> For the complete documentation index, see [llms.txt](https://docs.morpheusemulator.com.br/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://docs.morpheusemulator.com.br/game-data/item-options.md).

# Item options

This page covers every file that decides **which options an item gets** and **what those options do**.

| File                                                                    | What it controls                                                                                         |
| ----------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------- |
| `Item/ItemOptionRate.txt`                                               | The odds tables used to roll level, skill, luck, additional option, excellent count, ancient and sockets |
| `Item/ItemOption.txt`                                                   | What each option slot (skill, luck, additional, excellent bits) actually gives, per item range           |
| `Item/ExcellentOptionRate.txt`                                          | Legacy reference table (not read by this GameServer)                                                     |
| `Item/380ItemOption.txt` / `380ItemType.txt`                            | The "380" (PvP) options and which items have them                                                        |
| `Item/SetItemOption.txt` / `SetItemType.txt`                            | Ancient sets: bonuses and which items belong to which set                                                |
| `Item/SocketItemOption.txt` / `SocketItemType.txt`                      | Seed-sphere options, socket bonuses and which items have sockets                                         |
| `Item/JewelOfHarmonyOption.txt` / `JewelOfHarmonyType.txt`              | Jewel of Harmony options and which items can be smelted                                                  |
| `Item/PetItemOption.txt`, `EarringItemOption.txt`, `FlagItemOption.txt` | Extra stats for custom pets, earrings and flags                                                          |

***

## ItemOptionRate.txt

### What it does

Holds **weighted odds tables**. Other systems point to a row of this file to roll an item's options:

* normal monster drops (row `0` "Common" and row `1` "Exc"),
* mixes (Chaos item mix, wing mixes, socket weapon mix),
* Moss Merchant, Lucky items,
* [ItemDrop.txt](/game-data/item-drop.md) and the [Advanced EventItemBag](/game-data/event-item-bag.md) (`Option0`–`Option6` columns).

### Where it lives

`MuServer/Data/Item/ItemOptionRate.txt`

### Syntax

Seven sections, one per kind of option. Each line is a row: `Index` followed by one weight per possible result, then a comment.

| Section | Rolls                                       | Columns          | Result of column N                                                                                                   |
| ------- | ------------------------------------------- | ---------------- | -------------------------------------------------------------------------------------------------------------------- |
| `0`     | Item **level**                              | `Rate0`–`Rate15` | +N (0 to +15)                                                                                                        |
| `1`     | **Skill**                                   | `Rate0`–`Rate1`  | 0 = no skill, 1 = skill                                                                                              |
| `2`     | **Luck**                                    | `Rate0`–`Rate1`  | 0 = no luck, 1 = luck                                                                                                |
| `3`     | **Additional option** (Jewel of Life level) | `Rate0`–`Rate7`  | Option level N (+4 × N damage/defense, or +N% for some items)                                                        |
| `4`     | **How many excellent options**              | `Rate0`–`Rate6`  | N excellent options, chosen at random among the item's 6 (wings, Dinorant, Fenrir have fewer)                        |
| `5`     | **Ancient**                                 | `Rate0`–`Rate6`  | 0 = not ancient. 1, 3, 4 = the item's 1st set; 2, 5, 6 = its 2nd set. Odd values give +10 stat, even values +5 stat. |
| `6`     | **How many sockets**                        | `Rate0`–`Rate5`  | N empty sockets (only for socket items; capped by `SocketItemType.txt`)                                              |

**Weights are relative.** The server adds up the weights of the row and picks one column in proportion. A row `7000 1500 1000 500` gives 70% / 15% / 10% / 5%. Weights of `0` (or less) are never picked. Rows don't need to add up to 10,000.

