Jewelling
From FragoriaWiki
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+ | === Shield Attribute Jewels === | ||
+ | |||
+ | For Shields can be opened only 6 slots | ||
+ | |||
+ | {| cellpadding=8 cellspacing=0 border=1 | ||
+ | ! Jewels | ||
+ | ! Description | ||
+ | ! Type | ||
+ | ! Class | ||
+ | ! Effect | ||
+ | ! Cooldown | ||
+ | |- | ||
+ | ! Shield Mastery Jewel ( 1st generation) | ||
+ | | Increases block shield chance | ||
+ | | Shield | ||
+ | | Soldier, Healer | ||
+ | | Increases block shield chance by 1,5 % | ||
+ | | | ||
+ | |- | ||
+ | ! Pet Fire <html><br></html>(Increase Water Resistance) | ||
+ | | align=center|[[image:PetJewel-Fire1.png]]<br />+0.3% | ||
+ | | align=center|[[image:PetJewel-Fire1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Fire1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Fire1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Fire1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Fire1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Fire1.png]]<br /> | ||
+ | |- | ||
+ | ! Pet Life <html><br></html>(Evade Critical hit) | ||
+ | | align=center|[[image:PetJewel-Life1.png]]<br />+0.18% | ||
+ | | align=center|[[image:PetJewel-Life1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Life1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Life1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Life1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Life1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Life1.png]]<br /> | ||
+ | |- | ||
+ | ! Pet Protection <html><br></html>(Increase Protection) | ||
+ | | align=center|[[image:PetJewel-Protection1.png]]<br />+0.3% | ||
+ | | align=center|[[image:PetJewel-Protection1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Protection1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Protection1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Protection1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Protection1.png]]<br /> | ||
+ | | align=center|[[image:PetJewel-Protection1.png]]<br /> | ||
|} | |} | ||
Revision as of 17:50, 23 November 2016
Contents |
Jeweling is the process of adding bonus attributes on a item level using Jewels. These jewels inserted into slots that can be drilled upto a maximum of 6.
Important: Do not confuse the Jewels mentioned on this page, with the Jewelries that are crafted by the Jeweller profession. Jewels are inserted into items, whereas Jewelries are gears worn by the character.
All purple items as well as crafting items such as shirts, rings, amulets and averters (except weapons and shields) level 60 and above with an a minimum upgrade of +7 can be drilled and insert jewel.
Drills
Used for drilling/opening slots on the an item. They can be stacked upto 1000 pieces in one bag slot.
There are two types of drills.
- The usual drill opens slot with a certain chance. Successful chance of drilling decreases with opening more slots on an item.
The usual drill can be found in game from:
- PVE games chests. (100% probability)
- From each boss in red dungeons lvl 52 and above.
- From one boss in green dungeons lvl 52 and above.
- Cross server dungeon bosses.
- Super Drill: Only available in SHOP. Has 100% chance probability in opening a slot on an item.
How To Drill a slot
Click on a drill in the bag to activate and then click on the item to be drilled. If you don't want to drill an item after activating the drill, 2nd clicking on the drill will de-activate it or clicking on Esc button.
Upon using a drill and creating a slot, the drill will be gone. Further drilling success probability on same item maybe reduced depending on the quality of drill as described earlier.
Slots
Slots are places on character items where Jewels are placed. Its available on any purple items level 60 and above (except the weapon and shield). A maximum of 6 slots can be drilled depending on item upgrade:
Item upgrade | No. of Slots drilled |
---|---|
Upgrade +7 | 1 slot |
Upgrade +8 | 2 slots |
Upgrade +9 | 3 slots |
Upgrade +10 | 4 slots |
Upgrade +11 | 5 slots |
Upgrade +12 | 6 slots |
Jewels
Stones that can be inserted into character armors to increase certain characteristics or stats depending on the type of stones. There are 7 types of Jewels as well as 7 generations of each jewel type.
- 1st Generation jewels found in basic shop
- 3rd and 5th Generation jewels found in baron and duke shops.
