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Posted: Wed Aug 23, 2017 10:20 pm
by 1oldtymer
Excludes post-game gems. I found it easier to configure gem slots by having a list for reference.
Gem (Excluding Post-Game)EffectPartial Explanation
LifeMax HP+1
MindMax MP+1
PowerATK+1
MagicMAG+1MAG up 10 every unit but increasing (5=100)
SpeedSPD+1
MightCRI+1
EvasionEVR+1
DefensePhysical Damage -1
WardingMagic Damage -1
Monk'sMax HP+2, Defending Heal 1
HeroismCRI+2, Focused Defense 1focused def 1 increases SP by 5 when defending
StalwartPhys Damage-, Defending Damage -
FireATK+1,Firepower 1
WaterMAG+1,Waterpower 1MAG up 10 for every unit but increasing
EarthMax HP +1, Earthpower 1HP up 50 for every unit but increasing amount +4=350
WindSPD+1, Windpower 1
GladiatorATK+2, Critical Power Up 1
SoldierMax HP+2, Critical Heal 1
WarriorSPD+2, Critical SP Up 1SPD up 3 for every unit
ResolveATK+1, HP Regeneration 1ATK up 10 for every unit
SorceryMAG+1, MP Regeneration 1
BraveryCRI+1,Active SP Up 1CRI up 5 per unit (so CRI+3=+15); active sp up increases SP by 4 each turn
KnowledgeMAG+2, Near-death MP Up 1
StrifeCRI+2, Near-death SP Up 1
ReversalEVR+2, Desperate Power 1
DepthATK+2, Near-death CRI+1
HolyEVR+2, Near-death EVR+1
BarrierMAX HP+2, Protector 1protector: 15% chance to reduce phys damage by 25%
ShieldingMAX MP+2, Rune Wall 1Max MP up 20 every unit
Medic'sMAX MP+2, Medic 1Medic: recovery items are 30% more effective
FairyEVR+1, Elemental Master 1
QuicknessSPD+2, Sharp Reflexes 1sharp reflexes: turns come20% faster after regular attacks
Thief'sEVR+2, Mugger 1
Shield.Physical Damage-1, Magic Damage-1
FlashSPD+3, EVR+2
SolarMax HP+2, SP Rate+1SP Rate+: SP increases by an extra 75%
LunarCritical MP Up 1, Rune Wall 1
StarMagic Damage -1, Near-Death MP Up 1near-death MP 1 recovers 15% MP when your HP goes below 25%
JusticeCritical Heal 1, Active SP Up 1critical heal: critical strikes heal 7% of HP
CourageFocused Attack 1, MP Saver 1Focused Attack 1 adds 2 seconds to special ability input
IllusionProtector 1, Rune Wall 1Rune Wall 1 15% chance to reduce magic damage by 25%
VigilanceDefending Heal 1, Defending Damage -1defending heal: heals 10% of your hp when defending
PrayerMeditate 1, SP Increase 1
GeistflameFirepower 2, Critical Power Up 1
AquageistWaterpower 2, Meditate 1
TerrageistEarthpower 2, HP Regeneration 1
AerogeistWindpower 2, Critical SP Up 1critical SP: critical strikes increase SP by 5
DaybreakMax HP+2, Defending Heal 1, Meditate 1
AwakeningNear-death SP, Attack Increase, CRI+1near-death sp 1 raises sp by 15 when your HP goes below 25%
ValorCRI+3,Critical Heal1, SharpReflexes 1
SageMAG+2,MP Regeneration 1, MP Saver 2MP Saver: skills use 8% less MP per unit
SpiritCritical MP Up 1, Elemental Master 2, MP Saver 1 critical MP 1 critical strikes recover 7% of MP
Kindnessnear-death EVR+1, Medic 1, Revive 1
PriestMax MP+2, Critical MP Up 1
BehemothATK+3,MAG+3,Active SP Up 1
Rebirth Max HP+2, Revive 1
DuskMax MP+2, SPD+2, MP Regeneratin 1
WillATK+1, SP Rate +1
SavageryCRIT+2, Focused Attack 1