OptionIndex Reference

This is the complete list of OptionIndex values used in ItemOption.xml and SetItemOption.xml. Both files draw from one shared option pool, so any effect available as a per-item option is also available as an ancient set bonus.

File Location#

This reference documents values used in:

Data/Item/ItemOption.xml

OptionIndex Values#

All values documented here use the standard 80-161 range, plus the implicit-only 162-165 range. Slot 0 on wing / pet items may also use sentinel values 49 (Dinorant), 62 (Dark Horse), and 76 (Fenrir); these produce no direct stat effect through the option applier.

Slot 0 (skill) rows normally use OptionIndex="0" as a placeholder - the shipped General Weapon, General Book and General Shield rows all do. On slot 0 the value is ignored for items that carry a skill, because the server substitutes the item's own skill id. Leave it at 0 when writing new skill-eligibility rows.

Damage and Defense (80-96)#

OptionIndexBonusEffectOptionValue Usage
80Physical damageFlat physical damage+value to min and max physical damage (both hands)
81Magic damageFlat wizardry damage+value to min and max magic damage
82Defense success rateFlat defense (dodge) rate+value added to defense success rate
83DefenseFlat defense+value added to defense
84Critical damage rateCritical damage chance+value % critical rate
85HP recovery rateHP auto-recovery rate+value added to HP recovery rate
86Money amount drop rateZen drop amount bonus+value added to zen drop rate (percent)
87Defense success rate (%)Defense rate percentage+value% of current defense success rate
88Damage reflectDamage reflect chance+value % of incoming damage reflected back to attacker
89Damage reductionDamage reduction percent+value % subtracted from incoming damage (excellent-item reduction slot)
90MP (%)Max MP percentage+value% of current max MP added to bonus MP
91HP (%)Max HP percentage+value% of current max HP added to bonus HP
92Excellent damage rateExcellent damage chance+value % excellent rate
93Physical damage per levelLevel-scaled physical damage+((Level + MasterLevel) / value) added to all physical min/max
94Physical damage (%)Physical damage percentage+value% of current physical damage (min and max)
95Magic damage per levelLevel-scaled wizardry damage+((Level + MasterLevel) / value) added to magic min/max
96Magic damage (%)Wizardry damage percentage+value% of current magic damage

Speed and Hunt Recovery (97-99)#

OptionIndexBonusEffectOptionValue Usage
97SpeedAttack and wizardry speed+value to both physical speed and magic speed
98Hunt HPHP restore on kill+value HP recovered per monster kill
99Hunt MPMP restore on kill+value MP recovered per monster kill

Wing and AG (100-105)#

OptionIndexBonusEffectOptionValue Usage
100Wing HPWing max HP bonus+(50 + value * item level) bonus HP
101Wing MPWing max MP bonus+(50 + value * item level) bonus MP
102Ignore defense rateIgnore enemy defense+value % ignore defense rate
103BPFlat max AG bonus+value bonus AG
104BP (%)Max AG percentage+value% of current max AG added to bonus AG
105Wing leadershipWing command bonus+(10 + value * item level) bonus command (Dark Lord cape)

Pet Sentinels and Defensive Procs (106-112)#

OptionIndex values 106, 107, 108, and 112 are sentinels populated on pets / Fenrir / Dinorant; the option applier handles them as no-ops because the corresponding pet systems consume the slot directly. Values 109-111 are real defensive proc stats applied to the character.

OptionIndexBonusEffectOptionValue Usage
106Fenrir1Fenrir slot 1 sentinelNo direct stat change by the option applier
107Fenrir2Fenrir slot 2 sentinelNo direct stat change by the option applier
108Fenrir3Fenrir slot 3 sentinel (Illusion Fenrir)No direct stat change by the option applier
109Full damage reflect rateFull reflect chance+value % chance to fully reflect an incoming hit
110Defensive full HP restore rateFull HP restore chance+value % chance to fully restore HP on hit
111Defensive full MP restore rateFull MP restore chance+value % chance to fully restore MP on hit
112Dinorant1Dinorant sentinelNo direct stat change by the option applier

Curse Damage (113-115)#

OptionIndexBonusEffectOptionValue Usage
113Curse damageFlat curse damage+value to min and max curse damage
114Curse damage per levelLevel-scaled curse damage+((Level + MasterLevel) / value) to curse min/max
115Curse damage (%)Curse damage percentage+value% of current curse damage

Combat Rate and Experience (116-118)#

OptionIndexBonusEffectOptionValue Usage
116Double damage rateDouble damage chance+value % chance
117Experience rateExperience rate+value to both regular experience rate and master experience rate
118Combo experience rateConditional experience rate+value to regular and master experience rate, only while a Transformation Ring (item 13,80 or 13,123) is equipped in the pet slot

HP / MP Pools (119-122)#

OptionIndexBonusEffectOptionValue Usage
119HPFlat max HP+value bonus HP
120MPFlat max MP+value bonus MP
121HP per levelLevel-scaled max HP+((Level + MasterLevel) / value) bonus HP
122MP per levelLevel-scaled max MP+((Level + MasterLevel) / value) bonus MP

Universal Damage (123-125)#

OptionIndexBonusEffectOptionValue Usage
123DamageFlat bonus to all damage+value to physical, magic, and curse damage (min and max)
124Damage per levelLevel-scaled all damage+((Level + MasterLevel) / value) to physical, magic, and curse
125Damage (%)All-damage percentage+value% of current physical, magic, and curse damage

