> For the complete documentation index, see [llms.txt](https://changelog.matrixemulator.com/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://changelog.matrixemulator.com/welcome/server/muserver/data/item/itemdrop.md).

# ItemDrop

<mark style="color:green;">General drop table for special items (jewels, symbols, event boxes, etc.) dropped by monsters, with filters based on map, monster class, and monster level.</mark>

<table data-search="false"><thead><tr><th>Column</th><th>Accepted values</th><th>Description</th></tr></thead><tbody><tr><td>Index</td><td>Number (combined item code)</td><td>The item that can be dropped. Unlike many other files, this one does not use separate <code>Section</code>/<code>Type</code> columns—it stores the complete item code directly.</td></tr><tr><td>DropLog</td><td><code>0</code> or <code>1</code></td><td>Controls only whether this specific drop is written to the item drop log (<code>WriteItemDropLog</code>). <strong>It does not determine whether the item can drop.</strong></td></tr><tr><td>Level</td><td>Number</td><td>Fixed item level when dropped.</td></tr><tr><td>Grade</td><td>Number</td><td>For stackable items (such as jewels), this is the stack size. For equipment, it is used as an alternative Excellent option only if <code>Option4</code> does not generate one.</td></tr><tr><td>Option0 – Option6</td><td>Number, or <code>*</code></td><td>Each option controls one item attribute (level, skill/luck/additional option, excellent, ancient/set, socket, etc.) through a probability table defined in another file. <code>*</code> = no option applied.</td></tr><tr><td>Duration</td><td>Number, in seconds, or <code>0</code></td><td>If greater than <code>0</code>, the item expires and disappears after that amount of time. <code>0</code> = permanent item.</td></tr><tr><td>MapNumber</td><td>Map ID, or <code>*</code></td><td>Restricts the drop to a specific map. <code>*</code> = any map.</td></tr><tr><td>MonsterClass</td><td>Monster class ID, or <code>*</code></td><td>Restricts the drop to a specific monster. <code>*</code> = any monster.</td></tr><tr><td>MonsterLevelMin / MonsterLevelMax</td><td>Number, or <code>*</code></td><td>Restricts the drop based on the defeated monster's level. <code>*</code> = no limit on that side of the range.</td></tr><tr><td>DropRate_AL0 – AL3</td><td>Number from 0 to 1,000,000, or <code>*</code></td><td>Drop chance for Free / VIP1 / VIP2 / VIP3 accounts (e.g. <code>1000</code> = 0.1%). <code>*</code> = always participates in the drop selection with the minimum possible weight.</td></tr><tr><td>Comment</td><td>Text after <code>//</code></td><td>Free comment (typically the item name), ignored by the game.</td></tr></tbody></table>

### <mark style="color:yellow;">Notes</mark>

* `DropLog` is **not** an enable/disable switch for the drop. It only controls whether successful drops are recorded in the log file. The actual drop chance is determined by `DropRate_AL0–AL3`.
* Many event items in the default configuration (Ribbon Boxes, Chocolate Boxes, Sweet Boxes, Lucky Coins, Pumpkins, etc.) have all `DropRate` values set to `0` for every account level. This means they **do not drop under normal conditions**. They only become obtainable when an item drop bonus (configured in `BonusManager.dat`) is active, since the bonus formula can increase a drop chance that starts at zero.
* `MapNumber`, `MonsterClass`, `MonsterLevelMin`, and `MonsterLevelMax` together determine whether a row is eligible for the drop calculation. If the defeated monster does not satisfy **all** specified filters, that row is ignored.
