The weapon details correspond to a two-layer mapping by weaponType and displayId. Most base data can be found on-chain or through the API. Mappings for additional string data are as follows:
{"2": {"1": {"name":"Gore Axe","description":"A formidable axe fashioned from the spine and rib cage of a mighty boar." },"2": {"name":"Savage Axe","description":"A double blade made from battlefield salvage and attached to a bedpost." },"3": {"name":"Bronze Half-Moon Axe","description":"A peculiar bronze great-axe that is conveniently shaped for digging graves..." },"4": {"name":"Squire's Halbard","description":"A favorite for castle-guards, the giant halberd doubles as a combat deterrant." } },"3": {"1": {"name":"Gore Bow","description":"A crude recurve bow fashioned from the bones of a mighty boar." },"2": {"name":"Stick 'n String","description":"A crude branch-bow with leaves (and berries?) still attached. Blubs beware!" },"3": {"name":"Maple Longbow","description":"A stiff bow made of treated maple wood. A bun-hunter's dream!" },"4": {"name":"Squire's Recurve Bow","description":"A standard military-issue recurve bow, strung to provide additonal energy on release." },"5": {"name":"Gore Longbow","description":"A crude recurve longbow fashioned from the bones of a mighty boar." } },"4": {"1": {"name":"Flint Knife","description":"Technically a knife, but more accurately a bit of sharp flint attached to a handle with string." },"2": {"name":"Bronze Gladius","description":"A bronze small-sword. A popular weapon for gladiators." },"3": {"name":"Squire's Dagger","description":"A handy iron dagger designed sturdy for parrying and stabbing." },"50000": {"name":"Gardening Trowel", "description": "This perfectly balanced gardening trowel has been sharpened to a fine point. Dig a hole and bury your enemies in the dirt!"
} },"5": {"1": {"name":"Wooden Knuckles","description":"Protect your fists with something slightly softer than your fists!" },"2": {"name":"Bronze Caesti","description":"Heavy bronze plated gloves reinforced for punching armor." },"3": {"name":"Squire's Gloves","description":"Comfortable fitted gloves with sharpened iron knuckle reinforcements." } },"6": {"1": {"name":"Driftwood Shillelagh","description":"Colloquially known as a bonk-stick, it gets the job done... if the job is bonking." },"2": {"name":"Maple Club","description":"A favorite among trolodytes and goblins." },"3": {"name":"Squire's Mace","description":"A hard iron mace designed to concuss beasts and men alike." } },"8": {"1": {"name":"Sharpened Stick","description":"It's a stick. Try not to poke your eye out." },"2": {"name":"Bronze Shortspear","description":"A bronze bladed spear that can be easily wielded with a shield." },"3": {"name":"Squire's Light Spear","description":"A sharp tipped iron shortspear that is light enough to use with one hand." } },"9": {"1": {"name":"Driftwood Pike","description":"Someone has sharpened a shabby piece of driftwood for some reason." },"2": {"name":"Bronze Longspear","description":"A bronze spear with a triangular blade. Long enough to get the job done." },"3": {"name":"Squire's Heavy Spear","description":"An iron longspear that really helps get your point across." } },"10": {"1": {"name":"Gore Staff","description":"A long and savage staff fashioned out of several bones bound with tanned leather." },"2": {"name":"Gnarled Staff","description":"A long knobby tree branch that has been whittled down and taped for comfort." },"3": {"name":"Maple Staff","description":"A wooden staff that forks to hold an orb of natural peridot. Great for beginners!" },"4": {"name":"Squire's Staff","description":"A sturdy staff with metal embellishments and topped with an amethyst focus." },"50000": {"name":"Walking Stick", "description": "A sturdy and perfectly balanced oak walking stick. An essential accessory for lengthy foraging trips or fighting off territorial basilisks."
