Equipment Data

Weapons, armor, accessories, consumables, and artifacts. Each item has up to 4 equip effect slots plus a hold effect and an awakening bonus.

1,474 records GeneralItemTable v1.1.80

Table Structure

Source TableDataManager.item_dict Struct GeneralItemTable (value type) Key Type int — unique item ID Records 1,474 items across all equipment categories

The item table is the largest entity table. It covers all equippable and consumable items. Each record contains the item's base stats, up to 4 equip effect slots (PropertyType + value pairs), a hold effect (passive bonus from owning), and an awakening bonus that unlocks at higher tiers.

ItemType Values

ValueNameDescription
-1NoneNo type / unset
0SystemSystem-level items
1WeaponPrimary offensive equipment; provides ATK, damage bonuses
2ArmorDefensive equipment; provides HP, damage reduction
3AccessoryUtility slots; crit, speed, special effects
4ConsumableOne-time use items; buffs, resources
5SummonSummoning tickets/items
6PackageBundle/package items
7RandomRandom reward boxes
8OfflineCreditOffline credit reward items
9OfflineVoltOffline volt reward items
10ArtifactSpecial equipment with unique passive effects
Note

ItemType values 5–9 (Summon, Package, Random, OfflineCredit, OfflineVolt) are non-equipment types that appear in the same enum but represent consumable/reward items rather than equippable gear.

Key Fields

Effect Slots
Field GroupTypeNotes
eTypeItemTypeCategory: None(-1), System(0), Weapon(1), Armor(2), Accessory(3), Consumable(4), Summon(5), Package(6), Random(7), OfflineCredit(8), OfflineVolt(9), Artifact(10)
eGradeTypeGradeTypeRarity tier from Common through Exotic
eEquipEffectType, eSubEquipEffectType, eSubEquipEffectType2, eSubEquipEffectType3PropertyType4 equip effect slots; each is a PropertyType enum
fEquipEffectValue, fSubEquipEffectValue, fSubEquipEffectValue2, fSubEquipEffectValue3floatCorresponding values for each equip effect slot
eHoldEffectType / fHoldEffectValuePropertyType / floatPassive bonus from simply holding (owning) the item
eAwakeningEffectType / fAwakeningEffectValuePropertyType / floatAdditional bonus unlocked by awakening the item
iReferenceID / iAwakeningintSame reference/awakening chain pattern as ships
Open Questions
  • Are item equip effects additive or multiplicative with ship base stats?
  • What determines which items can equip on which ships? Is there a slot restriction table?
  • Do awakening bonuses stack with the base equip effects, or do they replace a slot?
  • Are there set bonuses for equipping items of the same series?