📑Item
Main database of every item in the game: name, size, requirements, and base stats. The file is divided into 16 sections (0 to 15), each representing an item category. Each category has a slightly different set of stat columns between the item name and the requirement fields.
Columns present in every section (before the stats)
Type
Number, sequential within the section
Together with the section number, forms the item code.
Slot
Number, or *
Equipment slot used by the item. * = the item cannot be equipped (it stays in the inventory, like a potion or scroll). Common values: 0 right hand, 1 left hand/bow, 2 helm, 3 armor, 4 pants, 5 gloves, 6 boots, 7 wings, 8 pet.
Skill
Number
Skill or effect activated by the item (for example, a weapon skill). 0 = none.
Width / Height
Number, in inventory slots
Item size in the inventory/warehouse grid.
HaveSerial
0 or 1
Whether the item receives a unique serial number when created (used for anti-duplication tracking).
HaveOption
0 or 1
Whether the item can receive options (Excellent, Ancient/Set, Socket, +Level, etc.).
DropItem
0 or 1
Whether the item can be dropped on the ground, traded, or sold normally.
Name
Text enclosed in quotes
Item name.
Section-specific columns (between Name and the requirements)
Name and the requirements)0
Swords
Level, DamageMin, DamageMax, AttackSpeed, Durability, MagicDurability, MagicDamageRate
1
Axes
(same columns as Section 0)
2
Maces / Scepters
(same columns as Section 0)
3
Spears
(same columns as Section 0)
4
Bows / Crossbows (includes arrows and bolts as separate items)
(same columns as Section 0)
5
Staffs / Sticks / Spell Books
(same columns as Section 0)
6
Shields
Level, Defense, DefenseSuccessRate, Durability
7
Helms
Level, Defense, MagicDefense, Durability
8
Armors
Level, Defense, MagicDefense, Durability
9
Pants
Level, Defense, MagicDefense, Durability
10
Gloves
Level, Defense, AttackSpeed, Durability
11
Boots
Level, Defense, WalkSpeed, Durability
12
Wings / Capes
Level, Defense, Durability, ReqLevel, ReqEnergy, ReqStrength, ReqDexterity, ReqLeadership, BuyMoney (custom format, without None or ReqVitality—see notes)
13
Pets / Mounts
Level, Durability, Resistance1, Resistance2, Resistance3, Resistance4, Resistance5, Resistance6, Resistance7
14
Potions / Consumables
Value, Level (minimal format—no requirements or class restrictions; see notes)
15
Summoning Scrolls
Level, ReqLevel, ReqEnergy, BuyMoney (custom format; see notes)
Final columns (requirements and classes)
Applies to Sections 0–11 and 13 only. Sections 12, 14, and 15 use their own layouts (see the table above and the notes).
ReqLevel
Number
Minimum level required to equip the item.
ReqStrength
Number
Minimum Strength required.
ReqDexterity
Number
Minimum Dexterity required.
ReqEnergy
Number
Minimum Energy required.
ReqVitality
Number
Minimum Vitality required.
ReqLeadership
Number
Minimum Leadership required (Dark Lord).
None
Number
Present in the file but ignored by the game—see notes.
DW / DK / FE / MG / DL / SU / RF
0, 1, or 2
Class requirement: 0 = this class cannot equip the item. 1 = available starting from the 1st class advancement. 2 = available only from the 2nd class advancement.
Notes
The
Nonecolumn (betweenReqLeadershipand the class columns) is parsed, but its value is never stored or used. It is effectively a dead column that exists only for file compatibility. This applies to Sections 0–11 and 13. Sections 12, 14, and 15 do not include this column.For weapons (Sections 0–5), whether the weapon is one-handed or two-handed is determined automatically from its width (
Width >= 2= two-handed weapon). There is no separate column for this.Section 14 (Potions/Consumables) is the simplest format: after the item name, it contains only
Value(shop value) andLevel. There are no requirements or class restrictions, so every class can use these items.In Section 15 (Summoning Scrolls), the scroll's attack damage is not stored in a column. The server calculates it automatically from the
Level(DamageMin = Level,DamageMax = Level + Level / 2).Ammunition items (arrows and bolts in Section 4) and the
Custom ... Testitems follow the normal format of their section, but they typically haveHaveSerial,HaveOption, andDropItemset to0.
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