A monetized gear-augment system: gems inlay into equipment for permanent stats, then merge upward through a probabilistic ladder. This guide documents the mechanics, the cost structure, and the point of diminishing returns.
A gem inlays for a permanent passive stat and grows by merging: a lower-rank feeder and the primary combine into the next rank.
Your primary is never destroyed and never de-ranks in the current version: every gamble rank's fail result is Explode (feeder only). A primary-de-rank outcome (DownAndExplode) exists in the client code and the May-2025 build, but no current config selects it. SRC gem_merge.csv (FailedResult=Explode ×10) de-rank: old-build / server-side
One stat theme each. Two-stat families carry a Final-grade secondary that is the real differentiator (see Picking a family). Tap a gem for detail.
Rate, pity and feeder tier per rank. It collapses twice: T6 to T10 fed by T5 gems, then T11 to T15 fed by T10 gems (why the top explodes in cost). Pity caps the worst case at K+1 tries.
CN screenshots with English overlaid on each label. Older build (May 2025): layout is current, but values and one gem name predate a rebalance: use the calculator for live numbers.
Thunderous Spirit Staff
T4 Ruby: ATK 6.3%
Unequip
T3 Ruby: ATK 4.5%
Unequip
T4 Black Crystal: DMG Boost 1.3%
Unequip
Slot enhance: unlocks at Lv120
T1 Ruby
T1 Black Crystal
T1 Amethyst
Enhance
Inlay
Resonance
Gift
Mechanical Furnace
225K
Inlay
T9 Yellow Gem
T5 Yellow Gem
Furnace charge (pity) 60%
T9
T10
If it fails you lose the feeder. Choose carefully!
Feeder candidates: “wrong type” (T7 gems)
“wrong type” (T8 gems); checkmark = the one valid feeder
Success rate 10%
Synthesize (30K)
Images from 3DM, local reference for personal study; English is overlaid, not edited onto the source. DERIVED translation UNVERIFIED values (older build)
A functional replica of the Mechanical Furnace. Success rates, pity counters, feeder requirements, and failure behavior are taken directly from gem_merge.csv and the decompiled client. Acquire gems through the modeled channels, then merge.
The real acquisition channels. Each box opens to a random family with the game's real weights: 70% single-stat (“avoid”) families, 7.5% per two-stat family.
Exact, from config and decompile: success rates (100/36/18/8/4), pity counts (1/2/5/11/23), the charge meter (misses/pity, reset on success), feeder tier and count, same-family feeding, Explode-on-failure (feeder lost, primary retained), per-target-tier charge shared across families, the story gate, the T12 cap, pack contents and US prices, and the 700/300 family weights. Assumed: per-run dungeon drop quantity and the RNG draw, both server-side. SRC gem_merge.csv, console.dll, pay configs, reward_rule.csv UNVERIFIED: drop count, draw
Priced in T1-gem-equivalents (the whole feeder + primary sub-tree, pity-capped). Drag a target tier.
| Tier | Success | Pity K | Exp. attempts | Feeder | Cumulative cost | Ruby ATK% | % / 100 cost |
|---|
Each tier approximately doubles both the stat gain and the cumulative cost; efficiency therefore declines monotonically, with no local optimum. DERIVED from gem_merge.csv + gems_catalog.csv
A T12 gem prints "+307% ATK", but the line scales only the character's base stat, a minor component of total attack at endgame. Its real contribution is approximately +10%. That figure is substantial, yet it is near-identical across all eight families, so it carries no weight in family selection.
All eight families' main lines land within a hair of each other, so the headline is the same whichever you pick. It cannot be the thing that decides your choice. SRC gems_catalog.csv
There is no gem gacha, and merging consumes no currency. The only cost is the volume of low-rank gems consumed, so monetization operates through acquisition rate rather than direct purchase.
Cost scales geometrically in T1-gem-equivalents. By T12 the stat per unit cost is roughly 1/7 that of T5, so breadth across slots, combined with the Final-grade secondaries, outperforms maximizing any single gem, including for maximal spenders.
Family names, stat lines, slot rules and merge structure all confirmed against the authoritative CN community for 杖剑传说 (the real CN title).
Lists all eight gemstone families with their exact stat lines and the weapon/off-hand/boot/helmet/armor slot rules. In-game inlay screenshots. Matches our data point-for-point.
Confirms the 3-into-1 then 2-into-1 merge, the tier-5/6 gamble boundary at the gem-smith, four sockets per slot gated by resonance, and failure that destroys the feeder and can drop the gem a rank.
Broader progression context with gem, gear and enhancement screenshots.
Third-party emulator-vendor blogs describe a generic gem taxonomy (Strength / Wisdom / Critical / Lifesteal / Haste…) that does not exist in this game. Templated AI content; disregard for gem facts.
The community pages do not publish the exact success rates (36/18/8/4%), pity counts, or the T12 cap; those derive from the decompiled client. SRC console.dll player_subrank.csv