Had the idea to make some more mystic rarity gems so yeah here they are!!
2 Stat Gems
Blue Diamond - Dexterity + Defense
Yellow Diamond - Haste + Defense
Pink Diamond - Range + Defense
Jade - Regeneration + Defense
Garnet - Power + Haste (Suggested by @qwimmzon)
1 Stat Gems
White Diamond - Pure Defense[1] or Resistance + Defense if it clashes with Painite too much
Green Diamond - Size
Black Diamond - Power
Benitoite - Dexterity
Sugilite - Range
Heliodor - Haste
(These ones have unique properties like musgravite)
Unique Gems
Spinel - No definitive stats, instead it mimics your build’s 3 highest stats and gives you more of them, bypasses atlantean essence (the essence will see it as offering no stats like musgravites), if the build only has 1 stat (somehow) it’ll double the buff, if the build has 2 stats then it’ll increase the buff of each by 50%. This would have the normal EP of fused mystic jewels but would not be able to fuse.
Selenite - Removes any negative stats on an armor piece at the cost of taking some of the armor pieces stats. The negative stats includes things like the -size on light arcmancer, the -defense on sophragos, the -power on omen, insanity from atlantean essences, drawback from painites/vatrachos. The more severe the negative stat the more points taken from the item. Wouldnt decrease the stats to make it unviable but enough to where you can’t just mindlessly remove the negative stat. Only one can be used per piece of equipment and it cannot be fused.[2]
Moonstone - Turns its secondary effects into negative ones. In return, it gives increased stats (similar to the imbued modifier) based on the severity and effects of its secondary effects. (Suggested by @Awesome_Wafflez)
(more than other mystic defense jewels but less than painite) ↩︎
It would have about the normal EP as regular fused mystic gems for free stat addition, so lets say you put it on Omen Armor, a regular fused jewel currently has about 25.5 EP, so it would be able to remove 7.65 of the negative power for free, leaving 25.45 negative power. Converting that into EP gives about 84.833 whereas the 768.8 defense comes to around 256.666 EP. Subtracting the 84.833 from 256.666 gives us around 171.43333, multipying that by 3 to get it back into defense would mean putting this gem on the armor turns Omen Armor from -33.1 Power 768.8 Defense into 514.3 Defense, 0 power and the power stat would be obtainable via atlantean essence if applied after this jewel since it completely nullifies the negative at the cost of some of the positive.
If the negative stats are below the free threshold of 25.5 EP (lets say Light Arcmancer since it has by default -13 Size at level 170, meaning 12.5 EP would be wasted), the leftover EP gets evenly distributed among the positive stats (so again with Light Arcmancer, it has power and dexterity left so half the EP to get 6.25 and each stat gets 6.25 EP more worth of stats rounded to the nearest stat, meaning it would go from 19.2 Power 63.7 Dexterity -12.8 Size to 21.1 Power 70 Dexterity 0 Size)
Sugilite - Turns its secondary effects into negative ones. In return, it gives increased stats (similar to the imbued modifier) based on the severity and effects of its secondary effects
New gems would add the chance for more variations, but some seem slightly problematic possibly being straight upgrades seemingly by their description of stats.
the game follows a general system with gems as far as i can tell by stats; rare gems, single stat (def, pow, dex, size, range, haste), from any random chest. mystic gems, two stats (Big list of stats), and are only from specific tasks.
some single stat outliers are in mystic, which are stats that dont appear in rare gems. (reg/res/pierce) darksea gems, musgravite and painite, being darksea exclusive with non-standard stats/effects.
I split darksea gems from mystic given their nature despite their item tier matching.
so some of these would be in a weird mix between rare and mystic gems with the suggested stats, aswell as perhaps even a tier above them in some form of legendary gem?
more gems is definetly possible and should honestly happen for stat variety, but maybe not all under the standard rare/mystic system.
you can get mystic gems through regular chests as well, additionally wandering gem merchants sell any gem (even musgravites and painites)
these mystic gems are why im introducing other 1 stat mystic gems (alongside painite but thats technically 2 stats, just one of them is a drawback, that being quite literally drawback), these would basically be direct upgrades of rare gems because they’re simply the next tier up, but they’d still match the other mystic gems in terms of EP (so around the 25 EP range)
true, i just didnt include legendaries because from what we’ve heard they seem to be a very very very large leap in power as seen in the lost gem of arima talent questline[1], and none of these seem to fit that scale of power so id imagine legendary gems would be incredibly unique, however a lot of these gems are still too strong or too unique to be rare so i just categorized them all as mystic if that makes sense
unless the “lost” in the questline name means that the gem is a lost tier, meaning it’d be 2 tiers above legendary gems, but im pretty sure its just because the gem was lost to time lol ↩︎
yeah, the mystics from regular chests are explicitly agates and malachites
fishing has lapis and larimar
sealed have candelaria and morenci
charting gives kyanite and variscite
dark sealed obv the painite and musgravs
the only 3 mystic gems that stand out are the resistance, piercing and regeneration ones given that they have multiple sources including rocks. said stats are also technically “tier 2” stats given that no normal armor set (to my knowledge) has them either
but in general, outside of those 3 gems, its all from specific tasks only and they have 2 stats
hm, maybe a better classification would be “rock” gem (though also from chests, charts and sealed) and “task” gem (due to the requirement of a specific task to obtain it) given the clear divergence
oh i actually didnt know it was just those two, i remember getting malachites and agates while doing my chest runs i just assumed they were really rare and i only got those 2 from being unlucky
they’re very common on class and boss gear, samurai set, rusty armor, and lost diplomat give resistance, lost envoy gives regen, visigoth gives resistance and piercing (makrinaos set), botayr gives piercing, juggernaut armor gives piercing, deluxe iron gives resistance, adventurer’s jacket gives piercing and thats all i can see on the gear builder website so there could be more
Probably an awful idea but how about a special gem type called Bixbite which has the property of making it so that armor pieces with multiple stats get reduced down to a single “dominant” stat, AKA whichever stat was highest before the fusion. This doesn’t nullify or account for tertiary stats to keep it relatively balanced
The way it works is that bixbite takes the average of every stat added together, then it divides that value in half, and then adds the final value to the highest stat
EDIT: Hey me from the future Bixbite could also just add the average as is
Not sure what happens when you use more than one Bixbite on a single piece of armor though, I assume it just increases the average by a very small percentage or something, so using more than one bixbite on a piece of armor isn’t redundant
average of the EP maybe? because if it has like defense then the average of power is going to be useless for it and if it has power the average of the defense is going to be insane for it
this isnt too bad, i kind of like the idea of people using a variety of special gems rather than just spamming malachites or candelaria or morenci
yeah i think that may be moreso because they work in a different way rather than how they’re obtained
primary stats are found on almost everything since they directly control your health and damage, and they’re also almost always required other than niche builds like diving/potency
secondary stats are found on most other gears since they directly affect how your moves work (i.e how far/fast they go, how quickly you can use them, how frequently you can use them, and how big they are)
tertiary stats are rarer because they have more niche effects, resistance gives you damage reduction while charging, piercing does a little more damage and decreases the targets substats, and regeneration heals you when you land a move