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:
Copy 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)#
OptionIndex Bonus Effect OptionValue Usage 80 Physical damage Flat physical damage +value to min and max physical damage (both hands) 81 Magic damage Flat wizardry damage +value to min and max magic damage 82 Defense success rate Flat defense (dodge) rate +value added to defense success rate 83 Defense Flat defense +value added to defense 84 Critical damage rate Critical damage chance +value % critical rate 85 HP recovery rate HP auto-recovery rate +value added to HP recovery rate 86 Money amount drop rate Zen drop amount bonus +value added to zen drop rate (percent) 87 Defense success rate (%) Defense rate percentage +value% of current defense success rate 88 Damage reflect Damage reflect chance +value % of incoming damage reflected back to attacker 89 Damage reduction Damage reduction percent +value % subtracted from incoming damage (excellent-item reduction slot) 90 MP (%) Max MP percentage +value% of current max MP added to bonus MP 91 HP (%) Max HP percentage +value% of current max HP added to bonus HP 92 Excellent damage rate Excellent damage chance +value % excellent rate 93 Physical damage per level Level-scaled physical damage +((Level + MasterLevel) / value) added to all physical min/max 94 Physical damage (%) Physical damage percentage +value% of current physical damage (min and max) 95 Magic damage per level Level-scaled wizardry damage +((Level + MasterLevel) / value) added to magic min/max 96 Magic damage (%) Wizardry damage percentage +value% of current magic damage
Speed and Hunt Recovery (97-99)#
OptionIndex Bonus Effect OptionValue Usage 97 Speed Attack and wizardry speed +value to both physical speed and magic speed 98 Hunt HP HP restore on kill +value HP recovered per monster kill 99 Hunt MP MP restore on kill +value MP recovered per monster kill
Wing and AG (100-105)#
OptionIndex Bonus Effect OptionValue Usage 100 Wing HP Wing max HP bonus +(50 + value * item level) bonus HP 101 Wing MP Wing max MP bonus +(50 + value * item level) bonus MP 102 Ignore defense rate Ignore enemy defense +value % ignore defense rate 103 BP Flat max AG bonus +value bonus AG 104 BP (%) Max AG percentage +value% of current max AG added to bonus AG 105 Wing leadership Wing 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.
OptionIndex Bonus Effect OptionValue Usage 106 Fenrir1 Fenrir slot 1 sentinel No direct stat change by the option applier 107 Fenrir2 Fenrir slot 2 sentinel No direct stat change by the option applier 108 Fenrir3 Fenrir slot 3 sentinel (Illusion Fenrir) No direct stat change by the option applier 109 Full damage reflect rate Full reflect chance +value % chance to fully reflect an incoming hit 110 Defensive full HP restore rate Full HP restore chance +value % chance to fully restore HP on hit 111 Defensive full MP restore rate Full MP restore chance +value % chance to fully restore MP on hit 112 Dinorant1 Dinorant sentinel No direct stat change by the option applier
Curse Damage (113-115)#
OptionIndex Bonus Effect OptionValue Usage 113 Curse damage Flat curse damage +value to min and max curse damage 114 Curse damage per level Level-scaled curse damage +((Level + MasterLevel) / value) to curse min/max 115 Curse damage (%) Curse damage percentage +value% of current curse damage
Combat Rate and Experience (116-118)#
OptionIndex Bonus Effect OptionValue Usage 116 Double damage rate Double damage chance +value % chance 117 Experience rate Experience rate +value to both regular experience rate and master experience rate 118 Combo experience rate Conditional 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)#
OptionIndex Bonus Effect OptionValue Usage 119 HP Flat max HP +value bonus HP 120 MP Flat max MP +value bonus MP 121 HP per level Level-scaled max HP +((Level + MasterLevel) / value) bonus HP 122 MP per level Level-scaled max MP +((Level + MasterLevel) / value) bonus MP
Universal Damage (123-125)#
OptionIndex Bonus Effect OptionValue Usage 123 Damage Flat bonus to all damage +value to physical, magic, and curse damage (min and max) 124 Damage per level Level-scaled all damage +((Level + MasterLevel) / value) to physical, magic, and curse 125 Damage (%) All-damage percentage +value% of current physical, magic, and curse damage
Defense Scaling (126-127)#
OptionIndex Bonus Effect OptionValue Usage 126 Defense per level Level-scaled defense +((Level + MasterLevel) / value) added to defense 127 Defense (%) Defense percentage +value% of current defense
Advanced Combat (128-135)#
OptionIndex Bonus Effect OptionValue Usage 128 Min physical damage Flat min physical damage +value to both-hand min damage only 129 Max physical damage Flat max physical damage +value to both-hand max damage only 130 Attack success rate Attack success rate percentage +value% of current attack success rate 131 BP recovery AG recovery +value AG recovered per recovery tick 132 Critical damage Flat critical damage +value added to flat critical damage 133 Excellent damage Flat excellent damage +value added to flat excellent damage 134 Skill damage Skill damage bonus +value flat damage added to skill attacks 135 Triple damage rate Triple 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.
