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Brooches and Jewels

Contents

Jewels
Onyx Spinel Opal Amber Coral Zircon Moonstone Beryl

Overview

Brooches are unique accessories that have their own slot in the inventory. When equipped, a brooch unlocks slots for jewels that grant various buffs.

  • All brooches and jewels are No-grade items.
  • A brooch is equipped in the corresponding inventory slot unlocking jewel slots. A brooch can unlock from 2 to 6 jewel slots depending on its level.
  • Jewels can be put into unlocked slots. To learn more about their effects, see: Jewels .
    • To insert a jewel into an unlocked slot, equip a brooch and then double-click (or right-click) on the jewel in your inventory. After that you will get passive or active effects of the jewel.
  • Brooches add not only jewel slots but also inventory slots.
Brooch Jewel slots Inventory slots
Brooch Lv. 1 4 +5
Brooch Lv. 2 4 +9
Brooch Lv. 3 4 +12
Brooch Lv. 4 5 +12
Brooch Lv. 5 6 +15
Brooch Lv. 6 6 +18
  • Brooches can be compounded to increase their level.
  • Jewels can be compounded to increase their level.
  • All jewels and their active skills can be used in the Olympiad .
  • Brooches cannot be enchanted.

Brooch Acquisition

L-Coin Store

Brooch compounding

  • Brooches can be of 6 levels. Use the Compound button in your inventory to increase the level of your brooch to enhance its effect.
  • Compounding requires two identical brooches of the same level, for example:
  • If a compound attempt is successful, you get a higher-level brooch.
  • In case of failure one of the brooches is destroyed, and the other one can be used for compounding again.
  • The compound probability rate is as follows:

Brooch

Success rate

Lv. 1 → Lv. 2

25%

Lv. 2 → Lv. 3

25%

Lv. 3 → Lv. 4

25%

Lv. 4 → Lv. 5

25%

Lv. 5 → Lv. 6

25%

List of Brooches

  • All the brooches available in the game are listed below.
Name
Description
Jewel slots +4
Inventory slots +5

Can be compounded with two other Brooches of the same level.
Jewel slots +4
Inventory slots +9

Can be compounded with two other Brooches of the same level.
Jewel slots +4
Inventory slots +12

Can be compounded with two other Brooches of the same level.
Jewel slots +5
Inventory slots +12
P. Def. +100
M. Def. +100

Can be compounded with two other Brooches of the same level.
Jewel slots +6
Inventory slots +15
P. Def. +200
M. Def. +200

Can be compounded with two other Brooches of the same level.
Jewel slots +6
Inventory slots +18
P. Def. +300
M. Def. +300

Jewels

Jewels are special stones that grant passive and/or active skills when equipped with a brooch. Currently there are 8 types of jewels available in the game.

  • Jewels can be of Lv. 1 to 8.
  • A brooch can contain up to 6 jewels (the number of unlocked slots depends on the brooch).
  • Jewels can be changed any time: right-click on the jewel you want to change and replace it with a new one.
  • Effects of two identical jewels do not stack, the higher-level jewel takes precedence. For example, if 2 Onyxes of Lv. 4 and of Lv. 8 are equipped at the same time, only the effect of Onyx Lv. 8 will be applied.

Jewel Acquisition

Jewel Level Up

  • Each jewel has 8 levels; the higher the level, the stronger the jewel's effect. Use the Compound button in your inventory to increase the level of your jewel to enhance its effect.
  • Only jewels of the same type and level can be compounded. For example:
  • If a compound attempt is successful, you get a higher-level jewel.
  • In case of failure one of the jewels is destroyed, and the other one can be used for compounding again.
  • The compound probability rate is as follows:

Jewel level

Success rate

Lv. 1 → Lv. 2

65%

Lv. 2 → Lv. 3

40%

Lv. 3 → Lv. 4

35%

Lv. 4 → Lv. 5

30%

Lv. 5 → Lv. 6

25%

Lv. 6 → Lv. 7

20%

Lv. 7 → Lv. 8

15%

Onyx

Name
Description

Soulshot/ Spiritshot damage +2%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Soulshot/ Spiritshot damage +3%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Soulshot/ Spiritshot damage +5%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Soulshot/ Spiritshot damage +8%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Soulshot/ Spiritshot damage +12%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Soulshot/ Spiritshot damage +16%
P. Atk. +50
M. Atk. +50

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Soulshot/ Spiritshot damage +20%
P. Atk. +150
M. Atk. +150

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Soulshot/ Spiritshot damage +25%
P. Atk. +300
M. Atk. +300

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Spinel

Name
Description

CON +1
P. Def. +20
M. Def. +10
With a certain chance, recovers 12 MP when using skills (cooldown: 3 sec.).

