Super Gems
Moon Gems & Magic Skill Experience
A Moon Gem socketed into gear you are wearing increases the experience your magic skills earn when you cast them. It does nothing for your character experience (that's the Rainbow Gem) and nothing for weapon proficiency (that's the Violet Gem).
There is one thing about them that is not obvious and costs people a lot of gems:
Partial bonuses are rounded down. On most utility skills — which earn exactly 1 experience per cast — anything less than +100% gives you literally nothing.
Two Refined Moon Gems (+60%) train Stigma at exactly the same speed as no gems at all.
Quick reference
| Gem | Bonus to magic skill exp |
|---|---|
| Moon Gem (normal) | +15% |
| Refined Moon Gem | +30% |
| Super Moon Gem | +50% |
Bonuses add up across every socketed item you have equipped — helmet, necklace, armour, both weapon hands, ring and boots, two sockets each.
The server then works out your gain like this:
exp gained = base exp of the cast × (1 + total bonus) ...rounded DOWN to a whole number
That rounding is the whole story.
The catch
Magic skill experience is stored as a whole number. There is no such thing as half an experience point, and the leftover fraction is thrown away on every single cast — it is not banked and it does not carry over to the next cast.
For any skill whose cast is worth 1 experience, the maths is brutal:
| Total Moon Gem bonus | Exp per cast | What you actually get |
|---|---|---|
| none | 1 | — |
| +15% to +95% | 1 × 1.95 = 1.95 → 1 | nothing at all |
| +100% to +195% | 1 × 2.00 = 2.00 → 2 | twice as fast |
| +200% to +295% | → 3 | three times as fast |
| +300% to +395% | → 4 | four times as fast |
The benefit is a staircase, not a slope. Going from no gems to +95% changes nothing. Going from +100% to +195% also changes nothing. Only crossing each whole 100% does anything.
Skills that earn a flat 1 experience per cast
These need +100% or more before a Moon Gem does anything whatsoever:
- Buffs and self-status skills — Stigma, Magic Shield, Star of Accuracy, Invisibility, Dodge, Accuracy, Intensify
- Status attacks — Seizer, Celestial, Phoenix, Earthquake, Boom, Penetration
- Transformations — Water Elf, Divine Hare, Robot
- Summons — Summon Guard, etc.
Skills that earn experience based on what they did — the bonus works smoothly
Here the base number is in the hundreds or thousands, so a +15% gem really does give you about 15%. The rounding still discards a fraction, but it's a fraction of a large number and you'll never notice it.
- Damage skills — Thunder, Fire, Fire Meteor, Fire Circle, Pervade, Scatter, Halt, Boreas, Fast Blade, Scent Sword, Dragon Tail, Viper Fang, Cruel Shade, and every other skill that simply hits things. Experience earned = damage dealt.
- Healing skills — Cure, Advanced Cure, Nectar, Healing Rain, Spirit Healing. Experience earned = life actually restored (healing a target who is already full gives nothing, gem or no gem).
- Meditation — experience earned = the mana you were missing when you cast it.
Only combinations that reach a whole 100% do anything for the flat-1 skills:
| What you're wearing | Total | Effect on a 1-exp skill |
|---|---|---|
| 1 Normal | +15% | ❌ nothing |
| 1 Refined | +30% | ❌ nothing |
| 1 Super | +50% | ❌ nothing |
| 2 Refined | +60% | ❌ nothing |
| 1 Super + 1 Refined | +80% | ❌ nothing |
| 3 Refined | +90% | ❌ nothing |
| 1 Super + 1 Refined + 1 Normal | +95% | ❌ nothing — one Normal Gem short |
| 2 Super | +100% | ✅ 2× |
| 3 Refined + 1 Normal | +105% | ✅ 2× |
| 7 Normal | +105% | ✅ 2× |
| 2 Super + 2 Refined | +160% | ✅ 2× (the extra 60% is wasted) |
| 4 Super | +200% | ✅ 3× |
| 6 Super | +300% | ✅ 4× |
The cheapest useful build is two Super Moon Gems. Anything between +100% and +195% performs identically, so once you've hit 100% the next gem worth adding is the one that takes you to 200%.