Patch — July 5, 2026
Power Gems
- Added power gems — one per stat: Attack, Defense, Max Health, Max Mana, Health Regen, Mana Regen, Magic Amp, Magic Resist, and Agility
- Gems drop unidentified from dungeon chests, alongside artifacts
- New
/identifycommand: consumes one unidentified gem plus 200 gold and reveals its rarity - Four rarities: Rough (64.9%), Polished (25%), Pristine (10%), and Perfect (0.1%)
- Rarity only affects enchant success chance (+0% / +10% / +20% / +30%) — the stat bonus is identical across rarities
- Gems are untiered and work on any equipment; identified gems are stackable and tradeable on the market
- Wiki item pages added for all gems
Enchanting
- Enchanting now has 6 levels of +50 MP each instead of 3 levels of +100 MP — same +300 MP at max, twice the granularity
- Existing enchanted items keep their power: old +1 became +2, +2 became +4, and +3 became +6
- Every enchant now consumes one identified gem of your choice plus all three artifact ranks of the item's material tier
- Artifact cost is flat per level: 27 Shards / 9 Cores / 3 Hearts, tripled for weapons and doubled for armor; gold cost is unchanged
- On success the gem's stat is permanently added to the item and scales with the item's MP; the item's gem history is shown on
/inspectand market listings - There is no per-stat cap — stacking six of the same gem on one item is allowed
- Success chance keeps the MP-based curve, plus the gem's rarity bonus, capped at 95%
- On failure all reagents (artifacts, gold, and the gem) are lost; the item is untouched
- Enchant, equip, and sell menus now let you pick a specific copy when you own items with different gem histories
- Enchanted item value now scales ×√2 per level, so +6 is worth 8× base — same as the old +3
- Wiki enchant pages show the new cost tables
Bug Fixes
- Fixed the combat action menu staying locked after confirming — it now resets to a fresh menu for the next round