Wiki Navigation

Brooches

A brooch is an 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 and Brooch Lv. 2 can be purchased from Pona in the Town of Giran.

Pona's brooch shop

Item Cost
Brooch Lv. 1 Brooch Lv. 1 Jewel Coin Jewel Coin  — 1 pcs.
Brooch Lv. 2 Brooch Lv. 2 Adena 30,000,000 adena
Jewel Coin Jewel Coin  — 50 pcs.
Brooch Lv. 1 Brooch Lv. 1  — 1 pcs.

How to obtain Jewel coins

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 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 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 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 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 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 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 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 your compounding fails, one of the brooches will be destroyed, but the other one will remain, and you can use it again.

List of brooches

Here is the list of all available brooches.

Item Description
Brooch Lv. 1 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 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 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 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 Brooch Lv. 5 Activates 6 jewel slots. Inventory Slots +15.

Jewels

Jewels are special stones that offer powerful active and/or passive skills once they are equipped. There are 7 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.

Item Cost
Shining Jewel Box Shining Jewel Box Adena 2,000,000 adena
Jewel Coin Jewel Coin  — 1 pcs.
  • Pona also exchanges two same level 1 stones to Jewel Coin. Exchange chance is 100%.
Item Cost
Jewel Coin Jewel Coin Garnet Lv. 1 Garnet Lv. 1 — 2 pcs.
Jewel Coin Jewel Coin Jade Lv. 1 Jade Lv. 1 — 2 pcs.
Jewel Coin Jewel Coin Ruby Lv. 1 Ruby Lv. 1 — 2 pcs.
Jewel Coin Jewel Coin Sapphire Lv. 1 Sapphire Lv. 1 — 2 pcs.
Jewel Coin Jewel Coin Diamond Lv. 1 Diamond Lv. 1 — 2 pcs.
Jewel Coin Jewel Coin Pearl Lv. 1 Pearl Lv. 1 — 2 pcs.
Jewel Coin Jewel Coin Vital Stone Lv. 1 Vital Stone Lv. 1 — 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 your compounding fails one of the jewels will be destroyed, but the other one will remain, and you can use it again.

List of Jewels

  • ruby
  • sapphire
  • jade
  • diamond
  • pearl
  • garnet
  • vital stone
Item Description
Ruby Lv. 1 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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
Diamond Lv. 1 Diamond Lv. 1 P. Def. +11. Effects of two identical jewels do not stack, the higher-level jewel takes precedence.
Diamond Lv. 2 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 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 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 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 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 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 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 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 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
Garnet Lv. 1 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 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 Garnet Lv. 3 Stun/ Pull/ Silence/ Paralysis/ Fear Resistance +8%. The effect doesn't stack if two identical jewels are equipped.
Garnet Lv. 4 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 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.
Item Description
Vital Stone Lv. 1 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 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 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 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 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.

Visual effects

When Brooch Lv. 2 ~ 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 Sapphire level 3~5 have vivid distinctive animation when delivering a blow.

Ruby and Sapphire lvl 3 animation Ruby and Sapphire lvl 4 animation Ruby and Sapphire lvl 5 animation