Contents
General Info
A brooch is a unique accessory which has a special slot in the inventory. You can add jewels into the slots of a brooch to get different buffs which empower your character.
- All brooches are No-Grade items.
- A brooch is equipped into the corresponding slot and activates the slots for jewels. Depending on a brooch level, up to 6 slots for jewels are available.
- Jewels to be inserted into available brooch slots have different buffs. For more info, see: List of jewels.
- To insert jewels, equip your brooch, then double-click a jewel in your inventory (or right-click it) to insert in into available slot. Once it's inserted, your character will get a passive or an active effect from the stone.
- Besides slots for jewels, brooches also add up to 15 inventory slots (depending on a brooch level).
- Precious stones can be combined to increase their level. For more info, see How to increase level of a jewel.
- All jewels and their active skills can be used on the Grand Olympiad.
- Brooches can be combined to increase their level. For more info, see How to increase level of a brooch.
- Brooches cannot be enchanted.
How to get a brooch
Brooch Lv. 1 is available in L-Coin Store. Besides, Brooch Lv. 1 and Brooch Lv. 2 can be purchased from Pona in the Town of Giran. To buy, use the line: about the jewel coin in the dialogue.
- To buy a Brooch Lv. 2 from Pona you'll need a Brooch Lv. 1 .
- To buy Brooch Lv. 1 , Brooch Lv. 2 and Shining Jewel Box from Pona you’ll also need Jewel Coin , which can be obtained for the following Daily Missions:
Type | Mission | Conditions | Rewards |
---|---|---|---|
Daily | Daily Hunting I (level 1-20) | The reward is given for killing any 30 monsters. Available daily. If mobs are 5+ levels below your character's level, they don't count. |
Jewel Coin — 5 pcs. |
Daily | Daily Hunting I (level 21-40) | The reward is given for killing any 30 monsters. Available daily. If mobs are 5+ levels below your character's level, they don't count. |
Jewel Coin — 5 pcs. |
Daily | Daily Hunting I (level 41-50) | The reward is given for killing any 40 monsters. Available daily. If mobs are 5+ levels below your character's level, they don't count. |
Jewel Coin — 5 pcs. |
Daily | Daily Hunting I (level 51-60) | The reward is given for killing any 50 monsters. Available daily. If mobs are 5+ levels below your character's level, they don't count. |
Jewel Coin — 5 pcs. |
Daily | Daily Hunting I (level 61-70) | The reward is given for killing any 60 monsters. Available daily. If mobs are 5+ levels below your character's level, they don't count. |
Jewel Coin — 5 pcs. |
Daily | Daily Hunting I (level 71-75) | The reward is given for killing any 80 monsters. Available daily. If mobs are 5+ levels below your character's level, they don't count. |
Jewel Coin — 5 pcs. |
Daily | Daily Hunting I (level 76+) | The reward is given for killing any 100 monsters. Available daily. If mobs are 5+ levels below your character's level, they don't count. |
Jewel Coin — 5 pcs. |
How to increase level of a brooch
Brooches have 5 levels. The higher the level, the more additional slots available. To get max amount of slots you need to increase the jewel level using the combination button in your inventory: .
- You can only combine the brooches of the same level. For example, Brooch Lv. 1 + Brooch Lv. 1 = Brooch Lv. 2 .
- In case of successful compounding you will get a brooch of a higher level.
- If you compounding is failed one of the brooches will be destroyed, but the other one will remain, and you can use it again.
See also:
Pona's brooch shop
Item | Cost |
---|---|
Brooch Lv. 1 | Jewel Coin — 1 pcs. |
Brooch Lv. 2 | 30,000,000 adena Jewel Coin — 50 pcs. Brooch Lv. 1 — 1 pcs. |
List of brooches
Here is the list of all available brooches.
