This is the item system in use on Improbable Island.
I need to write some documentation for this... honestly I don't know where to begin, so look for edits to this post.

In a nutshell: This is the most flexible item system available for LotGD today. Out of the box it can support multiple inventories with soft or hard weight limits (soft weight limits require my Stamina system, updated version available soon), item images, verbose descriptions, application of buffs, the ability to use the item in admin-defined areas, and so on and so forth.
All iitems are basically serialized arrays. The philosophy behind this is that any stat can be assigned to any iitem, with the eventual goal of replacing the core weapons and armour systems. Let's take a throwing axe, for example - you might assign a buff that gets triggered when the player throws the axe in combat. Later on, you write a system where the player can chop down trees to build things - well, now you can assign a value of, say, five to tree-chopping for the throwing axe. Any of these stats can be read from the master iitem in the database, or read from the player's iitem stored in their inventory - so by specifying which stats get carried over into individual iitems, you can hook into the iitem as it is used and increment a "uses" counter, or decrement a "hitpoints" counter. The axe can become rusty or dull over time. You can override any of the default values you like on a per-iitem basis.
As of right now, it doesn't come with any pre-built iitems - I'll be posting a SQL statement for an iitem that'll really show off what the system can do. Right now, you might want to just head over to improbableisland.com to see it in action for yourself.
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