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:

BarEnchanted barSpellEnc levelManaBar cost (pp)
Silver BarEnchanted Silver BarEnchant Silver860~0.5
Electrum BarEnchanted Electrum BarEnchant Electrum1675~2.5
Gold BarEnchanted Gold BarEnchant Gold24150~10.5
Platinum BarEnchanted Platinum BarEnchant Platinum34225~105
Velium BarNot 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 rangeItemTrivialIngredientsCombine 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 rangeItemTrivialIngredients
34–74Electrum Malachite Bracelet74Electrum Bar + Malachite
74–84Electrum Cat Eye Bracelet84Electrum Bar + Cat's Eye Agate
84–95Electrum Carnelian Ring95Electrum Bar + Carnelian
95–100Electrum Amber Earring100Electrum Bar + Amber
100–106Electrum Jade Bracelet106Electrum Bar + Jade
106–111Electrum Topaz Earring111Electrum Bar + Topaz
111–146Gold Malachite Bracelet146Gold Bar + Malachite
146–154Gold Hematite Necklace154Gold Bar + Hematite
154–162Gold Onyx Necklace162Gold Bar + Onyx
162–170Gold Star Rose Quartz Necklace170Gold Bar + Star Rose Quartz
170–178Gold Jade Bracelet178Gold Bar + Jade
178–183Gold Topaz Earring183Gold Bar + Topaz
183–186Gold Peridot Bracelet186Gold Bar + Peridot
186–191Gold Opal Necklace191Gold Bar + Opal
191–199Gold Star Ruby Ring199Gold Bar + Star Ruby
199–202Gold Fire Emerald Bracelet202Gold 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 rangeItemTrivialIngredients
202–218Platinum Malachite Ring218Platinum Bar + Malachite
218–228Cat Eye Platinum Necklace228Platinum Bar + Cat's Eye Agate
228–242Rose Platinum Engagement Ring242Platinum Bar + Star Rose Quartz
242–255Platinum Topaz Necklace255Platinum Bar + Topaz
255–260Platinum Emerald Ring260Platinum Bar + Emerald
260–263Platinum Opal Engagement Ring263Platinum Bar + Opal
263–268Platinum Fire Wedding Ring268Platinum Bar + Fire Opal
268–271Platinum Star Ruby Veil271Platinum Bar + Star Ruby
271–274Fire Emerald Platinum Ring274Platinum Bar + Fire Emerald
274–276Sapphire Platinum Necklace276Platinum Bar + Sapphire
276–279Platinum Ruby Veil279Platinum 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:

GemStatsNotable
MalachitePoison resistCheapest skilling gem
Lapis LazuliDisease resist
TurquoiseCold resist
HematiteFire resist
Wolf's Eye AgateMagic resist
DiamondAll resistsHigh-level drop
Blue Diamond Not available in EQL (Velious+)MP + all resistsVelious era / high-level drop
Cat's Eye AgateCharisma
BloodstoneStamina
OnyxDexterity
JasperWisdom
CarnelianAgility
Star Rose QuartzIntelligence
AmberStrength
JadeHP / MP / ACStrong twink pick
Fire OpalHP / AC
OpalStamina / Agility
Black PearlDexterity / Agility
Star RubyDexterity / Charisma
Fire EmeraldStrength / Dexterity
SapphireStrength / Intelligence
RubyStrength / Wisdom
PearlAC / Poison resist
TopazAC / Disease resist
PeridotAC / Cold resist
EmeraldAC / Fire resist
JacinthAC / Magic resistHigh-level drop
Black SapphireHP / MPHigh-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

Guild references