Item | Description |
---|---|
Brooch Lv. 1 |
When equipped, activates 2 jewel slots. Inventory Slots +5. Two brooches of the same level can be combined through synthesis. |
Brooch Lv. 2 |
When equipped, activates 3 jewel slots. Inventory Slots +9. Two brooches of the same level can be combined through synthesis. |
Brooch Lv. 3 |
When equipped, activates 4 jewel slots. Inventory Slots +12. Two brooches of the same level can be combined through synthesis. |
Brooch Lv. 4 |
When equipped, activates 5 jewel slots. Inventory Slots +12. Two brooches of the same level can be combined through synthesis. |
Brooch Lv. 5 |
Activates 6 jewel slots. Inventory Slots +15. |
Jewels
Jewels are special stones giving powerful active and/or passive skills once a brooch is equipped. There are 12 kinds of jewels in total.
- There are 5 levels of jewels in total.
- You can insert up to 6 jewels into a brooch (depending you your brooch level).
- You can change jewels any time you like: to replace it, you need to right-click the jewel which needs to be replaced, and then insert the new one.
- If you use jewels of the same type, but their levels are different, only the effect of the highest level jewel is applied. For example, if you use Garnet level 4 and 5, only the effect of the jewel level 5 is applied.
How to obtain jewels
You can buy jewels from Collector Pona in the Town of Giran. Buy a Shining Jewel Box containing one of the available jewels level 1 (except Emerald, Aquamarine, Topaz, Red/ Blue Cats’ Eye), see also List of jewels.
Item | Cost |
---|---|
Shining Jewel Box | 2,000,000 adena Jewel Coin — 1 pcs. |
- Besides, in L-Coin Store] you can buy a Radiant Jewelry Box . Open it to get all kinds of jewels level 1. However, the chances of getting some rare jewels, like Topaz Lv. 1 , Red Cat's Eye Lv. 1 and Blue Cat's Eye Lv. 1 a lower.
- Pona also exchanges two same stones level 1 (except Emerald, Aquamarine, Topaz, Red/ Blue Cats’ Eye) to Jewel Coin . Exchange chance is 100%.
Item | Cost |
---|---|
Jewel Coin | Garnet Lv. 1 — 2 pcs. |
Jewel Coin | Jade Lv. 1 — 2 pcs. |
Jewel Coin | Ruby Lv. 1 — 2 pcs. |
Jewel Coin | Sapphire Lv. 1 — 2 pcs. |
Jewel Coin | Diamond Lv. 1 — 2 pcs. |
Jewel Coin | Pearl Lv. 1 — 2 pcs. |
Jewel Coin | Vital Stone Lv. 1 — 2 pcs. |
Jewel Coin | Topaz Chest — 2 pcs. |
Jewel Coin | Aquamarine Chest — 2 pcs. |
Jewel Coin | Red Cat's Eye Chest — 2 pcs. |
Jewel Coin | Blue Cat's Eye Chest — 2 pcs. |
Jewel Coin | Emerald Chest — 2 pcs. |
How to increase level of a jewel
Each jewel has 5 levels: the higher the level, the more powerful the effect from it. To get max effect you need to increase the jewel level using the combination button in your inventory: .
- You can only combine the jewels of the same level and the same type. For example, Garnet Lv. 1 + Garnet Lv. 1 = Garnet Lv. 2 .
- In case of successful compounding you will get a jewel of higher level.
- If you compounding is failed one of the jewels will be destroyed, but the other one will remain, and you can use it again.