Character Attribute Jewels
Character Bonus Jewels
Bonus Jewels | 1st Generation | 2nd Generation | 3rd Generation | 4th Generation | 5th Generation | 6th Generation | 7th Generation |
---|---|---|---|---|---|---|---|
Water (Increase Fire Resistance) | +0.3% | +0.6% | +1.1% | +1.7% | +2.3% | +3.0% | +3.5% |
Fire (Increase Water Resistance) | +0.3% | +0.6% | +1.1% | File:Jewel-fire4.png +1.7% | +2.3% | +3.0% | +3.5% |
Life (Evade Critical hit) | +0.18% | +0.36% | +0.66% | +1.14% | +1.60% | +2.00% | +2.50% |
Wind (Evade Physical Damage) | +0.18% | + | + | + | +1.30% | +1.50% | +1.67% |
Accuracy (Increase Chance to Hit) | +0.18% | + | + | + | +1.30% | +1.50% | +1.67% |
Protection (Increase Protection) | +1 | +1.5 | +2 | +3.5 | +6 | +12 | +20 |
Weapon Mastery (Increase Mastery) | +1 | +1.5 | +2 | +3.5 | +6 | +12 | +20 |
Character Bonus Jewels
Bonus Jewels | 1st Generation | 2nd Generation | 3rd Generation | 4th Generation | 5th Generation | 6th Generation | 7th Generation |
---|---|---|---|---|---|---|---|
Water (Increase Fire Resistance) | +0.3% | +0.6% | +1.1% | +1.7% | +2.3% | +3.0% | +3.5% |
Fire (Increase Water Resistance) | +0.3% | +0.6% | +1.1% | File:Jewel-fire4.png +1.7% | +2.3% | +3.0% | +3.5% |
Life (Evade Critical hit) | +0.18% | +0.36% | +0.66% | +1.14% | +1.60% | +2.00% | +2.50% |
Wind (Evade Physical Damage) | +0.18% | + | + | + | +1.30% | +1.50% | +1.67% |
Accuracy (Increase Chance to Hit) | +0.18% | + | + | + | +1.30% | +1.50% | +1.67% |
Protection (Increase Protection) | +1 | +1.5 | +2 | +3.5 | +6 | +12 | +20 |
Weapon Mastery (Increase Mastery) | +1 | +1.5 | +2 | +3.5 | +6 | +12 | +20 |
Weapon Attribute Jewels
For Weapons can be opened only 6 slots
Attribute Jewels | Description | Weapon type | Class | Damage Gain | Amount of stones |
---|---|---|---|---|---|
Sharp Arrow Jewel (1st generation) | Increases basic damage of weapon | Bow | Hunter | 3% | 4 |
Sharp Arrow Jewel (2nd generation) | Increases basic damage of weapon | Bow | Hunter | 4% | 4 |
Sharp Arrow Jewel (3rd generation) | Increases basic damage of weapon | Bow | Hunter | 6% | 4 |
Sharp Arrow Jewel (4th generation) | Increases basic damage of weapon | Bow | Hunter | 8% | 4 |
Sharp Arrow Jewel (5th generation) | Increases basic damage of weapon | Bow | Hunter | 12% | 4 |
Sharp Arrow Jewel (6th generation) | Increases basic damage of weapon | Bow | Hunter | 15% | 4 |
Sharp Arrow Jewel (7th generation) | Increases basic damage of weapon | Bow | Hunter | 18% | 4 |
Damask Steel Edge Jewel (1st generation) | Increases basic damage of weapon | Two-hunded Sword | Knight | 4% | 4 |
Damask Steel Edge Jewel (2nd generation) | Increases basic damage of weapon | Two-hunded Sword | Knight | 6% | 4 |
Damask Steel Edge Jewel (3rd generation) | Increases basic damage of weapon | Two-hunded Sword | Knight | 8% | 4 |
Damask Steel Edge Jewel (4th generation) | Increases basic damage of weapon | Two-hunded Sword | Knight | 12% | 4 |
Damask Steel Edge Jewel (5th generation) | Increases basic damage of weapon | Two-hunded Sword | Knight | 15% | 4 |
Damask Steel Edge Jewel (6th generation) | Increases basic damage of weapon | Two-hunded Sword | Knight | 18% | 4 |
Damask Steel Edge Jewel (7th generation) | Increases basic damage of weapon | Two-hunded Sword | Knight | 20% | 4 |
Sharp Edge Jewel (1st generation) | Increases basic damage of weapon | Poleaxe | Soldier | 3% | 4 |
Sharp Edge Jewel (2nd generation) | Increases basic damage of weapon | Poleaxe | Soldier | 4% | 4 |
Sharp Edge Jewel (3rd generation) | Increases basic damage of weapon | Poleaxe | Soldier | 6% | 4 |
Sharp Edge Jewel (4th generation) | Increases basic damage of weapon | Poleaxe | Soldier | 8% | 4 |
Sharp Edge Jewel (5th generation) | Increases basic damage of weapon | Poleaxe | Soldier | 12% | 4 |
Sharp Edge Jewel (6th generation) | Increases basic damage of weapon | Poleaxe | Soldier | 15% | 4 |
Sharp Edge Jewel (7th generation) | Increases basic damage of weapon | Poleaxe | Soldier | 18% | 4 |
Dangerous Steel Jewel (1st generation) | Increases basic damage of weapon | Axe | Warrior | 1,5% | 4 |
Dangerous Steel Jewel (2nd generation) | Increases basic damage of weapon | Axe | Warrior | 2% | 4 |
