Optionalaffixa named affix - an enchantment, glyph, augment or curse id from an AffixTable
OptionalblessedOptionalcategoryA kind-level grouping - 'herb', 'runestone', 'potion' - so a recipe can ask for "any
herb" rather than one exact id. Like stackable and weight it describes the item's kind,
so it comes from the game's item definitions on load and is not part of a save.
Optionalcontentsa container - a bag, a chest - whose own weight adds to whatever is inside it
OptionalcursedOptionaldurabilityremaining durability; omit for an item that cannot wear out at all
identifies the kind of item; two stackable entries with the same id (and instanceId) merge
Optionalidentifiedan unidentified potion, a cursed ring the player does not yet know is cursed
OptionalinstanceDistinguishes otherwise-identical instances of the same item id - two "sword"s, one
enchanted and one not, or two enchanted differently - so they never silently merge into
one stack the way plain quantity stacking assumes every unit of an id is interchangeable.
Omitted (the default, and the only behaviour before this existed), every stackable item
of an id still merges into a single stack.
Optionallevelan enchantment or upgrade level above the item's base, such as a weapon's "+2"
OptionalmaxOptionalstackableOptionalweight
Items a character carries: stacking, weight, and containers within containers.
A slot holds a quantity of one kind of item rather than one entry per item, which is what stacking means in practice - forty arrows are one inventory slot, not forty. Weight and capacity are optional: a game that does not track carry weight simply never sets a capacity, and every check trivially passes.
Example