> For the complete documentation index, see [llms.txt](https://axiomemu.gitbook.io/docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://axiomemu.gitbook.io/docs/data/item/optionindex-reference.md).

# OptionIndex Reference

This is the complete list of `OptionIndex` values used in [ItemOption.xml](/docs/data/item/itemoption.md).

## File Location

This reference documents values used in:

```
Data/Item/ItemOption.xml
```

## Related Option Tables

* [ItemOptionRate.xml](/docs/data/item/itemoptionrate.md) - probability tables that feed ItemOption
* [ExcellentOptionRate.xml](/docs/data/item/excellentoptionrate.md) - which excellent flags roll
* [SetItemOption.xml](/docs/data/item/setitemoption.md) - ancient bonuses (separate enum)
* [SocketItemOption.xml](/docs/data/item/socketitemoption.md) - socket seed / bonus / package (separate enum)
* [JewelOfHarmonyOption.xml](/docs/data/item/jewelofharmonyoption.md) - JoH options (separate enum)
* [380ItemOption.xml](/docs/data/item/380itemoption.md) - 380 item options (separate enum, indices 1-8)

## OptionIndex Values

All values documented here use the standard 80-161 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.

### Damage and Defense (80-96)

| OptionIndex | Name                           | Effect                       | OptionValue Usage                                                        |
| ----------- | ------------------------------ | ---------------------------- | ------------------------------------------------------------------------ |
| 80          | ADD\_PHYSI\_DAMAGE             | Flat physical damage         | +value to min and max physical damage (both hands)                       |
| 81          | ADD\_MAGIC\_DAMAGE             | Flat wizardry damage         | +value to min and max magic damage                                       |
| 82          | ADD\_DEFENSE\_SUCCESS\_RATE    | Flat defense (dodge) rate    | +value added to defense success rate                                     |
| 83          | ADD\_DEFENSE                   | Flat defense                 | +value added to defense                                                  |
| 84          | ADD\_CRITICAL\_DAMAGE\_RATE    | Critical damage chance       | +value % critical rate                                                   |
| 85          | ADD\_HP\_RECOVERY\_RATE        | HP auto-recovery rate        | +value added to HP recovery rate                                         |
| 86          | ADD\_MONEY\_AMOUNT\_DROP\_RATE | Zen drop amount bonus        | +value added to zen drop rate (percent)                                  |
| 87          | MUL\_DEFENSE\_SUCCESS\_RATE    | Defense rate percentage      | +value% of current defense success rate                                  |
| 88          | ADD\_DAMAGE\_REFLECT           | Damage reflect chance        | +value % of incoming damage reflected back to attacker                   |
| 89          | ADD\_DAMAGE\_REDUCTION         | Damage reduction percent     | +value % subtracted from incoming damage (excellent-item reduction slot) |
| 90          | MUL\_MP                        | Max MP percentage            | +value% of current max MP added to bonus MP                              |
| 91          | MUL\_HP                        | Max HP percentage            | +value% of current max HP added to bonus HP                              |
| 92          | ADD\_EXCELLENT\_DAMAGE\_RATE   | Excellent damage chance      | +value % excellent rate                                                  |
| 93          | ADD\_PHYSI\_DAMAGE\_BY\_LEVEL  | Level-scaled physical damage | +((Level + MasterLevel) / value) added to all physical min/max           |
| 94          | MUL\_PHYSI\_DAMAGE             | Physical damage percentage   | +value% of current physical damage (min and max)                         |
| 95          | ADD\_MAGIC\_DAMAGE\_BY\_LEVEL  | Level-scaled wizardry damage | +((Level + MasterLevel) / value) added to magic min/max                  |
| 96          | MUL\_MAGIC\_DAMAGE             | Wizardry damage percentage   | +value% of current magic damage                                          |

### Speed and Hunt Recovery (97-99)

| OptionIndex | Name          | Effect                    | OptionValue Usage                             |
| ----------- | ------------- | ------------------------- | --------------------------------------------- |
| 97          | ADD\_SPEED    | Attack and wizardry speed | +value to both physical speed and magic speed |
| 98          | ADD\_HUNT\_HP | HP restore on kill        | +value HP recovered per monster kill          |
| 99          | ADD\_HUNT\_MP | MP restore on kill        | +value MP recovered per monster kill          |

