Extended Item Option
Extended Option System
A jewel-driven progression system that lets players push their gear beyond base stats - nearly 60 options, 60 jewels, up to 10 options per item, level-gated by success rate, fully configurable.
How it works
One jewel = one option. Using it rolls a success chance; on success the option levels up, on failure a configured penalty applies - burn, reset, downgrade, or item destruction, depending on how you set it. The jewel is always consumed, win or lose. No extra materials needed - the jewel itself is the entire cost, so pricing it in your shop is straightforward.
Real risk curve, not a flat grind
Example - Max HP option, 5 levels:
| Level | Value | Success Rate |
|---|---|---|
| 1 | +100 | 90% |
| 2 | +200 | 70% |
| 3 | +300 | 50% |
| 4 | +400 | 30% |
| 5 | +500 | 15% |
Values scale up while success rates scale down, so the risk grows on its own with every level - no extra config needed to keep the top tiers meaningful.
<!-- Option 0: Max HP reduced %d --> <Jewel Cat="19" Index="230" OptionId="0" BuffIndex="1" BuffEffectType="1" Enable="1"> <Restrictions AllowExcellent="1" AllowSocket="1" AllowAncient="1" AllowMastery="1" AllowLegendary="1" DenyKindA="" DenyKindB="" /> <Option Level="1" Value="3" SuccessRate="90" FailType="3" OptionProbability="5" BuffValue="10" BuffProbability="10000" BuffDuration="10000" /> <Option Level="2" Value="6" SuccessRate="70" FailType="3" OptionProbability="10" BuffValue="10" BuffProbability="10000" BuffDuration="10000" /> <Option Level="3" Value="9" SuccessRate="50" FailType="3" OptionProbability="15" BuffValue="10" BuffProbability="10000" BuffDuration="10000" /> <Option Level="4" Value="12" SuccessRate="30" FailType="3" OptionProbability="20" BuffValue="10" BuffProbability="10000" BuffDuration="10000" /> <Option Level="5" Value="15" SuccessRate="15" FailType="3" OptionProbability="25" BuffValue="10" BuffProbability="10000" BuffDuration="10000" /> </Jewel>
Full control over who gets what
You decide exactly which item types each option can touch - globally across the whole system, or per jewel. Want ancients and legendaries left untouched by one specific jewel while everything else stays open? One setting handles it.
Nearly 60 ready-made options & jewels
Combat (double damage, damage reduction, damage reflect), PvP-exclusive effects (instant kill, full damage rebound, brief invisibility), and economy bonuses (EXP, drop rate, hunt points) - each with its own level curve. Enable only what fits your server, disable the rest.
Level count per option isn't hardcoded - it's defined entirely in the config, with each level free to set its own value, success rate, and failure outcome. That means any option can be rebalanced or extended at any time, without touching the core system.
Config preview available
Full XML configuration is available for preview here: ExtendedOptionSystem.xml

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