Posted: Wed Aug 23, 2017 10:20 pm
Excludes post-game gems. I found it easier to configure gem slots by having a list for reference.
Gem (Excluding Post-Game) | Effect | Partial Explanation |
Life | Max HP+1 | |
Mind | Max MP+1 | |
Power | ATK+1 | |
Magic | MAG+1 | MAG up 10 every unit but increasing (5=100) |
Speed | SPD+1 | |
Might | CRI+1 | |
Evasion | EVR+1 | |
Defense | Physical Damage -1 | |
Warding | Magic Damage -1 | |
Monk's | Max HP+2, Defending Heal 1 | |
Heroism | CRI+2, Focused Defense 1 | focused def 1 increases SP by 5 when defending |
Stalwart | Phys Damage-, Defending Damage - | |
Fire | ATK+1,Firepower 1 | |
Water | MAG+1,Waterpower 1 | MAG up 10 for every unit but increasing |
Earth | Max HP +1, Earthpower 1 | HP up 50 for every unit but increasing amount +4=350 |
Wind | SPD+1, Windpower 1 | |
Gladiator | ATK+2, Critical Power Up 1 | |
Soldier | Max HP+2, Critical Heal 1 | |
Warrior | SPD+2, Critical SP Up 1 | SPD up 3 for every unit |
Resolve | ATK+1, HP Regeneration 1 | ATK up 10 for every unit |
Sorcery | MAG+1, MP Regeneration 1 | |
Bravery | CRI+1,Active SP Up 1 | CRI up 5 per unit (so CRI+3=+15); active sp up increases SP by 4 each turn |
Knowledge | MAG+2, Near-death MP Up 1 | |
Strife | CRI+2, Near-death SP Up 1 | |
Reversal | EVR+2, Desperate Power 1 | |
Depth | ATK+2, Near-death CRI+1 | |
Holy | EVR+2, Near-death EVR+1 | |
Barrier | MAX HP+2, Protector 1 | protector: 15% chance to reduce phys damage by 25% |
Shielding | MAX MP+2, Rune Wall 1 | Max MP up 20 every unit |
Medic's | MAX MP+2, Medic 1 | Medic: recovery items are 30% more effective |
Fairy | EVR+1, Elemental Master 1 | |
Quickness | SPD+2, Sharp Reflexes 1 | sharp reflexes: turns come20% faster after regular attacks |
Thief's | EVR+2, Mugger 1 | |
Shield. | Physical Damage-1, Magic Damage-1 | |
Flash | SPD+3, EVR+2 | |
Solar | Max HP+2, SP Rate+1 | SP Rate+: SP increases by an extra 75% |
Lunar | Critical MP Up 1, Rune Wall 1 | |
Star | Magic Damage -1, Near-Death MP Up 1 | near-death MP 1 recovers 15% MP when your HP goes below 25% |
Justice | Critical Heal 1, Active SP Up 1 | critical heal: critical strikes heal 7% of HP |
Courage | Focused Attack 1, MP Saver 1 | Focused Attack 1 adds 2 seconds to special ability input |
Illusion | Protector 1, Rune Wall 1 | Rune Wall 1 15% chance to reduce magic damage by 25% |
Vigilance | Defending Heal 1, Defending Damage -1 | defending heal: heals 10% of your hp when defending |
Prayer | Meditate 1, SP Increase 1 | |
Geistflame | Firepower 2, Critical Power Up 1 | |
Aquageist | Waterpower 2, Meditate 1 | |
Terrageist | Earthpower 2, HP Regeneration 1 | |
Aerogeist | Windpower 2, Critical SP Up 1 | critical SP: critical strikes increase SP by 5 |
Daybreak | Max HP+2, Defending Heal 1, Meditate 1 | |
Awakening | Near-death SP, Attack Increase, CRI+1 | near-death sp 1 raises sp by 15 when your HP goes below 25% |
Valor | CRI+3,Critical Heal1, SharpReflexes 1 | |
Sage | MAG+2,MP Regeneration 1, MP Saver 2 | MP Saver: skills use 8% less MP per unit |
Spirit | Critical MP Up 1, Elemental Master 2, MP Saver 1 | critical MP 1 critical strikes recover 7% of MP |
Kindness | near-death EVR+1, Medic 1, Revive 1 | |
Priest | Max MP+2, Critical MP Up 1 | |
Behemoth | ATK+3,MAG+3,Active SP Up 1 | |
Rebirth | Max HP+2, Revive 1 | |
Dusk | Max MP+2, SPD+2, MP Regeneratin 1 | |
Will | ATK+1, SP Rate +1 | |
Savagery | CRIT+2, Focused Attack 1 |