**Row meaning (shipped):**

| Row         | Label                | Used by                                                                                                                                             |
| ----------- | -------------------- | --------------------------------------------------------------------------------------------------------------------------------------------------- |
| `0`         | (Common)             | Normal monster drops, and any `0` in an Option column                                                                                               |
| `1`         | (Exc)                | Excellent monster drops                                                                                                                             |
| `2`         | (Set)                | Ancient drops                                                                                                                                       |
| `3`         | (ChaosItemMix)       | Chaos weapon mix                                                                                                                                    |
| `4`–`8`     | (Wing/Socket mixes)  | Wing 1/2/3, monster wing, socket weapon mixes                                                                                                       |
| `9`         | (MossMerchant)       | Moss Merchant gambling                                                                                                                              |
| `10`        | (Lucky)              | Lucky items                                                                                                                                         |
| `11` and up | (EventItemBag) (...) | Ready-made rows for ItemDrop and bags. The label tells you the result, e.g. `(EventItemBag) (1)` = always 1, `(0~2)` = 0, 1 or 2 with equal chance. |

Socket section extra rows: `3` (OneHand) and `4` (TwoHand) are used by normal drops of one- and two-handed socket weapons.

### Example (real lines)

```
0
//Index   Rate0   Rate1   Rate2   Rate3   Rate4 ... Rate15   Comment
0         7000    1500    1000    500     0     ... 0        //Level Option (Common)
27        3334    3333    3333    0       0     ... 0        //Level Option (EventItemBag) (0~2)
end

1
//Index   Rate0   Rate1   Comment
0         9400    600     //Skill Option (Common)
12        0       10000   //Skill Option (EventItemBag) (1)
end
```

* Row `0` of section 0: monster drops come +0 (70%), +1 (15%), +2 (10%) or +3 (5%).
* Row `27`: +0, +1 or +2, one third each.
* Row `12` of section 1: always with skill.

### Rules & pitfalls

{% hint style="warning" %}
A row index that does not exist in the section (or `*`) means **"do not roll"**: the value stays as it is (level from the `Level` column, other options off). Row `0` exists and **does** roll — that is the classic EventItemBag trap.
{% endhint %}

* Changing row `0` changes **every** normal monster drop on the server.
* Add new rows with new indexes instead of editing the shipped `(EventItemBag)` rows other files already use.

***

## ItemOption.txt

### What it does

Defines **what an option gives** once an item has it: the skill flag, the luck bonus, the additional option, each excellent bit, and fixed bonuses of special items (Angel, rings, Fenrir...).

### Where it lives

`MuServer/Data/Item/ItemOption.txt`

### Syntax

| Column                          | Values      | Meaning                                                                                                                                         |
| ------------------------------- | ----------- | ----------------------------------------------------------------------------------------------------------------------------------------------- |
| `Index`                         | 0–13+       | Option slot. `0` = skill, `1` = luck, `2` = additional option (JoL), `3`–`8` = excellent bits 1, 2, 4, 8, 16, 32, `9`+ = special fixed bonuses. |
| `OptionIndex`                   | option code | The effect (80–127, see the [option code list](#option-codes)).                                                                                 |
| `OptionValue`                   | number      | Strength of the effect. For the additional option it is multiplied by the option level.                                                         |
| `ItemMinIndex` / `ItemMaxIndex` | item index  | Item range this line applies to.                                                                                                                |
| `ItemOption1`                   | 1 or `*`    | Line applies only if the item has skill (`*` = don't care).                                                                                     |
| `ItemOption2`                   | 1 or `*`    | Line applies only if the item has luck.                                                                                                         |
| `ItemOption3`                   | 1+ or `*`   | Line applies only if the item has at least this additional option level.                                                                        |
| `ItemNewOption`                 | bit or `*`  | Line applies only if the item has this excellent bit.                                                                                           |

### Example (real lines)

```
//Index   OptionIndex   OptionValue   ItemMinIndex   ItemMaxIndex   ItemOption1   ItemOption2   ItemOption3   ItemNewOption   Comment
1         84            5             0000           2559           *             1             *             *               //General Weapon
3         99            12            0000           2559           *             *             *             1               //General Weapon
```

* Luck on any weapon (indexes 0–2559): +5% critical damage rate (code 84).
* Excellent bit 1 on a weapon: code 99 ("Add Hunt MP") with value 12.

