Jewelling
From FragoriaWiki
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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.
- 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% | + | +0.66% | + | +1.30% | +1.50% | +1.67% |
Accuracy (Increase Chance to Hit) | +0.18% | + | +0.66% | + | +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 Jewels
Only 4 Weapon Attribute Jewels can be placed in sockets.
Weapon Attribute Jewels | |||||
---|---|---|---|---|---|
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-handed Sword | Knight | 4% | 4 |
Damask Steel Edge Jewel (2nd generation) | Increases basic damage of weapon | Two-handed Sword | Knight | 6% | 4 |
Damask Steel Edge Jewel (3rd generation) | Increases basic damage of weapon | Two-handed Sword | Knight | 8% | 4 |
Damask Steel Edge Jewel (4th generation) | Increases basic damage of weapon | Two-handed Sword | Knight | 12% | 4 |
Damask Steel Edge Jewel (5th generation) | Increases basic damage of weapon | Two-handed Sword | Knight | 15% | 4 |
Damask Steel Edge Jewel (6th generation) | Increases basic damage of weapon | Two-handed Sword | Knight | 18% | 4 |
Damask Steel Edge Jewel (7th generation) | Increases basic damage of weapon | Two-handed Sword | Knight | 20% | 4 |
Sharp Edge Jewel (1st generation) | Increases basic damage of weapon | Poleaxe | Protector | 3% | 4 |
Sharp Edge Jewel (2nd generation) | Increases basic damage of weapon | Poleaxe | Protector | 4% | 4 |
Sharp Edge Jewel (3rd generation) | Increases basic damage of weapon | Poleaxe | Protector | 6% | 4 |
Sharp Edge Jewel (4th generation) | Increases basic damage of weapon | Poleaxe | Protector | 8% | 4 |
Sharp Edge Jewel (5th generation) | Increases basic damage of weapon | Poleaxe | Protector | 12% | 4 |
Sharp Edge Jewel (6th generation) | Increases basic damage of weapon | Poleaxe | Protector | 15% | 4 |
Sharp Edge Jewel (7th generation) | Increases basic damage of weapon | Poleaxe | Protector | 18% | 4 |
Dangerous Steel Jewel (1st generation) | Increases basic damage of weapon | Axe | Berserker | 1,5% | 4 |
Dangerous Steel Jewel (2nd generation) | Increases basic damage of weapon | Axe | Berserker | 2% | 4 |
Dangerous Steel Jewel (3rd generation) | Increases basic damage of weapon | Axe | Berserker | 3% | 4 |
Dangerous Steel Jewel (4th generation) | Increases basic damage of weapon | Axe | Berserker | 4% | 4 |
Dangerous Steel Jewel (5th generation) | Increases basic damage of weapon | Axe | Berserker | 6% | 4 |
Dangerous Steel Jewel (6th generation) | Increases basic damage of weapon | Axe | Berserker | 7,5% | 4 |
Dangerous Steel Jewel (7th generation) | Increases basic damage of weapon | Axe | Berserker | 9% | 4 |
Magic Shock Jewel (1st generation) | Increases basic damage of weapon | Two-handed staff | Sorcerer | 16% | 4 |
Magic Shock Jewel (2nd generation) | Increases basic damage of weapon | Two-handed staff | Sorcerer | 24% | 4 |
Magic Shock Jewel (3rd generation) | Increases basic damage of weapon | Two-handed staff | Sorcerer | 30% | 4 |
Magic Shock Jewel (4th generation) | Increases basic damage of weapon | Two-handed staff | Sorcerer | 36% | 4 |
Magic Shock Jewel (5th generation) | Increases basic damage of weapon | Two-handed staff | Sorcerer | 40% | 4 |
Magic Shock Jewel (6th generation) | Increases basic damage of weapon | Two-handed staff | Sorcerer | 44% | 4 |
Magic Shock Jewel (7th generation) | Increases basic damage of weapon | Two-handed 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 |
Only one Special Effect Weapon Jewel can be placed in a socket.
Special Effect Weapon Jewels | ||||
---|---|---|---|---|
Jewel | Description | Weapon type | Effect | Cooldown |
Poisonous Slime Jewel (1st gen) | With a probability of N%, poisons the area near the character | Bow | With a probability of 3%, and upon weapon attack on a target, an effect is applied with a 6-cell radius (after the attack, the influence subsides, and the area remains where the character once stood), where the enemy standing on this area will receive poison damage per second, for 5 sec. | 30 sec |
Poisonous Slime Jewel (2nd gen) | With a probability of N%, poisons the area near the character | Bow | With a probability of 5%, and upon weapon attack on a target, an effect is applied with a 6-cell radius (after the attack, the influence subsides, and the area remains where the character once stood), where the enemy standing on this area will receive poison damage per second, for 5 sec. | 30 sec |
Poisonous Slime Jewel (3rd gen) | With a probability of N%, poisons the area near the character | Bow | With a probability of 8%, and upon weapon attack on a target, an effect is applied with a 6-cell radius (after the attack, the influence subsides, and the area remains where the character once stood), where the enemy standing on this area will receive poison damage per second, for 5 sec. | 30 sec |
Poisonous Slime Jewel (4th gen) | With a probability of N%, poisons the area near the character | Bow | With a probability of 10%, and upon weapon attack on a target, an effect is applied with a 6-cell radius (after the attack, the influence subsides, and the area remains where the character once stood), where the enemy standing on this area will receive poison damage per second, for 5 sec. | 30 sec |
Poisonous Slime Jewel (5th gen) | With a probability of N%, poisons the area near the character | Bow | With a probability of 12%, and upon weapon attack on a target, an effect is applied with a 6-cell radius (after the attack, the influence subsides, and the area remains where the character once stood), where the enemy standing on this area will receive poison damage per second, for 6 sec. | 30 sec |
Poisonous Slime Jewel (6th gen) | With a probability of N%, poisons the area near the character | Bow | With a probability of 15%, and upon weapon attack on a target, an effect is applied with a 6-cell radius (after the attack, the influence subsides, and the area remains where the character once stood), where the enemy standing on this area will receive poison damage per second, for 7 sec. | 30 sec |
Poisonous Slime Jewel (7th gen) | With a probability of N%, poisons the area near the character | Bow | With a probability of 18%, and upon weapon attack on a target, an effect is applied with a 6-cell radius (after the attack, the influence subsides, and the area remains where the character once stood), where the enemy standing on this area will receive poison damage per second, for 8 sec. | 30 sec |
