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#
| File | Purpose |
|---|---|
| Item | Master item database (stats, requirements, classes) |
| ItemDrop | Specific monster drop rules with full option control |
| ItemOptionRate | Probability tables for item options (level, skill, luck, etc.) |
| ItemOption | Stat bonuses applied based on item options |
| ExcellentOptionRate | Which excellent bits apply to which item ranges |
| OptionIndex Reference | Complete list of 75 stat effect types |
Set Items#
| File | Purpose |
|---|---|
| SetItemType | Which items belong to which sets |
| SetItemOption | Set piece and full set bonuses |
Socket Items#
| File | Purpose |
|---|---|
| SocketItemType | Which items can have sockets |
| SocketItemOption | Socket seed options and element bonuses |
Enhancement Systems#
| File | Purpose |
|---|---|
| 380ItemType | Which items can have 380 enhancement |
| 380ItemOption | 380 PvP option definitions |
| JewelOfHarmonyType | Item level requirements for JoH |
| JewelOfHarmonyOption | JoH bonuses for weapons, staves, armor |
| LuckyItem | Lucky item definitions and time decay |
Item Utility#
| File | Purpose |
|---|---|
| ItemStack | Stack sizes and transformation rules |
| ItemValue | Custom prices and currency types |
| ItemMove | Trade/drop/sell/vault restrictions |
How Item Generation Works#
When an item is created, the server:
- Determines the base item - From drop tables or mix recipes
- Rolls for options - Uses ItemOptionRate to determine level, skill, luck, etc.
- 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:
| Index | Convention | Example |
|---|---|---|
| 0 | Common monster drops | Regular gameplay |
| 1 | Excellent item drops | Rare monster drops |
| 2 | Set item drops | Ancient items |
| 3 | Chaos mix results | Chaos Machine |
| 9 | NPC merchant purchases | Moss Merchant - TODO: verify |
| 10 | Lucky item rolls | Lucky Ticket chaos mix |
| 11+ | Event item bags | Specific event drops |
Rate Scale#
All rates use a scale of 10000 = 100%:
| Rate Value | Percentage |
|---|---|
| 10000 | 100% |
| 7000 | 70% |
| 500 | 5% |
| 100 | 1% |
| 10 | 0.1% |
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.