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

CON/ MEN +1
P. Def. +30
M. Def. +20
With a certain chance, recovers 16 MP when using skills (cooldown: 3 sec.).

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

DEX +1
CON/ MEN +1
P. Def. +60
M. Def. +30
With a certain chance, recovers 20 MP when using skills (cooldown: 3 sec.).

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

DEX/ WIT +1
CON/ MEN +1
Received P. Critical Damage -4%
Received M. Skill Critical Damage -4%
P. Def. +100
M. Def. +60
With a certain chance, recovers 30 MP when using skills (cooldown: 3 sec.).

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

STR/ INT +1
DEX/ WIT +1
CON/ MEN +1
Received P. Critical Damage -7%
Received M. Skill Critical Damage -7%
P. Def. +150
M. Def. +100
With a certain chance, recovers 40 MP when using skills (cooldown: 3 sec.).

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

STR/ INT +1
DEX/ WIT +1
CON/ MEN +2
Received P. Critical Damage -10%
Received M. Skill Critical Damage -10%
P. Def. +200
M. Def. +150
With a certain chance, recovers 50 MP when using skills (cooldown: 3 sec.).

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

STR/ INT +2
DEX/ WIT +2
CON/ MEN +2
All received Critical Damage -15%
P. Def. +250
M. Def. +220
With a certain chance, recovers 60 MP when using skills (cooldown: 3 sec.).

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

STR/ INT +3
DEX/ WIT +3
CON/ MEN +3
All received Critical Damage -20%
P. Def. +350
M. Def. +300
With a certain chance, recovers 70 MP when using skills (cooldown: 3 sec.).

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Opal

Name
Description

Shock/ Pull/ Fear/ Silence/ Paralysis Resistance +3%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Shock/ Pull/ Fear/ Silence/ Paralysis Resistance +5%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Shock/ Pull/ Fear/ Silence/ Paralysis Resistance +8%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Shock/ Pull/ Fear/ Silence/ Paralysis Resistance +12%


Grants immunity to debuffs and anomalies for 5 sec.
Cooldown: 5 min.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Pull/ Shock Resistance +15%
Paralysis/ Fear/ Silence Resistance +15%
HP/ MP +100


Grants immunity to debuffs and anomalies for 10 sec.
Cooldown: 5 min.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Shock/ Pull/ Fear/ Silence/ Paralysis Resistance +20%
HP/ MP +200


Grants immunity to debuffs and anomalies for 15 sec.
Cooldown: 5 min.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Shock/ Pull/ Fear/ Silence/ Paralysis Resistance +25%
HP/ MP +300


Grants immunity to debuffs and anomalies for 20 sec.
Cooldown: 5 min.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Shock/ Pull/ Fear/ Silence/ Paralysis Resistance +30%
HP/ MP +500


Grants immunity to debuffs and anomalies for 25 sec.
Cooldown: 5 min.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Amber

Name
Description

Interrupts the target's skill casting.


Ignores CP and deals 500 fixed damage.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Interrupts the target's skill casting.


Ignores CP and deals 700 fixed damage.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Interrupts the target's skill casting.


Ignores CP and deals 1000 fixed damage.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Interrupts the target's skill casting.


Ignores CP and deals 1500 fixed damage.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Interrupts the target's skill casting.


Ignores CP and deals 2000 fixed damage.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Interrupts the target's skill casting.


Ignores CP and deals 2500 fixed damage.
P./ M. Def. -4%


P./ M. Def. -10%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Interrupts the target's skill casting.


