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	<updated>2026-05-16T04:21:27Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=235604</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=235604"/>
		<updated>2025-04-04T16:22:35Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Added pricing for 3/3 Tier Amplify&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the [[Verb:GEM|GEM]] interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 ! colspan=&amp;quot;8&amp;quot; | Gemstone Slot Unlocks&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !Ascension Experience Required&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
* Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. (For more details on these properties, see [[Gemstone Property List|the Gemstone Property List]].)&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Properties&lt;br /&gt;
 !Qualities&lt;br /&gt;
 |-&lt;br /&gt;
 |First Property&lt;br /&gt;
 |Common or Regional&lt;br /&gt;
 |-&lt;br /&gt;
 |Second Property&lt;br /&gt;
 |Common, Regional or Rare&lt;br /&gt;
 |-&lt;br /&gt;
 |Third Property&lt;br /&gt;
 |Legendary&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare.&lt;br /&gt;
* Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property. The following table illustrates:&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Properties&lt;br /&gt;
 !Qualities&lt;br /&gt;
 |-&lt;br /&gt;
 |1st Gemstone&lt;br /&gt;
 |Common/Regional plus Rare plus Legendary&lt;br /&gt;
 |-&lt;br /&gt;
 |2nd Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional/Rare&lt;br /&gt;
 |-&lt;br /&gt;
 |3rd Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional/Rare&lt;br /&gt;
 |-&lt;br /&gt;
 |4th Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional/Rare&lt;br /&gt;
 |-&lt;br /&gt;
 |5th Gemstone&lt;br /&gt;
 |Common/Regional plus Common/Regional/Rare&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain a maximum of 1 Gemstone per week and 3 per month.&lt;br /&gt;
* The chance for a Gemstone to drop is reset on Sunday. (TBD)&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it goes down as you find more. This chance resets each week.&lt;br /&gt;
&lt;br /&gt;
==FAQ:==&lt;br /&gt;
;Q.  Can you equip and unequip Gemstones at will?&lt;br /&gt;
:A.  Yes.&lt;br /&gt;
&lt;br /&gt;
;Q.  How much does it cost to unbind a gemstone?&lt;br /&gt;
:A.  It costs 1-4m to permanently remove the lesser binding. [[https://gswiki.play.net/Gemstones#Unbind|Unbinding Gemstones]]&lt;br /&gt;
&lt;br /&gt;
;Q.  Can you Shatter a Gemstone without unbinding it?&lt;br /&gt;
:A.  Yes, if the gemstone is lesser bound to you.  No, if the gemstone is lesser bound to someone else.&lt;br /&gt;
&lt;br /&gt;
;Q.  How much does it cost to Shatter a Gemstone?&lt;br /&gt;
:A.  Shattering a Gemstone is free, but it must be unbound.&lt;br /&gt;
&lt;br /&gt;
;Q.  If you unbind a lesser bind, and you pass it to someone, can they use it, and give it back, or does it lesser bind every time it&#039;s equipped?&lt;br /&gt;
:A.  Unbinding a Gemstone is permanent. It will only rebind if you amplify or reshape, which is permanent.&lt;br /&gt;
&lt;br /&gt;
;Q.  How many gems can you find per week?&lt;br /&gt;
:A.  One per character, per week. Capped at 3 in a month.&lt;br /&gt;
&lt;br /&gt;
;Q.  When does resets occur for per month and per week?&lt;br /&gt;
:A.  One per week reset occurs on Sundays at 12:00am EST. The same as Lumnis&lt;br /&gt;
:A.  The monthly reset occurs on the 1st of the month. &#039;&#039;(Might need this to be validated still)&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Gemstone Modifications:==&lt;br /&gt;
&lt;br /&gt;
===Costs===&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Reshape===&lt;br /&gt;
Reshaping a Gemstone will cause all properties of said Gemstone to reroll into new properties of the same rarity.&amp;lt;br&amp;gt;&lt;br /&gt;
Reshape costs double for every additional reroll. The scaling cost resets weekly.&amp;lt;br&amp;gt;&lt;br /&gt;
Premium Accounts get a 25% discount.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Regular Cost&lt;br /&gt;
 !Premium Cost&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 | 10&lt;br /&gt;
 | 250,000&lt;br /&gt;
 | -&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 | 20&lt;br /&gt;
 | 500,000&lt;br /&gt;
 | -&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 | 40&lt;br /&gt;
 | 750,000&lt;br /&gt;
 | 562,500&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 | 90&lt;br /&gt;
 | 1,750,000&lt;br /&gt;
 | 1,312,500&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Amplify===&lt;br /&gt;
The amplify option will upgrade a Gemstone. This will permanently bind the Gemstone to that character.&lt;br /&gt;
{|&lt;br /&gt;
| valign=&amp;quot;top&amp;quot; |&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |30&lt;br /&gt;
 |1,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |45&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |60&lt;br /&gt;
 |2,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |45 &lt;br /&gt;
 |2,500,000 &lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |105&lt;br /&gt;
 |4,500,000&lt;br /&gt;
 |}&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unbind===&lt;br /&gt;
The Unbind cost of a Gemstone is the total of each rarity cost on that Gemstone.&amp;lt;br&amp;gt;&lt;br /&gt;
A Gemstone that is lesser bound to someone else must be unbound before shattering.&amp;lt;br&amp;gt;&lt;br /&gt;
A Gemstone that is lesser bound to yourself can be shattered for free.&amp;lt;br&amp;gt;&lt;br /&gt;
Unbinding a lesser bind is permanent unless you amplify or reshape the Gemstone, which will greater bind it.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common plus Rare&lt;br /&gt;
 |3,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 |7,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Shatter===&lt;br /&gt;
Shattering a Gemstone turns it into dust. There is no cost for this service.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |40&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 |90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust purchased from the artificer costs 500k. Every additional dust costs 2.5x the previous one.&lt;br /&gt;
The scaling cost resets weekly. Dust found by looting creatures has no impact on these costs.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
[[Gemstone Property List]]&lt;br /&gt;
&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Announcement: Ascension Gemstones are live!]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=234953</id>
		<title>Gemstone Property List</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=234953"/>
		<updated>2025-03-17T20:02:53Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of [[Gemstones|Gemstone]] properties that players have discovered. Details are a work in progress. Most information was collected from the test server during initial Gemstones testing, but some details might be subject to have changed for the live release; these are updated when identified. There might or might not exist properties that aren&#039;t yet documented. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||???||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Binding Shot||Yes||Passive||bindingshot||Your successful ranged weapon attacks have a standard flare chance to release a canister containing a net, Rooting the target for 5 seconds.  If the target is killed by your attack, the canister will instead ricochet to another target in the room.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||bloodartist||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||bloodprism||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||???||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||boldbrawler||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||burningblood||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive||???|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||channeledge||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||???||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||???||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||consummate||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||???||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||dispulsionward||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||elemresonance||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||elementalistsgift||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||ephemera||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||etherflux||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||???||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||forceofwill||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||geospite||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||gtk||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||greenthumb||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||hightolerance||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||immobiveil||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||journeybegin||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||jdefender||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||journeytactic||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||limitbreakpole (for example)||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||limitbreakaur (for example)||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||manaprism||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||metamorphicshield||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||mephiticbrume||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||mysticmagnification||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||???||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||opporsadism||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||rootveil||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||slayerfort||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||spiritprism||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||stamprism||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||stormofrage||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||subtleward||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||tacticalcanny||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||tastebrutality||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||twisttheknife||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||???||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||shroudsoothe||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||hwindigestible||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||hwlightdisir||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||hinterwarden||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||megiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||moonsorgan||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||breathnymph||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||perfectconduct||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||???||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||hwgiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||hivegiftenlight||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||hivegait||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||hiveastral||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||???||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||???||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||advspellshield||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||???||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||???||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||banditbait||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Blood Boil||No||Activated||bloodboil||When activated, your next successful attack against an enemy creature causes its blood to boil, dealing damage equal to 20% of the creature&#039;s remaining health every 2 seconds for the next 10 secs.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||???||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||???||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||???||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||chanepiphany||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||???||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||epossess||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||battlegrace||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||arcaneintensity||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||hunterafter||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||???||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||innatefocus||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||manawellspring||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||martialimpulse||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||???||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||relentless||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||???||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||???||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Rock Hound||Yes||Passive||rockhound||You have a 5/10/15/20/25% increased chance of finding an appropriate gem when are collecting gems for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||???||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||???||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||stamwell||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||???||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||???||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||???||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||tetheredstrike||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||???||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis||No||Hybrid passive and activated||arcaneaegis||You have a standard flare chance when taking damage to gain 2d20 Critical Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Critical Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||???||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||arcblade||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||???||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||No||Passive||charged||Your attacks have a chance to surround you with lightning, granting you an aura that emits Electric flares at up to 3 enemies once every 10 seconds for 60 seconds.  This effect cannot occur more often than every 3 minutes.  You also emit an electric Major Elemental Wave when this effect begins and ends.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||chronocollusion||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||???||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||???||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||???||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||???||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||???||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||???||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||???||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||stolenpower||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||No||Triggered||???||You gain a standard chance to flare with [Damage Type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||???||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||???||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||???||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charged Presence&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A powerful jolt of electricity erupts from your crackling aura, lashing towards a withered shadow-cloaked draugr!&lt;br /&gt;
* Third-person: &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chronomage Collusion&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your head rings like a struck bell as starlit darkness explodes across your field of vision.  You find yourself moved several feet from your original position!&lt;br /&gt;
* Third-person: Suddenly, starlit darkness engulfs Aergo and he vanishes, reappearing several feet away instantaneously!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=234952</id>
		<title>Gemstone Property List</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstone_Property_List&amp;diff=234952"/>
		<updated>2025-03-17T20:01:37Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: /* Messaging */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The following is a list of [[Gemstones|Gemstone]] properties that players have discovered. Details are a work in progress. Most information was collected from the test server during initial Gemstones testing, but some details might be subject to have changed for the live release; these are updated when identified. There might or might not exist properties that aren&#039;t yet documented. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||???||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Binding Shot||Yes||Passive||bindingshot||Your successful ranged weapon attacks have a standard flare chance to release a canister containing a net, Rooting the target for 5 seconds.  If the target is killed by your attack, the canister will instead ricochet to another target in the room.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||bloodartist||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||bloodprism||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||???||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||boldbrawler||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||burningblood||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive||???|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||channeledge||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||???||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||???||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||consummate||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||???||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||dispulsionward||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||elemresonance||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||elementalistsgift||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||ephemera||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||etherflux||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||???||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||forceofwill||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||geospite||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||gtk||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||greenthumb||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||hightolerance||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||immobiveil||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||journeybegin||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||jdefender||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||journeytactic||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||limitbreakpole (for example)||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||limitbreakaur (for example)||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||manaprism||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||metamorphicshield||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||mephiticbrume||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||mysticmagnification||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||???||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||opporsadism||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||rootveil||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||slayerfort||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||spiritprism||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||stamprism||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||stormofrage||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||subtleward||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||tacticalcanny||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||tastebrutality||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||twisttheknife||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||???||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||shroudsoothe||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||hwindigestible||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||hwlightdisir||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||hinterwarden||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||megiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||moonsorgan||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||breathnymph||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||perfectconduct||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||???||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||hwgiftenlighten||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||hivegiftenlight||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||hivegait||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||hiveastral||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||???||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||???||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||advspellshield||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||???||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||???||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||banditbait||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
|Blood Boil||No||Activated||bloodboil||When activated, your next successful attack against an enemy creature causes its blood to boil, dealing damage equal to 20% of the creature&#039;s remaining health every 2 seconds for the next 10 secs.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||???||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||???||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||???||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||chanepiphany||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||???||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||epossess||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||battlegrace||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||arcaneintensity||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||hunterafter||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||???||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||innatefocus||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||manawellspring||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||martialimpulse||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||???||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||relentless||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||???||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||???||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Rock Hound||Yes||Passive||rockhound||You have a 5/10/15/20/25% increased chance of finding an appropriate gem when are collecting gems for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||???||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||???||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||stamwell||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||???||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||???||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||???||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||tetheredstrike||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||???||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Mnemonic&lt;br /&gt;
!style=&amp;quot;width: 60%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis||No||Hybrid passive and activated||arcaneaegis||You have a standard flare chance when taking damage to gain 2d20 Critical Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Critical Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||???||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||arcblade||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||???||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Charged Presence||No||Passive||charged||Your attacks have a chance to surround you with lightning, granting you an aura that emits Electric flares at up to 3 enemies once every 10 seconds for 60 seconds.  This effect cannot occur more often than every 3 minutes.  You also emit an electric Major Elemental Wave when this effect begins and ends.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||chronocollusion||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||???||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||???||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||???||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||???||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||???||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||???||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||???||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||stolenpower||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||No||Triggered||???||You gain a standard chance to flare with [Damage Type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||???||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||???||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||???||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Charged Presence&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A powerful jolt of electricity erupts from your crackling aura, lashing towards a withered shadow-cloaked draugr!&lt;br /&gt;
* Third-person: &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chronomage Collusion&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your head rings like a struck bell as starlit darkness explodes across your field of vision.  You find yourself moved several feet from your original position!&lt;br /&gt;
* Third-person: Suddenly, starlit darkness engulfs Aergo and he vanishes, reappearing several feet away instantaneously!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones/legendary&amp;diff=234861</id>
		<title>Gemstones/legendary</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones/legendary&amp;diff=234861"/>
		<updated>2025-03-13T23:01:48Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Added Arcane Aegis&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Aegis||No||Activated||You have a standard flare chance when taking damage to gain 2d20 Critical Padding.  For every point of damage absorbed by the shield, 1 point of mana is drained.  This property can also be activated to apply to all damage taken for 60 seconds.  You gain 2d20 Critical Padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of [Damage Type]||No||Triggered||You gain a standard chance to flare with [Damage Type] when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234804</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234804"/>
		<updated>2025-03-13T18:36:39Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Shattering Jewels===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 |90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slot Unlocks===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
===Amplify===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |30&lt;br /&gt;
 |1,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |45&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unbind===&lt;br /&gt;
The Unbind cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |4,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 |7,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Reshape===&lt;br /&gt;
Reshape costs double for every additional reroll. This count resets weekly.&lt;br /&gt;
Premium Accounts get a 25% Discount&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |40&lt;br /&gt;
 |750,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare + Legendary&lt;br /&gt;
 |90&lt;br /&gt;
 |1,750,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234803</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234803"/>
		<updated>2025-03-13T18:29:31Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Shattering Jewels===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common + Rare&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Common + Rare + Legendary&lt;br /&gt;
 |90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slot Unlocks===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
===Amplify===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |30&lt;br /&gt;
 |1,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |45&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unbind===&lt;br /&gt;
The Unbind cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Reshape===&lt;br /&gt;
Reshape costs double for every additional reroll. This count resets weekly.&lt;br /&gt;
Premium Accounts get a 25% Discount&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |40&lt;br /&gt;
 |750,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |90&lt;br /&gt;
 |1,750,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234802</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234802"/>
		<updated>2025-03-13T17:39:01Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: /* Amplify */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Shattering Jewels===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common + Rare&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Common + Rare + Legendary&lt;br /&gt;
 |90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slot Unlocks===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
===Amplify===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |30&lt;br /&gt;
 |1,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unbind===&lt;br /&gt;
The Unbind cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Reshape===&lt;br /&gt;
Reshape costs double for every additional reroll. This count resets weekly.&lt;br /&gt;
Premium Accounts get a 25% Discount&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |40&lt;br /&gt;
 |750,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |90&lt;br /&gt;
 |1,750,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234801</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234801"/>
		<updated>2025-03-13T17:36:53Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: /* Reshape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Shattering Jewels===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common + Rare&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Common + Rare + Legendary&lt;br /&gt;
 |90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slot Unlocks===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
===Amplify===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unbind===&lt;br /&gt;
The Unbind cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Reshape===&lt;br /&gt;
Reshape costs double for every additional reroll. This count resets weekly.&lt;br /&gt;
Premium Accounts get a 25% Discount&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |40&lt;br /&gt;
 |750,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |90&lt;br /&gt;
 |1,750,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234800</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234800"/>
		<updated>2025-03-13T17:32:22Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: /* Reshape */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Shattering Jewels===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common + Rare&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Common + Rare + Legendary&lt;br /&gt;
 |90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slot Unlocks===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
===Amplify===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unbind===&lt;br /&gt;
The Unbind cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Reshape===&lt;br /&gt;
Reshape costs double for every additional reroll. This count resets weekly.&lt;br /&gt;
Premium Accounts get a 25% Discount&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |40&lt;br /&gt;
 |562,500&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |90&lt;br /&gt;
 |1,750,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234799</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234799"/>
		<updated>2025-03-13T17:32:02Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Shattering Jewels===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common + Rare&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Common + Rare + Legendary&lt;br /&gt;
 |90&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slot Unlocks===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
===Amplify===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unbind===&lt;br /&gt;
The Unbind cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Reshape===&lt;br /&gt;
Reshape costs double for every additional reroll. This count resets weekly.&lt;br /&gt;
Premium Accounts get a 25% Discount&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |40&lt;br /&gt;
 |562,500&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |120&lt;br /&gt;
 |1,750,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234798</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234798"/>
		<updated>2025-03-13T17:12:19Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Dusting Jewels===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slot Unlocks===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
===Tier Upgrade===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unbind===&lt;br /&gt;
The Unbind cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Reroll===&lt;br /&gt;
Reroll costs double for every additional reroll. This count resets weekly&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1 Common/Regional&lt;br /&gt;
 |10&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2 Common/Regional&lt;br /&gt;
 |20&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Common/Regional + Rare&lt;br /&gt;
 |40&lt;br /&gt;
 |562,500&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |?&lt;br /&gt;
 |?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234797</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234797"/>
		<updated>2025-03-13T17:09:06Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Dusting Jewels===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slot Unlocks===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
===Tier Upgrade===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |5&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |10&lt;br /&gt;
 |1,100,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |20&lt;br /&gt;
 |2,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |15&lt;br /&gt;
 |2,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |35&lt;br /&gt;
 |4,500,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unlock===&lt;br /&gt;
The unlock cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Reroll===&lt;br /&gt;
Reroll costs double for every additional reroll. This count resets weekly&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |2&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |2&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |5&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |15&lt;br /&gt;
 |500,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234796</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234796"/>
		<updated>2025-03-13T17:08:45Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
===Dusting Jewels===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rarity&lt;br /&gt;
 !Dust&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |?&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 ?&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Slot Unlocks===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
 | [[Gemstone Quest Guide|Quest]]&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1,000,000&lt;br /&gt;
 | 5,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2,500,000&lt;br /&gt;
 | 10,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4,500,000&lt;br /&gt;
 | 25,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7,500,000&lt;br /&gt;
 | 50,000,000&lt;br /&gt;
|}&lt;br /&gt;
Total of 90,000,000 silver to unlock all five slots.&lt;br /&gt;
&lt;br /&gt;
===Tier Upgrade===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |5&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |10&lt;br /&gt;
 |1,100,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |20&lt;br /&gt;
 |2,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |15&lt;br /&gt;
 |2,500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |35&lt;br /&gt;
 |4,500,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Unlock===&lt;br /&gt;
The unlock cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2,000,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4,000,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Reroll===&lt;br /&gt;
Reroll costs double for every additional reroll. This count resets weekly&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |2&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |2&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |5&lt;br /&gt;
 |250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |15&lt;br /&gt;
 |500,000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Dust===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500,000&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1,250,000&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3,125,000&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7,812,500&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19,531,250&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mephitic Brume||Yes||Passive||When you are attacked by a creature, you have a 3/6/9/12/15% chance to release a noxious cloud.  Up to three enemies must make an SMR test.  On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234727</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234727"/>
		<updated>2025-03-12T16:53:04Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: /* Unlock Costs */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
=== Slot Unlocks ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | 0 | 0m&lt;br /&gt;
 |Free&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1m&lt;br /&gt;
 | 5m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2.5m&lt;br /&gt;
 | 10m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4.5m&lt;br /&gt;
 | 25m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7.5m&lt;br /&gt;
 | 50m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier Upgrade Costs ===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |5&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |10&lt;br /&gt;
 |1.1m&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |20&lt;br /&gt;
 |2.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |15&lt;br /&gt;
 |2.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |35&lt;br /&gt;
 |4.5m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unlock Costs ===&lt;br /&gt;
The unlock cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2m&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reroll Costs ===&lt;br /&gt;
Reroll costs double for every additional reroll. This count resets weekly&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |2&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |2&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |5&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |15&lt;br /&gt;
 |500k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dust costs ===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500k&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1250k&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3125k&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7812.5k&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19531.25k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Stinky Stone||Yes||Passive||When you are attacked by a creature, you have a 1/2/3/4/5% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234726</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234726"/>
		<updated>2025-03-12T16:52:51Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: /* Slot Unlocks */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
=== Slot Unlocks ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | 0 | 0m&lt;br /&gt;
 |Free&lt;br /&gt;
|-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1m&lt;br /&gt;
 | 5m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2.5m&lt;br /&gt;
 | 10m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4.5m&lt;br /&gt;
 | 25m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7.5m&lt;br /&gt;
 | 50m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier Upgrade Costs ===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |5&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |10&lt;br /&gt;
 |1.1m&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |20&lt;br /&gt;
 |2.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |15&lt;br /&gt;
 |2.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |35&lt;br /&gt;
 |4.5m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unlock Costs ===&lt;br /&gt;
The unlock cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2m&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reroll Costs ===&lt;br /&gt;
Reroll costs double for every additional reroll. This count resets weekly&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |2&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |2&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |5&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |15&lt;br /&gt;
 |500k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dust costs ===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500k&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1250k&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3125k&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7812.5k&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19531.25k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Stinky Stone||Yes||Passive||When you are attacked by a creature, you have a 1/2/3/4/5% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234725</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234725"/>
		<updated>2025-03-12T16:51:29Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
==Costs==&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
=== Slot Unlocks ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | 0 | Free upon completion of quest&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1m&lt;br /&gt;
 | 5m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2.5m&lt;br /&gt;
 | 10m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4.5m&lt;br /&gt;
 | 25m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7.5m&lt;br /&gt;
 | 50m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier Upgrade Costs ===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |5&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |10&lt;br /&gt;
 |1.1m&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |20&lt;br /&gt;
 |2.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |15&lt;br /&gt;
 |2.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |35&lt;br /&gt;
 |4.5m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unlock Costs ===&lt;br /&gt;
The unlock cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2m&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reroll Costs ===&lt;br /&gt;
Reroll costs double for every additional reroll. This count resets weekly&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |2&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |2&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |5&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |15&lt;br /&gt;
 |500k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dust costs ===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500k&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1250k&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3125k&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7812.5k&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19531.25k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Stinky Stone||Yes||Passive||When you are attacked by a creature, you have a 1/2/3/4/5% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234724</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234724"/>
		<updated>2025-03-12T16:51:00Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
==Costs==&lt;br /&gt;
&lt;br /&gt;
=== Slot Unlocks ===&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | 0 | Free upon completion of quest&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1m&lt;br /&gt;
 | 5m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2.5m&lt;br /&gt;
 | 10m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4.5m&lt;br /&gt;
 | 25m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7.5m&lt;br /&gt;
 | 50m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Tier Upgrade Costs ===&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |5&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |10&lt;br /&gt;
 |1.1m&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |20&lt;br /&gt;
 |2.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |15&lt;br /&gt;
 |2.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |35&lt;br /&gt;
 |4.5m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Unlock Costs ===&lt;br /&gt;
The unlock cost of a gem is the total of each rarity cost on the gem&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |2m&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |4&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Reroll Costs ===&lt;br /&gt;
Reroll costs double for every additional reroll. This count resets weekly&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Rariety&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |Common&lt;br /&gt;
 |2&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Regional&lt;br /&gt;
 |2&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Rare&lt;br /&gt;
 |5&lt;br /&gt;
 |250k&lt;br /&gt;
 |-&lt;br /&gt;
 |Legendary&lt;br /&gt;
 |15&lt;br /&gt;
 |500k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Dust costs ===&lt;br /&gt;
Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Count&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |1&lt;br /&gt;
 |500k&lt;br /&gt;
 |-&lt;br /&gt;
 |2&lt;br /&gt;
 |1250k&lt;br /&gt;
 |-&lt;br /&gt;
 |3&lt;br /&gt;
 |3125k&lt;br /&gt;
 |-&lt;br /&gt;
 |4&lt;br /&gt;
 |7812.5k&lt;br /&gt;
 |-&lt;br /&gt;
 |5&lt;br /&gt;
 |19531.25k&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Stinky Stone||Yes||Passive||When you are attacked by a creature, you have a 1/2/3/4/5% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234723</id>
		<title>Gemstones</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Gemstones&amp;diff=234723"/>
		<updated>2025-03-12T16:42:58Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Overview==&lt;br /&gt;
&lt;br /&gt;
Gemstones are powerful character-boosting artifacts that creatures in [[Ascension]] hunting areas can drop upon being looted by characters who have defeated the [[Silver-scaled_cold_wyrm|wyrm]] and completed the ensuing [[Gemstone Quest Guide|quest]]. Gemstones can be equipped through the GEM interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.&lt;br /&gt;
&lt;br /&gt;
A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary. The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone&#039;s second property is rare. Players may only equip one Gemstone with a legendary property at a time.&lt;br /&gt;
&lt;br /&gt;
Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.&lt;br /&gt;
&lt;br /&gt;
Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.&lt;br /&gt;
&lt;br /&gt;
==Drop Rates==&lt;br /&gt;
&lt;br /&gt;
* You can obtain 1 gemstone a week, with a maximum of 3 per month.&lt;br /&gt;
* There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset once a week&lt;br /&gt;
&lt;br /&gt;
==Gemstone Slots,  Ascension Experience Needed and Cost==&lt;br /&gt;
NOTE: These are currently based on information provided during testing and may be inaccurate for the release.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Slot&lt;br /&gt;
 !AEXP&lt;br /&gt;
 !Silver&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 1&lt;br /&gt;
 | 0 | Free upon completion of quest&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 2&lt;br /&gt;
 | 1m&lt;br /&gt;
 | 5m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 3&lt;br /&gt;
 | 2.5m&lt;br /&gt;
 | 10m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 4&lt;br /&gt;
 | 4.5m&lt;br /&gt;
 | 25m&lt;br /&gt;
 |-&lt;br /&gt;
 | Slot 5&lt;br /&gt;
 | 7.5m&lt;br /&gt;
 | 50m&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable|font-size:95%;margin-left:2em;}}&lt;br /&gt;
 |-&lt;br /&gt;
 !Tier&lt;br /&gt;
 !Dust&lt;br /&gt;
 !Silvers&lt;br /&gt;
 |-&lt;br /&gt;
 |2/5&lt;br /&gt;
 |5&lt;br /&gt;
 |1m&lt;br /&gt;
 |-&lt;br /&gt;
 |3/5&lt;br /&gt;
 |10&lt;br /&gt;
 |1.1m&lt;br /&gt;
 |-&lt;br /&gt;
 |4/5&lt;br /&gt;
 |15&lt;br /&gt;
 |1.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |5/5&lt;br /&gt;
 |20&lt;br /&gt;
 |2.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |2/3&lt;br /&gt;
 |15&lt;br /&gt;
 |2.5m&lt;br /&gt;
 |-&lt;br /&gt;
 |-&lt;br /&gt;
 |3/3&lt;br /&gt;
 |35&lt;br /&gt;
 |4.5m&lt;br /&gt;
 |-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Common Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Intensity||Yes||Passive||You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Artist||Yes||Passive||Your Major Bleed effects do 5/10/15/20/25% increased damage.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Prism||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Boatswain&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.&lt;br /&gt;
|-&lt;br /&gt;
|Burning Blood||No||Passive||When you are dealt a rank 2+ critical strike, your blood combusts in the air.  Up to 3 nearby enemies must make an SMR test.  On a failure, they suffer a Heat flare.&lt;br /&gt;
|-&lt;br /&gt;
|Cannoneer&#039;s Savvy||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Edge||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Might||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.&lt;br /&gt;
|-&lt;br /&gt;
|Companion&#039;s Swiftness||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.&lt;br /&gt;
|-&lt;br /&gt;
|Consummate Professional||Yes||Passive||Your profession service endrolls receive a bonus of 5/10/15/20/25.  This bonus is doubled for services to armaments.&lt;br /&gt;
|-&lt;br /&gt;
|Cutting Corners||No||Passive||Bounties with repetitions will be given with 1d3 fewer repetitions required. &lt;br /&gt;
|-&lt;br /&gt;
|Dispulsion Ward||No||Passive||When an enemy targets you with a dispel, there is a 33% chance that the enemy will be subject to an SMR test.  On a failure, the dispel has no effect on you.&lt;br /&gt;
|-&lt;br /&gt;
|Elemental Resonance||No||Passive||Upon casting a bolt spell, your bolt spells gain 10% damage factor.  This effect falls off 30 seconds after it is first applied, or when you cast the same bolt spell twice in a row.&lt;br /&gt;
|-&lt;br /&gt;
