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  • Brooches


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    Броши.jpg

    General Info

    Brooch - inventory slot.jpg

    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 Brooch Lv. 1 is available in L-Coin Store. Besides, Brooch Lv. 1 Brooch Lv. 1 and Brooch Lv. 2 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.

    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: Синтез - кнопка в инвентаре - классика.jpg.

    • You can only combine the brooches of the same level. For example, Brooch Lv. 1 Brooch Lv. 1 + Brooch Lv. 1 Brooch Lv. 1 = Brooch Lv. 2 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 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.


    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 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 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 Shining Jewel Box Adena 2,000,000 adena
    Jewel Coin Jewel Coin  — 1 pcs.
    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: Синтез - кнопка в инвентаре - классика.jpg.

    • You can only combine the jewels of the same level and the same type. For example, Garnet Lv. 1 Garnet Lv. 1 + Garnet Lv. 1 Garnet Lv. 1 = Garnet Lv. 2 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 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
    Emerald Lv. 1 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 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 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 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 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 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
    Aquamarine Lv. 1 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 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 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 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 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 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.


    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
    Skill 55486 1.jpg 1 Garnet - Special Ability Grants immunity to debuffs for 5 sec.
    Skill 55486 2.jpg 2 Garnet - Special Ability Grants immunity to debuffs for 15 sec.

    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.


    Vital Stones level 3~5 add the following active skills:

    • Vital Stone - Special Ability is active for monsters and raid bosses.
    Lvl Skill Name Description
    Skill 55473 1.jpg 1 Vital Stone - Special Ability For 15 sec., XP/ SP +50%, while hunting. Cooldown: 20 min.
    Skill 55473 2.jpg 2 Vital Stone - Special Ability For 15 sec., XP/ SP +70%, while hunting. Cooldown: 20 min.
    Skill 55473 3.jpg 3 Vital Stone - Special Ability For 15 sec., XP/ SP +100%, while hunting. Cooldown: 20 min.

    Item Description
    Red Cat's Eye Lv. 1 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 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 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 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 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 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 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 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 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 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 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 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 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 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 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

    Анимация броши 2 уровня.gif


    • When Brooch Lv. 5 Brooch Lv. 5 is used, a visual effect is added: from time to time, the brooch shines with blue light.
    Анимация броши 5 уровня.gif

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

    Item transfer limitations

    Item Exchange
    Mail
    Drop Destr. Pr.
    warehouse
    Cl.
    warehouse
    Pr.
    shop
    Shop
    Brooch Lv. 1 Brooch Lv. 1 × ×
    Brooch Lv. 2 Brooch Lv. 2 × ×
    Brooch Lv. 3 Brooch Lv. 3 × ×
    Brooch Lv. 4 Brooch Lv. 4 × ×
    Brooch Lv. 5 Brooch Lv. 5 × ×
    Radiant Jewelry Box Radiant Jewelry Box × × × × ×
    Shining Jewel Box Shining Jewel Box × × × × ×
    List of all jewels (all levels) × × × × ×
    Jewel Coin Jewel Coin × × × × ×


    Brooches – Related Pages
    Clans: ClanAlliancesClan Halls
    Competitions: Grand Olympiad
    Other: Craft ItemsRecipesSoulshots and SpiritshotsItem EnchantingSpecial AbilitiesFishing


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