ID    > Item ID 
Name  > The item's Name 
Jname  > Name used in the file itemdbdisplaynametable.txt 
Type  > Item type:    
                    Ammo,10 
                    Defensive Gear,5 
                    Collectable,3 
                    Card,6 
                    Usable Healing,0 
                    Weapon,4 
                    Usable Misc,2 
Price  > How much it can be bought for. 
        Shop.txt seems to ovride this. 
Sell  > How much it can be sold off for. 
        If left at 0 will sell for half Price 
Weight > Weight of item ingame. 
        (RealWeight = Weight / 10) 
        (IE. Red_Potion  100 / 10 = 10) 
ATK    > ATK Item Adds. 
MATK  > MATK Item adds. 
DEF    > DEF item adds. 
MDEF  > MDEF item Adds 
Range  > Range of weapon. 
Slot  > Number of slots it has 
STR    > Amount of STR item adds. 
AGI    > Amount of AGI item adds. 
VIT    > Amount of VIT item adds. 
INT    > Amount of INT item adds. 
DEX    > Amount of DEX item adds 
LUK    > Amount of LUK item adds. 
HIT    > Amount of HIT item adds. 
FLEE  > Amount of FLEE item adds. 
Cri    > Amount of Critical item adds. 
Avo    > Amoount of Lucky Dogde item adds. 
Cast  > Casting Time
  Reduce Casting Time   casting time reduce by 15%
  Increase Casting Time    casting increase by 10% 
Job    > Which jobs can use this item: Number need to be added together 
      !!!can be confusing!!! 
      *add number only when character can use only that weapon type. IE sages can only use books 
      ** only add first number of each 1-1 Class, each 2-1 and 2-2 classes will be added automatically 
      ** except for Sage, Bard, Dancer 
      (Example 1: All class but sage, bard and dancer 
                  1+2+4+8+16+32+64 = 127) 
      (Example 2: Novice, Swordsman, Knight, Crusader, Wizard, Blacksmith, Blacksmith 
                  1(novice)+2(Swordman,Knight,Crusader)+256(wizard)+2048(Blacksmith)+4096(Blacksmi
th) = 6403) 
      (Example 3: Novice, Rouge, Bard) 
                  1+131072+524288 = 655361) 
      (Example 4: Crusader only 
                  16384 = 16384) 
              1 Novice 
              2 Swordman 
                  128  Knight 
                  16384 Crusader 
              4 Mage 
                  256  Wizard 
                  65536 Sage* checks if weapon is a book 
              8 Archer 
                  512    Hunter 
                  524288  Bard* checks for bow or musical instrument 
                  1048576 Dancer* checks for bow or whip 
              16 Acolye 
                  1024  Priest 
                  32768 Monk* checks if weapon is a acolye or claw 
              32 Merchant 
                  2048  BlackSmith 
                  262144 Alchemist 
              64 Thief 
                  4096  Assassin 
                  131072 Rouge 
              4194304 :Wedding 
              8388608 :Super Novice 
  
Gender    > Which gender can use this item:    
            0 Female 1 Male 2 Both 
Loc      > Item location: 
                          1 Head(lower) 
                          2 Right Hand/1Hand(weapon) 
                          4 Garment 
                          16 Armor 
                          32 Left Hand/1Hand(shield) 
                          34 Both Hand/2Hand(weapon)
                          64 Foot 
                          256 Head(upper) 
                          136 Accessory 
                          512 Head(mid) 
wLV    > Weapon Level (what lvl the weapon is) 
eLV    > required level (what lvl do I need to be to use it) 
View  > Weapon view what does it look like:    
                  Default View?,0 
                  Dagger Class,1 
                  1H Sword Class,2 
                  2H Sword Class,3 
                  1H Spear Class,4 
                  2H Spear Class,5 
                  1H Axe Class,6 
                  2H Axe Class,7 
                  1H Blunt(Mace) Class,8 
                  2H Blunt(Mace) Class?,9 
                  Staff/Rod Class,10 
                  Bow Class,11 
                  Claw/Knuckle Class,12 
                  Musical Instrument Class,13 
                  Whip Class,14 
                  Book Class,15 
                  Katar Class,16 
Ele    > Element property:    
            0 Nothing/Neutral 
            1 Water/Ice 
            2 Ground/Earth 
            3 Fire 
            4 Wind 
            5 Poison 
            6 Saint/Holy 
            7 Darkness 
            8 Tele/Ghost 
            9 Undead 
Eff    > Item Effect:    
        None,0 
        Cure Poison/Silence/BLind/Chaos Effect,21 
        Cure Poison Effect,1 
        Cure Curse Effect,2 
        Cure All Abnormal Stat Effect,31 
        Warp Effect,3 
        Blue Box Effect,11 
        Summon Effect,10 
        Forging Effect,100 
        Album Effect,13 
        Violet Box Effect,12 
        Taming/Pet Food Item Effect,120 
        Incubator Effect,121 
        Xmas Box Effect,14 
        Pet Egg Effect,122 
        Pet Wearable Effect,123 
HP1    > Adds to MaxHp or add/minus MaxHP by % 
              (to add straight to Max Hp calc is 1000 + HP) 
              (eg. to add 100 to max Hp calc 1000 + 100 = 1100) 
              (to add by % calc 100 + %) 
              (eg.add 10% to MaxHP calc 100 + 10 = 110) 
              (to minus by % calc 100 - %) 
              (eg.add -10% to MaxHP calc 100 - 10 = 90)      

HP2    > Adds natural Hp recover or add/minus natural Hp recover by % 
              (same calc as HP1)    

SP1    > Adds to MaxSp or add/minus MaxSP by % 
              (same calc as HP1) 

SP2    > Adds natural Sp recover or add/minus natural Sp recover by % 
              (same calc as HP1) 

vsRace    > What Race type gets extra Dmg      
                  Nothing/Formless,0 
                  Undead,1 
                  Animal/Brute,2 
                  Plant,3 
                  Insect,4 
                  Fish,5 
                  Demon,6 
                  Human/Demi,7 
                  Angel,8 
                  Dragon,9 
RFixPer > % damage done by above (vsRace) 
              (calc 100 + %)        
              (eg. 100 + 10 = 110 or 10%) 

vsEle    > What Element will gets extra Dmg    
                  Nothing/Neutral,0 
                  Water/Ice,1 
                  Ground/Earth,2 
                  Fire,3 
                  Wind,4 
                  Poison,5 
                  Saint/Holy,6 
                  Darkness,7 
                  Tele/Ghost,8 
                  Undead,9 
EFixPer > % Damage done by above (vsEle) 
              (calc 100 + %)        
              (eg. 100 + 10 = 110 or 10%) 

vsStat    > What Status is caused:    
              Nothing,0 
              StoneCurse,1 
              Freeze,2 
              Stun,3 
              Sleep,4 
              Undead,5 
              Poison,10 
              Curse,20 
              Silence,30 
              Confusion,40 
              Blind,50 
SFixPer > % chance to cause by above (vsStat) 
              (calc 100 + %)        
              (eg. 100 + 10 = 110 or 10%) 
SkillID > Skill ID 
SkillLv > Skill Level

    Source: geocities.com/darknightofbaron/Fusion

               ( geocities.com/darknightofbaron)