Dangerous Steel Jewel (3rd generation) | Increases basic damage of weapon | Axe | Warrior | 3% | 4 |
Dangerous Steel Jewel (4th generation) | Increases basic damage of weapon | Axe | Warrior | 4% | 4 |
Dangerous Steel Jewel (5th generation) | Increases basic damage of weapon | Axe | Warrior | 6% | 4 |
Dangerous Steel Jewel (6th generation) | Increases basic damage of weapon | Axe | Warrior | 7,5% | 4 |
Dangerous Steel Jewel (7th generation) | Increases basic damage of weapon | Axe | Warrior | 9% | 4 |
Magic Shock Jewel (1st generation) | Increases basic damage of weapon | Two-hunded staff | Sorcerer | 16% | 4 |
Magic Shock Jewel (2nd generation) | Increases basic damage of weapon | Two-hunded staff | Sorcerer | 24% | 4 |
Magic Shock Jewel (3rd generation) | Increases basic damage of weapon | Two-hunded staff | Sorcerer | 30% | 4 |
Magic Shock Jewel (4th generation) | Increases basic damage of weapon | Two-hunded staff | Sorcerer | 36% | 4 |
Magic Shock Jewel (5th generation) | Increases basic damage of weapon | Two-hunded staff | Sorcerer | 40% | 4 |
Magic Shock Jewel (6th generation) | Increases basic damage of weapon | Two-hunded staff | Sorcerer | 44% | 4 |
Magic Shock Jewel (7th generation) | Increases basic damage of weapon | Two-hunded staff | Sorcerer | 50% | 4 |
Magic Clot Jewel (1st generation) | Increases basic damage of weapon | Wand | Healer | 16% | 4 |
Magic Clot Jewel (2nd generation) | Increases basic damage of weapon | Wand | Healer | 24% | 4 |
Magic Clot Jewel (3rd generation) | Increases basic damage of weapon | Wand | Healer | 30% | 4 |
Magic Clot Jewel (4th generation) | Increases basic damage of weapon | Wand | Healer | 36% | 4 |
Magic Clot Jewel (5th generation) | Increases basic damage of weapon | Wand | Healer | 40% | 4 |
Magic Clot Jewel (6th generation) | Increases basic damage of weapon | Wand | Healer | 44% | 4 |
Magic Clot Jewel (7th generation) | Increases basic damage of weapon | Wand | Healer | 50% | 4 |
Weapon Bonus Jewels
Only one stone can be put in slot
Jewels | Description | Weapon type | Effect | Cooldown |
---|---|---|---|---|
Poisonous Slime Jewel (1st gen) | With a probability N% poisoins the area near the character | Bow | With a proability 3% upon weapon attack on a target applies influence, creates around they area 6-cells radius (after attack influence going down and the area remains on the place where was standing character), the enemy standing on this area will receive poison damage per second, time of effect 5 sec | 30 sec |
Poisonous Slime Jewel (2nd gen) | With a probability N%poisoins the area near the character | Bow | With a proability 5% upon weapon attack on a target applies influence, creates around they area 6-cells radius (after attack influence going down and the area remains on the place where was standing character), the enemy standing on this area will receive poison damage per second, time of effect 5 sec | 30 sec |
Poisonous Slime Jewel (3rd gen) | With a probability N% poisoins the area near the character | Bow | With a proability 8% upon weapon attack on a target applies influence, creates around they area 6-cells radius (after attack influence going down and the area remains on the place where was standing character), the enemy standing on this area will receive poison damage per second, time of effect 5 sec | 30 sec |
Poisonous Slime Jewel (4th gen) | With a probability N% poisoins the area near the character | Bow | With a proability 10% upon weapon attack on a target applies influence, creates around they area 6-cells radius (after attack influence going down and the area remains on the place where was standing character), the enemy standing on this area will receive poison damage per second, time of effect 5 sec | 30 sec |
Poisonous Slime Jewel (5th gen) | With a probability N% poisoins the area near the character | Bow | With a proability 12% upon weapon attack on a target applies influence, creates around they area 6-cells radius (after attack influence going down and the area remains on the place where was standing character), the enemy standing on this area will receive poison damage per second, time of effect 6 sec | 30 sec |
