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Gems & Enchanting

Two socketable systems share one starting point. Both begin at the Apothecary, and both are powered by your Gemforging profession.

Kiko runs all of it — every station on this page is opened by talking to her.

Apothecary  →  Gem Catalyst  ─┬─→  Gem Station    →  stat gemstones
                              └─→  Enchant Forge  →  enchant stones

The Apothecary's single recipe consumes only dungeon reagents, so gem crafting is gated behind dungeon running rather than mining.


Gemstones

Four families, five quality grades each — twenty gemstones, all crafted at the Gem Station. Talk to Kiko.

Quality

Grade Rarity
Cracked Common
Polished Uncommon
Radiant Rare
Perfect Epic
Mythic Legendary

Cracked gems of all four families are craftable from level 1, and also drop from Temple chests. The higher grades unlock much later.

Families

Family Theme Stats it rolls
Ruby Melee and physical Attack damage, attack speed, crit chance and power, PvE/PvP damage, weapon damage
Sapphire Caster and ranged Skill crit chance and power, magic damage, projectile damage, cooldown reduction, attack speed
Emerald Defence Max health, armor, armor toughness, knockback resistance, movement speed, damage reduction
Amethyst Generalist The same offensive spread as Ruby, at roughly 60% of the size. A flexible filler, not a best-in-slot gem.

Every gem rolls two extras

Success Rate — the chance the gem actually sockets instead of shattering. Most gems roll somewhere between 25% and 75%, but one in ten rolls Lucky (75–100%) and one in ten rolls Unlucky (1–25%).

Check the success rate before you socket

An Unlucky gem has as little as a 1% chance of applying. Read the number on the gem before you commit it to gear you care about.

Your Gemforging level helps: +1% success per 20 levels, so +10% at level 200.

Empowered — roughly a one-in-ten chance for a gem to gain the Empowered prefix, which rolls from a separate, tighter stat pool.

Sockets

Gear rolls sockets randomly. Accessories — rings, amulets, bracelets, gloves and artifacts — have about a 50% chance of one socket, which will be Ruby, Sapphire, Emerald, Amethyst or Uncolored.

An Uncolored socket accepts any gem family, which makes it the most valuable roll.

Use a Gem Remover to pop a gem back out.


Enchant Stones

Enchant Stones carry an enchantment and socket into an item's Enchant Socket. There are 123 of them — 81 custom Runaria enchantments and 42 vanilla ones.

You roll the level, you don't pick it

This is the part that matters most:

  • Below Gemforging 75, you're capped well under an enchant's maximum. At level 1 you will only ever roll level I.
  • At Gemforging 75, every tier becomes reachable.
  • Past 75, the odds keep shifting toward high rolls all the way to level 200.

You also earn bonus Gemforging experience for rolling well — 15% extra at three-quarters of max level, 30% at nine-tenths, and 50% for a perfect maximum roll.

Grind Gemforging before chasing high-level stones

Nothing stops you crafting a top-tier stone at Gemforging 5 — you'll just roll level I and waste the materials. Get to 75 first.

Vanilla enchantments, raised

Several vanilla enchantments go above their normal ceiling as stones:

Enchantment Max here Vanilla max
Sharpness VIII V
Power VIII V
Protection VI IV
Looting VI III
Fortune VI III
Unbreaking VI III

Custom enchantments

The 81 custom enchantments are also obtainable from enchanting tables, villager trades and loot chests — stones are just the reliable route.

MeleeOne for All (+500% damage, but conflicts with every other enchantment), Bleed, Goliath, Lifesteal, Ender Slayer, Cubism, Introversion, Slaughter, Ninja, First Strike, Finishing, Brightness, End and Nether Affinity, Criticals, Abrasion, Fortitude, Shura

Control — Blackout (blind), Confusion (shuffles their hotbar), Stun, Caffeinated, Dexterity

Spells, activated abilities limited to one per item — Charge, Transmission, Ascend, Soul Storm, Rumble, Vitality, Dynamite, Xray

Ranged — Boss Hunter, Wound, Thor (calls lightning), Flashbang, Rapid, Snipe, Frost, Jumpshot, Skull Puncture, Tripleshot, Warp Drive, Contagion, Slipstream

Gathering — Veinminer, Lumberjack (fells a whole tree), Excavation, Blast Mining, Infernal Touch (auto-smelts), Nether Prospector, Telekinesis, Wisdom, Carve

Farming — Replenish (auto-replants), Feather Step (no trampling), Foraging

Defence — Arcane Defence, Thrive, Aura (protects nearby players too), Vanish, Poison Ivy, Haunting, Block Breather, Rebounding, Adrenaline

Movement and utility — Streamlining, Getaway, Escape, Stamina, Metabolism, Rocket Saver, Wyvern, Sparks

UniversalSoulbound (keep the item when you die), Repairing

Curses

Curses are craftable too: Breaklessness, Harmlessness, Hunger, Misfortune and Permanence.

Curse of Permanence is irreversible

An item with Curse of Permanence can never be modified in an anvil again. And curses in general cannot be removed with a grindstone.

Display rules

  • Enchantment descriptions appear in the item's lore, but only while it has five or fewer enchantments.
  • Past nine enchantments the list collapses into compact comma-separated lines.
  • Enchantments above their normal max show in a distinct green gradient.
  • Spell enchantments are limited to one per item — you cannot stack two spells.
  • /enchantinfo opens a menu showing any enchantment's max level, rarity, valid targets and conflicts.