Flat jewels are a misinterpreted stat for Wizard101. They have been since the beginning of the Spiral’s time. In fact, most players get rid of these jewels thinking they have no value. But it’s not true! I’ve used them since their introduction into the game. Many of my solo runs are successful because of these resist jewels.
How they work
Flat stat jewels come in two main categories: offensive and defensive. The offensive stats boost your damage while the defensive absorb incoming damage. These stats are static, meaning that pierce does not affect flat resistance. Likewise, flat damage is not hindered by resistance in its final value!
Being careful with calculations
Many online sources that mention flat stat jewels are incorrect. Here are the stats for my testing. Let’s use it as an example to see the calculations.
Example: (From my solo run of Grandfather Spider – lvl 120)
Mathematical functions for calculating stats
1.) For your attacks: [(your spell X (1 + damage%) + flat damage] X buffs (1+/-Blades)
2.) For resisting incoming attacks: [(incoming damage – flat resist) X (1 – resist%)]X buffs (1+/-Traps)
The concept of flat jewels is the same for flat damage and flat resistance!
Simplifying the math
Let’s assume you’re about to take an attack dealing 1000 base damage. Flat resist works like an absorb. In this example it will remove 50 damage points from every school and 158 from Shadow School, before regular resist takes damage.
So, what if the situation changed where the attack does 4000 damage?
The jewels would still absorb 50 damage points from every school and 158 from Shadow School attacks. Then our percent resistance would reduce the rest of the remaining damage.
For X damage, we will absorb 50 from every school and 158 from Shadow School.
Grandfather Spider has a universal 120% damage boost, 7% universal pierce, and 20% fire resistance. His attacks are not only of the school of storm, but also of the Shadow School.He also has Balance Mastery and uses 3 Balance spells.
His natural attacks deal 330 X 14 = 4620 base shadow damage if he has max power pips!
[(spell’s max damage X (1 + damage%) + total flat damage] X buffs
If buffs = 0
total flat damage = 0
[(4620 X ( 1 + 120%)] X buffs = (4620 X 2.2) = 10,164!
So , we should prepare for Storm and Shadow hits.
An average 6 pip natural Shadow attack of his would deal:
6 X 330 = 1980 X 2.2 = 4356 damage, and that number will double if he lands a critical!
The spell “Rusalka’s Wrath (Shadow)” without any blades or traps deals:
[(spell base damage X (1 + damage%) + total flat damage] X buffs= [1445 X (1 + 120%)] = 3179 damage!
Let’s compare possible damage taken with or without some of these stats:
If I hadn’t put brace on myself, it would be:
My Shadow resist: 29 – 7 (pierce) = 22 (incoming damage – total flat resist) X (1-resist%) = 3179 X (1 – 22%) = 3179 X 0.78= 2480!
My Shadow resist: 49 – 7% (due to pierce) = 42% base resistance. Now continue with the rest of the equation:
(incoming damage – total flat resist) X (1 – resist%) = (3179 – 158) X (1 – 42%) = 3021 X 0,58 = 1752
If I wasn’t wearing gear equipped with jewels, the resulting damage would be:
(incoming damage – total flat resist) X (1 – resist%) = (3179 – 0) X (1 – 42%) = 3179 X 0.58 = 1844
The difference between 1844 damage and 1752 is due to the flat stat jewels!
The differences might seem minor, but if you combine jewels in different pieces of gear, you will notice that they make a big difference.
Flat damage jewels work the same way
Here’s a hypothetical example in this specific fight My damage is 104
When I cast the spell Fire From Above on Grandfather Spider, he receives damage according to our 1st mathematical function: With a nice Backdraft = 210%
[[(your spell X (1 + damage%) + total flat jewels damage] X buffs(blades)] = [[1400 X ( 1 + 104%)] = (1400 X 2.04) = 2856
*Attention! Not include all the decimals results in two formulas, rounds down after each calculation.
The exception for that rule, is only in the pets damage or resistance! We need exactly the percent of the pets to calculated correctly!
My spell with traps deals to Grandfather Spider:
Flat resist=0
Buffs=210
Grandfather resist on fire (due to pierce) = 20-22= 0
[(incoming damage – flat resist) X (1 – resist%)]X buffs(traps)=
But if I had two flat damage jewels (fire), let’s say 50 points worth: [[(your spell X (1 + damage%) + total flat damage] X buffs] = [1400 X (1 + 104%)+ 50] = [(1400 X 2.04) + 50] = 2856 + 50 = 2906
[(incoming damage – flat resist) X (1 – resist%)]X buffs(traps)=
(2906 X 1) Χ (1+210%)= 2906 Χ 3,1 = 9008
Don’t forget that since Grandfather Spider has shields, the actual number would be less. This was just a quick example with math!