|Elementalist&#039;s Gift||Yes||Passive||When struck by elemental damage, you have a 5/10/15/20/25% chance to gain 10% resistance to the element.  This resistance stacks on top of other resistances, but cannot make your total resistance to an element exceed 40%.  This resistance lasts 30 seconds or until you take damage from a different element type.&lt;br /&gt;
|-&lt;br /&gt;
|Ephemera&#039;s Extension||Yes||Passive||The following spells have 20/40/60/80/100% higher duration: 117, 140, 240, 506, 515, 605, 919, 1608, 1619.&lt;br /&gt;
|-&lt;br /&gt;
|Ether Flux||No||Passive||When you deal 3 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test or take a standard disruption flare.  This cannot occur more than once every minute.&lt;br /&gt;
|-&lt;br /&gt;
|Flare Resonance||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to gain flare affinity.&lt;br /&gt;
|-&lt;br /&gt;
|Force of Will||Yes||Activated||You shake off all of the following debilitating effects: calmed, confused, demoralized, horrified, immobile, rooted, slowed, stunned, sympathetic, terrified, webbed. Cooldown: 24/18/12/6/1 hour(s).&lt;br /&gt;
|-&lt;br /&gt;
|Geomancer&#039;s Spite||No||Activated||You twist the ground to entrap your foes.  Nearby enemies must make an SMR test.  On a failure, your opponents take grapple damage and are immobilized.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grand Theft Kobold||Yes||Passive||When you mug a creature, you have a 10/20/30% chance to be able to mug the creature again.&lt;br /&gt;
|-&lt;br /&gt;
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.&lt;br /&gt;
|-&lt;br /&gt;
|High Tolerance||Yes||Triggered||You do not become intoxicated from drinking alcoholic beverages.  Instead, an alcoholic beverage increases your Strength and Influence by 10 and reduces all other stats by 5.  This effect lasts 20 minutes, after which your stats remain reduced for an additional 10 minutes.  Cooldown: 1 hour.&lt;br /&gt;
|-&lt;br /&gt;
|Immobility Veil||Yes||Passive||Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.  This benefit does not apply to immobilization due to Sheer Fear.&lt;br /&gt;
|-&lt;br /&gt;
|Journey&#039;s Beginning||No||Passive||Your passive mana, stamina, and health regeneration are all increased by 5%. [Note: This one is given upon completion of the Gemstone quest and cannot be generated by the treasure system.]&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Defender||Yes||Passive||You gain 1/2/3/4/5 Defensive Strength and 1/1/1/2/3 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Journeyman Tactician||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [AS-boosting Skill]||Yes||Passive||Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Limit Break: [Stat]||Yes||Passive||Your enhancive limit on [any one stat] is raised by 2/4/6/8/10 points.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Prism||Yes||Passive||Your passive mana regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Metamorphic Shield||Yes||Passive||When attacked by a creature, you have a 15% chance to increase your AsG by 1/2/3/4/5 (up to max of 20) for that attack.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Magnification||No||Passive||Your self-cast buff spells cast a second time at no mana cost.  This effect only applies to buff spells that can be multi-cast.&lt;br /&gt;
|-&lt;br /&gt;
|Navigator&#039;s Savvy||Yes||Passive||You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.&lt;br /&gt;
|-&lt;br /&gt;
|Opportunistic Sadism||Yes||Passive||You gain 2/4/6/8/10% damage factor against poisoned targets.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is poisoned.&lt;br /&gt;
|-&lt;br /&gt;
|Root Veil||Yes||Passive||Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Slayer&#039;s Fortitude||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Prism||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Prism||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Stinky Stone||Yes||Passive||When you are attacked by a creature, you have a 1/2/3/4/5% chance to release a noxious cloud. Up to three enemies must make an SMR test. On a failure, they become Dazed and Disengaged.&lt;br /&gt;
|-&lt;br /&gt;
|Storm of Rage||Yes||Passive||You gain 1/2/3/4/5% damage factor for each kill.  Stacks up to 3 times.  This effect falls off after 30 seconds without making a kill.  This applies to all DFs, including bolts.&lt;br /&gt;
|-&lt;br /&gt;
|Subtle Ward||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.&lt;br /&gt;
|-&lt;br /&gt;
|Tactical Canny||No||Triggered||When you are successfully attacked by an enemy using Attack Strength, your chance to Evade is increased by 10% for the next minute.  This effect cannot occur more often than every 5 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Taste of Brutality||Yes||Passive||Your attacks gain 3/4/4/4/5% Damage Factor and attacks against you gain 3/4/4/4/5% Damage Factor.&lt;br /&gt;
|-&lt;br /&gt;
|Twist the Knife||Yes||Passive||You gain 2/4/6/8/10% damage factor against targets afflicted with major bleed.  When your warding spells are successful, the endroll is increased by 2/4/6/8/10 if the target is afflicted with major bleed.&lt;br /&gt;
|-&lt;br /&gt;
|Web Veil||Yes||Passive||Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-commonmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some common properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-commonmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Force of Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Your soul gathers itself, unleashing a pure force of will!  Your afflictions are swept away like dust in the wind.&lt;br /&gt;
* Third-person: A rippling force sweeps away the afflictions of Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Geomancer&#039;s Spite&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
* First-person: You extend your hands towards the ground, and with a powerful twist of your will, the earth convulses and rises to ensnare your foes!&lt;br /&gt;
* Third-person: Leafiara extends her hands towards the ground, and the earth convulses and rises to ensare her foes!&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 Living earth erupts around a tattooed gigas berserker!&lt;br /&gt;
 [SMR result: 215 (Open d100: 26, Bonus: 100)]&lt;br /&gt;
   ... 25 points of damage!&lt;br /&gt;
   Hard blow to back sends the gigas berserker sprawling.&lt;br /&gt;
   It is knocked to the ground!&lt;br /&gt;
   The gigas berserker is stunned!&lt;br /&gt;
   A tattooed gigas berserker is held fast by the living earth!&lt;br /&gt;
 A tattooed gigas berserker&#039;s form is entangled in an unseen force that restricts her movement.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Elemental Resonance&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Elemental currents gather around your fingers, resonating powerfully with your spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Metamorphic Shield&#039;&#039;&#039;:&lt;br /&gt;
* A shimmer forms from metamorphic energy as it solidifies around [name/you].&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Storm of Rage&#039;&#039;&#039; (first-person only):&lt;br /&gt;
* Initial hit: A burning rage awakens within you, setting your synapses ablaze and igniting your combat prowess!&lt;br /&gt;
* Max intensity: The burning rage reaches its zenith, engulfing your soul to form a conflagration of unstoppable wrath!&lt;br /&gt;
* Maintaining max intensity: The conflagration of rage continues to burn within your soul, reinfusing you with an onslaught of unstoppable wrath!&lt;br /&gt;
* Ending: The burning rage abates, leaving you with a disquieting sense of lost momentum.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Subtle Ward&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Glowing runes appear in the air around you, confounding [caster]&#039;s spell!&lt;br /&gt;
* Second-person: Glowing runes appear in the air around Leafiara, confounding your spell!&lt;br /&gt;
* Third-person: Glowing runes appear in the air around Leafiara, confounding [caster]&#039;s spell!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tactical Canny&#039;&#039;&#039;:&lt;br /&gt;
* Activation: The pain sharpens your senses and you begin to plan around your foe&#039;s attacks.&lt;br /&gt;
* Ending: Your senses are no longer sharpened by pain.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Regional Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Grimswarm: Shroud Soother||Yes||Passive||Your AOE spells have a 10/20/30/40/50% reduced chance to trigger the Shroud in Grimswarm camps. At maximum tier, you can trigger the Shroud with no negative effect once every 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Indigestible||No||Passive||You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Light of the Disir||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Hinterwilds: Warden of the Damned||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|Moonsedge: Organ Enthusiast||Yes||Passive||You gain 3/6/9/12/15 additional AS and 2/4/6/8/10 additional CS while the Sword Hymn is active in Moonsedge.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Breath of the Nymph||Yes||Passive||While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you.  When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Perfect Conduction||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms&lt;br /&gt;
|-&lt;br /&gt;
|Temple Nelemar: Trident of the Sunderer||Yes||Passive||While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning.  Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned.  This damage does not conduct back against you or your allies.&lt;br /&gt;
|-&lt;br /&gt;
|The Hinterwilds: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Gift of Enlightement||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Arrhythmic Gait||No||Passive||Kresh ravagers no longer explode from beneath you when burrowed. Enemy creatures nearby when a kresh ravager surfaces must make an SMR test. On a failure, they take Impact damage.&lt;br /&gt;
|-&lt;br /&gt;
|The Hive: Astral Spark||Yes||Passive||Traps dealing lightning damage in the Hive deal no damage to you, and instead grant you 4/8/12/16/20 to all Attack Strength for 60 seconds. This bonus can refresh, but not stack.&lt;br /&gt;
|-&lt;br /&gt;
|The Rift: Gift of the God-King||No||Passive||You do not suffer from spirit drain while entering the Rift.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-regionalmessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;To see messaging for some regional properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-regionalmessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Hinterwilds: Warden of the Damned&#039;&#039;&#039;&lt;br /&gt;
* Flare: ** Glinting golden and silver threads escape from the air around [name/you] and streak toward a withered shadow-cloaked draugr!  **&lt;br /&gt;
* Effect: A withered shadow-cloaked draugr shakes with terror!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Temple Nelemar: Trident of the Sunderer&#039;&#039;&#039;&lt;br /&gt;
 Your attack reverberates with power, summoning a trident of lightning that arcs through the air, striking at your foes!&lt;br /&gt;
 Bolts of lightning arc towards a siren!&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rare Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Adaptive Resistance||Yes||Passive||Upon taking damage, you have a 5/10/15/20/25% chance to gain 20/25/30/35/40 damage resistance to that damage type until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.&lt;br /&gt;
|-&lt;br /&gt;
|Advanced Spell Shielding||Yes||Passive||You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Anointed Defender||Yes||Passive||You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.&lt;br /&gt;
|-&lt;br /&gt;
|Arcane Opus||Yes||Activated||Your next successful bolt spell has a 25% damage factor bonus.  Cooldown: 1 min.&lt;br /&gt;
|-&lt;br /&gt;
|Bandit Bait||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers&#039; Guild.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Siphon||Yes||Activated||A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 60 seconds.  Every 10 seconds, up to 5 nearby enemy creatures are subject to an SMR test.  On a failure, they take 10-20 hit point damage.  5/10/15/20/25% of the damage dealt is restored to you as health.  Cooldown: 15 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Blood Wellspring||Yes||Activated||You instantly regain all of your health.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Chameleon Shroud||Yes||Passive||You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.&lt;br /&gt;
|-&lt;br /&gt;
|Channeler&#039;s Epiphany||Yes||Passive||When your warding spells are successful, the endroll is increased by 2/4/6/8/10.  Your warding spells have a standard flare chance to double this bonus.&lt;br /&gt;
|-&lt;br /&gt;
|Defensive Duelist||Yes||Passive||When an enemy directs a melee attack at you, you have a 1/2/3/4/5% chance to intercept the attack and take no damage.  The enemy must make an SMR test.  On a failure, the enemy is disarmed, if applicable, and suffers roundtime.&lt;br /&gt;
|-&lt;br /&gt;
|Evanescent Possession||Yes||Activated||You invoke a friendly spirit to possess a foe.  An enemy creature must make an SSR test.  On a failure, it becomes afflicted with Sympathy for you.  When the effect ends, the creature takes a standard disruption flare as it rejects the spirit.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Grace of the Battlecaster||Yes||Passive||Your spell hindrance from armor is reduced by 1/2/3/4/5%.&lt;br /&gt;
|-&lt;br /&gt;
|Greater Arcane Intensity||Yes||Passive||You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.&lt;br /&gt;
|-&lt;br /&gt;
|Hunter&#039;s Afterimage||Yes||Passive||When you fire an arrow or crossbow, there is a 3/6/9/12/15% chance that a second arrow will fire at your target if the target survives your first shot.&lt;br /&gt;
|-&lt;br /&gt;
|Infusion of [Damage Type]||No||Passive||You gain a standard chance to flare with [Damage Type] after attacking an enemy.&lt;br /&gt;
|-&lt;br /&gt;
|Innate Focus||Yes||Passive||Your profession point gain is increased by 5/10/15/20/25%.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Wellspring||Yes||Activated||You instantly regain all of your mana.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Martial Impulse||Yes||Passive||After hitting an enemy with an attack, you have a 2/4/6/8/10% chance to gain Martial Momentum for 60 seconds.  Your next combat maneuver used under the effects of Martial Momentum incurs no stamina cost.&lt;br /&gt;
|-&lt;br /&gt;
|Master Tactician||Yes||Passive||You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless||Yes||Passive||When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again.  The triggered attack can hit or miss as normal.&lt;br /&gt;
|-&lt;br /&gt;
|Relentless Warder||Yes||Passive||When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.&lt;br /&gt;
|-&lt;br /&gt;
|Ripe Melon||Yes||Passive||Your aimed attacks with melee weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Serendipitous Hex||Yes||Passive||Your offensive spells have a standard flare rate chance to cast an additional disabler spell, including Bind, Blind, Cold Snap, Confusion, Limb Disruption, Mystic Impedance, Power Sink, Sleep, Sounds, or Vertigo. This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Stamina Wellspring||Yes||Activated||You instantly regain all of your stamina.  Cooldown: 60/40/20 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Strong Back||Yes||Passive||Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.&lt;br /&gt;
|-&lt;br /&gt;
|Sureshot||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy&#039;s eyes or head if it possesses eyes or a head.&lt;br /&gt;
|-&lt;br /&gt;
|Terror&#039;s Tribute||Yes||Activated||Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SSR roll or be knocked down and stunned by nightmares.  Cooldown: 10/5/3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Tethered Strike||No||Passive||Your offensive spells and weapon attacks no longer trigger creatures&#039; innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.&lt;br /&gt;
|-&lt;br /&gt;
|Thirst for Brutality||Yes||Passive||Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-raremessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some rare properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-raremessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Opus&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A deep well of power stirs within you, magic aligning and amplifying with each breath, waiting for release.&lt;br /&gt;
* Third-person: The atmosphere around Leafiara thickens with energy, shimmering as magic coils and concentrates in the air.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Chameleon Shroud&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A tenebrous shroud stitches itself into existence around you as you gracefully retreat into the shadows!&lt;br /&gt;
* Third-person: A tenebrous shroud stitches itself into existence around Leafiara, and a moment later she is gone!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Evanescent Possession&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You focus intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
* Third-person: Leafiara focuses intently on a roiling crimson angargeist.  A soft glow emerges from the ambient air, and a tranquil spirit floats toward a roiling crimson angargeist, carried by unseen winds.&lt;br /&gt;
&lt;br /&gt;
Combat messaging:&lt;br /&gt;
 [SSR result: 195 (Open d100: 80)]&lt;br /&gt;
 The spirit melts into a roiling crimson angargeist, leaving behind only a fleeting glow as it settles into place.&lt;br /&gt;
 A roiling crimson angargeist&#039;s eyes begin to glow pure white.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Infusion of Lightning&#039;&#039;&#039;:&lt;br /&gt;
* ** A crackling arc of lightning leaps toward an eyeless black valravn, thunderous in its reverberation! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Relentless&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** Recapturing the momentum of your attack, you let loose a lightning-quick follow-up strike! **&lt;br /&gt;
* Third-person: ** Recapturing the momentum of her attack, Leafiara lets loose a lightning-quick follow-up strike! **&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Serendipitous Hex&#039;&#039;&#039;:&lt;br /&gt;
* First-person: ** A deep emerald green mist coils around your forearms as your spell reforms into a hex of Limb Disruption! **&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirit Wellspring&#039;&#039;&#039;:&lt;br /&gt;
* First-person: Niveous lights coalesce around you in a scintillating nimbus.  A surge of raw spirit infuses you, nearly scalding your very soul with its intensity.&lt;br /&gt;
* Third-person: Niveous lights coalesce around Leafiara in a scintillating nimbus.&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Legendary Gemstone Properties==&lt;br /&gt;
&lt;br /&gt;
{|width=&amp;quot;90%&amp;quot; class=&amp;quot;wikitable sortable&amp;quot; {{prettytable}}&lt;br /&gt;
!style=&amp;quot;width: 15%;&amp;quot;|Property&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Tiered&lt;br /&gt;
!style=&amp;quot;width: 5%;&amp;quot;|Type&lt;br /&gt;
!style=&amp;quot;width: 65%;&amp;quot;|Description&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60.  Additionally, all of your magical attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Blade||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Arcanist&#039;s Will||Yes||Activated||You enter a heightened state for 30 seconds.  You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.&lt;br /&gt;
|-&lt;br /&gt;
|Chronomage Collusion||Yes||Passive||You have a 2/4/6/8/10% chance to blink to avoid an attack.  At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.&lt;br /&gt;
|-&lt;br /&gt;
|Imaera&#039;s Balm||Yes||Activated||Your wounds and scars heal instantly.  Cooldown: 1x/day.&lt;br /&gt;
|-&lt;br /&gt;
|Mana Shield||No||Activated||You gain 2d20 damage padding for 60 seconds.  For every point of damage absorbed by the shield, 1 point of mana is drained.  Cooldown: 5 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Mystic Impulse||Yes||Passive||After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds.  Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.&lt;br /&gt;
|-&lt;br /&gt;
|One Shot, One Kill||Yes||Passive||Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were [[Vulnerable|vulnerable]].&lt;br /&gt;
|-&lt;br /&gt;
|Pixie&#039;s Mischief||Yes||Passive||Your debuff spells cost 1/2/3 less mana to cast, to a minimum of 1 mana, and your cast roundtime for debuff spells is reduced by 0/0/1 second, to a minimum of 1 second.&lt;br /&gt;
|-&lt;br /&gt;
|Reckless Precision||Yes||Activated||For 30 seconds, you lose 50 DS.  During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%.  Cooldown: 90 sec.&lt;br /&gt;
|-&lt;br /&gt;
|Spellblade&#039;s Fury||Yes||Activated||You expend 30 mana to enter a heightened state for 1 minute.  Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana.  Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute.  Cooldown: 3 min.&lt;br /&gt;
|-&lt;br /&gt;
|Stolen Power||Yes||Passive||Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither.  This chance is reduced for each tier below 3.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Flame||No||Triggered||You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Frost||No||Triggered||You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Lightning||No||Triggered||You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of Plasma||No||Triggered||You gain a standard chance to flare with Plasma when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Thorns of the Void||No||Triggered||You gain a standard chance to flare with Vacuum when an enemy targets you with an attack, whether or not the attack hits.&lt;br /&gt;
|-&lt;br /&gt;
|Trueshot||Yes||Passive||Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack&#039;s d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target&#039;s ability to evade, block, and parry by 10/20/30/40/50%.&lt;br /&gt;
|-&lt;br /&gt;
|Unearthly Chains||No||Activated||You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage.  Cooldown: 3 mins.&lt;br /&gt;
|-&lt;br /&gt;
|Witchhunter&#039;s Ascendancy||Yes||Activated||You enter a heightened state for 30 seconds.  During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100.  Additionally, all of your attacks have guaranteed dispel flares.  Cooldown: 3 min.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Messaging===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;span class=&amp;quot;mw-customtoggle-legendarymessaging&amp;quot; role=&amp;quot;link&amp;quot; style=&amp;quot;color:#0000ff&amp;quot;&amp;gt;For messaging for some legendary properties, click here&amp;lt;/span&amp;gt;.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div class=&amp;quot;mw-collapsible mw-collapsed&amp;quot; id=&amp;quot;mw-customcollapsible-legendarymessaging&amp;quot;&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Blade&#039;&#039;&#039;:&lt;br /&gt;
* First-person: With arcane intent, you reach inward, binding the flows of mana within you to your physical prowess in order to bolster your attacks!&lt;br /&gt;
* Third-person: As Leafiara takes on a focused expression, fine threads of violet-blue energy chase each other across her form and sink within.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arcanist&#039;s Will&#039;&#039;&#039;:&lt;br /&gt;
* First-person: A torrent of mythical energy surges through you, awakening an ancient power within your soul!&lt;br /&gt;
* Third-person: A dazzling corona of mythical energy envelops Leafiara!&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Imaera&#039;s Balm&#039;&#039;&#039;:&lt;br /&gt;
* First-person: All around you, streaks of autumnal color flare from the ground, joining with your flesh in an effervescent and restorative burst.  Your wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
* Third-person: All around Leafiara, streaks of autumnal color flare from the ground, joining with her flesh in an illuminating rush.  Leafiara&#039;s wounds tug closed, leaving unmarred skin behind.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Stolen Power&#039;&#039;&#039;:&lt;br /&gt;
* First-person: **An inky black mist coils around your forearms as your spell reforms into a forgery of Divine Fury!**&lt;br /&gt;
* Third person: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Unearthly Chains&#039;&#039;&#039;:&lt;br /&gt;
* First-person: You open yourself to worlds beyond this one, summoning forth a mass of ghostly chains.  Clanking and clattering with a sepulchral metallic sound, they streak outward like hungry snakes in search of prey!&lt;br /&gt;
* Third-person: ???&lt;br /&gt;
* Combat messaging: ???&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Witchhunter&#039;s Ascendancy&#039;&#039;&#039;:&lt;br /&gt;
&lt;br /&gt;
First-person combat messaging:&lt;br /&gt;
 You begin to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards your waiting palms.&lt;br /&gt;
 Exhaling, your hands pulse with threads of stolen energy.  The power of an apex predator awakens within you!&lt;br /&gt;
Third-person combat messaging:&lt;br /&gt;
 Leafiara begins to inhale deeply...&lt;br /&gt;
 Threads of arcane power separate themselves from a flayed gigas disciple, drawn through the air, swiftly driven towards Leafiara&#039;s waiting palms.&lt;br /&gt;
 Exhaling, Leafiara&#039;s hands pulse with threads of stolen energy as she looks supercharged with power!&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
[[Category:Character Mechanics]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Self-repairing_lockpick&amp;diff=233815</id>
		<title>Self-repairing lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Self-repairing_lockpick&amp;diff=233815"/>
		<updated>2025-02-20T15:17:46Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;self-repairing lockpick&#039;&#039;&#039;, sometimes called an &#039;&#039;&#039;urnon lockpick&#039;&#039;&#039; due to its material, is a very rare scripted lockpick script.  It was first sold during the [[Great Auction of 2016]].&lt;br /&gt;
&lt;br /&gt;
This magical lockpick will repair itself completely when damaged or broken, only needing time to sort itself out.  It is as precise as a vaalin lockpick, but not quite as tough.  It repairs itself incrementally and bit by bit, and can be used while it&#039;s repairing itself as long as it isn&#039;t completely broken.  It&#039;s also protected from pick destroying traps, and has a few fluff scripts.&lt;br /&gt;
&lt;br /&gt;
Unlike normal lockpicks, the modifier will drop when the lockpick is bent. The lockpick cannot be repaired via lock mastery or the NPC locksmith. &lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
This urnon lockpick is a self-repairing urnon lockpick.  It will repair itself to perfect condition over time.  It may be altered but must always remain urnon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repair Times ==&lt;br /&gt;
&lt;br /&gt;
* A broken lockpick will repair itself to noticeably damaged after 15 minutes. At this point it will have a modifier of 1.75&lt;br /&gt;
* Every 10 minutes after this the modifier will increase by 0.01 to a maximum of 2.5&lt;br /&gt;
* Every 5 hours the lockpick will go up one tier in condition&lt;br /&gt;
* It takes 12 hours and 45 minutes to go from broken to 2.5 modifier and 15 hours and 15 minutes to go from broken to excellent condition&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|pinch&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; As you pinch your urnon lockpick, it quickly deforms and flows around your fingertips, assuming its original shape in the blink of an eye.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; As Player starts to pinch his urnon lockpick, it quickly deforms and flows around his fingertips, assuming its original shape in the blink of an eye.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|turn&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; As you turn your urnon lockpick over, symmetrical spikes of urnon protrude from its surface, quickly jumping into different patterns before settling into a mirror image of its previous shape.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; As Player turns his urnon lockpick over, symmetrical spikes of urnon protrude from its surface, quickly jumping into different patterns before settling into a mirror image of its previous shape.&lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lockpick]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Fluff &amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass=Miscellaneous &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemtype=Lockpick &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter=Yes &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Great Auction of 2016 &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear=2016 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions=Must remain urnon. &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb2=pinch&lt;br /&gt;
|verb3=turn &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Self-repairing_lockpick&amp;diff=233761</id>
		<title>Self-repairing lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Self-repairing_lockpick&amp;diff=233761"/>
		<updated>2025-02-19T18:01:47Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;self-repairing lockpick&#039;&#039;&#039;, sometimes called an &#039;&#039;&#039;urnon lockpick&#039;&#039;&#039; due to its material, is a very rare scripted lockpick script.  It was first sold during the [[Great Auction of 2016]].&lt;br /&gt;
&lt;br /&gt;
This magical lockpick will repair itself completely when damaged or broken, only needing time to sort itself out.  It is as precise as a vaalin lockpick, but not quite as tough.  It repairs itself incrementally and bit by bit, and can be used while it&#039;s repairing itself as long as it isn&#039;t completely broken.  It&#039;s also protected from pick destroying traps, and has a few fluff scripts.&lt;br /&gt;
&lt;br /&gt;
Unlike normal lockpicks, the modifier will drop when the lockpick is bent.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
This urnon lockpick is a self-repairing urnon lockpick.  It will repair itself to perfect condition over time.  It may be altered but must always remain urnon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repair Times ==&lt;br /&gt;
&lt;br /&gt;
* A broken lockpick will repair itself to noticeably damaged after 15 minutes. At this point it will have a modifier of 1.75&lt;br /&gt;
* Every 10 minutes after this the modifier will increase by 0.01 to a maximum of 2.5&lt;br /&gt;
* Every 5 hours the lockpick will go up one tier in condition&lt;br /&gt;
* It takes 12 hours and 45 minutes to go from broken to 2.5 modifier and 15 hours and 15 minutes to go from broken to excellent condition&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|pinch&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; As you pinch your urnon lockpick, it quickly deforms and flows around your fingertips, assuming its original shape in the blink of an eye.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; As Player starts to pinch his urnon lockpick, it quickly deforms and flows around his fingertips, assuming its original shape in the blink of an eye.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|turn&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; As you turn your urnon lockpick over, symmetrical spikes of urnon protrude from its surface, quickly jumping into different patterns before settling into a mirror image of its previous shape.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; As Player turns his urnon lockpick over, symmetrical spikes of urnon protrude from its surface, quickly jumping into different patterns before settling into a mirror image of its previous shape.&lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lockpick]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Fluff &amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass=Miscellaneous &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemtype=Lockpick &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter=Yes &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Great Auction of 2016 &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear=2016 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions=Must remain urnon. &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb2=pinch&lt;br /&gt;
|verb3=turn &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Self-repairing_lockpick&amp;diff=233760</id>
		<title>Self-repairing lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Self-repairing_lockpick&amp;diff=233760"/>
		<updated>2025-02-19T17:57:52Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Add more details&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;table&amp;gt;&amp;lt;tr valign=&amp;quot;top&amp;quot;&amp;gt;&amp;lt;td&amp;gt;&amp;lt;!-- Please see Help:Item scripts page for instructions on how to properly create and format an item page.--&amp;gt;&lt;br /&gt;
A &#039;&#039;&#039;self-repairing lockpick&#039;&#039;&#039;, sometimes called an &#039;&#039;&#039;urnon lockpick&#039;&#039;&#039; due to its material, is a very rare scripted lockpick script.  It was first sold during the [[Great Auction of 2016]].&lt;br /&gt;
&lt;br /&gt;
This magical lockpick will repair itself completely when damaged or broken, only needing time to sort itself out.  It is as precise as a vaalin lockpick, but not quite as tough.  It repairs itself incrementally and bit by bit, and can be used while it&#039;s repairing itself as long as it isn&#039;t completely broken.  It&#039;s also protected from pick destroying traps, and has a few fluff scripts.&lt;br /&gt;
{{TOC limit|2}}&lt;br /&gt;
==Analyze==&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
This urnon lockpick is a self-repairing urnon lockpick.  It will repair itself to perfect condition over time.  It may be altered but must always remain urnon.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Repair Times ==&lt;br /&gt;
&lt;br /&gt;
* A broken lockpick will repair itself to noticeably damaged after 15 minutes. At this point it will have a mod of 1.75&lt;br /&gt;
* Every 10 minutes after this the mod will increase by 0.01 to a maximum of 2.5&lt;br /&gt;
* Every 5 hours the lockpick will go up one tier in condition&lt;br /&gt;
* It takes 12 hours and 45 minutes to go from broken to 2.5 modifier and 15 hours and 15 minutes to go from broken to excellent condition&lt;br /&gt;
&lt;br /&gt;
==Usage==&lt;br /&gt;
{| {{verbtable}} &amp;lt;!-- REQUIRED if there are verbs for this tier.  For instructions on how to use this template, see Template:Verbtable. --&amp;gt;&lt;br /&gt;
|- {{verbtableheader|90}}&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width:5em;&amp;quot;|Verb&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|First&lt;br /&gt;
! scope=&amp;quot;col&amp;quot; style=&amp;quot;width: 45%&amp;quot;|Third&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|pinch&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; As you pinch your urnon lockpick, it quickly deforms and flows around your fingertips, assuming its original shape in the blink of an eye.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; As Player starts to pinch his urnon lockpick, it quickly deforms and flows around his fingertips, assuming its original shape in the blink of an eye.&lt;br /&gt;
|-&lt;br /&gt;
! scope=&amp;quot;row&amp;quot;  role=&amp;quot;rowheader&amp;quot;|turn&lt;br /&gt;
|&amp;lt;!-- First Person View --&amp;gt; As you turn your urnon lockpick over, symmetrical spikes of urnon protrude from its surface, quickly jumping into different patterns before settling into a mirror image of its previous shape.&lt;br /&gt;
|&amp;lt;!-- Third Person View --&amp;gt; As Player turns his urnon lockpick over, symmetrical spikes of urnon protrude from its surface, quickly jumping into different patterns before settling into a mirror image of its previous shape.&lt;br /&gt;
|}&lt;br /&gt;
==See Also==&lt;br /&gt;
* [[Lockpick]]&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;td&amp;gt;&lt;br /&gt;
{{iteminfo&lt;br /&gt;
|type=Fluff &amp;lt;!-- REQUIRED: Mechanical or Fluff.  OPTIONAL: If an item is feature altering or crafting, as well, please enter &amp;quot;Feature altering&amp;quot; or &amp;quot;crafting&amp;quot; below this line for &amp;quot;type2=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemclass=Miscellaneous &amp;lt;!-- REQUIRED: Valid options are: Armor, Weapon, Shield, Clothing, Accessory, Container, Creature (Pets/Mounts), or Miscellaneous.  If more than one classification, additional lines can be added with &amp;quot;itemclass2=&amp;quot; &amp;amp; &amp;quot;itemclass3=&amp;quot; --&amp;gt;&lt;br /&gt;
|itemtype=Lockpick &amp;lt;!-- REQUIRED: What items can this apply to.  Up to 8 can be specified by setting &amp;quot;itemtype2&amp;quot; - &amp;quot;itemtype8&amp;quot;. --&amp;gt;&lt;br /&gt;
|alter=Yes &amp;lt;!-- REQUIRED: Can this be altered? Valid response is Yes or No. If there are restrictions, enter in Restrictions line at the end of this particular template. --&amp;gt;&lt;br /&gt;
|ld= &amp;lt;!-- REQUIRED: Is this item able to be lightened or deepened?  Valid response is Yes or No. If there are restrictions, enter in Restrictions line. --&amp;gt;&lt;br /&gt;
|feature= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if feature altering is indicated. Up to 8 features can be entered by setting &amp;quot;feature2=&amp;quot; - &amp;quot;feature8=&amp;quot;. --&amp;gt;&lt;br /&gt;
|customize= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is customizable beyond an ALTER.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|custom= &amp;lt;!-- OPTIONAL:  This area is REQUIRED if customization is indicated.  Up to 5 customizations can be entered with &amp;quot;custom2=&amp;quot; - &amp;quot;custom5=&amp;quot;. If the messaging is alterable, simply enter &amp;quot;Verb&amp;quot;.--&amp;gt;&lt;br /&gt;
|origmerch= &amp;lt;!-- OPTIONAL: This area is for indicating the original release merchant name, if known. If released as a quest item, please enter &amp;quot;Quest&amp;quot; ONLY.  Otherwise, leave blank.--&amp;gt;&lt;br /&gt;
|releasevenue=Great Auction of 2016 &amp;lt;!-- OPTIONAL: This area is for indicating the original release venue only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|releaseyear=2016 &amp;lt;!-- OPTIONAL: This area is for indicating the original release year only, if known. If not, leave blank. --&amp;gt;&lt;br /&gt;
|questitem= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s release was part of a quest/storyline.  If no, leave blank.  --&amp;gt;&lt;br /&gt;
|tiered= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item is tiered. If no, leave blank. --&amp;gt;&lt;br /&gt;
|tiersnumber= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if an item has tiers. It is to note how many tiers there are (This includes off the shelf). --&amp;gt;&lt;br /&gt;
|unlock= &amp;lt;!-- OPTIONAL: This area is only required if an item has tiers. It is to note how tiers can be unlocked.  Valid options are &amp;quot;Merchant&amp;quot;, &amp;quot;Certificate&amp;quot;, or &amp;quot;Quest&amp;quot; ONLY. If more than one, enter at unlock2.--&amp;gt;&lt;br /&gt;
|legendary= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item/script was released/distributed at an auction or was a jackpot prize.  Extremely limited release only (3 or less in existence).  --&amp;gt;&lt;br /&gt;
|demeanor= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item&#039;s messaging is affected by DEMEANOR.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|loresong= &amp;lt;!-- OPTIONAL:  Enter &amp;quot;Yes&amp;quot; if the item has a loresong as part of the base script.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|corrscript= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has scripts that correspond with it, specifically, they are scripts that work separately AND together in one way or another (i.e. Bloodrunes and MoonShard Pendants).  Additional slots can be added with &amp;quot;corrscript2=&amp;quot; - &amp;quot;corrscript5&amp;quot;= --&amp;gt;&lt;br /&gt;
|attune= &amp;lt;!-- OPTIONAL: This area is for indicating if an item attunes.  If permanent, enter Permanent; if temporary, enter Temporary (as in, it can be broken).  If there is none, leave blank. --&amp;gt;&lt;br /&gt;
|attunement= &amp;lt;!-- OPTIONAL: This area is only REQUIRED if attunement was indicated. Options are &amp;quot;Character&amp;quot; or &amp;quot;Account&amp;quot;. Please note, &amp;quot;Temporary attunement&amp;quot; will ALWAYS be &amp;quot;Character&amp;quot;. --&amp;gt;&lt;br /&gt;
|affinity= &amp;lt;!-- OPTIONAL: Enter &amp;quot;Yes&amp;quot; if the item requires affinity to work.  If no, leave blank. --&amp;gt;&lt;br /&gt;
|spell= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has a spell inherent to the script ONLY.  Up to 4 may be specified with &amp;quot;spell2=&amp;quot; - &amp;quot;spell4=&amp;quot;. Example to enter: Call Familiar (920). If no, leave blank. --&amp;gt;&lt;br /&gt;
|enhancive= &amp;lt;!-- OPTIONAL: This area is for indicating if an item has enhancives inherent to the script ONLY.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|swap= &amp;lt;!-- OPTIONAL: This area is for indicating if an item is eligible for script swapping.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|add= &amp;lt;!-- OPTIONAL: This area is for indicating if the script is eligible to be added to an item.  Answer YES. If no, leave blank. --&amp;gt;&lt;br /&gt;
|restrictions=Must remain urnon. &amp;lt;!-- OPTIONAL: This area is for indicating if an item has specific restrictions. If more than one, separate with &amp;lt;br&amp;gt;. DO NOT ENTER ON A SEPARATE LINE. --&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
{{itemverb&lt;br /&gt;
|verb2=pinch&lt;br /&gt;
|verb3=turn &amp;lt;!-- Verbs MUST be capitalized when entered. Up to 28 verbs can be added with &amp;quot;verb2=&amp;quot; - &amp;quot;verb28=&amp;quot;.  Verbs should be listed in alphabetical order, not by tier.--&amp;gt;&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;/td&amp;gt;&amp;lt;/tr&amp;gt;&amp;lt;/table&amp;gt;&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lockpick&amp;diff=233598</id>
		<title>Lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lockpick&amp;diff=233598"/>
		<updated>2025-02-14T23:14:31Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: improve wording&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockpicks&#039;&#039;&#039; are items that are mainly used to [[Picking Locks|pick]] [[Lock difficulty|locks]] on [[Box_(treasure)|treasure chests]] found from the [[treasure system]].  They can be purchased at the local locksmith in every town. If you are within one of the three main starter towns, you can find the locksmith by typing {{boldmono|[[DIRECTION_(verb)|DIRECTION]] LOCKSMITH}} where you&#039;ll be able to purchase and repair lockpicks when broken.  Repairing the lockpick does reduce the modifier of the lockpick however, so eventually you will break a lockpick enough times that it should be replaced instead of repaired.  [[Lock Mastery]] Masters have the ability once per month to renew a lockpick back to its original modifier.&lt;br /&gt;
&lt;br /&gt;
=== Standard Lockpick Material Properties ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Material&lt;br /&gt;
!Modifier&lt;br /&gt;
!Ranks&lt;br /&gt;
!Price&lt;br /&gt;
!Strength&lt;br /&gt;
!Precision&lt;br /&gt;
|-&lt;br /&gt;
|copper|| align=&amp;quot;right&amp;quot; |1.0|| align=&amp;quot;right&amp;quot; | 0|| align=&amp;quot;right&amp;quot; |100|| align=&amp;quot;right&amp;quot; |very weak|| very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|brass|| align=&amp;quot;right&amp;quot; |1.05|| align=&amp;quot;right&amp;quot; |0|| align=&amp;quot;right&amp;quot; |250|| align=&amp;quot;right&amp;quot; |very weak||very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|steel|| align=&amp;quot;right&amp;quot; |1.1|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |500|| align=&amp;quot;right&amp;quot; |below average strength||inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|gold|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,000|| align=&amp;quot;right&amp;quot; |weak||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|ivory|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |750|| align=&amp;quot;right&amp;quot; |average strength||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|silver|| align=&amp;quot;right&amp;quot; |1.3|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,500|| align=&amp;quot;right&amp;quot; |below average strength|| inefficient&lt;br /&gt;
|-&lt;br /&gt;
|mithril|| align=&amp;quot;right&amp;quot; |1.45|| align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |6,000|| align=&amp;quot;right&amp;quot; |very strong||unreliable&lt;br /&gt;
|-&lt;br /&gt;
|ora|| align=&amp;quot;right&amp;quot; |1.55 || align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |5,000|| align=&amp;quot;right&amp;quot; |strong||below average&lt;br /&gt;
|-&lt;br /&gt;
| glaes|| align=&amp;quot;right&amp;quot; |1.6|| align=&amp;quot;right&amp;quot; |8|| align=&amp;quot;right&amp;quot; |9,500|| align=&amp;quot;right&amp;quot; |incredibly strong||average&lt;br /&gt;
|-&lt;br /&gt;
|laje|| align=&amp;quot;right&amp;quot; |1.75|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |below average strength||above average&lt;br /&gt;
|-&lt;br /&gt;
|vultite|| align=&amp;quot;right&amp;quot; |1.8|| align=&amp;quot;right&amp;quot; |20|| align=&amp;quot;right&amp;quot; |30,000|| align=&amp;quot;right&amp;quot; |below average strength||somewhat accurate&lt;br /&gt;
|-&lt;br /&gt;
| rolaren|| align=&amp;quot;right&amp;quot; |1.9|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |very strong||favorable&lt;br /&gt;
|-&lt;br /&gt;
|veniom|| align=&amp;quot;right&amp;quot; |2.2|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |50,000|| align=&amp;quot;right&amp;quot; |excellent strength ||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|invar|| align=&amp;quot;right&amp;quot; |2.25|| align=&amp;quot;right&amp;quot; |35|| align=&amp;quot;right&amp;quot; |75,000|| align=&amp;quot;right&amp;quot; |incredibly strong||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|alum|| align=&amp;quot;right&amp;quot; |2.3|| align=&amp;quot;right&amp;quot; |16|| align=&amp;quot;right&amp;quot; |23,000|| align=&amp;quot;right&amp;quot; |weak||excellent&lt;br /&gt;
|-&lt;br /&gt;
|golvern|| align=&amp;quot;right&amp;quot; |2.35|| align=&amp;quot;right&amp;quot; |40|| align=&amp;quot;right&amp;quot; |95,000|| align=&amp;quot;right&amp;quot; |astonishingly strong||excellent&lt;br /&gt;
|-&lt;br /&gt;
|kelyn|| align=&amp;quot;right&amp;quot; |2.4|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |62,000|| align=&amp;quot;right&amp;quot; |very strong||incredible&lt;br /&gt;
|-&lt;br /&gt;
|vaalin|| align=&amp;quot;right&amp;quot; |2.5|| align=&amp;quot;right&amp;quot; |50|| align=&amp;quot;right&amp;quot; |125,000|| align=&amp;quot;right&amp;quot; |incredibly strong||unsurpassed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Precision Ranges ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Precision&lt;br /&gt;
!Modifier Range&lt;br /&gt;
|-&lt;br /&gt;
|detrimental|| align=&amp;quot;right&amp;quot; |Below 1.0&lt;br /&gt;
|-&lt;br /&gt;
|very inaccurate|| align=&amp;quot;right&amp;quot; |1.0 - 1.09&lt;br /&gt;
|-&lt;br /&gt;
|inaccurate|| align=&amp;quot;right&amp;quot; |1.1 - 1.19&lt;br /&gt;
|-&lt;br /&gt;
|somewhat inaccurate|| align=&amp;quot;right&amp;quot; |1.2 - 1.29&lt;br /&gt;
|-&lt;br /&gt;
|inefficient|| align=&amp;quot;right&amp;quot; |1.3 - 1.39&lt;br /&gt;
|-&lt;br /&gt;
|unreliable|| align=&amp;quot;right&amp;quot; |1.4 - 1.49&lt;br /&gt;
|-&lt;br /&gt;
|below average|| align=&amp;quot;right&amp;quot; |1.5 - 1.59&lt;br /&gt;
|-&lt;br /&gt;
|average|| align=&amp;quot;right&amp;quot; |1.6 - 1.69&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |1.7 - 1.79&lt;br /&gt;
|-&lt;br /&gt;
| somewhat accurate|| align=&amp;quot;right&amp;quot; |1.8 - 1.89&lt;br /&gt;
|-&lt;br /&gt;
|favorable|| align=&amp;quot;right&amp;quot; |1.9 - 1.99&lt;br /&gt;
|-&lt;br /&gt;
|advantageous|| align=&amp;quot;right&amp;quot; |2.0 - 2.09&lt;br /&gt;
|-&lt;br /&gt;
|accurate|| align=&amp;quot;right&amp;quot; |2.1 - 2.19&lt;br /&gt;
|-&lt;br /&gt;
|highly accurate|| align=&amp;quot;right&amp;quot; |2.2 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|excellent|| align=&amp;quot;right&amp;quot; |2.3 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|incredible|| align=&amp;quot;right&amp;quot; |2.4 - 2.49&lt;br /&gt;
|-&lt;br /&gt;
|unsurpassed|| align=&amp;quot;right&amp;quot; |2.5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Strengths ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Strength&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|flimsy|| align=&amp;quot;right&amp;quot; |1&lt;br /&gt;
|-&lt;br /&gt;
|very weak|| align=&amp;quot;right&amp;quot; |2&lt;br /&gt;
|-&lt;br /&gt;
|weak|| align=&amp;quot;right&amp;quot; |3&lt;br /&gt;
|-&lt;br /&gt;
|below average strength|| align=&amp;quot;right&amp;quot; |4&lt;br /&gt;
|-&lt;br /&gt;
|average strength|| align=&amp;quot;right&amp;quot; |5&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |6&lt;br /&gt;
|-&lt;br /&gt;
|strong|| align=&amp;quot;right&amp;quot; |7&lt;br /&gt;
|-&lt;br /&gt;
|very strong|| align=&amp;quot;right&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|excellent strength|| align=&amp;quot;right&amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
|incredibly strong|| align=&amp;quot;right&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|astonishingly strong|| align=&amp;quot;right&amp;quot; |11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Conditions ===&lt;br /&gt;
It appears that bending a lockpick will move the condition value down by one. Bending a poor condition lockpick will break the tip. Bending affects the condition, but not the modifier. Repairing a bent lockpick will affect the strength and modifier.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Condition&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|excellent conditions&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|good condition&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|neglected state&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|noticeably damaged&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|poor condition&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|broken&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lock Mastery Crafted Lockpicks ===&lt;br /&gt;
