Selected Server Main X50 Offline
Item options Excellent, Harmony, option ranks
Item options

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

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