Poisonous Slime Jewel (6th gen) | With a probability N% poisoins the area near the character | Bow | With a proability 15% upon weapon attack on a target applies influence, creates around they area 6-cells radius (after attack influence going down and the area remains on the place where was standing character), the enemy standing on this area will receive poison damage per second, time of effect 7 sec | 30 sec |
Poisonous Slime Jewel (7th gen) | With a probability N% poisoins the area near the character | Bow | With a proability 18% upon weapon attack on a target applies influence, creates around they area 6-cells radius (after attack influence going down and the area remains on the place where was standing character), the enemy standing on this area will receive poison damage per second, time of effect 8 sec | 30 sec |
Steel Skythe Jewel (1st gen) | With a probabilty N% character starting do damage with two-handed sword on a certain radius in front of himself. | Two-Handed Sword | With a probability 15% upon weapon attack applies influnce of autoattack to the character, radius 4 cell, time of effect 5 sec | 15 sec |
Steel Skythe Jewel (2nd gen) | With a probabilty N% character starting do damage with two-handed sword on a certain radius in front of himself. | Two-Handed Sword | With a probability 18% upon weapon attack applies influnce of autoattack to the character, radius 4 cell, time of effect 5 sec | 15 sec |
Steel Skythe Jewel (3rd gen) | With a probabilty N% character starting do damage with two-handed sword on a certain radius in front of himself. | Two-Handed Sword | With a probability 20% upon weapon attack applies influnce of autoattack to the character, radius 4 cell, time of effect 5 sec | 15 sec |
Steel Skythe Jewel (4th gen) | With a probabilty N% character starting do damage with two-handed sword on a certain radius in front of himself. | Two-Handed Sword | With a probability 25% upon weapon attack applies influnce of autoattack to the character, radius 4 cell, time of effect 5 sec | 15 sec |
Steel Skythe Jewel (5th gen) | With a probabilty N% character starting do damage with two-handed sword on a certain radius in front of himself. | Two-Handed Sword | With a probability 30% upon weapon attack applies influnce of autoattack to the character, radius 4 cell, time of effect 5 sec | 15 sec |
Steel Skythe Jewel (6th gen) | With a probabilty N% character starting do damage with two-handed sword on a certain radius in front of himself. | Two-Handed Sword | With a probability 35% upon weapon attack applies influnce of autoattack to the character, radius 4 cell, time of effect 7 sec | 15 sec |
Steel Skythe Jewel (7th gen) | With a probabilty N% character starting do damage with two-handed sword on a certain radius in front of himself. | Two-Handed Sword | With a probability 40% upon weapon attack applies influnce of autoattack to the character, radius 4 cell, time of effect 7 sec | 15 sec |
Dragon Tooth Jewel (1st gen) | With a proability N% adds amount pet's damage to poleaxe damage | Poleaxe | With a probability 5% upon weapon attack applies influence to the character, adds 20 % of last pet's damage to next damage attack. After attack influence going down. | 15 sec |
Dragon Tooth Jewel (2nd gen) | With a proability N% adds amount pet's damage to poleaxe damage | Poleaxe | With a probability 8% upon weapon attack applies influence to the character, adds 20 % of last pet's damage to next damage attack. After attack influence going down. | 15 sec |
Dragon Tooth Jewel (3rd gen) | With a proability N% adds amount pet's damage to poleaxe damage | Poleaxe | With a probability 10% upon weapon attack applies influence to the character, adds 20 % of last pet's damage to next damage attack. After attack influence going down. | 15 sec |
Dragon Tooth Jewel (4th gen) | With a proability N% adds amount pet's damage to poleaxe damage | Poleaxe | With a probability 12% upon weapon attack applies influence to the character, adds 20 % of last pet's damage to next damage attack. After attack influence going down. | 15 sec |
Dragon Tooth Jewel (5th gen) | With a proability N% adds amount pet's damage to poleaxe damage | Poleaxe | With a probability 15% upon weapon attack applies influence to the character, adds 20 % of last pet's damage to next damage attack. After attack influence going down. | 15 sec |
