Jewels
Learn these eight and you understand half the game's economy.
| Jewel | What it does | Where it comes from |
|---|---|---|
| Bless | raises an item +0 to +6, never fails | event bag · starting vault |
| Soul | raises +7 to +9, never fails | event bag · starting vault |
| Life | adds life to the item | event bag |
| Creation | ingredient for expensive mixes | event bag |
| Chaos | base of nearly every Chaos Machine recipe | drops from monsters, 0.1% |
| Guardian | protects the item from vanishing on failure | event bag only |
| Gemstone | becomes Harmony | Kanturu 3 only |
| Harmony | special option on the item | event bag only |
Only Chaos drops from common monsters
The other seven come from events. That's what makes them expensive — and why Blood Castle, Chaos Castle and the invasion matter even when the item that comes out is junk.
Bless and Soul never fail here
From +0 to +9 you climb without risk. From +10 up the chance drops and the item can break — at that point the climb leaves the jewel's hands and moves to the Chaos Machine.
That's where the Jewel of Guardian comes in: it saves the item when the attempt fails. Don't push a good item without one.