# Random Options & Option Forge

Weapons and armors can carry up to **three random options**: extra lines such as
*MATK against Large size monster +4%* or *HIT +6*. They show in the item's tooltip under the description.

## Getting options: identify

Equipment that drops from monsters is **unidentified**. When you identify it with a **Magnifier** or the
Merchant skill **Item Appraisal**, the item may get random options:

| Result | Chance |
|---|---|
| No options | 55% |
| 1 bonus | 25% |
| 1 malus (a small minus) | 10% |
| 1 stronger bonus + 1 malus | 8% |
| 2 or 3 bonuses | 2% |

Equipment bought from NPC shops or given by quests is already identified and has no options.

## What an option can be

Options never give **STR / AGI / VIT / INT / DEX / LUK**: stats come from [Stone Enchant](stone-enchant.md).

| On weapons | On armors and accessories |
|---|---|
| ATK, MATK, HIT, Critical, Critical Damage | MaxHP, MaxSP, DEF, MDEF, FLEE, Critical Damage Resist |
| Pierce DEF % / Pierce MDEF % (normal monsters and players) | |
| Damage against a race (Formless, Undead, Brute, Plant, Insect, Fish, Demon, Angel, Dragon) | Resistance against those races |
| Damage against an element (all but Neutral) | Resistance against those elements |
| Damage against Small / Large monsters | Resistance against Small / Large |
| Damage against Boss monsters | Resistance against Boss monsters |
| Damage against **Demi-Human** and **Medium** (1-3%, also counts in PvP and WoE) | Resistance against **Demi-Human** and **Medium** (1-3%) |
| | HP / SP recovery |

A malus is always small: HIT, FLEE, MaxHP, MaxSP, DEF or MDEF goes down a little.

## All values and chances

Each option has three value ranges. The percentage after a range is the chance **per Forge roll** of getting
that exact option in that range. Inside a range every value is equally likely. On identify, multiply the
bonus chances by 0.45, because 55% of identifies give nothing.

**Weapons**

| Option | Common | Uncommon | Rare |
|---|---|---|---|
| ATK | +3–5 (3.39%) | +6–10 (2.61%) | +11–20 (1.18%) |
| MATK | +3–5 (3.39%) | +6–10 (2.61%) | +11–20 (1.18%) |
| HIT | +2–4 (2.54%) | +5–7 (1.96%) | +8–15 (0.88%) |
| Critical | +1–2 (2.54%) | +3–5 (1.96%) | +6–8 (0.88%) |
| Critical Damage | 2–4% (1.27%) | 5–7% (0.98%) | 8–10% (0.44%) |
| Pierce DEF % or Pierce MDEF % | 2–4% (0.85%) | 5–7% (0.65%) | 8–10% (0.29%) |
| Physical or magic damage against one race | 1–2% (0.64%) | 3–5% (0.49%) | 6–8% (0.22%) |
| Physical or magic damage against Small or Large | 1–2% (0.85%) | 3–5% (0.65%) | 6–8% (0.29%) |
| Physical or magic damage against one element | 1–2% (0.42%) | 3–5% (0.33%) | 6–8% (0.15%) |
| Physical or magic damage against Boss | 1–2% (0.42%) | 3% (0.33%) | 4–5% (0.15%) |
| Physical or magic damage against Demi-Human or Medium | 1% (0.32%) | 2% (0.25%) | 3% (0.11%) |

Physical and magic are separate options: *physical against Dragon* and *magic against Dragon* each have their own
chance. Critical counts double on a Katar.

**Pierce DEF % / Pierce MDEF %** ignore that share of the target's DEF or MDEF. They work on normal monsters and
on other players. They do **not** work on bosses, MVPs, castle guardians or the Emperium.
**Critical Damage** adds to the damage of your critical hits.

