 1 5031 30 8 0 13 0 **** **** **** **** **** 4 0 0 5469 0 0 1 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
74 531 book 2 2 0x00000 0 0 IT_BOOK 0 **** **** **** it_bag iit_book_001 0 1 0 **** **** **** 0 50 **** **** **** **** 16 1 1 1 6726 1 8 0 15 4 **** **** **** **** **** **** 0 0 **** 0 0 10 **** **** **** **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
75 532 spellscroll 1 1 0x00000 0 0 IT_SCROLL 0 **** **** **** gi_scrl iit_scroll_001 0 1 0 **** **** **** 0 50 **** **** **** **** 10 1 10 0.36 1718 27 1 1 9 2 **** **** **** **** **** **** 0 0 5470 0 0 1 **** **** 1 **** **** **** **** 1 1 **** **** **** **** **** **** **** **** **** ****
76 535 gold 2 2 0x00000 0 0 IT_GOLD 0 **** **** **** it_bag iit_gold_001 0 **** 0 **** **** **** 0 50 **** **** **** **** 17 **** 50000 **** 5025 26 8 0 17 4 **** **** **** **** **** **** 0 0 5471 0 0 0 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
77 965 gem 1 1 0x00000 0 0 IT_GEM 0 **** **** **** it_bag iit_gem_001 0 1 0 **** **** **** 0 50 **** **** **** **** 17 0 10 1 5024 21 8 0 17 4 **** **** **** **** **** **** 0 0 5472 0 0 0 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
78 2194 bracer 2 1 0x00008 0 0 IT_BRACER 0 1 1 1 it_bag iit_bracer 0 **** 2 **** **** **** 0 50 **** **** **** **** 4 1 1 1 1711 0 8 0 16 0 **** **** **** **** **** 2 0 0 5473 0 0 10 **** **** **** **** **** **** **** 1 1 100 630 138 668 62 720 506 **** **** 1
79 2294 miscthin 1 2 0x00000 0 0 IT_THNMISC 0 1 1 1 it_bag iinvalid_1x2 0 1 0 **** **** **** 0 200 **** **** **** **** 16 1 1 1 1726 29 8 0 15 4 **** **** **** **** **** **** 0 0 5474 0 0 5 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
80 2220 cloak 2 3 0x00040 0 1 cloak 1 1 **** **** it_bag icloak_m_001 0 **** 0 **** **** **** 0 100 **** **** **** **** 4 1 1 1 5023 3 8 0 16 0 **** **** **** **** **** 4 0 0 5475 0 0 30 **** **** **** **** **** **** **** 15 1 **** **** **** **** **** **** **** **** **** ****
81 2730 grenade 1 1 0x00000 0 0 it_x1_gren 0 1 1 1 it_bag iit_x1_gren_003 0 1 0 **** **** **** 0 100 **** **** **** **** 16 0 10 1 2731 28 8 0 15 4 **** **** **** **** **** **** 0 0 5448 0 0 3 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
82 7666 Encampment 10 6 0x00000 0 0 it_encamp 0 1 1 1 it_bag **** 0 1 0 **** **** **** 0 200 **** **** **** **** 16 0 1 1 7666 29 8 0 15 4 **** **** **** **** **** **** 0 0 5449 0 0 500 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
83 **** padding **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
84 **** padding **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
85 **** padding **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
86 **** padding **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
87 **** padding **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
88 **** padding **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
89 **** padding **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
90 **** padding **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
91 **** padding **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
92 111697 Lance 1 4 0x1C030 1 2 WPlLc 0 1 1 1 it_bag **** 0 4 1 2 **** 1.4 10 100 1 0 1 3 1 1 1 2 111699 15 8 0 0 1 **** **** **** **** **** 4 0 0 111703 0 1 30 17 **** **** **** 0 0 100 76 1 **** **** **** **** **** **** **** **** **** ****
93 111698 Trumpet 1 3 0x1C030 1 0 it_horn 0 1 1 1 it_bag iit_horn_001 0 **** 2 3 **** 1.1 0 100 1 2 1 1 20 1 1 1 111700 17 8 0 20 4 **** **** **** **** **** **** 0 0 111704 0 1 5 17 **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
