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GuidesZard jewels

Zard jewels

Zards are the gems that go into sockets. They are also the most misunderstood system in the game, because a Zard does not give you a stat — it gives you points, and the points from every socket you own are added together before anything is worked out. Spreading them thin is close to wasting them.

48

jewels per grade

4

grades, Low to Highest

5

sockets on the best items

50P

the top bonus threshold

The rule that matters

Zards give points, and points stack across your whole character

Everything else on this page follows from this one mechanic, so it goes first.

Every Zard is worth a small number of points in one option — between 1 and 9, decided by its grade. Those points are not applied to the item you slotted it into. They go into a running total for that option across every piece you are wearing, and the total is then looked up against a ladder to produce the actual bonus.

The ladder is not proportional. It steps at 1, 10, 20, 30, 40 and 50 points, taking the highest step your total reaches. Sun Zards are the clearest example: one point is worth 80 maximum HP, but fifty points is worth 2,400 — thirty times the bonus for fifty times the points.

Which means: six Sun Zards in six different pieces are worth far more than six different Zards spread around. Pick two or three options and commit to them.

PointsSun ZardOnslaughtKnowledge
1P+80 HP+4 attack+1% exp
10P+150 HP+8 attack+2% exp
20P+300 HP+16 attack+4% exp
30P+600 HP+32 attack+6% exp
40P+1,200 HP+64 attack+8% exp
50P+2,400 HP+128 attack+10% exp
Three of the twenty-eight option ladders. A total that lands between two steps pays the lower one — 17 points is worth exactly what 10 points is worth, so the last few points before a step are the valuable ones.

Grades

Four grades, and what each one rolls

The grade sets the band a Zard's point value is drawn from. Within the band the roll is weighted heavily toward the bottom.

Low grade Zard

Low

1 – 3

points

Medium grade Zard

Medium

3 – 5

points

High grade Zard

High

5 – 7

points

Highest grade Zard

Highest

7 – 9

points

The four Sun Zards above are the same jewel at each grade. The art brightens a little as the grade climbs, but the difference is subtle enough that the tooltip is the only reliable way to tell them apart.

Inside a band the roll is 60% / 30% / 10% for the bottom, middle and top value. A Highest-grade Zard is therefore usually a 7, sometimes an 8, and rarely the 9.

Note the overlap: the bands share a value at each boundary, so the worst Medium roll is worth exactly the same as the best Low roll. A grade is worth chasing for the floor it guarantees, not the ceiling it promises.

Slotting

You cannot fill an item with Highest jewels

There is a hard cap per item on how many Zards of each grade it will hold, and it is the opposite of what you would guess.

GradeMost you can fit in one item
Low5
Medium3
High2
Highest1
Counted per grade, per item. A five-socket piece will take five Low Zards, or one Highest plus two High plus two Medium — but never two Highest.

The best single item you can build is therefore one Highest, two High and two Medium: 9 + 7 + 7 + 5 + 5, or 33 points if all five carry the same option. That is one item three quarters of the way to the top step on its own.

Because the cap is per item and the points are per character, the way to a 50P bonus is to put a Highest Zard of the same option in several different pieces rather than trying to load one.

Sockets only exist on weapons and armour, five at the very most, and a jewel can be taken back out later — extraction is one of the things the Enhancement NPC does.

Where sockets come from

Sockets are rolled when the item drops

You do not add sockets to a finished piece. The item either dropped with them or it did not, which makes a multi-socket Elite drop a genuinely rare thing.

Elite tierChance the drop has socketsSockets, if it does
E-15%95% one · 4.5% two · 0.5% three or more
E-1.5Always95% one · 4.5% two · 0.5% three or more
E-2Always95% one · 4.5% two · 0.5% three or more
E-2.5Always95% one · 4.5% two · 0.5% three or more
E-35%95% one · 4.5% two · 0.5% three or more
E-3.55%95% one · 4.5% two · 0.5% three or more
E-45%95% one · 4.5% two · 0.5% three or more
A five-socket item is one in a thousand of the socketed drops, which is why you will see people keep a lower-tier piece purely for its socket count. Lower-level gear is far more generous: below level 60 most drops carry sockets and the spread across one to five is much wider.

