Gems

## Overview

Gems are one of the cornerstone features of the game and a primary drop source to strengthen your character. There are currently 50 gems available in the game. This information can also be found through the in-game command **/gems**.

It shares a drop pool with shadows, purses, and clan mines - meaning you can only get 1 of these per kill.

### Obtaining Gems

Ways to obtain gems include:

* Monster Drops
* Fusion
* Quests
* Clan Mine
* Conquests

### Enchanting Gems

By themselves, gems do nothing. You slot them into gear to give their benefit to your character. To do this, visit any zone that contains The Arcanium. here you can select the piece of gear you want to enchant (must be unequipped) along with what gem and enchant it. This will slot the gem inside the gear. After equipping the item, the gem effect will trigger when fighting monsters. All gear have at least 1 gem slot, with most having 2 gem slots. Gem placement does not matter to trigger effects, but do matter if you want to disenchant your gear later.

Eventually, you can also slot gems into Accessories!

### Disenchanting Gems

If your gear is no longer good for you, you can do normal activities such as selling it or if the gems are still useful to you, can take it to 2,3 in Temple of Shadows to disenchant your item, but be warned - the outcome might not be to your liking.

It costs 100,000 gold to remove a gem, with 3 outcomes:

* Gem retrieved: You get the furthest gem slotted back with no adverse effects.
* Gem shattered: The gem was destroyed.
* Item shattered: The item was destroyed, but you retrieve any gems stored in it.

A common tactic players use is slotting your best gem in the 1st slot and continuously enchanting it with a 2nd gem you do not care about and disenchant until the item breaks.

Example: You have a Spiked Shield III [drf\*\*\*][r\*]. You don't care about the shield or the r\*, so you disenchant. If you get the r\* back or destroy it, simply enchant it again until the item is destroyed, getting the drf\*\* back to insert into another item.

### Smashing Gems

Among trading with other players, there are two smash options for unwanted gems:

* Smash for FP: See Fusion Machine
* Smashing for Gold: At any zone with The Guilded Anvil, you can sell any item here for a price, but this focuses on gems.
	+ Grade 1 - 10K
	+ Grade 2 - 40K
	+ Grade 3 - 90K
	+ Grade 4 - 160K
	+ Grade 5 - 250K
	+ Grade 6 - 360K
	+ Grade 7 - 490K
	+ Grade 8 - 640K
	+ Grade 9 - 810K
	+ You can also use the mass-smash gem option to smash all of the same grade gems for a faster inventory clean-up.

### Gem Zones

Every zone can drop gems, but there are many zones in the game that have better odds or drop better grades of gems than most zones, indicated through the (gem) tag on the games map list.

### Level Restrictions

Gems are level restricted up until the very late game. You can equip any gem you find, but their power will scale down to your maximum tier, which is displayed in the Battle Info section on the hotbar.

Level Ranges are

* Grade 1 - Any Level
* Grade 2 - Any Level
* Grade 3 - Any Level
* Grade 4 - Level 250+
* Grade 5 - Level 1,500+
* Grade 6 - Level 5,000+
* Grade 7 - Level 20,000+
* Grade 8 - Level 50,000+
* Grade 9 - Grade 165,000+

For example, if you equip a grade 9 gem but you're only level 250, it will only give you the power level of a grade 4 gem., but this is negated if the Gem Grade Restrictions are lifted.

### Gem Grade Restrictions

By default as mentioned previously, you can equip any gem but its power level is reduced if you do not meet the proper level requirements. Once the average of the top 10 players reach 1,000,000 however, these restrictions are lifted and anyone can equip any gem with it's full power. This metric is displayed and updated every command use through the in-game command **/gem**.

Below we will cover all gem types:

### Regular Gems

These gems can be dropped through regular means, listed above. This list can also be found through the in-game command **/gem**.

\* Not found through the Fusion Machine and is not tradable

\*\* Disabled for Vampire Class

\*\*\* Not found through the Fusion Machine & Disabled for Vampire Class

\*\*\*\* Not found through the Fusion Machine & 25% Effect for non-Werewolf Classes

### Fusion Gems

These gem types are typically not found through the use of drops, except in rare instances such as several being an available class gem drop. While they can be found through Quests and Conquests, their main discovery is through the use of the Fusion Machine.

This list can also be found through the in-game command **/fusion**.

\* Disabled for Vampire Class

\*\* 25% Effect for non-Werewolf Classes

### Other Combinations

These gems are regular gems, but also can fuse certain gems to obtain them as well from the Fusion Machine.

