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Divine Gems

Divine Gems

Divine Gems are crystallized essences of the power of the Olympic gods. These precious stones can be attached to equipment, granting divine attributes and special blessings. Each gem carries the power of a specific god and offers unique benefits.

How Divine Gems Work

Every gem gives one bonus. Choose the god that matches your build:

  • Athena: defense, protection, dodge, absorb and max health.
  • Hades: life and mana sustain, healing and bonuses after defeating an enemy.
  • Apollo: magic level, elemental damage, healing, critical hits and max mana.
  • Ares: melee skills, physical damage, life steal, double damage and critical hits.
  • Zeus: elemental damage and chance-based elemental strikes.
  • Artemis: distance and music skills, precision, dodge, critical hits and max health/mana.

There are three strengths: Minor, Medium and Powerful. Stronger gems give higher values. For example, Max Health gives 1% / 2% / 3%.

Drop chances: every god and every strength can drop. Among gem drops, Athena is 20%, Hades 18%, Apollo 16%, Ares 16%, Zeus 15% and Artemis 15%. Within each god, Minor is 50%, Medium 30% and Powerful 20%.

Some bonuses activate during combat. Their damage is based on the hit that triggered them, so they remain useful even for high-level characters.

Different icons: the same bonus may appear with an armor, legs, boots, ring or necklace icon. The icon helps you find and trade the gem; the bonus description shows every equipment type that accepts it.

Use three gems of the same strength in the Hellforge to create one stronger gem. The result is random.

Above them are the Primordial Gems: one per god, for weapons only, each with a unique combat effect.

Gem Items by Slot

There are three rarities: Minor (blue), Medium (yellow) and Powerful (red). The rarity is rolled when you kill a special creature. Each gem also belongs to one slot — the sprite shows which piece it fits. Weaker gems can be sacrificed at the Hellforge Gem into stronger gems with a random roll.

Powerful (red)

ArmorArmor
LegsLegs
BootsBoots
MeleeMelee
DistanceDistance
ShieldShield
NecklaceNecklace
RingRing
WandWand
HybridHybridmelee+distance
HelmetHelmet

Medium (yellow)

ArmorArmor
LegsLegs
BootsBoots
MeleeMelee
DistanceDistance
ShieldShield
NecklaceNecklace
RingRing
WandWand
HybridHybridmelee+distance
HelmetHelmet

Minor (blue)

ArmorArmor
LegsLegs
BootsBoots
MeleeMelee
DistanceDistance
ShieldShield
NecklaceNecklace
RingRing
WandWand
HybridHybridmelee+distance
HelmetHelmet

Attach for free by using the gem on unequipped gear. Slot must match. See the compatibility table for which attributes each equipment type accepts.

Hellforge Gem

Hellforge Gem
The Hellforge Gem in the world. Use it to open the forge.

Use the Hellforge Gem to sacrifice gems of the same rarity. Ratio is always 3 → 1. The new gem gets a random god, slot and attribute.

  • 3 Minor → 1 Medium
  • 3 Medium → 1 Powerful
  • 3 Powerful → 1 Powerful (reroll)

The forged gem goes to the Gem Pouch.

Primordial Gems

Primordial (purple)

Primordial GemWeaponmelee · distance · wand

Primordial Gems carry the true power of a god. Instead of a stat, each one gives the weapon a unique combat effect. There is one gem per god — eight in total.

  • How to get: buy in the God's Judgement shop for 100,000 Essence. Choose the god in the shop. Repeatable.
  • Where it goes: any weapon (melee, distance, wand or rod). It uses one free socket, like any other gem, so the weapon needs a rarity with an empty slot.
  • One per weapon: a weapon can hold only one Primordial Gem. If both hands carry one, only the first found counts.
  • No tiers: every Primordial Gem is already at its maximum value. It does not go through the Hellforge.
  • Bound: the gem is bound to your character, even after being detached.
  • PvP: extra damage from the gem deals 50% against players.

Basic attack means melee, distance and wand/rod attacks. Hit means any damage you deal, spells included. An area spell counts as one cast, no matter how many targets it reaches. Damage from a gem never triggers another gem.

Power grows with your level and your best skill (or magic level). Spell power grows with your level and magic level.

God Effect Description
Athena Exposed 8 basic attacks or offensive spells on the same target leave it Exposed for 6s: it takes +25% damage from all sources (your party too). Changing target resets the count. One Exposed target at a time. Cooldown: 9s after it ends.
Apollo Sunstep Every 22s you gain Sunstep for 8s: +40% movement speed. Passive while the weapon is equipped.
Artemis Root 20% chance on basic attack to deal 170% of your power as earth damage and Root the target for 2.5s (almost unable to move). Bosses take the damage but are not rooted. Cooldown: 4.5s.
Aphrodite Charm 13% chance on hit to Charm your target and up to 7 monsters within 5 sqm. Charmed monsters are pulled to you and take +25% damage for 8s. Cooldown: 15s.
Ares Frenzy Every 10 basic attacks you enter Frenzy for 8s: +25% attack speed. Cooldown: 5s after it ends.
Poseidon Bubble Burst Every 3 offensive spells, a 6x6 bubble burst explodes around your target: 145% of your spell power as ice damage to up to 15 targets.
Zeus Chain Lightning Every 3 basic attacks, lightning chains from your target to nearby monsters (3 sqm): 110% of your power as energy damage to up to 5 targets.
Hades Death Touch 33% chance on hit to deal bonus death damage equal to 60% of that hit. No cooldown.

Exposed (Athena) and Charm (Aphrodite) do not stack on the same monster: the newest one replaces the other.

Attribute Compatibility Table

Each gem grants one random attribute. Use the filters to find which equipment types accept each attribute before attaching.

God Tier Attribute Value Accepted on

Tier System

Gems are classified by Tier, which influences:

  • Obtainment chance: Higher tiers are rarer
  • Attribute quality: Higher tiers offer better values
  • Market value: High tier gems are extremely valuable

Attachment to Items

To attach a gem to equipment:

  1. Item rarity (from crafting, transmutation or elite loot) unlocks sockets. The upgrade module does not change rarity.
  2. Use a gem whose slot matches the piece (armor gem on armor, etc.). Item must be unequipped.
  3. Gem attribute must be compatible with the equipment type — see the table above.
  4. Attachment is free (no gold). The gem is consumed and the attribute is permanent.

Slots by rarity

Common 0 · Rare 1 · Epic 2 · Legendary 3 · Mythic 4. Craft skips Uncommon.

Restrictions

  • Common items have no gem slots
  • The same attribute type cannot be attached twice on one item
  • Slot-typed gems only fit that slot (hybrid = melee + distance)

Gems in offhands

Offhands now accept offensive gems, just like Quivers.