EQL Crafting › Jewelcraft
Trade Guide
Jewelcraft
The ring-and-pendant trade: enchanted stat jewelry, a brutally expensive climb, and gear that sells for a very long time.
Recipes and trivials below follow the EQL wiki's Skill Jewelcraft page as of September 2026. EQL can tune trivials with patches, so verify against the linked references before a big combine session.
1) Jewelcrafting Basics Open trade
Jewelcrafting (JC) makes rings, earrings, bracelets, and veils. Anyone can learn it, but it's the ideal tradeskill for Enchanters — they are the only class that can enchant metal bars, and enchanted bars are what put stats on your jewelry. Read that again before you price your first gold bar: this trade is expensive to skill. The wiki cites roughly 1,400 to 3,000+ platinum to reach 162, and higher INT or WIS makes a real difference in how often you skill up.
Where to combine
- Jeweler's Kit — every combine happens here.
The governing stat
Intelligence or Wisdom, whichever is higher, governs your chance to gain a skill point on a combine. Buff the higher one before a skilling session.
The two rules that save you platinum
- Only enchanted jewelry has stats. Unenchanted combines still give skillups — so skill on cheap unenchanted bars and only use enchanted bars when you want gear worth wearing or selling. NPCs also pay slightly more for the enchanted version.
- Velium is not in EQL. Any velium jewelry recipes you see on other wikis don't apply here — platinum is the end of the line.
EQL-specific caution: the wiki notes some trivial levels for crafts have been found changed in EQL, and its JC leveling guide needs re-checking against in-game trivials. Treat the trivials below as the plan, and confirm the first combine of each row before buying in bulk.
2) Enchanted Bars: Why You Need an Enchanter Enchanters
Every jewelry piece is a metal bar plus a gem. The bar decides the trivial and the cost; the gem decides the stats — but only if the bar is enchanted. Only enchanters can enchant bars, so every serious jeweler befriends one (or is one). Five metals exist:
| Bar | Enchanted bar | Spell | Enc level | Mana | Bar cost (pp) |
|---|---|---|---|---|---|
| Silver Bar | Enchanted Silver Bar | Enchant Silver | 8 | 60 | ~0.5 |
| Electrum Bar | Enchanted Electrum Bar | Enchant Electrum | 16 | 75 | ~2.5 |
| Gold Bar | Enchanted Gold Bar | Enchant Gold | 24 | 150 | ~10.5 |
| Platinum Bar | Enchanted Platinum Bar | Enchant Platinum | 34 | 225 | ~105 |
| Velium Bar | Not available in EQL | ~252 | |||
The skilling strategy falls out of this table: combine unenchanted bars for skill points (identical skillups, fraction of the hassle), and reserve enchanted bars for jewelry you're making to wear, sell, or hand to guildmates.
3) Getting Started: Skill 1–34 Beginner
Silver jewelry: bars cost about half a platinum, gems are cheap, and you stay here until trivial 34. The wiki's recommended path balances cost and sanity — it uses the auto-combine feature to grind one recipe for long stretches:
| Skill range | Item | Trivial | Ingredients | Combine in |
|---|---|---|---|---|
| 1–17 | Silver Malachite Ring | 17 | Silver Bar + Malachite | Jeweler's Kit |
| 17–24 | Silver Cat Eye Necklace | 24 | Silver Bar + Cat's Eye Agate | Jeweler's Kit |
| 24–34 | Silver Star Rose Quartz Ring | 34 | Silver Bar + Star Rose Quartz | Jeweler's Kit |
Before moving on: an electrum bar runs about 2.5pp, which is cheaper than the pricier gems you'd need to stay on silver. Jumping metals early is the economical move.
