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
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