Dragon Tooth Jewel (6th gen) | With a proability N% adds amount pet's damage to poleaxe damage | Poleaxe | With a probability 18% upon weapon attack applies influence to the character, adds 20 % of last pet's damage to next damage attack. After attack influence going down. | 15 sec |
Dragon Tooth Jewel (7th gen) | With a proability N% adds amount pet's damage to poleaxe damage | Poleaxe | With a probability 20% upon weapon attack applies influence to the character, adds 20 % of last pet's damage to next damage attack. After attack influence going down. | 15 sec |
Steel Hurricane Jewel (1st gen) | With a probabilty N% character starting do damage with axes in front of himself | Axe | With a probability 15% upon weapon attack applies influence to the character, creates invisible area radius 3-cells where enemy will get summary damage of autoattack of character per second, time of effect 5 cec | 15 sec |
Steel Hurricane Jewel (2nd gen) | With a probabilty N% character starting do damage with axes in front of himself | Axe | With a probability 18% upon weapon attack applies influence to the character, creates invisible area radius 3-cells where enemy will get summary damage of autoattack of character per second, time of effect 5 cec | 15 sec |
Steel Hurricane Jewel (3rd gen) | With a probabilty N% character starting do damage with axes in front of himself | Axe | With a probability 20% upon weapon attack applies influence to the character, creates invisible area radius 3-cells where enemy will get summary damage of autoattack of character per second, time of effect 5 cec | 15 sec |
Steel Hurricane Jewel (4th gen) | With a probabilty N% character starting do damage with axes in front of himself | Axe | With a probability 25% upon weapon attack applies influence to the character, creates invisible area radius 3-cells where enemy will get summary damage of autoattack of character per second, time of effect 5 cec | 15 sec |
Steel Hurricane Jewel (5th gen) | With a probabilty N% character starting do damage with axes in front of himself | Axe | With a probability 30% upon weapon attack applies influence to the character, creates invisible area radius 3-cells where enemy will get summary damage of autoattack of character per second, time of effect 5 cec | 15 sec |
Steel Hurricane Jewel (6th gen) | With a probabilty N% character starting do damage with axes in front of himself | Axe | With a probability 35% upon weapon attack applies influence to the character, creates invisible area radius 3-cells where enemy will get summary damage of autoattack of character per second, time of effect 5 cec | 15 sec |
Steel Hurricane Jewel (7th gen) | With a probabilty N% character starting do damage with axes in front of himself | Axe | With a probability 40% upon weapon attack applies influence to the character, creates invisible area radius 3-cells where enemy will get summary damage of autoattack of character per second, time of effect 5 cec | 15 sec |
Astral Storm Jewel (1st gen) | With a probabilty N% character creates the area of astral storm in front of himself, doing damage to enemies | Two-Handed Staff | With a probability 5% upon weapon attack in 3 cells from a character towards attack creates the area 6-cells, where enemy will get damage from astral magic per second , time of effect 5 sec | 30 sec |
Astral Storm Jewel (2nd gen) | With a probabilty N% character creates the area of astral storm in front of himself, doing damage to enemies | Two-Handed Staff | With a probability 8% upon weapon attack in 3 cells from a character towards attack creates the area 6-cells, where enemy will get damage from astral magic per second , time of effect 5 sec | 30 sec |
Astral Storm Jewel (3rd gen) | With a probabilty N% character creates the area of astral storm in front of himself, doing damage to enemies | Two-Handed Staff | With a probability 10% upon weapon attack in 3 cells from a character towards attack creates the area 6-cells, where enemy will get damage from astral magic per second , time of effect 5 sec | 30 sec |