### Rules & pitfalls

* The client shows option texts from its own tables. Changing a value here changes the real effect but not the tooltip.

***

## ExcellentOptionRate.txt

A table of per-option weights by item range (`Index ItemMinIndex ItemMaxIndex Name Rate`). It is **not read** by this GameServer version: excellent options are chosen uniformly at random once ItemOptionRate section 4 (above) has decided how many. Leave the file as is.

***

## 380ItemOption.txt and 380ItemType.txt

### What they do

"380" items carry extra PvP options (attack success rate, additional damage, SD...). `380ItemOption.txt` lists the 8 options and their default values; `380ItemType.txt` says which items have which two options.

### Where they live

`MuServer/Data/Item/380ItemOption.txt`, `MuServer/Data/Item/380ItemType.txt`

### Syntax

**380ItemOption.txt**

| Column  | Values   | Meaning                      |
| ------- | -------- | ---------------------------- |
| `Index` | 1–8      | Option id.                   |
| `Name`  | `"text"` | Name.                        |
| `Value` | number   | Default value of the option. |

**380ItemType.txt**

| Column         | Values        | Meaning                                          |
| -------------- | ------------- | ------------------------------------------------ |
| `Section`      | 0–15          | Item section.                                    |
| `Type`         | 0–511         | Item type.                                       |
| `OptionIndex1` | 1–8           | First option (380ItemOption index).              |
| `OptionValue1` | number or `*` | Value; `*` = use the default from 380ItemOption. |
| `OptionIndex2` | 1–8           | Second option.                                   |
| `OptionValue2` | number or `*` | Value; `*` = default.                            |

### Example (real lines)

```
//Index Name                            Value
2       "Additional Damage"             200
...
//Section   Type   OptionIndex1   OptionValue1   OptionIndex2   OptionValue2
0           22     2              *              1              *
```

Item 0/22 has option 2 (Additional Damage, 200) and option 1 (attack success rate, 10).

***

## SetItemOption.txt and SetItemType.txt (ancient sets)

### What they do

`SetItemType.txt` says which items can be ancient and which set(s) they belong to. `SetItemOption.txt` defines the bonus of each set by number of pieces worn, and the full-set bonus.

### Syntax

**SetItemType.txt**

| Column         | Values      | Meaning                                                                                        |
| -------------- | ----------- | ---------------------------------------------------------------------------------------------- |
| `Section`      | 0–15        | Item section.                                                                                  |
| `Type`         | 0–511       | Item type.                                                                                     |
| `StatType`     | 0–4         | Stat that receives the ancient +5/+10: 0 Strength, 1 Agility, 2 Energy, 3 Vitality, 4 Command. |
| `OptionIndex1` | set id or 0 | 1st set (A) this item belongs to (index in SetItemOption). `0` = none.                         |
| `OptionIndex2` | set id or 0 | 2nd set (B). `0` = none.                                                                       |

**SetItemOption.txt**

| Column                                                  | Values       | Meaning                                                                                                                                                 |
| ------------------------------------------------------- | ------------ | ------------------------------------------------------------------------------------------------------------------------------------------------------- |
| `Index`                                                 | set id       | Set number (referenced by SetItemType).                                                                                                                 |
| `Name`                                                  | `"text"`     | Set name.                                                                                                                                               |
| `Option1`/`Value1` … `Option12`/`Value12`               | code / value | Six tiers × two bonuses. Tier 1 (`Option1`, `Option2`) is active with 2 pieces, tier 2 (`Option3`, `Option4`) with 3 pieces, and so on. `*` = no bonus. |
| `FullOption1`/`FullValue1` … `FullOption5`/`FullValue5` | code / value | Extra bonuses when the **whole** set is worn.                                                                                                           |

Set bonus codes: 0 Strength, 1 Agility, 2 Energy, 3 Vitality, 4 Command, 5 min. damage, 6 max. damage, 7 wizardry %, 8 damage, 9 attack rate %, 10 defense, 11 max. HP, 12 max. MP, 13 max. AG, 14 AG recovery, 15 critical rate, 16 critical damage, 17 excellent rate, 18 excellent damage, 19 skill damage, 20 double damage rate, 21 ignore defense rate, 22 shield defense %, 23 two-handed damage %, 24–28 damage/defense by stat, 29–35 elemental damage, 36 all stats.

