A place for every jewel
Socket jewels across the whole outfit, preview each piece's bonus, and see the current combat target.
All ten equipment positions now accept earned jewels. Each of the six jewel types has a different bonus for each position, with five increasing grades. A rough Garnet still grants 3 damage and 0.3% life leech in a weapon; in a chest piece it grants 8 health and 0.08 health per second. On boots, it grants regeneration and movement speed instead.
Weapons keep their existing bonuses and socket counts: one on common or uncommon gear, two on rare or epic gear, and three on legendary gear. Other pieces have one socket through rare and two on epic or legendary items. Their per-socket bonuses are smaller. Existing pieces gain access to their sockets without rerolling their stats or replacing an item.
Open an item and choose Jewels, or click a jewel in the backpack. The workshop shows the selected equipment, all six jewel types, all five grades, the exact bonus and the occupied sockets together. Equipped pieces can be selected directly from the target row. Bonuses contribute to the equipped item's stats and to Equip best's build comparison.
Inserting a jewel consumes one owned copy and costs no currency. Extraction returns the jewel for the displayed gold and essence cost. Fusion still consumes three matching jewels to create one of the next grade. Reinforcement does not multiply jewel bonuses; existing weapon jewels and runes remain intact.
A red ring on the ground now identifies Auto Hunt's current target. In manual combat, it marks the latest direct player hit for up to four seconds. Summons and damage over time do not move this marker. Dead or removed targets lose it immediately, and the same target gets priority in the nameplate layout.