See also:
List of Jewels
Item | Description |
---|---|
Ruby Lv. 1 |
Soulshot/ Blessed Soulshot/ Beast Soulshot damage +2%. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Ruby Lv. 2 |
Soulshot, Blessed Soulshot and Beast Soulshot damage +3%. The effect doesn't stack if two identical jewels are equipped. |
Ruby Lv. 3 |
Soulshot, Blessed Soulshot and Beast Soulshot damage +5%. The effect doesn't stack if two identical jewels are equipped. |
Ruby Lv. 4 |
Soulshot/ Blessed Soulshot/ Beast Soulshot damage +8%. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Ruby Lv. 5 |
Soulshot, Blessed Soulshot and Beast Soulshot damage +16%. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Item | Description |
---|---|
Sapphire Lv. 1 |
Spiritshot, Blessed Spiritshot and Beast Spiritshot damage +2%. The effect doesn't stack if two identical jewels are equipped. |
Sapphire Lv. 2 |
Spiritshot, Blessed Spiritshot and Beast Spiritshot damage +3%. The effect doesn't stack if two identical jewels are equipped. |
Sapphire Lv. 3 |
Spiritshot, Blessed Spiritshot and Beast Spiritshot damage +5%. The effect doesn't stack if two identical jewels are equipped. |
Sapphire Lv. 4 |
Spiritshot, Blessed Spiritshot and Beast Spiritshot damage +8%. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Sapphire Lv. 5 |
Spiritshot, Blessed Spiritshot and Beast Spiritshot damage +16%. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Item | Description |
---|---|
Jade Lv. 1 |
Atk. Spd./ Casting Spd. +1%. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Jade Lv. 2 |
When equipped, Atk. Spd./ Casting Spd. +2%. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Jade Lv. 3 |
When equipped, Atk. Spd./ Casting Spd. +4%. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Jade Lv. 4 |
When equipped, Atk. Spd./ Casting Spd. +7%. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Jade Lv. 5 |
When equipped, Atk. Spd./ Casting Spd. +14%. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Item | Description |
---|---|
Emerald Lv. 1 Lv. 1 |
CON +1. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Emerald Lv. 2 Lv. 2 |
CON/ MEN +1. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Emerald Lv. 3 Lv. 3 |
CON/ MEN/ DEX +1. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Emerald Lv. 4 Lv. 4 |
CON/ MEN/ DEX/ WIT +1. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Emerald Lv. 5 Lv. 5 |
CON/ MEN/ DEX/ WIT/ STR/ INT +1. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Item | Description |
---|---|
Diamond Lv. 1 |
P. Def. +11. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Diamond Lv. 2 |
P. Def. +25. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Diamond Lv. 3 |
P. Def. +50. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Diamond Lv. 4 |
P. Def. +81, Received P. Critical Damage -4%. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Diamond Lv. 5 |
P. Def. +130, Received P. Critical Damage -10%. The effect doesn't stack if two identical jewels are equipped. |
Item | Description |
---|---|
Pearl Lv. 1 |
M. Def. +7. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Pearl Lv. 2 |
M. Def. +14. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Pearl Lv. 3 |
M. Def. +28. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Pearl Lv. 4 |
M. Def. +46, Received M. Critical Damage -4%. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Pearl Lv. 5 |
M. Def. +74, Received M. Critical Damage -10%. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Item | Description |
---|---|
Aquamarine Lv. 1 |
With a 1% chance, restores 136 MP when using skills. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Aquamarine Lv. 2 |
With a 2% chance, restores 136 MP when using skills. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Aquamarine Lv. 3 |
With a 4% chance, restores 136 MP when using skills. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Aquamarine Lv. 4 |
With a 9% chance, restores 136 MP when using skills. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Aquamarine Lv. 5 |
With a 17% chance, restores 136 MP when using skills. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Item | Description |
---|---|
Garnet Lv. 1 |
Pull/ Silence/ Paralysis/ Fear/ Stun Resistance +3%. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Garnet Lv. 2 |
Pull/ Silence/ Paralysis/ Fear/ Stun Resistance +5%. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Garnet Lv. 3 |
Stun/ Pull/ Silence/ Paralysis/ Fear Resistance +8%. The effect doesn't stack if two identical jewels are equipped. |
Garnet Lv. 4 |
Stun/ Pull/ Silence/ Paralysis/ Fear Resistance +11%. Allows use of a skill that grants invulnerability to debuffs for 5 sec. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Garnet Lv. 5 |
Stun/ Pull/ Silence/ Paralysis/ Fear Resistance +20%. Grants invulnerability for debuffs for 15 sec. when casting skills. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Garnets level 4 and 5 add the following active skills:
- Garnet - Special Ability cannot be used together with the Mystic Immunity skill.