Steel Scythe Jewel (1st gen) | With a probability N% character begins auto-attacking with two-handed sword in a certain radius forward. | 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 Scythe Jewel (2nd gen) | With a probability N% character begins auto-attacking with two-handed sword in a certain radius forward | 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 Scythe Jewel (3rd gen) | With a probability N% character begins auto-attacking with two-handed sword in a certain radius forward | 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 Scythe Jewel (4th gen) | With a probability N% character begins auto-attacking with two-handed sword in a certain radius forward | 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 Scythe Jewel (5th gen) | With a probability N% character begins auto-attacking with two-handed sword in a certain radius forward | 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 Scythe Jewel (6th gen) | With a probability N% character begins auto-attacking with two-handed sword in a certain radius forward | 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 Scythe Jewel (7th gen) | With a probability N% character begins auto-attacking with two-handed sword in a certain radius forward | 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 probability 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 probability 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 probability 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 probability 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 probability 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 probability 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 probability 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 probability N% character begins auto-attacking with axes in a certain radius forward | 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 probability N% character begins auto-attacking with axes in a certain radius forward | 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 probability N% character begins auto-attacking with axes in a certain radius forward | 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 probability N% character begins auto-attacking with axes in a certain radius forward | 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 probability N% character begins auto-attacking with axes in a certain radius forward | 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 probability N% character begins auto-attacking with axes in a certain radius forward | 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 probability N% character begins auto-attacking with axes in a certain radius forward | 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 probability 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 probability 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 probability 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 probability 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 probability 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 probability 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 probability 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 self) 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 self) 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 self) 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 self) 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 self) 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 self) 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 self) hp will be additionally recovered | 30 sec |
Magical Light Boost Jewel (1st gen) | With a probability of N% while applying Scattering Light ability, an area around the character is created where 3x friendly characters recover health equal to N% of total damage. | Wand (Wizards Only) | With a probability of 5% while applying Scattering Light ability, recovers health of 3x friendly characters around the player in the amount of 15% of damage for 5 seconds. | 30 sec |
Magical Light Boost Jewel (2nd gen) | With a probability of N% while applying Scattering Light ability, an area around the character is created where 3x friendly characters recover health equal to N% of total damage. | Wand (Wizards Only) | With a probability of 5% while applying Scattering Light ability, recovers health of 3x friendly characters around the player in the amount of 18% of damage for 5 seconds. | 30 sec |
Magical Light Boost Jewel (3rd gen) | With a probability of N% while applying Scattering Light ability, an area around the character is created where 3x friendly characters recover health equal to N% of total damage. | Wand (Wizards Only) | With a probability of 5% while applying Scattering Light ability, recovers health of 3x friendly characters around the player in the amount of 22% of damage for 5 seconds. | 30 sec |
Magical Light Boost Jewel (4th gen) | With a probability of N% while applying Scattering Light ability, an area around the character is created where 3x friendly characters recover health equal to N% of total damage. | Wand (Wizards Only) | With a probability of 5% while applying Scattering Light ability, recovers health of 3x friendly characters around the player in the amount of 25% of damage for 5 seconds. | 30 sec |
Magical Light Boost Jewel (5th gen) | With a probability of N% while applying Scattering Light ability, an area around the character is created where 3x friendly characters recover health equal to N% of total damage. | Wand (Wizards Only) | With a probability of 8% while applying Scattering Light ability, recovers health of 3x friendly characters around the player in the amount of 28% of damage for 5 seconds. | 30 sec |
Magical Light Boost Jewel (6th gen) | With a probability of N% while applying Scattering Light ability, an area around the character is created where 3x friendly characters recover health equal to N% of total damage. | Wand (Wizards Only) | 30 sec | |
Magical Light Boost Jewel (7th gen) | With a probability of N% while applying Scattering Light ability, an area around the character is created where 3x friendly characters recover health equal to N% of total damage. | Wand (Wizards Only) | 30 sec | |
Light Concentration Jewel (1st Gen) | With a probability of N% while applying Scattering Light ability, increases Concentration effect by N% for 3x friendly characters around the player. | Wand (Herbalists Only) | With a probability of 3% while applying Scattering Light ability, creates a radius of 6 cells around the player in which the first 3x friendly characters are applied 1% of the effect of Concentration for 5 seconds. | 30 sec |
Light Concentration Jewel (2nd Gen) | With a probability of N% while applying Scattering Light ability, increases Concentration effect by N% for 3x friendly characters around the player. | Wand (Herbalists Only) | With a probability of 5% while applying Scattering Light ability, creates a radius of 6 cells around the player in which the first 3x friendly characters are applied 2% of the effect of Concentration for 5 seconds. | 30 sec |
