Jewel of Harmony
One extra option on a weapon, a staff or a piece of armour - and what it takes to raise it.
A Jewel of Harmony puts one option on an item that nothing else can give it: raw damage on a weapon, wizardry on a staff, defence or health on armour. The option is drawn at random, it starts weak, and it is raised with refining stones afterwards.
Getting the jewel
The jewel does not drop. Gemstones do, and the Chaos Machine turns one into a Jewel of Harmony at an 80% chance - a failed purification loses the Gemstone.
Putting it on an item
Drag the jewel onto the item. It works half the time - 50%, the same for everyone, VIP included - and a failed attempt destroys the jewel and leaves the item alone.
What the item takes depends on what it is:
- Weapons - swords, axes, maces, spears and bows - draw from the weapon list. Arrows and bolts are not weapons here.
- Staffs have their own list, built around wizardry rather than physical damage.
- Armour, shields, helmets, pants, gloves and boots share the armour list.
Four kinds of item are refused outright: anything already socketed, anything carrying an ancient set option while the server has those switched off - which it does, Lucky items, and anything that already has a harmony option on it. To put a different option on an item, the old one has to come off first.
Which option you get
The option is drawn at random, but not evenly: every option carries a weight, and the heavier ones come up more often. The draw only holds options the item's level has reached, which is why the same option is likelier on a low item than on a high one - on a +0 item the four cheap options split the whole draw between them, and the rare ones do not exist yet.
Two options are skipped when they would do nothing: a weapon with no strength requirement never rolls "required strength decrease", and the same for agility.
The tables below give both numbers - the chance on a bare item and the chance once the item is +13 and every option is in the draw.
Raising the option
An option lands at its own starting level and climbs from there. Refining stones raise it one level at a time:
- Lower refining stone: 50%
- Higher refining stone: 70%
A failed attempt does not cost you a level - it drops the option back to where it started. That is the real cost of the ladder, and it is why the last levels are expensive in stones rather than in zen.
The option can never go past level 13, and it can never go past the item's own level: a +9 item holds a level 9 option and no more.
Refining stones come from the Chaos Machine, which grinds an item down into one: 20% for an ordinary item, 50% for an excellent one. An ordinary item yields a Lower stone, an excellent one a Higher stone.
Taking it off
The Chaos Machine removes the option for zen and always succeeds. The price is set by the level the option had reached, not by what the option is - the ladder is at the bottom of this page, and Castle Siege tax is added to it.
Weapon options
| Option | Needs | Chance +0 → +13 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Min. attack increase | — | 27.8% → 16.1% | 3 | 5 | 7 | 9 | 11 | 13 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |
| Max. attack increase | — | 27.8% → 16.1% | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 60 | 70 | 80 | 105 |
| Required strength decrease | — | 22.2% → 12.9% | 5 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 135 |
| Required agility decrease | — | 22.2% → 12.9% | 5 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 135 |
| Attack increase(Min,Max) | +6 | — → 9.7% | — | — | — | — | — | — | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 85 |
| Critical damage increase | +6 | — → 9.7% | — | — | — | — | — | — | 20 | 30 | 40 | 50 | 100 | 110 | 120 | 135 |
| Skill attack increase | +9 | — → 6.5% | — | — | — | — | — | — | — | — | — | 45 | 55 | 65 | 75 | 100 |
| Attack sucess rate increase(PVP) | +9 | — → 6.5% | — | — | — | — | — | — | — | — | — | 50 | 100 | 150 | 200 | 250 |
| SD decrement increase | +9 | — → 6.5% | — | — | — | — | — | — | — | — | — | 3 | 5 | 8 | 15 | 20 |
| SD bypass rate increase | +13 | — → 3.2% | — | — | — | — | — | — | — | — | — | — | — | — | — | 10 |
Staff options
| Option | Needs | Chance +0 → +13 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Wizardry increase | — | 38.5% → 20.8% | 5 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 125 | 150 | 175 | 220 |
| Required strength decrease | — | 30.8% → 16.7% | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 60 | 70 | 80 | 105 |
| Required agility decrease | — | 30.8% → 16.7% | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 | 60 | 70 | 80 | 105 |
| Skill attack increase | +6 | — → 12.5% | — | — | — | — | — | — | 60 | 70 | 80 | 90 | 105 | 120 | 145 | 165 |
| Critical damage increase | +6 | — → 12.5% | — | — | — | — | — | — | 60 | 70 | 80 | 90 | 100 | 125 | 150 | 175 |
| SD decrement increase | +9 | — → 8.3% | — | — | — | — | — | — | — | — | — | 15 | 20 | 25 | 30 | 35 |
| Attack success rate increase(PVP) | +9 | — → 8.3% | — | — | — | — | — | — | — | — | — | 50 | 100 | 150 | 200 | 250 |
| SD bypass rate increase | +13 | — → 4.2% | — | — | — | — | — | — | — | — | — | — | — | — | — | 25 |
Armour options
| Option | Needs | Chance +0 → +13 | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Defense increase | — | 100% → 21.7% | 5 | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 | 110 | 120 | 150 |
| Max. AG increase | +3 | — → 17.4% | — | — | — | 5 | 25 | 50 | 75 | 100 | 125 | 150 | 175 | 200 | 225 | 250 |
| Max. HP increase | +3 | — → 17.4% | — | — | — | 5 | 25 | 50 | 75 | 100 | 125 | 150 | 175 | 200 | 225 | 250 |
| Life auto increment increase | +6 | — → 13% | — | — | — | — | — | — | 1 | 2 | 3 | 5 | 10 | 15 | 20 | 25 |
| Mana auto increment increase | +9 | — → 8.7% | — | — | — | — | — | — | — | — | — | 10 | 15 | 20 | 25 | 30 |
| Defense success rate increase(PVP) | +9 | — → 8.7% | — | — | — | — | — | — | — | — | — | 50 | 100 | 150 | 200 | 250 |
| Damage decrement increase | +9 | — → 8.7% | — | — | — | — | — | — | — | — | — | 4 | 5 | 6 | 7 | 8 |
| SD ratio increase | +13 | — → 4.3% | — | — | — | — | — | — | — | — | — | — | — | — | — | 10 |
What removing the option costs
| Option level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Zen | 100k | 110k | 120k | 130k | 140k | 150k | 200k | 220k | 240k | 280k | 320k | 360k | 400k | 500k |
Paid to the Chaos Machine when the option is taken off, by the level it had reached. Castle Siege tax is added on top.
Updated: 08.09.2026