OptionIndex Bonus Effect OptionValue Usage 136 Strength Strength bonus +value bonus Strength 137 Dexterity Agility bonus +value bonus Agility 138 Vitality Vitality bonus +value bonus Vitality 139 Energy Energy bonus +value bonus Energy 140 Leadership Command bonus +value bonus Command (Dark Lord)
Conditional and Stat-Scaled (141-147)#
OptionIndex Bonus Effect OptionValue Usage 141 Shield defense (%) Defense percentage, shield only +value% of current defense when a shield is equipped in the off-hand (item range 6,0 - 6,255) 142 Two hand physical damage (%) Physical damage percentage, two-handed only +value% of current physical damage when either hand holds a two-handed weapon 143 Physical damage per strength STR-scaled physical damage +(Strength / value) to physical min/max (both hands). value=0 -> no effect. 144 Physical damage per agility AGI-scaled physical damage +(Dexterity / value) to physical min/max (both hands). value=0 -> no effect. 145 Defense per agility AGI-scaled defense +(Dexterity / value) to defense. value=0 -> no effect. 146 Defense per vitality VIT-scaled defense +(Vitality / value) to defense. value=0 -> no effect. 147 Magic damage per energy ENE-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.
OptionIndex Bonus Effect OptionValue Usage 148 Ice damage Ice resistance +value ice resistance 149 Poison damage Poison resistance +value poison resistance 150 Lightning damage Lightning resistance +value lightning resistance 151 Fire damage Fire resistance +value fire resistance 152 Earth damage Earth resistance +value earth resistance 153 Wind damage Wind resistance +value wind resistance 154 Water damage Water 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.
OptionIndex Bonus Effect OptionValue Usage 155 Attack success rate in PvP Attack success rate (PvP) +value added to PvP attack success rate 156 Defense success rate in PvP Defense success rate (PvP) +value added to PvP defense success rate 157 Max SD Max Shield (SD) +value added to maximum SD 158 Damage in PvP Damage (PvP) +value added to PvP damage 159 Defense in PvP Defense (PvP) +value added to PvP defense 160 Set sD recovery type SD recovery type Sets the SD recovery type to value (mode selector, not additive) 161 SD recovery rate SD 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.
Number Name Stat Effect 162 Wizardry damage (%) Wizardry damage +value% magic damage 163 Implicit curse damage (%) Curse damage +value% curse damage 164 Scepter pet damage (%) Scepter pet damage +value% Dark Spirit (raven) damage 165 Book success rate Book success rate +value% success for Sleep, Innovation and Weakness
Warning
OptionIndex 160 (SD recovery type) sets a value rather than adding to it. If two equipped items both carry it, the last one processed wins — they do not stack. Put it on at most one item. The 380 "Max HP" stat is not listed here because it is identical to OptionIndex 119 (ADD_HP); use 119.
Level-Scaled Options#
The per-level options compute the bonus as:
Copy 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
Note
A lower OptionValue yields a higher bonus per combined level. Divide-by-zero is not guarded on _BY_LEVEL options; do not set OptionValue=0 for them.
Stat-Scaled Options#
Options in the _BY_STRENGTH, _BY_DEXTERITY, _BY_VITALITY, or _BY_ENERGY families compute:
Copy 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#
Prefix Behavior 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
Warning
Multiplier options read the current stat at the moment they are processed, so ordering within the 30 option slots (Index 0-29) affects the final value when multiple percentage entries stack on the same stat.