Lvl | Skill Name | Description | |
---|---|---|---|
1 | Garnet - Special Ability | Grants immunity to debuffs for 5 sec. | |
2 | Garnet - Special Ability | Grants immunity to debuffs for 15 sec. |
Item | Description |
---|---|
Vital Stone Lv. 1 |
Acquired XP/ SP +3%. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Vital Stone Lv. 2 |
During hunting, Acquired XP/ SP +4%. The effect doesn't stack if two identical jewels are equipped. |
Vital Stone Lv. 3 |
When equipped, Acquired XP/ SP +6% while hunting. When using skill, for 15 sec. Acquired XP/ SP +50% while hunting. The effect doesn't stack if two identical stones are equipped. |
Vital Stone Lv. 4 |
When equipped, Acquired XP/ SP +8% while hunting. When using skill, for 15 sec. Acquired XP/ SP +70% while hunting. The effect doesn't stack if two identical stones are equipped. |
Vital Stone Lv. 5 |
When equipped, Acquired XP/ SP +17% while hunting. When using skill, for 15 sec. Acquired XP/ SP +100% while hunting. The effect doesn't stack if two identical stones are equipped. |
Vital Stones level 3~5 add the following active skills:
- Vital Stone - Special Ability is active for monsters and raid bosses.
Item | Description |
---|---|
Red Cat's Eye Lv. 1 |
P. Critical Damage +2% when equipped. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Red Cat's Eye Lv. 2 |
P. Critical Damage +4% when equipped. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Red Cat's Eye Lv. 3 |
P. Critical Damage +6% when equipped. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Red Cat's Eye Lv. 4 |
P. Critical Damage +8% when equipped. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Red Cat's Eye Lv. 5 |
P. Critical Damage +15% when equipped. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Item | Description |
---|---|
Blue Cat's Eye Lv. 1 |
M. Critical Damage +2% when equipped. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Blue Cat's Eye Lv. 2 |
M. Critical Damage +4% when equipped. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Blue Cat's Eye Lv. 3 |
M. Critical Damage +6% when equipped. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Blue Cat's Eye Lv. 4 |
M. Critical Damage +8% when equipped. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Blue Cat's Eye Lv. 5 |
M. Critical Damage +15% when equipped. The effect doesn't stack if two identical jewels are equipped, the higher-level jewel takes precedence. |
Item | Description |
---|---|
Topaz Lv. 1 |
Interrupts the target's skill casting. Inflicts 475 PvP damage. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Topaz Lv. 2 |
Disrupts the target's skill casting. Inflicts 633 PvP damage. The effect doesn't stack if two identical jewels are equipped. |
Topaz Lv. 3 |
Disrupts the target's skill casting. Inflicts 950 PvP damage. The effect doesn't stack if two identical jewels are equipped. |
Topaz Lv. 4 |
Interrupts the target's skill casting. Inflicts 1357 PvP damage. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Topaz Lv. 5 |
Interrupts the target's skill casting. Inflicts 2375 PvP damage. Effects of two identical jewels do not stack, the higher-level jewel takes precedence. |
Visual effects
- When Brooch Lv. 2 , Brooch Lv. 3 and Brooch Lv. 4 is used, a visual effect is added: from time to time, the brooch shines with bright light.
- When Brooch Lv. 5 is used, a visual effect is added: from time to time, the brooch shines with blue light.
Such jewels as Ruby and Sapphirelevel 3~5 have vivid distinctive animation when delivering a blow.
- Ruby: when Soulshots, Blessed Soulshots and Beast Soulshots are used.
- Sapphire: when Spiritshots, Blessed Spiritshots and Beast Spiritshots are used.
- Without such shots, there is no animation.
Ruby and Sapphire lvl 3 animation |
---|
Ruby and Sapphire lvl 4 animation |
Ruby and Sapphire lvl 5 animation |
Item transfer limitations
Item | Exchange |
Drop | Destr. | Pr. warehouse |
Cl. warehouse |
Pr. shop |
Shop |
---|---|---|---|---|---|---|---|
Brooch Lv. 1 | ● | × | ● | ● | ● | ● | × |
Brooch Lv. 2 | ● | × | ● | ● | ● | ● | × |
Brooch Lv. 3 | ● | × | ● | ● | ● | ● | × |
Brooch Lv. 4 | ● | × | ● | ● | ● | ● | × |
Brooch Lv. 5 | ● | × | ● | ● | ● | ● | × |
Radiant Jewelry Box | × | × | ● | ● | × | × | × |
Shining Jewel Box | × | × | ● | ● | × | × | × |
List of all jewels (all levels) | × | × | ● | ● | × | × | × |
Jewel Coin | × | × | ● | ● | × | × | × |
Brooches – Related Pages
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