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August 23, 2017 at 5:20 pm #24475
Excludes post-game gems. I found it easier to configure gem slots by having a list for reference.
Gem (Excluding Post-Game) Effect Partial Explanation Life Max HP+1 Mind Max MP+1 Power ATK+1 Magic MAG+1 MAG up 10 every unit but increasing (5=100) Speed SPD+1 Might CRI+1 Evasion EVR+1 Defense Physical Damage -1 Warding Magic Damage -1 Monk’s Max HP+2, Defending Heal 1 Heroism CRI+2, Focused Defense 1 focused def 1 increases SP by 5 when defending Stalwart Phys Damage-, Defending Damage – Fire ATK+1,Firepower 1 Water MAG+1,Waterpower 1 MAG up 10 for every unit but increasing Earth Max HP +1, Earthpower 1 HP up 50 for every unit but increasing amount +4=350 Wind SPD+1, Windpower 1 Gladiator ATK+2, Critical Power Up 1 Soldier Max HP+2, Critical Heal 1 Warrior SPD+2, Critical SP Up 1 SPD up 3 for every unit Resolve ATK+1, HP Regeneration 1 ATK up 10 for every unit Sorcery MAG+1, MP Regeneration 1 Bravery CRI+1,Active SP Up 1 CRI up 5 per unit (so CRI+3=+15); active sp up increases SP by 4 each turn Knowledge MAG+2, Near-death MP Up 1 Strife CRI+2, Near-death SP Up 1 Reversal EVR+2, Desperate Power 1 Depth ATK+2, Near-death CRI+1 Holy EVR+2, Near-death EVR+1 Barrier MAX HP+2, Protector 1 protector: 15% chance to reduce phys damage by 25% Shielding MAX MP+2, Rune Wall 1 Max MP up 20 every unit Medic’s MAX MP+2, Medic 1 Medic: recovery items are 30% more effective Fairy EVR+1, Elemental Master 1 Quickness SPD+2, Sharp Reflexes 1 sharp reflexes: turns come20% faster after regular attacks Thief’s EVR+2, Mugger 1 Shield. Physical Damage-1, Magic Damage-1 Flash SPD+3, EVR+2 Solar Max HP+2, SP Rate+1 SP Rate+: SP increases by an extra 75% Lunar Critical MP Up 1, Rune Wall 1 Star Magic Damage -1, Near-Death MP Up 1 near-death MP 1 recovers 15% MP when your HP goes below 25% Justice Critical Heal 1, Active SP Up 1 critical heal: critical strikes heal 7% of HP Courage Focused Attack 1, MP Saver 1 Focused Attack 1 adds 2 seconds to special ability input Illusion Protector 1, Rune Wall 1 Rune Wall 1 15% chance to reduce magic damage by 25% Vigilance Defending Heal 1, Defending Damage -1 defending heal: heals 10% of your hp when defending Prayer Meditate 1, SP Increase 1 Geistflame Firepower 2, Critical Power Up 1 Aquageist Waterpower 2, Meditate 1 Terrageist Earthpower 2, HP Regeneration 1 Aerogeist Windpower 2, Critical SP Up 1 critical SP: critical strikes increase SP by 5 Daybreak Max HP+2, Defending Heal 1, Meditate 1 Awakening Near-death SP, Attack Increase, CRI+1 near-death sp 1 raises sp by 15 when your HP goes below 25% Valor CRI+3,Critical Heal1, SharpReflexes 1 Sage MAG+2,MP Regeneration 1, MP Saver 2 MP Saver: skills use 8% less MP per unit Spirit Critical MP Up 1, Elemental Master 2, MP Saver 1 critical MP 1 critical strikes recover 7% of MP Kindness near-death EVR+1, Medic 1, Revive 1 Priest Max MP+2, Critical MP Up 1 Behemoth ATK+3,MAG+3,Active SP Up 1 Rebirth Max HP+2, Revive 1 Dusk Max MP+2, SPD+2, MP Regeneratin 1 Will ATK+1, SP Rate +1 Savagery CRIT+2, Focused Attack 1
Older, but not wiser
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