The quality level of this set item, monsters, cube recipes, vendors, objects and the like most be at least this level or higher to be able to drop this item, otherwise they would drop a magical item with twice normal durability.
lvl req: The character level required to use this set item.
ChrTransform: palette shift to apply to the the DCC component-file and the DC6 flippy-file (whenever or not the color shift will apply is determined by Weapons.txt, Armor.txt or Misc.txt). This is an ID pointer from Colors.txt.
InvTransform: palette shift to apply to the the DC6 inventory-file (whenever or not the color shift will apply is determined by Weapons.txt, Armor.txt or Misc.txt). This is an ID pointer from Colors.txt.
InvFile: overrides the invfile and uniqueinvfile specified in Weapons.txt, Armor.txt or Misc.txt for the base item. This field contains the file name of the DC6 inventory graphic.
FlippyFile: overrides the flippyfile specified in Weapons.txt, Armor.txt or Misc.txt for the base item. This field contains the file name of the DC6 flippy animation.
DropSound: overrides the dropsound (the sound played when the item hits the ground) specified in Weapons.txt, Armor.txt or Misc.txt for the base item. This field contains an ID pointer from Sounds.txt.
DropSfxFrame: how many frames after the flippy animation starts playing will the associated drop sound start to play. This overrides the values in Weapons.txt, Armor.txt or Misc.txt.
UseSound: overrides the usesound (the sound played when the item is consumed by the player) specified in Weapons.txt, Armor.txt or Misc.txt for the base item. This field contains an ID pointer from Sounds.txt.
Cost Mult: the base item's price is multiplied by this value when sold, repaired or bought from a vendor.
Cost Add: after the price has been multiplied, this amount of gold is added to the price on top.