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📑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)

Column
Accepted values
Description

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)

Section
Category
Section-specific columns

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).

Column
Accepted values
Description

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 None column (between ReqLeadership and 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) and Level. 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 ... Test items follow the normal format of their section, but they typically have HaveSerial, HaveOption, and DropItem set to 0.

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