Jewels
Jewels unlock at character level 50. Jewels are individual to each hero and are used to increase the attributes of a war machine when the hero is in its crew. You get jewels out of jewel chests. Most of your jewel chests will come from campaign missions.
Tiers
Jewels come in 2 tiers and give the following bonuses:
Rarities
There are 7 rarities. Each rarity doubles the effect of the jewel and it allows you to enchant it two more times.
| Rarity | Color | Max level | Requirement | 
|---|---|---|---|
| Common | 2 | ||
| Uncommon | 4 | ||
| Rare | 6 | ||
| Epic | 8 | ||
| Legendary | 10 | Legendary seal and level 6* | |
| Mythic | 12 | Mythic seal and level 9* | |
| Titan | 14 | Titan seal and level 11 | |
| Angel | 16 | Angel seal and level 13 | 
* emerald chests and platinum chests can also directly drop new legendary or mythic jewels which then have level 0
Enchanting
Jewels can be enchanted with ethereal shards, which are obtained from duplicate jewel drops. When you enchant a jewel, it is actually the slot that you enchant. So whenever you get higher rarity jewel, the enchantment level will carry over to the newly improved jewel. The enchantment cost doubles with every enchantment level until level 8. After that the cost will go up by 50% per level until level 12. For levels 13 and 14 the cost doubles again.
For levels 2-8: cost = 15 * 2current level * 2tier
For levels 9-12: cost = 1920 * 1.5(current level - 7) * 2tier
For levels 13-14: cost = 9720 * 2(current level - 11) * 2tier
| Upgrade | Tier 1 | Tier 2 | 
|---|---|---|
| 0 → 1 | 30 | 60 | 
| 1 → 2 | 60 | 120 | 
| 2 → 3 | 120 | 240 | 
| 3 → 4 | 240 | 480 | 
| 4 → 5 | 480 | 960 | 
| 5 → 6 | 960 | 1,920 | 
| 6 → 7 | 1,920 | 3,840 | 
| 7 → 8 | 3,840 | 7,680 | 
| 8 → 9 | 5,760 | 11,520 | 
| 9 → 10 | 8,640 | 17,280 | 
| 10 → 11 | 12,960 | 25,920 | 
| 11 → 12 | 19,440 | 38,880 | 
| 12 → 13 | 38,880 | 77,760 | 
| 13 → 14 | 77,760 | 155,520 | 
| 14 → 15 | 116,640 | 233,280 | 
| 15 → 16 | 174,960 | 349,920 | 
Effect
The effect of a jewel depends additively on its rarity and its level:
effect = rarity effect + level effect
The rarity effect starts at 200% for common jewels and doubles with each rarity.
| Rarity | Common | Uncommon | Rare | Epic | Legendary | Mythic | Titan | Angel | 
|---|---|---|---|---|---|---|---|---|
| Effect | 200% | 400% | 800% | 1,600% | 3,200% | 6,400% | 12,800% | 25,600% | 
The level effect starts at 0% for level 0 jewels and increases with the level of the jewel as follows:
| Level | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 
|---|---|---|---|---|---|---|---|---|
| Effect | 150% | 200% | 300% | 400% | 600% | 800% | 1,200% | 1,600% | 
| Level | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 | 
| Effect | 2,200% | 3,200% | 4,800% | 6,400% | 9,600% | 12,800% | 19,200% | 25,600% | 
These two effects together yield the following jewel effects:
| Level | Common | Uncommon | Rare | Epic | Legendary | Mythic | Titan | Angel | 
|---|---|---|---|---|---|---|---|---|
| 0 | 200% | 400% | 800% | 1,600% | 3,200% | 6,400% | 12,800% | 25,600% | 
| 1 | 350% | 550% | 950% | 1,750% | 3,350% | 6,550% | 12,950% | 25,750% | 
| 2 | 400% | 600% | 1,000% | 1,800% | 3,400% | 6,600% | 13,000% | 25,800% | 
| 3 | 700% | 1,100% | 1,900% | 3,500% | 6,700% | 13,100% | 25,900% | |
| 4 | 800% | 1,200% | 2,000% | 3,600% | 6,800% | 13,200% | 26,000% | |
| 5 | 1,400% | 2,200% | 3,800% | 7,000% | 13,400% | 26,200% | ||
| 6 | 1,600% | 2,400% | 4,000% | 7,200% | 13,600% | 26,400% | ||
| 7 | 2,800% | 4,400% | 7,600% | 14,000% | 26,800% | |||
| 8 | 3,200% | 4,800% | 8,000% | 14,400% | 27,200% | |||
| 9 | 5,400% | 8,600% | 15,000% | 27,800% | ||||
| 10 | 6,400% | 9,600% | 16,000% | 28,800% | ||||
| 11 | 11,200% | 17,600% | 30,400% | |||||
| 12 | 12,800% | 19,200% | 32,000% | |||||
| 13 | 22,400% | 35,200% | ||||||
| 14 | 25,600% | 38,400% | ||||||
| 15 | 44,800% | |||||||
| 16 | 51,200% | 
Power
The jewel power of a hero is given by 100 plus the sum of the power ratings of the hero's jewels. The base power of a tier 1/2 jewel item is 100/150. The power of a jewel doubles with every level increase and triples with every rarity increase:
jewel power = base power * 2level * 3(rarity - 1)
Duplicates
When you open a jewel chest, you draw either a new jewel, a rarity upgrade or a duplicate. When you draw a duplicate jewel, you will get ethereal shards instead which in turn allows you to enchant jewels. The amount of ethereal shards you get depends on the rarity and tier of the jewel. A common tier 1 item gives 10 ethereal shards. You get 3 times as many shards with every rarity higher and 2 times as many shards for every tier higher.
value = 10 * 2(tier - 1) * 3(rarity - 1)
| Rarity | Tier 1 | Tier 2 | 
|---|---|---|
| Common | 10 | 20 | 
| Uncommon | 30 | 60 | 
| Rare | 90 | 180 | 
| Epic | 270 | 540 | 
| ... | ... | ... |