Item system hhmmm?

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Type Item
	Field Name$
	Field Class$
	Field Element_Add$, Element_DamMIN%, Element_DamMAX%, Element_Effect$
	Field Magic_Add$, Magic_DamMIN%, Magic_DamMAX%, Magic_Effect$, Magic_Type$
	Field STR_Add%, AGI_Add%, VIT_Add%, INT_Add%, DEX_Add%, CON_Add%, WIS_Add%, CHA_Add%
	Field STR_Rem%, AGI_Rem%, VIT_Rem%, INT_Rem%, DEX_Rem%, CON_Rem%, WIS_Rem%, CHA_Rem%
	Field EXP_Req%, STR_Req%, AGI_Req%, VIT_Req%, INT_Req%, DEX_Req%, CON_Req%, WIS_Req%, CHA_Req%
End Type

I made this for items lol...
Req = Requirements
Rem = Removes
Add = Adds
DamMIN = Minimum Damage
DamMAX = Maximum Damage

And this for Char Sheet:
Type Character
	Field From_Account$		; Account
	Field Name$				; Char Name
	Field Second_Name$		; Second Name
	Field Guild$			; Guild
	
	Field Hit_Points		; Health
	Field Magic_Powers		; Magic Power
	Field Good_Evil			; Between Good and Evil 
	
	Field Strenght%			; STR
	Field Agility%			; AGI
	Field Vitality%			; VIT
	Field Intelligence%		; INT
	Field Dexterity%		; DEX
	Field Constitution%		; CON
	Field Wisdom%			; WIS
	Field Charisma%			; CHA
	
	Field DamageMIN			; Min Damage
	Field DamageMAX			; Max Damage
	Field Defence			; Defence
	Field Magic_Damage		; Magic Add Damage
	Field Magic_Defence		; Magic Add Defence
	Field Char_Speed		; Speed of Char
	
    Field MaxCarry#
    Field InventoryWeight#

	; Equip
	Field Head
	Field Torso
	Field Legs
	Field R-Hand
	Field L-Hand
	Field Hands
	Field Feets
End Type


What do you think... its gonna be a pain to write and read off the users char_sheet on the server :|

Its gonna be hard I need to convert lvls and exp... I want my rpg to not be based on LEVELS. Its not realistic :P but then again is killing monster any more realistic ;)