Equipment Slot IDs مراجعات Taborea: ٥ أغسطس ٢٠٢٦
Reference for native equipment wear-position IDs used by the game client, Lua equipment functions and character equipment data.
The canonical definition is EQWearPosENUM. Addons should use GetInventorySlotInfo() when a Lua slot name is available instead of hardcoding a numeric value.
Using Equipment Slot IDs
Unit Frame API functions accept these IDs when reading equipped items. GetInventorySlotInfo() converts a supported Lua slot name into its numeric ID and texture path.
local slotId, texture = GetInventorySlotInfo("MainHandSlot")local itemLink = GetInventoryItemLink("player", slotId)
Normal Equipment Slots
IDs 0–33 are stored in the normal character equipment array. EM_EQWearPos_MaxCount is 34 and acts as the exclusive upper boundary.
| ID | Enum constant | Lua slot name | Purpose |
|---|---|---|---|
0 |
EM_EQWearPos_Head |
HeadSlot |
Head armor |
1 |
EM_EQWearPos_Gloves |
HandsSlot |
Hand armor |
2 |
EM_EQWearPos_Shoes |
FeetSlot |
Foot armor |
3 |
EM_EQWearPos_Clothes |
ChestSlot |
Chest armor |
4 |
EM_EQWearPos_Pants |
LegsSlot |
Leg armor |
5 |
EM_EQWearPos_Back |
BackSlot |
Back equipment |
6 |
EM_EQWearPos_Belt |
WaistSlot |
Belt |
7 |
EM_EQWearPos_Shoulder |
ShoulderSlot |
Shoulder armor |
8 |
EM_EQWearPos_Necklace |
NecklaceSlot |
Necklace |
9 |
EM_EQWearPos_Ammo |
AmmoSlot |
Ammunition |
10 |
EM_EQWearPos_Bow |
RangedSlot |
Ranged weapon |
11 |
EM_EQWearPos_Ring1 |
Ring0Slot |
First ring |
12 |
EM_EQWearPos_Ring2 |
Ring1Slot |
Second ring |
13 |
EM_EQWearPos_Earring1 |
Earring0Slot |
First earring |
14 |
EM_EQWearPos_Earring2 |
Earring1Slot |
Second earring |
15 |
EM_EQWearPos_MainHand |
MainHandSlot |
Main-hand weapon |
16 |
EM_EQWearPos_SecondHand |
SecondaryHandSlot |
Off-hand weapon or shield |
17 |
EM_EQWearPos_Manufactory |
UtensilSlot |
Crafting utensil |
18 |
EM_EQWearPos_MagicTool1 |
Talisman0Slot |
First talisman |
19 |
EM_EQWearPos_MagicTool2 |
Talisman1Slot |
Second talisman |
20 |
EM_EQWearPos_MagicTool3 |
Talisman2Slot |
Third talisman |
21 |
EM_EQWearPos_Ornament |
AdornmentSlot |
Adornment |
22 |
EM_EQWearPos_Artefact1 |
Artefact1Slot |
First artefact |
23 |
EM_EQWearPos_Artefact2 |
Artefact2Slot |
Second artefact |
24 |
EM_EQWearPos_Robot |
RobotSlot |
Robot |
25 |
EM_EQWearPos_Robot_Component1 |
RobotComponent1Slot |
First robot component |
26 |
EM_EQWearPos_Robot_Component2 |
RobotComponent2Slot |
Second robot component |
27 |
EM_EQWearPos_Robot_Component3 |
RobotComponent3Slot |
Third robot component |
28 |
EM_EQWearPos_Robot_Component4 |
RobotComponent4Slot |
Fourth robot component |
29 |
EM_EQWearPos_Tool_Mine |
ToolMineSlot |
Mining tool |
30 |
EM_EQWearPos_Tool_Wood |
ToolWoodSlot |
Woodcutting tool |
31 |
EM_EQWearPos_Tool_Herb |
ToolHerbSlot |
Herbalism tool |
32 |
EM_EQWearPos_Tool_Fish |
ToolFishSlot |
Fishing rod |
33 |
EM_EQWearPos_Tool_Fish_Bait |
ToolFishBaitSlot |
Fishing bait |
Weapon Extension Slots
IDs 90–95 are equipped fields outside the normal Item[] array. Extraction slots override the matching weapon dynamic attributes when usable. Portable tier slots are available only for compatible weapons.
| ID | Enum constant | Lua slot name | Purpose |
|---|---|---|---|
90 |
EM_EQWearPos_Extraction_MainHand |
MainHandExtractSlot |
Equipped extraction stone for the main-hand weapon |
91 |
EM_EQWearPos_Extraction_SecondHand |
SecondaryHandExtractSlot |
Equipped extraction stone for the off-hand weapon |
92 |
EM_EQWearPos_Extraction_Bow |
RangedExtractSlot |
Equipped extraction stone for the ranged weapon |
93 |
EM_EQWearPos_PortableTier_MainHand |
MainHandPortableTierSlot |
Portable tier item for the main-hand weapon |
94 |
EM_EQWearPos_PortableTier_SecondHand |
SecondaryHandPortableTierSlot |
Portable tier item for the off-hand weapon |
95 |
EM_EQWearPos_PortableTier_Bow |
RangedPortableTierSlot |
Portable tier item for the ranged weapon |
Wardrobe UI Slots
IDs 96–99 are used only by the Cool Suit wardrobe interface. They do not represent equippable bag items and do not have rows in the normal equipment array.
