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Jewellery & Stat Boosts

Five passive stats, one bench that unlocks them, and a player-run trade in silver, gold, diamond and platinum to feed it.

Jewellery in The Estate isn’t just cosmetic. Grills, rings, necklaces, bracelets and watches can each carry a passive stat roll that quietly makes the rest of your life easier — faster jobs, cheaper prices, better payouts, more experience. Getting there means understanding the five stats, how pieces get their stats in the first place, and the jewellers who make it all happen.

The five stats and what they do

Every jewellery piece can roll bonuses across five stats: luck, charisma, greed, focus and prestige. Once a piece is statted and equipped, its bonuses apply automatically — there’s nothing to activate.

  • Focus shortens the time timed actions take — things like lockpicking or other skill-based tasks finish quicker the more focus you’re carrying.
  • Charisma shaves a discount off prices when you’re buying from NPCs and shops.
  • Greed boosts the quantity or cash you pull from loot and payouts — a little extra on top of what a job or a haul would normally give you.
  • Prestige multiplies the experience and reputation you earn from other activities, so training and grinding go that bit further.
  • Luck also feeds into how other systems treat you around the city, on top of the four above.

Each stat is rolled per piece within a range set by the piece’s tier, and there’s a hard ceiling on how far any single stat can be pushed even wearing five pieces at once — stacking helps, but it doesn’t stack forever.

Bonuses are quiet by design — there’s no dedicated jewellery screen showing your totals. Check what you’re wearing and its rolled stats from the jewellery panel inside your inventory.

Wearing jewellery

You can equip up to five pieces at once — one each for grills, ring, necklace, bracelet and watch — straight from your inventory. Drag a piece into its matching slot to equip it, or right-click an equipped piece to take it off; there’s no separate menu or command. Your stat total recalculates the instant anything changes, whether that’s equipping something new, dropping a piece, or having it stolen off you.

The catch: a piece only contributes anything once it’s been statted. A freshly bought or freshly crafted piece just sits there looking good until a jeweller has processed it.

Getting a piece statted

Every base piece — bought, crafted, or looted — starts with no stats at all. It has to go through a jeweller’s bench first, and that’s a one-way trip: once a piece is statted, that roll is locked in for good.

An employee on duty at a jewellery store loads the unstatted piece into one of the bench’s three queue slots, along with the reagents the job calls for: a flux, a gem matched to the piece’s tier, and optionally an infusion reagent that nudges the roll toward a particular stat rather than leaving it fully random. The piece and its reagents sit in escrow while the bench works through its queue one slot at a time — you’ll get a notification when your slot finishes even if you’ve wandered off, and the finished piece waits at the bench until you come back to collect it.

Higher tiers take noticeably longer at the bench, though focus on the jeweller working it shortens that too. If your inventory’s full when a piece is ready, it simply stays parked at the bench rather than being lost — collect it whenever you’ve got the space.

Crafting and refining

Jewellery stores run on the same crafting flow as the rest of the city’s industry. At the refiner station, employees turn raw ore into bars, cut rough gems into faceted ones, and cook up the flux that both crafting and speccing consume. Certain rough “bias” gems get refined here too, into the infusion reagents used to bias a bench roll toward a specific stat — though only some stats currently have a dedicated gem of their own.

At the bench, employees can also craft brand-new base pieces — silver, gold, diamond or platinum — for any slot, feeding in refined bars (and for the higher tiers, a cut gem) to produce an unstatted piece. Silver and gold are open to anyone employed at the store; diamond and platinum both require a decent jewelcrafting skill level, on top of a tougher, longer crafting pass. Whatever comes out the other end still needs its own trip through the bench’s speccing queue before it’s wearable.

Working the bench and the refiner earns jewelcrafting experience, feeding into your wider skills and progression.

Melting a piece down

Don’t want a piece any more? Take it to the refiner and melt it down for a partial refund of the bars it was crafted from — a straightforward way to recycle excess stock rather than let it clutter a stash. Gems are never recovered on a melt, so it’s a bars-only refund, and it works on both statted and unstatted pieces.

Jewellery stores

Jewellery stores are player- and business-owned premises assigned by staff, built around up to five station types: a stash, a refiner, a till, one or more benches, and one or more display cases. As with any business you own or work, being on the books and on duty is what unlocks the stash, refiner and bench — you can’t run these stations as an outsider.

The till and display case work differently: any customer, employee or not, can browse a display case and pay a bill staged for them at the till without needing to be on duty at all. Owners and staff build those bills through the standard checkout flow and manage what’s sitting in the display cases for browsing customers.

One important quirk — jewellery stores only function at street level. A store fitted out inside an instanced interior can never actually be worked, so every functioning jewellery store in the city sits out in the open world.

Acquiring jewellery in the world

You don’t have to buy everything outright. Ores, rough gems and base pieces also turn up from scavenging bins and pickpocketing, from mining and panning, and — with more risk attached — from house burglaries and higher-end store and vault robberies. Those routes feed the same crafting and speccing pipeline as buying fresh from a store, just with a different cost and a different kind of exposure attached upstream, before the goods ever reach a bench.