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THE LAST CAMP

Jewelcraft crafts jewelry — rings, earrings, necklaces, and face slot pieces. These are some of the hardest slots to fill from drops in the classic-PoP era, which makes a journeyman jewelcrafter a real value to their guild. The skill scales from cheap silver bands at trivial 21 up through diamond-and-platinum endgame work and deity-imbued caster jewelry that defines the PoP-era mage and cleric loadout.

The recipe book debuted classic and was steadily expanded through Velious and PoP. Imbued recipes — gem + metal + deity tear combines — are the standout era endgame content and the primary reason jewelcraft is one of the most lucrative tradeskills in the game.

At a glance

Field Value
Skill cap 251 (PoP-era)
Container Jeweler's Kit (portable)
Container locations Anywhere — kit is portable
Class focus Open to all; Magicians and Clerics most often self-craft
Race focus None — universally accessible
Common products Rings, earrings, necklaces, face slot, deity-imbued caster gear
Difficulty Hard — high component costs, slow trivials

What it makes

Jewelcraft output covers four equip slots that are notoriously thin on dropped gear: rings, earrings, neck, and face. Stat jewelry delivers raw stamina, mana, and resistance bonuses. Deity-imbued pieces combine a base jewelry item with a deity tear to produce class- or deity-specific effects — focus effects, mana regen, spell crit modifiers. Cast-focus gems are caster-specific pieces with focus effects that improve specific spell schools.

Jewelcraft also acts as a money tradeskill. Polished and faceted gems (Star Rubies, Diamonds, Black Sapphires) are tradeskill components that command consistent prices on the player market. A cutting-only jewelcrafter without ever assembling a finished necklace can still profit from gem cutting.

Skill-up path (1 → 251)

1-50 (Trivial newbie tier)

  • Silver Ring (trivial 21): Silver Bar + Ring Mold + Jeweler's Kit. Vendor everything.
  • Electrum Ring (trivial ~30): mid-low ring tier.
  • Faceted Jasper (trivial varies): cut a rough jasper into a faceted gem — useful for batch grinding.

50-100 (Apprentice)

  • Gold Ring (trivial 60): Gold Bar + Ring Mold.
  • Gold Necklace (trivial 60): 2× Gold Bar + Necklace Mold.
  • Source rough gems from kobolds (Cazic-Thule, Highpass, Najena) and orc/dwarven hunting.

100-150 (Journeyman)

  • Star Ruby Ring (trivial 122): Gold Bar + Star Ruby + Ring Mold.
  • Black Sapphire Necklace (trivial ~135): Platinum Bar + Black Sapphire + Necklace Mold.
  • Mid-tier work needs gem-mob farming. Star Rubies drop in Karnor's Castle and Velious zones.

150-200 (Expert)

  • Diamond Necklace (trivial 200): 2× Platinum Bar + Diamond + Necklace Mold.
  • Imbued Diamond Necklace (trivial 200+): Diamond Necklace + deity tear (Quellious, Tunare, etc.) + Jeweler's Kit.
  • Imbues are deity-locked on completion; pick the right deity for your client.

200-251 (Master)

  • Master jewelcrafter Trophy combine.
  • PoP-era cast-focus gems: high-end caster jewelry tied to plane-of faction work.
  • Imbued Velium / Imbued Diamond chains: endgame caster loadout pieces.

Signature high-end recipes

  • Imbued Diamond Necklace (deity-specific): the canonical PoP-era caster necklace, deity-locked focus effect.
  • Star Ruby Ring: durable mid-game caster ring still used into 50s.
  • Cast-focus gems: caster-class-specific focus jewelry tied to spell schools.
  • Velium imbued chain (Velious): Velious-era jewelcrafted endgame chain.

Tools and containers

The Jeweler's Kit is portable and bought from any jeweler trainer (Qeynos, Freeport, Felwithe, Erudin, Kaladim). Some higher-tier combines call for a Sharpening Wheel (a pottery item — see the pottery page) for blade-finished pieces. The kit handles the bulk of the recipe book; the wheel is niche.

The Last Camp any-race-class note

Jewelcraft is fully class-agnostic and race-agnostic — every recipe in the book is open to every character. The deity gate on imbues is the only restriction, and that's set by the character's own deity, not the crafter's. A jewelcrafter can craft a deity-locked necklace for a client of any deity, but the imbue tear used has to match the recipient's deity.

Common pitfalls

  • Buying gems from city vendors at retail. Player-mined and player-cut gems are cheaper across the board.
  • Imbuing for the wrong deity. Imbues are deity-locked permanently after the combine; verify the buyer's deity before pulling the trigger.
  • Skipping the Trophy combine at 200. The skill cap of 200 is a hard wall without it.
  • Forgetting that gem cutting is its own profitable side business. Cut gems sell for premium over uncut.
  • Trying to combine a Diamond Necklace with the wrong tear. Tear → diamond imbue requires both to be deity-matched.
  • Stocking gold or platinum bars before having gem inventory. Bars are useless without matching gems for the recipe.

Gem hunting grounds

Cazic-Thule kobold mobs drop the bulk of low-tier rough gems (Jasper, Sapphire). Highpass Hold and Najena round out the early-tier gem economy. Karnor's Castle in Kunark is the canonical Star Ruby camp and the realistic source for journeyman-tier work. Velious zones (Cobalt Scar, Kael Drakkel) carry the high-tier gems and Diamonds for expert and master combines. Player-mined or player-camped gems are routinely 30-50% cheaper than vendor stock.

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