} },"11": {"1": {"name":"Gore Blade","description":"A blade fashioned from the sharpened rib bone of a massive boar." },"2": {"name":"Toy Sword","description":"A hastily assembled dull wooden sword. Strikes fear into schoolyard bullies!" },"3": {"name":"Bronze Spatha","description":"A broad blade of bronze with a heavy pommel and good balance." },"4": {"name":"Squire's Sword","description":"A plain looking iron longsword with a crossguard." },"50000": {"name":"Fishing Rod", "description": "A sleek fishing rod designed for two purposes: catching fish and kicking ass. And you already caught all the fish."
} },"12": {"1": {"name":"Eggscalibur","description":"A finely crafted greatsword fashioned from the sturdy, sharpened feathers of a hardened rocboc." },"2": {"name":"Igneous Butcher","description":"As a joke someone has attached a boulder to a sword hilt. Hard to swing." },"3": {"name":"Bronze Greatsword","description":"An extremely heavy bronze blade forged in a single mold, blade and all." },"4": {"name":"Squire's Greatsword","description":"A well-crafted iron claymore. The handle is long enough to hold in both hands." } },"13": {"1": {"name":"Demon's Drumstick","description":"A true oddity of craftsmanship that is equally mouth-watering and powerful." },"2": {"name":"Gnarled Wand","description":"A suspicious wand. Why do all the nearby trees seem so bare?" },"3": {"name":"Maple Wand","description":"A lacquered maple branch fitted with a small peridot for focusing magic." },"4": {"name":"Squire's Wand","description":"An amethyst topped wand. It looks sturdy." } }}
Weapon Bonuses
Weapon Bonus descriptions correspond to the following mappings. The X in each mapping represents the corresponding bonusScalar value.
{ 1:"Gain X% chance to inflict Banish on hit", 2:"Gain X% chance to inflict Bleed on hit", 3:"Gain X% chance to inflict Blind on hit", 4:"Gain X% chance to inflict Burn on hit", 5:"Gain X% chance to inflict Chill on hit", 6:"Gain X% chance to inflict Confuse on hit", 7:"Gain X% chance to inflict Daze on hit", 8:"Gain X% chance to inflict Disarm on hit", 9:"Gain X% chance to inflict Fear on hit", 10:"Gain X% chance to inflict Intimidate on hit", 11:"Gain X% chance to inflict Poison on hit", 12:"Gain X% chance to inflict Pull on hit", 13:"Gain X% chance to inflict Push on hit", 14:"Gain X% chance to inflict Silence on hit", 15:"Gain X% chance to inflict Sleep on hit", 16:"Gain X% chance to inflict Slow on hit", 17:"Gain X% chance to inflict Stun on hit", 18:"Gain X% chance to inflict Taunt on hit", 19:"Gain X% chance to inflict Daze on basic attack when targeting a channeling enemy", 20:"Increase Block chance by +X%", 21:"Increase Spell Block chance by +X%", 22:"Increase Critical Hit damage multiplier by +X", 23:"Increase Critical Hit chance by +X%", 24:"Critical Hits gain X% Lifesteal", 25:"Gain X% Pierce", 26:"Increase Block damage reduction by X%", 27:"Increase Spell Block damage reduction by X%", 28:"Increase Magical Damage dealt and reduce Healing Potency by X% each", 29:"Increase Healing Potency and reduce Magical Damage dealt by X% each", 30:"Decrease Physical and Magical Defense by X% each"}
The Hero ID of the crafting Hero, or a unique ID for dropped items. See CraftedBy.
dye1
uint8
A unique mapping indicating the primary color variation for some items (0 = no dye). See Dye1.
dye2
uint8
A unique mapping indicating the secondary color variation for some items (0 = no dye). See Dye2.