The Rogue Guild skill lock mastery provides the ability for rogues to make their own lockpicks. Each successful lockpick attempt has a quality associated with it: far below average, fairly average, and exceptional. This determines the range the lockpick&#039;s modifier will fall into. Strength is unaffected.&lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
!Material!!Far Below Average !!Fairly Average!! Exceptional&lt;br /&gt;
|-&lt;br /&gt;
|copper||0.98||0.99 - 1.00|| 1.01 - 1.02&lt;br /&gt;
|-&lt;br /&gt;
|brass ||1.03|| 1.04 - 1.05 ||1.06 - 1.07 &lt;br /&gt;
|-&lt;br /&gt;
|steel ||1.08||1.09 - 1.10||1.11 - 1.12&lt;br /&gt;
|-&lt;br /&gt;
|gold||1.16|| 1.19 - 1.20|| 1.21 - 1.22&lt;br /&gt;
|-&lt;br /&gt;
|silver||1.28||1.29 - 1.30||1.31 - 1.32&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1.43||1.44 - 1.45||1.46 - 1.47&lt;br /&gt;
|-&lt;br /&gt;
|ora||1.53||1.54 - 1.55|| 1.56 - 1.57&lt;br /&gt;
|-&lt;br /&gt;
|laje||1.69 - 1.71||1.72 - 1.75||1.76 - 1.78&lt;br /&gt;
|-&lt;br /&gt;
| vultite||1.72 - 1.75||1.77 - 1.80||1.81 - 1.83&lt;br /&gt;
|-&lt;br /&gt;
| rolaren||1.83 - 1.86||1.87 - 1.90|| 1.91 - 1.93 &lt;br /&gt;
|-&lt;br /&gt;
|veniom||2.09 - 2.14||2.15 - 2.20||2.21 - 2.24&lt;br /&gt;
|-&lt;br /&gt;
|invar||2.14 - 2.19||2.20 - 2.25|| 2.26 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
| alum ||2.19 - 2.24||2.25 - 2.30||2.31 - 2.34&lt;br /&gt;
|-&lt;br /&gt;
|golvern||2.24 - 2.29||2.30 - 2.35||2.36 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|kelyn||2.29 - 2.34||2.35 - 2.40||2.41 - 2.44&lt;br /&gt;
|-&lt;br /&gt;
|vaalin||2.35 - 2.42||2.43 - 2.50||2.51 - 2.55&lt;br /&gt;
|}&lt;br /&gt;
==See also==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
*[[Hairpick]]&lt;br /&gt;
*[[Under-the-tongue lockpick]]&lt;br /&gt;
*[[Wearpick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rogue]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lockpick&amp;diff=233597</id>
		<title>Lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lockpick&amp;diff=233597"/>
		<updated>2025-02-14T23:13:03Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Added lock mastery crafting ranges&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockpicks&#039;&#039;&#039; are items that are mainly used to [[Picking Locks|pick]] [[Lock difficulty|locks]] on [[Box_(treasure)|treasure chests]] found from the [[treasure system]].  They can be purchased at the local locksmith in every town. If you are within one of the three main starter towns, you can find the locksmith by typing {{boldmono|[[DIRECTION_(verb)|DIRECTION]] LOCKSMITH}} where you&#039;ll be able to purchase and repair lockpicks when broken.  Repairing the lockpick does reduce the modifier of the lockpick however, so eventually you will break a lockpick enough times that it should be replaced instead of repaired.  [[Lock Mastery]] Masters have the ability once per month to renew a lockpick back to its original modifier.&lt;br /&gt;
&lt;br /&gt;
=== Standard Lockpick Material Properties ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Material&lt;br /&gt;
!Modifier&lt;br /&gt;
!Ranks&lt;br /&gt;
!Price&lt;br /&gt;
!Strength&lt;br /&gt;
!Precision&lt;br /&gt;
|-&lt;br /&gt;
|copper|| align=&amp;quot;right&amp;quot; |1.0|| align=&amp;quot;right&amp;quot; | 0|| align=&amp;quot;right&amp;quot; |100|| align=&amp;quot;right&amp;quot; |very weak|| very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|brass|| align=&amp;quot;right&amp;quot; |1.05|| align=&amp;quot;right&amp;quot; |0|| align=&amp;quot;right&amp;quot; |250|| align=&amp;quot;right&amp;quot; |very weak||very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|steel|| align=&amp;quot;right&amp;quot; |1.1|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |500|| align=&amp;quot;right&amp;quot; |below average strength||inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|gold|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,000|| align=&amp;quot;right&amp;quot; |weak||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|ivory|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |750|| align=&amp;quot;right&amp;quot; |average strength||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|silver|| align=&amp;quot;right&amp;quot; |1.3|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,500|| align=&amp;quot;right&amp;quot; |below average strength|| inefficient&lt;br /&gt;
|-&lt;br /&gt;
|mithril|| align=&amp;quot;right&amp;quot; |1.45|| align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |6,000|| align=&amp;quot;right&amp;quot; |very strong||unreliable&lt;br /&gt;
|-&lt;br /&gt;
|ora|| align=&amp;quot;right&amp;quot; |1.55 || align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |5,000|| align=&amp;quot;right&amp;quot; |strong||below average&lt;br /&gt;
|-&lt;br /&gt;
| glaes|| align=&amp;quot;right&amp;quot; |1.6|| align=&amp;quot;right&amp;quot; |8|| align=&amp;quot;right&amp;quot; |9,500|| align=&amp;quot;right&amp;quot; |incredibly strong||average&lt;br /&gt;
|-&lt;br /&gt;
|laje|| align=&amp;quot;right&amp;quot; |1.75|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |below average strength||above average&lt;br /&gt;
|-&lt;br /&gt;
|vultite|| align=&amp;quot;right&amp;quot; |1.8|| align=&amp;quot;right&amp;quot; |20|| align=&amp;quot;right&amp;quot; |30,000|| align=&amp;quot;right&amp;quot; |below average strength||somewhat accurate&lt;br /&gt;
|-&lt;br /&gt;
| rolaren|| align=&amp;quot;right&amp;quot; |1.9|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |very strong||favorable&lt;br /&gt;
|-&lt;br /&gt;
|veniom|| align=&amp;quot;right&amp;quot; |2.2|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |50,000|| align=&amp;quot;right&amp;quot; |excellent strength ||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|invar|| align=&amp;quot;right&amp;quot; |2.25|| align=&amp;quot;right&amp;quot; |35|| align=&amp;quot;right&amp;quot; |75,000|| align=&amp;quot;right&amp;quot; |incredibly strong||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|alum|| align=&amp;quot;right&amp;quot; |2.3|| align=&amp;quot;right&amp;quot; |16|| align=&amp;quot;right&amp;quot; |23,000|| align=&amp;quot;right&amp;quot; |weak||excellent&lt;br /&gt;
|-&lt;br /&gt;
|golvern|| align=&amp;quot;right&amp;quot; |2.35|| align=&amp;quot;right&amp;quot; |40|| align=&amp;quot;right&amp;quot; |95,000|| align=&amp;quot;right&amp;quot; |astonishingly strong||excellent&lt;br /&gt;
|-&lt;br /&gt;
|kelyn|| align=&amp;quot;right&amp;quot; |2.4|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |62,000|| align=&amp;quot;right&amp;quot; |very strong||incredible&lt;br /&gt;
|-&lt;br /&gt;
|vaalin|| align=&amp;quot;right&amp;quot; |2.5|| align=&amp;quot;right&amp;quot; |50|| align=&amp;quot;right&amp;quot; |125,000|| align=&amp;quot;right&amp;quot; |incredibly strong||unsurpassed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Precision Ranges ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Precision&lt;br /&gt;
!Modifier Range&lt;br /&gt;
|-&lt;br /&gt;
|detrimental|| align=&amp;quot;right&amp;quot; |Below 1.0&lt;br /&gt;
|-&lt;br /&gt;
|very inaccurate|| align=&amp;quot;right&amp;quot; |1.0 - 1.09&lt;br /&gt;
|-&lt;br /&gt;
|inaccurate|| align=&amp;quot;right&amp;quot; |1.1 - 1.19&lt;br /&gt;
|-&lt;br /&gt;
|somewhat inaccurate|| align=&amp;quot;right&amp;quot; |1.2 - 1.29&lt;br /&gt;
|-&lt;br /&gt;
|inefficient|| align=&amp;quot;right&amp;quot; |1.3 - 1.39&lt;br /&gt;
|-&lt;br /&gt;
|unreliable|| align=&amp;quot;right&amp;quot; |1.4 - 1.49&lt;br /&gt;
|-&lt;br /&gt;
|below average|| align=&amp;quot;right&amp;quot; |1.5 - 1.59&lt;br /&gt;
|-&lt;br /&gt;
|average|| align=&amp;quot;right&amp;quot; |1.6 - 1.69&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |1.7 - 1.79&lt;br /&gt;
|-&lt;br /&gt;
| somewhat accurate|| align=&amp;quot;right&amp;quot; |1.8 - 1.89&lt;br /&gt;
|-&lt;br /&gt;
|favorable|| align=&amp;quot;right&amp;quot; |1.9 - 1.99&lt;br /&gt;
|-&lt;br /&gt;
|advantageous|| align=&amp;quot;right&amp;quot; |2.0 - 2.09&lt;br /&gt;
|-&lt;br /&gt;
|accurate|| align=&amp;quot;right&amp;quot; |2.1 - 2.19&lt;br /&gt;
|-&lt;br /&gt;
|highly accurate|| align=&amp;quot;right&amp;quot; |2.2 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|excellent|| align=&amp;quot;right&amp;quot; |2.3 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|incredible|| align=&amp;quot;right&amp;quot; |2.4 - 2.49&lt;br /&gt;
|-&lt;br /&gt;
|unsurpassed|| align=&amp;quot;right&amp;quot; |2.5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Strengths ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Strength&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|flimsy|| align=&amp;quot;right&amp;quot; |1&lt;br /&gt;
|-&lt;br /&gt;
|very weak|| align=&amp;quot;right&amp;quot; |2&lt;br /&gt;
|-&lt;br /&gt;
|weak|| align=&amp;quot;right&amp;quot; |3&lt;br /&gt;
|-&lt;br /&gt;
|below average strength|| align=&amp;quot;right&amp;quot; |4&lt;br /&gt;
|-&lt;br /&gt;
|average strength|| align=&amp;quot;right&amp;quot; |5&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |6&lt;br /&gt;
|-&lt;br /&gt;
|strong|| align=&amp;quot;right&amp;quot; |7&lt;br /&gt;
|-&lt;br /&gt;
|very strong|| align=&amp;quot;right&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|excellent strength|| align=&amp;quot;right&amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
|incredibly strong|| align=&amp;quot;right&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|astonishingly strong|| align=&amp;quot;right&amp;quot; |11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Conditions ===&lt;br /&gt;
It appears that bending a lockpick will move the condition value down by one. Bending a poor condition lockpick will break the tip. Bending affects the condition, but not the modifier. Repairing a bent lockpick will affect the strength and modifier.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Condition&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|excellent conditions&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|good condition&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|neglected state&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|noticeably damaged&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|poor condition&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|broken&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lock Mastery Crafted Lockpicks ===&lt;br /&gt;
The Rogue Guild skill lock mastery provides the ability for rogues to make their own lockpicks. each successful lockpick attempt has a quality associated with it: far below average, fairly average, and exceptional. This determines the range of the lockpick&#039;s modifier. strength is unaffected.&lt;br /&gt;
{| {{prettytable}} cellpadding=&amp;quot;4&amp;quot; cellspacing=&amp;quot;0&amp;quot; style=&amp;quot;margin: 1em 1em 1em 1em; background: #f9f9f9; border: 1px #aaa solid; border-collapse: collapse;  &amp;quot;&lt;br /&gt;
!Material!!Far Below Average !!Fairly Average!! Exceptional&lt;br /&gt;
|-&lt;br /&gt;
|copper||0.98||0.99 - 1.00|| 1.01 - 1.02&lt;br /&gt;
|-&lt;br /&gt;
|brass ||1.03|| 1.04 - 1.05 ||1.06 - 1.07 &lt;br /&gt;
|-&lt;br /&gt;
|steel ||1.08||1.09 - 1.10||1.11 - 1.12&lt;br /&gt;
|-&lt;br /&gt;
|gold||1.16|| 1.19 - 1.20|| 1.21 - 1.22&lt;br /&gt;
|-&lt;br /&gt;
|silver||1.28||1.29 - 1.30||1.31 - 1.32&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1.43||1.44 - 1.45||1.46 - 1.47&lt;br /&gt;
|-&lt;br /&gt;
|ora||1.53||1.54 - 1.55|| 1.56 - 1.57&lt;br /&gt;
|-&lt;br /&gt;
|laje||1.69 - 1.71||1.72 - 1.75||1.76 - 1.78&lt;br /&gt;
|-&lt;br /&gt;
| vultite||1.72 - 1.75||1.77 - 1.80||1.81 - 1.83&lt;br /&gt;
|-&lt;br /&gt;
| rolaren||1.83 - 1.86||1.87 - 1.90|| 1.91 - 1.93 &lt;br /&gt;
|-&lt;br /&gt;
|veniom||2.09 - 2.14||2.15 - 2.20||2.21 - 2.24&lt;br /&gt;
|-&lt;br /&gt;
|invar||2.14 - 2.19||2.20 - 2.25|| 2.26 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
| alum ||2.19 - 2.24||2.25 - 2.30||2.31 - 2.34&lt;br /&gt;
|-&lt;br /&gt;
|golvern||2.24 - 2.29||2.30 - 2.35||2.36 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|kelyn||2.29 - 2.34||2.35 - 2.40||2.41 - 2.44&lt;br /&gt;
|-&lt;br /&gt;
|vaalin||2.35 - 2.42||2.43 - 2.50||2.51 - 2.55&lt;br /&gt;
|}&lt;br /&gt;
==See also==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
*[[Hairpick]]&lt;br /&gt;
*[[Under-the-tongue lockpick]]&lt;br /&gt;
*[[Wearpick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rogue]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=233596</id>
		<title>Lock Mastery</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=233596"/>
		<updated>2025-02-14T23:03:29Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Undo revision 233595 by SEPTUS (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockmastery&#039;&#039;&#039; is one of six [[Rogue Guild]] [[guild skill]]s that allows a [[rogue]] to [[Picking Locks|pick]] [[Box (treasure)|box]]es faster, add locks and [[Lockmastery#Clasping containers|clasps]] to certain items, measure a lock size, and a number of other things.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Skills==&lt;br /&gt;
Lockmastery skills are generally skills that relate to traps, locks, and things one can do with traps and locks.  Locksmiths use calipers to narrow down the best pick to use while picking boxes.  Sorcerers need locked containers to use one aspect of their [[Phase (704)]] spell, and commission rogues to add locks to certain items.  Some skills, like the {{boldmono|PTRICK}}s, are useful only for show.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
{{boldmono|LMASTER FOCUS}} activates a short duration bonus to picking locks and disarming traps and is granted at rank 1.  This bonus is mutually exclusive with the bonuses imparted by [[Lock Pick Enhancement (403)]] and [[Disarm Enhancement (404)]], only the higher of the bonuses between these and Focus will be used.  This buff can be stopped manually before its natural end via {{boldmono|STOP LMASTER FOCUS}}. &lt;br /&gt;
&lt;br /&gt;
The Focus formula is as follows: &lt;br /&gt;
*For {{boldmono|PICKLOCK}} or {{boldmono|DISARM}}: {{mono|(2 * LM rank + ([[Dexterity]] bonus / 2))}}&lt;br /&gt;
*For {{boldmono|DETECT}}: {{mono|(2 * LM rank + ([[Intuition]] bonus / 2))}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tricks===&lt;br /&gt;
:There are seven different styles that a lockmastery-skilled rogue can use to add style to his picking attempts.&lt;br /&gt;
&lt;br /&gt;
:To use, the syntax is {{boldmono|LM PTRICK &amp;lt;SKILL&amp;gt; &amp;lt;CONTAINER&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
:;SPIN (Ranks 1 to 9)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick flick of the wrist, you spin your copper tatting spindle around in your palm, stopping it as the tip enters a sturdy iron trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIST (Ranks 10 to 19)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You give your vaalin lockpick a sharp twist, attempting to straighten it slightly, before settling into the difficult task of picking the lock on a rotting monir strongbox...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TURN (Ranks 20 to 29)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;Taking a gentle turn, you choke up on your golvern nail file for a better grip, then devote all your attention to the lock on a badly damaged maoral chest...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIRL (Ranks 30 to 39)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a casual motion, you twirl your invar lockpick around your index finger, catching it between thumb and forefinger before applying it to the lock of a rotting monir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TOSS (Ranks 40 to 49)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick toss, you send your invar lockpick popping into the air, whirling like a top!  As it comes down, you easily snatch it from the air and begin to pick the lock on a sturdy tanik coffer...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;BEND (Ranks 50 to 59)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You carefully bend the tip of your copper lockpick slightly, adjusting it for a better angle, before attempting to pick the lock on a plain modwir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;FLIP (Ranks 60 to 62)&lt;br /&gt;
:{{boldmono|PTRICK FLIP}} is a little different in that it is not followed by the standard box picking messaging. The size of the lock is not displayed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm ptrick flip my chest&lt;br /&gt;
Pretending to only examine the lock of a rotting haon chest, you instead attempt to quietly turn the tumblers to within a hair&#039;s breadth of clicking...&lt;br /&gt;
You make a passable attempt (d100=44).&lt;br /&gt;
&lt;br /&gt;
Then with an easy motion, you flip your lockpick into the air and give the chest a solid smack!&lt;br /&gt;
&lt;br /&gt;
The chest gives off an audible *click* as the tumblers snap open.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Sensing Room Conditions===&lt;br /&gt;
:This skill is practiced from rank 1 to 5.&lt;br /&gt;
&lt;br /&gt;
:Room conditions can influence the ability of a rogue to pick a lock. A brighter room is better for lockpicking than a darker room. Fog hinders lockpicking as well.&lt;br /&gt;
&lt;br /&gt;
:There are approximately eight seconds between entering the {{boldmono|LM SENSE}} command and having the room conditions reported back.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm sense&lt;br /&gt;
With a seasoned eye, you begin to examine both yourself and the area in an attempt to ascertain the current conditions for lockpicking...&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&lt;br /&gt;
After a thorough examination, you determine that you are in excellent shape, physically.  As far as you can tell, the area around you has pretty average lighting.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the voices in your head will hinder any attempts at serious locksmithing.&lt;br /&gt;
&lt;br /&gt;
Under the current conditions, you think you could probably handle an intricate trap and a fairly easy lock with any old lockpick.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LM Sense is the first Lock Mastery skill learned in the guild, it is obtained at rank 1.&lt;br /&gt;
&lt;br /&gt;
:Troubleshooting: If seeing the message &amp;lt;i&amp;gt;&amp;quot;You discover that you&#039;re not really skilled enough at this to be able to tell much.&amp;quot;&amp;lt;/i&amp;gt; or a message about pickpocketing, it is possible that you are only using the {{boldmono|[[SENSE (verb)|SENSE]]}} verb.  Please try again using {{boldmono|LM SENSE}}. You will also see this message if you have 0 ranks in lockpicking skill.&lt;br /&gt;
&lt;br /&gt;
==== LM SENSE Conditions Maps ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[[Media:WL-LM_SENSE.png]] - Wehnimer&#039;s Landing&lt;br /&gt;
[[Media:VO-LM_SENSE.png]] - Solhaven&lt;br /&gt;
[[Media:IMT-LM_SENSE.png]] - Icemule Trace&lt;br /&gt;
[[Media:IFW-LM_SENSE.png]] - Island of Four Winds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Measuring the Size of a Lock with Calipers===&lt;br /&gt;
:This skill is practiced from rank 6 to 9.&lt;br /&gt;
&lt;br /&gt;
:Calibrating calipers is practiced from rank 10 to 13.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm measure my str&lt;br /&gt;
Using your professional calipers, you carefully begin to measure the lock...&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Measuring carefully, it looks to be a fairly simple lock.&lt;br /&gt;
&lt;br /&gt;
Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cal my cal&lt;br /&gt;
You make some effort to fine-tune the professional calipers.&lt;br /&gt;
You can&#039;t help but think that the calipers are as finely-tuned as you are possibly going to get them.  They practically glow with calibration!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;When finishing the Master task Calibrate with Master bean, when you have the &amp;quot;Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&amp;quot; you need to {{boldmono|GIVE CALI TO BEAN}}. Give Bean will not work with the calipers in your hand, and placing them back on the table will yield no finished task.&lt;br /&gt;
&lt;br /&gt;
Calipers provide perfect detection when perfectly calibrated by a master of Lock Mastery.&lt;br /&gt;
&lt;br /&gt;
===Wedging Open Boxes===&lt;br /&gt;
:This skill is practiced from rank 14 to 24.&lt;br /&gt;
&lt;br /&gt;
:Using a wooden wedge made in the guild, a locksmith can open a fused or plated box. You must hold the container in one hand and have a wedge in the other.&lt;br /&gt;
&lt;br /&gt;
To make a wedge, go to Rogue Guild, Workshop Toolbench (Room 26232 in the Landing, but every guild has a workshop) and {{boldmono|ORDER 1}} (a block of wood). It costs about 300 silvers. Then {{boldmono|CARVE BLOCK}} until it becomes a wedge and then {{boldmono|CARVE WEDGE}} until you get the message to {{boldmono|RUB}} the wedge. {{boldmono|RUB}} it.&lt;br /&gt;
&lt;br /&gt;
*Syntax: {{boldmono|LM wedge my &amp;lt;container&amp;gt;}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Locksmith inserts the tip of his warped wooden wedge just under the lid of his monir trunk and carefully works it back and forth until it is firmly seated.  Locksmith tries to jam the wedge in further with the palm of his hand but only manages to splinter it as the tip slides along the edge. &lt;br /&gt;
The lid of a weathered monir trunk suddenly splits away from the casing amidst the crunch of splintering wood!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appraising Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 20 to 24.&lt;br /&gt;
&lt;br /&gt;
:Rogues can appraise their lockpicks to determine their quality, condition, and give you a general idea on how large of a lock you can handle. Note: appraising a lockpick with lore will yield higher results.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm app my lock&lt;br /&gt;
You examine the silver lockpick very closely.  It appears to be in good condition.  It seems to have a somewhat inaccurate level of precision and has below average strength.  As far as you can tell, the lockpick has never been repaired.  You could probably handle a simple lock pretty easily with it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Repairing Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 25 to 29.&lt;br /&gt;
====Bent====&lt;br /&gt;
:Repairs can be made to a lockpick after the tip is bent.  These repairs do not need to be made at a Rogue Guild toolbench.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
You carefully go about reshaping the invar lockpick, taking great care to provide the proper curvature to the tip.&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snapped====&lt;br /&gt;
:When a lockpick is completely broken, it must be repaired at a Rogue Guild toolbench using a wire of the same material.  The wires can be purchased from the attendant at the toolbench.  It is usually significantly cheaper and faster to repair lockpicks through Lock Mastery than the local NPC locksmith.  For example, a golvern wire would cost 16k, but Shind would cost a Ta&#039;Vaalor full citizen 40k and 8 hours to repair.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glaes&#039;&#039;&#039; lockpicks &#039;&#039;&#039;cannot&#039;&#039;&#039; be repaired through Lock Mastery, although they can be by the town locksmith, costing around 1,000 silvers and taking 5 hours. &lt;br /&gt;
&lt;br /&gt;
:The ability of the rogue will determine if they have enough skill to repair the lockpick.  You must have at least 60 ranks in Lock Mastery, in order to repair vaalin lockpicks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||20&lt;br /&gt;
|&lt;br /&gt;
|alum||3900&lt;br /&gt;
|-&lt;br /&gt;
|brass||45&lt;br /&gt;
|&lt;br /&gt;
|vultite||5100&lt;br /&gt;
|-&lt;br /&gt;
|steel||85&lt;br /&gt;
|&lt;br /&gt;
|rolaren||6500&lt;br /&gt;
|-&lt;br /&gt;
|gold||350&lt;br /&gt;
|&lt;br /&gt;
|veniom||8500&lt;br /&gt;
|-&lt;br /&gt;
|silver||425&lt;br /&gt;
|&lt;br /&gt;
|kelyn||11000&lt;br /&gt;
|-&lt;br /&gt;
|ora||850&lt;br /&gt;
|&lt;br /&gt;
|invar||13000&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1025&lt;br /&gt;
|&lt;br /&gt;
|golvern||16000&lt;br /&gt;
|-&lt;br /&gt;
|laje||2900&lt;br /&gt;
|&lt;br /&gt;
|vaalin||21000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged ora lockpick, being careful not to melt the handle or your fingers.&lt;br /&gt;
&lt;br /&gt;
When the tip is loose, you neatly pluck it from its home in a wire-thin hole running up into the handle, before replacing it with a new ora wire.&lt;br /&gt;
&lt;br /&gt;
Taking the old tip, you hold it over the blue flame of a nearby burner with a pair of metal grips.  The wire quickly turns red and begins to sag, and just as the first drop threatens to fall into the tongue of flame, you smoothly touch the end of the filament to the joining of the handle and the new wire.  The thick molten metal seeps in around the edges of the ora wire, cooling rapidly to form a tight bond.&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:If the lockpick is unable to be repaired (either by skill of the locksmith or number of times the lockpick has already been repaired), the messaging is as follows:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged invar lockpick, but the broken tip refuses to work free.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Restoring Lockpicks ===&lt;br /&gt;
&lt;br /&gt;
:Masters of the Lock Mastery (Rogue) guild skill may use {{boldmono|LMASTER RESTORE}} on a favored lockpick once per calendar month to restore it to its original condition. This removes any effects from breaking and repairing the pick. New lockpicks crafted (by players) will be restored to their originally crafted statistics. Lockpicks that were crafted prior to the [[/saved_posts|5/21/20 update]] will be restored to the statistics at the time of that update. Lockpicks obtained from merchants and shops will be restored to the statistics that are standard for their material. Completely broken lockpicks must still first be {{boldmono|LMASTER REPAIR}}ed before being {{boldmono|LMASTER RESTORE}}d.&lt;br /&gt;
&lt;br /&gt;
===Relocking Boxes===&lt;br /&gt;
:This skill is practiced from rank 30 to 32.&lt;br /&gt;
&lt;br /&gt;
:A rogue can relock a box, provided that they can handle the lock size.  Experience and difficulty reps are not given for picking a relocked box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm relock my chest&lt;br /&gt;
You settle into the difficult task of relocking the tanik chest.&lt;br /&gt;
You make a talented attempt (d100=81).&lt;br /&gt;
You struggle with the tumblers.  As you do, you get a sense that the chest has a rudimentary lock (-60 thief-lingo difficulty ranking).  Then...CLICK!  It locks!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adding Clasps to Containers===&lt;br /&gt;
:This skill is practiced from rank 33 to 35.&lt;br /&gt;
&lt;br /&gt;
:The rogue can add a clasp to certain containers that do not open and close, making them closeable.  If the item is scripted, the item will not be able to be clasped via lockmastery.&lt;br /&gt;
&lt;br /&gt;
:For training purposes, rogues can find an uncloseable plain sack for sale in the guild shops.&lt;br /&gt;
&lt;br /&gt;
:The following nouns can possibly take a clasp:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, burnoose, cape, capelet, carryall, case, casket, cloak, coat, codex, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, neckpouch, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, shrug, songbook, sporran, tome, tome, toolkit, tube, valise, vestment, volume, and waistcoat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Adding a clasp to a container counts as one item IN that container, making the container hold one less item when it is filled to capacity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:To see if an item can take a clasp, the {{boldmono|LMASTER CLASP CHECK}} verb can be used.&lt;br /&gt;
::*&amp;lt;i&amp;gt;A purple mantle can have a clasp attached to it, but not a lock.&lt;br /&gt;
::*A purple mantle already has a clasp, and cannot have a lock added.&lt;br /&gt;
::*That already has a clasp, but it can have a lock added.&lt;br /&gt;
::*That is not an appropriate type of container to add a clasp or lock to.&lt;br /&gt;
::*That&#039;s not a container.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The first time that {{boldmono|LMASTER CLASP}} is used on an item, it will punch a hole in the item, readying it for the clasp held in your other hand. Clasps are available in the guild shops. Also, items with the noun &amp;quot;clasp&amp;quot; found in the [[treasure system]] can be used to clasp containers. Merchants have sold items without the clasp noun at multiple festivals. This action results in 20-30 seconds of [[roundtime]].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp sack&lt;br /&gt;
Picking up a punch from the workbench, you carefully put a hole in the mantle where you intend to attach a clasp.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The second time that {{boldmono|LMASTER CLASP}} is used on an item, you will be prompted for the clasp description. The description of the clasped item can have three variations:&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[show description]], the verb is {{boldmono|LMASTER CLASP SHOWDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[long description]], the verb is {{boldmono|LMASTER CLASP LONGDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To keep the clasp hidden and keep the item&#039;s description the same, the verb is {{boldmono|LMASTER CLASP NODESC}}, or simply {{boldmono|LMASTER CLASP}}.&lt;br /&gt;
&lt;br /&gt;
:You may also specify the style in which you want the clasp attached. The following phrases can be used to affix the clasp by typing {{boldmono|LMASTER CLASP {SHOWDESC or LONGDESC} {style}}} after the initial {{boldmono|LMASTER CLASP {item}}}:&lt;br /&gt;
:::{| {{prettytable}}&lt;br /&gt;
!Description !!Style&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;clasped with&amp;quot;||CLASP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;secured with&amp;quot;||SECURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;buckled with&amp;quot;||BUCKLE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;fastened with&amp;quot;||FASTEN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;pinned by&amp;quot;||PIN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp longdesc pin&lt;br /&gt;
Selecting a pair of grips from the workbench, you carefully put a plain clasp through the hole in your plain sack and secure it in place.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
R&amp;gt;glance&lt;br /&gt;
You glance down to see a plain sack pinned by a plain clasp in your right hand and nothing in your left hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Clasps can be removed from containers using {{boldmono|LMASTER CLASP REMOVE}} by those with enough skill to add a clasp.  This will leave the item stuck open and able to have a new clasp added. The process will permanently change the item&#039;s long or show description to reflect the removal of the clasp (if applicable), and not all altered items will be able to have the clasp removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Removing a clasp from a container will destroy the clasp, so be sure before you remove the clasp that it is one you do not mind losing permanently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Making and Adding Locks to Containers===&lt;br /&gt;
:This skill is practiced from rank 36 to 38.&lt;br /&gt;
&lt;br /&gt;
:The rogue can create a lock to add to certain containers. The lock can be of any difficulty that the rogue can pick open, though a difficult lock is necessary.  The larger the lock size, the more expensive it is to create.&lt;br /&gt;
&lt;br /&gt;
:The rogue can also cut keys and eventually customize said keys. It is advisable to have at least two keys; one key to unlock the container, and another key to store inside the container in case the first key is lost. Lockable containers can also be picked open and relocked via {{boldmono|LM RELOCK}}.&lt;br /&gt;
&lt;br /&gt;
:Having a container that locks has both practical and role playing purposes. Phasing a locked container will cause the items within to become weightless as well as the container itself, making the service desirable for sorcerers.&lt;br /&gt;
&lt;br /&gt;
:The following items can have a lock added to them:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, box, burnoose, cape, capelet, carryall, case, casket, chest, cloak, coat, codex, coffer, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, songbook, sporran, strongbox, tome, tome, toolkit, trunk, tube, valise, vestment, and volume.&lt;br /&gt;
&lt;br /&gt;
;Creating a lock&lt;br /&gt;
:To create a lock, the rogue must go to a workshop toolbench with enough silvers to create the desired lock.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock create 500&lt;br /&gt;
You call in a workshop attendant and offer him enough to cover the materials for a -500 lock.  A workshop attendant accepts your silvers.&lt;br /&gt;
&lt;br /&gt;
The workshop attendant quickly retrieves a small block of steel and hands it to you before returning to his counter.&lt;br /&gt;
&lt;br /&gt;
Materials in hand, you concentrate on the task of molding a -500 lock. After a short time, you find yourself with an average five tumbler lock assembly in your hand. You select a lock housing from the workbench and slide the average lock assembly inside.&lt;br /&gt;
Roundtime: 42 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Unwanted lock assemblies can be sold back to the workshop attendant for roughly 70% of the creation price or used for deeds.&lt;br /&gt;
&lt;br /&gt;
:To attach a lock to a container, one must have a container with one of the nouns listed above and a lock assembly. The container must be able to open and close, and must be open when the lock is added. A workshop is not necessary to install a lock assembly into a container if the rogue has a locksmith&#039;s toolkit equipped with a set of narrow metal grips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock knapsack&lt;br /&gt;
Taking the metal grips from your gold-painted toolbox, you insert your lock assembly into the clasp of your leather knapsack, and attach it securely.&lt;br /&gt;
Roundtime: 38 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:To duplicate a lock assembly, use the {{boldmono|LM LOCK CREATE DUPLICATE}} syntax inside a workshop. This will create an identical lock assembly to one held in the rogue&#039;s hand. This is useful for people who want multiple items that lock, but want to use only one key.  &lt;br /&gt;
::Nota bene: The lock duplication skill can only be used to create genuine duplicates of the smith&#039;s own locks.&lt;br /&gt;
&lt;br /&gt;
:Lock assemblies can be removed from containers, but the lock assembly will be destroyed in the process. Locks can only be removed in a workshop. This is useful for those who have lost their keys and would like to regain the ability to lock and unlock the container with a key.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock remove knapsack&lt;br /&gt;
You select a tool from the toolbench and, with a bit of finesse and a lot of brute force, pry the lock out of the leather knapsack.  Satisfied with your act of destruction, you toss the mangled lock assembly into a nearby wastebin.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Making Keys&lt;br /&gt;
:To cut a key, the rogue must purchase a key blank.  Steel key blanks are available in the guild workshops.  Key blanks made of various metals can occasionally be purchased at special merchant events.&lt;br /&gt;
&lt;br /&gt;
:Keys can be cut to fit specific lock assemblies or to duplicate existing keys.  Keys can NOT be cut to fit the lock assembly after the lock assembly is installed in the container.  The lock assembly can be removed from the container in case all keys are lost, but the lock assembly will be destroyed in the process. Keys must be cut specifically for each lock assembly; keys made for assemblies even of the same difficulty will not fit.  The only exception is if a duplicate has been made of the same lock assembly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cut&lt;br /&gt;
You place a steel key blank into the key-cutting machinery and carefully carve out a pattern that matches a primitive lock assembly.&lt;br /&gt;
Roundtime: 33 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating Lockpicks===&lt;br /&gt;
{{side box|Your (enhanced if applicable) [[Dexterity]], [[Intuition]], and [[Discipline]] bonuses can help (Dex more than the other two), along with your lockpicking skill (bonus not ranks) and LM ranks. There&#039;s a large luck component to the modifier but having high values for those things will improve your chances at a good modifier. ~Ixix}}&lt;br /&gt;
:This skill is practiced from rank 50 to 56.&lt;br /&gt;
&lt;br /&gt;
:Through Lock Mastery the rogue has the ability to create lockpicks of better quality than those sold at other stores in Elanthia.  &lt;br /&gt;
&lt;br /&gt;
;Available Materials and Costs&lt;br /&gt;
:To create a lockpick, a rogue needs to purchase a thin bar of metal from the guild workshop.&lt;br /&gt;
&lt;br /&gt;
:Glaes is unavailable because it is volcanic glass. Glaes lockpicks cannot be made by heating and bending the material and thus are not able to be created via Lock Mastery.&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||80||||brass||200&lt;br /&gt;
|-&lt;br /&gt;
|[[steel]]||400||||gold||1600&lt;br /&gt;
|-&lt;br /&gt;
|silver||2000||||[[ora]]||4000&lt;br /&gt;
|-&lt;br /&gt;
|[[mithril]]||480||||[[laje]]||13600&lt;br /&gt;
|-&lt;br /&gt;
|[[alum]]||18400||||[[vultite]]|| 24000&lt;br /&gt;
|-&lt;br /&gt;
|[[rolaren]]||28800||||[[veniom]]||40000&lt;br /&gt;
|-&lt;br /&gt;
|[[kelyn]]||49600||||[[invar]]||60000&lt;br /&gt;
|-&lt;br /&gt;
|[[golvern]]||76000||||[[vaalin]]||100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Creating a Lockpick&lt;br /&gt;
:Lockpicks must be created inside a workshop.  While holding a thin bar of metal, the syntax is {{boldmono|LM CREATE}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm create&lt;br /&gt;
Placing your bar of copper onto the grinding wheel, you slowly begin to pare away the excess material.  Once you are satisfied that the wheel is no longer precise enough for the task, you remove the remaining strip of copper from the wheel and transfer it to the toolbench to file it down to its final form by hand.  After another moment, the work is complete.  As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&lt;br /&gt;
Roundtime: 45 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Lockpicks have the chance to be below average, fairly average, or exceptional. The quality descriptor in the last line of the creation messaging will have an effect on the lockpick&#039;s mod.&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&amp;lt;/pre&amp;gt;&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting mithril lockpick from the toolbench, you can&#039;t help but be pleased with the exceptional quality of your work.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Estimated Modifiers&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Base Mod !!Far Below Average !!Fairly Average !!Exceptional&lt;br /&gt;
|-&lt;br /&gt;
|copper||1.0||0.98||0.99 - 1.00||1.01 - 1.02&lt;br /&gt;
|-&lt;br /&gt;
|brass||1.05||1.03||1.04 - 1.05||1.06 - 1.07&lt;br /&gt;
|-&lt;br /&gt;
|steel||1.1||1.08||1.09 - 1.10||1.11 - 1.12&lt;br /&gt;
|-&lt;br /&gt;
|gold||1.2||1.16||1.19 - 1.20||1.21 - 1.22&lt;br /&gt;
|-&lt;br /&gt;
|silver||1.3||1.28||1.29 - 1.30||1.31 - 1.32&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1.45||1.43||1.44 - 1.45||1.46 - 1.47&lt;br /&gt;
|-&lt;br /&gt;
|ora||1.55||1.53||1.54 - 1.55||1.56 - 1.57&lt;br /&gt;
|-&lt;br /&gt;
|laje||1.75||1.69 - 1.71||1.72 - 1.75||1.76 - 1.78&lt;br /&gt;
|-&lt;br /&gt;
|vultite||1.8||1.72 - 1.75||1.77 - 1.80||1.81 - 1.83&lt;br /&gt;
|-&lt;br /&gt;
|rolaren||1.9||1.83 - 1.86||1.87 - 1.90||1.91 - 1.93&lt;br /&gt;
|-&lt;br /&gt;
|veniom||2.2||2.09 - 2.14||2.15 - 2.20||2.21 - 2.24&lt;br /&gt;
|-&lt;br /&gt;
|invar||2.25||2.14 - 2.19||2.20 - 2.25||2.26 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|alum||2.3||2.19 - 2.24||2.25 - 2.30||2.31 - 2.34&lt;br /&gt;
|-&lt;br /&gt;
|golvern||2.35||2.24 - 2.29||2.30 - 2.35||2.36 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|kelyn||2.4||2.29 - 2.34||2.35 - 2.40||2.41 - 2.44&lt;br /&gt;
|-&lt;br /&gt;
|vaalin||2.5||2.35 - 2.42||2.43 - 2.50||2.51 - 2.55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customizing Lockpicks and Keys===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Rogues trained in Lock Mastery can customize the description of lockpicks and keys.&lt;br /&gt;
:;Edging&lt;br /&gt;
&lt;br /&gt;
::Edging can be made of copper, brass, bronze, iron, steel, silver, gold, mithril, ora, alum, imflass, vultite, or vaalorn.&lt;br /&gt;
&lt;br /&gt;
::The rogue has the option of putting the edging into the longer description of the lockpick, such as a copper-edged invar lockpick, or into the shorter description. If the latter option is chosen, the short description and activator adjective of the item would be &amp;quot;a copper-edged lockpick&amp;quot;, but the full name of the lockpick would still be &amp;quot;a copper-edged invar lockpick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::Edging of the same material cannot be used to edge the lockpick.  For example, one cannot have a copper-edged copper lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm customize edge bronze&lt;br /&gt;
You call out to a workshop attendant and request some bronze for edging.  He wanders in with some bronze and asks for 250 silvers, which you quickly hand over.  Taking the bronze from him, you take a heated crimping tool from the workbench and set about edging your copper lockpick.  After a few moments, the work is done, leaving you holding a bronze-edged copper lockpick.&lt;br /&gt;
Roundtime: 29 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|colspan=11 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Edging Pricing&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing&lt;br /&gt;
|-&lt;br /&gt;
|copper||20|| ||brass||100||||bronze||250|| ||iron||300&lt;br /&gt;
|-&lt;br /&gt;
|steel||400|| ||silver||500||||gold||1000|| ||mithril||1400&lt;br /&gt;
|-&lt;br /&gt;
|ora||1600|| ||alum||2000||||imflass||2000|| ||vultite||3000&lt;br /&gt;
|-&lt;br /&gt;
|vaalorn*||5000|| ||mithglin* || 5000 || ||invar* ||5000 || ||veniom* || 5000&lt;br /&gt;
|-&lt;br /&gt;
|laje*||5000|| ||rhimar* || 5000 || || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Vaalorn is available at the Ta&#039;Vaalor Rogue Guild&lt;br /&gt;
*Mithglin is available at the Ta&#039;Illistim Rogue Guild&lt;br /&gt;
*Invar is available at the Zul Logoth Rogue Guild&lt;br /&gt;
*Veniom is available in the Wehnimer&#039;s Landing Rogue Guild&lt;br /&gt;
*Laje is available in the Solhaven Rogue Guild&lt;br /&gt;
*Rhimar is available in the Icemule Rogue Guild&lt;br /&gt;
&lt;br /&gt;
:;Insetting Gems&lt;br /&gt;
::Small items such as gems, scarabs, and certain extracted trap parts can be inset into the end of the lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust inset&lt;br /&gt;
You take a chisel from the workbench and quickly scrape out a setting for a small light violet sphere in your lockpick.  Replacing the chisel, you take a tube of glue and dab a small amount onto the back of your sphere before placing it on the lockpick and applying some pressure.  Once the glue is set, you release your grip and find yourself holding a steel lockpick inset with a small light violet sphere.&lt;br /&gt;
Roundtime: 30 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Colors &amp;amp; Dyes&lt;br /&gt;
::Lockpicks can be dyed a number of colors. Dying a lockpick costs 500 silvers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LMASTER CUSTOMIZE DYE RED-TINGED&lt;br /&gt;
You call out to a workshop attendant and request some red-tinged dye.  He wanders in with a pot of dye and asks for 500 silvers, which you quickly hand over.  Taking the dye from him, you slowly apply the dye evenly across the surface of the lockpick, taking care not to leave any area uncovered.  After a moment, the dye has dried, leaving you with a red-tinged copper lockpick.&lt;br /&gt;
Roundtime: 32 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::{{boldmono|LM CUSTOM DYE ADJUST}} will move the dye color to the middle 15 characters of the short 15/15/15 description. This is useful for those who have multiple lockpicks of the same metal and would like to tell them apart easily.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|colspan=13 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Colors Available&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Red;&amp;quot;|Red !!style=&amp;quot;background:orange;&amp;quot;|Orange !!style=&amp;quot;background:yellow;&amp;quot;|Yellow !!style=&amp;quot;background:Green;&amp;quot;|Green !!style=&amp;quot;background:Blue;&amp;quot;|Blue !!style=&amp;quot;background:Purple;&amp;quot;|Purple !!style=&amp;quot;background:Pink;&amp;quot;|Pink !!Black !!White !!style=&amp;quot;background:Brown;&amp;quot;|Brown !!style=&amp;quot;background:Grey;&amp;quot;|Grey  !!Misc&lt;br /&gt;
|-&lt;br /&gt;
|red||orange||yellow||green||aquamarine||purple||pink||black||white||brown||grey||rainbow&lt;br /&gt;
|-&lt;br /&gt;
|scarlet||tangerine||light yellow||verdant||blue-green||dark purple||rose-colored||sable||snow white||dark brown||dark grey||chrome&lt;br /&gt;
|-&lt;br /&gt;
|cardinal red||red-orange||lemon yellow||olive green||blue||violet||magenta||dark||chalk white||light brown||light grey||golden&lt;br /&gt;
|-&lt;br /&gt;
|vermilion||coppery gold||sallow||dark green||dark blue||plum-colored||rosy pink||inky black||lily white||nut brown||dove-colored||silvery&lt;br /&gt;
|-&lt;br /&gt;
|crimson||sunset orange||tawny yellow||light green||light blue||lavender||dusty rose||ebony||ivory white||hazel||iron grey||sand-colored&lt;br /&gt;
|-&lt;br /&gt;
|sanguine||apricot||ocher||forest green||turquoise||lilac||bright pink||coal black||pale white||puce||dun||peach-colored&lt;br /&gt;
|-&lt;br /&gt;
|blood red||carrot orange||ochre||leaf green||azure||mauve||coral pink||jet black||pearly white||ecru||drab grey||caramel-hued&lt;br /&gt;
|-&lt;br /&gt;
|coral red||persimmon||flaxen||sea green||cerulean||deep violet||amaranth pink||sooty black||pure white||tawny||dingy grey||coppery gold&lt;br /&gt;
|-&lt;br /&gt;
|ruby red||pumpkin orange||amber||grass green||cyan||grape||cerise||dusky black||stark white||maroon||steel grey||moonlight silver&lt;br /&gt;
|-&lt;br /&gt;
|fiery red||fiery orange||bright golden||pea green||sky blue||deep purple||salmon pink||dingy black||ghostly white||tan||ashen||pale golden&lt;br /&gt;
|-&lt;br /&gt;
|flame red||peach-colored||banana yellow||celadon||steel blue||periwinkle||pink-layered camouflage||midnight black||silvery||oak brown||ash grey||bright golden&lt;br /&gt;
|-&lt;br /&gt;
|dark red||||golden||emerald green||indigo||royal purple||dusky rose||blue-black||bone white||russet||dapple grey||deep chrome&lt;br /&gt;
|-&lt;br /&gt;
|brick red||||honey-colored||viridian||murky indigo||amethyst purple||pale pink||matte black||creamy white||rust-colored||dappled||pearlescent&lt;br /&gt;
|-&lt;br /&gt;
|rosy red||||sand-colored||ivy green||dark azure||wisteria||raspberry||raven black||pristine white||roan||slate-colored||opaline&lt;br /&gt;
|-&lt;br /&gt;
|ruddy crimson||||almond||bile green||royal blue||nightshade purple||fuschia||obsidian black||alabaster||sorrel||stone grey||opalescent&lt;br /&gt;
|-&lt;br /&gt;
|cherry red||||chartreuse||jade green||dark cyan||pale violet||blush pink||deep black||bleached white||henna||grey-blue||silvery white&lt;br /&gt;
|-&lt;br /&gt;
|dark crimson||||pale golden||grey-green||dark cerulean||amethyst||||shadowy black||glacial white||auburn||greyish blue||&lt;br /&gt;
|-&lt;br /&gt;
|deep red||||honey gold||pine green||sea blue||||||murky black||pearlescent||coppery brown||slate grey||&lt;br /&gt;
|-&lt;br /&gt;
|lava red||||champagne||cypress green||deep blue||||||mottled black||ivory||ale brown||storm grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-orange||||rich cream||malachite green||silvery blue||||||dull black||brilliant white||deep brown||mushroom grey||&lt;br /&gt;
|-&lt;br /&gt;
|cranberry-hued||||||verdant green||icy blue||||||ebon black||radiant white||dirt brown||pewter grey||&lt;br /&gt;
|-&lt;br /&gt;
|deep crimson||||||apple green||ice blue||||||ebon||gleaming white||chestnut brown||grey-green||&lt;br /&gt;
|-&lt;br /&gt;
|magma red||||||moss green||ultramarine||||||onyx black||silvery white||caramel-hued||smoky grey||&lt;br /&gt;
|-&lt;br /&gt;
|burgundy||||||seaweed green||midnight blue||||||glossy black||rich cream||hazel-brown||misty grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-tinged||||||mottled green||pale blue||||||charcoal black||||earthen brown||twilight grey||&lt;br /&gt;
|-&lt;br /&gt;
|russet||||||hunter green||teal||||||midnight ebon||||tawny sable||platinum grey||&lt;br /&gt;
|-&lt;br /&gt;
|dark russet||||||green camouflage||ocean blue||||||twilight black||||dark russet||charcoal||&lt;br /&gt;
|-&lt;br /&gt;
|rust-colored||||||woodland camouflage||cobalt blue||||||pitch black||||brown camouflage||dull grey||&lt;br /&gt;
|-&lt;br /&gt;
|auburn||||||green-layered camouflage||sapphire blue||||||void black||||chocolate-hued||cinereous||&lt;br /&gt;
|-&lt;br /&gt;
|berry red||||||hemlock green||glacial blue||||||deep ebony||||burnt umber||pallid grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-speckled black||||||pale jade||powder blue||||||charcoal||||deep cordovan||||&lt;br /&gt;
|-&lt;br /&gt;
|blood-hued black||||||cucumber green||slate blue||||||faded black||||chocolate||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||chartreuse||twilight blue||||||iridescent black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||silvery green||celestial blue||||||red-speckled black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||navy blue||||||scorched black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||dusky blue||||||onyx||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||baby blue||||||blood-hued black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||glossy blue||||||moonshade black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||smalt blue||||||||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:If a dye is not listed above, there is a possibility that it could be added.  For 5000 silvers, a dye color can be submitted to the Guild Guru GM. There is no guarantee that the dye color will be approved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant says, &amp;quot;Alright Milque, I can put in a request for some sunset orange dye for you.  The cost will be 5,000 silver, no notes.  Just ask me about ordering sunset orange dye one more time within the next 30 seconds to confirm your order.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant collects your silvers and says, &amp;quot;Very well, Milque, I have put in a request for some sunset orange dye for you.  Please check back within a week or two and use LMASTER CUSTOMIZE DYE REQUEST UPDATE to check on the status of your dye order.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Cleaning&lt;br /&gt;