Composing

Three jewels into one, one grade up

The only way to make a higher-grade Zard. Done at the Enhancement NPC — the same one that handles enchanting, awakening and evolution.

  1. 1

    Collect three Zards of the same grade

    Three separate jewels, one per slot in the window. They do not have to be the same kind — the result takes its option from the jewels you put in.
  2. 2

    Add a condiment if you want better odds

    Optional, and the only thing that moves the number. The Faint condiment adds 10 percentage points and the Glittering one adds 20.
  3. 3

    Press it and hope

    On a success you get one Zard of the next grade up. On a failure the three jewels are gone and the odds on your next attempt are exactly the same as they were on this one.
ComposingBase chanceWith FaintWith Glittering
Low → Medium50%60%70%
Medium → High30%40%50%
High → Highest10%20%30%
Highest grade is the end of the ladder — there is nothing above it to compose into.
Faint Zard Synthesizing Condiment

Faint Zard Synthesizing Condiment

+10%

Consumed by the attempt whether it succeeds or fails.

Glittering Zard Synthesizing Condiment

Glittering Zard Synthesizing Condiment

+20%

Worth saving for High → Highest, where it triples the base chance.

Or skip the ladder entirely

Every Area Conquest region pays jewel boxes at seventy per cent, and they are not low-grade ones: the Forest of Beasts gives a single High-grade Zard, the next five give one to three Highest-grade, and Green Earth, Shelter for Spirits and the Boreas Mountains give three or four Highest-grade Synthesis jewels — each carrying two options at once — plus three extraction stones to move them with. Given that composing your own Highest costs twenty-seven High-grade jewels on average, conquering a region is by some distance the cheapest route to one. The ninety per cent mark then hands you a relic with four or five sockets to put them in.

There is no pity counter. A run of failures does not improve your next attempt — the chance is the same every single time, and a Highest-grade jewel costs on average twenty-seven High-grade ones to make without a condiment. Budget for that before you start feeding the window.

The catalogue

Twenty-two options, plus the fusions

Each grade has the same twenty-two single-option jewels and twenty-six Synthesis jewels that carry two options at once.

Sun Zard

Sun

Full Moon Zard

Full Moon

Onslaught Zard

Onslaught

Protection Zard

Protection

Falcon Zard

Falcon

Resolution Zard

Resolution

Wolf Zard

Wolf

Cheetah Zard

Cheetah

Spell Zard

Spell

Knowledge Zard

Knowledge

Plenty Zard

Plenty

Hard Diamond Zard

Hard Diamond

Sharp Ruby Zard

Sharp Ruby

Hard Ruby Zard

Hard Ruby

Synthesis Zard

Synthesis

JewelWhat it adds points to
Sun ZardMaximum HP
Full Moon ZardMaximum MP / SP
Onslaught ZardPhysical attack power
Protection ZardPhysical defence
Falcon ZardCritical chance
Resolution ZardBlock success rate
Wolf ZardAttack speed
Cheetah ZardMovement speed
Spell ZardSkill damage
Knowledge ZardExperience gained
Plenty ZardHeim gained
Hard Diamond ZardResistance to every element
Sharp Ruby ZardFire attack power
Sharp Sapphire ZardWater attack power
Sharp Topaz ZardEarth attack power
Sharp Emerald ZardWind attack power
Sharp Onyx ZardDark attack power
Hard Ruby ZardFire resistance
Hard Sapphire ZardWater resistance
Hard Topaz ZardEarth resistance
Hard Emerald ZardWind resistance
Hard Onyx ZardDark resistance
The twenty-six Synthesis jewels pair two of these — Sun and Protection, Sun and Diamond, Protection and Resolution, and so on. They contribute their points to both options at once, which makes them the efficient way to reach two thresholds from one socket.

Bear in mind that the movement and attack speed the Wolf and Cheetah jewels give you counts against the same server-side ceiling everything else does; past the cap, more speed does nothing at all.