basePotency
uint16
The base Potency of the weapon
focusRequirement
uint8
The required Focus for a Hero to meet the base Magical Accuracy of the weapon (one-decimal precision)
mAccuracyAtRequirement
uint8
The base Magical Accuracy of the weapon when the Hero meets the given focusRequirement (one-decimal precision)
mScalarStat1
uint8
Magical damage Scalar Stat mapping (0 = none)
mScalarStat2
uint8
Magical damage Scalar Stat mapping (0 = none)
mScalarStat3
uint8
Magical damage Scalar Stat mapping (0 = none)
mScalarValue1
uint8
The scalar value for mScalarStat1 (one-decimal precision multiplier, e.g. 5 = 0.5x)
mScalarValue2
uint8
The scalar value for mScalarStat2 (one-decimal precision multiplier, e.g. 5 = 0.5x)
mScalarValue3
uint8
The scalar value for mScalarStat3 (one-decimal precision multiplier, e.g. 5 = 0.5x)
mScalarMax1
uint16
The maximum value that can be obtained from the Hero's mScalarStat1 * mScalarValue1
mScalarMax2
uint16
The maximum value that can be obtained from the Hero's mScalarStat2 * mScalarValue2
mScalarMax3
uint16
The maximum value that can be obtained from the Hero's mScalarStat3 * mScalarValue3
restorationCount
uint8
The number of times the item's remainingRepairs have been restored
equippedTo
uint64
The Hero ID of the Hero that the item is equipped to
equippableAt
uint64
The Unix timestamp when the item is next equippable
maxDurability
uint16
The maximum durability of the item
durability
uint16
The current durability of the item
maxRepairs
uint8
The maximum number of repairs for the item
remainingRepairs
uint8
The remaining number of repairs for the item
equipRequirement
uint8
The Strength requirement to equip the item
enchantmentType1
uint8
A mapping of the enchantment type:
0 = no enchantment slot available
1 = empty enchantment slot
enchantmentType2
uint8
A mapping of the enchantment type:
0 = no enchantment slot available
1 = empty enchantment slot
enchantmentType3
uint8
A mapping of the enchantment type:
0 = no enchantment slot available
1 = empty enchantment slot
enchantmentScalar1
uint16
The scalar value of the corresponding enchantment
enchantmentScalar2
uint16
The scalar value of the corresponding enchantment
enchantmentScalar3
uint16
The scalar value of the corresponding enchantment
bonus1
uint8
A mapping of an item bonus ID (0 = no bonus)
bonus2
uint8
A mapping of an item bonus ID (0 = no bonus)
bonus3
uint8
A mapping of an item bonus ID (0 = no bonus)
bonus4
uint8
A mapping of an item bonus ID (0 = no bonus)
bonus1Scalar
uint16
The scalar value of the corresponding bonus
bonus2Scalar
uint16
The scalar value of the corresponding bonus
bonus3Scalar
uint16
The scalar value of the corresponding bonus
bonus4Scalar
uint16
The scalar value of the corresponding bonus
baseDamage
uint16
The base damage of the weapon
accuracyRequirement
uint8
The required Accuracy for a Hero to meet the base Physical Accuracy of the weapon (one-decimal precision)
pAccuracyAtRequirement
uint16
The base Accuracy of the weapon when the Hero meets the given accuracyRequirement (one-decimal precision)
pScalarStat1
uint16
Physical damage Scalar Stat mapping (0 = none)
pScalarStat2
uint16
Physical damage Scalar Stat mapping (0 = none)
pScalarStat3
uint16
Physical damage Scalar Stat mapping (0 = none)
pScalarValue1
uint8
The scalar value for pScalarStat1 (one-decimal precision multiplier, e.g. 5 = 0.5x)
pScalarValue2
uint8
The scalar value for pScalarStat2 (one-decimal precision multiplier, e.g. 5 = 0.5x)
pScalarValue3
uint8
The scalar value for pScalarStat3 (one-decimal precision multiplier, e.g. 5 = 0.5x)
pScalarMax1
uint8
The maximum value that can be obtained from the Hero's pScalarStat1 * pScalarValue1
pScalarMax2
uint8
The maximum value that can be obtained from the Hero's pScalarStat2 * pScalarValue2
pScalarMax3
uint8
The maximum value that can be obtained from the Hero's pScalarStat3 * pScalarValue3
uniqueSettings
uint16
Currently unused
speedModifier
uint8
Modifies the Hero's speed by the given percent While wielding the Weapon. Zero-decimal precision with range of -128% to 128%.
Conversion logic is: (1 - 2 * floor(speedModifier / 128)) * (speedModifier % 128).