::At any point in the customization process a lockpick can be returned to &amp;quot;a &amp;lt;metal&amp;gt; lockpick&amp;quot; by using {{boldmono|LM CUSTOMIZE CLEAN}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust clean&lt;br /&gt;
You take a file from the workbench and carefully file all the distinguishing markings and ornamentation off of a steel lockpick, leaving you holding a steel lockpick.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating Keyrings===&lt;br /&gt;
:This skill is learned at rank 63.&lt;br /&gt;
:Note that these keyrings can not be dyed at the [[Dyer&#039;s tent]].&lt;br /&gt;
:You must be at a Guild toolbench with empty hands and required silver coins to create.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Keyring !!Price !! !!Keyring !!Price&lt;br /&gt;
|-&lt;br /&gt;
|a chain link keyring||200|| ||a slim mithril keyring||1000&lt;br /&gt;
|-&lt;br /&gt;
|a tarnished brass keyring||200|| ||a twining invar keyring||800&lt;br /&gt;
|-&lt;br /&gt;
|a solid steel keyring||200|| ||a gold filigree keyring||600&lt;br /&gt;
|-&lt;br /&gt;
|a sturdy iron keyring||200|| ||a kelyn-clasped keyring||2500&lt;br /&gt;
|-&lt;br /&gt;
|a verdigris copper keyring||200|| ||a braided silver keyring||400&lt;br /&gt;
|-&lt;br /&gt;
|a vaalin-laced keyring||10000|| || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
Gaining ranks in all of the Rogue Guild skills requires the completion of numerous tasks.&lt;br /&gt;
&lt;br /&gt;
===Master Tasks===&lt;br /&gt;
:Depending on the rank of the rogue, the Skilled Masters will ask for different tasks.&lt;br /&gt;
:Sense your best lock : Awards 4-7 Training Points&lt;br /&gt;
:Sense conditions for traps : {{boldmono|LMAS SENSE}} response does not indicate you&#039;ve sensed an area inadequately; instead, the master footpad will instead tell you that you&#039;ve done it wrong without clarifying that it was a detection issue. Just keep going and using response syntax of &#039;&#039;&#039;&amp;lt;difficulty&amp;gt; trap&#039;&#039;&#039; regardless of whether he gives you credit.&lt;br /&gt;
&lt;br /&gt;
===Parchment Conditions===&lt;br /&gt;
&lt;br /&gt;
[[Lock_Mastery#LM_SENSE_Conditions_Maps|LM SENSE Conditions Maps]]&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some easy boxes under a variety of conditions.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards: 7-9 Training Points&lt;br /&gt;
&#039;&#039;&#039;-- Wehnimer&#039;s Landing -- &#039;&#039;&#039;&lt;br /&gt;
* Average lighting - TSC, East Tower (all floors) &lt;br /&gt;
* Bright lighting - TSE, Two east of Moot Hall &lt;br /&gt;
* Dark lighting - SE and S of DeLuca (in guild), East Tower (down the trapdoor) &lt;br /&gt;
* Average Lighting, Fog - TSC, TSC Treehouse&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Note:If you lose your parchment telling your which room conditions to find. {{boldmono|ASK DELUCA ABOUT PARCHMENT}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tough Boxes===&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some tough boxes from creatures.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards 6-8 Training Points&lt;br /&gt;
&lt;br /&gt;
===Measuring with Calipers===&lt;br /&gt;
&lt;br /&gt;
===Audience===&lt;br /&gt;
:&amp;lt;i&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Whatever ya do, it&#039;s important to look good while yer doin&#039; it, and from where I&#039;m standin&#039;, yer off to a slow start. Go out and practice openin&#039; some boxes with yer latest trick for an audience. Be sure and get some that are a decent challenge for ya.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 5 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to use some decently challenging boxes to practice your latest trick for an audience.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Practice the latest {{boldmono|[[Lock Mastery#Picking Tricks|PTRICK]]}} learned on a box that provides the locksmith decent challenge in front of at least four people. Rogues active in the guild count as two, Rogue Guild Masters count as three. You can only get one repetition every 30 seconds. Persons that are hidden or invisible do not count as a member of the audience. Those practicing the skill in [[Zul Logoth]], [[Pinefar]] or [[the Rift]] will find that they require an audience of only two people.&lt;br /&gt;
&lt;br /&gt;
:Depending on how far along you are in the skill, you will need to use more difficult boxes.&lt;br /&gt;
&lt;br /&gt;
===Picking Contests===&lt;br /&gt;
:&amp;lt;pre{{log2}}&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Think you&#039;re getting good at this? Let&#039;s find out! Go tell a footpad I sent ya to pit your skills against theirs in a lockpicking contest to the death! Or whatever.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 12 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to pit your skills against a footpad.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You and the master will each be given five boxes.  They might be trapped, they might not.  The traps are not dangerous.  The locks will be of different sizes.  You will be given points for disarming traps, picking boxes, and speed.  Like normal picking, using the best lockpick for the lock will give you more points.  You will be docked points for missing traps and failing pick attempts.  Try to get a higher score than the footpad.&lt;br /&gt;
&lt;br /&gt;
===Wedge Open Boxes===&lt;br /&gt;
&lt;br /&gt;
===Relock Boxes===&lt;br /&gt;
&lt;br /&gt;
===Put Clasps on Containers===&lt;br /&gt;
&lt;br /&gt;
Go to &#039;&#039;&#039;[https://gswiki.play.net/Lock_Mastery#Adding_Clasps_to_Containers Adding Clasps to Containers]&#039;&#039;&#039; above.&lt;br /&gt;
&lt;br /&gt;
===Create Locks and Keys===&lt;br /&gt;
&lt;br /&gt;
===Extract Trap Components===&lt;br /&gt;
:From rank 39 to 48 rogues are assigned to extract components from certain types of traps (e.g., vials of explosives) via the {{boldmono|LM DISARM ON}} command. Not every successful disarm will yield a component. The extracted components are of various practical use; the acid vials in particular are necessary to advance in Lock Mastery. The trap types are added successively as follows:&lt;br /&gt;
&lt;br /&gt;
*39: [[Trap#Poison_Needles|Poison needles]] and [[Trap#Jaws|jaws]]&lt;br /&gt;
*41: [[Trap#Acid_Vial|Acid vials]]&lt;br /&gt;
*43: [[Trap#Dark_Crystal|Dark crystals]] and [[Trap#Sphere|spheres]]&lt;br /&gt;
*46: [[Trap#Gas_Cloud|Gas cloud vials]] and [[Trap#Fire_Vial|fire cloud vials]]&lt;br /&gt;
&lt;br /&gt;
===Customize Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Tsoran&#039;s site has an excellent table showing the skills, benefits and tasks required to progress in lock mastery. In addition to the benefits listed the smith will see reductions in RT for caliper use and for trap detection and disarming as they reached the advanced ranks of lockmastery.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
* [[Profession_guild_system_(saved_posts)#Audience_Repetitions_.287.2F2009.29|Audience Repetitions (saved post)]] &lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Lock%20Mastery/view Officials folder]&lt;br /&gt;
*[http://www.beaconhall.net/tsoran/menuhome-ref-locks.shtml Tsoran&#039;s Lock Mastery Archive (click Lock Mastery on left menu)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guild Skills]]&lt;br /&gt;
[[Category:Rogue Guild Skills]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=233595</id>
		<title>Lock Mastery</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=233595"/>
		<updated>2025-02-14T23:03:04Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockmastery&#039;&#039;&#039; is one of six [[Rogue Guild]] [[guild skill]]s that allows a [[rogue]] to [[Picking Locks|pick]] [[Box (treasure)|box]]es faster, add locks and [[Lockmastery#Clasping containers|clasps]] to certain items, measure a lock size, and a number of other things.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Skills==&lt;br /&gt;
Lockmastery skills are generally skills that relate to traps, locks, and things one can do with traps and locks.  Locksmiths use calipers to narrow down the best pick to use while picking boxes.  Sorcerers need locked containers to use one aspect of their [[Phase (704)]] spell, and commission rogues to add locks to certain items.  Some skills, like the {{boldmono|PTRICK}}s, are useful only for show.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
{{boldmono|LMASTER FOCUS}} activates a short duration bonus to picking locks and disarming traps and is granted at rank 1.  This bonus is mutually exclusive with the bonuses imparted by [[Lock Pick Enhancement (403)]] and [[Disarm Enhancement (404)]], only the higher of the bonuses between these and Focus will be used.  This buff can be stopped manually before its natural end via {{boldmono|STOP LMASTER FOCUS}}. &lt;br /&gt;
&lt;br /&gt;
The Focus formula is as follows: &lt;br /&gt;
*For {{boldmono|PICKLOCK}} or {{boldmono|DISARM}}: {{mono|(2 * LM rank + ([[Dexterity]] bonus / 2))}}&lt;br /&gt;
*For {{boldmono|DETECT}}: {{mono|(2 * LM rank + ([[Intuition]] bonus / 2))}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tricks===&lt;br /&gt;
:There are seven different styles that a lockmastery-skilled rogue can use to add style to his picking attempts.&lt;br /&gt;
&lt;br /&gt;
:To use, the syntax is {{boldmono|LM PTRICK &amp;lt;SKILL&amp;gt; &amp;lt;CONTAINER&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
:;SPIN (Ranks 1 to 9)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick flick of the wrist, you spin your copper tatting spindle around in your palm, stopping it as the tip enters a sturdy iron trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIST (Ranks 10 to 19)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You give your vaalin lockpick a sharp twist, attempting to straighten it slightly, before settling into the difficult task of picking the lock on a rotting monir strongbox...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TURN (Ranks 20 to 29)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;Taking a gentle turn, you choke up on your golvern nail file for a better grip, then devote all your attention to the lock on a badly damaged maoral chest...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIRL (Ranks 30 to 39)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a casual motion, you twirl your invar lockpick around your index finger, catching it between thumb and forefinger before applying it to the lock of a rotting monir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TOSS (Ranks 40 to 49)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick toss, you send your invar lockpick popping into the air, whirling like a top!  As it comes down, you easily snatch it from the air and begin to pick the lock on a sturdy tanik coffer...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;BEND (Ranks 50 to 59)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You carefully bend the tip of your copper lockpick slightly, adjusting it for a better angle, before attempting to pick the lock on a plain modwir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;FLIP (Ranks 60 to 62)&lt;br /&gt;
:{{boldmono|PTRICK FLIP}} is a little different in that it is not followed by the standard box picking messaging. The size of the lock is not displayed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm ptrick flip my chest&lt;br /&gt;
Pretending to only examine the lock of a rotting haon chest, you instead attempt to quietly turn the tumblers to within a hair&#039;s breadth of clicking...&lt;br /&gt;
You make a passable attempt (d100=44).&lt;br /&gt;
&lt;br /&gt;
Then with an easy motion, you flip your lockpick into the air and give the chest a solid smack!&lt;br /&gt;
&lt;br /&gt;
The chest gives off an audible *click* as the tumblers snap open.&lt;br /&gt;
&lt;br /&gt;
===Sensing Room Conditions===&lt;br /&gt;
:This skill is practiced from rank 1 to 5.&lt;br /&gt;
&lt;br /&gt;
:Room conditions can influence the ability of a rogue to pick a lock. A brighter room is better for lockpicking than a darker room. Fog hinders lockpicking as well.&lt;br /&gt;
&lt;br /&gt;
:There are approximately eight seconds between entering the {{boldmono|LM SENSE}} command and having the room conditions reported back.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm sense&lt;br /&gt;
With a seasoned eye, you begin to examine both yourself and the area in an attempt to ascertain the current conditions for lockpicking...&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&lt;br /&gt;
After a thorough examination, you determine that you are in excellent shape, physically.  As far as you can tell, the area around you has pretty average lighting.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the voices in your head will hinder any attempts at serious locksmithing.&lt;br /&gt;
&lt;br /&gt;
Under the current conditions, you think you could probably handle an intricate trap and a fairly easy lock with any old lockpick.&lt;br /&gt;
&lt;br /&gt;
LM Sense is the first Lock Mastery skill learned in the guild, it is obtained at rank 1.&lt;br /&gt;
&lt;br /&gt;
:Troubleshooting: If seeing the message &amp;lt;i&amp;gt;&amp;quot;You discover that you&#039;re not really skilled enough at this to be able to tell much.&amp;quot;&amp;lt;/i&amp;gt; or a message about pickpocketing, it is possible that you are only using the {{boldmono|[[SENSE (verb)|SENSE]]}} verb.  Please try again using {{boldmono|LM SENSE}}. You will also see this message if you have 0 ranks in lockpicking skill.&lt;br /&gt;
&lt;br /&gt;
==== LM SENSE Conditions Maps ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[[Media:WL-LM_SENSE.png]] - Wehnimer&#039;s Landing&lt;br /&gt;
[[Media:VO-LM_SENSE.png]] - Solhaven&lt;br /&gt;
[[Media:IMT-LM_SENSE.png]] - Icemule Trace&lt;br /&gt;
[[Media:IFW-LM_SENSE.png]] - Island of Four Winds&lt;br /&gt;
&lt;br /&gt;
===Measuring the Size of a Lock with Calipers===&lt;br /&gt;
:This skill is practiced from rank 6 to 9.&lt;br /&gt;
&lt;br /&gt;
:Calibrating calipers is practiced from rank 10 to 13.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm measure my str&lt;br /&gt;
Using your professional calipers, you carefully begin to measure the lock...&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Measuring carefully, it looks to be a fairly simple lock.&lt;br /&gt;
&lt;br /&gt;
Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cal my cal&lt;br /&gt;
You make some effort to fine-tune the professional calipers.&lt;br /&gt;
You can&#039;t help but think that the calipers are as finely-tuned as you are possibly going to get them.  They practically glow with calibration!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;When finishing the Master task Calibrate with Master bean, when you have the &amp;quot;Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&amp;quot; you need to {{boldmono|GIVE CALI TO BEAN}}. Give Bean will not work with the calipers in your hand, and placing them back on the table will yield no finished task.&lt;br /&gt;
&lt;br /&gt;
Calipers provide perfect detection when perfectly calibrated by a master of Lock Mastery.&lt;br /&gt;
&lt;br /&gt;
===Wedging Open Boxes===&lt;br /&gt;
:This skill is practiced from rank 14 to 24.&lt;br /&gt;
&lt;br /&gt;
:Using a wooden wedge made in the guild, a locksmith can open a fused or plated box. You must hold the container in one hand and have a wedge in the other.&lt;br /&gt;
&lt;br /&gt;
To make a wedge, go to Rogue Guild, Workshop Toolbench (Room 26232 in the Landing, but every guild has a workshop) and {{boldmono|ORDER 1}} (a block of wood). It costs about 300 silvers. Then {{boldmono|CARVE BLOCK}} until it becomes a wedge and then {{boldmono|CARVE WEDGE}} until you get the message to {{boldmono|RUB}} the wedge. {{boldmono|RUB}} it.&lt;br /&gt;
&lt;br /&gt;
*Syntax: {{boldmono|LM wedge my &amp;lt;container&amp;gt;}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Locksmith inserts the tip of his warped wooden wedge just under the lid of his monir trunk and carefully works it back and forth until it is firmly seated.  Locksmith tries to jam the wedge in further with the palm of his hand but only manages to splinter it as the tip slides along the edge. &lt;br /&gt;
The lid of a weathered monir trunk suddenly splits away from the casing amidst the crunch of splintering wood!&lt;br /&gt;
&lt;br /&gt;
===Appraising Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 20 to 24.&lt;br /&gt;
&lt;br /&gt;
:Rogues can appraise their lockpicks to determine their quality, condition, and give you a general idea on how large of a lock you can handle. Note: appraising a lockpick with lore will yield higher results.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm app my lock&lt;br /&gt;
You examine the silver lockpick very closely.  It appears to be in good condition.  It seems to have a somewhat inaccurate level of precision and has below average strength.  As far as you can tell, the lockpick has never been repaired.  You could probably handle a simple lock pretty easily with it.&lt;br /&gt;
&lt;br /&gt;
===Repairing Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 25 to 29.&lt;br /&gt;
====Bent====&lt;br /&gt;
:Repairs can be made to a lockpick after the tip is bent.  These repairs do not need to be made at a Rogue Guild toolbench.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
You carefully go about reshaping the invar lockpick, taking great care to provide the proper curvature to the tip.&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&lt;br /&gt;
====Snapped====&lt;br /&gt;
:When a lockpick is completely broken, it must be repaired at a Rogue Guild toolbench using a wire of the same material.  The wires can be purchased from the attendant at the toolbench.  It is usually significantly cheaper and faster to repair lockpicks through Lock Mastery than the local NPC locksmith.  For example, a golvern wire would cost 16k, but Shind would cost a Ta&#039;Vaalor full citizen 40k and 8 hours to repair.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glaes&#039;&#039;&#039; lockpicks &#039;&#039;&#039;cannot&#039;&#039;&#039; be repaired through Lock Mastery, although they can be by the town locksmith, costing around 1,000 silvers and taking 5 hours. &lt;br /&gt;
&lt;br /&gt;
:The ability of the rogue will determine if they have enough skill to repair the lockpick.  You must have at least 60 ranks in Lock Mastery, in order to repair vaalin lockpicks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||20&lt;br /&gt;
|&lt;br /&gt;
|alum||3900&lt;br /&gt;
|-&lt;br /&gt;
|brass||45&lt;br /&gt;
|&lt;br /&gt;
|vultite||5100&lt;br /&gt;
|-&lt;br /&gt;
|steel||85&lt;br /&gt;
|&lt;br /&gt;
|rolaren||6500&lt;br /&gt;
|-&lt;br /&gt;
|gold||350&lt;br /&gt;
|&lt;br /&gt;
|veniom||8500&lt;br /&gt;
|-&lt;br /&gt;
|silver||425&lt;br /&gt;
|&lt;br /&gt;
|kelyn||11000&lt;br /&gt;
|-&lt;br /&gt;
|ora||850&lt;br /&gt;
|&lt;br /&gt;
|invar||13000&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1025&lt;br /&gt;
|&lt;br /&gt;
|golvern||16000&lt;br /&gt;
|-&lt;br /&gt;
|laje||2900&lt;br /&gt;
|&lt;br /&gt;
|vaalin||21000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged ora lockpick, being careful not to melt the handle or your fingers.&lt;br /&gt;
&lt;br /&gt;
When the tip is loose, you neatly pluck it from its home in a wire-thin hole running up into the handle, before replacing it with a new ora wire.&lt;br /&gt;
&lt;br /&gt;
Taking the old tip, you hold it over the blue flame of a nearby burner with a pair of metal grips.  The wire quickly turns red and begins to sag, and just as the first drop threatens to fall into the tongue of flame, you smoothly touch the end of the filament to the joining of the handle and the new wire.  The thick molten metal seeps in around the edges of the ora wire, cooling rapidly to form a tight bond.&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&lt;br /&gt;
:If the lockpick is unable to be repaired (either by skill of the locksmith or number of times the lockpick has already been repaired), the messaging is as follows:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged invar lockpick, but the broken tip refuses to work free.&lt;br /&gt;
&lt;br /&gt;
=== Restoring Lockpicks ===&lt;br /&gt;
&lt;br /&gt;
:Masters of the Lock Mastery (Rogue) guild skill may use {{boldmono|LMASTER RESTORE}} on a favored lockpick once per calendar month to restore it to its original condition. This removes any effects from breaking and repairing the pick. New lockpicks crafted (by players) will be restored to their originally crafted statistics. Lockpicks that were crafted prior to the [[/saved_posts|5/21/20 update]] will be restored to the statistics at the time of that update. Lockpicks obtained from merchants and shops will be restored to the statistics that are standard for their material. Completely broken lockpicks must still first be {{boldmono|LMASTER REPAIR}}ed before being {{boldmono|LMASTER RESTORE}}d.&lt;br /&gt;
&lt;br /&gt;
===Relocking Boxes===&lt;br /&gt;
:This skill is practiced from rank 30 to 32.&lt;br /&gt;
&lt;br /&gt;
:A rogue can relock a box, provided that they can handle the lock size.  Experience and difficulty reps are not given for picking a relocked box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm relock my chest&lt;br /&gt;
You settle into the difficult task of relocking the tanik chest.&lt;br /&gt;
You make a talented attempt (d100=81).&lt;br /&gt;
You struggle with the tumblers.  As you do, you get a sense that the chest has a rudimentary lock (-60 thief-lingo difficulty ranking).  Then...CLICK!  It locks!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
===Adding Clasps to Containers===&lt;br /&gt;
:This skill is practiced from rank 33 to 35.&lt;br /&gt;
&lt;br /&gt;
:The rogue can add a clasp to certain containers that do not open and close, making them closeable.  If the item is scripted, the item will not be able to be clasped via lockmastery.&lt;br /&gt;
&lt;br /&gt;
:For training purposes, rogues can find an uncloseable plain sack for sale in the guild shops.&lt;br /&gt;
&lt;br /&gt;
:The following nouns can possibly take a clasp:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, burnoose, cape, capelet, carryall, case, casket, cloak, coat, codex, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, neckpouch, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, shrug, songbook, sporran, tome, tome, toolkit, tube, valise, vestment, volume, and waistcoat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Adding a clasp to a container counts as one item IN that container, making the container hold one less item when it is filled to capacity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:To see if an item can take a clasp, the {{boldmono|LMASTER CLASP CHECK}} verb can be used.&lt;br /&gt;
::*&amp;lt;i&amp;gt;A purple mantle can have a clasp attached to it, but not a lock.&lt;br /&gt;
::*A purple mantle already has a clasp, and cannot have a lock added.&lt;br /&gt;
::*That already has a clasp, but it can have a lock added.&lt;br /&gt;
::*That is not an appropriate type of container to add a clasp or lock to.&lt;br /&gt;
::*That&#039;s not a container.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The first time that {{boldmono|LMASTER CLASP}} is used on an item, it will punch a hole in the item, readying it for the clasp held in your other hand. Clasps are available in the guild shops. Also, items with the noun &amp;quot;clasp&amp;quot; found in the [[treasure system]] can be used to clasp containers. Merchants have sold items without the clasp noun at multiple festivals. This action results in 20-30 seconds of [[roundtime]].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp sack&lt;br /&gt;
Picking up a punch from the workbench, you carefully put a hole in the mantle where you intend to attach a clasp.&lt;br /&gt;
&lt;br /&gt;
:The second time that {{boldmono|LMASTER CLASP}} is used on an item, you will be prompted for the clasp description. The description of the clasped item can have three variations:&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[show description]], the verb is {{boldmono|LMASTER CLASP SHOWDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[long description]], the verb is {{boldmono|LMASTER CLASP LONGDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To keep the clasp hidden and keep the item&#039;s description the same, the verb is {{boldmono|LMASTER CLASP NODESC}}, or simply {{boldmono|LMASTER CLASP}}.&lt;br /&gt;
&lt;br /&gt;
:You may also specify the style in which you want the clasp attached. The following phrases can be used to affix the clasp by typing {{boldmono|LMASTER CLASP {SHOWDESC or LONGDESC} {style}}} after the initial {{boldmono|LMASTER CLASP {item}}}:&lt;br /&gt;
:::{| {{prettytable}}&lt;br /&gt;
!Description !!Style&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;clasped with&amp;quot;||CLASP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;secured with&amp;quot;||SECURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;buckled with&amp;quot;||BUCKLE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;fastened with&amp;quot;||FASTEN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;pinned by&amp;quot;||PIN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp longdesc pin&lt;br /&gt;
Selecting a pair of grips from the workbench, you carefully put a plain clasp through the hole in your plain sack and secure it in place.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
R&amp;gt;glance&lt;br /&gt;
You glance down to see a plain sack pinned by a plain clasp in your right hand and nothing in your left hand.&lt;br /&gt;
&lt;br /&gt;
:Clasps can be removed from containers using {{boldmono|LMASTER CLASP REMOVE}} by those with enough skill to add a clasp.  This will leave the item stuck open and able to have a new clasp added. The process will permanently change the item&#039;s long or show description to reflect the removal of the clasp (if applicable), and not all altered items will be able to have the clasp removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Removing a clasp from a container will destroy the clasp, so be sure before you remove the clasp that it is one you do not mind losing permanently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Making and Adding Locks to Containers===&lt;br /&gt;
:This skill is practiced from rank 36 to 38.&lt;br /&gt;
&lt;br /&gt;
:The rogue can create a lock to add to certain containers. The lock can be of any difficulty that the rogue can pick open, though a difficult lock is necessary.  The larger the lock size, the more expensive it is to create.&lt;br /&gt;
&lt;br /&gt;
:The rogue can also cut keys and eventually customize said keys. It is advisable to have at least two keys; one key to unlock the container, and another key to store inside the container in case the first key is lost. Lockable containers can also be picked open and relocked via {{boldmono|LM RELOCK}}.&lt;br /&gt;
&lt;br /&gt;
:Having a container that locks has both practical and role playing purposes. Phasing a locked container will cause the items within to become weightless as well as the container itself, making the service desirable for sorcerers.&lt;br /&gt;
&lt;br /&gt;
:The following items can have a lock added to them:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, box, burnoose, cape, capelet, carryall, case, casket, chest, cloak, coat, codex, coffer, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, songbook, sporran, strongbox, tome, tome, toolkit, trunk, tube, valise, vestment, and volume.&lt;br /&gt;
&lt;br /&gt;
;Creating a lock&lt;br /&gt;
:To create a lock, the rogue must go to a workshop toolbench with enough silvers to create the desired lock.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock create 500&lt;br /&gt;
You call in a workshop attendant and offer him enough to cover the materials for a -500 lock.  A workshop attendant accepts your silvers.&lt;br /&gt;
&lt;br /&gt;
The workshop attendant quickly retrieves a small block of steel and hands it to you before returning to his counter.&lt;br /&gt;
&lt;br /&gt;
Materials in hand, you concentrate on the task of molding a -500 lock. After a short time, you find yourself with an average five tumbler lock assembly in your hand. You select a lock housing from the workbench and slide the average lock assembly inside.&lt;br /&gt;
Roundtime: 42 sec.&lt;br /&gt;
&lt;br /&gt;
:Unwanted lock assemblies can be sold back to the workshop attendant for roughly 70% of the creation price or used for deeds.&lt;br /&gt;
&lt;br /&gt;
:To attach a lock to a container, one must have a container with one of the nouns listed above and a lock assembly. The container must be able to open and close, and must be open when the lock is added. A workshop is not necessary to install a lock assembly into a container if the rogue has a locksmith&#039;s toolkit equipped with a set of narrow metal grips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock knapsack&lt;br /&gt;
Taking the metal grips from your gold-painted toolbox, you insert your lock assembly into the clasp of your leather knapsack, and attach it securely.&lt;br /&gt;
Roundtime: 38 sec.&lt;br /&gt;
&lt;br /&gt;
:To duplicate a lock assembly, use the {{boldmono|LM LOCK CREATE DUPLICATE}} syntax inside a workshop. This will create an identical lock assembly to one held in the rogue&#039;s hand. This is useful for people who want multiple items that lock, but want to use only one key.  &lt;br /&gt;
::Nota bene: The lock duplication skill can only be used to create genuine duplicates of the smith&#039;s own locks.&lt;br /&gt;
&lt;br /&gt;
:Lock assemblies can be removed from containers, but the lock assembly will be destroyed in the process. Locks can only be removed in a workshop. This is useful for those who have lost their keys and would like to regain the ability to lock and unlock the container with a key.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock remove knapsack&lt;br /&gt;
You select a tool from the toolbench and, with a bit of finesse and a lot of brute force, pry the lock out of the leather knapsack.  Satisfied with your act of destruction, you toss the mangled lock assembly into a nearby wastebin.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&lt;br /&gt;
;Making Keys&lt;br /&gt;
:To cut a key, the rogue must purchase a key blank.  Steel key blanks are available in the guild workshops.  Key blanks made of various metals can occasionally be purchased at special merchant events.&lt;br /&gt;
&lt;br /&gt;
:Keys can be cut to fit specific lock assemblies or to duplicate existing keys.  Keys can NOT be cut to fit the lock assembly after the lock assembly is installed in the container.  The lock assembly can be removed from the container in case all keys are lost, but the lock assembly will be destroyed in the process. Keys must be cut specifically for each lock assembly; keys made for assemblies even of the same difficulty will not fit.  The only exception is if a duplicate has been made of the same lock assembly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cut&lt;br /&gt;
You place a steel key blank into the key-cutting machinery and carefully carve out a pattern that matches a primitive lock assembly.&lt;br /&gt;
Roundtime: 33 sec.&lt;br /&gt;
&lt;br /&gt;
===Creating Lockpicks===&lt;br /&gt;
{{side box|Your (enhanced if applicable) [[Dexterity]], [[Intuition]], and [[Discipline]] bonuses can help (Dex more than the other two), along with your lockpicking skill (bonus not ranks) and LM ranks. There&#039;s a large luck component to the modifier but having high values for those things will improve your chances at a good modifier. ~Ixix}}&lt;br /&gt;
:This skill is practiced from rank 50 to 56.&lt;br /&gt;
&lt;br /&gt;
:Through Lock Mastery the rogue has the ability to create lockpicks of better quality than those sold at other stores in Elanthia.  &lt;br /&gt;
&lt;br /&gt;
;Available Materials and Costs&lt;br /&gt;
:To create a lockpick, a rogue needs to purchase a thin bar of metal from the guild workshop.&lt;br /&gt;
&lt;br /&gt;
:Glaes is unavailable because it is volcanic glass. Glaes lockpicks cannot be made by heating and bending the material and thus are not able to be created via Lock Mastery.&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||80||||brass||200&lt;br /&gt;
|-&lt;br /&gt;
|[[steel]]||400||||gold||1600&lt;br /&gt;
|-&lt;br /&gt;
|silver||2000||||[[ora]]||4000&lt;br /&gt;
|-&lt;br /&gt;
|[[mithril]]||480||||[[laje]]||13600&lt;br /&gt;
|-&lt;br /&gt;
|[[alum]]||18400||||[[vultite]]|| 24000&lt;br /&gt;
|-&lt;br /&gt;
|[[rolaren]]||28800||||[[veniom]]||40000&lt;br /&gt;
|-&lt;br /&gt;
|[[kelyn]]||49600||||[[invar]]||60000&lt;br /&gt;
|-&lt;br /&gt;
|[[golvern]]||76000||||[[vaalin]]||100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Creating a Lockpick&lt;br /&gt;
:Lockpicks must be created inside a workshop.  While holding a thin bar of metal, the syntax is {{boldmono|LM CREATE}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm create&lt;br /&gt;
Placing your bar of copper onto the grinding wheel, you slowly begin to pare away the excess material.  Once you are satisfied that the wheel is no longer precise enough for the task, you remove the remaining strip of copper from the wheel and transfer it to the toolbench to file it down to its final form by hand.  After another moment, the work is complete.  As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&lt;br /&gt;
Roundtime: 45 sec.&lt;br /&gt;
&lt;br /&gt;
:Lockpicks have the chance to be below average, fairly average, or exceptional. The quality descriptor in the last line of the creation messaging will have an effect on the lockpick&#039;s mod.&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&amp;lt;/pre&amp;gt;&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting mithril lockpick from the toolbench, you can&#039;t help but be pleased with the exceptional quality of your work.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Estimated Modifiers&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Base !!Far Below Average !!Fairly Average !!Exceptional&lt;br /&gt;
|-&lt;br /&gt;
|copper||1.0||0.98||0.99 - 1.00||1.01 - 1.02&lt;br /&gt;
|-&lt;br /&gt;
|brass||1.05||1.03||1.04 - 1.05||1.06 - 1.07&lt;br /&gt;
|-&lt;br /&gt;
|steel||1.1||1.08||1.09 - 1.10||1.11 - 1.12&lt;br /&gt;
|-&lt;br /&gt;
|gold||1.2||1.16||1.19 - 1.20||1.21 - 1.22&lt;br /&gt;
|-&lt;br /&gt;
|silver||1.3||1.28||1.29 - 1.30||1.31 - 1.32&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1.45||1.43||1.44 - 1.45||1.46 - 1.47&lt;br /&gt;
|-&lt;br /&gt;
|ora||1.55||1.53||1.54 - 1.55||1.56 - 1.57&lt;br /&gt;
|-&lt;br /&gt;
|laje||1.75||1.69 - 1.71||1.72 - 1.75||1.76 - 1.78&lt;br /&gt;
|-&lt;br /&gt;
|vultite||1.8||1.72 - 1.75||1.77 - 1.80||1.81 - 1.83&lt;br /&gt;
|-&lt;br /&gt;
|rolaren||1.9||1.83 - 1.86||1.87 - 1.90||1.91 - 1.93&lt;br /&gt;
|-&lt;br /&gt;
|veniom||2.2||2.09 - 2.14||2.15 - 2.20||2.21 - 2.24&lt;br /&gt;
|-&lt;br /&gt;
|invar||2.25||2.14 - 2.19||2.20 - 2.25||2.26 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|alum||2.3||2.19 - 2.24||2.25 - 2.30||2.31 - 2.34&lt;br /&gt;
|-&lt;br /&gt;
|golvern||2.35||2.24 - 2.29||2.30 - 2.35||2.36 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|kelyn||2.4||2.29 - 2.34||2.35 - 2.40||2.41 - 2.44&lt;br /&gt;
|-&lt;br /&gt;
|vaalin||2.5||2.35 - 2.42||2.43 - 2.50||2.51 - 2.55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customizing Lockpicks and Keys===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Rogues trained in Lock Mastery can customize the description of lockpicks and keys.&lt;br /&gt;
:;Edging&lt;br /&gt;
&lt;br /&gt;
::Edging can be made of copper, brass, bronze, iron, steel, silver, gold, mithril, ora, alum, imflass, vultite, or vaalorn.&lt;br /&gt;
&lt;br /&gt;
::The rogue has the option of putting the edging into the longer description of the lockpick, such as a copper-edged invar lockpick, or into the shorter description. If the latter option is chosen, the short description and activator adjective of the item would be &amp;quot;a copper-edged lockpick&amp;quot;, but the full name of the lockpick would still be &amp;quot;a copper-edged invar lockpick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::Edging of the same material cannot be used to edge the lockpick.  For example, one cannot have a copper-edged copper lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm customize edge bronze&lt;br /&gt;
You call out to a workshop attendant and request some bronze for edging.  He wanders in with some bronze and asks for 250 silvers, which you quickly hand over.  Taking the bronze from him, you take a heated crimping tool from the workbench and set about edging your copper lockpick.  After a few moments, the work is done, leaving you holding a bronze-edged copper lockpick.&lt;br /&gt;
Roundtime: 29 sec.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|colspan=11 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Edging Pricing&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing&lt;br /&gt;
|-&lt;br /&gt;
|copper||20|| ||brass||100||||bronze||250|| ||iron||300&lt;br /&gt;
|-&lt;br /&gt;
|steel||400|| ||silver||500||||gold||1000|| ||mithril||1400&lt;br /&gt;
|-&lt;br /&gt;
|ora||1600|| ||alum||2000||||imflass||2000|| ||vultite||3000&lt;br /&gt;
|-&lt;br /&gt;
|vaalorn*||5000|| ||mithglin* || 5000 || ||invar* ||5000 || ||veniom* || 5000&lt;br /&gt;
|-&lt;br /&gt;
|laje*||5000|| ||rhimar* || 5000 || || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Vaalorn is available at the Ta&#039;Vaalor Rogue Guild&lt;br /&gt;
*Mithglin is available at the Ta&#039;Illistim Rogue Guild&lt;br /&gt;
*Invar is available at the Zul Logoth Rogue Guild&lt;br /&gt;
*Veniom is available in the Wehnimer&#039;s Landing Rogue Guild&lt;br /&gt;
*Laje is available in the Solhaven Rogue Guild&lt;br /&gt;
*Rhimar is available in the Icemule Rogue Guild&lt;br /&gt;
&lt;br /&gt;
:;Insetting Gems&lt;br /&gt;
::Small items such as gems, scarabs, and certain extracted trap parts can be inset into the end of the lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust inset&lt;br /&gt;
You take a chisel from the workbench and quickly scrape out a setting for a small light violet sphere in your lockpick.  Replacing the chisel, you take a tube of glue and dab a small amount onto the back of your sphere before placing it on the lockpick and applying some pressure.  Once the glue is set, you release your grip and find yourself holding a steel lockpick inset with a small light violet sphere.&lt;br /&gt;
Roundtime: 30 sec.&lt;br /&gt;
&lt;br /&gt;
:;Colors &amp;amp; Dyes&lt;br /&gt;
::Lockpicks can be dyed a number of colors. Dying a lockpick costs 500 silvers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LMASTER CUSTOMIZE DYE RED-TINGED&lt;br /&gt;
You call out to a workshop attendant and request some red-tinged dye.  He wanders in with a pot of dye and asks for 500 silvers, which you quickly hand over.  Taking the dye from him, you slowly apply the dye evenly across the surface of the lockpick, taking care not to leave any area uncovered.  After a moment, the dye has dried, leaving you with a red-tinged copper lockpick.&lt;br /&gt;
Roundtime: 32 sec.&lt;br /&gt;
&lt;br /&gt;
::{{boldmono|LM CUSTOM DYE ADJUST}} will move the dye color to the middle 15 characters of the short 15/15/15 description. This is useful for those who have multiple lockpicks of the same metal and would like to tell them apart easily.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|colspan=13 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Colors Available&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Red;&amp;quot;|Red !!style=&amp;quot;background:orange;&amp;quot;|Orange !!style=&amp;quot;background:yellow;&amp;quot;|Yellow !!style=&amp;quot;background:Green;&amp;quot;|Green !!style=&amp;quot;background:Blue;&amp;quot;|Blue !!style=&amp;quot;background:Purple;&amp;quot;|Purple !!style=&amp;quot;background:Pink;&amp;quot;|Pink !!Black !!White !!style=&amp;quot;background:Brown;&amp;quot;|Brown !!style=&amp;quot;background:Grey;&amp;quot;|Grey  !!Misc&lt;br /&gt;
|-&lt;br /&gt;
|red||orange||yellow||green||aquamarine||purple||pink||black||white||brown||grey||rainbow&lt;br /&gt;
|-&lt;br /&gt;
|scarlet||tangerine||light yellow||verdant||blue-green||dark purple||rose-colored||sable||snow white||dark brown||dark grey||chrome&lt;br /&gt;
|-&lt;br /&gt;
|cardinal red||red-orange||lemon yellow||olive green||blue||violet||magenta||dark||chalk white||light brown||light grey||golden&lt;br /&gt;
|-&lt;br /&gt;
|vermilion||coppery gold||sallow||dark green||dark blue||plum-colored||rosy pink||inky black||lily white||nut brown||dove-colored||silvery&lt;br /&gt;
|-&lt;br /&gt;
|crimson||sunset orange||tawny yellow||light green||light blue||lavender||dusty rose||ebony||ivory white||hazel||iron grey||sand-colored&lt;br /&gt;
|-&lt;br /&gt;
|sanguine||apricot||ocher||forest green||turquoise||lilac||bright pink||coal black||pale white||puce||dun||peach-colored&lt;br /&gt;
|-&lt;br /&gt;
|blood red||carrot orange||ochre||leaf green||azure||mauve||coral pink||jet black||pearly white||ecru||drab grey||caramel-hued&lt;br /&gt;
|-&lt;br /&gt;
|coral red||persimmon||flaxen||sea green||cerulean||deep violet||amaranth pink||sooty black||pure white||tawny||dingy grey||coppery gold&lt;br /&gt;
|-&lt;br /&gt;
|ruby red||pumpkin orange||amber||grass green||cyan||grape||cerise||dusky black||stark white||maroon||steel grey||moonlight silver&lt;br /&gt;
|-&lt;br /&gt;
|fiery red||fiery orange||bright golden||pea green||sky blue||deep purple||salmon pink||dingy black||ghostly white||tan||ashen||pale golden&lt;br /&gt;
|-&lt;br /&gt;
|flame red||peach-colored||banana yellow||celadon||steel blue||periwinkle||pink-layered camouflage||midnight black||silvery||oak brown||ash grey||bright golden&lt;br /&gt;
|-&lt;br /&gt;
|dark red||||golden||emerald green||indigo||royal purple||dusky rose||blue-black||bone white||russet||dapple grey||deep chrome&lt;br /&gt;
|-&lt;br /&gt;
|brick red||||honey-colored||viridian||murky indigo||amethyst purple||pale pink||matte black||creamy white||rust-colored||dappled||pearlescent&lt;br /&gt;
|-&lt;br /&gt;
|rosy red||||sand-colored||ivy green||dark azure||wisteria||raspberry||raven black||pristine white||roan||slate-colored||opaline&lt;br /&gt;
|-&lt;br /&gt;
|ruddy crimson||||almond||bile green||royal blue||nightshade purple||fuschia||obsidian black||alabaster||sorrel||stone grey||opalescent&lt;br /&gt;
|-&lt;br /&gt;
|cherry red||||chartreuse||jade green||dark cyan||pale violet||blush pink||deep black||bleached white||henna||grey-blue||silvery white&lt;br /&gt;
|-&lt;br /&gt;
|dark crimson||||pale golden||grey-green||dark cerulean||amethyst||||shadowy black||glacial white||auburn||greyish blue||&lt;br /&gt;
|-&lt;br /&gt;
|deep red||||honey gold||pine green||sea blue||||||murky black||pearlescent||coppery brown||slate grey||&lt;br /&gt;
|-&lt;br /&gt;
|lava red||||champagne||cypress green||deep blue||||||mottled black||ivory||ale brown||storm grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-orange||||rich cream||malachite green||silvery blue||||||dull black||brilliant white||deep brown||mushroom grey||&lt;br /&gt;
|-&lt;br /&gt;
|cranberry-hued||||||verdant green||icy blue||||||ebon black||radiant white||dirt brown||pewter grey||&lt;br /&gt;
|-&lt;br /&gt;
|deep crimson||||||apple green||ice blue||||||ebon||gleaming white||chestnut brown||grey-green||&lt;br /&gt;
|-&lt;br /&gt;
|magma red||||||moss green||ultramarine||||||onyx black||silvery white||caramel-hued||smoky grey||&lt;br /&gt;
|-&lt;br /&gt;
|burgundy||||||seaweed green||midnight blue||||||glossy black||rich cream||hazel-brown||misty grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-tinged||||||mottled green||pale blue||||||charcoal black||||earthen brown||twilight grey||&lt;br /&gt;
|-&lt;br /&gt;
|russet||||||hunter green||teal||||||midnight ebon||||tawny sable||platinum grey||&lt;br /&gt;
|-&lt;br /&gt;
|dark russet||||||green camouflage||ocean blue||||||twilight black||||dark russet||charcoal||&lt;br /&gt;
|-&lt;br /&gt;
|rust-colored||||||woodland camouflage||cobalt blue||||||pitch black||||brown camouflage||dull grey||&lt;br /&gt;
|-&lt;br /&gt;
|auburn||||||green-layered camouflage||sapphire blue||||||void black||||chocolate-hued||cinereous||&lt;br /&gt;
|-&lt;br /&gt;
|berry red||||||hemlock green||glacial blue||||||deep ebony||||burnt umber||pallid grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-speckled black||||||pale jade||powder blue||||||charcoal||||deep cordovan||||&lt;br /&gt;
|-&lt;br /&gt;
|blood-hued black||||||cucumber green||slate blue||||||faded black||||chocolate||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||chartreuse||twilight blue||||||iridescent black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||silvery green||celestial blue||||||red-speckled black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||navy blue||||||scorched black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||dusky blue||||||onyx||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||baby blue||||||blood-hued black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||glossy blue||||||moonshade black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||smalt blue||||||||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:If a dye is not listed above, there is a possibility that it could be added.  For 5000 silvers, a dye color can be submitted to the Guild Guru GM. There is no guarantee that the dye color will be approved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant says, &amp;quot;Alright Milque, I can put in a request for some sunset orange dye for you.  The cost will be 5,000 silver, no notes.  Just ask me about ordering sunset orange dye one more time within the next 30 seconds to confirm your order.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant collects your silvers and says, &amp;quot;Very well, Milque, I have put in a request for some sunset orange dye for you.  Please check back within a week or two and use LMASTER CUSTOMIZE DYE REQUEST UPDATE to check on the status of your dye order.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:;Cleaning&lt;br /&gt;
::At any point in the customization process a lockpick can be returned to &amp;quot;a &amp;lt;metal&amp;gt; lockpick&amp;quot; by using {{boldmono|LM CUSTOMIZE CLEAN}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust clean&lt;br /&gt;
You take a file from the workbench and carefully file all the distinguishing markings and ornamentation off of a steel lockpick, leaving you holding a steel lockpick.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&lt;br /&gt;
===Creating Keyrings===&lt;br /&gt;
:This skill is learned at rank 63.&lt;br /&gt;
:Note that these keyrings can not be dyed at the [[Dyer&#039;s tent]].&lt;br /&gt;
:You must be at a Guild toolbench with empty hands and required silver coins to create.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Keyring !!Price !! !!Keyring !!Price&lt;br /&gt;
|-&lt;br /&gt;
|a chain link keyring||200|| ||a slim mithril keyring||1000&lt;br /&gt;
|-&lt;br /&gt;
|a tarnished brass keyring||200|| ||a twining invar keyring||800&lt;br /&gt;
|-&lt;br /&gt;
|a solid steel keyring||200|| ||a gold filigree keyring||600&lt;br /&gt;
|-&lt;br /&gt;
|a sturdy iron keyring||200|| ||a kelyn-clasped keyring||2500&lt;br /&gt;
|-&lt;br /&gt;
|a verdigris copper keyring||200|| ||a braided silver keyring||400&lt;br /&gt;
|-&lt;br /&gt;
|a vaalin-laced keyring||10000|| || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
Gaining ranks in all of the Rogue Guild skills requires the completion of numerous tasks.&lt;br /&gt;
&lt;br /&gt;
===Master Tasks===&lt;br /&gt;
:Depending on the rank of the rogue, the Skilled Masters will ask for different tasks.&lt;br /&gt;
:Sense your best lock : Awards 4-7 Training Points&lt;br /&gt;
:Sense conditions for traps : {{boldmono|LMAS SENSE}} response does not indicate you&#039;ve sensed an area inadequately; instead, the master footpad will instead tell you that you&#039;ve done it wrong without clarifying that it was a detection issue. Just keep going and using response syntax of &#039;&#039;&#039;&amp;lt;difficulty&amp;gt; trap&#039;&#039;&#039; regardless of whether he gives you credit.&lt;br /&gt;
&lt;br /&gt;
===Parchment Conditions===&lt;br /&gt;
&lt;br /&gt;
[[Lock_Mastery#LM_SENSE_Conditions_Maps|LM SENSE Conditions Maps]]&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some easy boxes under a variety of conditions.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards: 7-9 Training Points&lt;br /&gt;
&#039;&#039;&#039;-- Wehnimer&#039;s Landing -- &#039;&#039;&#039;&lt;br /&gt;
* Average lighting - TSC, East Tower (all floors) &lt;br /&gt;
* Bright lighting - TSE, Two east of Moot Hall &lt;br /&gt;
* Dark lighting - SE and S of DeLuca (in guild), East Tower (down the trapdoor) &lt;br /&gt;
* Average Lighting, Fog - TSC, TSC Treehouse&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Note:If you lose your parchment telling your which room conditions to find. {{boldmono|ASK DELUCA ABOUT PARCHMENT}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tough Boxes===&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some tough boxes from creatures.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards 6-8 Training Points&lt;br /&gt;
&lt;br /&gt;
===Measuring with Calipers===&lt;br /&gt;
&lt;br /&gt;
===Audience===&lt;br /&gt;
:&amp;lt;i&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Whatever ya do, it&#039;s important to look good while yer doin&#039; it, and from where I&#039;m standin&#039;, yer off to a slow start. Go out and practice openin&#039; some boxes with yer latest trick for an audience. Be sure and get some that are a decent challenge for ya.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 5 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to use some decently challenging boxes to practice your latest trick for an audience.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Practice the latest {{boldmono|[[Lock Mastery#Picking Tricks|PTRICK]]}} learned on a box that provides the locksmith decent challenge in front of at least four people. Rogues active in the guild count as two, Rogue Guild Masters count as three. You can only get one repetition every 30 seconds. Persons that are hidden or invisible do not count as a member of the audience. Those practicing the skill in [[Zul Logoth]], [[Pinefar]] or [[the Rift]] will find that they require an audience of only two people.&lt;br /&gt;
