Jewelling

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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.

  • image:drill.png 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:

  1. PVE games chests. (100% probability)
  2. From each boss in red dungeons lvl 52 and above.
  3. From one boss in green dungeons lvl 52 and above.
  4. Cross server dungeon bosses.
  • image:superdrill.png 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

Attribute Jewels 1st Generation 2nd Generation 3rd Generation 4th Generation 5th Generation 6th Generation 7th Generation
Strength image:jewel2.png
+1
image:jewel12.png
+3
image:jewel22.png
+7
image:jewel32.png
+14
image:jewel42.png
+28
image:jewel52.png
+54
image:jewel62.png
+102
Agility image:jewel5.png
+1
image:jewel15.png
+3
image:jewel25.png
+7
image:jewel35.png
+14
image:jewel45.png
+28
image:jewel55.png
+54
image:jewel65.png
+102
Stamina image:jewel1.png
+1
image:jewel11.png
+3
image:jewel21.png
+7
image:jewel31.png
+14
image:jewel41.png
+28
image:jewel51.png
+54
image:jewel61.png
+102
Intelligence image:jewel3.png
+1
image:jewel13.png
+3
image:jewel23.png
+7
image:jewel33.png
+14
image:jewel43.png
+28
image:jewel53.png
+54
image:jewel63.png
+102
Spirit image:jewel4.png
+1
image:jewel14.png
+3
image:jewel24.png
+7
image:jewel34.png
+14
image:jewel44.png
+28
image:jewel54.png
+54
image:jewel64.png
+102

Character Bonus Jewels

Bonus Jewels 1st Generation 2nd Generation 3rd Generation 4th Generation 5th Generation 6th Generation 7th Generation
Water
(Increase Fire Resistance)
image:jewel6.png
+0.3%
image:jewel16.png
+0.6%
image:jewel26.png
+1.1%
image:jewel36.png
+1.7%
image:jewel46.png
+2.3%
image:jewel56.png
+3.0%
image:jewel66.png
+3.5%
Fire
(Increase Water Resistance)
File:jewel-fire1.png
+0.3%
File:jewel-fire2.png
+0.6%
File:jewel-fire3.png
+1.1%
File:Jewel-fire4.png
+1.7%
File:jewel-fire5.png
+2.3%
File:jewel-fire6.png
+3.0%
File:jewel-fire7.png
+3.5%
Life
(Evade Critical hit)
image:jewe7.png
+0.18%
image:jewel17.png
+0.36%
image:jewel27.png
+0.66%
image:jewel37.png
+1.14%
image:jewel47.png
+1.60%
image:jewel57.png
+2.00%
image:jewel67.png
+2.50%
Wind
(Evade Physical Damage)
File:Windjewel1.png
+0.18%
File:Windjewel1.png
+
File:Windjewel1.png
+
File:Windjewel1.png
+
File:Windjewel5.png
+1.30%
File:jewel-wind6.png
+1.50%
File:Windjewel7.png
+1.67%
Accuracy
(Increase Chance to Hit)
File:Accujewel1.png
+0.18%
File:Accujewel1.png
+
File:Accujewel1.png
+
File:Accujewel1.png
+
File:Accujewel5.png
+1.30%
File:Accujewel6.png
+1.50%
File:Accujewel7.png
+1.67%
Protection
(Increase Protection)
File:Protectionjewel1.png
+1
File:Protectionjewel1.png
+1.5
File:Protectionjewel1.png
+2
File:Protectionjewel1.png
+3.5
File:Protectionjewel5.png
+6
File:Protectionjewel6.png
+12
File:Protectionjewel7.png
+20
Weapon Mastery
(Increase Mastery)
File:Weaponjewel1.png
+1
File:Weaponjewel1.png
+1.5
File:Weaponjewel1.png
+2
File:Weaponjewel1.png
+3.5
File:Weaponjewel5.png
+6
File:Weaponjewel6.png
+12
File:Weaponjewel7.png
+20

