Jewel Synthesis Guide
Written by 3beez
1-1819-3738-57
Jewel 1 | Jewel 2 | Jewel 3 | Description | ||
---|---|---|---|---|---|
Red Jewel | + | Red Jewel | = | Mighty Jewel | STR & VIT 10%up |
Red Jewel | + | Yellow Jewel | = | HP & MP Jewel | HP & MP 10% up |
Red Jewel | + | Blue Jewel | = | Amulet Jewel | Caught off guard rate decreases by 10% per one equipped. |
Red Jewel | + | Green Jewel | = | Angry Jewel | Rage status at the start of battle. |
Yellow Jewel | + | Yellow Jewel | = | HP Recovery Jewel | Restores 1 HP for each step taken. However, only on the world map. |
Yellow Jewel | + | Blue Jewel | = | MP Recovery Jewel | Restores 1 MP for each step taken. However, only on the world map. |
Yellow Jewel | + | Green Jewel | = | Skill Jewel | Skill gauge fills 25% faster. |
Blue Jewel | + | Blue Jewel | = | Intelligence Jewel | INT & VIT 10% up |
Blue Jewel | + | Green Jewel | = | Experience Jewel | 1 EXP for every step taken. However, only on the world map. Level gains will be reflected after battle. (One per character except in vehicles and events.) |
Green Jewel | + | Green Jewel | = | Hi-Speed Jewel | SPD & VIT 10% up |
Mighty Jewel | + | Mighty Jewel | = | Escape Jewel | Normal attacks will always miss. (One per character.) |
Mighty Jewel | + | HP & MP Jewel | = | All-in-One Jewel | STR, VIT, INT & SPD 10% up |
Mighty Jewel | + | Amulet Jewel | = | Angel Jewel | Decreases chance of abnormal status by 25%. (One per character.) |
Mighty Jewel | + | Angry Jewel | = | Heavy Jewel | Arrow tiles can be walked on without being affected. (Only one member required.) |
Mighty Jewel | + | Intelligence Jewel | = | Distance Jewel | Encounter rate decreases on the world map. |
Mighty Jewel | + | Experience Jewel | = | Attract Jewel | Encounter with each step on the world and dungeon maps. |
Mighty Jewel | + | Hi-Speed Jewel | = | MP Add Jewel | 1000 MP added to maximum at the start of battle, but cannot exceed limit. This returns to normal at the end of battle. |
Mighty Jewel | + | Skill Jewel | = | Studless Jewel | Slippery surfaces can be walked on without being affected. (Only one party member required.) |
Jewel 1 | Jewel 2 | Jewel 3 | Description | ||
---|---|---|---|---|---|
Intelligence Jewel | + | Intelligence Jewel | = | Lunatic Jewel | STR, VIT, INT & SPD 50% up. However, character cannot be controlled and occasionally attacks allies. (One per character.) |
Intelligence Jewel | + | HP & MP Jewel | = | Berserk Jewel | STR & SPD 30% up. However character cannot be controlled. (One per character.) |
Intelligence Jewel | + | Amulet Jewel | = | Parameter Jewel #1 | STR & INT 40% up. However, if revived swoon count from 2 to 4 added. (One per character.) |
Intelligence Jewel | + | Angry Jewel | = | Drop Jewel | Increases drop item rate by 10%. |
Intelligence Jewel | HP Recovery Jewel | = | Flash Jewel | If target is light-based, damage x 1.5. (One per character.) | |
Intelligence Jewel | + | Experience Jewel | = | Titan Jewel | Encounter rate with titan-clas monsters 20% up. Additionally, VIT 30% up. |
Intelligence Jewel | + | Hi-Speed Jewel | = | Dwarf Jewel | Encounter rate with dwarf-class monsters 20% up. |
HP & MP Jewel | + | HP & MP Jewel | = | Follow Jewel | Occasionally, consecutive attacks for 60% damage. (One per character.) |
HP & MP Jewel | + | Amulet Jewel | = | Next Jewel | If an enemy is defeated with a normal attack, character will attack the next enemy in succession. (One per character.) |
HP & MP Jewel | + | HP Recovery Jewel | = | Dead End Jewel | Cannot be swoon by damage, but 25% chance of instant death each turn. (One per character.) |
HP & MP Jewel | + | MP Recovery Jewel | = | Quadrupler Jewel | One normal attack hit is counted as 4 hits. If the first attack misses all attacks miss. (One per character.) |