&lt;br /&gt;
:Depending on how far along you are in the skill, you will need to use more difficult boxes.&lt;br /&gt;
&lt;br /&gt;
===Picking Contests===&lt;br /&gt;
:&amp;lt;pre{{log2}}&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Think you&#039;re getting good at this? Let&#039;s find out! Go tell a footpad I sent ya to pit your skills against theirs in a lockpicking contest to the death! Or whatever.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 12 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to pit your skills against a footpad.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You and the master will each be given five boxes.  They might be trapped, they might not.  The traps are not dangerous.  The locks will be of different sizes.  You will be given points for disarming traps, picking boxes, and speed.  Like normal picking, using the best lockpick for the lock will give you more points.  You will be docked points for missing traps and failing pick attempts.  Try to get a higher score than the footpad.&lt;br /&gt;
&lt;br /&gt;
===Wedge Open Boxes===&lt;br /&gt;
&lt;br /&gt;
===Relock Boxes===&lt;br /&gt;
&lt;br /&gt;
===Put Clasps on Containers===&lt;br /&gt;
&lt;br /&gt;
Go to &#039;&#039;&#039;[https://gswiki.play.net/Lock_Mastery#Adding_Clasps_to_Containers Adding Clasps to Containers]&#039;&#039;&#039; above.&lt;br /&gt;
&lt;br /&gt;
===Create Locks and Keys===&lt;br /&gt;
&lt;br /&gt;
===Extract Trap Components===&lt;br /&gt;
:From rank 39 to 48 rogues are assigned to extract components from certain types of traps (e.g., vials of explosives) via the {{boldmono|LM DISARM ON}} command. Not every successful disarm will yield a component. The extracted components are of various practical use; the acid vials in particular are necessary to advance in Lock Mastery. The trap types are added successively as follows:&lt;br /&gt;
&lt;br /&gt;
*39: [[Trap#Poison_Needles|Poison needles]] and [[Trap#Jaws|jaws]]&lt;br /&gt;
*41: [[Trap#Acid_Vial|Acid vials]]&lt;br /&gt;
*43: [[Trap#Dark_Crystal|Dark crystals]] and [[Trap#Sphere|spheres]]&lt;br /&gt;
*46: [[Trap#Gas_Cloud|Gas cloud vials]] and [[Trap#Fire_Vial|fire cloud vials]]&lt;br /&gt;
&lt;br /&gt;
===Customize Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Tsoran&#039;s site has an excellent table showing the skills, benefits and tasks required to progress in lock mastery. In addition to the benefits listed the smith will see reductions in RT for caliper use and for trap detection and disarming as they reached the advanced ranks of lockmastery.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
* [[Profession_guild_system_(saved_posts)#Audience_Repetitions_.287.2F2009.29|Audience Repetitions (saved post)]] &lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Lock%20Mastery/view Officials folder]&lt;br /&gt;
*[http://www.beaconhall.net/tsoran/menuhome-ref-locks.shtml Tsoran&#039;s Lock Mastery Archive (click Lock Mastery on left menu)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guild Skills]]&lt;br /&gt;
[[Category:Rogue Guild Skills]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=233594</id>
		<title>Lock Mastery</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=233594"/>
		<updated>2025-02-14T23:02:39Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Undo revision 233593 by SEPTUS (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockmastery&#039;&#039;&#039; is one of six [[Rogue Guild]] [[guild skill]]s that allows a [[rogue]] to [[Picking Locks|pick]] [[Box (treasure)|box]]es faster, add locks and [[Lockmastery#Clasping containers|clasps]] to certain items, measure a lock size, and a number of other things.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Skills==&lt;br /&gt;
Lockmastery skills are generally skills that relate to traps, locks, and things one can do with traps and locks.  Locksmiths use calipers to narrow down the best pick to use while picking boxes.  Sorcerers need locked containers to use one aspect of their [[Phase (704)]] spell, and commission rogues to add locks to certain items.  Some skills, like the {{boldmono|PTRICK}}s, are useful only for show.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
{{boldmono|LMASTER FOCUS}} activates a short duration bonus to picking locks and disarming traps and is granted at rank 1.  This bonus is mutually exclusive with the bonuses imparted by [[Lock Pick Enhancement (403)]] and [[Disarm Enhancement (404)]], only the higher of the bonuses between these and Focus will be used.  This buff can be stopped manually before its natural end via {{boldmono|STOP LMASTER FOCUS}}. &lt;br /&gt;
&lt;br /&gt;
The Focus formula is as follows: &lt;br /&gt;
*For {{boldmono|PICKLOCK}} or {{boldmono|DISARM}}: {{mono|(2 * LM rank + ([[Dexterity]] bonus / 2))}}&lt;br /&gt;
*For {{boldmono|DETECT}}: {{mono|(2 * LM rank + ([[Intuition]] bonus / 2))}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tricks===&lt;br /&gt;
:There are seven different styles that a lockmastery-skilled rogue can use to add style to his picking attempts.&lt;br /&gt;
&lt;br /&gt;
:To use, the syntax is {{boldmono|LM PTRICK &amp;lt;SKILL&amp;gt; &amp;lt;CONTAINER&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
:;SPIN (Ranks 1 to 9)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick flick of the wrist, you spin your copper tatting spindle around in your palm, stopping it as the tip enters a sturdy iron trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIST (Ranks 10 to 19)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You give your vaalin lockpick a sharp twist, attempting to straighten it slightly, before settling into the difficult task of picking the lock on a rotting monir strongbox...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TURN (Ranks 20 to 29)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;Taking a gentle turn, you choke up on your golvern nail file for a better grip, then devote all your attention to the lock on a badly damaged maoral chest...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIRL (Ranks 30 to 39)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a casual motion, you twirl your invar lockpick around your index finger, catching it between thumb and forefinger before applying it to the lock of a rotting monir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TOSS (Ranks 40 to 49)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick toss, you send your invar lockpick popping into the air, whirling like a top!  As it comes down, you easily snatch it from the air and begin to pick the lock on a sturdy tanik coffer...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;BEND (Ranks 50 to 59)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You carefully bend the tip of your copper lockpick slightly, adjusting it for a better angle, before attempting to pick the lock on a plain modwir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;FLIP (Ranks 60 to 62)&lt;br /&gt;
:{{boldmono|PTRICK FLIP}} is a little different in that it is not followed by the standard box picking messaging. The size of the lock is not displayed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm ptrick flip my chest&lt;br /&gt;
Pretending to only examine the lock of a rotting haon chest, you instead attempt to quietly turn the tumblers to within a hair&#039;s breadth of clicking...&lt;br /&gt;
You make a passable attempt (d100=44).&lt;br /&gt;
&lt;br /&gt;
Then with an easy motion, you flip your lockpick into the air and give the chest a solid smack!&lt;br /&gt;
&lt;br /&gt;
The chest gives off an audible *click* as the tumblers snap open.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Sensing Room Conditions===&lt;br /&gt;
:This skill is practiced from rank 1 to 5.&lt;br /&gt;
&lt;br /&gt;
:Room conditions can influence the ability of a rogue to pick a lock. A brighter room is better for lockpicking than a darker room. Fog hinders lockpicking as well.&lt;br /&gt;
&lt;br /&gt;
:There are approximately eight seconds between entering the {{boldmono|LM SENSE}} command and having the room conditions reported back.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm sense&lt;br /&gt;
With a seasoned eye, you begin to examine both yourself and the area in an attempt to ascertain the current conditions for lockpicking...&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&lt;br /&gt;
After a thorough examination, you determine that you are in excellent shape, physically.  As far as you can tell, the area around you has pretty average lighting.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the voices in your head will hinder any attempts at serious locksmithing.&lt;br /&gt;
&lt;br /&gt;
Under the current conditions, you think you could probably handle an intricate trap and a fairly easy lock with any old lockpick.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LM Sense is the first Lock Mastery skill learned in the guild, it is obtained at rank 1.&lt;br /&gt;
&lt;br /&gt;
:Troubleshooting: If seeing the message &amp;lt;i&amp;gt;&amp;quot;You discover that you&#039;re not really skilled enough at this to be able to tell much.&amp;quot;&amp;lt;/i&amp;gt; or a message about pickpocketing, it is possible that you are only using the {{boldmono|[[SENSE (verb)|SENSE]]}} verb.  Please try again using {{boldmono|LM SENSE}}. You will also see this message if you have 0 ranks in lockpicking skill.&lt;br /&gt;
&lt;br /&gt;
==== LM SENSE Conditions Maps ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[[Media:WL-LM_SENSE.png]] - Wehnimer&#039;s Landing&lt;br /&gt;
[[Media:VO-LM_SENSE.png]] - Solhaven&lt;br /&gt;
[[Media:IMT-LM_SENSE.png]] - Icemule Trace&lt;br /&gt;
[[Media:IFW-LM_SENSE.png]] - Island of Four Winds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Measuring the Size of a Lock with Calipers===&lt;br /&gt;
:This skill is practiced from rank 6 to 9.&lt;br /&gt;
&lt;br /&gt;
:Calibrating calipers is practiced from rank 10 to 13.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm measure my str&lt;br /&gt;
Using your professional calipers, you carefully begin to measure the lock...&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Measuring carefully, it looks to be a fairly simple lock.&lt;br /&gt;
&lt;br /&gt;
Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cal my cal&lt;br /&gt;
You make some effort to fine-tune the professional calipers.&lt;br /&gt;
You can&#039;t help but think that the calipers are as finely-tuned as you are possibly going to get them.  They practically glow with calibration!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;When finishing the Master task Calibrate with Master bean, when you have the &amp;quot;Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&amp;quot; you need to {{boldmono|GIVE CALI TO BEAN}}. Give Bean will not work with the calipers in your hand, and placing them back on the table will yield no finished task.&lt;br /&gt;
&lt;br /&gt;
Calipers provide perfect detection when perfectly calibrated by a master of Lock Mastery.&lt;br /&gt;
&lt;br /&gt;
===Wedging Open Boxes===&lt;br /&gt;
:This skill is practiced from rank 14 to 24.&lt;br /&gt;
&lt;br /&gt;
:Using a wooden wedge made in the guild, a locksmith can open a fused or plated box. You must hold the container in one hand and have a wedge in the other.&lt;br /&gt;
&lt;br /&gt;
To make a wedge, go to Rogue Guild, Workshop Toolbench (Room 26232 in the Landing, but every guild has a workshop) and {{boldmono|ORDER 1}} (a block of wood). It costs about 300 silvers. Then {{boldmono|CARVE BLOCK}} until it becomes a wedge and then {{boldmono|CARVE WEDGE}} until you get the message to {{boldmono|RUB}} the wedge. {{boldmono|RUB}} it.&lt;br /&gt;
&lt;br /&gt;
*Syntax: {{boldmono|LM wedge my &amp;lt;container&amp;gt;}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Locksmith inserts the tip of his warped wooden wedge just under the lid of his monir trunk and carefully works it back and forth until it is firmly seated.  Locksmith tries to jam the wedge in further with the palm of his hand but only manages to splinter it as the tip slides along the edge. &lt;br /&gt;
The lid of a weathered monir trunk suddenly splits away from the casing amidst the crunch of splintering wood!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appraising Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 20 to 24.&lt;br /&gt;
&lt;br /&gt;
:Rogues can appraise their lockpicks to determine their quality, condition, and give you a general idea on how large of a lock you can handle. Note: appraising a lockpick with lore will yield higher results.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm app my lock&lt;br /&gt;
You examine the silver lockpick very closely.  It appears to be in good condition.  It seems to have a somewhat inaccurate level of precision and has below average strength.  As far as you can tell, the lockpick has never been repaired.  You could probably handle a simple lock pretty easily with it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Repairing Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 25 to 29.&lt;br /&gt;
====Bent====&lt;br /&gt;
:Repairs can be made to a lockpick after the tip is bent.  These repairs do not need to be made at a Rogue Guild toolbench.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
You carefully go about reshaping the invar lockpick, taking great care to provide the proper curvature to the tip.&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snapped====&lt;br /&gt;
:When a lockpick is completely broken, it must be repaired at a Rogue Guild toolbench using a wire of the same material.  The wires can be purchased from the attendant at the toolbench.  It is usually significantly cheaper and faster to repair lockpicks through Lock Mastery than the local NPC locksmith.  For example, a golvern wire would cost 16k, but Shind would cost a Ta&#039;Vaalor full citizen 40k and 8 hours to repair.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glaes&#039;&#039;&#039; lockpicks &#039;&#039;&#039;cannot&#039;&#039;&#039; be repaired through Lock Mastery, although they can be by the town locksmith, costing around 1,000 silvers and taking 5 hours. &lt;br /&gt;
&lt;br /&gt;
:The ability of the rogue will determine if they have enough skill to repair the lockpick.  You must have at least 60 ranks in Lock Mastery, in order to repair vaalin lockpicks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||20&lt;br /&gt;
|&lt;br /&gt;
|alum||3900&lt;br /&gt;
|-&lt;br /&gt;
|brass||45&lt;br /&gt;
|&lt;br /&gt;
|vultite||5100&lt;br /&gt;
|-&lt;br /&gt;
|steel||85&lt;br /&gt;
|&lt;br /&gt;
|rolaren||6500&lt;br /&gt;
|-&lt;br /&gt;
|gold||350&lt;br /&gt;
|&lt;br /&gt;
|veniom||8500&lt;br /&gt;
|-&lt;br /&gt;
|silver||425&lt;br /&gt;
|&lt;br /&gt;
|kelyn||11000&lt;br /&gt;
|-&lt;br /&gt;
|ora||850&lt;br /&gt;
|&lt;br /&gt;
|invar||13000&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1025&lt;br /&gt;
|&lt;br /&gt;
|golvern||16000&lt;br /&gt;
|-&lt;br /&gt;
|laje||2900&lt;br /&gt;
|&lt;br /&gt;
|vaalin||21000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged ora lockpick, being careful not to melt the handle or your fingers.&lt;br /&gt;
&lt;br /&gt;
When the tip is loose, you neatly pluck it from its home in a wire-thin hole running up into the handle, before replacing it with a new ora wire.&lt;br /&gt;
&lt;br /&gt;
Taking the old tip, you hold it over the blue flame of a nearby burner with a pair of metal grips.  The wire quickly turns red and begins to sag, and just as the first drop threatens to fall into the tongue of flame, you smoothly touch the end of the filament to the joining of the handle and the new wire.  The thick molten metal seeps in around the edges of the ora wire, cooling rapidly to form a tight bond.&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:If the lockpick is unable to be repaired (either by skill of the locksmith or number of times the lockpick has already been repaired), the messaging is as follows:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged invar lockpick, but the broken tip refuses to work free.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Restoring Lockpicks ===&lt;br /&gt;
&lt;br /&gt;
:Masters of the Lock Mastery (Rogue) guild skill may use {{boldmono|LMASTER RESTORE}} on a favored lockpick once per calendar month to restore it to its original condition. This removes any effects from breaking and repairing the pick. New lockpicks crafted (by players) will be restored to their originally crafted statistics. Lockpicks that were crafted prior to the [[/saved_posts|5/21/20 update]] will be restored to the statistics at the time of that update. Lockpicks obtained from merchants and shops will be restored to the statistics that are standard for their material. Completely broken lockpicks must still first be {{boldmono|LMASTER REPAIR}}ed before being {{boldmono|LMASTER RESTORE}}d.&lt;br /&gt;
&lt;br /&gt;
===Relocking Boxes===&lt;br /&gt;
:This skill is practiced from rank 30 to 32.&lt;br /&gt;
&lt;br /&gt;
:A rogue can relock a box, provided that they can handle the lock size.  Experience and difficulty reps are not given for picking a relocked box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm relock my chest&lt;br /&gt;
You settle into the difficult task of relocking the tanik chest.&lt;br /&gt;
You make a talented attempt (d100=81).&lt;br /&gt;
You struggle with the tumblers.  As you do, you get a sense that the chest has a rudimentary lock (-60 thief-lingo difficulty ranking).  Then...CLICK!  It locks!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adding Clasps to Containers===&lt;br /&gt;
:This skill is practiced from rank 33 to 35.&lt;br /&gt;
&lt;br /&gt;
:The rogue can add a clasp to certain containers that do not open and close, making them closeable.  If the item is scripted, the item will not be able to be clasped via lockmastery.&lt;br /&gt;
&lt;br /&gt;
:For training purposes, rogues can find an uncloseable plain sack for sale in the guild shops.&lt;br /&gt;
&lt;br /&gt;
:The following nouns can possibly take a clasp:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, burnoose, cape, capelet, carryall, case, casket, cloak, coat, codex, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, neckpouch, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, shrug, songbook, sporran, tome, tome, toolkit, tube, valise, vestment, volume, and waistcoat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Adding a clasp to a container counts as one item IN that container, making the container hold one less item when it is filled to capacity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:To see if an item can take a clasp, the {{boldmono|LMASTER CLASP CHECK}} verb can be used.&lt;br /&gt;
::*&amp;lt;i&amp;gt;A purple mantle can have a clasp attached to it, but not a lock.&lt;br /&gt;
::*A purple mantle already has a clasp, and cannot have a lock added.&lt;br /&gt;
::*That already has a clasp, but it can have a lock added.&lt;br /&gt;
::*That is not an appropriate type of container to add a clasp or lock to.&lt;br /&gt;
::*That&#039;s not a container.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The first time that {{boldmono|LMASTER CLASP}} is used on an item, it will punch a hole in the item, readying it for the clasp held in your other hand. Clasps are available in the guild shops. Also, items with the noun &amp;quot;clasp&amp;quot; found in the [[treasure system]] can be used to clasp containers. Merchants have sold items without the clasp noun at multiple festivals. This action results in 20-30 seconds of [[roundtime]].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp sack&lt;br /&gt;
Picking up a punch from the workbench, you carefully put a hole in the mantle where you intend to attach a clasp.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The second time that {{boldmono|LMASTER CLASP}} is used on an item, you will be prompted for the clasp description. The description of the clasped item can have three variations:&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[show description]], the verb is {{boldmono|LMASTER CLASP SHOWDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[long description]], the verb is {{boldmono|LMASTER CLASP LONGDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To keep the clasp hidden and keep the item&#039;s description the same, the verb is {{boldmono|LMASTER CLASP NODESC}}, or simply {{boldmono|LMASTER CLASP}}.&lt;br /&gt;
&lt;br /&gt;
:You may also specify the style in which you want the clasp attached. The following phrases can be used to affix the clasp by typing {{boldmono|LMASTER CLASP {SHOWDESC or LONGDESC} {style}}} after the initial {{boldmono|LMASTER CLASP {item}}}:&lt;br /&gt;
:::{| {{prettytable}}&lt;br /&gt;
!Description !!Style&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;clasped with&amp;quot;||CLASP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;secured with&amp;quot;||SECURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;buckled with&amp;quot;||BUCKLE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;fastened with&amp;quot;||FASTEN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;pinned by&amp;quot;||PIN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp longdesc pin&lt;br /&gt;
Selecting a pair of grips from the workbench, you carefully put a plain clasp through the hole in your plain sack and secure it in place.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
R&amp;gt;glance&lt;br /&gt;
You glance down to see a plain sack pinned by a plain clasp in your right hand and nothing in your left hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Clasps can be removed from containers using {{boldmono|LMASTER CLASP REMOVE}} by those with enough skill to add a clasp.  This will leave the item stuck open and able to have a new clasp added. The process will permanently change the item&#039;s long or show description to reflect the removal of the clasp (if applicable), and not all altered items will be able to have the clasp removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Removing a clasp from a container will destroy the clasp, so be sure before you remove the clasp that it is one you do not mind losing permanently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Making and Adding Locks to Containers===&lt;br /&gt;
:This skill is practiced from rank 36 to 38.&lt;br /&gt;
&lt;br /&gt;
:The rogue can create a lock to add to certain containers. The lock can be of any difficulty that the rogue can pick open, though a difficult lock is necessary.  The larger the lock size, the more expensive it is to create.&lt;br /&gt;
&lt;br /&gt;
:The rogue can also cut keys and eventually customize said keys. It is advisable to have at least two keys; one key to unlock the container, and another key to store inside the container in case the first key is lost. Lockable containers can also be picked open and relocked via {{boldmono|LM RELOCK}}.&lt;br /&gt;
&lt;br /&gt;
:Having a container that locks has both practical and role playing purposes. Phasing a locked container will cause the items within to become weightless as well as the container itself, making the service desirable for sorcerers.&lt;br /&gt;
&lt;br /&gt;
:The following items can have a lock added to them:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, box, burnoose, cape, capelet, carryall, case, casket, chest, cloak, coat, codex, coffer, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, songbook, sporran, strongbox, tome, tome, toolkit, trunk, tube, valise, vestment, and volume.&lt;br /&gt;
&lt;br /&gt;
;Creating a lock&lt;br /&gt;
:To create a lock, the rogue must go to a workshop toolbench with enough silvers to create the desired lock.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock create 500&lt;br /&gt;
You call in a workshop attendant and offer him enough to cover the materials for a -500 lock.  A workshop attendant accepts your silvers.&lt;br /&gt;
&lt;br /&gt;
The workshop attendant quickly retrieves a small block of steel and hands it to you before returning to his counter.&lt;br /&gt;
&lt;br /&gt;
Materials in hand, you concentrate on the task of molding a -500 lock. After a short time, you find yourself with an average five tumbler lock assembly in your hand. You select a lock housing from the workbench and slide the average lock assembly inside.&lt;br /&gt;
Roundtime: 42 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Unwanted lock assemblies can be sold back to the workshop attendant for roughly 70% of the creation price or used for deeds.&lt;br /&gt;
&lt;br /&gt;
:To attach a lock to a container, one must have a container with one of the nouns listed above and a lock assembly. The container must be able to open and close, and must be open when the lock is added. A workshop is not necessary to install a lock assembly into a container if the rogue has a locksmith&#039;s toolkit equipped with a set of narrow metal grips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock knapsack&lt;br /&gt;
Taking the metal grips from your gold-painted toolbox, you insert your lock assembly into the clasp of your leather knapsack, and attach it securely.&lt;br /&gt;
Roundtime: 38 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:To duplicate a lock assembly, use the {{boldmono|LM LOCK CREATE DUPLICATE}} syntax inside a workshop. This will create an identical lock assembly to one held in the rogue&#039;s hand. This is useful for people who want multiple items that lock, but want to use only one key.  &lt;br /&gt;
::Nota bene: The lock duplication skill can only be used to create genuine duplicates of the smith&#039;s own locks.&lt;br /&gt;
&lt;br /&gt;
:Lock assemblies can be removed from containers, but the lock assembly will be destroyed in the process. Locks can only be removed in a workshop. This is useful for those who have lost their keys and would like to regain the ability to lock and unlock the container with a key.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock remove knapsack&lt;br /&gt;
You select a tool from the toolbench and, with a bit of finesse and a lot of brute force, pry the lock out of the leather knapsack.  Satisfied with your act of destruction, you toss the mangled lock assembly into a nearby wastebin.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Making Keys&lt;br /&gt;
:To cut a key, the rogue must purchase a key blank.  Steel key blanks are available in the guild workshops.  Key blanks made of various metals can occasionally be purchased at special merchant events.&lt;br /&gt;
&lt;br /&gt;
:Keys can be cut to fit specific lock assemblies or to duplicate existing keys.  Keys can NOT be cut to fit the lock assembly after the lock assembly is installed in the container.  The lock assembly can be removed from the container in case all keys are lost, but the lock assembly will be destroyed in the process. Keys must be cut specifically for each lock assembly; keys made for assemblies even of the same difficulty will not fit.  The only exception is if a duplicate has been made of the same lock assembly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cut&lt;br /&gt;
You place a steel key blank into the key-cutting machinery and carefully carve out a pattern that matches a primitive lock assembly.&lt;br /&gt;
Roundtime: 33 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating Lockpicks===&lt;br /&gt;
{{side box|Your (enhanced if applicable) [[Dexterity]], [[Intuition]], and [[Discipline]] bonuses can help (Dex more than the other two), along with your lockpicking skill (bonus not ranks) and LM ranks. There&#039;s a large luck component to the modifier but having high values for those things will improve your chances at a good modifier. ~Ixix}}&lt;br /&gt;
:This skill is practiced from rank 50 to 56.&lt;br /&gt;
&lt;br /&gt;
:Through Lock Mastery the rogue has the ability to create lockpicks of better quality than those sold at other stores in Elanthia.  &lt;br /&gt;
&lt;br /&gt;
;Available Materials and Costs&lt;br /&gt;
:To create a lockpick, a rogue needs to purchase a thin bar of metal from the guild workshop.&lt;br /&gt;
&lt;br /&gt;
:Glaes is unavailable because it is volcanic glass. Glaes lockpicks cannot be made by heating and bending the material and thus are not able to be created via Lock Mastery.&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||80||||brass||200&lt;br /&gt;
|-&lt;br /&gt;
|[[steel]]||400||||gold||1600&lt;br /&gt;
|-&lt;br /&gt;
|silver||2000||||[[ora]]||4000&lt;br /&gt;
|-&lt;br /&gt;
|[[mithril]]||480||||[[laje]]||13600&lt;br /&gt;
|-&lt;br /&gt;
|[[alum]]||18400||||[[vultite]]|| 24000&lt;br /&gt;
|-&lt;br /&gt;
|[[rolaren]]||28800||||[[veniom]]||40000&lt;br /&gt;
|-&lt;br /&gt;
|[[kelyn]]||49600||||[[invar]]||60000&lt;br /&gt;
|-&lt;br /&gt;
|[[golvern]]||76000||||[[vaalin]]||100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Creating a Lockpick&lt;br /&gt;
:Lockpicks must be created inside a workshop.  While holding a thin bar of metal, the syntax is {{boldmono|LM CREATE}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm create&lt;br /&gt;
Placing your bar of copper onto the grinding wheel, you slowly begin to pare away the excess material.  Once you are satisfied that the wheel is no longer precise enough for the task, you remove the remaining strip of copper from the wheel and transfer it to the toolbench to file it down to its final form by hand.  After another moment, the work is complete.  As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&lt;br /&gt;
Roundtime: 45 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Lockpicks have the chance to be below average, fairly average, or exceptional. The quality descriptor in the last line of the creation messaging will have an effect on the lockpick&#039;s mod.&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&amp;lt;/pre&amp;gt;&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting mithril lockpick from the toolbench, you can&#039;t help but be pleased with the exceptional quality of your work.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Estimated Modifiers&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Base Mod !!Far Below Average !!Fairly Average !!Exceptional&lt;br /&gt;
|-&lt;br /&gt;
|copper||1.0||0.98||0.99 - 1.00||1.01 - 1.02&lt;br /&gt;
|-&lt;br /&gt;
|brass||1.05||1.03||1.04 - 1.05||1.06 - 1.07&lt;br /&gt;
|-&lt;br /&gt;
|steel||1.1||1.08||1.09 - 1.10||1.11 - 1.12&lt;br /&gt;
|-&lt;br /&gt;
|gold||1.2||1.16||1.19 - 1.20||1.21 - 1.22&lt;br /&gt;
|-&lt;br /&gt;
|silver||1.3||1.28||1.29 - 1.30||1.31 - 1.32&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1.45||1.43||1.44 - 1.45||1.46 - 1.47&lt;br /&gt;
|-&lt;br /&gt;
|ora||1.55||1.53||1.54 - 1.55||1.56 - 1.57&lt;br /&gt;
|-&lt;br /&gt;
|laje||1.75||1.69 - 1.71||1.72 - 1.75||1.76 - 1.78&lt;br /&gt;
|-&lt;br /&gt;
|vultite||1.8||1.72 - 1.75||1.77 - 1.80||1.81 - 1.83&lt;br /&gt;
|-&lt;br /&gt;
|rolaren||1.9||1.83 - 1.86||1.87 - 1.90||1.91 - 1.93&lt;br /&gt;
|-&lt;br /&gt;
|veniom||2.2||2.09 - 2.14||2.15 - 2.20||2.21 - 2.24&lt;br /&gt;
|-&lt;br /&gt;
|invar||2.25||2.14 - 2.19||2.20 - 2.25||2.26 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|alum||2.3||2.19 - 2.24||2.25 - 2.30||2.31 - 2.34&lt;br /&gt;
|-&lt;br /&gt;
|golvern||2.35||2.24 - 2.29||2.30 - 2.35||2.36 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|kelyn||2.4||2.29 - 2.34||2.35 - 2.40||2.41 - 2.44&lt;br /&gt;
|-&lt;br /&gt;
|vaalin||2.5||2.35 - 2.42||2.43 - 2.50||2.51 - 2.55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customizing Lockpicks and Keys===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Rogues trained in Lock Mastery can customize the description of lockpicks and keys.&lt;br /&gt;
:;Edging&lt;br /&gt;
&lt;br /&gt;
::Edging can be made of copper, brass, bronze, iron, steel, silver, gold, mithril, ora, alum, imflass, vultite, or vaalorn.&lt;br /&gt;
&lt;br /&gt;
::The rogue has the option of putting the edging into the longer description of the lockpick, such as a copper-edged invar lockpick, or into the shorter description. If the latter option is chosen, the short description and activator adjective of the item would be &amp;quot;a copper-edged lockpick&amp;quot;, but the full name of the lockpick would still be &amp;quot;a copper-edged invar lockpick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::Edging of the same material cannot be used to edge the lockpick.  For example, one cannot have a copper-edged copper lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm customize edge bronze&lt;br /&gt;
You call out to a workshop attendant and request some bronze for edging.  He wanders in with some bronze and asks for 250 silvers, which you quickly hand over.  Taking the bronze from him, you take a heated crimping tool from the workbench and set about edging your copper lockpick.  After a few moments, the work is done, leaving you holding a bronze-edged copper lockpick.&lt;br /&gt;
Roundtime: 29 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|colspan=11 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Edging Pricing&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing&lt;br /&gt;
|-&lt;br /&gt;
|copper||20|| ||brass||100||||bronze||250|| ||iron||300&lt;br /&gt;
|-&lt;br /&gt;
|steel||400|| ||silver||500||||gold||1000|| ||mithril||1400&lt;br /&gt;
|-&lt;br /&gt;
|ora||1600|| ||alum||2000||||imflass||2000|| ||vultite||3000&lt;br /&gt;
|-&lt;br /&gt;
|vaalorn*||5000|| ||mithglin* || 5000 || ||invar* ||5000 || ||veniom* || 5000&lt;br /&gt;
|-&lt;br /&gt;
|laje*||5000|| ||rhimar* || 5000 || || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Vaalorn is available at the Ta&#039;Vaalor Rogue Guild&lt;br /&gt;
*Mithglin is available at the Ta&#039;Illistim Rogue Guild&lt;br /&gt;
*Invar is available at the Zul Logoth Rogue Guild&lt;br /&gt;
*Veniom is available in the Wehnimer&#039;s Landing Rogue Guild&lt;br /&gt;
*Laje is available in the Solhaven Rogue Guild&lt;br /&gt;
*Rhimar is available in the Icemule Rogue Guild&lt;br /&gt;
&lt;br /&gt;
:;Insetting Gems&lt;br /&gt;
::Small items such as gems, scarabs, and certain extracted trap parts can be inset into the end of the lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust inset&lt;br /&gt;
You take a chisel from the workbench and quickly scrape out a setting for a small light violet sphere in your lockpick.  Replacing the chisel, you take a tube of glue and dab a small amount onto the back of your sphere before placing it on the lockpick and applying some pressure.  Once the glue is set, you release your grip and find yourself holding a steel lockpick inset with a small light violet sphere.&lt;br /&gt;
Roundtime: 30 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Colors &amp;amp; Dyes&lt;br /&gt;
::Lockpicks can be dyed a number of colors. Dying a lockpick costs 500 silvers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LMASTER CUSTOMIZE DYE RED-TINGED&lt;br /&gt;
You call out to a workshop attendant and request some red-tinged dye.  He wanders in with a pot of dye and asks for 500 silvers, which you quickly hand over.  Taking the dye from him, you slowly apply the dye evenly across the surface of the lockpick, taking care not to leave any area uncovered.  After a moment, the dye has dried, leaving you with a red-tinged copper lockpick.&lt;br /&gt;
Roundtime: 32 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::{{boldmono|LM CUSTOM DYE ADJUST}} will move the dye color to the middle 15 characters of the short 15/15/15 description. This is useful for those who have multiple lockpicks of the same metal and would like to tell them apart easily.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|colspan=13 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Colors Available&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Red;&amp;quot;|Red !!style=&amp;quot;background:orange;&amp;quot;|Orange !!style=&amp;quot;background:yellow;&amp;quot;|Yellow !!style=&amp;quot;background:Green;&amp;quot;|Green !!style=&amp;quot;background:Blue;&amp;quot;|Blue !!style=&amp;quot;background:Purple;&amp;quot;|Purple !!style=&amp;quot;background:Pink;&amp;quot;|Pink !!Black !!White !!style=&amp;quot;background:Brown;&amp;quot;|Brown !!style=&amp;quot;background:Grey;&amp;quot;|Grey  !!Misc&lt;br /&gt;
|-&lt;br /&gt;
|red||orange||yellow||green||aquamarine||purple||pink||black||white||brown||grey||rainbow&lt;br /&gt;
|-&lt;br /&gt;
|scarlet||tangerine||light yellow||verdant||blue-green||dark purple||rose-colored||sable||snow white||dark brown||dark grey||chrome&lt;br /&gt;
|-&lt;br /&gt;
|cardinal red||red-orange||lemon yellow||olive green||blue||violet||magenta||dark||chalk white||light brown||light grey||golden&lt;br /&gt;
|-&lt;br /&gt;
|vermilion||coppery gold||sallow||dark green||dark blue||plum-colored||rosy pink||inky black||lily white||nut brown||dove-colored||silvery&lt;br /&gt;
|-&lt;br /&gt;
|crimson||sunset orange||tawny yellow||light green||light blue||lavender||dusty rose||ebony||ivory white||hazel||iron grey||sand-colored&lt;br /&gt;
|-&lt;br /&gt;
|sanguine||apricot||ocher||forest green||turquoise||lilac||bright pink||coal black||pale white||puce||dun||peach-colored&lt;br /&gt;
|-&lt;br /&gt;
|blood red||carrot orange||ochre||leaf green||azure||mauve||coral pink||jet black||pearly white||ecru||drab grey||caramel-hued&lt;br /&gt;
|-&lt;br /&gt;
|coral red||persimmon||flaxen||sea green||cerulean||deep violet||amaranth pink||sooty black||pure white||tawny||dingy grey||coppery gold&lt;br /&gt;
|-&lt;br /&gt;
|ruby red||pumpkin orange||amber||grass green||cyan||grape||cerise||dusky black||stark white||maroon||steel grey||moonlight silver&lt;br /&gt;
|-&lt;br /&gt;
|fiery red||fiery orange||bright golden||pea green||sky blue||deep purple||salmon pink||dingy black||ghostly white||tan||ashen||pale golden&lt;br /&gt;
|-&lt;br /&gt;
|flame red||peach-colored||banana yellow||celadon||steel blue||periwinkle||pink-layered camouflage||midnight black||silvery||oak brown||ash grey||bright golden&lt;br /&gt;
|-&lt;br /&gt;
|dark red||||golden||emerald green||indigo||royal purple||dusky rose||blue-black||bone white||russet||dapple grey||deep chrome&lt;br /&gt;
|-&lt;br /&gt;
|brick red||||honey-colored||viridian||murky indigo||amethyst purple||pale pink||matte black||creamy white||rust-colored||dappled||pearlescent&lt;br /&gt;
|-&lt;br /&gt;
|rosy red||||sand-colored||ivy green||dark azure||wisteria||raspberry||raven black||pristine white||roan||slate-colored||opaline&lt;br /&gt;
|-&lt;br /&gt;
|ruddy crimson||||almond||bile green||royal blue||nightshade purple||fuschia||obsidian black||alabaster||sorrel||stone grey||opalescent&lt;br /&gt;
|-&lt;br /&gt;
|cherry red||||chartreuse||jade green||dark cyan||pale violet||blush pink||deep black||bleached white||henna||grey-blue||silvery white&lt;br /&gt;
|-&lt;br /&gt;
|dark crimson||||pale golden||grey-green||dark cerulean||amethyst||||shadowy black||glacial white||auburn||greyish blue||&lt;br /&gt;
|-&lt;br /&gt;
|deep red||||honey gold||pine green||sea blue||||||murky black||pearlescent||coppery brown||slate grey||&lt;br /&gt;
|-&lt;br /&gt;
|lava red||||champagne||cypress green||deep blue||||||mottled black||ivory||ale brown||storm grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-orange||||rich cream||malachite green||silvery blue||||||dull black||brilliant white||deep brown||mushroom grey||&lt;br /&gt;
|-&lt;br /&gt;
|cranberry-hued||||||verdant green||icy blue||||||ebon black||radiant white||dirt brown||pewter grey||&lt;br /&gt;
|-&lt;br /&gt;
|deep crimson||||||apple green||ice blue||||||ebon||gleaming white||chestnut brown||grey-green||&lt;br /&gt;
|-&lt;br /&gt;
|magma red||||||moss green||ultramarine||||||onyx black||silvery white||caramel-hued||smoky grey||&lt;br /&gt;
|-&lt;br /&gt;
|burgundy||||||seaweed green||midnight blue||||||glossy black||rich cream||hazel-brown||misty grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-tinged||||||mottled green||pale blue||||||charcoal black||||earthen brown||twilight grey||&lt;br /&gt;
|-&lt;br /&gt;
|russet||||||hunter green||teal||||||midnight ebon||||tawny sable||platinum grey||&lt;br /&gt;
|-&lt;br /&gt;
|dark russet||||||green camouflage||ocean blue||||||twilight black||||dark russet||charcoal||&lt;br /&gt;
|-&lt;br /&gt;
|rust-colored||||||woodland camouflage||cobalt blue||||||pitch black||||brown camouflage||dull grey||&lt;br /&gt;
|-&lt;br /&gt;
|auburn||||||green-layered camouflage||sapphire blue||||||void black||||chocolate-hued||cinereous||&lt;br /&gt;
|-&lt;br /&gt;
|berry red||||||hemlock green||glacial blue||||||deep ebony||||burnt umber||pallid grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-speckled black||||||pale jade||powder blue||||||charcoal||||deep cordovan||||&lt;br /&gt;
|-&lt;br /&gt;
|blood-hued black||||||cucumber green||slate blue||||||faded black||||chocolate||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||chartreuse||twilight blue||||||iridescent black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||silvery green||celestial blue||||||red-speckled black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||navy blue||||||scorched black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||dusky blue||||||onyx||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||baby blue||||||blood-hued black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||glossy blue||||||moonshade black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||smalt blue||||||||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:If a dye is not listed above, there is a possibility that it could be added.  For 5000 silvers, a dye color can be submitted to the Guild Guru GM. There is no guarantee that the dye color will be approved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant says, &amp;quot;Alright Milque, I can put in a request for some sunset orange dye for you.  The cost will be 5,000 silver, no notes.  Just ask me about ordering sunset orange dye one more time within the next 30 seconds to confirm your order.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant collects your silvers and says, &amp;quot;Very well, Milque, I have put in a request for some sunset orange dye for you.  Please check back within a week or two and use LMASTER CUSTOMIZE DYE REQUEST UPDATE to check on the status of your dye order.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Cleaning&lt;br /&gt;
::At any point in the customization process a lockpick can be returned to &amp;quot;a &amp;lt;metal&amp;gt; lockpick&amp;quot; by using {{boldmono|LM CUSTOMIZE CLEAN}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust clean&lt;br /&gt;
You take a file from the workbench and carefully file all the distinguishing markings and ornamentation off of a steel lockpick, leaving you holding a steel lockpick.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating Keyrings===&lt;br /&gt;
:This skill is learned at rank 63.&lt;br /&gt;
:Note that these keyrings can not be dyed at the [[Dyer&#039;s tent]].&lt;br /&gt;
:You must be at a Guild toolbench with empty hands and required silver coins to create.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Keyring !!Price !! !!Keyring !!Price&lt;br /&gt;
|-&lt;br /&gt;
|a chain link keyring||200|| ||a slim mithril keyring||1000&lt;br /&gt;
|-&lt;br /&gt;
|a tarnished brass keyring||200|| ||a twining invar keyring||800&lt;br /&gt;
|-&lt;br /&gt;
|a solid steel keyring||200|| ||a gold filigree keyring||600&lt;br /&gt;
|-&lt;br /&gt;
|a sturdy iron keyring||200|| ||a kelyn-clasped keyring||2500&lt;br /&gt;
|-&lt;br /&gt;
|a verdigris copper keyring||200|| ||a braided silver keyring||400&lt;br /&gt;
|-&lt;br /&gt;
|a vaalin-laced keyring||10000|| || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
Gaining ranks in all of the Rogue Guild skills requires the completion of numerous tasks.&lt;br /&gt;
&lt;br /&gt;
===Master Tasks===&lt;br /&gt;
:Depending on the rank of the rogue, the Skilled Masters will ask for different tasks.&lt;br /&gt;
:Sense your best lock : Awards 4-7 Training Points&lt;br /&gt;
:Sense conditions for traps : {{boldmono|LMAS SENSE}} response does not indicate you&#039;ve sensed an area inadequately; instead, the master footpad will instead tell you that you&#039;ve done it wrong without clarifying that it was a detection issue. Just keep going and using response syntax of &#039;&#039;&#039;&amp;lt;difficulty&amp;gt; trap&#039;&#039;&#039; regardless of whether he gives you credit.&lt;br /&gt;
&lt;br /&gt;
===Parchment Conditions===&lt;br /&gt;
&lt;br /&gt;
[[Lock_Mastery#LM_SENSE_Conditions_Maps|LM SENSE Conditions Maps]]&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some easy boxes under a variety of conditions.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards: 7-9 Training Points&lt;br /&gt;
&#039;&#039;&#039;-- Wehnimer&#039;s Landing -- &#039;&#039;&#039;&lt;br /&gt;
* Average lighting - TSC, East Tower (all floors) &lt;br /&gt;
* Bright lighting - TSE, Two east of Moot Hall &lt;br /&gt;
* Dark lighting - SE and S of DeLuca (in guild), East Tower (down the trapdoor) &lt;br /&gt;
* Average Lighting, Fog - TSC, TSC Treehouse&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Note:If you lose your parchment telling your which room conditions to find. {{boldmono|ASK DELUCA ABOUT PARCHMENT}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tough Boxes===&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some tough boxes from creatures.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards 6-8 Training Points&lt;br /&gt;
&lt;br /&gt;
===Measuring with Calipers===&lt;br /&gt;
&lt;br /&gt;
===Audience===&lt;br /&gt;
:&amp;lt;i&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Whatever ya do, it&#039;s important to look good while yer doin&#039; it, and from where I&#039;m standin&#039;, yer off to a slow start. Go out and practice openin&#039; some boxes with yer latest trick for an audience. Be sure and get some that are a decent challenge for ya.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 5 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to use some decently challenging boxes to practice your latest trick for an audience.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Practice the latest {{boldmono|[[Lock Mastery#Picking Tricks|PTRICK]]}} learned on a box that provides the locksmith decent challenge in front of at least four people. Rogues active in the guild count as two, Rogue Guild Masters count as three. You can only get one repetition every 30 seconds. Persons that are hidden or invisible do not count as a member of the audience. Those practicing the skill in [[Zul Logoth]], [[Pinefar]] or [[the Rift]] will find that they require an audience of only two people.&lt;br /&gt;
&lt;br /&gt;
:Depending on how far along you are in the skill, you will need to use more difficult boxes.&lt;br /&gt;
&lt;br /&gt;
===Picking Contests===&lt;br /&gt;
:&amp;lt;pre{{log2}}&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Think you&#039;re getting good at this? Let&#039;s find out! Go tell a footpad I sent ya to pit your skills against theirs in a lockpicking contest to the death! Or whatever.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 12 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to pit your skills against a footpad.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You and the master will each be given five boxes.  They might be trapped, they might not.  The traps are not dangerous.  The locks will be of different sizes.  You will be given points for disarming traps, picking boxes, and speed.  Like normal picking, using the best lockpick for the lock will give you more points.  You will be docked points for missing traps and failing pick attempts.  Try to get a higher score than the footpad.&lt;br /&gt;
&lt;br /&gt;
===Wedge Open Boxes===&lt;br /&gt;
&lt;br /&gt;
===Relock Boxes===&lt;br /&gt;
&lt;br /&gt;
===Put Clasps on Containers===&lt;br /&gt;
&lt;br /&gt;
Go to &#039;&#039;&#039;[https://gswiki.play.net/Lock_Mastery#Adding_Clasps_to_Containers Adding Clasps to Containers]&#039;&#039;&#039; above.&lt;br /&gt;
&lt;br /&gt;
===Create Locks and Keys===&lt;br /&gt;
&lt;br /&gt;
===Extract Trap Components===&lt;br /&gt;
:From rank 39 to 48 rogues are assigned to extract components from certain types of traps (e.g., vials of explosives) via the {{boldmono|LM DISARM ON}} command. Not every successful disarm will yield a component. The extracted components are of various practical use; the acid vials in particular are necessary to advance in Lock Mastery. The trap types are added successively as follows:&lt;br /&gt;
&lt;br /&gt;
*39: [[Trap#Poison_Needles|Poison needles]] and [[Trap#Jaws|jaws]]&lt;br /&gt;
*41: [[Trap#Acid_Vial|Acid vials]]&lt;br /&gt;
*43: [[Trap#Dark_Crystal|Dark crystals]] and [[Trap#Sphere|spheres]]&lt;br /&gt;
*46: [[Trap#Gas_Cloud|Gas cloud vials]] and [[Trap#Fire_Vial|fire cloud vials]]&lt;br /&gt;
&lt;br /&gt;
===Customize Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Tsoran&#039;s site has an excellent table showing the skills, benefits and tasks required to progress in lock mastery. In addition to the benefits listed the smith will see reductions in RT for caliper use and for trap detection and disarming as they reached the advanced ranks of lockmastery.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
* [[Profession_guild_system_(saved_posts)#Audience_Repetitions_.287.2F2009.29|Audience Repetitions (saved post)]] &lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Lock%20Mastery/view Officials folder]&lt;br /&gt;
*[http://www.beaconhall.net/tsoran/menuhome-ref-locks.shtml Tsoran&#039;s Lock Mastery Archive (click Lock Mastery on left menu)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guild Skills]]&lt;br /&gt;
[[Category:Rogue Guild Skills]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=233593</id>
		<title>Lock Mastery</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=233593"/>
		<updated>2025-02-14T23:02:14Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Cleanup tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockmastery&#039;&#039;&#039; is one of six [[Rogue Guild]] [[guild skill]]s that allows a [[rogue]] to [[Picking Locks|pick]] [[Box (treasure)|box]]es faster, add locks and [[Lockmastery#Clasping containers|clasps]] to certain items, measure a lock size, and a number of other things.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Skills==&lt;br /&gt;
Lockmastery skills are generally skills that relate to traps, locks, and things one can do with traps and locks.  Locksmiths use calipers to narrow down the best pick to use while picking boxes.  Sorcerers need locked containers to use one aspect of their [[Phase (704)]] spell, and commission rogues to add locks to certain items.  Some skills, like the {{boldmono|PTRICK}}s, are useful only for show.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
{{boldmono|LMASTER FOCUS}} activates a short duration bonus to picking locks and disarming traps and is granted at rank 1.  This bonus is mutually exclusive with the bonuses imparted by [[Lock Pick Enhancement (403)]] and [[Disarm Enhancement (404)]], only the higher of the bonuses between these and Focus will be used.  This buff can be stopped manually before its natural end via {{boldmono|STOP LMASTER FOCUS}}. &lt;br /&gt;
