It wouldn't be that much actually, just a list of (stat-type, value) pairs. If you code it for space-efficiency you can probably get away with 3 bytes per stat (one for type, and two for value), so if we assume a maximum of 8 stats on a item we'd deal with 24 bytes per item, not much more than I assume is used for the customizable item name. Granted it's more likely that each stat would use 8 bytes instead as dealing with 16 bit floats isn't easy and alignment would encourage using a full int over a single byte. Still probably less than 1k per character in most cases.
Originally Posted by Khafar
The other option would be to just store a RNG value with each item that is used as seed to a stat generating function if space is really that critical. Has other issues of course.
But either way it would require a significant change to the underlying system, so it's unlikely to happen anytime soon.
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