### Wing and AG (100-105)

| OptionIndex | Name                       | Effect               | OptionValue Usage                                          |
| ----------- | -------------------------- | -------------------- | ---------------------------------------------------------- |
| 100         | ADD\_WING\_HP              | Wing max HP bonus    | +(50 + value \* item level) bonus HP                       |
| 101         | ADD\_WING\_MP              | Wing max MP bonus    | +(50 + value \* item level) bonus MP                       |
| 102         | ADD\_IGNORE\_DEFENSE\_RATE | Ignore enemy defense | +value % ignore defense rate                               |
| 103         | ADD\_BP                    | Flat max AG bonus    | +value bonus AG                                            |
| 104         | MUL\_BP                    | Max AG percentage    | +value% of current max AG added to bonus AG                |
| 105         | ADD\_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 | Name                                    | Effect                                   | OptionValue Usage                                |
| ----------- | --------------------------------------- | ---------------------------------------- | ------------------------------------------------ |
| 106         | ADD\_FENRIR1                            | Fenrir slot 1 sentinel                   | No direct stat change by the option applier      |
| 107         | ADD\_FENRIR2                            | Fenrir slot 2 sentinel                   | No direct stat change by the option applier      |
| 108         | ADD\_FENRIR3                            | Fenrir slot 3 sentinel (Illusion Fenrir) | No direct stat change by the option applier      |
| 109         | ADD\_FULL\_DAMAGE\_REFLECT\_RATE        | Full reflect chance                      | +value % chance to fully reflect an incoming hit |
| 110         | ADD\_DEFENSIVE\_FULL\_HP\_RESTORE\_RATE | Full HP restore chance                   | +value % chance to fully restore HP on hit       |
| 111         | ADD\_DEFENSIVE\_FULL\_MP\_RESTORE\_RATE | Full MP restore chance                   | +value % chance to fully restore MP on hit       |
| 112         | ADD\_DINORANT1                          | Dinorant sentinel                        | No direct stat change by the option applier      |

### Curse Damage (113-115)

| OptionIndex | Name                          | Effect                    | OptionValue Usage                                 |
| ----------- | ----------------------------- | ------------------------- | ------------------------------------------------- |
| 113         | ADD\_CURSE\_DAMAGE            | Flat curse damage         | +value to min and max curse damage                |
| 114         | ADD\_CURSE\_DAMAGE\_BY\_LEVEL | Level-scaled curse damage | +((Level + MasterLevel) / value) to curse min/max |
| 115         | MUL\_CURSE\_DAMAGE            | Curse damage percentage   | +value% of current curse damage                   |

### Combat Rate and Experience (116-118)

| OptionIndex | Name                         | Effect                      | OptionValue Usage                                                                                                                 |
| ----------- | ---------------------------- | --------------------------- | --------------------------------------------------------------------------------------------------------------------------------- |
| 116         | ADD\_DOUBLE\_DAMAGE\_RATE    | Double damage chance        | +value % chance                                                                                                                   |
| 117         | ADD\_EXPERIENCE\_RATE        | Experience rate             | +value to both regular experience rate and master experience rate                                                                 |
| 118         | ADD\_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 | Name               | Effect              | OptionValue Usage                         |
| ----------- | ------------------ | ------------------- | ----------------------------------------- |
| 119         | ADD\_HP            | Flat max HP         | +value bonus HP                           |
| 120         | ADD\_MP            | Flat max MP         | +value bonus MP                           |
| 121         | ADD\_HP\_BY\_LEVEL | Level-scaled max HP | +((Level + MasterLevel) / value) bonus HP |
| 122         | ADD\_MP\_BY\_LEVEL | Level-scaled max MP | +((Level + MasterLevel) / value) bonus MP |

### Universal Damage (123-125)

| OptionIndex | Name                   | Effect                   | OptionValue Usage                                              |
| ----------- | ---------------------- | ------------------------ | -------------------------------------------------------------- |
| 123         | ADD\_DAMAGE            | Flat bonus to all damage | +value to physical, magic, and curse damage (min and max)      |
| 124         | ADD\_DAMAGE\_BY\_LEVEL | Level-scaled all damage  | +((Level + MasterLevel) / value) to physical, magic, and curse |
| 125         | MUL\_DAMAGE            | All-damage percentage    | +value% of current physical, magic, and curse damage           |

### Defense Scaling (126-127)

| OptionIndex | Name                    | Effect               | OptionValue Usage                                 |
| ----------- | ----------------------- | -------------------- | ------------------------------------------------- |
| 126         | ADD\_DEFENSE\_BY\_LEVEL | Level-scaled defense | +((Level + MasterLevel) / value) added to defense |
| 127         | MUL\_DEFENSE            | Defense percentage   | +value% of current defense                        |