&lt;br /&gt;
The Focus formula is as follows: &lt;br /&gt;
*For {{boldmono|PICKLOCK}} or {{boldmono|DISARM}}: {{mono|(2 * LM rank + ([[Dexterity]] bonus / 2))}}&lt;br /&gt;
*For {{boldmono|DETECT}}: {{mono|(2 * LM rank + ([[Intuition]] bonus / 2))}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tricks===&lt;br /&gt;
:There are seven different styles that a lockmastery-skilled rogue can use to add style to his picking attempts.&lt;br /&gt;
&lt;br /&gt;
:To use, the syntax is {{boldmono|LM PTRICK &amp;lt;SKILL&amp;gt; &amp;lt;CONTAINER&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
:;SPIN (Ranks 1 to 9)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick flick of the wrist, you spin your copper tatting spindle around in your palm, stopping it as the tip enters a sturdy iron trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIST (Ranks 10 to 19)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You give your vaalin lockpick a sharp twist, attempting to straighten it slightly, before settling into the difficult task of picking the lock on a rotting monir strongbox...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TURN (Ranks 20 to 29)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;Taking a gentle turn, you choke up on your golvern nail file for a better grip, then devote all your attention to the lock on a badly damaged maoral chest...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIRL (Ranks 30 to 39)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a casual motion, you twirl your invar lockpick around your index finger, catching it between thumb and forefinger before applying it to the lock of a rotting monir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TOSS (Ranks 40 to 49)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick toss, you send your invar lockpick popping into the air, whirling like a top!  As it comes down, you easily snatch it from the air and begin to pick the lock on a sturdy tanik coffer...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;BEND (Ranks 50 to 59)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You carefully bend the tip of your copper lockpick slightly, adjusting it for a better angle, before attempting to pick the lock on a plain modwir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;FLIP (Ranks 60 to 62)&lt;br /&gt;
:{{boldmono|PTRICK FLIP}} is a little different in that it is not followed by the standard box picking messaging. The size of the lock is not displayed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm ptrick flip my chest&lt;br /&gt;
Pretending to only examine the lock of a rotting haon chest, you instead attempt to quietly turn the tumblers to within a hair&#039;s breadth of clicking...&lt;br /&gt;
You make a passable attempt (d100=44).&lt;br /&gt;
&lt;br /&gt;
Then with an easy motion, you flip your lockpick into the air and give the chest a solid smack!&lt;br /&gt;
&lt;br /&gt;
The chest gives off an audible *click* as the tumblers snap open.&lt;br /&gt;
&lt;br /&gt;
===Sensing Room Conditions===&lt;br /&gt;
:This skill is practiced from rank 1 to 5.&lt;br /&gt;
&lt;br /&gt;
:Room conditions can influence the ability of a rogue to pick a lock. A brighter room is better for lockpicking than a darker room. Fog hinders lockpicking as well.&lt;br /&gt;
&lt;br /&gt;
:There are approximately eight seconds between entering the {{boldmono|LM SENSE}} command and having the room conditions reported back.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm sense&lt;br /&gt;
With a seasoned eye, you begin to examine both yourself and the area in an attempt to ascertain the current conditions for lockpicking...&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&lt;br /&gt;
After a thorough examination, you determine that you are in excellent shape, physically.  As far as you can tell, the area around you has pretty average lighting.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the voices in your head will hinder any attempts at serious locksmithing.&lt;br /&gt;
&lt;br /&gt;
Under the current conditions, you think you could probably handle an intricate trap and a fairly easy lock with any old lockpick.&lt;br /&gt;
&lt;br /&gt;
LM Sense is the first Lock Mastery skill learned in the guild, it is obtained at rank 1.&lt;br /&gt;
&lt;br /&gt;
:Troubleshooting: If seeing the message &amp;lt;i&amp;gt;&amp;quot;You discover that you&#039;re not really skilled enough at this to be able to tell much.&amp;quot;&amp;lt;/i&amp;gt; or a message about pickpocketing, it is possible that you are only using the {{boldmono|[[SENSE (verb)|SENSE]]}} verb.  Please try again using {{boldmono|LM SENSE}}. You will also see this message if you have 0 ranks in lockpicking skill.&lt;br /&gt;
&lt;br /&gt;
==== LM SENSE Conditions Maps ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[[Media:WL-LM_SENSE.png]] - Wehnimer&#039;s Landing&lt;br /&gt;
[[Media:VO-LM_SENSE.png]] - Solhaven&lt;br /&gt;
[[Media:IMT-LM_SENSE.png]] - Icemule Trace&lt;br /&gt;
[[Media:IFW-LM_SENSE.png]] - Island of Four Winds&lt;br /&gt;
&lt;br /&gt;
===Measuring the Size of a Lock with Calipers===&lt;br /&gt;
:This skill is practiced from rank 6 to 9.&lt;br /&gt;
&lt;br /&gt;
:Calibrating calipers is practiced from rank 10 to 13.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm measure my str&lt;br /&gt;
Using your professional calipers, you carefully begin to measure the lock...&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Measuring carefully, it looks to be a fairly simple lock.&lt;br /&gt;
&lt;br /&gt;
Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cal my cal&lt;br /&gt;
You make some effort to fine-tune the professional calipers.&lt;br /&gt;
You can&#039;t help but think that the calipers are as finely-tuned as you are possibly going to get them.  They practically glow with calibration!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;When finishing the Master task Calibrate with Master bean, when you have the &amp;quot;Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&amp;quot; you need to {{boldmono|GIVE CALI TO BEAN}}. Give Bean will not work with the calipers in your hand, and placing them back on the table will yield no finished task.&lt;br /&gt;
&lt;br /&gt;
Calipers provide perfect detection when perfectly calibrated by a master of Lock Mastery.&lt;br /&gt;
&lt;br /&gt;
===Wedging Open Boxes===&lt;br /&gt;
:This skill is practiced from rank 14 to 24.&lt;br /&gt;
&lt;br /&gt;
:Using a wooden wedge made in the guild, a locksmith can open a fused or plated box. You must hold the container in one hand and have a wedge in the other.&lt;br /&gt;
&lt;br /&gt;
To make a wedge, go to Rogue Guild, Workshop Toolbench (Room 26232 in the Landing, but every guild has a workshop) and {{boldmono|ORDER 1}} (a block of wood). It costs about 300 silvers. Then {{boldmono|CARVE BLOCK}} until it becomes a wedge and then {{boldmono|CARVE WEDGE}} until you get the message to {{boldmono|RUB}} the wedge. {{boldmono|RUB}} it.&lt;br /&gt;
&lt;br /&gt;
*Syntax: {{boldmono|LM wedge my &amp;lt;container&amp;gt;}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Locksmith inserts the tip of his warped wooden wedge just under the lid of his monir trunk and carefully works it back and forth until it is firmly seated.  Locksmith tries to jam the wedge in further with the palm of his hand but only manages to splinter it as the tip slides along the edge. &lt;br /&gt;
The lid of a weathered monir trunk suddenly splits away from the casing amidst the crunch of splintering wood!&lt;br /&gt;
&lt;br /&gt;
===Appraising Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 20 to 24.&lt;br /&gt;
&lt;br /&gt;
:Rogues can appraise their lockpicks to determine their quality, condition, and give you a general idea on how large of a lock you can handle. Note: appraising a lockpick with lore will yield higher results.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm app my lock&lt;br /&gt;
You examine the silver lockpick very closely.  It appears to be in good condition.  It seems to have a somewhat inaccurate level of precision and has below average strength.  As far as you can tell, the lockpick has never been repaired.  You could probably handle a simple lock pretty easily with it.&lt;br /&gt;
&lt;br /&gt;
===Repairing Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 25 to 29.&lt;br /&gt;
====Bent====&lt;br /&gt;
:Repairs can be made to a lockpick after the tip is bent.  These repairs do not need to be made at a Rogue Guild toolbench.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
You carefully go about reshaping the invar lockpick, taking great care to provide the proper curvature to the tip.&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&lt;br /&gt;
====Snapped====&lt;br /&gt;
:When a lockpick is completely broken, it must be repaired at a Rogue Guild toolbench using a wire of the same material.  The wires can be purchased from the attendant at the toolbench.  It is usually significantly cheaper and faster to repair lockpicks through Lock Mastery than the local NPC locksmith.  For example, a golvern wire would cost 16k, but Shind would cost a Ta&#039;Vaalor full citizen 40k and 8 hours to repair.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glaes&#039;&#039;&#039; lockpicks &#039;&#039;&#039;cannot&#039;&#039;&#039; be repaired through Lock Mastery, although they can be by the town locksmith, costing around 1,000 silvers and taking 5 hours. &lt;br /&gt;
&lt;br /&gt;
:The ability of the rogue will determine if they have enough skill to repair the lockpick.  You must have at least 60 ranks in Lock Mastery, in order to repair vaalin lockpicks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||20&lt;br /&gt;
|alum||3900&lt;br /&gt;
|-&lt;br /&gt;
|brass||45&lt;br /&gt;
|vultite||5100&lt;br /&gt;
|-&lt;br /&gt;
|steel||85&lt;br /&gt;
|rolaren||6500&lt;br /&gt;
|-&lt;br /&gt;
|gold||350&lt;br /&gt;
|veniom||8500&lt;br /&gt;
|-&lt;br /&gt;
|silver||425&lt;br /&gt;
|kelyn||11000&lt;br /&gt;
|-&lt;br /&gt;
|ora||850&lt;br /&gt;
|invar||13000&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1025&lt;br /&gt;
|golvern||16000&lt;br /&gt;
|-&lt;br /&gt;
|laje||2900&lt;br /&gt;
|vaalin||21000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged ora lockpick, being careful not to melt the handle or your fingers.&lt;br /&gt;
&lt;br /&gt;
When the tip is loose, you neatly pluck it from its home in a wire-thin hole running up into the handle, before replacing it with a new ora wire.&lt;br /&gt;
&lt;br /&gt;
Taking the old tip, you hold it over the blue flame of a nearby burner with a pair of metal grips.  The wire quickly turns red and begins to sag, and just as the first drop threatens to fall into the tongue of flame, you smoothly touch the end of the filament to the joining of the handle and the new wire.  The thick molten metal seeps in around the edges of the ora wire, cooling rapidly to form a tight bond.&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&lt;br /&gt;
:If the lockpick is unable to be repaired (either by skill of the locksmith or number of times the lockpick has already been repaired), the messaging is as follows:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged invar lockpick, but the broken tip refuses to work free.&lt;br /&gt;
&lt;br /&gt;
=== Restoring Lockpicks ===&lt;br /&gt;
&lt;br /&gt;
:Masters of the Lock Mastery (Rogue) guild skill may use {{boldmono|LMASTER RESTORE}} on a favored lockpick once per calendar month to restore it to its original condition. This removes any effects from breaking and repairing the pick. New lockpicks crafted (by players) will be restored to their originally crafted statistics. Lockpicks that were crafted prior to the [[/saved_posts|5/21/20 update]] will be restored to the statistics at the time of that update. Lockpicks obtained from merchants and shops will be restored to the statistics that are standard for their material. Completely broken lockpicks must still first be {{boldmono|LMASTER REPAIR}}ed before being {{boldmono|LMASTER RESTORE}}d.&lt;br /&gt;
&lt;br /&gt;
===Relocking Boxes===&lt;br /&gt;
:This skill is practiced from rank 30 to 32.&lt;br /&gt;
&lt;br /&gt;
:A rogue can relock a box, provided that they can handle the lock size.  Experience and difficulty reps are not given for picking a relocked box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm relock my chest&lt;br /&gt;
You settle into the difficult task of relocking the tanik chest.&lt;br /&gt;
You make a talented attempt (d100=81).&lt;br /&gt;
You struggle with the tumblers.  As you do, you get a sense that the chest has a rudimentary lock (-60 thief-lingo difficulty ranking).  Then...CLICK!  It locks!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&lt;br /&gt;
===Adding Clasps to Containers===&lt;br /&gt;
:This skill is practiced from rank 33 to 35.&lt;br /&gt;
&lt;br /&gt;
:The rogue can add a clasp to certain containers that do not open and close, making them closeable.  If the item is scripted, the item will not be able to be clasped via lockmastery.&lt;br /&gt;
&lt;br /&gt;
:For training purposes, rogues can find an uncloseable plain sack for sale in the guild shops.&lt;br /&gt;
&lt;br /&gt;
:The following nouns can possibly take a clasp:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, burnoose, cape, capelet, carryall, case, casket, cloak, coat, codex, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, neckpouch, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, shrug, songbook, sporran, tome, tome, toolkit, tube, valise, vestment, volume, and waistcoat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Adding a clasp to a container counts as one item IN that container, making the container hold one less item when it is filled to capacity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:To see if an item can take a clasp, the {{boldmono|LMASTER CLASP CHECK}} verb can be used.&lt;br /&gt;
::*&amp;lt;i&amp;gt;A purple mantle can have a clasp attached to it, but not a lock.&lt;br /&gt;
::*A purple mantle already has a clasp, and cannot have a lock added.&lt;br /&gt;
::*That already has a clasp, but it can have a lock added.&lt;br /&gt;
::*That is not an appropriate type of container to add a clasp or lock to.&lt;br /&gt;
::*That&#039;s not a container.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The first time that {{boldmono|LMASTER CLASP}} is used on an item, it will punch a hole in the item, readying it for the clasp held in your other hand. Clasps are available in the guild shops. Also, items with the noun &amp;quot;clasp&amp;quot; found in the [[treasure system]] can be used to clasp containers. Merchants have sold items without the clasp noun at multiple festivals. This action results in 20-30 seconds of [[roundtime]].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp sack&lt;br /&gt;
Picking up a punch from the workbench, you carefully put a hole in the mantle where you intend to attach a clasp.&lt;br /&gt;
&lt;br /&gt;
:The second time that {{boldmono|LMASTER CLASP}} is used on an item, you will be prompted for the clasp description. The description of the clasped item can have three variations:&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[show description]], the verb is {{boldmono|LMASTER CLASP SHOWDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[long description]], the verb is {{boldmono|LMASTER CLASP LONGDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To keep the clasp hidden and keep the item&#039;s description the same, the verb is {{boldmono|LMASTER CLASP NODESC}}, or simply {{boldmono|LMASTER CLASP}}.&lt;br /&gt;
&lt;br /&gt;
:You may also specify the style in which you want the clasp attached. The following phrases can be used to affix the clasp by typing {{boldmono|LMASTER CLASP {SHOWDESC or LONGDESC} {style}}} after the initial {{boldmono|LMASTER CLASP {item}}}:&lt;br /&gt;
:::{| {{prettytable}}&lt;br /&gt;
!Description !!Style&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;clasped with&amp;quot;||CLASP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;secured with&amp;quot;||SECURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;buckled with&amp;quot;||BUCKLE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;fastened with&amp;quot;||FASTEN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;pinned by&amp;quot;||PIN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp longdesc pin&lt;br /&gt;
Selecting a pair of grips from the workbench, you carefully put a plain clasp through the hole in your plain sack and secure it in place.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
R&amp;gt;glance&lt;br /&gt;
You glance down to see a plain sack pinned by a plain clasp in your right hand and nothing in your left hand.&lt;br /&gt;
&lt;br /&gt;
:Clasps can be removed from containers using {{boldmono|LMASTER CLASP REMOVE}} by those with enough skill to add a clasp.  This will leave the item stuck open and able to have a new clasp added. The process will permanently change the item&#039;s long or show description to reflect the removal of the clasp (if applicable), and not all altered items will be able to have the clasp removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Removing a clasp from a container will destroy the clasp, so be sure before you remove the clasp that it is one you do not mind losing permanently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Making and Adding Locks to Containers===&lt;br /&gt;
:This skill is practiced from rank 36 to 38.&lt;br /&gt;
&lt;br /&gt;
:The rogue can create a lock to add to certain containers. The lock can be of any difficulty that the rogue can pick open, though a difficult lock is necessary.  The larger the lock size, the more expensive it is to create.&lt;br /&gt;
&lt;br /&gt;
:The rogue can also cut keys and eventually customize said keys. It is advisable to have at least two keys; one key to unlock the container, and another key to store inside the container in case the first key is lost. Lockable containers can also be picked open and relocked via {{boldmono|LM RELOCK}}.&lt;br /&gt;
&lt;br /&gt;
:Having a container that locks has both practical and role playing purposes. Phasing a locked container will cause the items within to become weightless as well as the container itself, making the service desirable for sorcerers.&lt;br /&gt;
&lt;br /&gt;
:The following items can have a lock added to them:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, box, burnoose, cape, capelet, carryall, case, casket, chest, cloak, coat, codex, coffer, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, songbook, sporran, strongbox, tome, tome, toolkit, trunk, tube, valise, vestment, and volume.&lt;br /&gt;
&lt;br /&gt;
;Creating a lock&lt;br /&gt;
:To create a lock, the rogue must go to a workshop toolbench with enough silvers to create the desired lock.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock create 500&lt;br /&gt;
You call in a workshop attendant and offer him enough to cover the materials for a -500 lock.  A workshop attendant accepts your silvers.&lt;br /&gt;
&lt;br /&gt;
The workshop attendant quickly retrieves a small block of steel and hands it to you before returning to his counter.&lt;br /&gt;
&lt;br /&gt;
Materials in hand, you concentrate on the task of molding a -500 lock. After a short time, you find yourself with an average five tumbler lock assembly in your hand. You select a lock housing from the workbench and slide the average lock assembly inside.&lt;br /&gt;
Roundtime: 42 sec.&lt;br /&gt;
&lt;br /&gt;
:Unwanted lock assemblies can be sold back to the workshop attendant for roughly 70% of the creation price or used for deeds.&lt;br /&gt;
&lt;br /&gt;
:To attach a lock to a container, one must have a container with one of the nouns listed above and a lock assembly. The container must be able to open and close, and must be open when the lock is added. A workshop is not necessary to install a lock assembly into a container if the rogue has a locksmith&#039;s toolkit equipped with a set of narrow metal grips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock knapsack&lt;br /&gt;
Taking the metal grips from your gold-painted toolbox, you insert your lock assembly into the clasp of your leather knapsack, and attach it securely.&lt;br /&gt;
Roundtime: 38 sec.&lt;br /&gt;
&lt;br /&gt;
:To duplicate a lock assembly, use the {{boldmono|LM LOCK CREATE DUPLICATE}} syntax inside a workshop. This will create an identical lock assembly to one held in the rogue&#039;s hand. This is useful for people who want multiple items that lock, but want to use only one key.  &lt;br /&gt;
::Nota bene: The lock duplication skill can only be used to create genuine duplicates of the smith&#039;s own locks.&lt;br /&gt;
&lt;br /&gt;
:Lock assemblies can be removed from containers, but the lock assembly will be destroyed in the process. Locks can only be removed in a workshop. This is useful for those who have lost their keys and would like to regain the ability to lock and unlock the container with a key.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock remove knapsack&lt;br /&gt;
You select a tool from the toolbench and, with a bit of finesse and a lot of brute force, pry the lock out of the leather knapsack.  Satisfied with your act of destruction, you toss the mangled lock assembly into a nearby wastebin.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&lt;br /&gt;
;Making Keys&lt;br /&gt;
:To cut a key, the rogue must purchase a key blank.  Steel key blanks are available in the guild workshops.  Key blanks made of various metals can occasionally be purchased at special merchant events.&lt;br /&gt;
&lt;br /&gt;
:Keys can be cut to fit specific lock assemblies or to duplicate existing keys.  Keys can NOT be cut to fit the lock assembly after the lock assembly is installed in the container.  The lock assembly can be removed from the container in case all keys are lost, but the lock assembly will be destroyed in the process. Keys must be cut specifically for each lock assembly; keys made for assemblies even of the same difficulty will not fit.  The only exception is if a duplicate has been made of the same lock assembly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cut&lt;br /&gt;
You place a steel key blank into the key-cutting machinery and carefully carve out a pattern that matches a primitive lock assembly.&lt;br /&gt;
Roundtime: 33 sec.&lt;br /&gt;
&lt;br /&gt;
===Creating Lockpicks===&lt;br /&gt;
{{side box|Your (enhanced if applicable) [[Dexterity]], [[Intuition]], and [[Discipline]] bonuses can help (Dex more than the other two), along with your lockpicking skill (bonus not ranks) and LM ranks. There&#039;s a large luck component to the modifier but having high values for those things will improve your chances at a good modifier. ~Ixix}}&lt;br /&gt;
:This skill is practiced from rank 50 to 56.&lt;br /&gt;
&lt;br /&gt;
:Through Lock Mastery the rogue has the ability to create lockpicks of better quality than those sold at other stores in Elanthia.  &lt;br /&gt;
&lt;br /&gt;
;Available Materials and Costs&lt;br /&gt;
:To create a lockpick, a rogue needs to purchase a thin bar of metal from the guild workshop.&lt;br /&gt;
&lt;br /&gt;
:Glaes is unavailable because it is volcanic glass. Glaes lockpicks cannot be made by heating and bending the material and thus are not able to be created via Lock Mastery.&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||80||brass||200&lt;br /&gt;
|-&lt;br /&gt;
|[[steel]]||400||gold||1600&lt;br /&gt;
|-&lt;br /&gt;
|silver||2000||[[ora]]||4000&lt;br /&gt;
|-&lt;br /&gt;
|[[mithril]]||480||[[laje]]||13600&lt;br /&gt;
|-&lt;br /&gt;
|[[alum]]||18400||[[vultite]]|| 24000&lt;br /&gt;
|-&lt;br /&gt;
|[[rolaren]]||28800||[[veniom]]||40000&lt;br /&gt;
|-&lt;br /&gt;
|[[kelyn]]||49600||[[invar]]||60000&lt;br /&gt;
|-&lt;br /&gt;
|[[golvern]]||76000||[[vaalin]]||100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Creating a Lockpick&lt;br /&gt;
:Lockpicks must be created inside a workshop.  While holding a thin bar of metal, the syntax is {{boldmono|LM CREATE}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm create&lt;br /&gt;
Placing your bar of copper onto the grinding wheel, you slowly begin to pare away the excess material.  Once you are satisfied that the wheel is no longer precise enough for the task, you remove the remaining strip of copper from the wheel and transfer it to the toolbench to file it down to its final form by hand.  After another moment, the work is complete.  As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&lt;br /&gt;
Roundtime: 45 sec.&lt;br /&gt;
&lt;br /&gt;
:Lockpicks have the chance to be below average, fairly average, or exceptional. The quality descriptor in the last line of the creation messaging will have an effect on the lockpick&#039;s mod.&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&amp;lt;/pre&amp;gt;&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting mithril lockpick from the toolbench, you can&#039;t help but be pleased with the exceptional quality of your work.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Estimated Modifiers&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Base !!Far Below Average !!Fairly Average !!Exceptional&lt;br /&gt;
|-&lt;br /&gt;
|copper||1.0||0.98||0.99 - 1.00||1.01 - 1.02&lt;br /&gt;
|-&lt;br /&gt;
|brass||1.05||1.03||1.04 - 1.05||1.06 - 1.07&lt;br /&gt;
|-&lt;br /&gt;
|steel||1.1||1.08||1.09 - 1.10||1.11 - 1.12&lt;br /&gt;
|-&lt;br /&gt;
|gold||1.2||1.16||1.19 - 1.20||1.21 - 1.22&lt;br /&gt;
|-&lt;br /&gt;
|silver||1.3||1.28||1.29 - 1.30||1.31 - 1.32&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1.45||1.43||1.44 - 1.45||1.46 - 1.47&lt;br /&gt;
|-&lt;br /&gt;
|ora||1.55||1.53||1.54 - 1.55||1.56 - 1.57&lt;br /&gt;
|-&lt;br /&gt;
|laje||1.75||1.69 - 1.71||1.72 - 1.75||1.76 - 1.78&lt;br /&gt;
|-&lt;br /&gt;
|vultite||1.8||1.72 - 1.75||1.77 - 1.80||1.81 - 1.83&lt;br /&gt;
|-&lt;br /&gt;
|rolaren||1.9||1.83 - 1.86||1.87 - 1.90||1.91 - 1.93&lt;br /&gt;
|-&lt;br /&gt;
|veniom||2.2||2.09 - 2.14||2.15 - 2.20||2.21 - 2.24&lt;br /&gt;
|-&lt;br /&gt;
|invar||2.25||2.14 - 2.19||2.20 - 2.25||2.26 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|alum||2.3||2.19 - 2.24||2.25 - 2.30||2.31 - 2.34&lt;br /&gt;
|-&lt;br /&gt;
|golvern||2.35||2.24 - 2.29||2.30 - 2.35||2.36 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|kelyn||2.4||2.29 - 2.34||2.35 - 2.40||2.41 - 2.44&lt;br /&gt;
|-&lt;br /&gt;
|vaalin||2.5||2.35 - 2.42||2.43 - 2.50||2.51 - 2.55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customizing Lockpicks and Keys===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Rogues trained in Lock Mastery can customize the description of lockpicks and keys.&lt;br /&gt;
:;Edging&lt;br /&gt;
&lt;br /&gt;
::Edging can be made of copper, brass, bronze, iron, steel, silver, gold, mithril, ora, alum, imflass, vultite, or vaalorn.&lt;br /&gt;
&lt;br /&gt;
::The rogue has the option of putting the edging into the longer description of the lockpick, such as a copper-edged invar lockpick, or into the shorter description. If the latter option is chosen, the short description and activator adjective of the item would be &amp;quot;a copper-edged lockpick&amp;quot;, but the full name of the lockpick would still be &amp;quot;a copper-edged invar lockpick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::Edging of the same material cannot be used to edge the lockpick.  For example, one cannot have a copper-edged copper lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm customize edge bronze&lt;br /&gt;
You call out to a workshop attendant and request some bronze for edging.  He wanders in with some bronze and asks for 250 silvers, which you quickly hand over.  Taking the bronze from him, you take a heated crimping tool from the workbench and set about edging your copper lockpick.  After a few moments, the work is done, leaving you holding a bronze-edged copper lockpick.&lt;br /&gt;
Roundtime: 29 sec.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|colspan=11 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Edging Pricing&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing&lt;br /&gt;
|-&lt;br /&gt;
|copper||20|| ||brass||100||||bronze||250|| ||iron||300&lt;br /&gt;
|-&lt;br /&gt;
|steel||400|| ||silver||500||||gold||1000|| ||mithril||1400&lt;br /&gt;
|-&lt;br /&gt;
|ora||1600|| ||alum||2000||||imflass||2000|| ||vultite||3000&lt;br /&gt;
|-&lt;br /&gt;
|vaalorn*||5000|| ||mithglin* || 5000 || ||invar* ||5000 || ||veniom* || 5000&lt;br /&gt;
|-&lt;br /&gt;
|laje*||5000|| ||rhimar* || 5000 || || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Vaalorn is available at the Ta&#039;Vaalor Rogue Guild&lt;br /&gt;
*Mithglin is available at the Ta&#039;Illistim Rogue Guild&lt;br /&gt;
*Invar is available at the Zul Logoth Rogue Guild&lt;br /&gt;
*Veniom is available in the Wehnimer&#039;s Landing Rogue Guild&lt;br /&gt;
*Laje is available in the Solhaven Rogue Guild&lt;br /&gt;
*Rhimar is available in the Icemule Rogue Guild&lt;br /&gt;
&lt;br /&gt;
:;Insetting Gems&lt;br /&gt;
::Small items such as gems, scarabs, and certain extracted trap parts can be inset into the end of the lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust inset&lt;br /&gt;
You take a chisel from the workbench and quickly scrape out a setting for a small light violet sphere in your lockpick.  Replacing the chisel, you take a tube of glue and dab a small amount onto the back of your sphere before placing it on the lockpick and applying some pressure.  Once the glue is set, you release your grip and find yourself holding a steel lockpick inset with a small light violet sphere.&lt;br /&gt;
Roundtime: 30 sec.&lt;br /&gt;
&lt;br /&gt;
:;Colors &amp;amp; Dyes&lt;br /&gt;
::Lockpicks can be dyed a number of colors. Dying a lockpick costs 500 silvers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LMASTER CUSTOMIZE DYE RED-TINGED&lt;br /&gt;
You call out to a workshop attendant and request some red-tinged dye.  He wanders in with a pot of dye and asks for 500 silvers, which you quickly hand over.  Taking the dye from him, you slowly apply the dye evenly across the surface of the lockpick, taking care not to leave any area uncovered.  After a moment, the dye has dried, leaving you with a red-tinged copper lockpick.&lt;br /&gt;
Roundtime: 32 sec.&lt;br /&gt;
&lt;br /&gt;
::{{boldmono|LM CUSTOM DYE ADJUST}} will move the dye color to the middle 15 characters of the short 15/15/15 description. This is useful for those who have multiple lockpicks of the same metal and would like to tell them apart easily.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|colspan=13 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Colors Available&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Red;&amp;quot;|Red !!style=&amp;quot;background:orange;&amp;quot;|Orange !!style=&amp;quot;background:yellow;&amp;quot;|Yellow !!style=&amp;quot;background:Green;&amp;quot;|Green !!style=&amp;quot;background:Blue;&amp;quot;|Blue !!style=&amp;quot;background:Purple;&amp;quot;|Purple !!style=&amp;quot;background:Pink;&amp;quot;|Pink !!Black !!White !!style=&amp;quot;background:Brown;&amp;quot;|Brown !!style=&amp;quot;background:Grey;&amp;quot;|Grey  !!Misc&lt;br /&gt;
|-&lt;br /&gt;
|red||orange||yellow||green||aquamarine||purple||pink||black||white||brown||grey||rainbow&lt;br /&gt;
|-&lt;br /&gt;
|scarlet||tangerine||light yellow||verdant||blue-green||dark purple||rose-colored||sable||snow white||dark brown||dark grey||chrome&lt;br /&gt;
|-&lt;br /&gt;
|cardinal red||red-orange||lemon yellow||olive green||blue||violet||magenta||dark||chalk white||light brown||light grey||golden&lt;br /&gt;
|-&lt;br /&gt;
|vermilion||coppery gold||sallow||dark green||dark blue||plum-colored||rosy pink||inky black||lily white||nut brown||dove-colored||silvery&lt;br /&gt;
|-&lt;br /&gt;
|crimson||sunset orange||tawny yellow||light green||light blue||lavender||dusty rose||ebony||ivory white||hazel||iron grey||sand-colored&lt;br /&gt;
|-&lt;br /&gt;
|sanguine||apricot||ocher||forest green||turquoise||lilac||bright pink||coal black||pale white||puce||dun||peach-colored&lt;br /&gt;
|-&lt;br /&gt;
|blood red||carrot orange||ochre||leaf green||azure||mauve||coral pink||jet black||pearly white||ecru||drab grey||caramel-hued&lt;br /&gt;
|-&lt;br /&gt;
|coral red||persimmon||flaxen||sea green||cerulean||deep violet||amaranth pink||sooty black||pure white||tawny||dingy grey||coppery gold&lt;br /&gt;
|-&lt;br /&gt;
|ruby red||pumpkin orange||amber||grass green||cyan||grape||cerise||dusky black||stark white||maroon||steel grey||moonlight silver&lt;br /&gt;
|-&lt;br /&gt;
|fiery red||fiery orange||bright golden||pea green||sky blue||deep purple||salmon pink||dingy black||ghostly white||tan||ashen||pale golden&lt;br /&gt;
|-&lt;br /&gt;
|flame red||peach-colored||banana yellow||celadon||steel blue||periwinkle||pink-layered camouflage||midnight black||silvery||oak brown||ash grey||bright golden&lt;br /&gt;
|-&lt;br /&gt;
|dark red||||golden||emerald green||indigo||royal purple||dusky rose||blue-black||bone white||russet||dapple grey||deep chrome&lt;br /&gt;
|-&lt;br /&gt;
|brick red||||honey-colored||viridian||murky indigo||amethyst purple||pale pink||matte black||creamy white||rust-colored||dappled||pearlescent&lt;br /&gt;
|-&lt;br /&gt;
|rosy red||||sand-colored||ivy green||dark azure||wisteria||raspberry||raven black||pristine white||roan||slate-colored||opaline&lt;br /&gt;
|-&lt;br /&gt;
|ruddy crimson||||almond||bile green||royal blue||nightshade purple||fuschia||obsidian black||alabaster||sorrel||stone grey||opalescent&lt;br /&gt;
|-&lt;br /&gt;
|cherry red||||chartreuse||jade green||dark cyan||pale violet||blush pink||deep black||bleached white||henna||grey-blue||silvery white&lt;br /&gt;
|-&lt;br /&gt;
|dark crimson||||pale golden||grey-green||dark cerulean||amethyst||||shadowy black||glacial white||auburn||greyish blue||&lt;br /&gt;
|-&lt;br /&gt;
|deep red||||honey gold||pine green||sea blue||||||murky black||pearlescent||coppery brown||slate grey||&lt;br /&gt;
|-&lt;br /&gt;
|lava red||||champagne||cypress green||deep blue||||||mottled black||ivory||ale brown||storm grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-orange||||rich cream||malachite green||silvery blue||||||dull black||brilliant white||deep brown||mushroom grey||&lt;br /&gt;
|-&lt;br /&gt;
|cranberry-hued||||||verdant green||icy blue||||||ebon black||radiant white||dirt brown||pewter grey||&lt;br /&gt;
|-&lt;br /&gt;
|deep crimson||||||apple green||ice blue||||||ebon||gleaming white||chestnut brown||grey-green||&lt;br /&gt;
|-&lt;br /&gt;
|magma red||||||moss green||ultramarine||||||onyx black||silvery white||caramel-hued||smoky grey||&lt;br /&gt;
|-&lt;br /&gt;
|burgundy||||||seaweed green||midnight blue||||||glossy black||rich cream||hazel-brown||misty grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-tinged||||||mottled green||pale blue||||||charcoal black||||earthen brown||twilight grey||&lt;br /&gt;
|-&lt;br /&gt;
|russet||||||hunter green||teal||||||midnight ebon||||tawny sable||platinum grey||&lt;br /&gt;
|-&lt;br /&gt;
|dark russet||||||green camouflage||ocean blue||||||twilight black||||dark russet||charcoal||&lt;br /&gt;
|-&lt;br /&gt;
|rust-colored||||||woodland camouflage||cobalt blue||||||pitch black||||brown camouflage||dull grey||&lt;br /&gt;
|-&lt;br /&gt;
|auburn||||||green-layered camouflage||sapphire blue||||||void black||||chocolate-hued||cinereous||&lt;br /&gt;
|-&lt;br /&gt;
|berry red||||||hemlock green||glacial blue||||||deep ebony||||burnt umber||pallid grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-speckled black||||||pale jade||powder blue||||||charcoal||||deep cordovan||||&lt;br /&gt;
|-&lt;br /&gt;
|blood-hued black||||||cucumber green||slate blue||||||faded black||||chocolate||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||chartreuse||twilight blue||||||iridescent black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||silvery green||celestial blue||||||red-speckled black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||navy blue||||||scorched black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||dusky blue||||||onyx||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||baby blue||||||blood-hued black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||glossy blue||||||moonshade black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||smalt blue||||||||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:If a dye is not listed above, there is a possibility that it could be added.  For 5000 silvers, a dye color can be submitted to the Guild Guru GM. There is no guarantee that the dye color will be approved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant says, &amp;quot;Alright Milque, I can put in a request for some sunset orange dye for you.  The cost will be 5,000 silver, no notes.  Just ask me about ordering sunset orange dye one more time within the next 30 seconds to confirm your order.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant collects your silvers and says, &amp;quot;Very well, Milque, I have put in a request for some sunset orange dye for you.  Please check back within a week or two and use LMASTER CUSTOMIZE DYE REQUEST UPDATE to check on the status of your dye order.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:;Cleaning&lt;br /&gt;
::At any point in the customization process a lockpick can be returned to &amp;quot;a &amp;lt;metal&amp;gt; lockpick&amp;quot; by using {{boldmono|LM CUSTOMIZE CLEAN}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust clean&lt;br /&gt;
You take a file from the workbench and carefully file all the distinguishing markings and ornamentation off of a steel lockpick, leaving you holding a steel lockpick.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&lt;br /&gt;
===Creating Keyrings===&lt;br /&gt;
:This skill is learned at rank 63.&lt;br /&gt;
:Note that these keyrings can not be dyed at the [[Dyer&#039;s tent]].&lt;br /&gt;
:You must be at a Guild toolbench with empty hands and required silver coins to create.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Keyring !!Price !! !!Keyring !!Price&lt;br /&gt;
|-&lt;br /&gt;
|a chain link keyring||200|| ||a slim mithril keyring||1000&lt;br /&gt;
|-&lt;br /&gt;
|a tarnished brass keyring||200|| ||a twining invar keyring||800&lt;br /&gt;
|-&lt;br /&gt;
|a solid steel keyring||200|| ||a gold filigree keyring||600&lt;br /&gt;
|-&lt;br /&gt;
|a sturdy iron keyring||200|| ||a kelyn-clasped keyring||2500&lt;br /&gt;
|-&lt;br /&gt;
|a verdigris copper keyring||200|| ||a braided silver keyring||400&lt;br /&gt;
|-&lt;br /&gt;
|a vaalin-laced keyring||10000|| || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
Gaining ranks in all of the Rogue Guild skills requires the completion of numerous tasks.&lt;br /&gt;
&lt;br /&gt;
===Master Tasks===&lt;br /&gt;
:Depending on the rank of the rogue, the Skilled Masters will ask for different tasks.&lt;br /&gt;
:Sense your best lock : Awards 4-7 Training Points&lt;br /&gt;
:Sense conditions for traps : {{boldmono|LMAS SENSE}} response does not indicate you&#039;ve sensed an area inadequately; instead, the master footpad will instead tell you that you&#039;ve done it wrong without clarifying that it was a detection issue. Just keep going and using response syntax of &#039;&#039;&#039;&amp;lt;difficulty&amp;gt; trap&#039;&#039;&#039; regardless of whether he gives you credit.&lt;br /&gt;
&lt;br /&gt;
===Parchment Conditions===&lt;br /&gt;
&lt;br /&gt;
[[Lock_Mastery#LM_SENSE_Conditions_Maps|LM SENSE Conditions Maps]]&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some easy boxes under a variety of conditions.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards: 7-9 Training Points&lt;br /&gt;
&#039;&#039;&#039;-- Wehnimer&#039;s Landing -- &#039;&#039;&#039;&lt;br /&gt;
* Average lighting - TSC, East Tower (all floors) &lt;br /&gt;
* Bright lighting - TSE, Two east of Moot Hall &lt;br /&gt;
* Dark lighting - SE and S of DeLuca (in guild), East Tower (down the trapdoor) &lt;br /&gt;
* Average Lighting, Fog - TSC, TSC Treehouse&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Note:If you lose your parchment telling your which room conditions to find. {{boldmono|ASK DELUCA ABOUT PARCHMENT}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tough Boxes===&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some tough boxes from creatures.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards 6-8 Training Points&lt;br /&gt;
&lt;br /&gt;
===Measuring with Calipers===&lt;br /&gt;
&lt;br /&gt;
===Audience===&lt;br /&gt;
:&amp;lt;i&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Whatever ya do, it&#039;s important to look good while yer doin&#039; it, and from where I&#039;m standin&#039;, yer off to a slow start. Go out and practice openin&#039; some boxes with yer latest trick for an audience. Be sure and get some that are a decent challenge for ya.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 5 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to use some decently challenging boxes to practice your latest trick for an audience.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Practice the latest {{boldmono|[[Lock Mastery#Picking Tricks|PTRICK]]}} learned on a box that provides the locksmith decent challenge in front of at least four people. Rogues active in the guild count as two, Rogue Guild Masters count as three. You can only get one repetition every 30 seconds. Persons that are hidden or invisible do not count as a member of the audience. Those practicing the skill in [[Zul Logoth]], [[Pinefar]] or [[the Rift]] will find that they require an audience of only two people.&lt;br /&gt;
&lt;br /&gt;
:Depending on how far along you are in the skill, you will need to use more difficult boxes.&lt;br /&gt;
&lt;br /&gt;
===Picking Contests===&lt;br /&gt;
:&amp;lt;pre{{log2}}&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Think you&#039;re getting good at this? Let&#039;s find out! Go tell a footpad I sent ya to pit your skills against theirs in a lockpicking contest to the death! Or whatever.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 12 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to pit your skills against a footpad.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You and the master will each be given five boxes.  They might be trapped, they might not.  The traps are not dangerous.  The locks will be of different sizes.  You will be given points for disarming traps, picking boxes, and speed.  Like normal picking, using the best lockpick for the lock will give you more points.  You will be docked points for missing traps and failing pick attempts.  Try to get a higher score than the footpad.&lt;br /&gt;
&lt;br /&gt;
===Wedge Open Boxes===&lt;br /&gt;
&lt;br /&gt;
===Relock Boxes===&lt;br /&gt;
&lt;br /&gt;
===Put Clasps on Containers===&lt;br /&gt;
&lt;br /&gt;
Go to &#039;&#039;&#039;[https://gswiki.play.net/Lock_Mastery#Adding_Clasps_to_Containers Adding Clasps to Containers]&#039;&#039;&#039; above.&lt;br /&gt;
&lt;br /&gt;
===Create Locks and Keys===&lt;br /&gt;
&lt;br /&gt;
===Extract Trap Components===&lt;br /&gt;
:From rank 39 to 48 rogues are assigned to extract components from certain types of traps (e.g., vials of explosives) via the {{boldmono|LM DISARM ON}} command. Not every successful disarm will yield a component. The extracted components are of various practical use; the acid vials in particular are necessary to advance in Lock Mastery. The trap types are added successively as follows:&lt;br /&gt;
&lt;br /&gt;
*39: [[Trap#Poison_Needles|Poison needles]] and [[Trap#Jaws|jaws]]&lt;br /&gt;
*41: [[Trap#Acid_Vial|Acid vials]]&lt;br /&gt;
*43: [[Trap#Dark_Crystal|Dark crystals]] and [[Trap#Sphere|spheres]]&lt;br /&gt;
*46: [[Trap#Gas_Cloud|Gas cloud vials]] and [[Trap#Fire_Vial|fire cloud vials]]&lt;br /&gt;
&lt;br /&gt;
===Customize Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Tsoran&#039;s site has an excellent table showing the skills, benefits and tasks required to progress in lock mastery. In addition to the benefits listed the smith will see reductions in RT for caliper use and for trap detection and disarming as they reached the advanced ranks of lockmastery.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
* [[Profession_guild_system_(saved_posts)#Audience_Repetitions_.287.2F2009.29|Audience Repetitions (saved post)]] &lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Lock%20Mastery/view Officials folder]&lt;br /&gt;
*[http://www.beaconhall.net/tsoran/menuhome-ref-locks.shtml Tsoran&#039;s Lock Mastery Archive (click Lock Mastery on left menu)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guild Skills]]&lt;br /&gt;
[[Category:Rogue Guild Skills]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=233592</id>
		<title>Lock Mastery</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lock_Mastery&amp;diff=233592"/>
		<updated>2025-02-14T22:57:47Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Add a table with estimated modifier ranges for crafted lockpicks&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockmastery&#039;&#039;&#039; is one of six [[Rogue Guild]] [[guild skill]]s that allows a [[rogue]] to [[Picking Locks|pick]] [[Box (treasure)|box]]es faster, add locks and [[Lockmastery#Clasping containers|clasps]] to certain items, measure a lock size, and a number of other things.&lt;br /&gt;
{{TOCright}}&lt;br /&gt;
==Skills==&lt;br /&gt;
Lockmastery skills are generally skills that relate to traps, locks, and things one can do with traps and locks.  Locksmiths use calipers to narrow down the best pick to use while picking boxes.  Sorcerers need locked containers to use one aspect of their [[Phase (704)]] spell, and commission rogues to add locks to certain items.  Some skills, like the {{boldmono|PTRICK}}s, are useful only for show.&lt;br /&gt;
&lt;br /&gt;
=== Focus ===&lt;br /&gt;
{{boldmono|LMASTER FOCUS}} activates a short duration bonus to picking locks and disarming traps and is granted at rank 1.  This bonus is mutually exclusive with the bonuses imparted by [[Lock Pick Enhancement (403)]] and [[Disarm Enhancement (404)]], only the higher of the bonuses between these and Focus will be used.  This buff can be stopped manually before its natural end via {{boldmono|STOP LMASTER FOCUS}}. &lt;br /&gt;
&lt;br /&gt;
The Focus formula is as follows: &lt;br /&gt;
*For {{boldmono|PICKLOCK}} or {{boldmono|DISARM}}: {{mono|(2 * LM rank + ([[Dexterity]] bonus / 2))}}&lt;br /&gt;
*For {{boldmono|DETECT}}: {{mono|(2 * LM rank + ([[Intuition]] bonus / 2))}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tricks===&lt;br /&gt;
:There are seven different styles that a lockmastery-skilled rogue can use to add style to his picking attempts.&lt;br /&gt;
&lt;br /&gt;
:To use, the syntax is {{boldmono|LM PTRICK &amp;lt;SKILL&amp;gt; &amp;lt;CONTAINER&amp;gt;}}.&lt;br /&gt;
&lt;br /&gt;
:;SPIN (Ranks 1 to 9)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick flick of the wrist, you spin your copper tatting spindle around in your palm, stopping it as the tip enters a sturdy iron trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIST (Ranks 10 to 19)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You give your vaalin lockpick a sharp twist, attempting to straighten it slightly, before settling into the difficult task of picking the lock on a rotting monir strongbox...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TURN (Ranks 20 to 29)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;Taking a gentle turn, you choke up on your golvern nail file for a better grip, then devote all your attention to the lock on a badly damaged maoral chest...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TWIRL (Ranks 30 to 39)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a casual motion, you twirl your invar lockpick around your index finger, catching it between thumb and forefinger before applying it to the lock of a rotting monir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;TOSS (Ranks 40 to 49)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;With a quick toss, you send your invar lockpick popping into the air, whirling like a top!  As it comes down, you easily snatch it from the air and begin to pick the lock on a sturdy tanik coffer...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;BEND (Ranks 50 to 59)&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;You carefully bend the tip of your copper lockpick slightly, adjusting it for a better angle, before attempting to pick the lock on a plain modwir trunk...&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;FLIP (Ranks 60 to 62)&lt;br /&gt;
:{{boldmono|PTRICK FLIP}} is a little different in that it is not followed by the standard box picking messaging. The size of the lock is not displayed.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm ptrick flip my chest&lt;br /&gt;
Pretending to only examine the lock of a rotting haon chest, you instead attempt to quietly turn the tumblers to within a hair&#039;s breadth of clicking...&lt;br /&gt;
You make a passable attempt (d100=44).&lt;br /&gt;
&lt;br /&gt;
Then with an easy motion, you flip your lockpick into the air and give the chest a solid smack!&lt;br /&gt;
&lt;br /&gt;
The chest gives off an audible *click* as the tumblers snap open.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
===Sensing Room Conditions===&lt;br /&gt;
:This skill is practiced from rank 1 to 5.&lt;br /&gt;
&lt;br /&gt;
:Room conditions can influence the ability of a rogue to pick a lock. A brighter room is better for lockpicking than a darker room. Fog hinders lockpicking as well.&lt;br /&gt;
&lt;br /&gt;
:There are approximately eight seconds between entering the {{boldmono|LM SENSE}} command and having the room conditions reported back.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm sense&lt;br /&gt;
With a seasoned eye, you begin to examine both yourself and the area in an attempt to ascertain the current conditions for lockpicking...&lt;br /&gt;
&lt;br /&gt;
&amp;gt;&lt;br /&gt;
After a thorough examination, you determine that you are in excellent shape, physically.  As far as you can tell, the area around you has pretty average lighting.&lt;br /&gt;
&lt;br /&gt;
Unfortunately, the voices in your head will hinder any attempts at serious locksmithing.&lt;br /&gt;
&lt;br /&gt;
Under the current conditions, you think you could probably handle an intricate trap and a fairly easy lock with any old lockpick.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
LM Sense is the first Lock Mastery skill learned in the guild, it is obtained at rank 1.&lt;br /&gt;
&lt;br /&gt;
:Troubleshooting: If seeing the message &amp;lt;i&amp;gt;&amp;quot;You discover that you&#039;re not really skilled enough at this to be able to tell much.&amp;quot;&amp;lt;/i&amp;gt; or a message about pickpocketing, it is possible that you are only using the {{boldmono|[[SENSE (verb)|SENSE]]}} verb.  Please try again using {{boldmono|LM SENSE}}. You will also see this message if you have 0 ranks in lockpicking skill.&lt;br /&gt;