4) The Leveling Path: 34–202 The climb
Electrum carries you to 111, gold to 202. Same recipe shape every row — bar plus one gem, in the Jeweler's Kit:
| Skill range | Item | Trivial | Ingredients |
|---|---|---|---|
| 34–74 | Electrum Malachite Bracelet | 74 | Electrum Bar + Malachite |
| 74–84 | Electrum Cat Eye Bracelet | 84 | Electrum Bar + Cat's Eye Agate |
| 84–95 | Electrum Carnelian Ring | 95 | Electrum Bar + Carnelian |
| 95–100 | Electrum Amber Earring | 100 | Electrum Bar + Amber |
| 100–106 | Electrum Jade Bracelet | 106 | Electrum Bar + Jade |
| 106–111 | Electrum Topaz Earring | 111 | Electrum Bar + Topaz |
| 111–146 | Gold Malachite Bracelet | 146 | Gold Bar + Malachite |
| 146–154 | Gold Hematite Necklace | 154 | Gold Bar + Hematite |
| 154–162 | Gold Onyx Necklace | 162 | Gold Bar + Onyx |
| 162–170 | Gold Star Rose Quartz Necklace | 170 | Gold Bar + Star Rose Quartz |
| 170–178 | Gold Jade Bracelet | 178 | Gold Bar + Jade |
| 178–183 | Gold Topaz Earring | 183 | Gold Bar + Topaz |
| 183–186 | Gold Peridot Bracelet | 186 | Gold Bar + Peridot |
| 186–191 | Gold Opal Necklace | 191 | Gold Bar + Opal |
| 191–199 | Gold Star Ruby Ring | 199 | Gold Bar + Star Ruby |
| 199–202 | Gold Fire Emerald Bracelet | 202 | Gold Bar + Fire Emerald |
Notes on the expensive stretch
- At gold, the price per combine nearly triples (~10.5pp per bar). This is where the wiki's 1,400–3,000pp estimate to 162 comes from.
- 162 is a milestone: it's the skill needed for the Runed Coldain Prayer Shawl combine.
- Use unenchanted bars for all of this. Enchanted bars add nothing to your skillup chance — they just add cost and enchanter time.
5) The Leveling Path: 202–279+ Endgame jewelry
Platinum jewelry takes you to 279. At about 105pp per bar, this tier is cheaper than the high-end gems you'd need to stay on gold — but every combine still stings:
| Skill range | Item | Trivial | Ingredients |
|---|---|---|---|
| 202–218 | Platinum Malachite Ring | 218 | Platinum Bar + Malachite |
| 218–228 | Cat Eye Platinum Necklace | 228 | Platinum Bar + Cat's Eye Agate |
| 228–242 | Rose Platinum Engagement Ring | 242 | Platinum Bar + Star Rose Quartz |
| 242–255 | Platinum Topaz Necklace | 255 | Platinum Bar + Topaz |
| 255–260 | Platinum Emerald Ring | 260 | Platinum Bar + Emerald |
| 260–263 | Platinum Opal Engagement Ring | 263 | Platinum Bar + Opal |
| 263–268 | Platinum Fire Wedding Ring | 268 | Platinum Bar + Fire Opal |
| 268–271 | Platinum Star Ruby Veil | 271 | Platinum Bar + Star Ruby |
| 271–274 | Fire Emerald Platinum Ring | 274 | Platinum Bar + Fire Emerald |
| 274–276 | Sapphire Platinum Necklace | 276 | Platinum Bar + Sapphire |
| 276–279 | Platinum Ruby Veil | 279 | Platinum Bar + Ruby |
Past 279
Going further in EQL needs gemstones that only drop from high-level mobs: Jacinth, Black Sapphire, and Diamond. You'll be making those for equipment, not for skill points. The wiki's highest-listed combine is the Platinum Blue Diamond Tiara at trivial 295 — a Velious-era recipe.