Light Concentration Jewel (3rd Gen) | With a probability of N% while applying Scattering Light ability, increases Concentration effect by N% for 3x friendly characters around the player. | Wand (Herbalists Only) | With a probability of 8% while applying Scattering Light ability, creates a radius of 6 cells around the player in which the first 3x friendly characters are applied 3% of the effect of Concentration for 5 seconds. | 30 sec |
Light Concentration Jewel (4th Gen) | With a probability of N% while applying Scattering Light ability, increases Concentration effect by N% for 3x friendly characters around the player. | Wand (Herbalists Only) | With a probability of 12% while applying Scattering Light ability, creates a radius of 6 cells around the player in which the first 3x friendly characters are applied 4% of the effect of Concentration for 8 seconds. | 30 sec |
Light Concentration Jewel (5th Gen) | With a probability of N% while applying Scattering Light ability, increases Concentration effect by N% for 3x friendly characters around the player. | Wand (Herbalists Only) | With a probability of 16% while applying Scattering Light ability, creates a radius of 6 cells around the player in which the first 3x friendly characters are applied 4% of the effect of Concentration for 8 seconds. | 30 sec |
Light Concentration Jewel (6th Gen) | With a probability of N% while applying Scattering Light ability, increases Concentration effect by N% for 3x friendly characters around the player. | Wand (Herbalists Only) | With a probability of 20% while applying Scattering Light ability, creates a radius of 6 cells around the player in which the first 3x friendly characters are applied 6% of the effect of Concentration for 10 seconds. | 30 sec |
Light Concentration Jewel (7th Gen) | With a probability of N% while applying Scattering Light ability, increases Concentration effect by N% for 3x friendly characters around the player. | Wand (Herbalists Only) | With a probability of 25% while applying Scattering Light ability, creates a radius of 6 cells around the player in which the first 3x friendly characters are applied 7% of the effect of Concentration for 10 seconds. | 30 sec |
Infuriated Jewel (1st Gen) | Jewel mesmerizes pets. With a probability of N% while applying Provocation ability, enemy pets within range will attack your character. | Poleaxe/Sword | With a probability of 5% while applying Provocation ability, enemy pets (except rams/catapults) within range will engage in attack mode and attack your character. Pet mode cannot be changed before the effect expires. | 30 sec |
Infuriated Jewel (2nd Gen) | Jewel mesmerizes pets. With a probability of N% while applying Provocation ability, enemy pets within range will attack your character. | Poleaxe/Sword | With a probability of 8% while applying Provocation ability, enemy pets (except rams/catapults) within range will engage in attack mode and attack your character. Pet mode cannot be changed before the effect expires. | 30 sec |
Infuriated Jewel (3rd Gen) | Jewel mesmerizes pets. With a probability of N% while applying Provocation ability, enemy pets within range will attack your character. | Poleaxe/Sword | With a probability of 10% while applying Provocation ability, enemy pets (except rams/catapults) within range will engage in attack mode and attack your character. Pet mode cannot be changed before the effect expires. | 30 sec |
Infuriated Jewel (4th Gen) | Jewel mesmerizes pets. With a probability of N% while applying Provocation ability, enemy pets within range will attack your character. | Poleaxe/Sword | With a probability of 12% while applying Provocation ability, enemy pets (except rams/catapults) within range will engage in attack mode and attack your character. Pet mode cannot be changed before the effect expires. | 30 sec |
Infuriated Jewel (5th Gen) | Jewel mesmerizes pets. With a probability of N% while applying Provocation ability, enemy pets within range will attack your character. | Poleaxe/Sword | With a probability of 15% while applying Provocation ability, enemy pets (except rams/catapults) within range will engage in attack mode and attack your character. Pet mode cannot be changed before the effect expires. | 30 sec |
Infuriated Jewel (6th Gen) | Jewel mesmerizes pets. With a probability of N% while applying Provocation ability, enemy pets within range will attack your character. | Poleaxe/Sword | With a probability of 18% while applying Provocation ability, enemy pets (except rams/catapults) within range will engage in attack mode and attack your character. Pet mode cannot be changed before the effect expires. | 30 sec |
Infuriated Jewel (7th Gen) | Jewel mesmerizes pets. With a probability of N% while applying Provocation ability, enemy pets within range will attack your character. | Poleaxe/Sword | With a probability of 20% while applying Provocation ability, enemy pets (except rams/catapults) within range will engage in attack mode and attack your character. Pet mode cannot be changed before the effect expires. | 30 sec |
Exhausting Poison Jewel (1st Gen) | Jewel causes victim to reject Life Magic. With a probability of N% while applying Poison Arrow ability, N% of mana is consumed instead of receiving healing. | Bow (Front-line Soldiers Only) | With a probability of 5% while applying Poison Arrow ability, enemy is applied Exhausting Poison Lvl 1 influence, which burns 2% in mana of health received, for 3 seconds. | 30 sec |
Exhausting Poison Jewel (2nd Gen) | Jewel causes victim to reject Life Magic. With a probability of N% while applying Poison Arrow ability, N% of mana is consumed instead of receiving healing. | Bow (Front-line Soldiers Only) | With a probability of 8% while applying Poison Arrow ability, enemy is applied Exhausting Poison Lvl 2 influence, which burns 3% in mana of health received, for 3 seconds. | 30 sec |
Exhausting Poison Jewel (3rd Gen) | Jewel causes victim to reject Life Magic. With a probability of N% while applying Poison Arrow ability, N% of mana is consumed instead of receiving healing. | Bow (Front-line Soldiers Only) | With a probability of 10% while applying Poison Arrow ability, enemy is applied Exhausting Poison Lvl 3 influence, which burns 4% in mana of health received, for 3 seconds. | 30 sec |
Exhausting Poison Jewel (4th Gen) | Jewel causes victim to reject Life Magic. With a probability of N% while applying Poison Arrow ability, N% of mana is consumed instead of receiving healing. | Bow (Front-line Soldiers Only) | With a probability of 12% while applying Poison Arrow ability, enemy is applied Exhausting Poison Lvl 4 influence, which burns 5% in mana of health received, for 3 seconds. | 30 sec |
