Developer:Spell IDs
Contents
Spell ID Structure
It is important to understand these ranges are merely "padding", and no particular class or race really has 1,000 abilities assigned to it (not yet at least!) but this allows those who customize their Spells tables plenty of room to leave our default spells, but create some new ones of their own without losing the default data.
Note: This is only our suggestion, and in no way should anyone else feel they need to follow this example. Admins are free to customize ID's in anyway they deem fit for their environment.
Common
Common spells/abilities are those castable effects that every class (or race) might have, such as harvesting, tradeskilling, summoning a mount, or returning to a bind point.
Classes
The numbering scheme to follow for player Classes is "ClassID * 10000" (that is ten-thousand). Example, Guardian ClassID is 3. Multiply that by 10,000 and you have the starting of the Guardian Class spells (10,000 - 19,999).
Races
Racial Traits and Traditions are a little different. Since there are not as many Racial spells as Class spells, we decided to shrink the range to 1,000. So the formula for deriving a Racial Spell ID is: (RaceID * 1,000) + 500,000 (with 500,000 being the base starting point for Racial Spell ID's).
Example, the Ratonga RaceID is 13. Multiply that by 1,000 = 13,000 + 500,000 = 513,000. The range is 1,000 numbers so the Ratonga RaceID max is 513,999. Simple, right?
Spell ID Chart
Below is a chart demonstrating the current Spell ID layout and why we chose to do it this way.
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General/Common spells such as "Sprint", "Call of...", or spells that every player has regardless of class. |
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Tradeskill abilities are in this range. |
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Object interaction functionality, like "Burn Tent" or "Steal Book". These need "spells" merely for the casting timers and to cause a certain action to take place. They will never be spells you see in your Knowledgebook, and are only for this purpose. And there are surprisingly many of them. |
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Fighter Archetype - all common spells across all "Fighter" archetypes |
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Warrior Class - all common spells across all "Warrior" classes |
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Guardian Subclass - all spells specific to the "Guardian" subclass |
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Berserker Subclass - all spells specific to the "Berserker" subclass |
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Brawler Class - all common spells across all "Brawler" classes |
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Monk Subclass - all spells specific to the "Monk" subclass |
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Bruiser Subclass - all spells specific to the "Bruiser" subclass |
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Crusader Class - all common spells across all "Crusader" classes |
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Shadowknight Subclass - all spells specific to the "Shadowknight" subclass |
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Paladin Subclass - all spells specific to the "Paladin" subclass |
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Priest Archetype - all common spells across all "Priest" archetypes |
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Cleric Class - all common spells across all "Cleric" classes |
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Templar Subclass - all spells specific to the "Templar" subclass |
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Inquisitor Subclass - all spells specific to the "Inquisitor" subclass |
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Druid Class - all common spells across all "Druid" classes |
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Warden Subclass - all spells specific to the "Warden" subclass |
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Fury Subclass - all spells specific to the "Fury" subclass |
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Shaman Class - all common spells across all "Shaman" classes |
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Mystic Subclass - all spells specific to the "Mystic" subclass |
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Defiler Subclass - all spells specific to the "Defiler" subclass |
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Mage Archetype - all common spells across all "Priest" archetypes |
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Sorceror Class - all common spells across all "Sorceror" classes |
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Wizard Subclass - all spells specific to the "Wizard" subclass |
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Warlock Subclass - all spells specific to the "Warlock" subclass |
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Enchanter Class - all common spells across all "Enchanter" classes |
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Illusionist Subclass - all spells specific to the "Illusionist" subclass |
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Coercer Subclass - all spells specific to the "Coercer" subclass |
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Summoner Class - all common spells across all "Summoner" classes |
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Conjuror Subclass - all spells specific to the "Conjuror" subclass |
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Necromancer Subclass - all spells specific to the "Necromancer" subclass |
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Scout Archetype - all common spells across all "Scout" archetypes |
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Rogue Class - all common spells across all "Rogue" classes |
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Swashbuckler Subclass - all spells specific to the "Swashbuckler" subclass |
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Brigand Subclass - all spells specific to the "Brigand" subclass |
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Bard Class - all common spells across all "Bard" classes |
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Troubadour Subclass - all spells specific to the "Troubadour" subclass |
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Dirge Subclass - all spells specific to the "Dirge" subclass |
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Predator Class - all common spells across all "Predator" classes |
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Ranger Subclass - all spells specific to the "Ranger" subclass |
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Assassin Subclass - all spells specific to the "Assassin" subclass |
Racial Spells Chart
These are the spells or traits/traditions for a specific race, like Halfling's Hearty Feast, etc. While there definitely does not need to be 1,000 IDs for Racial Traits, this is the current numbering scheme we've chosen to use.
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Race 0 - Barbarian |
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Race 1 - Dark Elf |
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Race 2 - Dwarf |
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Race 3 - Erudite |
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Race 4 - Froglok |
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Race 5 - Gnome |
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Race 6 - Half Elf |
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Race 7 - Halfling |
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Race 8 - High Elf |
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Race 9 - Human |
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Race 10 - Iksar |
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Race 11 - Kerra |
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Race 12 - Ogre |
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Race 13 - Ratonga |
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Race 14 - Troll |
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Race 15 - Wood Elf |
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Race 16 - Fae |
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Race 17 - Arasai |
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Race 18 - Sarnak |
Note: Races and Classes are static in EQ2 Emulator - meaning, you cannot change them to custom race or class. However, using the vast customization of EQ2 Emulator data, you can create any race/class combos of spells and abilities imaginable. Even ones Sony has never thought of!
Note2: Also keep in mind that just because the range goes to *,999 does not mean there are 1,000 Racial and 10,000 Class spells PER group - that is just the space available to create spells for that race or class. Most Class Spell ID's have no more than 160 spells, so typing /useability 109999 will never yield results, since we simply do not have 10,000 Paladin spells.
Enjoy!