94 111701 MoonOnAStick 1 2 0x1C030 1 0 it_moon 0 **** **** **** it_moon iit_moon_001 0 **** 2 2 **** **** 0 50 **** **** **** **** 13 1 1 0.02 111702 2 8 0 16 4 **** **** **** **** **** **** 0 0 **** 0 1 1 **** **** **** **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
95 67251 trident 1 4 0x1C030 1 2 WPlTr 0 1 1 1 it_bag iwpltr 0 **** 1 4 **** 1.4 10 100 1 8 1 2 1 1 1 2 110846 15 8 0 0 1 45 **** **** **** **** 4 0 0 110899 0 1 50 17 **** **** **** 5 5 90 76 1 1072 1076 1073 1077 1074 1078 1075 1079 **** ****
96 **** XP2SpecReq **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
97 **** XP2SpecReq **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
98 **** XP2SpecReq **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
99 **** XP2SpecReq **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
100 **** XP2SpecReq **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
101 76389 empty_potion 1 2 0x00000 0 2 it_potion 0 **** **** **** it_potion_000 iit_potion 0 1 0 **** **** **** 10 100 **** **** **** **** 9 1 1 0.2 86786 24 1 0 8 2 **** **** **** **** **** **** 0 0 5455 0 2 1 **** **** 2 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
102 76390 blank_scroll 1 1 0x00000 0 0 IT_SCROLL 0 **** **** **** gi_scrl iit_scroll_002 0 1 0 **** **** **** 0 50 **** **** **** **** 10 1 1 0.36 86787 27 1 0 9 2 **** **** **** **** **** **** 0 0 5470 0 0 1 **** **** 2 **** **** **** **** 1 1 **** **** **** **** **** **** **** **** **** ****
103 76391 blank_magicwand 1 2 0x00000 1 2 WMGWn 0 1 1 1 it_bag iwmgwn 0 **** **** **** **** **** 10 100 **** **** **** **** 8 1 1 1 86788 16 1 0 1 3 **** **** **** **** **** **** 0 0 66196 50 1 10 **** **** 1 **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
104 83365 crafted_potion 1 2 0x00000 0 2 it_potion 0 **** **** **** it_potion_000 iit_potion 0 1 0 **** **** **** 10 100 **** **** **** **** 9 1 10 0.2 1719 24 1 0 8 2 **** **** **** **** **** **** 0 0 5455 0 2 1 **** **** 2 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
105 83364 crafted_scroll 1 1 0x00000 0 0 IT_SCROLL 0 **** **** **** gi_scrl iit_scroll_002 0 1 0 **** **** **** 0 50 **** **** **** **** 10 1 10 0.36 1718 27 1 0 9 2 **** **** **** **** **** **** 0 0 5470 0 0 1 **** **** 2 **** **** **** **** 1 1 **** **** **** **** **** **** **** **** **** ****
106 83363 crafted_magicwand 1 2 0x00000 1 2 WMGWn 0 1 1 1 it_bag iwmgwn 0 **** **** **** **** **** 10 100 **** **** **** **** 8 1 1 1 1707 16 1 0 1 3 **** **** **** **** **** **** 0 0 66196 50 1 10 **** **** 1 **** **** **** **** 10 1 **** **** **** **** **** **** **** **** **** ****
107 **** XP2SpecialRequest **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** **** ****
108 83310 dwarvenwaraxe 2 3 0x1C030 1 2 WAxBt 0 1 1 1 it_bag iwaxbt 0 **** 3 3 **** 1.2 10 100 1 10 1 3 1 30 1 2 83311 9 8 0 0 1 44 **** **** **** **** 4 0 0 83312 0 1 150 16 **** **** **** 100 100 0 41 1 952 956 953 957 954 958 955 959 **** ****
109 83379 craftcompbase 2 2 0x00000 0 0 it_midmisc 0 1 1 1 it_bag iinvalid_2x2 0 1 0 **** **** **** 0 200 **** **** **** **** 16 0 1 1 83632 29 8 0 15 4 **** **** **** **** **** **** 0 0 5449 0 0 5 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
110 83380 craftcompsmall 1 1 0x00000 0 0 it_smlmisc 0 1 1 1 it_bag iinvalid_1x1 0 1 0 **** **** **** 0 200 **** **** **** **** 16 0 1 1 83699 28 8 0 15 4 **** **** **** **** **** **** 0 0 5448 0 0 3 **** **** 1 **** **** **** **** 0 1 **** **** **** **** **** **** **** **** **** ****
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