User blog comment:Lenyntaka/-Suggestion-Elemental Equipments/@comment-99.236.166.23-20110911062352

This is how I would do it.

Each jewel would still be responsible for a different effect/element, but have a sword and armor of each type.

Ruby - Fire Armor: Negates burning block damage, reduces lava damage by 50% Sword: Lights up area on swing, 5% chance of applying fire debuff

Sapphire - Water Armor: 50% more breath Sword: 5% chance on hit to slow enemy movement speed

Emerald - Earth Armor: Regenerate life faster Sword: 5% chance to apply poison on hit

Topaz - Wind Armor: Faster movespeed, reduce fall damage by 50% Sword: 5% chance of sending the enemy flying offscreen (not straight-up powerful, but has fun effects - ie, pvp)

Diamond - Holy Armor: Reduce damage dealt and damage taken by 50% Sword: 5% chance on hit to instantly slay an undead or demonic creature that isn't a boss

Amethyst - Unholy Armor: Increase damage dealt and damage taken by 50% Sword: 5% chance on hit to heal equal to the damage done (checked for each target hit, as opposed to on swing, for balance reasons)

Armor may be individual or made of all three pieces. If so, listed effects would be the set bonus. They would probably be around Shadow Scale in terms of effectiveness. To craft it, you would need 3 silver bars and one of a gem to make a new bar. There would be one for each type of gem. (You would crush the gems into a powder and alloy it with the bar, but ingame you would just "make" it.) Then, each piece takes as many gembars as silver armor, so ...

4 silver ore -> silver bar 3 silver bar + 1 gem -> Gembar

20 gembar -> Helmet 30 gembar -> Armor 25 gembar -> Legs

Total: 75 gembars = 75 gems + 900 silver (about 3x as much as silver armor - gives a great way to use up that excess silver lategame, and I imagine it to be lategame equipment, anyways)