> For the complete documentation index, see [llms.txt](https://changelog.matrixemulator.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://changelog.matrixemulator.com/welcome/server/muserver/data/item/item.md).

# Item

<mark style="color:green;">Main database of every item in the game: name, size, requirements, and base stats. The file is divided into 16 sections (</mark><mark style="color:green;">`0`</mark> <mark style="color:green;"></mark><mark style="color:green;">to</mark> <mark style="color:green;"></mark><mark style="color:green;">`15`</mark><mark style="color:green;">), each representing an item category. Each category has a slightly different set of stat columns between the item name and the requirement fields.</mark>

### <mark style="color:yellow;">Columns present in every section (before the stats)</mark>

<table data-search="false"><thead><tr><th>Column</th><th>Accepted values</th><th>Description</th></tr></thead><tbody><tr><td>Type</td><td>Number, sequential within the section</td><td>Together with the section number, forms the item code.</td></tr><tr><td>Slot</td><td>Number, or <code>*</code></td><td>Equipment slot used by the item. <code>*</code> = the item cannot be equipped (it stays in the inventory, like a potion or scroll). Common values: <code>0</code> right hand, <code>1</code> left hand/bow, <code>2</code> helm, <code>3</code> armor, <code>4</code> pants, <code>5</code> gloves, <code>6</code> boots, <code>7</code> wings, <code>8</code> pet.</td></tr><tr><td>Skill</td><td>Number</td><td>Skill or effect activated by the item (for example, a weapon skill). <code>0</code> = none.</td></tr><tr><td>Width / Height</td><td>Number, in inventory slots</td><td>Item size in the inventory/warehouse grid.</td></tr><tr><td>HaveSerial</td><td><code>0</code> or <code>1</code></td><td>Whether the item receives a unique serial number when created (used for anti-duplication tracking).</td></tr><tr><td>HaveOption</td><td><code>0</code> or <code>1</code></td><td>Whether the item can receive options (Excellent, Ancient/Set, Socket, +Level, etc.).</td></tr><tr><td>DropItem</td><td><code>0</code> or <code>1</code></td><td>Whether the item can be dropped on the ground, traded, or sold normally.</td></tr><tr><td>Name</td><td>Text enclosed in quotes</td><td>Item name.</td></tr></tbody></table>

### <mark style="color:yellow;">Section-specific columns (between</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">`Name`</mark> <mark style="color:yellow;"></mark><mark style="color:yellow;">and the requirements)</mark>

<table data-search="false"><thead><tr><th>Section</th><th>Category</th><th>Section-specific columns</th></tr></thead><tbody><tr><td>0</td><td>Swords</td><td>Level, DamageMin, DamageMax, AttackSpeed, Durability, MagicDurability, MagicDamageRate</td></tr><tr><td>1</td><td>Axes</td><td>(same columns as Section 0)</td></tr><tr><td>2</td><td>Maces / Scepters</td><td>(same columns as Section 0)</td></tr><tr><td>3</td><td>Spears</td><td>(same columns as Section 0)</td></tr><tr><td>4</td><td>Bows / Crossbows (includes arrows and bolts as separate items)</td><td>(same columns as Section 0)</td></tr><tr><td>5</td><td>Staffs / Sticks / Spell Books</td><td>(same columns as Section 0)</td></tr><tr><td>6</td><td>Shields</td><td>Level, Defense, DefenseSuccessRate, Durability</td></tr><tr><td>7</td><td>Helms</td><td>Level, Defense, MagicDefense, Durability</td></tr><tr><td>8</td><td>Armors</td><td>Level, Defense, MagicDefense, Durability</td></tr><tr><td>9</td><td>Pants</td><td>Level, Defense, MagicDefense, Durability</td></tr><tr><td>10</td><td>Gloves</td><td>Level, Defense, AttackSpeed, Durability</td></tr><tr><td>11</td><td>Boots</td><td>Level, Defense, WalkSpeed, Durability</td></tr><tr><td>12</td><td>Wings / Capes</td><td>Level, Defense, Durability, ReqLevel, ReqEnergy, ReqStrength, ReqDexterity, ReqLeadership, BuyMoney (custom format, without <code>None</code> or <code>ReqVitality</code>—see notes)</td></tr><tr><td>13</td><td>Pets / Mounts</td><td>Level, Durability, Resistance1, Resistance2, Resistance3, Resistance4, Resistance5, Resistance6, Resistance7</td></tr><tr><td>14</td><td>Potions / Consumables</td><td>Value, Level (minimal format—no requirements or class restrictions; see notes)</td></tr><tr><td>15</td><td>Summoning Scrolls</td><td>Level, ReqLevel, ReqEnergy, BuyMoney (custom format; see notes)</td></tr></tbody></table>

### <mark style="color:yellow;">Final columns (requirements and classes)</mark>

<mark style="color:orange;">Applies to Sections</mark> <mark style="color:orange;"></mark><mark style="color:orange;">**0–11 and 13**</mark> <mark style="color:orange;"></mark><mark style="color:orange;">only. Sections 12, 14, and 15 use their own layouts (see the table above and the notes).</mark>

<table data-search="false"><thead><tr><th>Column</th><th>Accepted values</th><th>Description</th></tr></thead><tbody><tr><td>ReqLevel</td><td>Number</td><td>Minimum level required to equip the item.</td></tr><tr><td>ReqStrength</td><td>Number</td><td>Minimum Strength required.</td></tr><tr><td>ReqDexterity</td><td>Number</td><td>Minimum Dexterity required.</td></tr><tr><td>ReqEnergy</td><td>Number</td><td>Minimum Energy required.</td></tr><tr><td>ReqVitality</td><td>Number</td><td>Minimum Vitality required.</td></tr><tr><td>ReqLeadership</td><td>Number</td><td>Minimum Leadership required (Dark Lord).</td></tr><tr><td>None</td><td>Number</td><td>Present in the file but <strong>ignored by the game</strong>—see notes.</td></tr><tr><td>DW / DK / FE / MG / DL / SU / RF</td><td><code>0</code>, <code>1</code>, or <code>2</code></td><td>Class requirement: <code>0</code> = this class cannot equip the item. <code>1</code> = available starting from the 1st class advancement. <code>2</code> = available only from the 2nd class advancement.</td></tr></tbody></table>

### <mark style="color:yellow;">Notes</mark>

* 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`.