### Advanced Combat (128-135)

| OptionIndex | Name                       | Effect                         | OptionValue Usage                         |
| ----------- | -------------------------- | ------------------------------ | ----------------------------------------- |
| 128         | ADD\_MIN\_PHYSI\_DAMAGE    | Flat min physical damage       | +value to both-hand min damage only       |
| 129         | ADD\_MAX\_PHYSI\_DAMAGE    | Flat max physical damage       | +value to both-hand max damage only       |
| 130         | ADD\_ATTACK\_SUCCESS\_RATE | Attack success rate percentage | +value% of current attack success rate    |
| 131         | ADD\_BP\_RECOVERY          | AG recovery                    | +value AG recovered per recovery tick     |
| 132         | ADD\_CRITICAL\_DAMAGE      | Flat critical damage           | +value added to flat critical damage      |
| 133         | ADD\_EXCELLENT\_DAMAGE     | Flat excellent damage          | +value added to flat excellent damage     |
| 134         | ADD\_SKILL\_DAMAGE         | Skill damage bonus             | +value flat damage added to skill attacks |
| 135         | ADD\_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 | Name            | Effect         | OptionValue Usage                |
| ----------- | --------------- | -------------- | -------------------------------- |
| 136         | ADD\_STRENGTH   | Strength bonus | +value bonus Strength            |
| 137         | ADD\_DEXTERITY  | Agility bonus  | +value bonus Agility             |
| 138         | ADD\_VITALITY   | Vitality bonus | +value bonus Vitality            |
| 139         | ADD\_ENERGY     | Energy bonus   | +value bonus Energy              |
| 140         | ADD\_LEADERSHIP | Command bonus  | +value bonus Command (Dark Lord) |

### Conditional and Stat-Scaled (141-147)

| OptionIndex | Name                              | Effect                                      | OptionValue Usage                                                                             |
| ----------- | --------------------------------- | ------------------------------------------- | --------------------------------------------------------------------------------------------- |
| 141         | MUL\_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         | MUL\_TWO\_HAND\_PHYSI\_DAMAGE     | Physical damage percentage, two-handed only | +value% of current physical damage when either hand holds a two-handed weapon                 |
| 143         | ADD\_PHYSI\_DAMAGE\_BY\_STRENGTH  | STR-scaled physical damage                  | +(Strength / value) to physical min/max (both hands). `value=0` -> no effect.                 |
| 144         | ADD\_PHYSI\_DAMAGE\_BY\_DEXTERITY | AGI-scaled physical damage                  | +(Dexterity / value) to physical min/max (both hands). `value=0` -> no effect.                |
| 145         | ADD\_DEFENSE\_BY\_DEXTERITY       | AGI-scaled defense                          | +(Dexterity / value) to defense. `value=0` -> no effect.                                      |
| 146         | ADD\_DEFENSE\_BY\_VITALITY        | VIT-scaled defense                          | +(Vitality / value) to defense. `value=0` -> no effect.                                       |
| 147         | ADD\_MAGIC\_DAMAGE\_BY\_ENERGY    | ENE-scaled wizardry damage                  | +(Energy / value) to magic min/max. `value=0` -> no effect.                                   |

### Elemental Resistance (148-154)

Despite the `ADD_*_DAMAGE` naming, these options grant elemental resistance to the corresponding element. They do not increase outgoing elemental damage.

| OptionIndex | Name                   | Effect               | OptionValue Usage           |
| ----------- | ---------------------- | -------------------- | --------------------------- |
| 148         | ADD\_ICE\_DAMAGE       | Ice resistance       | +value ice resistance       |
| 149         | ADD\_POISON\_DAMAGE    | Poison resistance    | +value poison resistance    |
| 150         | ADD\_LIGHTNING\_DAMAGE | Lightning resistance | +value lightning resistance |
| 151         | ADD\_FIRE\_DAMAGE      | Fire resistance      | +value fire resistance      |
| 152         | ADD\_EARTH\_DAMAGE     | Earth resistance     | +value earth resistance     |
| 153         | ADD\_WIND\_DAMAGE      | Wind resistance      | +value wind resistance      |
| 154         | ADD\_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](/docs/data/item/380itemoption.md)), 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 | Name                             | Effect                     | OptionValue Usage                                                |
| ----------- | -------------------------------- | -------------------------- | ---------------------------------------------------------------- |
| 155         | ADD\_ATTACK\_SUCCESS\_RATE\_PVP  | Attack success rate (PvP)  | +value added to PvP attack success rate                          |
| 156         | ADD\_DEFENSE\_SUCCESS\_RATE\_PVP | Defense success rate (PvP) | +value added to PvP defense success rate                         |
| 157         | ADD\_MAX\_SD                     | Max Shield (SD)            | +value added to maximum SD                                       |
| 158         | ADD\_DAMAGE\_PVP                 | Damage (PvP)               | +value added to PvP damage                                       |
| 159         | ADD\_DEFENSE\_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         | ADD\_SD\_RECOVERY\_RATE          | SD recovery rate           | +value added to SD recovery rate                                 |

{% hint style="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.
{% endhint %}

## Level-Scaled Options

Options in the `_BY_LEVEL` family compute the bonus as:

```
bonus = (CharLevel + MasterLevel) / OptionValue
```

**Example**: OptionIndex = 93 (ADD\_PHYSI\_DAMAGE\_BY\_LEVEL) with OptionValue = 20

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

{% hint style="info" %}
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.
{% endhint %}

## 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 (ADD\_PHYSI\_DAMAGE\_BY\_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

{% hint style="warning" %}
Multiplier options read the current stat at the moment they are processed, so ordering within the 14 slots affects the final value when multiple MUL entries stack on the same stat.
{% endhint %}