HP & MP Jewel | + | Hi-Speed Jewel | = | Spirit Jewel | Restores 10% of max MP each turn. (One per character.) |
HP & MP Jewel | + | Experience Jewel | = | Life Jewel | Restores 10% of max HP each turn. (One per character.) |
Amulet Jewel | + | Amulet Jewel | = | Trust Jewel | Trust gauge fills at 2x the normal rate. |
Amulet Jewel | + | Angry Jewel | = | Tri-Break Jewel | When attacking or using a limit break, +3 attacks, except when using "Mega Crusher." (One per character.) |
Amulet Jewel | + | HP Recovery Jewel | = | Reveal Jewel | Can use any learned magic up to rank 50 other than main elemental. However, other elementals do not rank up. |
Amulet Jewel | + | Skill Jewel | = | Hitman Jewel | When attacking, 1 hit is counted as 3 if the hit-count fluctuates. (One per character.) |
Amulet Jewel | + | Experience Jewel | = | Parameter Jewel #2 | VIT & SPD 40% up, if revived swoon count from 2 to 4 added. (One per character.) |
Amulet Jewel | + | Hi-Speed Jewel | = | Guardian Jewel | When defending in battle, ATK, DEF, INT, & SPD up 1 rank. (One per character.) |
Jewel 1 | Jewel 2 | Jewel 3 | Description | ||
---|---|---|---|---|---|
Angry Jewel | + | Angry Jewel | = | Tomb Jewel | If countdown started, time is doubled. Additionally, SPD 20% up. (One per character.) |
Angry Jewel | + | MP Recovery Jewel | = | First Strike Jewel | Preemptive strike rate increases by 10%. (One per character.) |
Angry Jewel | + | Skill Jewel | = | Hi-Skill Jewel | Skill gauge fills 50% faster than normal rate. |
Angry Jewel | + | Experience Jewel | = | Mind Jewel | INT 52% up. However, MP is halved each turn. (One per character.) |
Angry Jewel | + | Hi-Speed Jewel | = | 20 Jewel | Normal attack damage becomes 20. Effective against metal-class monsters. (One per character.) |
HP Recovery Jewel | + | HP Recovery Jewel | = | Wait Free Jewel | Rebound is elimated after using magic or skills, but VIT 50% down. (One per character.) |
HP Recovery Jewel | + | MP Recovery Jewel | = | Double-Edged Jewel | Damage inflicted is doubled, but so is damage received. (One per character.) |
HP Recovery Jewel | + | Skill Jewel | = | Formation Jewel | VIT & SPD 30% up. However, if formation crumbles, VIT & SPD 30% down. (One per character.) |
HP Recovery Jewel | + | Experience Jewel | = | Break Jewel | Limit Break rate 10% up. |
HP Recovery Jewel | + | Hi-Speed Jewel | = | Variant Jewel | Damage increases by 1x for each enemy on the screen at the start of battle. (One per character.) |
MP Recovery Jewel | + | MP Recovery Jewel | = | Negate Jewel | Occasionally trust gauge is not consumed when unleashing a trust charge. (One per character.) |
MP Recovery Jewel | + | Skill Jewel | = | Flying Jewel | Float at the start of battle. This effect cannot be changed while jewel is equipped. (One per character.) |
MP Recovery Jewel | + | Experience Jewel | = | Sky High Jewel | Attack damage x1.5 with float, but halved when grounded. (One per character.) |
MP Recovery Jewel | + | Hi-Speed Jewel | = | Grand Jewel | Damage received 50% down from aerial enemies. (One per character.) |
Skill Jewel | + | Skill Jewel | = | Experience Jewel | EXP 20% up at the end of battle. Bonus also increases by 20%. |
Skill Jewel | + | Experience Jewel | = | SP Jewel | SP 20% up at the end of battle. Bonus also increases by 20%. |
Skill Jewel | + | Hi-Speed Jewel | = | Gold Jewel | Gold 20% up at the end of battle. Bonus also increases 20%. |
Experience Jewel | + | Experience Jewel | = | Barrel Jewel | Encounter rate with barrel-class monsters 25% up. |
Experience Jewel | + | Hi-Speed Jewel | = | Impatient Jewel | Skill and magic wait time is shortened. (One per character.) |
Hi-Speed Jewel | + | Hi-Speed Jewel | = | Boulder Jewel | Encounter rate with boulder-class monsters 25% up. |