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Equipment

Gems and what they affect

Choose gems by their implemented role, not only their item description.

2 min read · Reviewed October 10, 2026

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

Implemented gem bonuses by grade
FamilyNormal / Refined / SuperMain effect
Dragon5% / 10% / 15%Physical attack bonus
Phoenix5% / 10% / 15%Magic attack bonus
Rainbow10% / 15% / 25%Character hunting experience
Violet30% / 50% / 100%Weapon proficiency experience
Tortoise2% / 4% / 6% registeredPVP reduction, with class scaling and a 50% combined cap
Thunder100 / 300 / 500Flat attack contribution
Glory100 / 300 / 500Physical 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.

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