&lt;br /&gt;
==== LM SENSE Conditions Maps ====&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
[[Media:WL-LM_SENSE.png]] - Wehnimer&#039;s Landing&lt;br /&gt;
[[Media:VO-LM_SENSE.png]] - Solhaven&lt;br /&gt;
[[Media:IMT-LM_SENSE.png]] - Icemule Trace&lt;br /&gt;
[[Media:IFW-LM_SENSE.png]] - Island of Four Winds&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Measuring the Size of a Lock with Calipers===&lt;br /&gt;
:This skill is practiced from rank 6 to 9.&lt;br /&gt;
&lt;br /&gt;
:Calibrating calipers is practiced from rank 10 to 13.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm measure my str&lt;br /&gt;
Using your professional calipers, you carefully begin to measure the lock...&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
R&amp;gt;&lt;br /&gt;
Measuring carefully, it looks to be a fairly simple lock.&lt;br /&gt;
&lt;br /&gt;
Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cal my cal&lt;br /&gt;
You make some effort to fine-tune the professional calipers.&lt;br /&gt;
You can&#039;t help but think that the calipers are as finely-tuned as you are possibly going to get them.  They practically glow with calibration!&lt;br /&gt;
Roundtime: 12 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&amp;lt;b&amp;gt;Note:&amp;lt;/b&amp;gt;When finishing the Master task Calibrate with Master bean, when you have the &amp;quot;Those calipers could not be more perfectly calibrated.  You should leave them alone.  You&#039;ll just mess them up.&amp;quot; you need to {{boldmono|GIVE CALI TO BEAN}}. Give Bean will not work with the calipers in your hand, and placing them back on the table will yield no finished task.&lt;br /&gt;
&lt;br /&gt;
Calipers provide perfect detection when perfectly calibrated by a master of Lock Mastery.&lt;br /&gt;
&lt;br /&gt;
===Wedging Open Boxes===&lt;br /&gt;
:This skill is practiced from rank 14 to 24.&lt;br /&gt;
&lt;br /&gt;
:Using a wooden wedge made in the guild, a locksmith can open a fused or plated box. You must hold the container in one hand and have a wedge in the other.&lt;br /&gt;
&lt;br /&gt;
To make a wedge, go to Rogue Guild, Workshop Toolbench (Room 26232 in the Landing, but every guild has a workshop) and {{boldmono|ORDER 1}} (a block of wood). It costs about 300 silvers. Then {{boldmono|CARVE BLOCK}} until it becomes a wedge and then {{boldmono|CARVE WEDGE}} until you get the message to {{boldmono|RUB}} the wedge. {{boldmono|RUB}} it.&lt;br /&gt;
&lt;br /&gt;
*Syntax: {{boldmono|LM wedge my &amp;lt;container&amp;gt;}}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Locksmith inserts the tip of his warped wooden wedge just under the lid of his monir trunk and carefully works it back and forth until it is firmly seated.  Locksmith tries to jam the wedge in further with the palm of his hand but only manages to splinter it as the tip slides along the edge. &lt;br /&gt;
The lid of a weathered monir trunk suddenly splits away from the casing amidst the crunch of splintering wood!&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Appraising Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 20 to 24.&lt;br /&gt;
&lt;br /&gt;
:Rogues can appraise their lockpicks to determine their quality, condition, and give you a general idea on how large of a lock you can handle. Note: appraising a lockpick with lore will yield higher results.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm app my lock&lt;br /&gt;
You examine the silver lockpick very closely.  It appears to be in good condition.  It seems to have a somewhat inaccurate level of precision and has below average strength.  As far as you can tell, the lockpick has never been repaired.  You could probably handle a simple lock pretty easily with it.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Repairing Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 25 to 29.&lt;br /&gt;
====Bent====&lt;br /&gt;
:Repairs can be made to a lockpick after the tip is bent.  These repairs do not need to be made at a Rogue Guild toolbench.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
You carefully go about reshaping the invar lockpick, taking great care to provide the proper curvature to the tip.&lt;br /&gt;
Roundtime: 9 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
====Snapped====&lt;br /&gt;
:When a lockpick is completely broken, it must be repaired at a Rogue Guild toolbench using a wire of the same material.  The wires can be purchased from the attendant at the toolbench.  It is usually significantly cheaper and faster to repair lockpicks through Lock Mastery than the local NPC locksmith.  For example, a golvern wire would cost 16k, but Shind would cost a Ta&#039;Vaalor full citizen 40k and 8 hours to repair.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Glaes&#039;&#039;&#039; lockpicks &#039;&#039;&#039;cannot&#039;&#039;&#039; be repaired through Lock Mastery, although they can be by the town locksmith, costing around 1,000 silvers and taking 5 hours. &lt;br /&gt;
&lt;br /&gt;
:The ability of the rogue will determine if they have enough skill to repair the lockpick.  You must have at least 60 ranks in Lock Mastery, in order to repair vaalin lockpicks.&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||20&lt;br /&gt;
|&lt;br /&gt;
|alum||3900&lt;br /&gt;
|-&lt;br /&gt;
|brass||45&lt;br /&gt;
|&lt;br /&gt;
|vultite||5100&lt;br /&gt;
|-&lt;br /&gt;
|steel||85&lt;br /&gt;
|&lt;br /&gt;
|rolaren||6500&lt;br /&gt;
|-&lt;br /&gt;
|gold||350&lt;br /&gt;
|&lt;br /&gt;
|veniom||8500&lt;br /&gt;
|-&lt;br /&gt;
|silver||425&lt;br /&gt;
|&lt;br /&gt;
|kelyn||11000&lt;br /&gt;
|-&lt;br /&gt;
|ora||850&lt;br /&gt;
|&lt;br /&gt;
|invar||13000&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1025&lt;br /&gt;
|&lt;br /&gt;
|golvern||16000&lt;br /&gt;
|-&lt;br /&gt;
|laje||2900&lt;br /&gt;
|&lt;br /&gt;
|vaalin||21000&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm repair my lockpick&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged ora lockpick, being careful not to melt the handle or your fingers.&lt;br /&gt;
&lt;br /&gt;
When the tip is loose, you neatly pluck it from its home in a wire-thin hole running up into the handle, before replacing it with a new ora wire.&lt;br /&gt;
&lt;br /&gt;
Taking the old tip, you hold it over the blue flame of a nearby burner with a pair of metal grips.  The wire quickly turns red and begins to sag, and just as the first drop threatens to fall into the tongue of flame, you smoothly touch the end of the filament to the joining of the handle and the new wire.  The thick molten metal seeps in around the edges of the ora wire, cooling rapidly to form a tight bond.&lt;br /&gt;
Roundtime: 11 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:If the lockpick is unable to be repaired (either by skill of the locksmith or number of times the lockpick has already been repaired), the messaging is as follows:&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
Using a small glass dropper, you apply a small bit of acid to the fused joint at the base of the tip of a copper-edged invar lockpick, but the broken tip refuses to work free.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=== Restoring Lockpicks ===&lt;br /&gt;
&lt;br /&gt;
:Masters of the Lock Mastery (Rogue) guild skill may use {{boldmono|LMASTER RESTORE}} on a favored lockpick once per calendar month to restore it to its original condition. This removes any effects from breaking and repairing the pick. New lockpicks crafted (by players) will be restored to their originally crafted statistics. Lockpicks that were crafted prior to the [[/saved_posts|5/21/20 update]] will be restored to the statistics at the time of that update. Lockpicks obtained from merchants and shops will be restored to the statistics that are standard for their material. Completely broken lockpicks must still first be {{boldmono|LMASTER REPAIR}}ed before being {{boldmono|LMASTER RESTORE}}d.&lt;br /&gt;
&lt;br /&gt;
===Relocking Boxes===&lt;br /&gt;
:This skill is practiced from rank 30 to 32.&lt;br /&gt;
&lt;br /&gt;
:A rogue can relock a box, provided that they can handle the lock size.  Experience and difficulty reps are not given for picking a relocked box.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm relock my chest&lt;br /&gt;
You settle into the difficult task of relocking the tanik chest.&lt;br /&gt;
You make a talented attempt (d100=81).&lt;br /&gt;
You struggle with the tumblers.  As you do, you get a sense that the chest has a rudimentary lock (-60 thief-lingo difficulty ranking).  Then...CLICK!  It locks!&lt;br /&gt;
Roundtime: 10 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Adding Clasps to Containers===&lt;br /&gt;
:This skill is practiced from rank 33 to 35.&lt;br /&gt;
&lt;br /&gt;
:The rogue can add a clasp to certain containers that do not open and close, making them closeable.  If the item is scripted, the item will not be able to be clasped via lockmastery.&lt;br /&gt;
&lt;br /&gt;
:For training purposes, rogues can find an uncloseable plain sack for sale in the guild shops.&lt;br /&gt;
&lt;br /&gt;
:The following nouns can possibly take a clasp:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, burnoose, cape, capelet, carryall, case, casket, cloak, coat, codex, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, neckpouch, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, shrug, songbook, sporran, tome, tome, toolkit, tube, valise, vestment, volume, and waistcoat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Adding a clasp to a container counts as one item IN that container, making the container hold one less item when it is filled to capacity.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:To see if an item can take a clasp, the {{boldmono|LMASTER CLASP CHECK}} verb can be used.&lt;br /&gt;
::*&amp;lt;i&amp;gt;A purple mantle can have a clasp attached to it, but not a lock.&lt;br /&gt;
::*A purple mantle already has a clasp, and cannot have a lock added.&lt;br /&gt;
::*That already has a clasp, but it can have a lock added.&lt;br /&gt;
::*That is not an appropriate type of container to add a clasp or lock to.&lt;br /&gt;
::*That&#039;s not a container.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The first time that {{boldmono|LMASTER CLASP}} is used on an item, it will punch a hole in the item, readying it for the clasp held in your other hand. Clasps are available in the guild shops. Also, items with the noun &amp;quot;clasp&amp;quot; found in the [[treasure system]] can be used to clasp containers. Merchants have sold items without the clasp noun at multiple festivals. This action results in 20-30 seconds of [[roundtime]].&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp sack&lt;br /&gt;
Picking up a punch from the workbench, you carefully put a hole in the mantle where you intend to attach a clasp.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:The second time that {{boldmono|LMASTER CLASP}} is used on an item, you will be prompted for the clasp description. The description of the clasped item can have three variations:&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[show description]], the verb is {{boldmono|LMASTER CLASP SHOWDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To attach the clasp so that it is visible in the [[long description]], the verb is {{boldmono|LMASTER CLASP LONGDESC}}&lt;br /&gt;
&lt;br /&gt;
::*To keep the clasp hidden and keep the item&#039;s description the same, the verb is {{boldmono|LMASTER CLASP NODESC}}, or simply {{boldmono|LMASTER CLASP}}.&lt;br /&gt;
&lt;br /&gt;
:You may also specify the style in which you want the clasp attached. The following phrases can be used to affix the clasp by typing {{boldmono|LMASTER CLASP {SHOWDESC or LONGDESC} {style}}} after the initial {{boldmono|LMASTER CLASP {item}}}:&lt;br /&gt;
:::{| {{prettytable}}&lt;br /&gt;
!Description !!Style&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;clasped with&amp;quot;||CLASP&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;secured with&amp;quot;||SECURE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;buckled with&amp;quot;||BUCKLE&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;fastened with&amp;quot;||FASTEN&lt;br /&gt;
|-&lt;br /&gt;
|&amp;quot;pinned by&amp;quot;||PIN&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm clasp longdesc pin&lt;br /&gt;
Selecting a pair of grips from the workbench, you carefully put a plain clasp through the hole in your plain sack and secure it in place.&lt;br /&gt;
Roundtime: 27 sec.&lt;br /&gt;
R&amp;gt;glance&lt;br /&gt;
You glance down to see a plain sack pinned by a plain clasp in your right hand and nothing in your left hand.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Clasps can be removed from containers using {{boldmono|LMASTER CLASP REMOVE}} by those with enough skill to add a clasp.  This will leave the item stuck open and able to have a new clasp added. The process will permanently change the item&#039;s long or show description to reflect the removal of the clasp (if applicable), and not all altered items will be able to have the clasp removed.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;NOTE:  Removing a clasp from a container will destroy the clasp, so be sure before you remove the clasp that it is one you do not mind losing permanently.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Making and Adding Locks to Containers===&lt;br /&gt;
:This skill is practiced from rank 36 to 38.&lt;br /&gt;
&lt;br /&gt;
:The rogue can create a lock to add to certain containers. The lock can be of any difficulty that the rogue can pick open, though a difficult lock is necessary.  The larger the lock size, the more expensive it is to create.&lt;br /&gt;
&lt;br /&gt;
:The rogue can also cut keys and eventually customize said keys. It is advisable to have at least two keys; one key to unlock the container, and another key to store inside the container in case the first key is lost. Lockable containers can also be picked open and relocked via {{boldmono|LM RELOCK}}.&lt;br /&gt;
&lt;br /&gt;
:Having a container that locks has both practical and role playing purposes. Phasing a locked container will cause the items within to become weightless as well as the container itself, making the service desirable for sorcerers.&lt;br /&gt;
&lt;br /&gt;
:The following items can have a lock added to them:&lt;br /&gt;
::album, atanika, ataniki, backpack, bag, bankbook, basket, book, box, burnoose, cape, capelet, carryall, case, casket, chest, cloak, coat, codex, coffer, diary, doublet, folio, greatcloak, grimoire, handbag, harness, haversack, hip-basket, hip-satchel, jacket, journal, kit, knapsack, longcloak, longcoat, manifest, mantle, musette, over-gown, overrobe, pack, pelisse, pocketbook, pouch, prayerbook, purse, quiver, register, reliquary, reticule, robe, robes, rucksack, sack, saddlebag, satchel, shroud, songbook, sporran, strongbox, tome, tome, toolkit, trunk, tube, valise, vestment, and volume.&lt;br /&gt;
&lt;br /&gt;
;Creating a lock&lt;br /&gt;
:To create a lock, the rogue must go to a workshop toolbench with enough silvers to create the desired lock.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock create 500&lt;br /&gt;
You call in a workshop attendant and offer him enough to cover the materials for a -500 lock.  A workshop attendant accepts your silvers.&lt;br /&gt;
&lt;br /&gt;
The workshop attendant quickly retrieves a small block of steel and hands it to you before returning to his counter.&lt;br /&gt;
&lt;br /&gt;
Materials in hand, you concentrate on the task of molding a -500 lock. After a short time, you find yourself with an average five tumbler lock assembly in your hand. You select a lock housing from the workbench and slide the average lock assembly inside.&lt;br /&gt;
Roundtime: 42 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Unwanted lock assemblies can be sold back to the workshop attendant for roughly 70% of the creation price or used for deeds.&lt;br /&gt;
&lt;br /&gt;
:To attach a lock to a container, one must have a container with one of the nouns listed above and a lock assembly. The container must be able to open and close, and must be open when the lock is added. A workshop is not necessary to install a lock assembly into a container if the rogue has a locksmith&#039;s toolkit equipped with a set of narrow metal grips.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock knapsack&lt;br /&gt;
Taking the metal grips from your gold-painted toolbox, you insert your lock assembly into the clasp of your leather knapsack, and attach it securely.&lt;br /&gt;
Roundtime: 38 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:To duplicate a lock assembly, use the {{boldmono|LM LOCK CREATE DUPLICATE}} syntax inside a workshop. This will create an identical lock assembly to one held in the rogue&#039;s hand. This is useful for people who want multiple items that lock, but want to use only one key.  &lt;br /&gt;
::Nota bene: The lock duplication skill can only be used to create genuine duplicates of the smith&#039;s own locks.&lt;br /&gt;
&lt;br /&gt;
:Lock assemblies can be removed from containers, but the lock assembly will be destroyed in the process. Locks can only be removed in a workshop. This is useful for those who have lost their keys and would like to regain the ability to lock and unlock the container with a key.&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm lock remove knapsack&lt;br /&gt;
You select a tool from the toolbench and, with a bit of finesse and a lot of brute force, pry the lock out of the leather knapsack.  Satisfied with your act of destruction, you toss the mangled lock assembly into a nearby wastebin.&lt;br /&gt;
Roundtime: 6 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
;Making Keys&lt;br /&gt;
:To cut a key, the rogue must purchase a key blank.  Steel key blanks are available in the guild workshops.  Key blanks made of various metals can occasionally be purchased at special merchant events.&lt;br /&gt;
&lt;br /&gt;
:Keys can be cut to fit specific lock assemblies or to duplicate existing keys.  Keys can NOT be cut to fit the lock assembly after the lock assembly is installed in the container.  The lock assembly can be removed from the container in case all keys are lost, but the lock assembly will be destroyed in the process. Keys must be cut specifically for each lock assembly; keys made for assemblies even of the same difficulty will not fit.  The only exception is if a duplicate has been made of the same lock assembly.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cut&lt;br /&gt;
You place a steel key blank into the key-cutting machinery and carefully carve out a pattern that matches a primitive lock assembly.&lt;br /&gt;
Roundtime: 33 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating Lockpicks===&lt;br /&gt;
{{side box|Your (enhanced if applicable) [[Dexterity]], [[Intuition]], and [[Discipline]] bonuses can help (Dex more than the other two), along with your lockpicking skill (bonus not ranks) and LM ranks. There&#039;s a large luck component to the modifier but having high values for those things will improve your chances at a good modifier. ~Ixix}}&lt;br /&gt;
:This skill is practiced from rank 50 to 56.&lt;br /&gt;
&lt;br /&gt;
:Through Lock Mastery the rogue has the ability to create lockpicks of better quality than those sold at other stores in Elanthia.  &lt;br /&gt;
&lt;br /&gt;
;Available Materials and Costs&lt;br /&gt;
:To create a lockpick, a rogue needs to purchase a thin bar of metal from the guild workshop.&lt;br /&gt;
&lt;br /&gt;
:Glaes is unavailable because it is volcanic glass. Glaes lockpicks cannot be made by heating and bending the material and thus are not able to be created via Lock Mastery.&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Cost !! !!Material !!Cost&lt;br /&gt;
|-&lt;br /&gt;
|copper||80||||brass||200&lt;br /&gt;
|-&lt;br /&gt;
|[[steel]]||400||||gold||1600&lt;br /&gt;
|-&lt;br /&gt;
|silver||2000||||[[ora]]||4000&lt;br /&gt;
|-&lt;br /&gt;
|[[mithril]]||480||||[[laje]]||13600&lt;br /&gt;
|-&lt;br /&gt;
|[[alum]]||18400||||[[vultite]]|| 24000&lt;br /&gt;
|-&lt;br /&gt;
|[[rolaren]]||28800||||[[veniom]]||40000&lt;br /&gt;
|-&lt;br /&gt;
|[[kelyn]]||49600||||[[invar]]||60000&lt;br /&gt;
|-&lt;br /&gt;
|[[golvern]]||76000||||[[vaalin]]||100000&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
;Creating a Lockpick&lt;br /&gt;
:Lockpicks must be created inside a workshop.  While holding a thin bar of metal, the syntax is {{boldmono|LM CREATE}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm create&lt;br /&gt;
Placing your bar of copper onto the grinding wheel, you slowly begin to pare away the excess material.  Once you are satisfied that the wheel is no longer precise enough for the task, you remove the remaining strip of copper from the wheel and transfer it to the toolbench to file it down to its final form by hand.  After another moment, the work is complete.  As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&lt;br /&gt;
Roundtime: 45 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Lockpicks have the chance to be below average, fairly average, or exceptional. The quality descriptor in the last line of the creation messaging will have an effect on the lockpick&#039;s mod.&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting copper lockpick from the toolbench, a quick glance reveals that it&#039;s of fairly average quality.&amp;lt;/pre&amp;gt;&lt;br /&gt;
::&amp;lt;pre{{log2}}&amp;gt;As you remove the resulting mithril lockpick from the toolbench, you can&#039;t help but be pleased with the exceptional quality of your work.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
; Estimated Modifiers&lt;br /&gt;
::{| {{prettytable}}&lt;br /&gt;
!Material !!Base Mod !!Far Below Average !!Fairly Average !!Exceptional&lt;br /&gt;
|-&lt;br /&gt;
|copper||1.0||0.98||0.99 - 1.00||1.01 - 1.02&lt;br /&gt;
|-&lt;br /&gt;
|brass||1.05||1.03||1.04 - 1.05||1.06 - 1.07&lt;br /&gt;
|-&lt;br /&gt;
|steel||1.1||1.08||1.09 - 1.10||1.11 - 1.12&lt;br /&gt;
|-&lt;br /&gt;
|gold||1.2||1.16||1.19 - 1.20||1.21 - 1.22&lt;br /&gt;
|-&lt;br /&gt;
|silver||1.3||1.28||1.29 - 1.30||1.31 - 1.32&lt;br /&gt;
|-&lt;br /&gt;
|mithril||1.45||1.43||1.44 - 1.45||1.46 - 1.47&lt;br /&gt;
|-&lt;br /&gt;
|ora||1.55||1.53||1.54 - 1.55||1.56 - 1.57&lt;br /&gt;
|-&lt;br /&gt;
|laje||1.75||1.69 - 1.71||1.72 - 1.75||1.76 - 1.78&lt;br /&gt;
|-&lt;br /&gt;
|vultite||1.8||1.72 - 1.75||1.77 - 1.80||1.81 - 1.83&lt;br /&gt;
|-&lt;br /&gt;
|rolaren||1.9||1.83 - 1.86||1.87 - 1.90||1.91 - 1.93&lt;br /&gt;
|-&lt;br /&gt;
|veniom||2.2||2.09 - 2.14||2.15 - 2.20||2.21 - 2.24&lt;br /&gt;
|-&lt;br /&gt;
|invar||2.25||2.14 - 2.19||2.20 - 2.25||2.26 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|alum||2.3||2.19 - 2.24||2.25 - 2.30||2.31 - 2.34&lt;br /&gt;
|-&lt;br /&gt;
|golvern||2.35||2.24 - 2.29||2.30 - 2.35||2.36 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|kelyn||2.4||2.29 - 2.34||2.35 - 2.40||2.41 - 2.44&lt;br /&gt;
|-&lt;br /&gt;
|vaalin||2.5||2.35 - 2.42||2.43 - 2.50||2.51 - 2.55&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Customizing Lockpicks and Keys===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Rogues trained in Lock Mastery can customize the description of lockpicks and keys.&lt;br /&gt;
:;Edging&lt;br /&gt;
&lt;br /&gt;
::Edging can be made of copper, brass, bronze, iron, steel, silver, gold, mithril, ora, alum, imflass, vultite, or vaalorn.&lt;br /&gt;
&lt;br /&gt;
::The rogue has the option of putting the edging into the longer description of the lockpick, such as a copper-edged invar lockpick, or into the shorter description. If the latter option is chosen, the short description and activator adjective of the item would be &amp;quot;a copper-edged lockpick&amp;quot;, but the full name of the lockpick would still be &amp;quot;a copper-edged invar lockpick&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
::Edging of the same material cannot be used to edge the lockpick.  For example, one cannot have a copper-edged copper lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm customize edge bronze&lt;br /&gt;
You call out to a workshop attendant and request some bronze for edging.  He wanders in with some bronze and asks for 250 silvers, which you quickly hand over.  Taking the bronze from him, you take a heated crimping tool from the workbench and set about edging your copper lockpick.  After a few moments, the work is done, leaving you holding a bronze-edged copper lockpick.&lt;br /&gt;
Roundtime: 29 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:{| {{prettytable}}&lt;br /&gt;
|colspan=11 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Edging Pricing&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing !! !!Metal !!Pricing&lt;br /&gt;
|-&lt;br /&gt;
|copper||20|| ||brass||100||||bronze||250|| ||iron||300&lt;br /&gt;
|-&lt;br /&gt;
|steel||400|| ||silver||500||||gold||1000|| ||mithril||1400&lt;br /&gt;
|-&lt;br /&gt;
|ora||1600|| ||alum||2000||||imflass||2000|| ||vultite||3000&lt;br /&gt;
|-&lt;br /&gt;
|vaalorn*||5000|| ||mithglin* || 5000 || ||invar* ||5000 || ||veniom* || 5000&lt;br /&gt;
|-&lt;br /&gt;
|laje*||5000|| ||rhimar* || 5000 || || || || || || &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Vaalorn is available at the Ta&#039;Vaalor Rogue Guild&lt;br /&gt;
*Mithglin is available at the Ta&#039;Illistim Rogue Guild&lt;br /&gt;
*Invar is available at the Zul Logoth Rogue Guild&lt;br /&gt;
*Veniom is available in the Wehnimer&#039;s Landing Rogue Guild&lt;br /&gt;
*Laje is available in the Solhaven Rogue Guild&lt;br /&gt;
*Rhimar is available in the Icemule Rogue Guild&lt;br /&gt;
&lt;br /&gt;
:;Insetting Gems&lt;br /&gt;
::Small items such as gems, scarabs, and certain extracted trap parts can be inset into the end of the lockpick.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust inset&lt;br /&gt;
You take a chisel from the workbench and quickly scrape out a setting for a small light violet sphere in your lockpick.  Replacing the chisel, you take a tube of glue and dab a small amount onto the back of your sphere before placing it on the lockpick and applying some pressure.  Once the glue is set, you release your grip and find yourself holding a steel lockpick inset with a small light violet sphere.&lt;br /&gt;
Roundtime: 30 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Colors &amp;amp; Dyes&lt;br /&gt;
::Lockpicks can be dyed a number of colors. Dying a lockpick costs 500 silvers.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;LMASTER CUSTOMIZE DYE RED-TINGED&lt;br /&gt;
You call out to a workshop attendant and request some red-tinged dye.  He wanders in with a pot of dye and asks for 500 silvers, which you quickly hand over.  Taking the dye from him, you slowly apply the dye evenly across the surface of the lockpick, taking care not to leave any area uncovered.  After a moment, the dye has dried, leaving you with a red-tinged copper lockpick.&lt;br /&gt;
Roundtime: 32 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
::{{boldmono|LM CUSTOM DYE ADJUST}} will move the dye color to the middle 15 characters of the short 15/15/15 description. This is useful for those who have multiple lockpicks of the same metal and would like to tell them apart easily.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
|colspan=13 style=&amp;quot;background:#ddd; white-space: nowrap; font-size: larger; text-align: center;&amp;quot; | &#039;&#039;&#039;Colors Available&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
!style=&amp;quot;background:Red;&amp;quot;|Red !!style=&amp;quot;background:orange;&amp;quot;|Orange !!style=&amp;quot;background:yellow;&amp;quot;|Yellow !!style=&amp;quot;background:Green;&amp;quot;|Green !!style=&amp;quot;background:Blue;&amp;quot;|Blue !!style=&amp;quot;background:Purple;&amp;quot;|Purple !!style=&amp;quot;background:Pink;&amp;quot;|Pink !!Black !!White !!style=&amp;quot;background:Brown;&amp;quot;|Brown !!style=&amp;quot;background:Grey;&amp;quot;|Grey  !!Misc&lt;br /&gt;
|-&lt;br /&gt;
|red||orange||yellow||green||aquamarine||purple||pink||black||white||brown||grey||rainbow&lt;br /&gt;
|-&lt;br /&gt;
|scarlet||tangerine||light yellow||verdant||blue-green||dark purple||rose-colored||sable||snow white||dark brown||dark grey||chrome&lt;br /&gt;
|-&lt;br /&gt;
|cardinal red||red-orange||lemon yellow||olive green||blue||violet||magenta||dark||chalk white||light brown||light grey||golden&lt;br /&gt;
|-&lt;br /&gt;
|vermilion||coppery gold||sallow||dark green||dark blue||plum-colored||rosy pink||inky black||lily white||nut brown||dove-colored||silvery&lt;br /&gt;
|-&lt;br /&gt;
|crimson||sunset orange||tawny yellow||light green||light blue||lavender||dusty rose||ebony||ivory white||hazel||iron grey||sand-colored&lt;br /&gt;
|-&lt;br /&gt;
|sanguine||apricot||ocher||forest green||turquoise||lilac||bright pink||coal black||pale white||puce||dun||peach-colored&lt;br /&gt;
|-&lt;br /&gt;
|blood red||carrot orange||ochre||leaf green||azure||mauve||coral pink||jet black||pearly white||ecru||drab grey||caramel-hued&lt;br /&gt;
|-&lt;br /&gt;
|coral red||persimmon||flaxen||sea green||cerulean||deep violet||amaranth pink||sooty black||pure white||tawny||dingy grey||coppery gold&lt;br /&gt;
|-&lt;br /&gt;
|ruby red||pumpkin orange||amber||grass green||cyan||grape||cerise||dusky black||stark white||maroon||steel grey||moonlight silver&lt;br /&gt;
|-&lt;br /&gt;
|fiery red||fiery orange||bright golden||pea green||sky blue||deep purple||salmon pink||dingy black||ghostly white||tan||ashen||pale golden&lt;br /&gt;
|-&lt;br /&gt;
|flame red||peach-colored||banana yellow||celadon||steel blue||periwinkle||pink-layered camouflage||midnight black||silvery||oak brown||ash grey||bright golden&lt;br /&gt;
|-&lt;br /&gt;
|dark red||||golden||emerald green||indigo||royal purple||dusky rose||blue-black||bone white||russet||dapple grey||deep chrome&lt;br /&gt;
|-&lt;br /&gt;
|brick red||||honey-colored||viridian||murky indigo||amethyst purple||pale pink||matte black||creamy white||rust-colored||dappled||pearlescent&lt;br /&gt;
|-&lt;br /&gt;
|rosy red||||sand-colored||ivy green||dark azure||wisteria||raspberry||raven black||pristine white||roan||slate-colored||opaline&lt;br /&gt;
|-&lt;br /&gt;
|ruddy crimson||||almond||bile green||royal blue||nightshade purple||fuschia||obsidian black||alabaster||sorrel||stone grey||opalescent&lt;br /&gt;
|-&lt;br /&gt;
|cherry red||||chartreuse||jade green||dark cyan||pale violet||blush pink||deep black||bleached white||henna||grey-blue||silvery white&lt;br /&gt;
|-&lt;br /&gt;
|dark crimson||||pale golden||grey-green||dark cerulean||amethyst||||shadowy black||glacial white||auburn||greyish blue||&lt;br /&gt;
|-&lt;br /&gt;
|deep red||||honey gold||pine green||sea blue||||||murky black||pearlescent||coppery brown||slate grey||&lt;br /&gt;
|-&lt;br /&gt;
|lava red||||champagne||cypress green||deep blue||||||mottled black||ivory||ale brown||storm grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-orange||||rich cream||malachite green||silvery blue||||||dull black||brilliant white||deep brown||mushroom grey||&lt;br /&gt;
|-&lt;br /&gt;
|cranberry-hued||||||verdant green||icy blue||||||ebon black||radiant white||dirt brown||pewter grey||&lt;br /&gt;
|-&lt;br /&gt;
|deep crimson||||||apple green||ice blue||||||ebon||gleaming white||chestnut brown||grey-green||&lt;br /&gt;
|-&lt;br /&gt;
|magma red||||||moss green||ultramarine||||||onyx black||silvery white||caramel-hued||smoky grey||&lt;br /&gt;
|-&lt;br /&gt;
|burgundy||||||seaweed green||midnight blue||||||glossy black||rich cream||hazel-brown||misty grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-tinged||||||mottled green||pale blue||||||charcoal black||||earthen brown||twilight grey||&lt;br /&gt;
|-&lt;br /&gt;
|russet||||||hunter green||teal||||||midnight ebon||||tawny sable||platinum grey||&lt;br /&gt;
|-&lt;br /&gt;
|dark russet||||||green camouflage||ocean blue||||||twilight black||||dark russet||charcoal||&lt;br /&gt;
|-&lt;br /&gt;
|rust-colored||||||woodland camouflage||cobalt blue||||||pitch black||||brown camouflage||dull grey||&lt;br /&gt;
|-&lt;br /&gt;
|auburn||||||green-layered camouflage||sapphire blue||||||void black||||chocolate-hued||cinereous||&lt;br /&gt;
|-&lt;br /&gt;
|berry red||||||hemlock green||glacial blue||||||deep ebony||||burnt umber||pallid grey||&lt;br /&gt;
|-&lt;br /&gt;
|red-speckled black||||||pale jade||powder blue||||||charcoal||||deep cordovan||||&lt;br /&gt;
|-&lt;br /&gt;
|blood-hued black||||||cucumber green||slate blue||||||faded black||||chocolate||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||chartreuse||twilight blue||||||iridescent black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||silvery green||celestial blue||||||red-speckled black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||navy blue||||||scorched black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||dusky blue||||||onyx||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||baby blue||||||blood-hued black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||glossy blue||||||moonshade black||||||||&lt;br /&gt;
|-&lt;br /&gt;
|||||||||smalt blue||||||||||||||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
:If a dye is not listed above, there is a possibility that it could be added.  For 5000 silvers, a dye color can be submitted to the Guild Guru GM. There is no guarantee that the dye color will be approved.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant says, &amp;quot;Alright Milque, I can put in a request for some sunset orange dye for you.  The cost will be 5,000 silver, no notes.  Just ask me about ordering sunset orange dye one more time within the next 30 seconds to confirm your order.&lt;br /&gt;
&lt;br /&gt;
&amp;gt;lm cust dye request sunset orange&lt;br /&gt;
You call a workshop attendant in and ask him for a new dye.&lt;br /&gt;
&lt;br /&gt;
The attendant collects your silvers and says, &amp;quot;Very well, Milque, I have put in a request for some sunset orange dye for you.  Please check back within a week or two and use LMASTER CUSTOMIZE DYE REQUEST UPDATE to check on the status of your dye order.&amp;quot;&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:;Cleaning&lt;br /&gt;
::At any point in the customization process a lockpick can be returned to &amp;quot;a &amp;lt;metal&amp;gt; lockpick&amp;quot; by using {{boldmono|LM CUSTOMIZE CLEAN}}.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;pre{{log2}}&amp;gt;&lt;br /&gt;
&amp;gt;lm cust clean&lt;br /&gt;
You take a file from the workbench and carefully file all the distinguishing markings and ornamentation off of a steel lockpick, leaving you holding a steel lockpick.&lt;br /&gt;
Roundtime: 7 sec.&lt;br /&gt;
&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
===Creating Keyrings===&lt;br /&gt;
:This skill is learned at rank 63.&lt;br /&gt;
:Note that these keyrings can not be dyed at the [[Dyer&#039;s tent]].&lt;br /&gt;
:You must be at a Guild toolbench with empty hands and required silver coins to create.&lt;br /&gt;
&lt;br /&gt;
{| {{prettytable}}&lt;br /&gt;
!Keyring !!Price !! !!Keyring !!Price&lt;br /&gt;
|-&lt;br /&gt;
|a chain link keyring||200|| ||a slim mithril keyring||1000&lt;br /&gt;
|-&lt;br /&gt;
|a tarnished brass keyring||200|| ||a twining invar keyring||800&lt;br /&gt;
|-&lt;br /&gt;
|a solid steel keyring||200|| ||a gold filigree keyring||600&lt;br /&gt;
|-&lt;br /&gt;
|a sturdy iron keyring||200|| ||a kelyn-clasped keyring||2500&lt;br /&gt;
|-&lt;br /&gt;
|a verdigris copper keyring||200|| ||a braided silver keyring||400&lt;br /&gt;
|-&lt;br /&gt;
|a vaalin-laced keyring||10000|| || ||&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Tasks==&lt;br /&gt;
Gaining ranks in all of the Rogue Guild skills requires the completion of numerous tasks.&lt;br /&gt;
&lt;br /&gt;
===Master Tasks===&lt;br /&gt;
:Depending on the rank of the rogue, the Skilled Masters will ask for different tasks.&lt;br /&gt;
:Sense your best lock : Awards 4-7 Training Points&lt;br /&gt;
:Sense conditions for traps : {{boldmono|LMAS SENSE}} response does not indicate you&#039;ve sensed an area inadequately; instead, the master footpad will instead tell you that you&#039;ve done it wrong without clarifying that it was a detection issue. Just keep going and using response syntax of &#039;&#039;&#039;&amp;lt;difficulty&amp;gt; trap&#039;&#039;&#039; regardless of whether he gives you credit.&lt;br /&gt;
&lt;br /&gt;
===Parchment Conditions===&lt;br /&gt;
&lt;br /&gt;
[[Lock_Mastery#LM_SENSE_Conditions_Maps|LM SENSE Conditions Maps]]&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some easy boxes under a variety of conditions.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards: 7-9 Training Points&lt;br /&gt;
&#039;&#039;&#039;-- Wehnimer&#039;s Landing -- &#039;&#039;&#039;&lt;br /&gt;
* Average lighting - TSC, East Tower (all floors) &lt;br /&gt;
* Bright lighting - TSE, Two east of Moot Hall &lt;br /&gt;
* Dark lighting - SE and S of DeLuca (in guild), East Tower (down the trapdoor) &lt;br /&gt;
* Average Lighting, Fog - TSC, TSC Treehouse&lt;br /&gt;
&amp;lt;br&amp;gt;&lt;br /&gt;
:Note:If you lose your parchment telling your which room conditions to find. {{boldmono|ASK DELUCA ABOUT PARCHMENT}}&lt;br /&gt;
&lt;br /&gt;
===Picking Tough Boxes===&lt;br /&gt;
:&amp;lt;i&amp;gt;The Training Administrator told you to pick some tough boxes from creatures.&amp;lt;/i&amp;gt;&lt;br /&gt;
:Awards 6-8 Training Points&lt;br /&gt;
&lt;br /&gt;
===Measuring with Calipers===&lt;br /&gt;
&lt;br /&gt;
===Audience===&lt;br /&gt;
:&amp;lt;i&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Whatever ya do, it&#039;s important to look good while yer doin&#039; it, and from where I&#039;m standin&#039;, yer off to a slow start. Go out and practice openin&#039; some boxes with yer latest trick for an audience. Be sure and get some that are a decent challenge for ya.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 5 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to use some decently challenging boxes to practice your latest trick for an audience.&amp;lt;/i&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:Practice the latest {{boldmono|[[Lock Mastery#Picking Tricks|PTRICK]]}} learned on a box that provides the locksmith decent challenge in front of at least four people. Rogues active in the guild count as two, Rogue Guild Masters count as three. You can only get one repetition every 30 seconds. Persons that are hidden or invisible do not count as a member of the audience. Those practicing the skill in [[Zul Logoth]], [[Pinefar]] or [[the Rift]] will find that they require an audience of only two people.&lt;br /&gt;
&lt;br /&gt;
:Depending on how far along you are in the skill, you will need to use more difficult boxes.&lt;br /&gt;
&lt;br /&gt;
===Picking Contests===&lt;br /&gt;
:&amp;lt;pre{{log2}}&amp;gt;DeLuca assays you with a critical eye and says, &amp;quot;Let&#039;s find you something to do to earn a rank in Lock Mastery.&amp;quot; DeLuca rubs his chin thoughtfully, then continues, &amp;quot;Think you&#039;re getting good at this? Let&#039;s find out! Go tell a footpad I sent ya to pit your skills against theirs in a lockpicking contest to the death! Or whatever.&amp;quot; DeLuca also adds, &amp;quot;Repeat this 12 times.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
:The Training Administrator told you to pit your skills against a footpad.&amp;lt;/pre&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:You and the master will each be given five boxes.  They might be trapped, they might not.  The traps are not dangerous.  The locks will be of different sizes.  You will be given points for disarming traps, picking boxes, and speed.  Like normal picking, using the best lockpick for the lock will give you more points.  You will be docked points for missing traps and failing pick attempts.  Try to get a higher score than the footpad.&lt;br /&gt;
&lt;br /&gt;
===Wedge Open Boxes===&lt;br /&gt;
&lt;br /&gt;
===Relock Boxes===&lt;br /&gt;
&lt;br /&gt;
===Put Clasps on Containers===&lt;br /&gt;
&lt;br /&gt;
Go to &#039;&#039;&#039;[https://gswiki.play.net/Lock_Mastery#Adding_Clasps_to_Containers Adding Clasps to Containers]&#039;&#039;&#039; above.&lt;br /&gt;
&lt;br /&gt;
===Create Locks and Keys===&lt;br /&gt;
&lt;br /&gt;
===Extract Trap Components===&lt;br /&gt;
:From rank 39 to 48 rogues are assigned to extract components from certain types of traps (e.g., vials of explosives) via the {{boldmono|LM DISARM ON}} command. Not every successful disarm will yield a component. The extracted components are of various practical use; the acid vials in particular are necessary to advance in Lock Mastery. The trap types are added successively as follows:&lt;br /&gt;
&lt;br /&gt;
*39: [[Trap#Poison_Needles|Poison needles]] and [[Trap#Jaws|jaws]]&lt;br /&gt;
*41: [[Trap#Acid_Vial|Acid vials]]&lt;br /&gt;
*43: [[Trap#Dark_Crystal|Dark crystals]] and [[Trap#Sphere|spheres]]&lt;br /&gt;
*46: [[Trap#Gas_Cloud|Gas cloud vials]] and [[Trap#Fire_Vial|fire cloud vials]]&lt;br /&gt;
&lt;br /&gt;
===Customize Lockpicks===&lt;br /&gt;
:This skill is practiced from rank 57 to 62.&lt;br /&gt;
&lt;br /&gt;
:Tsoran&#039;s site has an excellent table showing the skills, benefits and tasks required to progress in lock mastery. In addition to the benefits listed the smith will see reductions in RT for caliper use and for trap detection and disarming as they reached the advanced ranks of lockmastery.&lt;br /&gt;
{{top}}&lt;br /&gt;
&lt;br /&gt;
==Resources==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
* [[Profession_guild_system_(saved_posts)#Audience_Repetitions_.287.2F2009.29|Audience Repetitions (saved post)]] &lt;br /&gt;
*[http://www.play.net/gs4/info/professions/rogue_guild.asp Rogue Guild], on Play.net&lt;br /&gt;
*[http://forums.play.net/forums/GemStone%20IV/Rogues/Lock%20Mastery/view Officials folder]&lt;br /&gt;
*[http://www.beaconhall.net/tsoran/menuhome-ref-locks.shtml Tsoran&#039;s Lock Mastery Archive (click Lock Mastery on left menu)]&lt;br /&gt;
&lt;br /&gt;
[[Category:Guild Skills]]&lt;br /&gt;
[[Category:Rogue Guild Skills]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232721</id>
		<title>Lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232721"/>
		<updated>2025-01-31T16:52:44Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Fix sub-heading level&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockpicks&#039;&#039;&#039; are items that are mainly used to [[Picking Locks|pick]] [[Lock difficulty|locks]] on [[Box_(treasure)|treasure chests]] found from the [[treasure system]].  They can be purchased at the local locksmith in every town. If you are within one of the three main starter towns, you can find the locksmith by typing {{boldmono|[[DIRECTION_(verb)|DIRECTION]] LOCKSMITH}} where you&#039;ll be able to purchase and repair lockpicks when broken.  Repairing the lockpick does reduce the modifier of the lockpick however, so eventually you will break a lockpick enough times that it should be replaced instead of repaired.  [[Lock Mastery]] Masters have the ability once per month to renew a lockpick back to its original modifier.&lt;br /&gt;
&lt;br /&gt;
=== Standard Lockpick Material Properties ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Material&lt;br /&gt;
!Modifier&lt;br /&gt;
!Ranks&lt;br /&gt;
!Price&lt;br /&gt;
!Strength&lt;br /&gt;
!Precision&lt;br /&gt;
|-&lt;br /&gt;
|copper|| align=&amp;quot;right&amp;quot; |1.0|| align=&amp;quot;right&amp;quot; | 0|| align=&amp;quot;right&amp;quot; |100|| align=&amp;quot;right&amp;quot; |very weak|| very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|brass|| align=&amp;quot;right&amp;quot; |1.05|| align=&amp;quot;right&amp;quot; |0|| align=&amp;quot;right&amp;quot; |250|| align=&amp;quot;right&amp;quot; |very weak||very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|steel|| align=&amp;quot;right&amp;quot; |1.1|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |500|| align=&amp;quot;right&amp;quot; |below average strength||inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|gold|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,000|| align=&amp;quot;right&amp;quot; |weak||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|ivory|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |750|| align=&amp;quot;right&amp;quot; |average strength||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|silver|| align=&amp;quot;right&amp;quot; |1.3|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,500|| align=&amp;quot;right&amp;quot; |below average strength|| inefficient&lt;br /&gt;
|-&lt;br /&gt;
|mithril|| align=&amp;quot;right&amp;quot; |1.45|| align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |6,000|| align=&amp;quot;right&amp;quot; |very strong||unreliable&lt;br /&gt;
|-&lt;br /&gt;
|ora|| align=&amp;quot;right&amp;quot; |1.55 || align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |5,000|| align=&amp;quot;right&amp;quot; |strong||below average&lt;br /&gt;
|-&lt;br /&gt;
| glaes|| align=&amp;quot;right&amp;quot; |1.6|| align=&amp;quot;right&amp;quot; |8|| align=&amp;quot;right&amp;quot; |9,500|| align=&amp;quot;right&amp;quot; |incredibly strong||average&lt;br /&gt;
|-&lt;br /&gt;
|laje|| align=&amp;quot;right&amp;quot; |1.75|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |below average strength||above average&lt;br /&gt;
|-&lt;br /&gt;
|vultite|| align=&amp;quot;right&amp;quot; |1.8|| align=&amp;quot;right&amp;quot; |20|| align=&amp;quot;right&amp;quot; |30,000|| align=&amp;quot;right&amp;quot; |below average strength||somewhat accurate&lt;br /&gt;
|-&lt;br /&gt;
| rolaren|| align=&amp;quot;right&amp;quot; |1.9|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |very strong||favorable&lt;br /&gt;
|-&lt;br /&gt;
|veniom|| align=&amp;quot;right&amp;quot; |2.2|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |50,000|| align=&amp;quot;right&amp;quot; |excellent strength ||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|invar|| align=&amp;quot;right&amp;quot; |2.25|| align=&amp;quot;right&amp;quot; |35|| align=&amp;quot;right&amp;quot; |75,000|| align=&amp;quot;right&amp;quot; |incredibly strong||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|alum|| align=&amp;quot;right&amp;quot; |2.3|| align=&amp;quot;right&amp;quot; |16|| align=&amp;quot;right&amp;quot; |23,000|| align=&amp;quot;right&amp;quot; |weak||excellent&lt;br /&gt;
|-&lt;br /&gt;
|golvern|| align=&amp;quot;right&amp;quot; |2.35|| align=&amp;quot;right&amp;quot; |40|| align=&amp;quot;right&amp;quot; |95,000|| align=&amp;quot;right&amp;quot; |astonishingly strong||excellent&lt;br /&gt;
|-&lt;br /&gt;
|kelyn|| align=&amp;quot;right&amp;quot; |2.4|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |62,000|| align=&amp;quot;right&amp;quot; |very strong||incredible&lt;br /&gt;
|-&lt;br /&gt;
|vaalin|| align=&amp;quot;right&amp;quot; |2.5|| align=&amp;quot;right&amp;quot; |50|| align=&amp;quot;right&amp;quot; |125,000|| align=&amp;quot;right&amp;quot; |incredibly strong||unsurpassed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Precision Ranges ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Precision&lt;br /&gt;
!Modifier Range&lt;br /&gt;
|-&lt;br /&gt;
|detrimental|| align=&amp;quot;right&amp;quot; |Below 1.0&lt;br /&gt;
|-&lt;br /&gt;
|very inaccurate|| align=&amp;quot;right&amp;quot; |1.0 - 1.09&lt;br /&gt;
|-&lt;br /&gt;
|inaccurate|| align=&amp;quot;right&amp;quot; |1.1 - 1.19&lt;br /&gt;
|-&lt;br /&gt;
|somewhat inaccurate|| align=&amp;quot;right&amp;quot; |1.2 - 1.29&lt;br /&gt;
|-&lt;br /&gt;
|inefficient|| align=&amp;quot;right&amp;quot; |1.3 - 1.39&lt;br /&gt;
|-&lt;br /&gt;
|unreliable|| align=&amp;quot;right&amp;quot; |1.4 - 1.49&lt;br /&gt;
|-&lt;br /&gt;
|below average|| align=&amp;quot;right&amp;quot; |1.5 - 1.59&lt;br /&gt;
|-&lt;br /&gt;
|average|| align=&amp;quot;right&amp;quot; |1.6 - 1.69&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |1.7 - 1.79&lt;br /&gt;
|-&lt;br /&gt;
| somewhat accurate|| align=&amp;quot;right&amp;quot; |1.8 - 1.89&lt;br /&gt;
|-&lt;br /&gt;
|favorable|| align=&amp;quot;right&amp;quot; |1.9 - 1.99&lt;br /&gt;
|-&lt;br /&gt;
|advantageous|| align=&amp;quot;right&amp;quot; |2.0 - 2.09&lt;br /&gt;
|-&lt;br /&gt;
|accurate|| align=&amp;quot;right&amp;quot; |2.1 - 2.19&lt;br /&gt;
|-&lt;br /&gt;
|highly accurate|| align=&amp;quot;right&amp;quot; |2.2 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|excellent|| align=&amp;quot;right&amp;quot; |2.3 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|incredible|| align=&amp;quot;right&amp;quot; |2.4 - 2.49&lt;br /&gt;
|-&lt;br /&gt;
|unsurpassed|| align=&amp;quot;right&amp;quot; |2.5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Strengths ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Strength&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|flimsy|| align=&amp;quot;right&amp;quot; |1&lt;br /&gt;
|-&lt;br /&gt;
|very weak|| align=&amp;quot;right&amp;quot; |2&lt;br /&gt;
|-&lt;br /&gt;
|weak|| align=&amp;quot;right&amp;quot; |3&lt;br /&gt;
|-&lt;br /&gt;
|below average strength|| align=&amp;quot;right&amp;quot; |4&lt;br /&gt;
|-&lt;br /&gt;
|average strength|| align=&amp;quot;right&amp;quot; |5&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |6&lt;br /&gt;
|-&lt;br /&gt;
|strong|| align=&amp;quot;right&amp;quot; |7&lt;br /&gt;
|-&lt;br /&gt;
|very strong|| align=&amp;quot;right&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|excellent strength|| align=&amp;quot;right&amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
|incredibly strong|| align=&amp;quot;right&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|astonishingly strong|| align=&amp;quot;right&amp;quot; |11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Conditions ===&lt;br /&gt;
It appears that bending a lockpick will move the condition value down by one. Bending a poor condition lockpick will break the tip. Bending affects the condition, but not the modifier. Repairing a bent lockpick will affect the strength and modifier.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Condition&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|excellent conditions&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|good condition&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|neglected state&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|noticeably damaged&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|poor condition&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|broken&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
*[[Hairpick]]&lt;br /&gt;
*[[Under-the-tongue lockpick]]&lt;br /&gt;
*[[Wearpick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rogue]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232720</id>
		<title>Lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232720"/>
