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# ItemOfHarmonyOption

<mark style="color:green;">Defines the bonuses that a</mark> <mark style="color:green;"></mark><mark style="color:green;">**Jewel of Harmony**</mark> <mark style="color:green;"></mark><mark style="color:green;">can apply to an item, and how each bonus scales from Harmony Level 0 to 15. The file is divided into three blocks:</mark> <mark style="color:green;"></mark><mark style="color:green;">`1`</mark> <mark style="color:green;"></mark><mark style="color:green;">for weapons,</mark> <mark style="color:green;"></mark><mark style="color:green;">`2`</mark> <mark style="color:green;"></mark><mark style="color:green;">for staffs, and</mark> <mark style="color:green;"></mark><mark style="color:green;">`3`</mark> <mark style="color:green;"></mark><mark style="color:green;">for armor. Each block begins with its block number on a line by itself and ends with</mark> <mark style="color:green;"></mark><mark style="color:green;">`end`</mark><mark style="color:green;">.</mark>

<table data-search="false"><thead><tr><th>Column</th><th>Accepted values</th><th>Description</th></tr></thead><tbody><tr><td>Index</td><td>Number, fixed for each category</td><td>Identifies the bonus. The list of available bonuses is hardcoded for each category (weapon, staff, or armor), so new bonus types cannot be created by editing this file.</td></tr><tr><td>Name</td><td>Text enclosed in quotes</td><td>Bonus name, for identification only.</td></tr><tr><td>Rate</td><td>Number (weight)</td><td>Selection weight of this bonus compared only with the other bonuses in the <strong>same category</strong> (weapon, staff, or armor) when a Jewel of Harmony is used.</td></tr><tr><td>Level</td><td>Number</td><td>Minimum item enhancement level (<code>+</code>) required for this bonus to be eligible. This is also the Harmony Level at which the bonus starts when first applied.</td></tr><tr><td>Value0 – Value15</td><td>Number</td><td>Strength of the bonus at each Harmony Level (0 through 15). The Harmony Level increases as the bonus is upgraded (using a Smelt Stone / Fusion Stone).</td></tr><tr><td>Money0 – Money15</td><td>Number, in Zen</td><td>Cost to restore (remove) the bonus from the item when it is at that Harmony Level.</td></tr><tr><td>Comment</td><td>Text after <code>//</code></td><td>Free comment, ignored by the game (when present).</td></tr></tbody></table>

### <mark style="color:yellow;">Notes</mark>

* The **Reduce Strength Requirement** and **Reduce Dexterity Requirement** bonuses are only eligible if the item **already requires** that attribute (that is, its requirement is greater than zero). For example, an item with no Strength requirement can never receive the Reduce Strength Requirement bonus.
* An item's Harmony Level (0 to 15) always starts at the value specified in the bonus's `Level` column—it does **not** start at zero. It can only be increased by using a **Smelt Stone** (also known as a Fusion Stone), with the success rate configured elsewhere. If an upgrade fails, the Harmony Level resets to the bonus's initial `Level`.
* `Money0` through `Money15` are **not** the upgrade costs. They define the cost to **remove (restore)** the Harmony bonus from the item based on its current Harmony Level.