Ignores CP and deals 3000 fixed damage.
P./ M. Def. -8%


P./ M. Def. -15%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Interrupts the target's skill casting.


Ignores CP and deals 3500 fixed damage.
P./ M. Def. -12%


P./ M. Def. -20%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Coral

Name
Description

Atk. Spd. +1%
Casting Spd. +1%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Atk. Spd. +2%
Casting Spd. +2%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Atk. Spd. +4%
Casting Spd. +4%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Atk. Spd. +7%
Casting Spd. +7%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Atk. Spd. +10%
Casting Spd. +10%.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Atk. Spd. +14%
Casting Spd. +14%
Speed +1

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Atk. Spd. +18%
Casting Spd. +18%
Speed +2

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Atk. Spd. +22%
Casting Spd. +22%
Speed +3

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Zircon

Name
Description

P. Critical Damage +2%
M. Skill Critical Damage +2%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Critical Damage +4%
M. Skill Critical Damage +4%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Critical Damage +6%
M. Skill Critical Damage +6%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Critical Damage +8%
M. Skill Critical Damage +8%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Critical Damage +11%
M. Skill Critical Damage +11%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Critical Damage +15%
M. Skill Critical Damage +15%
P. Skill Critical Damage +2%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Critical Damage +15%
M. Skill Critical Damage +19%
P. Skill Critical Damage +5%
Skill Power +2%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Critical Damage +15%
M. Skill Critical Damage +23%
P. Skill Critical Damage +9%
Skill Power +5%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Moonstone

Name
Description

While Sayha's Grace is active, acquired XP/ SP +3%.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

While Sayha's Grace is active, acquired XP/ SP +4%.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

While Sayha's Grace is active, acquired XP/ SP +6%.

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

While Sayha's Grace is active, acquired XP/ SP +8%.
Sayha's Grace Consumption -10%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

While Sayha's Grace is active, acquired XP/ SP +11%.
Sayha's Grace Consumption -20%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

While Sayha's Grace is active, acquired XP/ SP +15%.
Sayha's Grace Consumption -30%
Magic Lamp charging rate +2%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

While Sayha's Grace is active, acquired XP/ SP +20%.
Sayha's Grace Consumption -30%
Magic Lamp charging rate +3%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

While Sayha's Grace is active, acquired XP/ SP +25%.
Sayha's Grace Consumption -30%
Magic Lamp charging rate +5%

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Beryl

Name
Description

P. Atk. +30
M. Atk. +30
P. Def. +50
M. Def. +50

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Atk. +100
M. Atk. +100
P. Def. +125
M. Def. +125

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Atk. +175
M. Atk. +175
P. Def. +245
M. Def. +245

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Atk. +250
M. Atk. +250
P. Def. +365
M. Def. +365

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Atk. +330
M. Atk. +330
P. Def. +495
M. Def. +495

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Atk. +410
M. Atk. +410
P. Def. +625
M. Def. +625


When hit, creates a barrier that absorbs 3000 damage for 10 sec.
(Trigger cooldown: 60 sec.)

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Atk. +490
M. Atk. +490
P. Def. +765
M. Def. +765


When hit, creates a barrier that absorbs 4000 damage for 10 sec.
(Trigger cooldown: 60 sec.)

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

P. Atk. +570
M. Atk. +570
P. Def. +905
M. Def. +905


When hit, creates a barrier that absorbs 5000 damage for 10 sec.
(Trigger cooldown: 60 sec.)

Effects of two identical jewels do not stack, the higher-level jewel takes precedence.

Visual Effects

Brooches of Lv. 2-4 sometimes radiate bright white light when equipped. Brooches of Lv. 5-6 sometimes radiate bright blue light when equipped.

Transfer Restrictions

Item Trade
Mail
Drop Destroy Private
warehouse
Clan
warehouse
Private
store
NPC Account
Brooch Lv. 1 × × ×
Brooch Lv. 2 × × ×
Brooch Lv. 3 × × ×
Brooch Lv. 4 × × ×
Brooch Lv. 5 × × ×
Jewels (Lv. 1-3) × × × × × ×
Jewels (Lv. 4-8) × × × × ×
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