Random Options Guide
A guide to rebuilding gear with Reform Cards. It covers what can roll, which options to aim for, and how to tell when a roll is good enough to keep.
Contents
This guide covers Reforming (also called rebuilding or remodeling): using a Reform Card to reroll an item's random options, the bonus stats that almost every piece of gear can carry. It explains what you need, what can roll, what to aim for, and how to tell when a roll is worth keeping.
What you need
- A Reform Card. Each rebuild uses one. You can find Reform Cards in many random boxes, and Reform Card (1P) is sold by the Merchant.
- An item with random options. Weapons, tops, bottoms, gloves and shoes all qualify, plus accessories such as rings, necklaces, bracelets, hats, belts and earrings.
How a rebuild works
- Each rebuild gives up to 4 options.
- Every rebuild is a fresh roll. The options and their values are rerolled each time.
- The top value is rare. For most options, once the option rolls, it has a 1% chance to land on its top value (for example, Attack Rate). Most rolls land near the bottom of the range.
What can roll
Each item has a pool of possible options, usually 10 to 12. Weapons, armor, rings, necklaces, bracelets and hats all share the same pool:
| Option | What it does |
|---|---|
| Damage | Adds a fixed amount of damage |
| Attack Rate | Percentage damage boost |
| Defense | Adds a fixed amount of defense |
| Defense Rate | Percentage defense boost |
| STR | Adds STR |
| Hit / Hit Rate | Accuracy, flat and percentage |
| Avoid | Evasion |
| Resist | Resistance |
| HP Potion | Boosts HP restored from potions |
| Melee/Range / Magic | Damage type bonuses, found on a smaller subset of items |
A few slots have their own pool:
- Belts: STR, MP, SP, HP/MP/SP Potion, and Defense grinding.
- Earrings: Damage, STR, HP Potion, and a unique CP per kill option. Some also roll damage type bonuses.
- Some accessories: extra base stats, flat HP, and HP/MP/SP recovery.
What to aim for
Decide what the item should do before you start rebuilding, so you know which rolls to keep.
- More damage: Attack Rate first, then Damage. Add Melee/Range if you fight with melee or ranged attacks, or Magic if you use magic.
- More survivability: Defense Rate, Defense and Resist.
- Missing too often: Hit Rate and Hit.
- Belts and earrings: these slots are built for sustain, so look for HP/MP/SP Potion, MP and SP on belts, and CP per kill on earrings.
Rate options are the safest target. Attack Rate, Defense Rate and Hit Rate reach about the same max on any gear, while fixed-number options shrink on low-level gear. A good Attack Rate roll on a level 60 item is nearly as good as one on a level 200 item.
When to keep a roll
These are the full ranges each option can roll on regular gear. The bottom of each range is common; the top is a 1% shot.
| Option | Typical range |
|---|---|
| Damage | ~40 – 143 |
| Attack Rate | 1% – 10% |
| Defense | ~5 – 86 |
| Defense Rate | 1% – 8% |
| STR | ~33 – 105 |
| Hit | 4 – 52 |
| Hit Rate | 1% – 5% |
| Avoid | 1 – 9 |
| Resist | 6 – 15 |
| HP Potion | ~31 – 533 |
| Melee/Range | ~69 – 222 |
| Magic | ~34 – 111 |
Fixed-number options (Damage, Defense, STR, HP Potion, Melee/Range, Magic) roll higher on gear with a higher level requirement. For example, the best Damage roll on a level 1–49 weapon is around 13, but on a level 200+ weapon it's around 143. Check Max Reform Values for the max of each option by gear type and level.
Effective values
The max value is a 1% shot, so it isn't a useful target. A better yardstick is the realistic best: the highest value an option reaches on almost every roll. Anything above it is a lucky 1% roll (HP Potion is more generous, at about 20%).
Effective values on level 200+ gear:
| Option | Good roll | Realistic best | Max (1%) | Realistic best vs. max |
|---|---|---|---|---|
| Damage | 63+ | 83 | 140 | ~60% |
| Attack Rate | 3%+ | 5.01% | 10.01% | ~50% |
| Defense | 29+ | 51 | 83 | ~60% |
| Defense Rate | 2.5%+ | 4.01% | 8.01% | ~50% |
| STR | 50+ | 65 | 100 | ~65% |
| Hit | 20+ | 35 | 49 | ~70% |
| Hit Rate | 1.5%+ | 2.01% | 5.01% | ~40% |
| Avoid | 3+ | 4 | 9 | ~45% |
| Resist | 8+ | 10 | 15 | ~65% |
| HP Potion | 183+ | 332 | 508 | ~65% |
| Melee/Range | 88+ | 106 | 197 | ~50% |
| Magic | 45+ | 54 | 92 | ~60% |
- Good roll: the upper half of the normal range. Keep it unless you have Reform Cards to spare.
- Realistic best: as good as the option gets without a 1% roll. Treat this as done.
- For lower-level gear: take the max from Max Reform Values and multiply by the "realistic best vs. max" column. For example, a level 150–199 weapon has max Damage 121, so its realistic best is about 121 × 60% ≈ 73.
Some rules of thumb:
- Keep a roll once your main option is a good roll (see the table above). Pushing it to the realistic best can take a lot of Reform Cards.
- Two good options beat one perfect option. Landing several options you want at once is rarer than one high value.
- Don't chase the max value. A 1% chance per option makes perfect rolls very expensive.
- Save your best rebuilds for gear you'll keep. Rebuild results stay on that item, so spend more Reform Cards on endgame gear than on gear you'll replace soon.
Summary
- Get Reform Cards from random boxes or the Merchant.
- Pick your target options before you start.
- Rebuild and compare each roll against the typical ranges.
- Stop when your options reach a good roll or the realistic best, not when they hit the max.