**Armors and accessories**

| Option | Common | Uncommon | Rare |
|---|---|---|---|
| MaxHP | +50–150 (4.97%) | +151–300 (3.83%) | +301–500 (1.72%) |
| MaxSP | +10–30 (3.72%) | +31–60 (2.87%) | +61–100 (1.29%) |
| FLEE | +1–2 (3.72%) | +3–4 (2.87%) | +5 (1.29%) |
| DEF or MDEF | +1 (2.48%) | +2 (1.91%) | +3 (0.86%) |
| HP or SP Recovery | 10–15% (1.86%) | 16–25% (1.44%) | 26–40% (0.65%) |
| Critical Damage Resist | 1–2% (1.24%) | 3–4% (0.96%) | 5% (0.43%) |
| Resistance against one race | 1–2% (0.78%) | 3–4% (0.60%) | 5% (0.27%) |
| Resistance against one element | 1–2% (0.78%) | 3–4% (0.60%) | 5% (0.27%) |
| Resistance against Small or Large | 1–2% (0.62%) | 3–4% (0.48%) | 5% (0.22%) |
| Resistance against Boss, Demi-Human or Medium | 1% (0.62%) | 2% (0.48%) | 3% (0.22%) |

**Critical Damage Resist** lowers the damage you take from critical hits.

**HP / SP Recovery** raises the natural regeneration every job has, so it needs no skill and also works while
standing still (twice as often when sitting). It does nothing for potions or the Increase HP/SP Recovery skills,
and it stops while you walk. The result is rounded down, so a small percentage can add nothing at all
when your regeneration per tick is low.

**Malus**: the chance shows how often a malus line is this one.

| Option | Small | Bigger |
|---|---|---|
| HIT | -1–3 (13.1%) | -4–5 (5.6%) |
| FLEE | -1–3 (13.1%) | -4–5 (5.6%) |
| MaxHP | -50–100 (13.1%) | -101–200 (5.6%) |
| MaxSP | -10–20 (13.1%) | -21–30 (5.6%) |
| DEF | -1 (8.8%) | -2 (3.8%) |
| MDEF | -1 (8.8%) | -2 (3.8%) |

An item never holds the same option twice. A roll with 3 lines is always 3 bonuses, never a malus. In a
*strong bonus + malus* roll the bonus moves one range up, and the malus is never the same option as the bonus.

## Option Forge

The **Option Forge** in **Prontera (145, 189)** rolls the options of an item again.

1. Click the NPC. The Option Forge window opens.
2. Drag a weapon or armor from the list at the bottom into the item slot (or click it).
3. Press **Reroll**. The new roll appears under the current options.
4. Choose **Keep New** or **Keep Old**.

| | |
|---|---|
| Cost per roll | **500,000 Zeny + 1 Option Crystal** |
| Result | always 1 to 3 options, a roll is never empty |
| Chances | 1 bonus 55.6%, 1 malus 22.2%, strong bonus + malus 17.8%, 2 bonuses 3.1%, 3 bonuses 1.3% |
| Keep Old | the item stays exactly as it was; the cost is still paid |
| Paying | the cost is taken when you press Reroll; closing the window does not give it back |

There is no reset: options cannot be removed from an item, only rerolled.

!!!
The item must be **identified and unequipped**, and you must stand next to the NPC. Costumes cannot be forged.
!!!

Each line is labelled **Rare**, **Uncommon**, **Common** or **Negative**, so a good roll is easy to spot.
A line that hits the **highest value** of its option is announced to the whole server.

### Auto Roll

Open **Auto Roll** under the buttons to let the window roll for you:

| Filter | |
|---|---|
| Options | up to 3 options you want, each with the lowest value that counts |
| Lines that match | how many of those options the roll must have |
| Lowest rarity | at least one line Uncommon or Rare |
| No Negative line | skip rolls with a malus |
| Max rolls, Max Zeny | it stops at whichever comes first |

Auto Roll presses **Reroll**, and **Keep Old** when the result misses the filter. When a roll matches, it stops
and leaves the result waiting: **Keep New** is always your own click. Every roll costs the same as by hand.
It also stops when the Zeny or crystals run out, when you walk away, or when you close the window, and it
shows how many rolls it made and how much it used.

The window needs the client started from the **Newell RO Launcher**, or the Browser Edition.

## Option Crystal

| Where | Chance |
|---|---|
| Miniboss monsters | 1% |
| MVPs | always 1 |

Option Crystals are not sold in the Cash Shop and can be traded.

## Keeping your options

Options stay on the item when you refine it, trade it, store it, or take its cards out.
Adding a slot at the **Seiyablem** socket NPC gives you a new item **without** options, as that NPC warns.
