Metin2 item_proto.txt Complete Column Reference: Every Field Explained
item_proto.txt is the master item definition file for every Metin2 server. Every weapon, armor piece, consumable, chest, and quest item the player ever touches is defined in this file. With over 40 tab-separated columns per row, it is also one of the most confusing files to edit correctly.
This reference covers every column, explains the ones that behave non-obviously, and lists all type, subtype, wearflag, and apply bonus IDs so you do not have to dig through decade-old forum posts to find them.
1. File Format: TXT vs SQL
Older server versions use a tab-separated item_proto.txt file. Modern servers store the same data in a MySQL table called item_proto. The column structure is identical — only the storage format differs.
Use the TXT to SQL Converter to move between formats, and the Item Proto Editor to edit either format with a visual interface.
2. Identification Columns
| Column | Description |
|---|---|
vnum | Unique item ID. Referenced in drop files, shop tables, quest scripts, and refine chains. |
vnum_range | Groups a range of vnums to one proto entry. Usually 0. |
name | Internal identifier used in quest scripts. No spaces. English only. |
locale_name | Display name shown to players in-game. |
3. Item Type and Subtype IDs
The type column is a numeric ID. The valid subtype values depend on which type is selected.
Type IDs
| ID | Type |
|---|---|
| 1 | Weapon |
| 2 | Armor |
| 3 | Consumable (potions, scrolls) |
| 4 | Auto-Use |
| 5 | Mineral |
| 6 | Special |
| 7 | Tool |
| 9 | Currency (Yang) |
| 10 | Spirit Stone |
| 16 | Unique (timed items) |
| 17 | Book |
| 18 | Quest item |
| 20 | Chest / Box |
Weapon Subtypes (type = 1)
0 = Sword, 1 = Dagger, 2 = Bow, 3 = Two-Hand Sword, 4 = Bell, 5 = Fan, 6 = Arrow
Armor Subtypes (type = 2)
0 = Body Armor, 1 = Helmet, 2 = Shield, 3 = Wrist/Bracelet, 4 = Foots/Shoes, 5 = Neck/Necklace, 6 = Ear/Earring
4. Flag Columns: antiflag, flag, wearflag
These three columns are often confused. Each is a bitfield — you add the values together to combine flags.
wearflag — Equipment Slots
1 = Body, 2 = Helmet, 4 = Shoes, 8 = Bracelet, 16 = Weapon, 32 = Necklace, 64 = Earring, 256 = Shield, 512 = Arrows
A sword that goes in the weapon slot: wearflag = 16. A necklace: wearflag = 32.
antiflag — Who Cannot Use This Item
Restricts which class can equip the item. Add values to combine restrictions. Common values: 1 = Warrior, 2 = Assassin, 4 = Sura, 8 = Shaman. To make a warrior-only item, set antiflag to everything except warrior (2 + 4 + 8 = 14).
flag — Item Capabilities
Controls behaviours like stackability, tradability, and drop permission. Most items use 0 for default behaviour.
5. Requirement Columns
limittype0, limitvalue0, limittype1, limitvalue1 set equipment requirements:
- 0 = No requirement
- 1 = Level requirement (most common — set limittype0 = 1, limitvalue0 = 40 for level 40+)
- 2 = STR requirement
- 3 = DEX requirement
- 4 = INT requirement
- 5 = CON requirement
6. Apply Bonus IDs (applytype0–2)
These columns set passive bonuses on equipment. This is the most bookmarked section for any Metin2 admin. Common IDs:
| ID | Bonus | ID | Bonus |
|---|---|---|---|
| 1 | Max HP | 2 | Max SP |
| 3 | CON | 4 | INT |
| 5 | STR | 6 | DEX |
| 7 | Attack Speed | 8 | Move Speed |
| 10 | HP Regen | 11 | SP Regen |
| 15 | Critical Hit % | 16 | Penetrate % |
| 17 | Melee Damage Bonus % | 18 | Magic Damage Bonus % |
| 19 | Melee Block % | 20 | Magic Block % |
| 21 | Normal Resist % | 24 | Strong vs Monster % |
| 27 | EXP Bonus % | 28 | drop rate values Bonus % |
Set applytype0 = 0 to leave a bonus slot empty. Each apply slot has an independent type and value.
7. The value0–value5 Columns
These six columns have different meanings depending on the item type — this trips up almost every new admin.
| Type | value0 | value1 | value3 |
|---|---|---|---|
| Weapon | Min attack damage | Max attack damage | Magic attack damage |
| Armor (body) | Defense bonus | — | — |
| Consumable (HP potion) | HP restored | SP restored | — |
| Chest | special_item_group ID | — | — |
8. The Refine Chain: refined_vnum and refine_set
These two columns control item upgrading:
- refined_vnum — The VNUM of the item this becomes when successfully upgraded. Set to 0 if the item cannot be upgraded further.
- refine_set — Which entry in the
refine_prototable to use for upgrade requirements (materials, yang cost, success chance).
Example: A +8 sword (vnum 10080) has refined_vnum = 10090 (the +9 sword) and refine_set = 801 (the upgrade recipe for that tier).
9. Editing item_proto Without the Headache
Memorising 40+ columns and their numeric IDs is impractical. The Item Proto Editor handles this with a searchable spreadsheet interface, dropdown menus for type, subtype, wearflag, and apply bonus IDs, and one-click export to TXT or SQL.
For format conversion between TXT and SQL, use the TXT to SQL Converter. To balance the drop rates for your items, use the Drop Table Calculator alongside your drop file editor.
All tools are free and run in your browser at quickwebtools.app/metin2.