 Sapphire | Sunstone + Aquamarine
 Black Pearl | Pearl + Corundum
 Opal | Emerald + Moonstone

### Gem Grouping

Some gems are grouped together for things like conquest rewards or clan mines, so this section covers these groupings. If you see anything with these keywords, it is talking about this gem set.

### Gem Drop Algorithm

When a gem is dropped through normal means, it goes through an algorithm to determine the grade and type of gem you receive. For this section, the zone Gem Pond will be used, which drops Grade\*\* or Grade\*\*\*\* gems only.

You **cannot** get fusion gems from regular monster drops (there are some rare exceptions however), and a tier drop pool is factored in to determine what gem type you get.

A random number between 1 and 100 is rolled. That number determines which gem tier pool you will roll.

* 1-40 (40%): Amber, Emerald, Ruby, Pearl, Garnet, Iolite, Hiddenite, Malachite, Tiger's Eye, Sapphire, Sunstone, Aquamarine
	+ Vampires gain a bonus chance to receiving a Ruby.
* 41-65 (25%): Ruby, Tourmaline, Iolite, Moonstone, Corundum, Atmashidade, Rogueite, Malachite, Aquamarine
	+ Vampires gain a bonus chance to receiving a Ruby and Tourmaline.
* 66-85 (20%): Garnet, Opal, Tourmaline, Black Pearl, Jade, Azurite, Rogueite, Hiddenite, Malachite, Sapphire
	+ Vampires gain a bonus chance to receiving a Tourmaline.
* 86-95 (10%): Bloodrock, Dragon Fang, Demon Fang, Frozen Tear, Diamond, Howlite
	+ Vampires gain a bonus chance to receiving a Bloodrock.
* 96-99 (4%): Bloodrock, Dragon Fang, Demon Fang, Frozen Tear, Jasper, Howlite
	+ Vampires gain a bonus chance to receiving a Bloodrock.
* 100 (1%): Dragon Tear(DRT), Demon Tear(DET), Pebble.
	+ An additional random number is generated from 1-10.
		- 1-3 (30%): Dragon Tear, Demon Tear with a 1% chance of it being a Moonfang instead.
			* If an Ironman Werewolf, Moonfang is added to the pool (33% even split)
		- 4-10 (70%): Pebble. See Rock Polish Machine for full details. Failed roll of a Dragon Tear / Demon Tear / Moonfang roll.

Once the gem type is determined, you have a small chance to turn it into a **class** gem instead if you did not roll the DRT/DET drop pool. Class gems are gems that are useful to your race and class specifically. Originally, you have a 2% chance of it triggering, which can be increased up to 8% through your Estate.

* Fighter classes (along with Sharpshooter and Werewolf): Opal, Dragon Fang, Rogueite with a 4% chance of it upgrading immediately to a Lazurite.
	+ Werewolves can receive a Sapphire instead of an Opal and a Wulfenite or Moonfang instead of a Lazurite.
* Caster classes (**Not** including Vampire): Black Pearl, Demon Fang, Rogueite with a 4% chance of it upgrading immediately to an Obsidian.
* Vampire: Ruby, Garnet, Tourmaline, Iolite, Bloodrock, Hiddenite with a 10% chance of it upgrading immediately to Blood Ruby, Blood Tourmaline, or Bloodstone.
* If you are not classified as any class in the game, you will receive a Pebble as a class gem instead.

Now it is time to determine what grade the gem will be, dependent upon what zone you're in. As mentioned, Gem Pond will be the example used, which drops \*\* and \*\*\*\* grade gems only.

All gems start at the lowest grade the zone will drop. In this instance, this is grade\*\*. For each extra grade allowed in the zone, you have a 33% chance of going to the next tier of gem. Passing or Failing the roll does not impact future rolls. Once all the roll checks are finished, the gem is upgraded to that grade and that is what you receive.

For Example: You drop a gem and it starts at Grade 2. It rolls once for a 33% chance of upgrading to a Grade 4. If it passes, you get a Grade 4. If it fails, it stays a Grade 2.

Second Example: We will use The Darker Void here, which drops Grades 2-7. A gem dropped here will start at grade 2, and will roll **five** times to determine the actual grade you get. Say you get Fail / Fail / Pass / Fail / Pass, that is 2 passes, so you Grade 2 + 2 = grade 4 is what you receive.

**Note: Dragon Tear and Demon Tear drop pool will always be the highest grade allowed since they are the rarest gems.**