Character Bonus Jewels

Bonus Jewels 1st Generation 2nd Generation 3rd Generation 4th Generation 5th Generation 6th Generation 7th Generation
Water
(Increase Fire Resistance)
image:jewel6.png
+0.3%
image:jewel16.png
+0.6%
image:jewel26.png
+1.1%
image:jewel36.png
+1.7%
image:jewel46.png
+2.3%
image:jewel56.png
+3.0%
image:jewel66.png
+3.5%
Fire
(Increase Water Resistance)
File:jewel-fire1.png
+0.3%
File:jewel-fire2.png
+0.6%
File:jewel-fire3.png
+1.1%
File:Jewel-fire4.png
+1.7%
File:jewel-fire5.png
+2.3%
File:jewel-fire6.png
+3.0%
File:jewel-fire7.png
+3.5%
Life
(Evade Critical hit)
image:jewe7.png
+0.18%
image:jewel17.png
+0.36%
image:jewel27.png
+0.66%
image:jewel37.png
+1.14%
image:jewel47.png
+1.60%
image:jewel57.png
+2.00%
image:jewel67.png
+2.50%
Wind
(Evade Physical Damage)
File:Windjewel1.png
+0.18%
File:Windjewel1.png
+
File:Windjewel1.png
+
File:Windjewel1.png
+
File:Windjewel5.png
+1.30%
File:jewel-wind6.png
+1.50%
File:Windjewel7.png
+1.67%
Accuracy
(Increase Chance to Hit)
File:Accujewel1.png
+0.18%
File:Accujewel1.png
+
File:Accujewel1.png
+
File:Accujewel1.png
+
File:Accujewel5.png
+1.30%
File:Accujewel6.png
+1.50%
File:Accujewel7.png
+1.67%
Protection
(Increase Protection)
File:Protectionjewel1.png
+1
File:Protectionjewel1.png
+1.5
File:Protectionjewel1.png
+2
File:Protectionjewel1.png
+3.5
File:Protectionjewel5.png
+6
File:Protectionjewel6.png
+12
File:Protectionjewel7.png
+20
Weapon Mastery
(Increase Mastery)
File:Weaponjewel1.png
+1
File:Weaponjewel1.png
+1.5
File:Weaponjewel1.png
+2
File:Weaponjewel1.png
+3.5
File:Weaponjewel5.png
+6
File:Weaponjewel6.png
+12
File:Weaponjewel7.png
+20


Weapon Attribute Jewels

For Weapons can be opened only 6 slots


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

Jewels Description Type Class Effect Cooldown Amount of Jewels
Shield Mastery Jewel (1st generation) Increases block shield chance Shield Soldier, Healer Increases block shield chance by 1,5 % - 4
Shield Mastery Jewel (2nd generation) Increases block shield chance Shield Soldier, Healer Increases block shield chance by 2 % - 4
Shield Mastery Jewel (3rd generation) Increases block shield chance Shield Soldier, Healer Increases block shield chance by 3 % - 4
Shield Mastery Jewel (4th generation) Increases block shield chance Shield Soldier, Healer Increases block shield chance by 4 % - 4
Shield Mastery Jewel (5th generation) Increases block shield chance Shield Soldier, Healer Increases block shield chance by 5 % - 4
Shield Mastery Jewel (6th generation) Increases block shield chance Shield Soldier, Healer Increases block shield chance by 6 % - 4
Shield Mastery Jewel (7th generation) Increases block shield chance Shield Soldier, Healer Increases block shield chance by 7 % - 4
Shield Stamina Jewel (1st generation) Increases amount of blocked damage Shield Soldier Increases amount of blocked damage by 8% - 1
Shield Stamina Jewel (2nd generation) Increases amount of blocked damage Shield Soldier Increases amount of blocked damage by 10% - 1
Shield Stamina Jewel (3rd generation) Increases amount of blocked damage Shield Soldier Increases amount of blocked damage by 12% - 1
Shield Stamina Jewel (4th generation) Increases amount of blocked damage Shield Soldier Increases amount of blocked damage by 15% - 1
Shield Stamina Jewel (5th generation) Increases amount of blocked damage Shield Soldier Increases amount of blocked damage by 20% - 1
Shield Stamina Jewel (6th generation) Increases amount of blocked damage Shield Soldier Increases amount of blocked damage by 25% - 1
Shield Stamina Jewel (7th generation) Increases amount of blocked damage Shield Soldier Increases amount of blocked damage by 30% - 1
Stance Attack Jewel (1st generation) Increases attack power by N% upon enemy block for N sec Shield Semi-Protectors Increases attack power by 8% upon enemy block for 5 sec 15 sec 1
Stance Attack Jewel (2nd generation) Increases attack power by N% upon enemy block for N sec Shield Semi-Protectors Increases attack power by 10% upon enemy block for 5 sec 15 sec 1
Stance Attack Jewel (3rd generation) Increases attack power by N% upon enemy block for N sec Shield Semi-Protectors Increases attack power by 12% upon enemy block for 5 sec 15 sec 1
Stance Attack Jewel (4th generation) Increases attack power by N% upon enemy block for N sec Shield Semi-Protectors Increases attack power by 15% upon enemy block for 5 sec 15 sec 1
Stance Attack Jewel (5th generation) Increases attack power by N% upon enemy block for N sec Shield Semi-Protectors Increases attack power by 20% upon enemy block for 6 sec 15 sec 1
Stance Attack Jewel (6th generation) Increases attack power by N% upon enemy block for N sec Shield Semi-Protectors Increases attack power by 25% upon enemy block for 7 sec 15 sec 1
Stance Attack Jewel (7th generation) Increases attack power by N% upon enemy block for N sec Shield Semi-Protectors Increases attack power by 30% upon enemy block for 8 sec 15 sec 1
Unbreakable Defence Jewel (1st generation) With a probability of N% upon enemy block gives to character complete invicibility for N sec Shield Diamand Protectors With a probability of 10% upon enemy block gives to character complete invicibility for 2 sec 15 sec 1
Unbreakable Defence Jewel (2nd generation) With a probability of N% upon enemy block gives to character complete invicibility for N sec Shield Diamand Protectors With a probability of 12% upon enemy block gives to character complete invicibility for 2 sec 15 sec 1
Unbreakable Defence Jewel (3rd generation) With a probability of N% upon enemy block gives to character complete invicibility for N sec Shield Diamand Protectors With a probability of 15% upon enemy block gives to character complete invicibility for 2 sec 15 sec 1
Unbreakable Defence Jewel (4th generation) With a probability of N% upon enemy block gives to character complete invicibility for N sec Shield Diamand Protectors With a probability of 18% upon enemy block gives to character complete invicibility for 2 sec 15 sec 1
Unbreakable Defence Jewel (5th generation) With a probability of N% upon enemy block gives to character complete invicibility for N sec Shield Diamand Protectors With a probability of 20% upon enemy block gives to character complete invicibility for 2 sec 15 sec 1
Unbreakable Defence Jewel (6th generation) With a probability of N% upon enemy block gives to character complete invicibility for N sec Shield Diamand Protectors With a probability of 25% upon enemy block gives to character complete invicibility for 3 sec 15 sec 1
Unbreakable Defence Jewel (7th generation) With a probability of N% upon enemy block gives to character complete invicibility for N sec Shield Diamand Protectors With a probability of 30% upon enemy block gives to character complete invicibility for 3 sec 15 sec 1
Light Diffusion Jewel (1st generation) With a probability of N% in case of succesfull shield block gives additional healing to two nearby friendly targets Shield Herbalist / Healer With a probability of 10% in case of succesfull shield block gives additional healing to two nearby friendly targets 15 sec 1
Light Diffusion Jewel (2nd generation) With a probability of N% in case of succesfull shield block gives additional healing to two nearby friendly targets Shield Herbalist / Healer With a probability of 12% in case of succesfull shield block gives additional healing to two nearby friendly targets 15 sec 1
Light Diffusion Jewel (3rd generation) With a probability of N% in case of succesfull shield block gives additional healing to two nearby friendly targets Shield Herbalist / Healer With a probability of 15% in case of succesfull shield block gives additional healing to two nearby friendly targets 15 sec 1
Light Diffusion Jewel (4th generation) With a probability of N% in case of succesfull shield block gives additional healing to two nearby friendly targets Shield Herbalist / Healer With a probability of 18% in case of succesfull shield block gives additional healing to two nearby friendly targets 15 sec 1
Light Diffusion Jewel (5th generation) With a probability of N% in case of succesfull shield block gives additional healing to two nearby friendly targets Shield Herbalist / Healer With a probability of 20% in case of succesfull shield block gives additional healing to two nearby friendly targets 15 sec 1
Light Diffusion Jewel (6th generation) With a probability of N% in case of succesfull shield block gives additional healing to two nearby friendly targets Shield Herbalist / Healer With a probability of 25% in case of succesfull shield block gives additional healing to two nearby friendly targets 15 sec 1
Light Diffusion Jewel (7th generation) With a probability of N% in case of succesfull shield block gives additional healing to two nearby friendly targets Shield Herbalist / Healer With a probability of 30% in case of succesfull shield block gives additional healing to two nearby friendly targets 15 sec 1

