ItemLink

An item link consists of a data part and a text part. The text part allows using colors. The data part starts with the item id in hex and is followed by all basic items data. The data is seperated by spaces.

All parts of the item link are hexadecial values. The data is seperated into blocks of 4 bytes (up to 8 digits hexadecimal). One block may contain 1 value with 4 bytes, 2 values with 2 bytes or 4 values with 1 byte.

Basic Itemlink
|Hitem:      *3 *4  |h|cff [ ]|r|h

Data Part

 * id
 * number in hex - the id of the item. If you skipp all remaining parts this will list the basic item without any stats, plussing, runes and whatever.
 * bind type
 * number - bound status (1 = nonbindable ,2 = bound, 3 = boe)
 * runes
 * number of rune slots (1 byte value stored in hex, 2 = 1 slot, 4 = 2 slots, 6 = 3 slots, 8 = 4 slots)
 * plus
 * number - plussing of the item (1 byte value stored in hex)
 * tier
 * number - tier of the item (0a = not tiered, any higher than that is + to default tier; 1 byte value stored in hex)
 * max dura
 * number - the usual maximum dura of the item (1 byte value stored in hex)
 * stat
 * id - One of the 6 stats of the item. (2 byte value stored in hex, add a 7 to the beginning of the 2 byte hex and you have the stats ID number in hex, convert to decimal and you can find the stat's name using TEXT("Sys######_name"))
 * rune
 * itemid - the itemid of the rune
 * current dura
 * number - the actual dura multiplied by 100 (thus 112 current dura would result in 11200 so in hex "2BC0"; may be higher than max dura; for quest items should be 8000 in hex)
 * hash
 * number - two bytes hash code (See code below).

Note that the part   may also be used for other purposes if an item doesn't requires these values.

Egg item itemlink
|Hitem:        <00> <00>  <00> 0 |h|cff [ ]|r|h

Data Part

 * id
 * id of egg item in hex


 * bind type
 * currently only seen as 1 = nonbinable
 * timestap1
 * seems to run up like a timestamp on each new egg found on the server
 * timestap2
 * seems to run up like a timestamp on each new egg found on the server
 * model
 * model\type of the creature in the egg
 * talent points
 * TP to invest in passive skills
 * level
 * level of pet in hex
 * element(*)
 * element of pet (00 = earth, 01 = water, 02 = fire, 03 = wind, 04 = light, 05 = dark, ff = none, some blanks to fill in later)
 * color(*)
 * color or rarity of the egg, this decides how strong the basestats are (01 = green, 02 = blue, 03 = purple, 04 = orange)
 * str
 * strength multiplier under value
 * aptitude
 * all stats multiplier under assist
 * int
 * intelligence multiplier under value
 * dex
 * dexterity multiplier under value
 * sta
 * stamina multiplier under value
 * wis
 * wisdom multiplier under value


 * these itemlink stats are ignored and itemid is used for this information
 * these itemlink stats are ignored and itemid is used for this information

Text Part
You can use colors in the text part.

Item Link Hash Calculation
The item link hash value is effectively the low word (16-bits) of a 32-bit CRC.

The following is code posted by Valacar on the UK forums, and has been released to the public domain.

Original forum thread discussing hash calculation can be seen here: https://forum.runesofmagic.com/showthread.php?p=2368150#post2368150 Forum thread with posted code can be seen here: https://forum.runesofmagic.com/showthread.php?t=280594