Gems and what they affect
Choose gems by their implemented role, not only their item description.
Gem families affect different parts of progression or combat. A gem in a starter piece does not mean every gem family gives the same kind of bonus. Socket compatibility and the active equipment set still matter.
Core gem roles
| Family | Normal / Refined / Super | Main effect |
|---|---|---|
| Dragon | 5% / 10% / 15% | Physical attack bonus |
| Phoenix | 5% / 10% / 15% | Magic attack bonus |
| Rainbow | 10% / 15% / 25% | Character hunting experience |
| Violet | 30% / 50% / 100% | Weapon proficiency experience |
| Tortoise | 2% / 4% / 6% registered | PVP reduction, with class scaling and a 50% combined cap |
| Thunder | 100 / 300 / 500 | Flat attack contribution |
| Glory | 100 / 300 / 500 | Physical reduction and magic-defense contribution |
Important implementation limits
Fury, Kylin and Moon do not currently have their advertised accuracy, durability or skill-XP bonuses wired into the audited gem calculation. Do not buy them expecting those effects. Existing item descriptions can reflect the original game rather than this server's calculation.
Tortoise is not a universal damage reduction against every monster. The combined Tortoise Gem bonus is capped at 50% for PVP melee, ranged and magic damage, before class effectiveness. Normal, Refined and Super Tortoise Gems contribute 2%, 4% and 6% each. Warrior and Water Taoist defenders receive full effectiveness; other defending classes receive 60% effectiveness. For example, 12 Super Tortoise Gems reach the cap: 50% reduction for a Warrior or Water Taoist, or 30% for other classes, at the gem calculation step. The multiplier depends on the defender, not the attacker. Glory's magic-defense contribution is not a guaranteed flat subtraction from final magic damage.
Training choices
Rainbow helps the character-experience path; Violet helps weapon proficiency. Neither changes the normal EXP Ball progression table. Moon should not be treated as a shortcut around the current skill-training timer.
These values describe the implemented families, not a complete prediction of damage against a particular opponent. Defense, skill formulas and other combat modifiers are applied separately.
Something different in game? Tell Support the page title and what you found.