PurrwikimaniaA Sword x Staff reference
English

Your character

Gems

A gem in a gear socket adds a percent of one base stat. Eight kinds, fifteen tiers, free to T5, a gamble from T6.

The eight gems

Ruby

  • ATK 1.50% → 1,038%

MainOff-HandBoots

Sapphire

  • DEF 1.50% → 1,038%

Off-HandHelmetArmor

Beryl

  • HP 1.50% → 1,038%

Off-HandHelmetArmor

Citrine

  • SPD 1.50% → 1,038%

Off-HandHelmetBoots

Obsidian

  • ATK 1.00% → 1,030%
  • DMG Boost 0.10% → 1.50%

MainOff-Hand

Moonstone

  • DEF 1.00% → 1,030%
  • DMG RES 0.10% → 1.50%

Off-HandArmor

Amethyst

  • SPD 1.00% → 1,030%
  • Crit Rate 0.20% → 3.00%

MainOff-HandBoots

Amber

  • HP 1.00% → 1,030%
  • Healing Boost 0.40% → 6.00%

Off-HandHelmetBoots

The percent is of your base stat (Base ATK, Base DEF, Base HP or Base SPD: level, promotion and class, before gear). The second line of a paired gem is a plain percent.

Every tier

1.50%T13%T26%T312%T418%T527%T640.5%T760.8%T891.1%T9136.7%T10205%T11307.5%T12461.3%T13692%T141,038%T15
The stat per tier, on a log scale. Coloured bars are the single-stat gems, grey the paired ones (0.50% a tier less). Doubles each tier to T4, then ×1.5 a tier.

 

TierRuby
ATK
Sapphire
DEF
Beryl
HP
Citrine
SPD
Obsidian
ATK + DMG Boost
Moonstone
DEF + DMG RES
Amethyst
SPD + Crit Rate
Amber
HP + Healing Boost
T1 Rare1.50%1.50%1.50%1.50%1.00%
0.10%
1.00%
0.10%
1.00%
0.20%
1.00%
0.40%
T2 Rare3.00%3.00%3.00%3.00%2.00%
0.20%
2.00%
0.20%
2.00%
0.40%
2.00%
0.80%
T3 Rare6.00%6.00%6.00%6.00%4.50%
0.30%
4.50%
0.30%
4.50%
0.60%
4.50%
1.20%
T4 Epic12.0%12.0%12.0%12.0%10.0%
0.40%
10.0%
0.40%
10.0%
0.80%
10.0%
1.60%
T5 Epic18.0%18.0%18.0%18.0%15.5%
0.50%
15.5%
0.50%
15.5%
1.00%
15.5%
2.00%
T6 Epic27.0%27.0%27.0%27.0%24.0%
0.60%
24.0%
0.60%
24.0%
1.20%
24.0%
2.40%
T7 Legendary40.5%40.5%40.5%40.5%37.0%
0.70%
37.0%
0.70%
37.0%
1.40%
37.0%
2.80%
T8 Legendary60.8%60.8%60.8%60.8%56.8%
0.80%
56.8%
0.80%
56.8%
1.60%
56.8%
3.20%
T9 Legendary91.1%91.1%91.1%91.1%86.6%
0.90%
86.6%
0.90%
86.6%
1.80%
86.6%
3.60%
T10 Mythic136.7%136.7%136.7%136.7%131.7%
1.00%
131.7%
1.00%
131.7%
2.00%
131.7%
4.00%
T11 Mythic205.0%205.0%205.0%205.0%199.5%
1.10%
199.5%
1.10%
199.5%
2.20%
199.5%
4.40%
T12 Divine307.5%307.5%307.5%307.5%301.5%
1.20%
301.5%
1.20%
301.5%
2.40%
301.5%
4.80%
T13 Divine461.3%461.3%461.3%461.3%454.8%
1.30%
454.8%
1.30%
454.8%
2.60%
454.8%
5.20%
T14 Immortal692.0%692.0%692.0%692.0%685.0%
1.40%
685.0%
1.40%
685.0%
2.80%
685.0%
5.60%
T15 Immortal1,038%1,038%1,038%1,038%1,030%
1.50%
1,030%
1.50%
1,030%
3.00%
1,030%
6.00%

Stat added = percent × base stat, rounded down. Power prices a base-percent line at the Power of that base stat (ATK and DEF 2.5 a point, SPD 3.125, HP 0.5) and a damage line at the Power of all four, as on the Power page.

Sockets

Main

+1+130+160+190+250

Off-Hand

+1+130+160+190+250

Helmet

+1+130+160+190+250

Armor

+1+130+160+190+250

Boots

+1+130+160+190+250
Season 1●○○○○1 socket · up to T12
Season 2●●○○○2 sockets · up to T12
Season 3●●●○○3 sockets · up to T12
Season 4●●●●○4 sockets · up to T12
Season 5●●●●○4 sockets · up to T13
Season 6●●●●○4 sockets · up to T13

Sockets open at the piece's enhancement level; the season sets how many you can use, and the highest tier you can combine to. The +250 socket is in the game's tables but no season opens it. Gems open at level 100.

Combining

T2 to T5: the Alchemy Pot, free, never fails

3 ×T1→T2
3 ×T2→T3
2 ×T3→T4
2 ×T4→T5

T6 and up: the Gem-Smith in Cinder Ridge

One gem a tier lower plus one T5 of the same kind. From T11 up the secondary is a T10 instead. On a failure only the secondary is lost.

T5 + T5 → T6100%T6 + T5 → T736% · sure after 2 failsT7 + T5 → T818% · sure after 5 failsT8 + T5 → T98% · sure after 11 failsT9 + T5 → T104% · sure after 23 failsT10 + T10 → T11100%T11 + T10 → T1236% · sure after 2 failsT12 + T10 → T1332% · sure after 3 failsT13 + T10 → T1424% · sure after 5 failsT14 + T10 → T1515% · sure after 8 fails
Success rate per step, and when Forge Energy makes the next attempt sure.

Forge Energy. Each failure at a tier adds one step for that tier (shared by all kinds); at full energy the next attempt succeeds, and a success empties it. “Failed combinations accumulate energy for that gem tier. When maxed, your next attempt will have a significantly higher success rate!”

A caveat about the guarantee

The game's code holds a scripted scene for the first three times an account fails at full energy, with compensation gems, and the rate shown at full energy stays the base rate until the scene has played three times. The server decides those attempts. The simulator treats full energy as a sure success, the rule the game states.

What a tier costs

T62 T5 · 72 T1T74 T5 · 146 T1T88 T5 · 285 T1T916 T5 · 570 T1T1031 T5 · 1,132 T1T1163 T5 · 2,263 T1T12127 T5 · 4,583 T1T13205 T5 · 7,363 T1T14310 T5 · 11,170 T1T15471 T5 · 16,967 T1
Expected T5 gems for one gem of each tier, starting from one T5 and buying a T5 per attempt (T10 secondaries built the same way), with the full-energy guarantee.
—T5 gems expected
—median run
—9 runs in 10 finish within
—99 in 100 finish within

 

StepSuccessAttempts expectedSecondary gems expectedRunning total, in T5In T1

Try your luck

T5

 

    Where gems come from

    How this was checked

    Gem list, percents, sockets, recipes, rates and energy counts are the game's own tables, current version; the energy rule and what a failure costs follow its combination code and rule text; the stat added and the Power follow its stat and Power code. Drop rates are not listed.