### Example (real lines)

```
//Section   Type   StatType   OptionIndex1   OptionIndex2
0           32     0          37             38
```

Item 0/32 (Sacred Glove) can be ancient of set 37 or 38; the ancient stat bonus goes to Strength.

***

## SocketItemOption.txt and SocketItemType.txt

### What they do

`SocketItemType.txt` lists the socket items and their maximum sockets. `SocketItemOption.txt` defines seed-sphere options, bonus options (a matching element pattern on weapons/armor) and package options (counts of each element).

### Syntax

**SocketItemType.txt**

| Column      | Values | Meaning          |
| ----------- | ------ | ---------------- |
| `Section`   | 0–15   | Item section.    |
| `Type`      | 0–511  | Item type.       |
| `MaxSocket` | 1–5    | Maximum sockets. |

**SocketItemOption.txt — section 0 (seed options)**

| Column            | Values   | Meaning                                                        |
| ----------------- | -------- | -------------------------------------------------------------- |
| `Index`           | number   | Seed option id (this is the value stored in a socket).         |
| `Type`            | 1–6      | Element: 1 Fire, 2 Water, 3 Ice, 4 Wind, 5 Lightning, 6 Earth. |
| `SubIndex`        | number   | Option number inside the element.                              |
| `Name`            | `"text"` | Name.                                                          |
| `Rate`            | weight   | Chance weight when a seed with this element is created.        |
| `Value1`–`Value5` | number   | Value by sphere level (Mono, Di, Tri, Tetra, Penta).           |

**Section 1 (bonus options)**

| Column                              | Meaning                                                            |
| ----------------------------------- | ------------------------------------------------------------------ |
| `Index`, `Name`, `Value`            | Bonus id, name and value.                                          |
| `MinItemSection` / `MaxItemSection` | Item sections that can get it (0–4 weapons, 5 staffs, 6–12 armor). |
| `ReqSocket1`–`ReqSocket5`           | Element required in each socket, in order (0 = any).               |

**Section 2 (package options)**

| Column                                                        | Meaning                                    |
| ------------------------------------------------------------- | ------------------------------------------ |
| `Index`, `Name`, `Value`                                      | Package id, name and value.                |
| `FireReq` `WaterReq` `IceReq` `WindReq` `LightReq` `EarthReq` | How many seeds of each element are needed. |

### Example (real lines)

```
0
//Index   Type   SubIndex   Name                                    Rate   Value1   Value2   Value3   Value4   Value5
1         1      1          "Attack speed increase"                 20     7        8        9        10       11
end
//Section   Type   MaxSocket
0           26     3
```

***

## JewelOfHarmonyOption.txt and JewelOfHarmonyType.txt

### What they do

`JewelOfHarmonyOption.txt` lists the options a Jewel of Harmony can add, by item group, with the value and restore cost at each refine level. `JewelOfHarmonyType.txt` lists items that can be **smelted** into Refining Stones and the minimum level for it.

### Syntax

**JewelOfHarmonyOption.txt** — section `1` = weapons, `2` = staffs, `3` = armor.

| Column                                  | Values       | Meaning                                                                                          |
| --------------------------------------- | ------------ | ------------------------------------------------------------------------------------------------ |
| `Index`                                 | 1–15         | Option id inside the group.                                                                      |
| `Name`                                  | `"text"`     | Name.                                                                                            |
| `Rate`                                  | weight       | Chance weight when the jewel picks an option.                                                    |
| `Level`                                 | 0–15         | Minimum item level for this option.                                                              |
| `Value0`/`Money0` … `Value15`/`Money15` | number / Zen | For refine level N: option value, and Zen cost to **restore** (remove) the option at that level. |