		<updated>2025-01-31T16:52:19Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Add lockpick conditions&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockpicks&#039;&#039;&#039; are items that are mainly used to [[Picking Locks|pick]] [[Lock difficulty|locks]] on [[Box_(treasure)|treasure chests]] found from the [[treasure system]].  They can be purchased at the local locksmith in every town. If you are within one of the three main starter towns, you can find the locksmith by typing {{boldmono|[[DIRECTION_(verb)|DIRECTION]] LOCKSMITH}} where you&#039;ll be able to purchase and repair lockpicks when broken.  Repairing the lockpick does reduce the modifier of the lockpick however, so eventually you will break a lockpick enough times that it should be replaced instead of repaired.  [[Lock Mastery]] Masters have the ability once per month to renew a lockpick back to its original modifier.&lt;br /&gt;
&lt;br /&gt;
=== Standard Lockpick Material Properties ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Material&lt;br /&gt;
!Modifier&lt;br /&gt;
!Ranks&lt;br /&gt;
!Price&lt;br /&gt;
!Strength&lt;br /&gt;
!Precision&lt;br /&gt;
|-&lt;br /&gt;
|copper|| align=&amp;quot;right&amp;quot; |1.0|| align=&amp;quot;right&amp;quot; | 0|| align=&amp;quot;right&amp;quot; |100|| align=&amp;quot;right&amp;quot; |very weak|| very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|brass|| align=&amp;quot;right&amp;quot; |1.05|| align=&amp;quot;right&amp;quot; |0|| align=&amp;quot;right&amp;quot; |250|| align=&amp;quot;right&amp;quot; |very weak||very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|steel|| align=&amp;quot;right&amp;quot; |1.1|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |500|| align=&amp;quot;right&amp;quot; |below average strength||inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|gold|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,000|| align=&amp;quot;right&amp;quot; |weak||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|ivory|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |750|| align=&amp;quot;right&amp;quot; |average strength||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|silver|| align=&amp;quot;right&amp;quot; |1.3|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,500|| align=&amp;quot;right&amp;quot; |below average strength|| inefficient&lt;br /&gt;
|-&lt;br /&gt;
|mithril|| align=&amp;quot;right&amp;quot; |1.45|| align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |6,000|| align=&amp;quot;right&amp;quot; |very strong||unreliable&lt;br /&gt;
|-&lt;br /&gt;
|ora|| align=&amp;quot;right&amp;quot; |1.55 || align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |5,000|| align=&amp;quot;right&amp;quot; |strong||below average&lt;br /&gt;
|-&lt;br /&gt;
| glaes|| align=&amp;quot;right&amp;quot; |1.6|| align=&amp;quot;right&amp;quot; |8|| align=&amp;quot;right&amp;quot; |9,500|| align=&amp;quot;right&amp;quot; |incredibly strong||average&lt;br /&gt;
|-&lt;br /&gt;
|laje|| align=&amp;quot;right&amp;quot; |1.75|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |below average strength||above average&lt;br /&gt;
|-&lt;br /&gt;
|vultite|| align=&amp;quot;right&amp;quot; |1.8|| align=&amp;quot;right&amp;quot; |20|| align=&amp;quot;right&amp;quot; |30,000|| align=&amp;quot;right&amp;quot; |below average strength||somewhat accurate&lt;br /&gt;
|-&lt;br /&gt;
| rolaren|| align=&amp;quot;right&amp;quot; |1.9|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |very strong||favorable&lt;br /&gt;
|-&lt;br /&gt;
|veniom|| align=&amp;quot;right&amp;quot; |2.2|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |50,000|| align=&amp;quot;right&amp;quot; |excellent strength ||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|invar|| align=&amp;quot;right&amp;quot; |2.25|| align=&amp;quot;right&amp;quot; |35|| align=&amp;quot;right&amp;quot; |75,000|| align=&amp;quot;right&amp;quot; |incredibly strong||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|alum|| align=&amp;quot;right&amp;quot; |2.3|| align=&amp;quot;right&amp;quot; |16|| align=&amp;quot;right&amp;quot; |23,000|| align=&amp;quot;right&amp;quot; |weak||excellent&lt;br /&gt;
|-&lt;br /&gt;
|golvern|| align=&amp;quot;right&amp;quot; |2.35|| align=&amp;quot;right&amp;quot; |40|| align=&amp;quot;right&amp;quot; |95,000|| align=&amp;quot;right&amp;quot; |astonishingly strong||excellent&lt;br /&gt;
|-&lt;br /&gt;
|kelyn|| align=&amp;quot;right&amp;quot; |2.4|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |62,000|| align=&amp;quot;right&amp;quot; |very strong||incredible&lt;br /&gt;
|-&lt;br /&gt;
|vaalin|| align=&amp;quot;right&amp;quot; |2.5|| align=&amp;quot;right&amp;quot; |50|| align=&amp;quot;right&amp;quot; |125,000|| align=&amp;quot;right&amp;quot; |incredibly strong||unsurpassed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Precision Ranges ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Precision&lt;br /&gt;
!Modifier Range&lt;br /&gt;
|-&lt;br /&gt;
|detrimental|| align=&amp;quot;right&amp;quot; |Below 1.0&lt;br /&gt;
|-&lt;br /&gt;
|very inaccurate|| align=&amp;quot;right&amp;quot; |1.0 - 1.09&lt;br /&gt;
|-&lt;br /&gt;
|inaccurate|| align=&amp;quot;right&amp;quot; |1.1 - 1.19&lt;br /&gt;
|-&lt;br /&gt;
|somewhat inaccurate|| align=&amp;quot;right&amp;quot; |1.2 - 1.29&lt;br /&gt;
|-&lt;br /&gt;
|inefficient|| align=&amp;quot;right&amp;quot; |1.3 - 1.39&lt;br /&gt;
|-&lt;br /&gt;
|unreliable|| align=&amp;quot;right&amp;quot; |1.4 - 1.49&lt;br /&gt;
|-&lt;br /&gt;
|below average|| align=&amp;quot;right&amp;quot; |1.5 - 1.59&lt;br /&gt;
|-&lt;br /&gt;
|average|| align=&amp;quot;right&amp;quot; |1.6 - 1.69&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |1.7 - 1.79&lt;br /&gt;
|-&lt;br /&gt;
| somewhat accurate|| align=&amp;quot;right&amp;quot; |1.8 - 1.89&lt;br /&gt;
|-&lt;br /&gt;
|favorable|| align=&amp;quot;right&amp;quot; |1.9 - 1.99&lt;br /&gt;
|-&lt;br /&gt;
|advantageous|| align=&amp;quot;right&amp;quot; |2.0 - 2.09&lt;br /&gt;
|-&lt;br /&gt;
|accurate|| align=&amp;quot;right&amp;quot; |2.1 - 2.19&lt;br /&gt;
|-&lt;br /&gt;
|highly accurate|| align=&amp;quot;right&amp;quot; |2.2 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|excellent|| align=&amp;quot;right&amp;quot; |2.3 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|incredible|| align=&amp;quot;right&amp;quot; |2.4 - 2.49&lt;br /&gt;
|-&lt;br /&gt;
|unsurpassed|| align=&amp;quot;right&amp;quot; |2.5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Strengths ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Strength&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|flimsy|| align=&amp;quot;right&amp;quot; |1&lt;br /&gt;
|-&lt;br /&gt;
|very weak|| align=&amp;quot;right&amp;quot; |2&lt;br /&gt;
|-&lt;br /&gt;
|weak|| align=&amp;quot;right&amp;quot; |3&lt;br /&gt;
|-&lt;br /&gt;
|below average strength|| align=&amp;quot;right&amp;quot; |4&lt;br /&gt;
|-&lt;br /&gt;
|average strength|| align=&amp;quot;right&amp;quot; |5&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |6&lt;br /&gt;
|-&lt;br /&gt;
|strong|| align=&amp;quot;right&amp;quot; |7&lt;br /&gt;
|-&lt;br /&gt;
|very strong|| align=&amp;quot;right&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|excellent strength|| align=&amp;quot;right&amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
|incredibly strong|| align=&amp;quot;right&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|astonishingly strong|| align=&amp;quot;right&amp;quot; |11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==== Lockpick Conditions ====&lt;br /&gt;
It appears that bending a lockpick will move the condition value down by one. Bending a poor condition lockpick will break the tip. Bending affects the condition, but not the modifier. Repairing a bent lockpick will affect the strength and modifier.&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
|+&lt;br /&gt;
!Condition&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|excellent conditions&lt;br /&gt;
|5&lt;br /&gt;
|-&lt;br /&gt;
|good condition&lt;br /&gt;
|4&lt;br /&gt;
|-&lt;br /&gt;
|neglected state&lt;br /&gt;
|3&lt;br /&gt;
|-&lt;br /&gt;
|noticeably damaged&lt;br /&gt;
|2&lt;br /&gt;
|-&lt;br /&gt;
|poor condition&lt;br /&gt;
|1&lt;br /&gt;
|-&lt;br /&gt;
|broken&lt;br /&gt;
|0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
*[[Hairpick]]&lt;br /&gt;
*[[Under-the-tongue lockpick]]&lt;br /&gt;
*[[Wearpick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rogue]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232609</id>
		<title>Lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232609"/>
		<updated>2025-01-28T16:55:38Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: /* Lockpick Precision Ranges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockpicks&#039;&#039;&#039; are items that are mainly used to [[Picking Locks|pick]] [[Lock difficulty|locks]] on [[Box_(treasure)|treasure chests]] found from the [[treasure system]].  They can be purchased at the local locksmith in every town. If you are within one of the three main starter towns, you can find the locksmith by typing {{boldmono|[[DIRECTION_(verb)|DIRECTION]] LOCKSMITH}} where you&#039;ll be able to purchase and repair lockpicks when broken.  Repairing the lockpick does reduce the modifier of the lockpick however, so eventually you will break a lockpick enough times that it should be replaced instead of repaired.  [[Lock Mastery]] Masters have the ability once per month to renew a lockpick back to its original modifier.&lt;br /&gt;
&lt;br /&gt;
=== Standard Lockpick Material Properties ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Material&lt;br /&gt;
!Modifier&lt;br /&gt;
!Ranks&lt;br /&gt;
!Price&lt;br /&gt;
!Strength&lt;br /&gt;
!Precision&lt;br /&gt;
|-&lt;br /&gt;
|copper|| align=&amp;quot;right&amp;quot; |1.0|| align=&amp;quot;right&amp;quot; | 0|| align=&amp;quot;right&amp;quot; |100|| align=&amp;quot;right&amp;quot; |very weak|| very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|brass|| align=&amp;quot;right&amp;quot; |1.05|| align=&amp;quot;right&amp;quot; |0|| align=&amp;quot;right&amp;quot; |250|| align=&amp;quot;right&amp;quot; |very weak||very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|steel|| align=&amp;quot;right&amp;quot; |1.1|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |500|| align=&amp;quot;right&amp;quot; |below average strength||inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|gold|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,000|| align=&amp;quot;right&amp;quot; |weak||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|ivory|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |750|| align=&amp;quot;right&amp;quot; |average strength||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|silver|| align=&amp;quot;right&amp;quot; |1.3|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,500|| align=&amp;quot;right&amp;quot; |below average strength|| inefficient&lt;br /&gt;
|-&lt;br /&gt;
|mithril|| align=&amp;quot;right&amp;quot; |1.45|| align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |6,000|| align=&amp;quot;right&amp;quot; |very strong||unreliable&lt;br /&gt;
|-&lt;br /&gt;
|ora|| align=&amp;quot;right&amp;quot; |1.55 || align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |5,000|| align=&amp;quot;right&amp;quot; |strong||below average&lt;br /&gt;
|-&lt;br /&gt;
| glaes|| align=&amp;quot;right&amp;quot; |1.6|| align=&amp;quot;right&amp;quot; |8|| align=&amp;quot;right&amp;quot; |9,500|| align=&amp;quot;right&amp;quot; |incredibly strong||average&lt;br /&gt;
|-&lt;br /&gt;
|laje|| align=&amp;quot;right&amp;quot; |1.75|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |below average strength||above average&lt;br /&gt;
|-&lt;br /&gt;
|vultite|| align=&amp;quot;right&amp;quot; |1.8|| align=&amp;quot;right&amp;quot; |20|| align=&amp;quot;right&amp;quot; |30,000|| align=&amp;quot;right&amp;quot; |below average strength||somewhat accurate&lt;br /&gt;
|-&lt;br /&gt;
| rolaren|| align=&amp;quot;right&amp;quot; |1.9|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |very strong||favorable&lt;br /&gt;
|-&lt;br /&gt;
|veniom|| align=&amp;quot;right&amp;quot; |2.2|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |50,000|| align=&amp;quot;right&amp;quot; |excellent strength ||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|invar|| align=&amp;quot;right&amp;quot; |2.25|| align=&amp;quot;right&amp;quot; |35|| align=&amp;quot;right&amp;quot; |75,000|| align=&amp;quot;right&amp;quot; |incredibly strong||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|alum|| align=&amp;quot;right&amp;quot; |2.3|| align=&amp;quot;right&amp;quot; |16|| align=&amp;quot;right&amp;quot; |23,000|| align=&amp;quot;right&amp;quot; |weak||excellent&lt;br /&gt;
|-&lt;br /&gt;
|golvern|| align=&amp;quot;right&amp;quot; |2.35|| align=&amp;quot;right&amp;quot; |40|| align=&amp;quot;right&amp;quot; |95,000|| align=&amp;quot;right&amp;quot; |astonishingly strong||excellent&lt;br /&gt;
|-&lt;br /&gt;
|kelyn|| align=&amp;quot;right&amp;quot; |2.4|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |62,000|| align=&amp;quot;right&amp;quot; |very strong||incredible&lt;br /&gt;
|-&lt;br /&gt;
|vaalin|| align=&amp;quot;right&amp;quot; |2.5|| align=&amp;quot;right&amp;quot; |50|| align=&amp;quot;right&amp;quot; |125,000|| align=&amp;quot;right&amp;quot; |incredibly strong||unsurpassed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Precision Ranges ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Precision&lt;br /&gt;
!Modifier Range&lt;br /&gt;
|-&lt;br /&gt;
|detrimental|| align=&amp;quot;right&amp;quot; |Below 1.0&lt;br /&gt;
|-&lt;br /&gt;
|very inaccurate|| align=&amp;quot;right&amp;quot; |1.0 - 1.09&lt;br /&gt;
|-&lt;br /&gt;
|inaccurate|| align=&amp;quot;right&amp;quot; |1.1 - 1.19&lt;br /&gt;
|-&lt;br /&gt;
|somewhat inaccurate|| align=&amp;quot;right&amp;quot; |1.2 - 1.29&lt;br /&gt;
|-&lt;br /&gt;
|inefficient|| align=&amp;quot;right&amp;quot; |1.3 - 1.39&lt;br /&gt;
|-&lt;br /&gt;
|unreliable|| align=&amp;quot;right&amp;quot; |1.4 - 1.49&lt;br /&gt;
|-&lt;br /&gt;
|below average|| align=&amp;quot;right&amp;quot; |1.5 - 1.59&lt;br /&gt;
|-&lt;br /&gt;
|average|| align=&amp;quot;right&amp;quot; |1.6 - 1.69&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |1.7 - 1.79&lt;br /&gt;
|-&lt;br /&gt;
| somewhat accurate|| align=&amp;quot;right&amp;quot; |1.8 - 1.89&lt;br /&gt;
|-&lt;br /&gt;
|favorable|| align=&amp;quot;right&amp;quot; |1.9 - 1.99&lt;br /&gt;
|-&lt;br /&gt;
|advantageous|| align=&amp;quot;right&amp;quot; |2.0 - 2.09&lt;br /&gt;
|-&lt;br /&gt;
|accurate|| align=&amp;quot;right&amp;quot; |2.1 - 2.19&lt;br /&gt;
|-&lt;br /&gt;
|highly accurate|| align=&amp;quot;right&amp;quot; |2.2 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|excellent|| align=&amp;quot;right&amp;quot; |2.3 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|incredible|| align=&amp;quot;right&amp;quot; |2.4 - 2.49&lt;br /&gt;
|-&lt;br /&gt;
|unsurpassed|| align=&amp;quot;right&amp;quot; |2.5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Strengths ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Strength&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|flimsy|| align=&amp;quot;right&amp;quot; |1&lt;br /&gt;
|-&lt;br /&gt;
|very weak|| align=&amp;quot;right&amp;quot; |2&lt;br /&gt;
|-&lt;br /&gt;
|weak|| align=&amp;quot;right&amp;quot; |3&lt;br /&gt;
|-&lt;br /&gt;
|below average strength|| align=&amp;quot;right&amp;quot; |4&lt;br /&gt;
|-&lt;br /&gt;
|average strength|| align=&amp;quot;right&amp;quot; |5&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |6&lt;br /&gt;
|-&lt;br /&gt;
|strong|| align=&amp;quot;right&amp;quot; |7&lt;br /&gt;
|-&lt;br /&gt;
|very strong|| align=&amp;quot;right&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|excellent strength|| align=&amp;quot;right&amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
|incredibly strong|| align=&amp;quot;right&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|astonishingly strong|| align=&amp;quot;right&amp;quot; |11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
*[[Hairpick]]&lt;br /&gt;
*[[Under-the-tongue lockpick]]&lt;br /&gt;
*[[Wearpick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rogue]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232602</id>
		<title>Lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232602"/>
		<updated>2025-01-27T22:30:24Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: /* Lockpick Precision Ranges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockpicks&#039;&#039;&#039; are items that are mainly used to [[Picking Locks|pick]] [[Lock difficulty|locks]] on [[Box_(treasure)|treasure chests]] found from the [[treasure system]].  They can be purchased at the local locksmith in every town. If you are within one of the three main starter towns, you can find the locksmith by typing {{boldmono|[[DIRECTION_(verb)|DIRECTION]] LOCKSMITH}} where you&#039;ll be able to purchase and repair lockpicks when broken.  Repairing the lockpick does reduce the modifier of the lockpick however, so eventually you will break a lockpick enough times that it should be replaced instead of repaired.  [[Lock Mastery]] Masters have the ability once per month to renew a lockpick back to its original modifier.&lt;br /&gt;
&lt;br /&gt;
=== Standard Lockpick Material Properties ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Material&lt;br /&gt;
!Modifier&lt;br /&gt;
!Ranks&lt;br /&gt;
!Price&lt;br /&gt;
!Strength&lt;br /&gt;
!Precision&lt;br /&gt;
|-&lt;br /&gt;
|copper|| align=&amp;quot;right&amp;quot; |1.0|| align=&amp;quot;right&amp;quot; | 0|| align=&amp;quot;right&amp;quot; |100|| align=&amp;quot;right&amp;quot; |very weak|| very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|brass|| align=&amp;quot;right&amp;quot; |1.05|| align=&amp;quot;right&amp;quot; |0|| align=&amp;quot;right&amp;quot; |250|| align=&amp;quot;right&amp;quot; |very weak||very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|steel|| align=&amp;quot;right&amp;quot; |1.1|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |500|| align=&amp;quot;right&amp;quot; |below average strength||inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|gold|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,000|| align=&amp;quot;right&amp;quot; |weak||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|ivory|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |750|| align=&amp;quot;right&amp;quot; |average strength||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|silver|| align=&amp;quot;right&amp;quot; |1.3|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,500|| align=&amp;quot;right&amp;quot; |below average strength|| inefficient&lt;br /&gt;
|-&lt;br /&gt;
|mithril|| align=&amp;quot;right&amp;quot; |1.45|| align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |6,000|| align=&amp;quot;right&amp;quot; |very strong||unreliable&lt;br /&gt;
|-&lt;br /&gt;
|ora|| align=&amp;quot;right&amp;quot; |1.55 || align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |5,000|| align=&amp;quot;right&amp;quot; |strong||below average&lt;br /&gt;
|-&lt;br /&gt;
| glaes|| align=&amp;quot;right&amp;quot; |1.6|| align=&amp;quot;right&amp;quot; |8|| align=&amp;quot;right&amp;quot; |9,500|| align=&amp;quot;right&amp;quot; |incredibly strong||average&lt;br /&gt;
|-&lt;br /&gt;
|laje|| align=&amp;quot;right&amp;quot; |1.75|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |below average strength||above average&lt;br /&gt;
|-&lt;br /&gt;
|vultite|| align=&amp;quot;right&amp;quot; |1.8|| align=&amp;quot;right&amp;quot; |20|| align=&amp;quot;right&amp;quot; |30,000|| align=&amp;quot;right&amp;quot; |below average strength||somewhat accurate&lt;br /&gt;
|-&lt;br /&gt;
| rolaren|| align=&amp;quot;right&amp;quot; |1.9|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |very strong||favorable&lt;br /&gt;
|-&lt;br /&gt;
|veniom|| align=&amp;quot;right&amp;quot; |2.2|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |50,000|| align=&amp;quot;right&amp;quot; |excellent strength ||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|invar|| align=&amp;quot;right&amp;quot; |2.25|| align=&amp;quot;right&amp;quot; |35|| align=&amp;quot;right&amp;quot; |75,000|| align=&amp;quot;right&amp;quot; |incredibly strong||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|alum|| align=&amp;quot;right&amp;quot; |2.3|| align=&amp;quot;right&amp;quot; |16|| align=&amp;quot;right&amp;quot; |23,000|| align=&amp;quot;right&amp;quot; |weak||excellent&lt;br /&gt;
|-&lt;br /&gt;
|golvern|| align=&amp;quot;right&amp;quot; |2.35|| align=&amp;quot;right&amp;quot; |40|| align=&amp;quot;right&amp;quot; |95,000|| align=&amp;quot;right&amp;quot; |astonishingly strong||excellent&lt;br /&gt;
|-&lt;br /&gt;
|kelyn|| align=&amp;quot;right&amp;quot; |2.4|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |62,000|| align=&amp;quot;right&amp;quot; |very strong||incredible&lt;br /&gt;
|-&lt;br /&gt;
|vaalin|| align=&amp;quot;right&amp;quot; |2.5|| align=&amp;quot;right&amp;quot; |50|| align=&amp;quot;right&amp;quot; |125,000|| align=&amp;quot;right&amp;quot; |incredibly strong||unsurpassed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Precision Ranges ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Precision&lt;br /&gt;
!Modifier Range&lt;br /&gt;
|-&lt;br /&gt;
|detrimental|| align=&amp;quot;right&amp;quot; |0.9 - 0.99&lt;br /&gt;
|-&lt;br /&gt;
|very inaccurate|| align=&amp;quot;right&amp;quot; |1.0 - 1.09&lt;br /&gt;
|-&lt;br /&gt;
|inaccurate|| align=&amp;quot;right&amp;quot; |1.1 - 1.19&lt;br /&gt;
|-&lt;br /&gt;
|somewhat inaccurate|| align=&amp;quot;right&amp;quot; |1.2 - 1.29&lt;br /&gt;
|-&lt;br /&gt;
|inefficient|| align=&amp;quot;right&amp;quot; |1.3 - 1.39&lt;br /&gt;
|-&lt;br /&gt;
|unreliable|| align=&amp;quot;right&amp;quot; |1.4 - 1.49&lt;br /&gt;
|-&lt;br /&gt;
|below average|| align=&amp;quot;right&amp;quot; |1.5 - 1.59&lt;br /&gt;
|-&lt;br /&gt;
|average|| align=&amp;quot;right&amp;quot; |1.6 - 1.69&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |1.7 - 1.79&lt;br /&gt;
|-&lt;br /&gt;
| somewhat accurate|| align=&amp;quot;right&amp;quot; |1.8 - 1.89&lt;br /&gt;
|-&lt;br /&gt;
|favorable|| align=&amp;quot;right&amp;quot; |1.9 - 1.99&lt;br /&gt;
|-&lt;br /&gt;
|advantageous|| align=&amp;quot;right&amp;quot; |2.0 - 2.09&lt;br /&gt;
|-&lt;br /&gt;
|accurate|| align=&amp;quot;right&amp;quot; |2.1 - 2.19&lt;br /&gt;
|-&lt;br /&gt;
|highly accurate|| align=&amp;quot;right&amp;quot; |2.2 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|excellent|| align=&amp;quot;right&amp;quot; |2.3 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|incredible|| align=&amp;quot;right&amp;quot; |2.4 - 2.49&lt;br /&gt;
|-&lt;br /&gt;
|unsurpassed|| align=&amp;quot;right&amp;quot; |2.5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Strengths ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Strength&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|flimsy|| align=&amp;quot;right&amp;quot; |1&lt;br /&gt;
|-&lt;br /&gt;
|very weak|| align=&amp;quot;right&amp;quot; |2&lt;br /&gt;
|-&lt;br /&gt;
|weak|| align=&amp;quot;right&amp;quot; |3&lt;br /&gt;
|-&lt;br /&gt;
|below average strength|| align=&amp;quot;right&amp;quot; |4&lt;br /&gt;
|-&lt;br /&gt;
|average strength|| align=&amp;quot;right&amp;quot; |5&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |6&lt;br /&gt;
|-&lt;br /&gt;
|strong|| align=&amp;quot;right&amp;quot; |7&lt;br /&gt;
|-&lt;br /&gt;
|very strong|| align=&amp;quot;right&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|excellent strength|| align=&amp;quot;right&amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
|incredibly strong|| align=&amp;quot;right&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|astonishingly strong|| align=&amp;quot;right&amp;quot; |11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
*[[Hairpick]]&lt;br /&gt;
*[[Under-the-tongue lockpick]]&lt;br /&gt;
*[[Wearpick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rogue]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232601</id>
		<title>Lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232601"/>
		<updated>2025-01-27T22:30:07Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: /* Lockpick Precision Ranges */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockpicks&#039;&#039;&#039; are items that are mainly used to [[Picking Locks|pick]] [[Lock difficulty|locks]] on [[Box_(treasure)|treasure chests]] found from the [[treasure system]].  They can be purchased at the local locksmith in every town. If you are within one of the three main starter towns, you can find the locksmith by typing {{boldmono|[[DIRECTION_(verb)|DIRECTION]] LOCKSMITH}} where you&#039;ll be able to purchase and repair lockpicks when broken.  Repairing the lockpick does reduce the modifier of the lockpick however, so eventually you will break a lockpick enough times that it should be replaced instead of repaired.  [[Lock Mastery]] Masters have the ability once per month to renew a lockpick back to its original modifier.&lt;br /&gt;
&lt;br /&gt;
=== Standard Lockpick Material Properties ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Material&lt;br /&gt;
!Modifier&lt;br /&gt;
!Ranks&lt;br /&gt;
!Price&lt;br /&gt;
!Strength&lt;br /&gt;
!Precision&lt;br /&gt;
|-&lt;br /&gt;
|copper|| align=&amp;quot;right&amp;quot; |1.0|| align=&amp;quot;right&amp;quot; | 0|| align=&amp;quot;right&amp;quot; |100|| align=&amp;quot;right&amp;quot; |very weak|| very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|brass|| align=&amp;quot;right&amp;quot; |1.05|| align=&amp;quot;right&amp;quot; |0|| align=&amp;quot;right&amp;quot; |250|| align=&amp;quot;right&amp;quot; |very weak||very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|steel|| align=&amp;quot;right&amp;quot; |1.1|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |500|| align=&amp;quot;right&amp;quot; |below average strength||inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|gold|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,000|| align=&amp;quot;right&amp;quot; |weak||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|ivory|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |750|| align=&amp;quot;right&amp;quot; |average strength||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|silver|| align=&amp;quot;right&amp;quot; |1.3|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,500|| align=&amp;quot;right&amp;quot; |below average strength|| inefficient&lt;br /&gt;
|-&lt;br /&gt;
|mithril|| align=&amp;quot;right&amp;quot; |1.45|| align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |6,000|| align=&amp;quot;right&amp;quot; |very strong||unreliable&lt;br /&gt;
|-&lt;br /&gt;
|ora|| align=&amp;quot;right&amp;quot; |1.55 || align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |5,000|| align=&amp;quot;right&amp;quot; |strong||below average&lt;br /&gt;
|-&lt;br /&gt;
| glaes|| align=&amp;quot;right&amp;quot; |1.6|| align=&amp;quot;right&amp;quot; |8|| align=&amp;quot;right&amp;quot; |9,500|| align=&amp;quot;right&amp;quot; |incredibly strong||average&lt;br /&gt;
|-&lt;br /&gt;
|laje|| align=&amp;quot;right&amp;quot; |1.75|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |below average strength||above average&lt;br /&gt;
|-&lt;br /&gt;
|vultite|| align=&amp;quot;right&amp;quot; |1.8|| align=&amp;quot;right&amp;quot; |20|| align=&amp;quot;right&amp;quot; |30,000|| align=&amp;quot;right&amp;quot; |below average strength||somewhat accurate&lt;br /&gt;
|-&lt;br /&gt;
| rolaren|| align=&amp;quot;right&amp;quot; |1.9|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |very strong||favorable&lt;br /&gt;
|-&lt;br /&gt;
|veniom|| align=&amp;quot;right&amp;quot; |2.2|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |50,000|| align=&amp;quot;right&amp;quot; |excellent strength ||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|invar|| align=&amp;quot;right&amp;quot; |2.25|| align=&amp;quot;right&amp;quot; |35|| align=&amp;quot;right&amp;quot; |75,000|| align=&amp;quot;right&amp;quot; |incredibly strong||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|alum|| align=&amp;quot;right&amp;quot; |2.3|| align=&amp;quot;right&amp;quot; |16|| align=&amp;quot;right&amp;quot; |23,000|| align=&amp;quot;right&amp;quot; |weak||excellent&lt;br /&gt;
|-&lt;br /&gt;
|golvern|| align=&amp;quot;right&amp;quot; |2.35|| align=&amp;quot;right&amp;quot; |40|| align=&amp;quot;right&amp;quot; |95,000|| align=&amp;quot;right&amp;quot; |astonishingly strong||excellent&lt;br /&gt;
|-&lt;br /&gt;
|kelyn|| align=&amp;quot;right&amp;quot; |2.4|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |62,000|| align=&amp;quot;right&amp;quot; |very strong||incredible&lt;br /&gt;
|-&lt;br /&gt;
|vaalin|| align=&amp;quot;right&amp;quot; |2.5|| align=&amp;quot;right&amp;quot; |50|| align=&amp;quot;right&amp;quot; |125,000|| align=&amp;quot;right&amp;quot; |incredibly strong||unsurpassed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Precision Ranges ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Precision&lt;br /&gt;
!Modifier Range&lt;br /&gt;
|-&lt;br /&gt;
|detrimental|| align=&amp;quot;right&amp;quot; |0.9-0.99&lt;br /&gt;
|-&lt;br /&gt;
|very inaccurate|| align=&amp;quot;right&amp;quot; |1.0 - 1.09&lt;br /&gt;
|-&lt;br /&gt;
|inaccurate|| align=&amp;quot;right&amp;quot; |1.1 - 1.19&lt;br /&gt;
|-&lt;br /&gt;
|somewhat inaccurate|| align=&amp;quot;right&amp;quot; |1.2 - 1.29&lt;br /&gt;
|-&lt;br /&gt;
|inefficient|| align=&amp;quot;right&amp;quot; |1.3 - 1.39&lt;br /&gt;
|-&lt;br /&gt;
|unreliable|| align=&amp;quot;right&amp;quot; |1.4 - 1.49&lt;br /&gt;
|-&lt;br /&gt;
|below average|| align=&amp;quot;right&amp;quot; |1.5 - 1.59&lt;br /&gt;
|-&lt;br /&gt;
|average|| align=&amp;quot;right&amp;quot; |1.6 - 1.69&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |1.7 - 1.79&lt;br /&gt;
|-&lt;br /&gt;
| somewhat accurate|| align=&amp;quot;right&amp;quot; |1.8 - 1.89&lt;br /&gt;
|-&lt;br /&gt;
|favorable|| align=&amp;quot;right&amp;quot; |1.9 - 1.99&lt;br /&gt;
|-&lt;br /&gt;
|advantageous|| align=&amp;quot;right&amp;quot; |2.0 - 2.09&lt;br /&gt;
|-&lt;br /&gt;
|accurate|| align=&amp;quot;right&amp;quot; |2.1 - 2.19&lt;br /&gt;
|-&lt;br /&gt;
|highly accurate|| align=&amp;quot;right&amp;quot; |2.2 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|excellent|| align=&amp;quot;right&amp;quot; |2.3 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|incredible|| align=&amp;quot;right&amp;quot; |2.4 - 2.49&lt;br /&gt;
|-&lt;br /&gt;
|unsurpassed|| align=&amp;quot;right&amp;quot; |2.5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Strengths ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Strength&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|flimsy|| align=&amp;quot;right&amp;quot; |1&lt;br /&gt;
|-&lt;br /&gt;
|very weak|| align=&amp;quot;right&amp;quot; |2&lt;br /&gt;
|-&lt;br /&gt;
|weak|| align=&amp;quot;right&amp;quot; |3&lt;br /&gt;
|-&lt;br /&gt;
|below average strength|| align=&amp;quot;right&amp;quot; |4&lt;br /&gt;
|-&lt;br /&gt;
|average strength|| align=&amp;quot;right&amp;quot; |5&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |6&lt;br /&gt;
|-&lt;br /&gt;
|strong|| align=&amp;quot;right&amp;quot; |7&lt;br /&gt;
|-&lt;br /&gt;
|very strong|| align=&amp;quot;right&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|excellent strength|| align=&amp;quot;right&amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
|incredibly strong|| align=&amp;quot;right&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|astonishingly strong|| align=&amp;quot;right&amp;quot; |11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
*[[Hairpick]]&lt;br /&gt;
*[[Under-the-tongue lockpick]]&lt;br /&gt;
*[[Wearpick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rogue]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232600</id>
		<title>Lockpick</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Lockpick&amp;diff=232600"/>
		<updated>2025-01-27T22:26:58Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Corrected lockpick information and broke precision and strength data into their own tables&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Lockpicks&#039;&#039;&#039; are items that are mainly used to [[Picking Locks|pick]] [[Lock difficulty|locks]] on [[Box_(treasure)|treasure chests]] found from the [[treasure system]].  They can be purchased at the local locksmith in every town. If you are within one of the three main starter towns, you can find the locksmith by typing {{boldmono|[[DIRECTION_(verb)|DIRECTION]] LOCKSMITH}} where you&#039;ll be able to purchase and repair lockpicks when broken.  Repairing the lockpick does reduce the modifier of the lockpick however, so eventually you will break a lockpick enough times that it should be replaced instead of repaired.  [[Lock Mastery]] Masters have the ability once per month to renew a lockpick back to its original modifier.&lt;br /&gt;
&lt;br /&gt;
=== Standard Lockpick Material Properties ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Material&lt;br /&gt;
!Modifier&lt;br /&gt;
!Ranks&lt;br /&gt;
!Price&lt;br /&gt;
!Strength&lt;br /&gt;
!Precision&lt;br /&gt;
|-&lt;br /&gt;
|copper|| align=&amp;quot;right&amp;quot; |1.0|| align=&amp;quot;right&amp;quot; | 0|| align=&amp;quot;right&amp;quot; |100|| align=&amp;quot;right&amp;quot; |very weak|| very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|brass|| align=&amp;quot;right&amp;quot; |1.05|| align=&amp;quot;right&amp;quot; |0|| align=&amp;quot;right&amp;quot; |250|| align=&amp;quot;right&amp;quot; |very weak||very inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|steel|| align=&amp;quot;right&amp;quot; |1.1|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |500|| align=&amp;quot;right&amp;quot; |below average strength||inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|gold|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,000|| align=&amp;quot;right&amp;quot; |weak||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|ivory|| align=&amp;quot;right&amp;quot; |1.2|| align=&amp;quot;right&amp;quot; |1|| align=&amp;quot;right&amp;quot; |750|| align=&amp;quot;right&amp;quot; |average strength||somewhat inaccurate&lt;br /&gt;
|-&lt;br /&gt;
|silver|| align=&amp;quot;right&amp;quot; |1.3|| align=&amp;quot;right&amp;quot; |3|| align=&amp;quot;right&amp;quot; |2,500|| align=&amp;quot;right&amp;quot; |below average strength|| inefficient&lt;br /&gt;
|-&lt;br /&gt;
|mithril|| align=&amp;quot;right&amp;quot; |1.45|| align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |6,000|| align=&amp;quot;right&amp;quot; |very strong||unreliable&lt;br /&gt;
|-&lt;br /&gt;
|ora|| align=&amp;quot;right&amp;quot; |1.55 || align=&amp;quot;right&amp;quot; |5|| align=&amp;quot;right&amp;quot; |5,000|| align=&amp;quot;right&amp;quot; |strong||below average&lt;br /&gt;
|-&lt;br /&gt;
| glaes|| align=&amp;quot;right&amp;quot; |1.6|| align=&amp;quot;right&amp;quot; |8|| align=&amp;quot;right&amp;quot; |9,500|| align=&amp;quot;right&amp;quot; |incredibly strong||average&lt;br /&gt;
|-&lt;br /&gt;
|laje|| align=&amp;quot;right&amp;quot; |1.75|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |below average strength||above average&lt;br /&gt;
|-&lt;br /&gt;
|vultite|| align=&amp;quot;right&amp;quot; |1.8|| align=&amp;quot;right&amp;quot; |20|| align=&amp;quot;right&amp;quot; |30,000|| align=&amp;quot;right&amp;quot; |below average strength||somewhat accurate&lt;br /&gt;
|-&lt;br /&gt;
| rolaren|| align=&amp;quot;right&amp;quot; |1.9|| align=&amp;quot;right&amp;quot; |12|| align=&amp;quot;right&amp;quot; |17,000|| align=&amp;quot;right&amp;quot; |very strong||favorable&lt;br /&gt;
|-&lt;br /&gt;
|veniom|| align=&amp;quot;right&amp;quot; |2.2|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |50,000|| align=&amp;quot;right&amp;quot; |excellent strength ||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|invar|| align=&amp;quot;right&amp;quot; |2.25|| align=&amp;quot;right&amp;quot; |35|| align=&amp;quot;right&amp;quot; |75,000|| align=&amp;quot;right&amp;quot; |incredibly strong||highly accurate&lt;br /&gt;
|-&lt;br /&gt;
|alum|| align=&amp;quot;right&amp;quot; |2.3|| align=&amp;quot;right&amp;quot; |16|| align=&amp;quot;right&amp;quot; |23,000|| align=&amp;quot;right&amp;quot; |weak||excellent&lt;br /&gt;
|-&lt;br /&gt;
|golvern|| align=&amp;quot;right&amp;quot; |2.35|| align=&amp;quot;right&amp;quot; |40|| align=&amp;quot;right&amp;quot; |95,000|| align=&amp;quot;right&amp;quot; |astonishingly strong||excellent&lt;br /&gt;
|-&lt;br /&gt;
|kelyn|| align=&amp;quot;right&amp;quot; |2.4|| align=&amp;quot;right&amp;quot; |25|| align=&amp;quot;right&amp;quot; |62,000|| align=&amp;quot;right&amp;quot; |very strong||incredible&lt;br /&gt;
|-&lt;br /&gt;
|vaalin|| align=&amp;quot;right&amp;quot; |2.5|| align=&amp;quot;right&amp;quot; |50|| align=&amp;quot;right&amp;quot; |125,000|| align=&amp;quot;right&amp;quot; |incredibly strong||unsurpassed&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Precision Ranges ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Precision&lt;br /&gt;
!Modifier Range&lt;br /&gt;
|-&lt;br /&gt;
|detrimental|| align=&amp;quot;right&amp;quot; |0.9-1.09&lt;br /&gt;
|-&lt;br /&gt;
|very inaccurate|| align=&amp;quot;right&amp;quot; |1.0 - 1.09&lt;br /&gt;
|-&lt;br /&gt;
|inaccurate|| align=&amp;quot;right&amp;quot; |1.1 - 1.19&lt;br /&gt;
|-&lt;br /&gt;
|somewhat inaccurate|| align=&amp;quot;right&amp;quot; |1.2 - 1.29&lt;br /&gt;
|-&lt;br /&gt;
|inefficient|| align=&amp;quot;right&amp;quot; |1.3 - 1.39&lt;br /&gt;
|-&lt;br /&gt;
|unreliable|| align=&amp;quot;right&amp;quot; |1.4 - 1.49&lt;br /&gt;
|-&lt;br /&gt;
|below average|| align=&amp;quot;right&amp;quot; |1.5 - 1.59&lt;br /&gt;
|-&lt;br /&gt;
|average|| align=&amp;quot;right&amp;quot; |1.6 - 1.69&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |1.7 - 1.79&lt;br /&gt;
|-&lt;br /&gt;
| somewhat accurate|| align=&amp;quot;right&amp;quot; |1.8 - 1.89&lt;br /&gt;
|-&lt;br /&gt;
|favorable|| align=&amp;quot;right&amp;quot; |1.9 - 1.99&lt;br /&gt;
|-&lt;br /&gt;
|advantageous|| align=&amp;quot;right&amp;quot; |2.0 - 2.09&lt;br /&gt;
|-&lt;br /&gt;
|accurate|| align=&amp;quot;right&amp;quot; |2.1 - 2.19&lt;br /&gt;
|-&lt;br /&gt;
|highly accurate|| align=&amp;quot;right&amp;quot; |2.2 - 2.29&lt;br /&gt;
|-&lt;br /&gt;
|excellent|| align=&amp;quot;right&amp;quot; |2.3 - 2.39&lt;br /&gt;
|-&lt;br /&gt;
|incredible|| align=&amp;quot;right&amp;quot; |2.4 - 2.49&lt;br /&gt;
|-&lt;br /&gt;
|unsurpassed|| align=&amp;quot;right&amp;quot; |2.5+&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=== Lockpick Strengths ===&lt;br /&gt;
{| class=&amp;quot;wikitable sortable&amp;quot;&lt;br /&gt;
!Strength&lt;br /&gt;
!Level&lt;br /&gt;
|-&lt;br /&gt;
|flimsy|| align=&amp;quot;right&amp;quot; |1&lt;br /&gt;
|-&lt;br /&gt;
|very weak|| align=&amp;quot;right&amp;quot; |2&lt;br /&gt;
|-&lt;br /&gt;
|weak|| align=&amp;quot;right&amp;quot; |3&lt;br /&gt;
|-&lt;br /&gt;
|below average strength|| align=&amp;quot;right&amp;quot; |4&lt;br /&gt;
|-&lt;br /&gt;
|average strength|| align=&amp;quot;right&amp;quot; |5&lt;br /&gt;
|-&lt;br /&gt;
|above average|| align=&amp;quot;right&amp;quot; |6&lt;br /&gt;
|-&lt;br /&gt;
|strong|| align=&amp;quot;right&amp;quot; |7&lt;br /&gt;
|-&lt;br /&gt;
|very strong|| align=&amp;quot;right&amp;quot; |8&lt;br /&gt;
|-&lt;br /&gt;
|excellent strength|| align=&amp;quot;right&amp;quot; |9&lt;br /&gt;
|-&lt;br /&gt;
|incredibly strong|| align=&amp;quot;right&amp;quot; |10&lt;br /&gt;
|-&lt;br /&gt;
|astonishingly strong|| align=&amp;quot;right&amp;quot; |11&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==See also==&lt;br /&gt;
*[[/saved_posts|Saved posts]]&lt;br /&gt;
*[[Hairpick]]&lt;br /&gt;
*[[Under-the-tongue lockpick]]&lt;br /&gt;
*[[Wearpick]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Rogue]]&lt;br /&gt;
[[Category:Lists]]&lt;br /&gt;
[[Category:Locksmithing]]&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Transmute_Enhancive_to_Jewelry&amp;diff=224656</id>
		<title>Transmute Enhancive to Jewelry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Transmute_Enhancive_to_Jewelry&amp;diff=224656"/>
		<updated>2024-08-26T02:20:55Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A faenor nugget will grant the user the ability to transmute an enhancive armor/weapon/shield/armor accessory to a newly created piece of jewelry.  Bonuses cannot be moved to existing items, and only the enhancive properties of the enhancive are carried over to the jewelry.  The location is optional, but the final item must be jewelry.  This change may result in updates to reflect the new material, but a full alteration is not included in this service.  The source item will be destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}} style=&amp;quot;width: 20%;&amp;quot; aria-label=&amp;quot;In&amp;quot;; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Worn location table&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Location&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Common Name&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Jewelry Name&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Clothing Name&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Worn Messaging&lt;br /&gt;
|-&lt;br /&gt;
|As a pin                      ||  Pin           ||        -                     ||    -                                       ||    Put on&lt;br /&gt;
|-&lt;br /&gt;
|On your head                  ||  Helmet        ||        crown, circlet, etc.  ||    headband                                ||    Put On&lt;br /&gt;
|-&lt;br /&gt;
|Placed in your hair           ||  Barrette      ||        hairpin, hair jewels  ||    ribbon, hairtie, etc                    ||    put in&lt;br /&gt;
|-&lt;br /&gt;
|Hung from a single ear        ||  Earring       ||        earring, earcuff      ||    N/a                                     ||    Hang from&lt;br /&gt;
|-&lt;br /&gt;
|Hung from both ears           ||  Earrings      ||        earrings, earcuffs    ||    N/a                                     ||    Hang From&lt;br /&gt;
|-&lt;br /&gt;
|Hung around your neck         ||  Necklace      ||        choker, pendant, etc. ||    gorget (non-functional), choker, etc.   ||    Hang around&lt;br /&gt;
|-&lt;br /&gt;
|On your back                  ||  Backpack      ||        N/a                   ||    -                                       ||    Put On&lt;br /&gt;
|-&lt;br /&gt;
|Slung over your shoulder      ||  Shield        ||        epaulet                   ||    plaid, sash                             ||    Sling Over&lt;br /&gt;
|-&lt;br /&gt;
|Draped over your shoulders    ||  Cloak         ||        N/a                   ||    all the cloak nouns                     ||    Drape From&lt;br /&gt;
|-&lt;br /&gt;
|Over your chest               ||  Armor         ||        pectoral              ||    all the shirt nouns                     ||    Work Into&lt;br /&gt;
|-&lt;br /&gt;
|Put over your front           ||  Apron         ||        pectoral              ||    tabard                                  ||    Put over&lt;br /&gt;
|-&lt;br /&gt;
|Slipped into, on your chest   ||  Shirt         ||        N/a                   ||    gambeson, undershirt                    ||    slip into&lt;br /&gt;
|-&lt;br /&gt;
|Attached to your arms         ||  arm greaves   ||        armband               ||    arm warmers                             ||    Attach to&lt;br /&gt;
|-&lt;br /&gt;
|Attached to your wrist        ||  Bracelet      ||        bangle, wristlet, etc ||    bracer, woven item, etc.                ||    Attach to&lt;br /&gt;
|-&lt;br /&gt;
|Slipped over your hands       ||  Gloves        ||        handflower            ||    glove nouns                             ||    slip over&lt;br /&gt;
|-&lt;br /&gt;
|On your fingers               ||  Ring          ||        band, ring, etc.      ||    string                                  ||    Slide Onto&lt;br /&gt;
|-&lt;br /&gt;
|Around your waist             ||  Belt          ||        waist chain/girdle    ||    sash/cincture                           ||    Put around&lt;br /&gt;
|-&lt;br /&gt;
|Attached to your belt         ||  Pouch         ||        buckle                   ||    N/a                                     ||    Attach to&lt;br /&gt;
|-&lt;br /&gt;
|Pulled over your legs         ||  Pants         ||        N/a                   ||    all the skirt/pant nouns                ||    Pulled Over&lt;br /&gt;
|-&lt;br /&gt;
|Slipped into, on your legs    ||  Stockings     ||        N/a                   ||    leggings, etc                           ||    slip into&lt;br /&gt;
|-&lt;br /&gt;
|Attached to your legs         ||  leg greaves   ||        N/a                   ||    chaps                                   ||    Attach to&lt;br /&gt;
|-&lt;br /&gt;
|Attached to your ankle        ||  Anklet        ||        anklet, ankle-cuff    ||    N/a                                     ||    Attach to&lt;br /&gt;
|-&lt;br /&gt;
|Slipped on your feet          ||  Socks         ||        footflower            ||    sock nouns                              ||    slip on&lt;br /&gt;
|-&lt;br /&gt;
|On your feet                  ||  Boots         ||        footflower            ||    boot/shoe nouns                         ||    Put On&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=Transmute_Enhancive_to_Jewelry&amp;diff=224655</id>
		<title>Transmute Enhancive to Jewelry</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=Transmute_Enhancive_to_Jewelry&amp;diff=224655"/>
		<updated>2024-08-26T02:19:43Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Added buckle as a jewelry item for attached to the belt&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A faenor nugget will grant the user the ability to transmute an enhancive armor/weapon/shield/armor accessory to a newly created piece of jewelry.  Bonuses cannot be moved to existing items, and only the enhancive properties of the enhancive are carried over to the jewelry.  The location is optional, but the final item must be jewelry.  This change may result in updates to reflect the new material, but a full alteration is not included in this service.  The source item will be destroyed.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; {{prettytable}} style=&amp;quot;width: 20%;&amp;quot; aria-label=&amp;quot;In&amp;quot;; style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Worn location table&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Location&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Common Name&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Jewelry Name&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Clothing Name&lt;br /&gt;
! colspan=&amp;quot;1&amp;quot; | Worn Messaging&lt;br /&gt;
|-&lt;br /&gt;
|As a pin                      ||  Pin           ||        -                     ||    -                                       ||    Put on&lt;br /&gt;
|-&lt;br /&gt;
|On your head                  ||  Helmet        ||        crown, circlet, etc.  ||    headband                                ||    Put On&lt;br /&gt;
|-&lt;br /&gt;
|Placed in your hair           ||  Barrette      ||        hairpin, hair jewels  ||    ribbon, hairtie, etc                    ||    put in&lt;br /&gt;
|-&lt;br /&gt;
|Hung from a single ear        ||  Earring       ||        earring, earcuff      ||    N/a                                     ||    Hang from&lt;br /&gt;
|-&lt;br /&gt;
|Hung from both ears           ||  Earrings      ||        earrings, earcuffs    ||    N/a                                     ||    Hang From&lt;br /&gt;
|-&lt;br /&gt;
|Hung around your neck         ||  Necklace      ||        choker, pendant, etc. ||    gorget (non-functional), choker, etc.   ||    Hang around&lt;br /&gt;
|-&lt;br /&gt;
|On your back                  ||  Backpack      ||        N/a                   ||    -                                       ||    Put On&lt;br /&gt;
|-&lt;br /&gt;
|Slung over your shoulder      ||  Shield        ||        N/a                   ||    plaid, sash                             ||    Sling Over&lt;br /&gt;
|-&lt;br /&gt;
|Draped over your shoulders    ||  Cloak         ||        N/a                   ||    all the cloak nouns                     ||    Drape From&lt;br /&gt;
|-&lt;br /&gt;
|Over your chest               ||  Armor         ||        pectoral              ||    all the shirt nouns                     ||    Work Into&lt;br /&gt;
|-&lt;br /&gt;
|Put over your front           ||  Apron         ||        pectoral              ||    tabard                                  ||    Put over&lt;br /&gt;
|-&lt;br /&gt;
|Slipped into, on your chest   ||  Shirt         ||        N/a                   ||    gambeson, undershirt                    ||    slip into&lt;br /&gt;
|-&lt;br /&gt;
|Attached to your arms         ||  arm greaves   ||        armband               ||    arm warmers                             ||    Attach to&lt;br /&gt;
|-&lt;br /&gt;
|Attached to your wrist        ||  Bracelet      ||        bangle, wristlet, etc ||    bracer, woven item, etc.                ||    Attach to&lt;br /&gt;
|-&lt;br /&gt;
|Slipped over your hands       ||  Gloves        ||        handflower            ||    glove nouns                             ||    slip over&lt;br /&gt;
|-&lt;br /&gt;
|On your fingers               ||  Ring          ||        band, ring, etc.      ||    string                                  ||    Slide Onto&lt;br /&gt;
|-&lt;br /&gt;
|Around your waist             ||  Belt          ||        waist chain/girdle    ||    sash/cincture                           ||    Put around&lt;br /&gt;
|-&lt;br /&gt;
|Attached to your belt         ||  Pouch         ||        buckle                   ||    N/a                                     ||    Attach to&lt;br /&gt;
|-&lt;br /&gt;
|Pulled over your legs         ||  Pants         ||        N/a                   ||    all the skirt/pant nouns                ||    Pulled Over&lt;br /&gt;
|-&lt;br /&gt;
|Slipped into, on your legs    ||  Stockings     ||        N/a                   ||    leggings, etc                           ||    slip into&lt;br /&gt;
|-&lt;br /&gt;
|Attached to your legs         ||  leg greaves   ||        N/a                   ||    chaps                                   ||    Attach to&lt;br /&gt;
|-&lt;br /&gt;
|Attached to your ankle        ||  Anklet        ||        anklet, ankle-cuff    ||    N/a                                     ||    Attach to&lt;br /&gt;
|-&lt;br /&gt;
|Slipped on your feet          ||  Socks         ||        footflower            ||    sock nouns                              ||    slip on&lt;br /&gt;
|-&lt;br /&gt;
|On your feet                  ||  Boots         ||        footflower            ||    boot/shoe nouns                         ||    Put On&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
	<entry>
		<id>https://gswiki.play.net/index.php?title=User:TRUDEATH&amp;diff=179848</id>
		<title>User:TRUDEATH</title>
		<link rel="alternate" type="text/html" href="https://gswiki.play.net/index.php?title=User:TRUDEATH&amp;diff=179848"/>
		<updated>2022-10-06T00:16:19Z</updated>

		<summary type="html">&lt;p&gt;SEPTUS: Replaced content with &amp;quot;user no longer exits.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;user no longer exits.&lt;/div&gt;</summary>
		<author><name>SEPTUS</name></author>
	</entry>
</feed>