Exhausting Poison Jewel (5th Gen) | Jewel causes victim to reject Life Magic. With a probability of N% while applying Poison Arrow ability, N% of mana is consumed instead of receiving healing. | Bow (Front-line Soldiers Only) | With a probability of 15% while applying Poison Arrow ability, enemy is applied Exhausting Poison Lvl 5 influence, which burns 6% in mana of health received, for 3 seconds. | 30 sec |
Exhausting Poison Jewel (6th Gen) | Jewel causes victim to reject Life Magic. With a probability of N% while applying Poison Arrow ability, N% of mana is consumed instead of receiving healing. | Bow (Front-line Soldiers Only) | With a probability of 18% while applying Poison Arrow ability, enemy is applied Exhausting Poison Lvl 6 influence, which burns 7% in mana of health received, for 3 seconds. | 30 sec |
Exhausting Poison Jewel (7th Gen) | Jewel causes victim to reject Life Magic. With a probability of N% while applying Poison Arrow ability, N% of mana is consumed instead of receiving healing. | Bow (Front-line Soldiers Only) | With a probability of 20% while applying Poison Arrow ability, enemy is applied Exhausting Poison Lvl 7 influence, which burns 8% in mana of health received, for 4 seconds. | 30 sec |
Mad Rage Jewel (1st Gen) | Jewel causes victim to suffer the player's mad fury. With a probability of N% while applying Arrow of Madness ability, damage to target is increased by N%. | Bow (Spies Only) | With a probability of 5% while applying Arrow of Madness ability, damage to target is increased by 10% for 10 seconds. | 30 sec |
Mad Rage Jewel (2nd Gen) | Jewel causes victim to suffer the player's mad fury. With a probability of N% while applying Arrow of Madness ability, damage to target is increased by N%. | Bow (Spies Only) | With a probability of 8% while applying Arrow of Madness ability, damage to target is increased by 12% for 10 seconds. | 30 sec |
Mad Rage Jewel (3rd Gen) | Jewel causes victim to suffer the player's mad fury. With a probability of N% while applying Arrow of Madness ability, damage to target is increased by N%. | Bow (Spies Only) | With a probability of 10% while applying Arrow of Madness ability, damage to target is increased by 15% for 10 seconds. | 30 sec |
Mad Rage Jewel (4th Gen) | Jewel causes victim to suffer the player's mad fury. With a probability of N% while applying Arrow of Madness ability, damage to target is increased by N%. | Bow (Spies Only) | With a probability of 12% while applying Arrow of Madness ability, damage to target is increased by 18% for 10 seconds. | 30 sec |
Mad Rage Jewel (5th Gen) | Jewel causes victim to suffer the player's mad fury. With a probability of N% while applying Arrow of Madness ability, damage to target is increased by N%. | Bow (Spies Only) | With a probability of 15% while applying Arrow of Madness ability, damage to target is increased by 20% for 10 seconds. | 30 sec |
Mad Rage Jewel (6th Gen) | Jewel causes victim to suffer the player's mad fury. With a probability of N% while applying Arrow of Madness ability, damage to target is increased by N%. | Bow (Spies Only) | With a probability of 18% while applying Arrow of Madness ability, damage to target is increased by 25% for 10 seconds. | 30 sec |
Mad Rage Jewel (7th Gen) | Jewel causes victim to suffer the player's mad fury. With a probability of N% while applying Arrow of Madness ability, damage to target is increased by N%. | Bow (Spies Only) | With a probability of 20% while applying Arrow of Madness ability, damage to target is increased by 30% for 10 seconds. | 30 sec |
Blade Forest Jewel (1st Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Finishing Move ability trigger Blade Forest ability. | Two-Handed Sword | With a probability of 15% while damaging with Powerful Blow ability, target is given the Blade Forest Lvl 1 influence, which can be stacked 3x times. After 3x stacks, using Finishing Move ability adds an additional effect: at a distance of one cell from an area of 6 characters * 2 cells, all characters receive instant damage. | 15 sec |
Blade Forest Jewel (2nd Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Finishing Move ability trigger Blade Forest ability. | Two-Handed Sword | With a probability of 18% while damaging with Powerful Blow ability, target is given the Blade Forest Lvl 2 influence, which can be stacked 3x times. After 3x stacks, using Finishing Move ability adds an additional effect: at a distance of one cell from an area of 6 characters * 2 cells, all characters receive instant damage. | 15 sec |
Blade Forest Jewel (3rd Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Finishing Move ability trigger Blade Forest ability. | Two-Handed Sword | With a probability of 20% while damaging with Powerful Blow ability, target is given the Blade Forest Lvl 3 influence, which can be stacked 3x times. After 3x stacks, using Finishing Move ability adds an additional effect: at a distance of one cell from an area of 6 characters * 2 cells, all characters receive instant damage. | 15 sec |
Blade Forest Jewel (4th Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Finishing Move ability trigger Blade Forest ability. | Two-Handed Sword | With a probability of 25% while damaging with Powerful Blow ability, target is given the Blade Forest Lvl 4 influence, which can be stacked 3x times. After 3x stacks, using Finishing Move ability adds an additional effect: at a distance of one cell from an area of 6 characters * 2 cells, all characters receive instant damage. | 15 sec |
Blade Forest Jewel (5th Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Finishing Move ability trigger Blade Forest ability. | Two-Handed Sword | With a probability of 30% while damaging with Powerful Blow ability, target is given the Blade Forest Lvl 5 influence, which can be stacked 3x times. After 3x stacks, using Finishing Move ability adds an additional effect: at a distance of one cell from an area of 6 characters * 2 cells, all characters receive instant damage. | 15 sec |
Blade Forest Jewel (6th Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Finishing Move ability trigger Blade Forest ability. | Two-Handed Sword | With a probability of 35% while damaging with Powerful Blow ability, target is given the Blade Forest Lvl 6 influence, which can be stacked 3x times. After 3x stacks, using Finishing Move ability adds an additional effect: at a distance of one cell from an area of 6 characters * 2 cells, all characters receive instant damage. | 15 sec |
Blade Forest Jewel (7th Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Finishing Move ability trigger Blade Forest ability. | Two-Handed Sword | With a probability of 40% while damaging with Powerful Blow ability, target is given the Blade Forest Lvl 7 influence, which can be stacked 3x times. After 3x stacks, using Finishing Move ability adds an additional effect: at a distance of one cell from an area of 6 characters * 2 cells, all characters receive instant damage. | 15 sec |