Defense Scaling (126-127)#

OptionIndexBonusEffectOptionValue Usage
126Defense per levelLevel-scaled defense+((Level + MasterLevel) / value) added to defense
127Defense (%)Defense percentage+value% of current defense

Advanced Combat (128-135)#

OptionIndexBonusEffectOptionValue Usage
128Min physical damageFlat min physical damage+value to both-hand min damage only
129Max physical damageFlat max physical damage+value to both-hand max damage only
130Attack success rateAttack success rate percentage+value% of current attack success rate
131BP recoveryAG recovery+value AG recovered per recovery tick
132Critical damageFlat critical damage+value added to flat critical damage
133Excellent damageFlat excellent damage+value added to flat excellent damage
134Skill damageSkill damage bonus+value flat damage added to skill attacks
135Triple damage rateTriple damage chance+value % chance

Stat Bonuses (136-140)#

These (along with ADD_WING_LEADERSHIP at 105) are applied in a second pass after primary stats are recalculated, so they can lift attributes such as STR / AGI / VIT / ENE / CMD before downstream stats that scale off them are computed.

OptionIndexBonusEffectOptionValue Usage
136StrengthStrength bonus+value bonus Strength
137DexterityAgility bonus+value bonus Agility
138VitalityVitality bonus+value bonus Vitality
139EnergyEnergy bonus+value bonus Energy
140LeadershipCommand bonus+value bonus Command (Dark Lord)

Conditional and Stat-Scaled (141-147)#

OptionIndexBonusEffectOptionValue Usage
141Shield defense (%)Defense percentage, shield only+value% of current defense when a shield is equipped in the off-hand (item range 6,0 - 6,255)
142Two hand physical damage (%)Physical damage percentage, two-handed only+value% of current physical damage when either hand holds a two-handed weapon
143Physical damage per strengthSTR-scaled physical damage+(Strength / value) to physical min/max (both hands). value=0 -> no effect.
144Physical damage per agilityAGI-scaled physical damage+(Dexterity / value) to physical min/max (both hands). value=0 -> no effect.
145Defense per agilityAGI-scaled defense+(Dexterity / value) to defense. value=0 -> no effect.
146Defense per vitalityVIT-scaled defense+(Vitality / value) to defense. value=0 -> no effect.
147Magic damage per energyENE-scaled wizardry damage+(Energy / value) to magic min/max. value=0 -> no effect.

Elemental Resistance (148-154)#

Despite their damage-sounding names, these options grant elemental resistance to the corresponding element. They do not increase outgoing elemental damage.

OptionIndexBonusEffectOptionValue Usage
148Ice damageIce resistance+value ice resistance
149Poison damagePoison resistance+value poison resistance
150Lightning damageLightning resistance+value lightning resistance
151Fire damageFire resistance+value fire resistance
152Earth damageEarth resistance+value earth resistance
153Wind damageWind resistance+value wind resistance
154Water damageWater resistance+value water resistance

PvP and Shield / SD (155-161)#

These grant the same stats normally reserved for 380-level set items (see 380ItemOption.xml), but they can be placed on any option slot for any item. The (PvP) stats only affect player-versus-player combat and have no effect against monsters.

OptionIndexBonusEffectOptionValue Usage
155Attack success rate in PvPAttack success rate (PvP)+value added to PvP attack success rate
156Defense success rate in PvPDefense success rate (PvP)+value added to PvP defense success rate
157Max SDMax Shield (SD)+value added to maximum SD
158Damage in PvPDamage (PvP)+value added to PvP damage
159Defense in PvPDefense (PvP)+value added to PvP defense
160Set sD recovery typeSD recovery typeSets the SD recovery type to value (mode selector, not additive)
161SD recovery rateSD recovery rate+value added to SD recovery rate

Implicit-only (162-165)#

These four are usable only from ItemImplicit.xml. They are multiplicative rises applied while damage is being calculated, not additions to a stored stat, so they have no meaning as rolled item options.

NumberNameStatEffect
162Wizardry damage (%)Wizardry damage+value% magic damage
163Implicit curse damage (%)Curse damage+value% curse damage
164Scepter pet damage (%)Scepter pet damage+value% Dark Spirit (raven) damage
165Book success rateBook success rate+value% success for Sleep, Innovation and Weakness

Level-Scaled Options#

The per-level options compute the bonus as:

bonus = (CharLevel + MasterLevel) / OptionValue

Example: OptionIndex = 93 (physical damage per level) with OptionValue = 20

  • Level 400 character, ML 0: 400 / 20 = +20 physical damage
  • Level 400 character, ML 200: 600 / 20 = +30 physical damage

Stat-Scaled Options#

Options in the _BY_STRENGTH, _BY_DEXTERITY, _BY_VITALITY, or _BY_ENERGY families compute:

bonus = StatValue / OptionValue     (OptionValue > 0)
bonus = 0                           (OptionValue == 0, guarded in code)

Example: OptionIndex = 143 (physical damage per strength) with OptionValue = 10 and 500 Strength gives +50 physical damage.

Multiplier vs Additive Options#

PrefixBehavior
ADD_Flat amount added to the target stat
MUL_Percentage of the current stat added to the target stat

Example - MUL_HP (91) with OptionValue = 10:

  • Character has 5000 max HP
  • Added bonus = 5000 * 10 / 100 = +500 bonus HP

Last updated August 20, 2026