# OptionIndex Reference

This is the complete list of `OptionIndex` values used in [ItemOption.xml](https://axiomemu.gitbook.io/docs/gameserver/item/itemoption).

## File Location

This reference documents values used in:

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

## OptionIndex Values

### Damage Options (80-96)

| OptionIndex | Name                           | Effect                       | OptionValue Usage          |
| ----------- | ------------------------------ | ---------------------------- | -------------------------- |
| 80          | ADD\_PHYSI\_DAMAGE             | Flat physical damage bonus   | +value to min/max damage   |
| 81          | ADD\_MAGIC\_DAMAGE             | Flat magic damage bonus      | +value to magic damage     |
| 82          | ADD\_DEFENSE\_SUCCESS\_RATE    | Flat dodge rate bonus        | +value to defense rate     |
| 83          | ADD\_DEFENSE                   | Flat defense bonus           | +value to defense          |
| 84          | ADD\_CRITICAL\_DAMAGE\_RATE    | Critical hit chance          | +value % critical rate     |
| 85          | ADD\_HP\_RECOVERY\_RATE        | HP regeneration rate         | +value to HP regen         |
| 86          | ADD\_MONEY\_AMOUNT\_DROP\_RATE | Zen drop amount bonus        | +value % zen drops         |
| 87          | MUL\_DEFENSE\_SUCCESS\_RATE    | % defense rate increase      | +value% of current rate    |
| 88          | ADD\_DAMAGE\_REFLECT           | Damage reflection            | +value reflected damage    |
| 89          | ADD\_DAMAGE\_REDUCTION         | Damage reduction             | +value damage reduction    |
| 90          | MUL\_MP                        | % max MP increase            | +value% of max MP          |
| 91          | MUL\_HP                        | % max HP increase            | +value% of max HP          |
| 92          | ADD\_EXCELLENT\_DAMAGE\_RATE   | Excellent hit chance         | +value % excellent rate    |
| 93          | ADD\_PHYSI\_DAMAGE\_BY\_LEVEL  | Level-scaled physical damage | +(Level+MasterLevel)/value |
| 94          | MUL\_PHYSI\_DAMAGE             | % physical damage increase   | +value% of physical damage |
| 95          | ADD\_MAGIC\_DAMAGE\_BY\_LEVEL  | Level-scaled magic damage    | +(Level+MasterLevel)/value |
| 96          | MUL\_MAGIC\_DAMAGE             | % magic damage increase      | +value% of magic damage    |

### Speed & Recovery Options (97-99)

| OptionIndex | Name          | Effect                  | OptionValue Usage     |
| ----------- | ------------- | ----------------------- | --------------------- |
| 97          | ADD\_SPEED    | Attack/cast speed bonus | +value to both speeds |
| 98          | ADD\_HUNT\_HP | HP recovery on kill     | +value HP per kill    |
| 99          | ADD\_HUNT\_MP | MP recovery on kill     | +value MP per kill    |

### Wing Options (100-105)

| OptionIndex | Name                       | Effect                         | OptionValue Usage          |
| ----------- | -------------------------- | ------------------------------ | -------------------------- |
| 100         | ADD\_WING\_HP              | Wing HP bonus (level-scaled)   | 50 + (value \* item level) |
| 101         | ADD\_WING\_MP              | Wing MP bonus (level-scaled)   | 50 + (value \* item level) |
| 102         | ADD\_IGNORE\_DEFENSE\_RATE | Ignore enemy defense %         | +value % ignore rate       |
| 103         | ADD\_BP                    | Flat BP (stamina) bonus        | +value to max BP           |
| 104         | MUL\_BP                    | % BP increase                  | +value% of max BP          |
| 105         | ADD\_WING\_LEADERSHIP      | Wing leadership (level-scaled) | 10 + (value \* item level) |

