You will need the source; if you have only executables, get the source files constant.h and treasure.c from the archive, which contain the necessary definitions. This is an explanation of some of the parameters. Tval: This is defined in constant.h; it is the value for the item type. For example, TV_WAND is 65. Tchar: The character used to represent this object; it should usually be proper for the item type. Subval: This identifies the specific item. If you are duplicating an item from the item list, use the same subval (and tval) as that item; otherwise, don't. Use subvals 0-63 for items that shouldn't stack, 64-127 for items that should always stack (potions and scrolls), 193 or more for items that are generated in a group, and should stack as that group (arrows). Weight: In tenths of a pound. P1: Used for all special bonuses which don't appear elsewhere: bonus to stats/searching/stealth/speed, which stat to sustain (warning: constitution is 4 and dexterity 5), tunneling value, food value, light value of a lamp, torch, or flask of oil. For missiles, different values of P1 distinguish different groups of missiles; use small negative numbers if you create groups as a wizard. For bows, slings, and crossbows, the values identify the weapon type; use the same value that is used for the corresponding weapon in treasure.c. Flags: A hexadecimal number which contains: for wearable items, all special effects (bits beginning with TR_ in constant.h). for chests, trap flags (CH_ bits in constant.h) and treasure flags (CM_ bits in constant.h). The CM_WIN flag is cleared when you open a chest, so you can't create a chest with that bit set in order to get an instant win. for potions/scrolls/staffs/wands, the effects of using the item (see the items in treasure.c). Many potions have multiple effects (cure light wounds also cures blindness). for books, which spells are in the book (spell 1 is the units bit). Level: Level on which the item would be found. This affects the difficulty of using wands and staffs. The object will have no name, except for the inscription {wizard item}, and possibly a type name, such as "Potion of"; you can change the inscription.