Astral Storm Jewel (4th gen) | With a probabilty N% character creates the area of astral storm in front of himself, doing damage to enemies | Two-Handed Staff | With a probability 12% upon weapon attack in 3 cells from a character towards attack creates the area 6-cells, where enemy will get damage from astral magic per second , time of effect 5 sec | 30 sec |
Astral Storm Jewel (5th gen) | With a probabilty N% character creates the area of astral storm in front of himself, doing damage to enemies | Two-Handed Staff | With a probability 15% upon weapon attack in 3 cells from a character towards attack creates the area 6-cells, where enemy will get damage from astral magic per second , time of effect 5 sec | 30 sec |
Astral Storm Jewel (6th gen) | With a probabilty N% character creates the area of astral storm in front of himself, doing damage to enemies | Two-Handed Staff | With a probability 18% upon weapon attack in 3 cells from a character towards attack creates the area 6-cells, where enemy will get damage from astral magic per second , time of effect 5 sec | 30 sec |
Astral Storm Jewel (7th gen) | With a probabilty N% character creates the area of astral storm in front of himself, doing damage to enemies | Two-Handed Staff | With a probability 20% upon weapon attack in 3 cells from a character towards attack creates the area 6-cells, where enemy will get damage from astral magic per second , time of effect 5 sec | 30 sec |
Sacred Light Jewel (1st gen) | With a probability N% character applies on a target additional healing | Wand | With a probability 5% during healing on a selected target (including byself) hp will be additionally recovered | 30 sec |
Sacred Light Jewel (2nd gen) | With a probability N% character applies on a target additional healing | Wand | With a probability 8% during healing on a selected target (including byself) hp will be additionally recovered | 30 sec |
Sacred Light Jewel (3rd gen) | With a probability N% character applies on a target additional healing | Wand | With a probability 10% during healing on a selected target (including byself) hp will be additionally recovered | 30 sec |
Sacred Light Jewel (4th gen) | With a probability N% character applies on a target additional healing | Wand | With a probability 12% during healing on a selected target (including byself) hp will be additionally recovered | 30 sec |
Sacred Light Jewel (5th gen) | With a probability N% character applies on a target additional healing | Wand | With a probability 15% during healing on a selected target (including byself) hp will be additionally recovered | 30 sec |
Sacred Light Jewel (6th gen) | With a probability N% character applies on a target additional healing | Wand | With a probability 18% during healing on a selected target (including byself) hp will be additionally recovered | 30 sec |
Sacred Light Jewel (7th gen) | With a probability N% character applies on a target additional healing | Wand | With a probability 20% during healing on a selected target (including byself) hp will be additionally recovered | 30 sec |
Shield Attribute Jewels
For Shields can be opened only 6 slots
Pet Bonus Jewels
How to Get Higher Generations Jewel
A higher generation of jewels can be crafted by using 3 jewels of the previous generation and an upgrading gem on Upgrade Form
For example: To get 2nd gen. jewel, 3 jewels of 1st gen. plus an upgrading gems is placed on upgrade form.
Inserting and Removing Jewels
To insert jewels into an item
- Open "Upgrade form" tab Jewelling (Note: Jewels can be inserted into all items except weapons and shields)
- The item with an open slot is placed in central field.
- Place the jewels in surrounding cells. (cells will be available according to the number of slots open on the item)
- Click insert.
To remove a jewel from an item
- Place the item in the central area on upgrade form, tab Jewelling
- Click on the jewel to be removed
- Click "remove"
The jewel will appear in the bag.
NOTE
- ONlY 5 jewels of each attribute (stamina, strength, intellect, spirit, agility) can be inserted on one armor.
- ONLY 1 jewel of each resistance jewel (water, life) can be inserted into an item.
- Item reforging cannot be done in the presence of jewels on an item. It must be removed before doing so.