### Pet/Mount Options (106-112)

| OptionIndex | Name                                    | Effect                     | OptionValue Usage |
| ----------- | --------------------------------------- | -------------------------- | ----------------- |
| 106         | ADD\_FENRIR1                            | Fenrir option 1            | (internal use)    |
| 107         | ADD\_FENRIR2                            | Fenrir option 2            | (internal use)    |
| 108         | ADD\_FENRIR3                            | Fenrir option 3            | (internal use)    |
| 109         | ADD\_FULL\_DAMAGE\_REFLECT\_RATE        | Full damage reflect chance | +value % chance   |
| 110         | ADD\_DEFENSIVE\_FULL\_HP\_RESTORE\_RATE | Full HP restore on hit     | +value % chance   |
| 111         | ADD\_DEFENSIVE\_FULL\_MP\_RESTORE\_RATE | Full MP restore on hit     | +value % chance   |
| 112         | ADD\_DINORANT1                          | Dinorant option            | (internal use)    |

### Curse Damage Options (113-115)

| OptionIndex | Name                          | Effect                    | OptionValue Usage          |
| ----------- | ----------------------------- | ------------------------- | -------------------------- |
| 113         | ADD\_CURSE\_DAMAGE            | Flat curse damage bonus   | +value to curse damage     |
| 114         | ADD\_CURSE\_DAMAGE\_BY\_LEVEL | Level-scaled curse damage | +(Level+MasterLevel)/value |
| 115         | MUL\_CURSE\_DAMAGE            | % curse damage increase   | +value% of curse damage    |

### Combat Rate Options (116-118)

| OptionIndex | Name                         | Effect                | OptionValue Usage                        |
| ----------- | ---------------------------- | --------------------- | ---------------------------------------- |
| 116         | ADD\_DOUBLE\_DAMAGE\_RATE    | Double damage chance  | +value % chance                          |
| 117         | ADD\_EXPERIENCE\_RATE        | Experience bonus      | +value % EXP/Master EXP                  |
| 118         | ADD\_COMBO\_EXPERIENCE\_RATE | EXP bonus (with ring) | +value % if Transformation Ring equipped |

### HP/MP Options (119-122)

| OptionIndex | Name               | Effect                | OptionValue Usage          |
| ----------- | ------------------ | --------------------- | -------------------------- |
| 119         | ADD\_HP            | Flat HP bonus         | +value to max HP           |
| 120         | ADD\_MP            | Flat MP bonus         | +value to max MP           |
| 121         | ADD\_HP\_BY\_LEVEL | Level-scaled HP bonus | +(Level+MasterLevel)/value |
| 122         | ADD\_MP\_BY\_LEVEL | Level-scaled MP bonus | +(Level+MasterLevel)/value |

### Universal Damage Options (123-125)

| OptionIndex | Name                   | Effect                         | OptionValue Usage          |
| ----------- | ---------------------- | ------------------------------ | -------------------------- |
| 123         | ADD\_DAMAGE            | Flat bonus to ALL damage types | +value to phys/magic/curse |
| 124         | ADD\_DAMAGE\_BY\_LEVEL | Level-scaled ALL damage        | +(Level+MasterLevel)/value |
| 125         | MUL\_DAMAGE            | % increase to ALL damage       | +value% to all damage      |

### Defense Options (126-127)

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

### Advanced Combat Options (128-135)

| OptionIndex | Name                       | Effect                       | OptionValue Usage      |
| ----------- | -------------------------- | ---------------------------- | ---------------------- |
| 128         | ADD\_MIN\_PHYSI\_DAMAGE    | Minimum physical damage only | +value to min damage   |
| 129         | ADD\_MAX\_PHYSI\_DAMAGE    | Maximum physical damage only | +value to max damage   |
| 130         | ADD\_ATTACK\_SUCCESS\_RATE | % attack rate increase       | +value% of attack rate |
| 131         | ADD\_BP\_RECOVERY          | BP regeneration bonus        | +value to BP regen     |
| 132         | ADD\_CRITICAL\_DAMAGE      | Flat critical damage bonus   | +value to crit damage  |
| 133         | ADD\_EXCELLENT\_DAMAGE     | Flat excellent damage bonus  | +value to exc damage   |
| 134         | ADD\_SKILL\_DAMAGE         | Skill damage bonus           | +value to skill damage |
| 135         | ADD\_TRIPLE\_DAMAGE\_RATE  | Triple damage chance         | +value % chance        |

