Skip to main content

Random Options & Graded Drop System

You'll see the A-grade glow before you pick it up. Two stacked loot systems — a D → A tier roll and a separate random-options roll — fire on every equipment drop. The chance both land high on the same piece is the entire endgame chase.

The Two Systems
  1. Random Options — random bonus stats rolled onto equipment
  2. Graded Drop System — tier ranking (D → C → B → A) that boosts the item's base performance

A single drop can be both high-grade and high-rolled. That's the endgame chase. That's also the item you'll dream about three weeks before you ever see one.

Graded Drop System

Equipment can drop pre-graded. Each grade increases the item's base bonuses on top of refinement and any random options. Higher grades are visually distinguishable in inventory and on the world drop sprite — you'll know an A-grade dropped before you even pick it up.

GradeQualityDrop Behavior
NoneStandardDefault state — no grade bonus
DCommonLowest graded tier
CUncommonMid-low tier
BRareMid-high tier
ALegendaryHighest tier — strongest base bonuses
Where A-Grades Drop

Grade ranges are controlled per-item via GradeMinimum / GradeMaximum drop properties. Endgame monsters can roll up to A, while world bosses skew toward B/A. Trash mobs in low-level zones will never drop graded gear.

Random Options System

Independent of grade, equipment can roll random bonus options when it drops or is created. Each random option is a (ID, Value, Param) tuple — examples include race tolerance, elemental resistance, stat bonuses, ASPD, crit, and more.

  • Each piece of equipment can carry up to several random option slots
  • The pool of possible options depends on equipment type (weapons, armor, accessories)
  • Values within each option roll inside a defined range
  • Combined with grade, this means no two drops are identical
CategoryExamples
Stat BonusesSTR / AGI / VIT / INT / DEX / LUK +N
Elemental ToleranceResistance to Fire, Water, Wind, Earth, etc.
Race Damage+% damage to Demi-Human, Demon, Dragon, etc.
Combat StatsATK, MATK, ASPD, CRIT, FLEE, HIT
DefensiveMaxHP/MaxSP %, damage reduction, status resistance
Skill CastCast time reduction, after-cast delay reduction

How Grade and Random Options Stack

A typical comparison between a vanilla drop and the chase target:

AspectStandard DropEndgame Drop
GradeNoneA
Random Options0–1Multiple high-roll options
Refinement+0+9 to +10
Effective PowerBaseBase × Grade Bonus + Random Bonuses

All three systems — refinement, grade, and random options — are independent and stack multiplicatively with item base stats.

Grade Enhancement Risk

Pushing items to higher grades carries a destruction risk. The reward is real — and so are the stakes. Don't sleep on protective items if you're attempting an A-grade upgrade on your main weapon.

Why It Matters

  • Item identity — every drop has its own roll fingerprint; identical-looking gear plays differently
  • Endgame chase — A-grade with perfect random options is the true endgame target
  • Marketplace value — high-grade + high-roll items command real premiums in the Safe Marketplace
  • Build crafting — random options let players target specific resistances or burst damage profiles
  • Risk/reward gameplay — destruction risk on grade enhancement creates real stakes around your favorite items

See Also

  • Safe Marketplace — trade graded and rolled items with zero scam risk
  • Play-to-Earn — high-tier loot has direct real-world value
  • Stats — pick the random options that matter for your build