Hailstorm Strike Jewel (1st Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Double Strike ability trigger Hailstorm Strike ability. | Axe | With a probability of 15% while damaging with Powerful Blow ability, target is given the Hailstorm Strike Lvl 1 influence, which can be stacked 3x times. After 3x stacks, using Double Strike ability adds an additional effect: at a distance of two cells from an area of 2 characters * 6 cells, all characters receive instant damage. The first 4x characters in the region suffer a 25% chance of being disoriented for 2 sec. | 15 sec |
Hailstorm Strike Jewel (2nd Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Double Strike ability trigger Hailstorm Strike ability. | Axe | With a probability of 18% while damaging with Powerful Blow ability, target is given the Hailstorm Strike Lvl 2 influence, which can be stacked 3x times. After 3x stacks, using Double Strike ability adds an additional effect: at a distance of two cells from an area of 2 characters * 6 cells, all characters receive instant damage. The first 4x characters in the region suffer a 25% chance of being disoriented for 2 sec. | 15 sec |
Hailstorm Strike Jewel (3rd Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Double Strike ability trigger Hailstorm Strike ability. | Axe | With a probability of 20% while damaging with Powerful Blow ability, target is given the Hailstorm Strike Lvl 3 influence, which can be stacked 3x times. After 3x stacks, using Double Strike ability adds an additional effect: at a distance of two cells from an area of 2 characters * 6 cells, all characters receive instant damage. The first 4x characters in the region suffer a 25% chance of being disoriented for 2 sec. | 15 sec |
Hailstorm Strike Jewel (4th Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Double Strike ability trigger Hailstorm Strike ability. | Axe | With a probability of 25% while damaging with Powerful Blow ability, target is given the Hailstorm Strike Lvl 4 influence, which can be stacked 3x times. After 3x stacks, using Double Strike ability adds an additional effect: at a distance of two cells from an area of 2 characters * 6 cells, all characters receive instant damage. The first 4x characters in the region suffer a 25% chance of being disoriented for 2 sec. | 15 sec |
Hailstorm Strike Jewel (5th Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Double Strike ability trigger Hailstorm Strike ability. | Axe | With a probability of 30% while damaging with Powerful Blow ability, target is given the Hailstorm Strike Lvl 5 influence, which can be stacked 3x times. After 3x stacks, using Double Strike ability adds an additional effect: at a distance of two cells from an area of 2 characters * 6 cells, all characters receive instant damage. The first 4x characters in the region suffer a 25% chance of being disoriented for 2 sec. | 15 sec |
Hailstorm Strike Jewel (6th Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Double Strike ability trigger Hailstorm Strike ability. | Axe | With a probability of 35% while damaging with Powerful Blow ability, target is given the Hailstorm Strike Lvl 6 influence, which can be stacked 3x times. After 3x stacks, using Double Strike ability adds an additional effect: at a distance of two cells from an area of 2 characters * 6 cells, all characters receive instant damage. The first 4x characters in the region suffer a 25% chance of being disoriented for 2 sec. | 15 sec |
Hailstorm Strike Jewel (7th Gen) | Magic of the jewel allows accumulating rage power by 3x. With a probability of N% while applying Powerful Blow, allows for accumulation of enough rage to help Double Strike ability trigger Hailstorm Strike ability. | Axe | With a probability of 40% while damaging with Powerful Blow ability, target is given the Hailstorm Strike Lvl 7 influence, which can be stacked 3x times. After 3x stacks, using Double Strike ability adds an additional effect: at a distance of two cells from an area of 2 characters * 6 cells, all characters receive instant damage. The first 4x characters in the region suffer a 25% chance of being disoriented for 2 sec. | 15 sec |
Ice Power Jewel (1st Gen) | Magic of the jewel allows you to better control the power of ice. With a probability of N%, Chilled Terrain ability can add N Frost Charges. | Two-handed Staff (Ice Spellweavers Only) | With a probability of 10%, Chilled Terrain ability can add 4 Frost Charges. | 30 sec |
Ice Power Jewel (2nd Gen) | Magic of the jewel allows you to better control the power of ice. With a probability of N%, Chilled Terrain ability can add N Frost Charges. | Two-handed Staff (Ice Spellweavers Only) | With a probability of 15%, Chilled Terrain ability can add 4 Frost Charges. | 30 sec |
Ice Power Jewel (3rd Gen) | Magic of the jewel allows you to better control the power of ice. With a probability of N%, Chilled Terrain ability can add N Frost Charges. | Two-handed Staff (Ice Spellweavers Only) | With a probability of 20%, Chilled Terrain ability can add 4 Frost Charges. | 30 sec |
Ice Power Jewel (4th Gen) | Magic of the jewel allows you to better control the power of ice. With a probability of N%, Chilled Terrain ability can add N Frost Charges. | Two-handed Staff (Ice Spellweavers Only) | With a probability of 25%, Chilled Terrain ability can add 4 Frost Charges. | 30 sec |
Ice Power Jewel (5th Gen) | Magic of the jewel allows you to better control the power of ice. With a probability of N%, Chilled Terrain ability can add N Frost Charges. | Two-handed Staff (Ice Spellweavers Only) | With a probability of 30%, Chilled Terrain ability can add 4 Frost Charges. | 30 sec |
Ice Power Jewel (6th Gen) | Magic of the jewel allows you to better control the power of ice. With a probability of N%, Chilled Terrain ability can add N Frost Charges. | Two-handed Staff (Ice Spellweavers Only) | With a probability of 35%, Chilled Terrain ability can add 4 Frost Charges. | 30 sec |
Ice Power Jewel (7th Gen) | Magic of the jewel allows you to better control the power of ice. With a probability of N%, Chilled Terrain ability can add N Frost Charges. | Two-handed Staff (Ice Spellweavers Only) | With a probability of 40%, Chilled Terrain ability can add 4 Frost Charges. | 30 sec |
Fiery Torture Jewel (1st Gen) | Jewel increases the power of Fire Spirit. Fire burns the body of the enemy and hinders movements. After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of N% can cast slowdown up to N%. | Two-handed Staff (Fire Spellweavers Only) | After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of 5% can slow target by 60%. If the effect is stacked, influence will subside when Fire Spirit expires. | 30 sec |
