ItemOptionRate Configuration

This configuration file defines the probability tables used when picking item option values (level, skill flag, luck flag, JoL value, excellent count, set tier, socket count) during item generation.

File Location#

Data/Item/ItemOptionRate.xml

Dependencies#

Depends OnPurpose
Item.xmlItem definitions that receive these options
ItemOption.xmlStat bonuses applied based on selected options

How It Works#

When an item is generated, the server:

  1. Looks up the Index for the source (monster drop, chaos mix, event bag, moss merchant, etc.).
  2. Uses weighted random selection over the section's rate array.
  3. Writes the selected value into the appropriate item field.

Configuration Sections#

LevelOptions#

Controls item enhancement level (+0 to +15) when an item is generated.

<LevelOptions>
    <Level Index="0" Rate0="7000" Rate1="1500" Rate2="1000" Rate3="500"
           Rate4="0" ... Rate15="0" Name="Level Option (Common)"/>
</LevelOptions>
AttributeTypeRangeDescription
IndexintanySource identifier (see Index Reference below)
Rate0 - Rate15int0-10000Weight for each level (+0 to +15). Exactly 16 rate slots.
Namestring-Optional description
Level Index reference (values shipped with AXIOM-EMU)
IndexSource
0Common drops
1Excellent generation (forces +0)
2Set generation (forces +0)
3Chaos item mix
9Moss Merchant
10Lucky item drops
11-26EventItemBag (forces a fixed level: 11 -> +0, 12 -> +1, ..., 26 -> +15)
27-53EventItemBag (random within a level range)
60MonsterAffix "Tempered" / "Harmonized" bonus item: +6 to +13, lower levels more likely (22% +6 down to 3% +13)
61MonsterAffix "Tainted" bonus item: 60% +0, 40% +7
62MonsterAffix "Exalted" bonus item: +0 to +4 (35% / 25% / 20% / 12% / 8%)

Rows 60-62 also exist in other sections for the MonsterAffix loot affixes (picked with the affix LevelIdx, SkillIdx, LuckIdx, JoLIdx, ExcIdx, SocketIdx attributes):

SectionIndexShipped rates
Skill60Always skill (Weaponmaster)
Luck60Always luck (Fortunate)
Luck6150% luck (Tainted)
Luck6225% luck (Exalted)
JoL60+2 to +5 (Lifebound)
JoL6160% none, 40% +4 (Tainted)
Exc601 to 3 excellent options (Exalted)
Socket602 to 5 sockets (Runed)

Example - common drop distribution:

<Level Index="0" Rate0="7000" Rate1="1500" Rate2="1000" Rate3="500"
       Rate4="0" Rate5="0" ... Name="Level Option (Common)"/>
  • 70% chance for +0
  • 15% chance for +1
  • 10% chance for +2
  • 5% chance for +3
  • 0% for +4 through +15

SkillOptions#

Controls whether an item is generated with the skill flag set (for weapons / books / staves).

<SkillOptions>
    <Skill Index="0" Rate0="9400" Rate1="600" Name="Skill Option (Common)"/>
</SkillOptions>
AttributeTypeDescription
IndexintSource identifier
Rate0intWeight for no skill flag
Rate1intWeight for skill flag set

Shipped defaults include:

  • Index 0 (Common): 94% no skill, 6% has skill
  • Index 1 (Exc): 100% has skill
  • Index 2 (Set): 100% has skill
  • Index 3 (ChaosItemMix): 75% / 25%

LuckOptions#

Controls whether an item is generated with the luck flag set (+5% critical damage rate plus LuckJoSRate / LuckChaosMixRate from ItemOption.xml).

<LuckOptions>
    <Luck Index="0" Rate0="9600" Rate1="400" Name="Luck Option (Common)"/>
</LuckOptions>
AttributeTypeDescription
IndexintSource identifier
Rate0intWeight for no luck
Rate1intWeight for luck flag set

JoLOptions#

Controls the Jewel of Life additional option value (0-7).

<JoLOptions>
    <JoL Index="0" Rate0="9600" Rate1="150" Rate2="100" Rate3="50"
         Rate4="0" Rate5="0" Rate6="0" Rate7="0" Name="JoL Option (Common)"/>
</JoLOptions>
AttributeTypeRangeDescription
IndexintanySource identifier
Rate0 - Rate7int0-10000Weight for each JoL value. Exactly 8 rate slots.

ExcOptions#

Controls how many excellent options an item rolls (0-6).

<ExcOptions>
    <Exc Index="1" Rate0="0" Rate1="7500" Rate2="2500" Rate3="0"
         Rate4="0" Rate5="0" Rate6="0" Name="Exc Option (Exc)"/>
</ExcOptions>
AttributeTypeRangeDescription
IndexintanySource identifier
Rate0 - Rate6int0-10000Weight for each option count (0 through 6 options). Exactly 7 rate slots.

For the shipped Index="1" (excellent generation): 75% chance for 1 excellent option, 25% for 2.

SetOptions#

Controls ancient set tier when a set item is generated.

<SetOptions>
    <Set Index="2" Rate0="0" Rate1="8000" Rate2="2000" Name="Set Option (Set)"/>
</SetOptions>
AttributeTypeDescription
IndexintSource identifier
Rate0intWeight for tier 0 (not ancient)
Rate1intWeight for tier 1
Rate2intWeight for tier 2

Exactly 3 rate slots.

SocketOptions#

Controls socket count for socket weapons / armors and for pentagram items.

<SocketOptions>
    <Socket Index="3" Rate0="0" Rate1="8400" Rate2="1550" Rate3="50"
            Rate4="0" Rate5="0" Name="Socket Option (OneHand)"/>
</SocketOptions>
AttributeTypeRangeDescription
IndexintanySource identifier
Rate0 - Rate5int0-10000Weight for each socket count (0 through 5). Exactly 6 rate slots.

Index Reference (per section)#

Each section maintains its own Index map. The same Index number can mean different things in different sections, depending on which generator code passes that Index to that section's lookup. Typical meanings in the shipped data:

IndexLevel / Skill / Luck / JoLExcOptionsSetOptionsSocketOptions
0Common dropCommon (no exc)Common (no set)Common (no socket)
1Excellent generation (level forced to +0)Excellent generation(no set)(no socket)
2Set generation (level forced to +0)(no exc)Set generation(no socket)
3Chaos item mixDinorantMix-One-hand socket roll
4Wing2 mixWing2 mix-Two-hand socket roll
5Wing1 mixWing2 mix (Wing1 path)-Pentagram socket roll
6Wing3 mixWing3 mix-Socket weapon mix (lower tier)
7Monster wing mixMonster wing mix-Socket weapon mix (higher tier)
8Socket weapon mix (Luck section only)---
9Moss MerchantMoss MerchantMoss MerchantMoss Merchant
10Lucky itemLucky itemLucky itemLucky item
11+EventItemBag, custom map rates, event-specific entries (per section)samesamesame
60-62MonsterAffix loot affixesMonsterAffix (60)-MonsterAffix (60)

Custom indices (for example Exc Index="100" in the shipped data for Aida) are fully supported: any system that calls the generator with that index pulls the matching row.

Examples#

Increase base item quality for a more rewarding experience:

<!-- More common +3 to +5 drops -->
<Level Index="0" Rate0="4000" Rate1="2500" Rate2="1500" Rate3="1000"
       Rate4="500" Rate5="500" Rate6="0" ... Name="Level Option (Common)"/>

<!-- Higher luck chance -->
<Luck Index="0" Rate0="9000" Rate1="1000" Name="Luck Option (Common)"/>

Common Issues#

Last updated October 1, 2026