**JewelOfHarmonyType.txt**

| Column    | Values | Meaning                                               |
| --------- | ------ | ----------------------------------------------------- |
| `Section` | 0–15   | Item section.                                         |
| `Type`    | 0–511  | Item type.                                            |
| `Level`   | 0–15   | Minimum item level to smelt it into a Refining Stone. |

### Example (real lines)

```
1
//Index   Name                     Rate   Level   Value0   Money0   Value1   Money1 ...
1         "Min. attack increase"   50     0       2        100000   3        110000 ...
end
//Section   Type   Level
0           0      4
```

***

## PetItemOption.txt, EarringItemOption.txt, FlagItemOption.txt

### What they do

Give extra stats to custom pets/muuns, earrings and flags (nation flags). The three files share the same format.

### Syntax

| Column                        | Values              | Meaning                               |
| ----------------------------- | ------------------- | ------------------------------------- |
| `Type`                        | 0–15                | Item section.                         |
| `Index`                       | 0–511               | Item type.                            |
| `IncDmgRate`                  | %                   | Damage increase while equipped.       |
| `DecDmgRate`                  | %                   | Damage reduction while equipped.      |
| `Opt1`/`Val1` … `Opt4`/`Val4` | option code / value | Up to four extra options. `0` = none. |

### Example (real lines, PetItemOption.txt)

```
//Type	Index	IncDmgRate	DecDmgRate	Opt1	Val1	Opt2	Val2	Opt3	Val3	Opt4	Val4
12	83	0	0	119	50000	97	100	0	0	0	0
```

Item 12/83 gives +50000 HP (code 119) and +100 attack speed (code 97).

### Option codes

Used by `ItemOption.txt` (`OptionIndex`) and these three files:

| Code | Effect                       | Code    | Effect                    |
| ---- | ---------------------------- | ------- | ------------------------- |
| 80   | Add physical damage          | 104     | Mul BP                    |
| 81   | Add magic damage             | 105     | Add wing command          |
| 82   | Add defense success rate     | 106–108 | Fenrir options 1–3        |
| 83   | Add defense                  | 109     | Full damage reflect rate  |
| 84   | Add critical damage rate     | 110     | Full HP restore rate      |
| 85   | Add HP recovery rate         | 111     | Full MP restore rate      |
| 86   | Add Zen drop rate            | 112     | Dinorant option           |
| 87   | Mul defense success rate     | 113     | Add curse damage          |
| 88   | Add damage reflect           | 114     | Add curse damage by level |
| 89   | Add damage reduction         | 115     | Mul curse damage          |
| 90   | Mul MP                       | 116     | Add double damage rate    |
| 91   | Mul HP                       | 117     | Add experience rate       |
| 92   | Add excellent damage rate    | 118     | Add combo experience rate |
| 93   | Add physical damage by level | 119     | Add HP                    |
| 94   | Mul physical damage          | 120     | Add MP                    |
| 95   | Add magic damage by level    | 121     | Add HP by level           |
| 96   | Mul magic damage             | 122     | Add MP by level           |
| 97   | Add speed                    | 123     | Add damage                |
| 98   | Add HP on kill (hunt HP)     | 124     | Add damage by level       |
| 99   | Add MP on kill (hunt MP)     | 125     | Mul damage                |
| 100  | Add wing HP                  | 126     | Add defense by level      |
| 101  | Add wing MP                  | 127     | Mul defense               |
| 102  | Add ignore defense rate      |         |                           |
| 103  | Add BP                       |         |                           |

***

## Edit in the panel

No dedicated visual editor. Use the [File editor](/dashboard/file-editor.md). The [EventItemBag editor](/dashboard/editors/event-item-bag.md) shows the ItemOptionRate rows by name when you pick them for a bag.

## Reload module

```
/reload item
```

{% hint style="warning" %}
`/reload all` does not reload item files. Use `/reload item`, or restart the GameServer for structural changes.
{% endhint %}


---

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