Fiery Torture Jewel (2nd Gen) | Jewel increases the power of Fire Spirit. Fire burns the body of the enemy and hinders movements. After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of N% can cast slowdown up to N%. | Two-handed Staff (Fire Spellweavers Only) | After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of 8% can slow target by 60%. If the effect is stacked, influence will subside when Fire Spirit expires. | 30 sec |
Fiery Torture Jewel (3rd Gen) | Jewel increases the power of Fire Spirit. Fire burns the body of the enemy and hinders movements. After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of N% can cast slowdown up to N%. | Two-handed Staff (Fire Spellweavers Only) | After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of 10% can slow target by 60%. If the effect is stacked, influence will subside when Fire Spirit expires. | 30 sec |
Fiery Torture Jewel (4th Gen) | Jewel increases the power of Fire Spirit. Fire burns the body of the enemy and hinders movements. After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of N% can cast slowdown up to N%. | Two-handed Staff (Fire Spellweavers Only) | After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of 12% can slow target by 60%. If the effect is stacked, influence will subside when Fire Spirit expires. | 30 sec |
Fiery Torture Jewel (5th Gen) | Jewel increases the power of Fire Spirit. Fire burns the body of the enemy and hinders movements. After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of N% can cast slowdown up to N%. | Two-handed Staff (Fire Spellweavers Only) | After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of 15% can slow target by 60%. If the effect is stacked, influence will subside when Fire Spirit expires. | 30 sec |
Fiery Torture Jewel (6th Gen) | Jewel increases the power of Fire Spirit. Fire burns the body of the enemy and hinders movements. After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of N% can cast slowdown up to N%. | Two-handed Staff (Fire Spellweavers Only) | After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of 18% can slow target by 60%. If the effect is stacked, influence will subside when Fire Spirit expires. | 30 sec |
Fiery Torture Jewel (7th Gen) | Jewel increases the power of Fire Spirit. Fire burns the body of the enemy and hinders movements. After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of N% can cast slowdown up to N%. | Two-handed Staff (Fire Spellweavers Only) | After turning into Fire Spirit, and if the target is further than 6 cells away, the Spellweaver with a probability of 20% can slow target by 80%. If the effect is stacked, influence will subside when Fire Spirit expires. | 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 |
Defense Stance Attack Jewel (1st generation) | Increases attack power by N% upon enemy block for N sec | Shield | Semi-Protectors | Increases attack power by 40% upon enemy block for 5 sec | 15 sec | 1 |
Defense Stance Attack Jewel (2nd generation) | Increases attack power by N% upon enemy block for N sec | Shield | Semi-Protectors | Increases attack power by 50% upon enemy block for 5 sec | 15 sec | 1 |
Defense Stance Attack Jewel (3rd generation) | Increases attack power by N% upon enemy block for N sec | Shield | Semi-Protectors | Increases attack power by 60% upon enemy block for 5 sec | 15 sec | 1 |
Defense Stance Attack Jewel (4th generation) | Increases attack power by N% upon enemy block for N sec | Shield | Semi-Protectors | Increases attack power by 70% upon enemy block for 5 sec | 15 sec | 1 |
Defense Stance Attack Jewel (5th generation) | Increases attack power by N% upon enemy block for N sec | Shield | Semi-Protectors | Increases attack power by 80% upon enemy block for 6 sec | 15 sec | 1 |
Defense Stance Attack Jewel (6th generation) | Increases attack power by N% upon enemy block for N sec | Shield | Semi-Protectors | Increases attack power by 90% upon enemy block for 7 sec | 15 sec | 1 |
Defense Stance Attack Jewel (7th generation) | Increases attack power by N% upon enemy block for N sec | Shield | Semi-Protectors | Increases attack power by 100% 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 invincibility for N sec | Shield | Diamond Protectors | With a probability of 10% upon enemy block gives to character complete invincibility for 2 sec | 15 sec | 1 |
Unbreakable Defence Jewel (2nd generation) | With a probability of N% upon enemy block gives to character complete invincibility for N sec | Shield | Diamond Protectors | With a probability of 12% upon enemy block gives to character complete invincibility for 2 sec | 15 sec | 1 |
Unbreakable Defence Jewel (3rd generation) | With a probability of N% upon enemy block gives to character complete invincibility for N sec | Shield | Diamond Protectors | With a probability of 15% upon enemy block gives to character complete invincibility for 2 sec | 15 sec | 1 |
Unbreakable Defence Jewel (4th generation) | With a probability of N% upon enemy block gives to character complete invincibility for N sec | Shield | Diamond Protectors | With a probability of 18% upon enemy block gives to character complete invincibility for 2 sec | 15 sec | 1 |
Unbreakable Defence Jewel (5th generation) | With a probability of N% upon enemy block gives to character complete invincibility for N sec | Shield | Diamond Protectors | With a probability of 20% upon enemy block gives to character complete invincibility for 2 sec | 15 sec | 1 |
Unbreakable Defence Jewel (6th generation) | With a probability of N% upon enemy block gives to character complete invincibility for N sec | Shield | Diamond Protectors | With a probability of 25% upon enemy block gives to character complete invincibility for 3 sec | 15 sec | 1 |
Unbreakable Defence Jewel (7th generation) | With a probability of N% upon enemy block gives to character complete invincibility for N sec | Shield | Diamond Protectors | With a probability of 30% upon enemy block gives to character complete invincibility for 3 sec | 15 sec | 1 |
Light Diffusion Jewel (1st generation) | With a probability of N% in case of successful shield block gives additional healing to two nearby friendly targets | Shield | Wizard / Herbalist | With a probability of 12% in case of successful 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 successful shield block gives additional healing to two nearby friendly targets | Shield | Wizard / Herbalist | With a probability of 15% in case of successful 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 successful shield block gives additional healing to two nearby friendly targets | Shield | Wizard / Herbalist | With a probability of 18% in case of successful 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 successful shield block gives additional healing to two nearby friendly targets | Shield | Wizard / Herbalist | With a probability of 20% in case of successful 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 successful shield block gives additional healing to two nearby friendly targets | Shield | Wizard / Herbalist | With a probability of 25% in case of successful 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 successful shield block gives additional healing to two nearby friendly targets | Shield | Wizard / Herbalist | With a probability of 30% in case of successful 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 successful shield block gives additional healing to two nearby friendly targets | Shield | Wizard / Herbalist | With a probability of 35% in case of successful shield block gives additional healing to two nearby friendly targets | 15 sec | 1 |
