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.