Items are defined in G.items You can think of each G.items entry as a recipe for an item, the definition of the item. One example:

"fclaw":{ "type": "weapon", "wtype": "fist", "skin": "fclaw", "attack": 14, "range": 5, "ability": "freeze", "attr0": 0.2, "int": 8, "upgrade":{ "attack": 4, "range": 1.5, "attr0": 0.1, }, "name": "Frozen Claw", "g": 72000, "a": True, "grades": [0,7], }

It's of "type"/"weapon" - It's weapon type, i.e. "wtype" is "fist" - If you check G.classes - You can see which classes use "fist" weapons. The item's visible "name" is "Frozen Claw" - keep in mind that the item's keyname is "fclaw"

"grades" property determines [At what level the item becomes High grade, At what level the item becomes Rare grade], so [0,7] means it's High grade at +0 and Rare grade at +7.

Now that we know about the definition/recipe, we can move onto the actual items/products of these recipes. You can inspect your own items before we do so: character.items One example:

{ "name": "fclaw", "level": 8, }

So actual items refer to their definitions with their "name" attributes. It's the keyname from G.items

Useful function: item_grade

Work in progress / Incomplete