6) What the Gems Give You Stats
The gem picks the stats (on enchanted bars). Match the gem to what the buyer wants — resist pieces and twink stats are the perennial sellers:
| Gem | Stats | Notable |
|---|---|---|
| Malachite | Poison resist | Cheapest skilling gem |
| Lapis Lazuli | Disease resist | |
| Turquoise | Cold resist | |
| Hematite | Fire resist | |
| Wolf's Eye Agate | Magic resist | |
| Diamond | All resists | High-level drop |
| Blue Diamond | MP + all resists | Velious era / high-level drop |
| Cat's Eye Agate | Charisma | |
| Bloodstone | Stamina | |
| Onyx | Dexterity | |
| Jasper | Wisdom | |
| Carnelian | Agility | |
| Star Rose Quartz | Intelligence | |
| Amber | Strength | |
| Jade | HP / MP / AC | Strong twink pick |
| Fire Opal | HP / AC | |
| Opal | Stamina / Agility | |
| Black Pearl | Dexterity / Agility | |
| Star Ruby | Dexterity / Charisma | |
| Fire Emerald | Strength / Dexterity | |
| Sapphire | Strength / Intelligence | |
| Ruby | Strength / Wisdom | |
| Pearl | AC / Poison resist | |
| Topaz | AC / Disease resist | |
| Peridot | AC / Cold resist | |
| Emerald | AC / Fire resist | |
| Jacinth | AC / Magic resist | High-level drop |
| Black Sapphire | HP / MP | High-level drop |
Deity jewelry
A parallel line of jewelry uses imbued gems — each imbued by a specific deity's casters (clerics, druids, shamans, or wizards, all level 29 imbue spells), and wearable only by that deity's followers. Ivory for the Tribunal, Emerald for Tunare, Plains Pebbles for Karana, and so on. Note: Solusek Ro's Fire Opal jewelry is additionally restricted to Bards and Wizards.
7) The Money Jewelcrafting Economy
Jewelcrafting is expensive to level and slow to pay off — but once you're there, the money is steady:
- Enchanted stat jewelry sells. Only enchanted pieces carry stats, and twinks, alts, and new mains buy rings, earrings, and bracelets for years. Price on the stats, not the metal.
- Resist jewelry has a permanent market — Malachite (poison), Hematite (fire), Turquoise (cold), Lapis (disease), Wolf's Eye (magic) pieces sell whenever a resist fight is current.
- Jade, Opal, and Fire Opal pieces (HP/MP/AC and stat combos) are the classic twink buys — make them on enchanted bars and keep the guild bank stocked.
- Deity jewelry serves a captive audience: followers of a given deity can only buy from a jeweler who has that deity's imbues. Corner one niche well.
- NPCs pay slightly more for enchanted versions — if a combine run produces sellable-but-unwanted enchanted pieces, vendor them instead of destroying.
- The 162 service: jewelers at 162 can do the Runed Coldain Prayer Shawl combine. That's a favor you can charge for.
The honest math: you will spend thousands of platinum before this trade pays you back. Go in with the bankroll first, not the dream.
8) How Jewelcraft Feeds Other Trades Trade web
Jewelcrafting is fed by more trades than it feeds — but the connections are deep:
- Enchanters → Jewelcraft: the fundamental dependency. Enchanted bars are enchanter-only, so every stat piece you sell starts with an enchanter's spell.
- Clerics, Druids, Shamans, Wizards → Jewelcraft: each deity's imbue spell (level 29) turns a gem into deity jewelry. Your deity jewelry business is a partnership with the guild's divine casters.
- Jewelcraft → Fletching: the Blessed Champion Arrows of Tunare need emeralds — jewelers and gem suppliers sit upstream of the endgame arrow economy. See the Fletching guide.
- Jewelcraft → everyone: resist and stat jewelry for the whole guild. A jeweler who keeps the bank stocked with cheap resist pieces earns the raid force's goodwill fast.
9) Vendors & Supplies Supplies
Jewelcrafting's supply chain is refreshingly simple — and relentlessly expensive:
- Metal bars are merchant-bought: silver ~0.5pp, electrum ~2.5pp, gold ~10.5pp, platinum ~105pp.
- Gems are merchant-bought for the common ones (Malachite through Fire Emerald); the top tier — Jacinth, Black Sapphire, Diamond — are high-level mob drops.
- Enchanted bars come from a guild enchanter, not a vendor. Arrange a regular enchanting arrangement before you start the platinum tier.
- Imbued gems for deity jewelry come from the appropriate deity's casters — line those relationships up per niche.
10) Links & References Links
Step-by-step and reference
- EQL Wiki: Skill Jewelcraft — the full leveling guide, jewelry-by-slot tables, and deity jewelry.
- EQL Patch Notes (official) — tradeskill rules change; check here first.
Guild references
- Guild Fletching Guide — the arrow trade your emeralds feed.
- Guild Blacksmithing Guide — the forge trade and fine plate.
- Guild Alchemy Guide — the shaman potion trade.
- EQL Crafting hub — all twelve trades, skill-up mechanics, and platinum strategies.