As you can see, flat stat jewels can help our fights in their own way.
I hope this makes you think twice before tossing those flat stat jewels away! I have shown my stats below for convenience. Thank you as always, and best of luck questing!
*You can see the stats which I used for the above calculations as well as my gear, in the following pictures.
Also, you can see the battle that I describe above from my solo video at Europeans servers when I was 120 lvl, one year before.
Jewels are items in the game that can be added–affixed–to equipment. (Athames, rings, amulets, decks, and even pets!) There are five different types of jewels–circle, triangle, square, tear, and star. Each different shape gives different boosts to stats.
Triangle jewels boost shadow pip percent, power pip percent, accuracy, and can grant cards.
Tear jewels increase mana, health, energy, and fishing luck.
Circle jewels boost damage percent, critical chance percent, and outgoing healing percent.
Star jewels are equipped to pets, and can offer a multitude of different things; accuracy, cards, damage, resistance, and can even increase your gold obtaining rate. Star jewels can also boost your pet’s attributes. (Suffice to say, star jewels can give your wizard a handy little boost.)
(Know that jewels can boost specifics as well. A square jewel that is red will give you a boost in a fire resist. Jewels that are rainbow colored are the jewels that are universal–universal resist, universal damage, universal accuracy, etc.)
When you affix–socket–a jewel to an item, you must shatter–break–it to reopen that slot. When you shatter a jewel, the jewel will usually disappear. There are exceptions to this rule, so before you affix a jewel to a piece of equipment, double check that it is, in fact, shatter-proof.
You can carry up to a hundred jewels in your bag. They can be trashed and sold, but they cannot be auctioned. You can put jewels in a bank and the shared bank.
Obtaining Jewels
Like mostly everything in the game, jewels can be obtained be farming, buying off of vendors, or crafting. (You can even find jewels in fishing chests.) Some jewels can’t be bought, some can’t be crafted, some can’t be farmed. It’s annoying, but it’s life.
To craft jewels, you need two things: the recipe and the jewel crafting station. (Which is obtained from a quest at level 15.) All jewel recipes require three fundamental things: a type of metal, a type of gem, and a type of treasure card. What type of metal, type of gem, and what type of treasure card depends on the recipe, but that’s the blanket rule.
For example, the recipe for a random ice school jewel for levels 45-65. In the bottom left, the ingredients needed are listed. 15 sapphires, 4 bronze, and 4 ice spear treasure cards.
Farming for jewels works just as farming for any other type of equipment. Do your research before setting off. Buying jewels from a vendor is just like buying gear from a vendor.
This is a novice’s wrench.
Opening Sockets
Some items have sockets that have a lock over them. This means you must open the locked socket before you can affix anything to it. This requires an item: a wrench. Different items require different wrenches. If you don’t have the correct wrench, you can pay crowns to unlock the socket. Wrenches are traditionally dropped by bosses, but a variety of bosses drop different wrenches.
Affixing Jewels
Courtney, you say, I have the jewel I want to affix, but what do I affix it to?
Great question, young grasshopper.
You affix jewels to gear you know you will be using. The better the jewel, the more you want to ensure that it will get used.
Just recently, I got my gear from Darkmoor. My ring, Band of the Chilling Light (dropped from Aphrodite, the gold skeleton key boss in the Graveyard) gives three sockets: a circle, a tear, and a square. Since I plan on using this equipment piece of a long time, I would choose to affix a good jewel, perhaps a universal resistance jewel, a health-boosting jewel, and a really good damage jewel.
The ring I used before I got this one was one I got in Zafaria. At level 66. I never replaced the ring because I had my best jewels affixed to it, and the rings I found later on never matched up to it.
When you’re a lower level, you switch gear a lot. When you’re level fifteen, there’s a good chance you’ll be using a different athame at thirty. There’s nothing wrong with that, and I highly recommend you do not use a level fifteen athame at level thirty. Don’t equip a rare/good jewel you just found to an athame you’ll use, perhaps, for five more levels. (This is a suggestion, not a requirement. What I’m trying to get at is to plan out how long you’re going to use a piece of equipment. It does no good to waste jewels you spent hours farming for.)
Shattering Jewels
This is the downside. I mentioned it above, but for almost all jewels, when you affix them, to get rid of them you must shatter them. This breaks the jewel, and you can never get that jewel back. There are jewels that are shatter-proof, but there are more jewels that aren’t. Be very careful what jewels you choose to affix.
I was very fond of the +17 ice damage as well as the +32 fire resist. I also never really found a better ring, but that could have been me forgetting to double check my gear.
The process of affixing/shattering a jewel to an item