Holy Sacrament of Light Jewel (1st generation) | With a probability of N% upon successful shield block, increases the effect of using General Regeneration ability by N% for 15 seconds. Stacks up to two times. | Shield | Wizard | With a probability of 10% upon successful shield block, character has Holy Sacrament of Light Lvl 1 influence that increases the effect of General Regeneration ability by 2% for 15 seconds. Stacks up to two times. | 15 sec | 1 |
Holy Sacrament of Light Jewel (2nd generation) | With a probability of N% upon successful shield block, increases the effect of using General Regeneration ability by N% for 15 seconds. Stacks up to two times. | Shield | Wizard | With a probability of 12% upon successful shield block, character has Holy Sacrament of Light Lvl 2 influence that increases the effect of General Regeneration ability by 3% for 15 seconds. Stacks up to two times. | 15 sec | 1 |
Holy Sacrament of Light Jewel (3rd generation) | With a probability of N% upon successful shield block, increases the effect of using General Regeneration ability by N% for 15 seconds. Stacks up to two times. | Shield | Wizard | With a probability of 15% upon successful shield block, character has Holy Sacrament of Light Lvl 3 influence that increases the effect of General Regeneration ability by 4% for 15 seconds. Stacks up to two times. | 15 sec | 1 |
Holy Sacrament of Light Jewel (4th generation) | With a probability of N% upon successful shield block, increases the effect of using General Regeneration ability by N% for 15 seconds. Stacks up to two times. | Shield | Wizard | With a probability of 18% upon successful shield block, character has Holy Sacrament of Light Lvl 4 influence that increases the effect of General Regeneration ability by 5% for 15 seconds. Stacks up to two times. | 15 sec | 1 |
Holy Sacrament of Light Jewel (5th generation) | With a probability of N% upon successful shield block, increases the effect of using General Regeneration ability by N% for 15 seconds. Stacks up to two times. | Shield | Wizard | With a probability of 20% upon successful shield block, character has Holy Sacrament of Light Lvl 5 influence that increases the effect of General Regeneration ability by 6% for 15 seconds. Stacks up to two times. | 15 sec | 1 |
Holy Sacrament of Light Jewel (6th generation) | With a probability of N% upon successful shield block, increases the effect of using General Regeneration ability by N% for 15 seconds. Stacks up to two times. | Shield | Wizard | With a probability of 25% upon successful shield block, character has Holy Sacrament of Light Lvl 6 influence that increases the effect of General Regeneration ability by 7% for 15 seconds. Stacks up to two times. | 15 sec | 1 |
Holy Sacrament of Light Jewel (7th generation) | With a probability of N% upon successful shield block, increases the effect of using General Regeneration ability by N% for 15 seconds. Stacks up to two times. | Shield | Wizard | With a probability of 30% upon successful shield block, character has Holy Sacrament of Light Lvl 7 influence that increases the effect of General Regeneration ability by 8% for 15 seconds. Stacks up to two times. | 15 sec | 1 |
Light Restoration Jewel (1st generation) | With a probability of N% upon successful shield block, increases the effect of using Recovery ability by N% for 15 seconds. Stacks up to two times. | Shield | Herbalist | With a probability of 10% upon successful shield block, character has Light Restoration Lvl 1 influence that increases the effect of Recovery ability by 2% for 15 seconds. Stacks up to two times. Influence subsides after skill application. | 15 sec | 1 |
Light Restoration Jewel (2nd generation) | With a probability of N% upon successful shield block, increases the effect of using Recovery ability by N% for 15 seconds. Stacks up to two times. | Shield | Herbalist | With a probability of 12% upon successful shield block, character has Light Restoration Lvl 2 influence that increases the effect of Recovery ability by 3% for 15 seconds. Stacks up to two times. Influence subsides after skill application. | 15 sec | 1 |
Light Restoration Jewel (3rd generation) | With a probability of N% upon successful shield block, increases the effect of using Recovery ability by N% for 15 seconds. Stacks up to two times. | Shield | Herbalist | With a probability of 15% upon successful shield block, character has Light Restoration Lvl 3 influence that increases the effect of Recovery ability by 4% for 15 seconds. Stacks up to two times. Influence subsides after skill application. | 15 sec | 1 |
Light Restoration Jewel (4th generation) | With a probability of N% upon successful shield block, increases the effect of using Recovery ability by N% for 15 seconds. Stacks up to two times. | Shield | Herbalist | With a probability of 18% upon successful shield block, character has Light Restoration Lvl 4 influence that increases the effect of Recovery ability by 5% for 15 seconds. Stacks up to two times. Influence subsides after skill application. | 15 sec | 1 |
Light Restoration Jewel (5th generation) | With a probability of N% upon successful shield block, increases the effect of using Recovery ability by N% for 15 seconds. Stacks up to two times. | Shield | Herbalist | With a probability of 20% upon successful shield block, character has Light Restoration Lvl 5 influence that increases the effect of Recovery ability by 6% for 15 seconds. Stacks up to two times. Influence subsides after skill application. | 15 sec | 1 |
Light Restoration Jewel (6th generation) | With a probability of N% upon successful shield block, increases the effect of using Recovery ability by N% for 15 seconds. Stacks up to two times. | Shield | Herbalist | With a probability of 25% upon successful shield block, character has Light Restoration Lvl 6 influence that increases the effect of Recovery ability by 7% for 15 seconds. Stacks up to two times. Influence subsides after skill application. | 15 sec | 1 |