| ID | Enum constant | Lua slot name | Purpose |
|---|---|---|---|
96 |
EM_EQWearPos_CoolSuit_MainHandPlus |
MainHandPlusSlot |
Main-hand wardrobe appearance |
97 |
EM_EQWearPos_CoolSuit_OffHandPlus |
OffHandPlusSlot |
Off-hand wardrobe appearance |
98 |
EM_EQWearPos_CoolSuit_WeaponTrail |
WeaponTrailSlot |
Weapon trail wardrobe appearance |
99 |
EM_EQWearPos_CoolSuit_BowPlus |
BowPlusSlot |
Ranged weapon wardrobe appearance |
Backup Equipment Slots
IDs 100–133 mirror normal equipment slots for backup equipment data. The mapping is backup ID = normal ID + 100. These internal backup positions are not resolved by GetInventorySlotInfo().
| ID | Enum constant | Mirrors | Purpose |
|---|---|---|---|
100 |
EM_EQWearPos_BK_Head |
0 |
Backup of head armor |
101 |
EM_EQWearPos_BK_Gloves |
1 |
Backup of hand armor |
102 |
EM_EQWearPos_BK_Shoes |
2 |
Backup of foot armor |
103 |
EM_EQWearPos_BK_Clothes |
3 |
Backup of chest armor |
104 |
EM_EQWearPos_BK_Pants |
4 |
Backup of leg armor |
105 |
EM_EQWearPos_BK_Back |
5 |
Backup of back equipment |
106 |
EM_EQWearPos_BK_Belt |
6 |
Backup of belt |
107 |
EM_EQWearPos_BK_Shoulder |
7 |
Backup of shoulder armor |
108 |
EM_EQWearPos_BK_Necklace |
8 |
Backup of necklace |
109 |
EM_EQWearPos_BK_Ammo |
9 |
Backup of ammunition |
110 |
EM_EQWearPos_BK_Bow |
10 |
Backup of ranged weapon |
111 |
EM_EQWearPos_BK_Ring1 |
11 |
Backup of first ring |
112 |
EM_EQWearPos_BK_Ring2 |
12 |
Backup of second ring |
113 |
EM_EQWearPos_BK_Earring1 |
13 |
Backup of first earring |
114 |
EM_EQWearPos_BK_Earring2 |
14 |
Backup of second earring |
115 |
EM_EQWearPos_BK_MainHand |
15 |
Backup of main-hand weapon |
116 |
EM_EQWearPos_BK_SecondHand |
16 |
Backup of off-hand weapon or shield |
117 |
EM_EQWearPos_BK_Manufactory |
17 |
Backup of crafting utensil |
118 |
EM_EQWearPos_BK_MagicTool1 |
18 |
Backup of first talisman |
119 |
EM_EQWearPos_BK_MagicTool2 |
19 |
Backup of second talisman |
120 |
EM_EQWearPos_BK_MagicTool3 |
20 |
Backup of third talisman |
121 |
EM_EQWearPos_BK_Ornament |
21 |
Backup of adornment |
122 |
EM_EQWearPos_BK_Artefact1 |
22 |
Backup of first artefact |
123 |
EM_EQWearPos_BK_Artefact2 |
23 |
Backup of second artefact |
124 |
EM_EQWearPos_BK_Robot |
24 |
Backup of robot |
125 |
EM_EQWearPos_BK_Robot_Component1 |
25 |
Backup of first robot component |
126 |
EM_EQWearPos_BK_Robot_Component2 |
26 |
Backup of second robot component |
127 |
EM_EQWearPos_BK_Robot_Component3 |
27 |
Backup of third robot component |
128 |
EM_EQWearPos_BK_Robot_Component4 |
28 |
Backup of fourth robot component |
129 |
EM_EQWearPos_BK_Tool_Mine |
29 |
Backup of mining tool |
130 |
EM_EQWearPos_BK_Tool_Wood |
30 |
Backup of woodcutting tool |
131 |
EM_EQWearPos_BK_Tool_Herb |
31 |
Backup of herbalism tool |
132 |
EM_EQWearPos_BK_Tool_Fish |
32 |
Backup of fishing rod |
133 |
EM_EQWearPos_BK_Tool_Fish_Bait |
33 |
Backup of fishing bait |
Boundary and Sentinel Values
| Value | Constant | Meaning |
|---|---|---|
-1 |
EM_EQWearPos_None |
No equipment position. |
34 |
EM_EQWearPos_MaxCount |
Exclusive upper boundary of the normal equipment array. |
100 |
_DEF_EQ_BACKUP_BASE_ |
Base offset used by backup equipment positions. |
0x7FFFFFFF |
EM_EQWearPosENUM_FORCE_DWORD |
Internal enum-size sentinel; not an equipment slot. |