> 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/itemoption.md).

# ItemOption

<mark style="color:green;">Special bonus definitions for wings, rings, pendants, and mounts (the type of bonus that scales with the item's enhancement level, such as Fenrir, Dark Horse, and elemental rings).</mark>

<table data-search="false"><thead><tr><th>Column</th><th>Accepted values</th><th>Description</th></tr></thead><tbody><tr><td>IND (Index)</td><td>Number from 0 to 13</td><td><strong>Not the item code.</strong> This is the item's <strong>special bonus slot</strong>. An item can have multiple special bonuses at the same time, each assigned to a different slot.</td></tr><tr><td>OPI (Option Index)</td><td>Number (fixed bonus ID)</td><td>The bonus granted by this slot. This is a fixed server-defined bonus ID (e.g. increased movement speed, wing HP bonus, critical damage rate). New bonus types cannot be created by editing this file.</td></tr><tr><td>OPV (Option Value)</td><td>Number</td><td>Strength/value of the bonus.</td></tr><tr><td>MNI / MXI (Item Min/Max Index)</td><td>Number (item code range), or <code>*</code></td><td>Item code range this rule applies to. <code>*</code> = no limit on that side of the range.</td></tr><tr><td>MNL / MXL (Item Min/Max Level)</td><td>Number, or <code>*</code></td><td>Item enhancement level (+0, +1, etc.) this rule applies to. <code>*</code> = no limit on that side of the range.</td></tr><tr><td>ISK (Item Skill Option)</td><td>Number, or <code>*</code></td><td>Requires the item's Skill option to be at least this value. <code>*</code> = no requirement.</td></tr><tr><td>ILK (Item Luck Option)</td><td>Number, or <code>*</code></td><td>Requires the item's Luck option to be at least this value. <code>*</code> = no requirement.</td></tr><tr><td>ILO (Item Life Option)</td><td>Number, or <code>*</code></td><td>Requires the item's Additional Option (Life/Option) to be at least this value. <code>*</code> = no requirement.</td></tr><tr><td>IEX (Item Excellent Option)</td><td>Number, or <code>*</code></td><td>Requires the item to have at least one of the Excellent option bits specified by this value (bitmask, using the same format as <code>ExcellentOptionRate.txt</code>). <code>*</code> = no requirement.</td></tr><tr><td>IAP (Item Ancient Option)</td><td>Number, or <code>*</code></td><td>Requires the item to have the specified Ancient/Set option bit(s). <code>*</code> = no requirement.</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>

* `IND` is the easiest field to confuse: although it looks like an item index, it actually represents the **special bonus slot**. The same item may have multiple entries with different `IND` values—for example, a wing can receive one bonus in slot `1` and another in slot `2` at the same time.
* `MNI`/`MXI` (item code range) together with `MNL`/`MXL` (item level range) determine exactly which item instances receive the bonus. This is how, for example, a +9 wing can gain a bonus that the same wing at +0 does not.
* `ISK`, `ILK`, and `ILO` are **minimum value requirements**: the item must already have those options at or above the specified values. `IEX` and `IAP`, on the other hand, are **bitmask requirements**: the item must have at least one of the option bits specified by the value, rather than meeting a minimum numeric value.
* The bonus ID (`OPI`) comes from a large, fixed server-defined list (covering dozens of effects, from increased movement speed to critical damage resistance). It is not possible to create new bonus types simply by editing this file.
