Skip to content

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 122 of them — 80 custom Runaria enchantments and 42 vanilla ones.

You roll the level, you don't pick it

One stone covers a whole enchant. The level is rolled when you craft it, from your Gemforging level, and shown on the stone's lore.

Pick any enchantment and drag your Gemforging level to see exactly what you would roll:

Loading the enchant calculator…

Two separate things decide the result: which levels are unlocked at your profession level, and once unlocked, how the odds lean between them.

When levels unlock

Levels unlock evenly on the climb to Gemforging 75, scaled to each enchant's own maximum. That means an enchant's top level always lands at exactly 75 — and the fewer levels an enchant has, the longer it waits for each one:

Enchant's max Level II unlocks at Top level at
max II 75 75
max III 38 75
max IV 25 75
max V 19 75
max VI 15 75
max VII 13 75
max VIII 11 75

Short enchants are the slowest to improve

A max-II enchant has a single unlock and saves it for the very end, so it rolls nothing but level I until Gemforging 75. Sharpness (max VIII) spreads seven unlocks across the climb and reaches II at 11, V at 43, VII by 65.

So the same roman numeral is far harder to get on a small enchant than a big one. Use the calculator above rather than assuming.

Chance of rolling the maximum level

Gemforging max II max III max IV max V max VI max VII max VIII
1 0% 0% 0% 0% 0% 0% 0%
25 0% 0% 0% 0% 0% 0% 0%
50 0% 0% 0% 0% 0% 0% 0%
75 63% 49% 39% 31% 8% 6% 4%
100 65% 51% 41% 33% 11% 8% 7%
125 66% 52% 43% 36% 14% 11% 10%
150 67% 54% 46% 38% 18% 15% 13%
175 68% 56% 48% 41% 22% 19% 18%
200 69% 57% 50% 43% 26% 24% 23%

A 0% means that level is not unlocked yet and cannot roll however lucky you are.

Unlocking a level is not the same as rolling it

Gemforging 75 opens every level, but a max-VIII stone crafted at exactly 75 hits VIII only 4% of the time — it rolls I, II or III more than 60% of the time.

Small enchants stop caring after 75. Big ones do not.

A max-II stone goes from 63% to 69% between Gemforging 75 and 200 — 125 levels for six percentage points. Once you are at 75, craft them freely.

A max-VIII stone goes from 4% to 23% over the same stretch, nearly six times better. Those are the ones worth saving for.

Big stones roll badly until Gemforging 145

For enchants with a maximum of VI or above, the odds are deliberately weighted toward the low end at first. They are flat at Gemforging 145 — every level equally likely — and only favour high rolls above that.

That is why a max-VI stone at 75 hits VI just 8% of the time while a max-V stone hits V 31% of the time. If you want Sharpness VIII or Power VIII, crafting before 145 is mostly burning materials.

Every level's odds

23 stones have a maximum of I — Mending, Silk Touch, Infinity, Soulbound and the rest. Those always roll I, so your Gemforging level makes no difference to them at all.

Max level II — 24 stones
Gemforging I II
1 100% 0%
25 100% 0%
50 100% 0%
75 37% 63%
100 35% 65%
125 34% 66%
150 33% 67%
175 32% 68%
200 31% 69%
Max level III — 29 stones
Gemforging I II III
1 100% 0% 0%
25 100% 0% 0%
50 40% 60% 0%
75 20% 31% 49%
100 19% 31% 51%
125 17% 30% 52%
150 16% 30% 54%
175 15% 29% 56%
200 14% 28% 57%
Max level IV — 16 stones
Gemforging I II III IV
1 100% 0% 0% 0%
25 44% 56% 0% 0%
50 24% 32% 44% 0%
75 14% 19% 28% 39%
100 12% 19% 28% 41%
125 11% 18% 28% 43%
150 10% 17% 28% 46%
175 9% 16% 27% 48%
200 8% 15% 27% 50%
Max level V — 14 stones
Gemforging I II III IV V
1 100% 0% 0% 0% 0%
25 46% 54% 0% 0% 0%
50 27% 33% 40% 0% 0%
75 11% 15% 19% 24% 31%
100 10% 14% 18% 25% 33%
125 9% 13% 18% 25% 36%
150 8% 11% 17% 26% 38%
175 7% 11% 16% 26% 41%
200 6% 10% 16% 26% 43%
Max level VI — 11 stones
Gemforging I II III IV V VI
1 100% 0% 0% 0% 0% 0%
25 56% 44% 0% 0% 0% 0%
50 35% 27% 21% 17% 0% 0%
75 28% 22% 17% 13% 10% 8%
100 24% 20% 17% 15% 13% 11%
125 20% 18% 17% 16% 15% 14%
150 16% 16% 16% 17% 17% 18%
175 12% 14% 15% 17% 19% 22%
200 10% 12% 14% 17% 21% 26%
Max level VII — 3 stones
Gemforging I II III IV V VI VII
1 100% 0% 0% 0% 0% 0% 0%
25 42% 33% 25% 0% 0% 0% 0%
50 31% 24% 19% 15% 11% 0% 0%
75 27% 21% 16% 13% 10% 8% 6%
100 22% 19% 16% 14% 12% 10% 8%
125 17% 16% 15% 14% 13% 12% 11%
150 13% 14% 14% 14% 15% 15% 15%
175 10% 11% 12% 14% 16% 17% 19%
200 7% 9% 11% 13% 16% 20% 24%
Max level VIII — 3 stones
Gemforging I II III IV V VI VII VIII
1 100% 0% 0% 0% 0% 0% 0% 0%
25 42% 33% 25% 0% 0% 0% 0% 0%
50 31% 24% 19% 15% 11% 0% 0% 0%
75 26% 20% 16% 12% 9% 7% 6% 4%
100 20% 17% 15% 13% 11% 9% 8% 7%
125 16% 15% 14% 13% 12% 11% 10% 10%
150 12% 12% 12% 12% 13% 13% 13% 13%
175 8% 9% 10% 11% 13% 14% 16% 18%
200 6% 7% 8% 10% 12% 15% 19% 23%

Experience for rolling well

You earn bonus Gemforging experience for a good roll — 15% extra at three-quarters of an enchant's max level, 30% at nine-tenths, and 50% for a perfect maximum roll. Bigger enchants also pay more per craft, so levelling on the stones you actually want is not wasted.

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.

Melee — One 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

Universal — Soulbound (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.