Pet Bonus Jewels

Bonus Jewels 1st Generation 2nd Generation 3rd Generation 4th Generation 5th Generation 6th Generation 7th Generation
Pet Water
(Increase Fire Resistance)
image:PetJewel-Water1.png
+0.3%
image:PetJewel-Water1.png
image:PetJewel-Water1.png
image:PetJewel-Water1.png
image:PetJewel-Water1.png
image:PetJewel-Water1.png
image:PetJewel-Water1.png
Pet Fire
(Increase Water Resistance)
image:PetJewel-Fire1.png
+0.3%
image:PetJewel-Fire1.png
image:PetJewel-Fire1.png
image:PetJewel-Fire1.png
image:PetJewel-Fire1.png
image:PetJewel-Fire1.png
image:PetJewel-Fire1.png
Pet Life
(Evade Critical hit)
image:PetJewel-Life1.png
+0.18%
image:PetJewel-Life1.png
image:PetJewel-Life1.png
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image:PetJewel-Life1.png
image:PetJewel-Life1.png
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Pet Protection
(Increase Protection)
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+0.3%
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image:PetJewel-Protection1.png
image:PetJewel-Protection1.png
image:PetJewel-Protection1.png
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image:PetJewel-Protection1.png

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

  1. Open "Upgrade form" tab Jewelling (Note: Jewels can be inserted into all items except weapons and shields)
  2. The item with an open slot is placed in central field.
  3. Place the jewels in surrounding cells. (cells will be available according to the number of slots open on the item)
  4. Click insert.

To remove a jewel from an item

  1. Place the item in the central area on upgrade form, tab Jewelling
  2. Click on the jewel to be removed
  3. 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.
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