Light Restoration Jewel (7th generation) | With a probability of N% upon successful shield block, increases the effect of using Recovery ability by N% for 15 seconds. Stacks up to two times. | Shield | Herbalist | With a probability of 30% upon successful shield block, character has Light Restoration Lvl 7 influence that increases the effect of Recovery ability by 8% for 15 seconds. Stacks up to two times. Influence subsides after skill application. | 15 sec | 1 |
Active Protection Jewel (1st generation) | With a probability of N% upon successful shield block or parry, applies an influence that returns N% of damage to the attacker. | Shield | Soldier | With a probability of 5% upon successful shield block or parry, character has an influence that returns 15% of total combat damage. Influence subsides after application. | 30 sec | 1 |
Active Protection Jewel (2nd generation) | With a probability of N% upon successful shield block or parry, applies an influence that returns N% of damage to the attacker. | Shield | Soldier | With a probability of 8% upon successful shield block or parry, character has an influence that returns 20% of total combat damage. Influence subsides after application. | 30 sec | 1 |
Active Protection Jewel (3rd generation) | With a probability of N% upon successful shield block or parry, applies an influence that returns N% of damage to the attacker. | Shield | Soldier | With a probability of 10% upon successful shield block or parry, character has an influence that returns 25% of total combat damage. Influence subsides after application. | 30 sec | 1 |
Active Protection Jewel (4th generation) | With a probability of N% upon successful shield block or parry, applies an influence that returns N% of damage to the attacker. | Shield | Soldier | With a probability of 12% upon successful shield block or parry, character has an influence that returns 30% of total combat damage. Influence subsides after application. | 30 sec | 1 |
Active Protection Jewel (5th generation) | With a probability of N% upon successful shield block or parry, applies an influence that returns N% of damage to the attacker. | Shield | Soldier | With a probability of 15% upon successful shield block or parry, character has an influence that returns 35% of total combat damage. Influence subsides after application. | 30 sec | 1 |
Active Protection Jewel (6th generation) | With a probability of N% upon successful shield block or parry, applies an influence that returns N% of damage to the attacker. | Shield | Soldier | With a probability of 18% upon successful shield block or parry, character has an influence that returns 40% of total combat damage. Influence subsides after application. | 30 sec | 1 |
Active Protection Jewel (7th generation) | With a probability of N% upon successful shield block or parry, applies an influence that returns N% of damage to the attacker. | Shield | Soldier | With a probability of 20% upon successful shield block or parry, character has an influence that returns 45% of total combat damage. Influence subsides after application. | 30 sec | 1 |
Pet Bonus Jewels
For Pet Bonus, only 1 slot can be used.
Pet Bonus Jewels | Description | Effect |
---|---|---|
Pet Water Jewel (1st generation) | Increases pet's resistance to fire magic | Increases Resistance chance by +0.3 % |
Pet Water Jewel (2nd generation) | Increases pet's resistance to fire magic | Increases Resistance chance by +0.6% |
Pet Water Jewel (3rd generation) | Increases pet's resistance to fire magic | Increases Resistance chance by +1.1% |
Pet Water Jewel (4th generation) | Increases pet's resistance to fire magic | Increases Resistance chance by +1.7% |
Pet Water Jewel (5th generation) | Increases pet's resistance to fire magic | Increases Resistance chance by +2.3% |
Pet Water Jewel (6th generation) | Increases pet's resistance to fire magic | Increases Resistance chance by +3.0% |
Pet Water Jewel (7th generation) | Increases pet's resistance to fire magic | Increases Resistance chance by +3.5% |
Pet Fire Jewel (1st generation) | Increases pet's resistance to water magic | Increases Resistance chance by +0.3 % |
Pet Fire Jewel (2nd generation) | Increases pet's resistance to water magic | Increases Resistance chance by +0.6 % |
Pet Fire Jewel (3rd generation) | Increases pet's resistance to water magic | Increases Resistance chance by +1.1 % |
Pet Fire Jewel (4th generation) | Increases pet's resistance to water magic | Increases Resistance chance by +1.7 % |
Pet Fire Jewel (5th generation) | Increases pet's resistance to water magic | Increases Resistance chance by +2.3 % |
Pet Fire Jewel (6th generation) | Increases pet's resistance to water magic | Increases Resistance chance by +3.0 % |
Pet Fire Jewel (7th generation) | Increases pet's resistance to water magic | Increases Resistance chance by +3.5 % |
Pet Life Jewel (1st generation) | Reduces the pet's chance of receiving critical hit with some probability | Reduces critical hit probability by .18% |
Pet Life Jewel (2nd generation) | Reduces the pet's chance of receiving critical hit with some probability | Reduces critical hit probability by .36% |
Pet Life Jewel (3rd generation) | Reduces the pet's chance of receiving critical hit with some probability | Reduces critical hit probability by .66% |
Pet Life Jewel (4th generation) | Reduces the pet's chance of receiving critical hit with some probability | Reduces critical hit probability by 1.14% |
Pet Life Jewel (5th generation) | Reduces the pet's chance of receiving critical hit with some probability | Reduces critical hit probability by 1.60% |
Pet Life Jewel (6th generation) | Reduces the pet's chance of receiving critical hit with some probability | Reduces critical hit probability by 2.00% |
Pet Life Jewel (7th generation) | Reduces the pet's chance of receiving critical hit with some probability | Reduces critical hit probability by 2.50% |
Pet Protection Jewel (1st generation) | Increases pet's resistance to physical damage | Increases Resistance chance by +0.3 % |
Pet Protection Jewel (2nd generation) | Increases pet's resistance to physical damage | Increases Resistance chance by +0.6 % |
Pet Protection Jewel (3rd generation) | Increases pet's resistance to physical damage | Increases Resistance chance by +1.1 % |
Pet Protection Jewel (4th generation) | Increases pet's resistance to physical damage | Increases Resistance chance by +1.7 % |
Pet Protection Jewel (5th generation) | Increases pet's resistance to physical damage | Increases Resistance chance by +2.3 % |
Pet Protection Jewel (6th generation) | Increases pet's resistance to physical damage | Increases Resistance chance by +3.0 % |
Pet Protection Jewel (7th generation) | Increases pet's resistance to physical damage | Increases Resistance chance by +3.5 % |
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.