Item Configuration

The item configuration system controls how items are generated when they drop from monsters, are created through chaos mixes, or given through events.

See also: Data overview for sibling sections, and Shop System for NPC shop inventories that reference these item definitions.

Configuration Files#

Core Item Database#

FilePurpose
ItemMaster item database (stats, requirements, classes)
ItemDropSpecific monster drop rules with full option control
ItemOptionRateProbability tables for item options (level, skill, luck, etc.)
ItemOptionStat bonuses applied based on item options
ExcellentOptionRateWhich excellent bits apply to which item ranges
OptionIndex ReferenceComplete list of 75 stat effect types

Set Items#

FilePurpose
SetItemTypeWhich items belong to which sets
SetItemOptionSet piece and full set bonuses

Socket Items#

FilePurpose
SocketItemTypeWhich items can have sockets
SocketItemOptionSocket seed options and element bonuses

Enhancement Systems#

FilePurpose
380ItemTypeWhich items can have 380 enhancement
380ItemOption380 PvP option definitions
JewelOfHarmonyTypeItem level requirements for JoH
JewelOfHarmonyOptionJoH bonuses for weapons, staves, armor
LuckyItemLucky item definitions and time decay

Item Utility#

FilePurpose
ItemStackStack sizes and transformation rules
ItemValueCustom prices and currency types
ItemMoveTrade/drop/sell/vault restrictions

How Item Generation Works#

When an item is created, the server:

  1. Determines the base item - From drop tables or mix recipes
  2. Rolls for options - Uses ItemOptionRate to determine level, skill, luck, etc.
  3. Applies option effects - Uses ItemOption to set stat bonuses
Item Drop → ItemOptionRate (what options?) → ItemOption (what stats?)

Key Concepts#

Option Rate Indices#

Both ItemOptionRate and ItemOption use index values to categorize different drop or generation sources. Lucky items pull whichever indices are written into Option0-6 of the LuckyItem entry, so the index assignments below are a convention used by the shipping data files rather than hard-coded behaviour:

IndexConventionExample
0Common monster dropsRegular gameplay
1Excellent item dropsRare monster drops
2Set item dropsAncient items
3Chaos mix resultsChaos Machine
9NPC merchant purchasesMoss Merchant - TODO: verify
10Lucky item rollsLucky Ticket chaos mix
11+Event item bagsSpecific event drops

Rate Scale#

All rates use a scale of 10000 = 100%:

Rate ValuePercentage
10000100%
700070%
5005%
1001%
100.1%

Common Customizations#

Making Items Rarer#

Increase Rate0 (level 0) values and decrease higher level rates in ItemOptionRate.

Creating Powerful Event Rewards#

Use high-index EventItemBag entries (11+) with guaranteed high levels and options.

Balancing Excellent Items#

Adjust the ExcOptions section to control how many excellent options spawn on items.

Last updated April 21, 2026