ALPHAClosed test. Bugs and wipes may happen. Open beta coming soon.Closed test, beta soon

Item options

Excellent, luck, skill, additional option and ancient: what to look for on each piece and how much each line is really worth.

Updated on August 10, 2026

Two pieces with the same name can be separated by an abyss. What separates them are the options: extra lines the item rolls when it drops, gains in the Chaos Machine or receives from a jewel. This page explains each family, what it gives and how often it shows up.

FamilyHow many per itemHow it shows in the tooltip
Excellentup to 6, in pairs from three groupsthe name gains the Excellent prefix
Additional option1a second number, from +4 to +16
Luck1the word Lucky
Skill1the item brings a usable skill
Ancient1 set and 1 bonusblue name and a stat bonus
Wing option1its own line on the wing
Harmony1a Jewel of Harmony line
Socketup to 5the fitted spheres
Guardian1 paironly on level 380 pieces

Excellent

The excellent options are what everybody hunts for. There are three groups, and each piece belongs to only one of them: physical attack, magic attack or defense. Each group has six classic options, and the server puts up to two per group on the same item.

Physical attack (physical weapons)

No.EffectIt is worth it when
1recovers 12.5% of maximum mana per monster killedyou farm without stopping to drink
2recovers 12.5% of maximum health per monster killedalways, it is one of the best
3+7 attack speedalways, and it is the most wanted
4+2% base physical damageit scales with the rest of your damage
5adds damage equal to your total level divided by 20it grows on its own as you level
6+10% excellent damage chanceit pairs with excellent damage bonuses
7+5% chance to ignore defensean option created on this server

The magic attack group is identical, swapping options 4 and 5 for the magic damage versions. It also has the seventh option.

Defense (armor, shields and rings)

No.EffectComment
1+40% zen from monstersthe best farming option in the game
2+10% defense rate against monsters
3+5% damage reflectionit gives part of the hit back
4+4% damage reductionit adds up, and it is very good as a set
5+4% maximum mana
6+4% maximum health

How often excellent drops

  • An excellent item only drops from monsters of level 25 or more, and the piece rolled comes from the bracket of the monster level minus 25.
  • The global excellent drop group has a 0.01% chance per monster.
  • When an item comes out excellent, the first option is guaranteed. From the second on, each one goes through a 0.1% draw.
  • Every excellent item comes with a skill. That is not a draw.
  • That explains why an excellent item with four or more options is genuinely rare, and why it is legendary on the color ladder.

Additional option, from +4 to +16

It is the line that adds a flat number. It has four levels and the effect depends on the type of the piece.

Piece typeWhat it addsLevel 1Level 2Level 3Level 4
Armordefense+4+8+12+16
Physical weaponphysical damage+4+8+12+16
Staff and stickmagic damage+4+8+12+16
Summoner bookcurse damage+4+8+12+16
MG magic swordphysical and magic damage+4+8+12+16
Shielddefense rate+5+10+15+20
The shield is the exception: it adds five per level, and in defense rate, not in defense.

In the drop, the additional option shows up on 25% of items, and the maximum level that can drop today is 4, that is, an item can drop straight at +16. Outside the drop, what creates and raises this option is the Jewel of Life.

SituationChanceResult of failure
The item does not have the option50%nothing happens, the jewel is spent
The item already has the option and you want to raise it50%the option is removed completely

Each level of the additional option adds 4 points to the strength requirement of the piece. A +16 item asks for 16 more strength than the same item with no option, which occasionally takes the item out of your hand right after you improved it.

Luck

A single line, with four effects. Luck shows up on 25% of items in the drop and it is offered by every weapon and every armor piece.

  • +5%critical damage chance
  • +25 ppof success on the Jewel of Soul
  • +25 ppof success from +10 to +15
  • +25%on the selling price

The critical bonus is what shows up in the tooltip, but it is not the main reason to look for Luck. The reason is refining: without Luck, the +15 on an excellent and ancient item comes out at 30%. With Luck, at 55%. On a piece you intend to take to the top, Luck is practically mandatory.

Skill

Almost every weapon in groups 0 to 5 has a skill built into its definition, but not every copy of that weapon comes with it active. The skill flag is rolled at the drop.

Where the item came fromChance of coming with a skill
Normal drop50%
Excellent dropalways
Ancient dropalways
Bought from an NPCalways, if the weapon has a skill
Result of excellent craftingalways

A skill is worth +150% on the price of the item, except for four skills the server treats as having no commercial value (Force Wave, Explosion, Requiem and Pollution). There is a cruel detail: in the Chaos Weapon and first wing recipes, failing has a 50% chance of stripping the skill from the item, if it is not excellent.

Ancient

An ancient item brings two things: an individual stat bonus (+5 or +10, decided on a coin flip when it drops) and membership in an ancient set, which lights up bonuses according to the number of pieces worn. Every ancient item comes with a skill, and its minimum color is blue.

  • Ancient raises the requirement of the piece: it adds 30 to the effective drop level, more than the 25 from excellent.
  • Ancient takes 10 percentage points off the chance in the Chaos Machine.
  • Ancient is not worth more zen. The server price calculation ignores the ancient condition, which makes an ancient piece worth the same as the common version when sold to an NPC.
  • The Jewel of Harmony does not work on an ancient item. The jewel is refused.