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War and Order Jewel Cost: Jewels and Essence to Level 40

War and Order jewel cost: 6,721 jewels and 1,154 essence from level 1 to 40 for one jewel, 80,652 jewels for all 12, and where the cost jumps at level 31.

Updated: November 2, 2026

The short answer

Taking one War and Order jewel from level 1 to level 40 costs 6,721 jewels and 1,154 essence. Each of the six Equipments slots holds two jewels, so a full set is 12, and maxing all of them comes to 80,652 jewels and 13,848 essence.

The big jump is at level 31. Levels 31 to 40 take 4,210 jewels, which is 63% of the cost of one jewel, and more than levels 2 to 30 combined at 2,511. Most of the plan comes down to how far past level 30 you want to go. These numbers come from the Jewel Calculator's data and have not been checked in the game.

Which jewel goes where

Each colour fits two slots, so you need four of each. Jewels are paid in their own colour, while essence is shared. That means a full max is 26,884 of each colour and one pool of 13,848 essence. If you only raise one colour, you do not need any of the other two.

JewelSlotsJewels in full setJewels to level 40Essence to level 40
RubyWeapon and Helmet426,8844,616
SapphireBelt and Clothes426,8844,616
TopazAccessory and Boots426,8844,616

Cost by stretch

Essence does not appear until level 21. Levels 21 to 30 use 234 essence, then levels 31 to 40 use 920. That is 80% of all the essence for one jewel. The price per level climbs slowly up to level 30, reaching 146 jewels, then rises by 50 at every level after it, until level 40 costs 646 jewels alone.

LevelsJewelsEssenceShare of jewels
2 to 1031504.7%
11 to 20880013.1%
21 to 301,31623419.6%
31 to 404,21092062.6%

Totals by target level

This table starts from level 1, as the calculator does, so it does not count the 10 jewels listed for level 1 itself. The last two columns assume you take all 12 jewels to that level.

TargetOne jewel: jewelsOne jewel: essenceAll 12: jewelsAll 12: essence
1031503,7800
201,195014,3400
251,8157921,780948
302,51123430,1322,808
353,99156947,8926,828
406,7211,15480,65213,848

What the stats do at each stage

Each jewel has three stats, and the data shows them switching on in stages. The first stat grows fast up to level 10 and slowly after that. On a Ruby, it reaches 15 at level 10 and only 21 at level 40. So level 10 gives 71% of that stat for 4.7% of the jewels.

The second stat starts at level 11 and gains 5 points per level up to level 20, then 1 point per level. The third stat starts at level 21. So each of the levels 11 and 21 opens something new, and level 31 does not: levels 31 to 40 only extend the same three stats, at the steepest price. That is the clearest point to stop and think, though these tables cannot tell you what an extra stat point is worth in a fight.

JewelStatLv 10Lv 20Lv 30Lv 40
RubyIncrease attack of backline (%)15171921
RubyBackline penetration0506070
RubyReduce dmg taken from backline (%)0036
SapphireFrontline HP (%)15171921
SapphireBackline Mastery0506070
SapphireTroops dmg taken reduction (%)0024
TopazEnemy attack reduction (%)891011
TopazFrontline Resilience0506070
TopazDamage against frontline (%)0036

A note on the second stat

The second stat is listed as points, not a percentage: backline penetration on Ruby, backline mastery on Sapphire and frontline resilience on Topaz. A note in the source data says 60 points equal 18% damage, but the stat goes on to 70, and we could not confirm how the top of that range converts. We show the raw points and make no claim about the percentage. If this stat drives your decision, compare in the game before you spend.

Reading the numbers for a budget

Because the top is so expensive, spreading and rushing are very different plans. The 6,721 jewels that take one jewel to level 40 would take two of the same colour to level 30, with 1,699 left over. All four of one colour at level 30 cost 10,044, about 37% of the 26,884 needed to max them. Essence follows the same logic: all 12 at level 30 need 2,808 essence, while one jewel from 30 to 40 alone needs 920.

Our data has no drop rates or income figures for jewels, so we cannot turn these into a time estimate. Check your own stock against them instead.

Full cost table

Per-level cost, with running totals counted from level 1 including the 10 jewels for level 1 itself. That is why the final running total is 10 higher than the upgrade figure above.

LevelJewelsEssenceJewels runningEssence running
1100100
2150250
3200450
4250700
53001000
63501350
74001750
84502200
95002700
105503250
116103860
126704530
137305260
147906050
158506900
169107810
179708780
1810309810
1910901,0900
2011501,2050
2111891,3239
22121131,44422
23124161,56838
24127191,69557
25130221,82579
26133251,958104
27136282,094132
28139312,233163
29142342,375197
30146372,521234
31196472,717281
32246572,963338
33296673,259405
34346773,605482
35396874,001569
36446974,447666
374961074,943773
385461175,489890
395961276,0851,017
406461376,7311,154

Using the calculator

In the Jewel Calculator, set a current and target level for both jewels in each slot. It totals jewels by colour, the shared essence and the combined stats, and a share link carries your setup. To plan the rest of a slot, Equipments covers the items, materials and Obsidian. Your plan saves in your browser with no account, and nothing connects to your game account, so enter your levels yourself.

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