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Gemstones can be found in ascension hunting areas after completing the Wyrm quests. They come in common, rare and elite versions. A total of 5 gemstones can be equipped. A gemstone can have common, rare, and legendary properties, but only 1 legendary may be equipped at any given time. So this gives you a max of 11 active properties (4 gemstones that have common + rare on them, and the 5th being common + rare + legendary).
Gemstones can be found in ascension hunting areas after completing the Wyrm quest. A total of five gemstones can be equipped. A gemstone can have common, rare, and legendary properties, but only 1 legendary may be equipped at any given time. Overall, this gives you a maximum of 11 active properties (4 gemstones with common + common/regional/rare properties, and the 5th with common + common/regional/rare + legendary properties).


{|width="90%" class="wikitable sortable" {{prettytable}}
Known gemstones:
!style="width: 15%;"|Property

!style="width: 5%;"|Rarity
Property: Hinterwilds: Warden of the Damned
!style="width: 5%;"|Tiered
Rarity: Regional
!style="width: 5%;"|Type
Mnemonic: hinterwarden
!style="width: 60%;"|Description
Description: Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.
|-

|Blood Prism||Common||Yes||Passive||Your passive health regeneration is increased by 5/10/15/20/25%.
Property: Bold Brawler
|-
Rarity: Common
|Bold Brawler||Common||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.
Mnemonic: boldbrawler
|-
Description: Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.
|Cannoneer's Savvy||Common||Yes||Passive|||You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.

|-
Property: Slayer's Fortitude
|Companion's Might||Common||Yes||Passive||When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.
Rarity: Common
|-
Mnemonic: slayersfortitud
|Companion's Swiftness||Common||Yes||Passive||When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.
Description: You gain 1/2/3/4/5 effective Sheer Fear levels.
|-
|Force of Will||Common||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).
Tiered
|-

|Geomancer's Spite||Common||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.
Okay, that's the cutest gemstone so far. And it's a good one too!
|-

|Green Thumb||Common||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.
Property: Immobility Veil
|-
Rarity: Common
|Immobility Veil||Common||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.
Mnemonic: immobiveil
|-
Description: 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.
|Journeyman Tactician||Common||Yes||Passive||You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.
|-
Tiered
|Limit Break: Edged Weapons||Common||Yes||Passive||Your enhancive limit on One-Handed Edged Weapons is raised by 2/4/6/8/10 points.

|-
Property: Subtle Ward
|Limit Break: Polearm Weapons||Common||Yes||Passive||Your enhancive limit on Polearm Weapons is raised by 2/4/6/8/10 points.
Rarity: Common
|-
Mnemonic: subtleward
|Limit Break: Two-Handed Weapons||Common||Yes||Passive||Your enhancive limit on Two-Handed Weapons is raised by 2/4/6/8/10 points.
Description: When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.
|-

|Mystic Magnification||Common||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.
Property: Sureshot
|-
Rarity: Rare
|Opportunistic Sadism||Common||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.
Mnemonic: sureshot
|-
Description: Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy's eyes or head if it possesses eyes or a head.
|Slayer's Fortitude||Common||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels.

|-
Property: Moonsedge: Gift of Enlightenment
|Spirit Prism||Common||Yes||Passive||You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.
Rarity: Regional
|-
Mnemonic: megiftenlighten
|Stamina Prism||Common||Yes||Passive||Your passive stamina regeneration is increased by 5/10/15/20/25%.
Description: You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.
|-
|Storm of Rage||Common||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.
Tiered
|-

|Subtle Ward||Common||Yes||Passive||When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.
Property: Sureshot
|-
Rarity: Rare
|Twist the Knife||Common||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.
Mnemonic: sureshot
|-
Description: Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy's eyes or head if it possesses eyes or a head.
|Grimswarm: Shroud Soother||Regional||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.
|-
Tiered
|Hinterwilds: Light of the Disir||Regional||Yes||Passive||You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.

