Gems, tiers, cuts and sockets in items
A gem goes into a ring or an amulet and adds to one skill. There are 10 gems, one for each skill. A smith cuts them from minerals.
RubyPower
CarnelianFury
AquamarineAgility
MoonstoneComposure
OnyxDefense
EmeraldHealth
AmberReflex
SapphireAccuracy
DiamondPierce
AmethystVigilance
The kinds of gems
| Gem | Mineral | Skill | Per tier |
|---|---|---|---|
Ruby | Fire quartz | Power | +5 |
Carnelian | Fire quartz | Fury | +5 |
Aquamarine | Ice spar | Agility | +3 |
Moonstone | Ice spar | Composure | +5 |
Onyx | Mountain rock | Defense | +3 |
Emerald | Mountain rock | Health | +5 |
Amber | Storm glass | Reflex | +5 |
Sapphire | Storm glass | Accuracy | +5 |
Diamond | Sea pearl | Pierce | +5 |
Amethyst | Sea pearl | Vigilance | +5 |
Tiers
| Tier | Hero level | Mastery | How it is made | Minerals in total |
|---|---|---|---|---|
| I | 6 | 1 | a cut: 4 minerals | 4 |
| II | 7 | 3 | 3 gems of tier I | 12 |
| III | 9 | 5 | 3 gems of tier II paste: 1 | 36 |
| IV | 10 | 7 | 2 gems of tier III paste: 1 | 72 |
| V | 12 | 10 | 2 gems of tier IV paste: 2 | 144 |
Cutting
The cut is a gem's quality. It is set by the smith's mastery at the moment of cutting and never changes after that. A merged gem takes the worst cut among those used.
| Cutting | Smith's mastery |
|---|---|
| rough | 1–2 |
| even | 3–4 |
| fine | 5–6 |
| masterful | 7–8 |
| flawless | 9–10 |
Master Bellows always cuts the same way: even.
A gem's bonus
The tier sets the base of the bonus and the cut adds to it: the finer the cut, the stronger the gem. All the numbers are in the tables.
A gem's tier is limited by the level of the hero who wears it, and its cut by the mastery of the smith who cut it.
Gems with step 5: Ruby, Carnelian, Moonstone, Emerald, Amber, Sapphire, Diamond, Amethyst
| Cutting | I | II | III | IV | V |
|---|---|---|---|---|---|
| rough | +4 | +9 | +14 | +19 | +24 |
| even | +5 | +10 | +15 | +20 | +25 |
| fine | +6 | +11 | +16 | +21 | +26 |
| masterful | +7 | +12 | +17 | +22 | +27 |
| flawless | +8 | +13 | +18 | +23 | +28 |
Gems with step 3: Aquamarine, Onyx
| Cutting | I | II | III | IV | V |
|---|---|---|---|---|---|
| rough | +3 | +4 | +7 | +10 | +13 |
| even | +3 | +5 | +8 | +11 | +14 |
| fine | +4 | +6 | +9 | +12 | +15 |
| masterful | +4 | +7 | +10 | +13 | +16 |
| flawless | +5 | +8 | +11 | +14 | +17 |
Sockets
Sealed
Open, empty
Charmed socket
No charm
Rings and amulets of rare quality and above have a socket. An item has two sockets: a smith opens the permanent one, an enchanter the second — for a term.
| Open the socket | Guardian's heart: 1; Stone dust: 10 |
|---|---|
| Mastery for a socket | Rare: 4; Epic: 6; Legendary: 8 |
| Take the gem out | Stone dust: 10 per tier of the gem — or Solvent |
| A smith can unset | from mastery tier 2 |
How many gems work
The gems of worn items work on the hero: no more than 3 in permanent sockets, no more than 3 in charmed ones, and one of each kind. An extra or repeated gem sleeps.
Of two gems of one kind the stronger one works.
Gems do not count against a guardian: they work in duels and in the arena.
See also

Ruby
Carnelian
Aquamarine
Moonstone
Onyx
Emerald
Amber
Sapphire
Diamond
Amethyst