### Stat Options (136-140)

| OptionIndex | Name            | Effect                | OptionValue Usage |
| ----------- | --------------- | --------------------- | ----------------- |
| 136         | ADD\_STRENGTH   | Flat strength bonus   | +value to STR     |
| 137         | ADD\_DEXTERITY  | Flat dexterity bonus  | +value to AGI     |
| 138         | ADD\_VITALITY   | Flat vitality bonus   | +value to VIT     |
| 139         | ADD\_ENERGY     | Flat energy bonus     | +value to ENE     |
| 140         | ADD\_LEADERSHIP | Flat leadership bonus | +value to CMD     |

### Conditional Options (141-147)

| OptionIndex | Name                              | Effect                    | OptionValue Usage             |
| ----------- | --------------------------------- | ------------------------- | ----------------------------- |
| 141         | MUL\_SHIELD\_DEFENSE              | % defense (shield only)   | +value% if shield equipped    |
| 142         | MUL\_TWO\_HAND\_PHYSI\_DAMAGE     | % damage (2H weapon only) | +value% if 2H weapon equipped |
| 143         | ADD\_PHYSI\_DAMAGE\_BY\_STRENGTH  | STR-scaled damage         | +(Strength/value)             |
| 144         | ADD\_PHYSI\_DAMAGE\_BY\_DEXTERITY | AGI-scaled damage         | +(Dexterity/value)            |
| 145         | ADD\_DEFENSE\_BY\_DEXTERITY       | AGI-scaled defense        | +(Dexterity/value)            |
| 146         | ADD\_DEFENSE\_BY\_VITALITY        | VIT-scaled defense        | +(Vitality/value)             |
| 147         | ADD\_MAGIC\_DAMAGE\_BY\_ENERGY    | ENE-scaled magic damage   | +(Energy/value)               |

### Elemental Options (148-154)

| OptionIndex | Name                   | Effect                         | OptionValue Usage          |
| ----------- | ---------------------- | ------------------------------ | -------------------------- |
| 148         | ADD\_ICE\_DAMAGE       | Ice elemental resistance       | +value to ice resist       |
| 149         | ADD\_POISON\_DAMAGE    | Poison elemental resistance    | +value to poison resist    |
| 150         | ADD\_LIGHTNING\_DAMAGE | Lightning elemental resistance | +value to lightning resist |
| 151         | ADD\_FIRE\_DAMAGE      | Fire elemental resistance      | +value to fire resist      |
| 152         | ADD\_EARTH\_DAMAGE     | Earth elemental resistance     | +value to earth resist     |
| 153         | ADD\_WIND\_DAMAGE      | Wind elemental resistance      | +value to wind resist      |
| 154         | ADD\_WATER\_DAMAGE     | Water elemental resistance     | +value to water resist     |

## Level-Scaled Options

Options ending in `_BY_LEVEL` calculate: `(Level + MasterLevel) / OptionValue`

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

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

{% hint style="info" %}
Lower OptionValue = higher bonus per level. Use higher values (like 20-30) for balance.
{% endhint %}

## Stat-Scaled Options

Options ending in `_BY_STRENGTH`, `_BY_DEXTERITY`, etc. calculate: `(StatValue / OptionValue)`

**Example**: OptionIndex=143 (ADD\_PHYSI\_DAMAGE\_BY\_STRENGTH) with OptionValue=10

* 500 Strength: 500 / 10 = +50 physical damage

## Multiplier vs Add Options

| Prefix | Behavior                         |
| ------ | -------------------------------- |
| `ADD_` | Flat bonus added to stat         |
| `MUL_` | Percentage of current stat added |

**Example - MUL\_HP (91) with OptionValue=10**:

* Player has 5000 max HP
* Bonus = 5000 \* 10 / 100 = +500 HP

{% hint style="warning" %}
Multiplier options apply AFTER flat additions, so order of calculation matters for total stats.
{% endhint %}