|-
Property: Pixie's Mischief
|Hinterwilds: Warden of the Damned||Regional||Yes||Passive||Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.
Rarity: Legendary
|-
Mnemonic: pixiemischief
|Moonsedge: Gift of Enlightement||Regional||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.
Description: 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.
|-
|Temple Nelemar: Perfect Conduction||Regional||No||Passive||While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms
Tiered
|-

|The Hinterwilds: Gift of Enlightement||Regional||Yes||Passive||You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.
Property: Opportunistic Sadism
|-
Rarity: Common
|The Hive: Arrhythmic Gait||Regional||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.
Mnemonic: opporsadism
|-
Description: 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.
|The Hive: Astral Spark||Regional||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.

|-

|The Rift: Gift of the God-King||Regional||No||Passive||You do not suffer from spirit drain while entering the Rift.
Property: Companion's Swiftness Rarity: Common Mnemonic: companionsswift Description: When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.
|-
|Bandit Bait||Rare||Yes||Passive||Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers' Guild.
|-
|Sureshot||Rare||Yes||Passive||Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy's eyes or head if it possesses eyes or a head.
|-
|Pixie's Mischief||Legendary||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.
|}

Revision as of 16:34, 17 October 2024

Gemstones can be found in ascension hunting areas after completing the Wyrm quest. A total of five gemstones can be equipped. A gemstone can have common, rare, and legendary properties, but only 1 legendary may be equipped at any given time. Overall, this gives you a maximum of 11 active properties (4 gemstones with common + common/regional/rare properties, and the 5th with common + common/regional/rare + legendary properties).

Property Rarity Tiered Type Description
Blood Prism Common Yes Passive Your passive health regeneration is increased by 5/10/15/20/25%.
Bold Brawler Common Yes Passive Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.
Cannoneer's Savvy Common Yes Passive You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.
Companion's Might Common Yes Passive When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.
Companion's Swiftness Common Yes Passive When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.
Force of Will Common 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).
Geomancer's Spite Common 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.
Green Thumb Common No Passive When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.
Immobility Veil Common 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.
Journeyman Tactician Common Yes Passive You gain 1/2/3/4/5 AS and 1/1/1/2/3 SMR Offense with Combat Maneuvers.
Limit Break: Edged Weapons Common Yes Passive Your enhancive limit on One-Handed Edged Weapons is raised by 2/4/6/8/10 points.
Limit Break: Polearm Weapons Common Yes Passive Your enhancive limit on Polearm Weapons is raised by 2/4/6/8/10 points.
Limit Break: Two-Handed Weapons Common Yes Passive Your enhancive limit on Two-Handed Weapons is raised by 2/4/6/8/10 points.
Mystic Magnification Common 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.
Opportunistic Sadism Common 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.
Slayer's Fortitude Common Yes Passive You gain 1/2/3/4/5 effective Sheer Fear levels.
Spirit Prism Common Yes Passive You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.
Stamina Prism Common Yes Passive Your passive stamina regeneration is increased by 5/10/15/20/25%.
Storm of Rage Common 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.
Subtle Ward Common Yes Passive When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.
Twist the Knife Common 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.
Grimswarm: Shroud Soother Regional 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.
Hinterwilds: Light of the Disir Regional Yes Passive You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.
Hinterwilds: Warden of the Damned Regional Yes Passive Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.
Moonsedge: Gift of Enlightement Regional Yes Passive You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.
Temple Nelemar: Perfect Conduction Regional No Passive While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms
The Hinterwilds: Gift of Enlightement Regional Yes Passive You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.
The Hive: Arrhythmic Gait Regional 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.
The Hive: Astral Spark Regional 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.
The Rift: Gift of the God-King Regional No Passive You do not suffer from spirit drain while entering the Rift.
Bandit Bait Rare Yes Passive Up to 1/2/3 additional bandits will spawn in each group when you are on a bandit task for the Adventurers' Guild.
Sureshot Rare Yes Passive Your aimed attacks with ranged weapons have a 1/2/3/4/5% added chance to strike an enemy's eyes or head if it possesses eyes or a head.
Pixie's Mischief Legendary 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.