GemstoneRebalance-Sep-29-2026: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
No edit summary
m (reference)
 
Line 312: Line 312:


New: You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and '''those not engaged in''' 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: '''3/2/1 min.'''
New: You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and '''those not engaged in''' 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: '''3/2/1 min.'''


<ref>[[Gemstones]]</ref>

Latest revision as of 17:24, 29 September 2026

Gemstone September 29th 2026 Rebalance Patch

Common (16 changed)

Boatswain's Savvy

Old: You have a 5/10/15/20/25% chance to critically succeed when repairing an OSA ship.

New: You have a 5/10/15/20/25% chance to critically succeed when repairing an Open Sea Adventures ship. You gain 5 Attack Strength and 3 Casting Strength while in OSA. This bonus is doubled at tier 3 and tripled at tier 5. This bonus does not stack with other OSA Gemstone properties.

Burning Blood

Old: When you are dealt a rank 2+ wound, your blood combusts in the air. Up to 3 nearby enemies must make an SMR test. On a failure, they suffer a Heat flare.

New: When you are struck by a creature you have a standard flare chance of your blood combusting in the air. Your attacker has a 33%/66%/100% chance to make an SMR test. On a failure, they suffer a Heat flare and are immolated.

Cannoneer's Savvy

Old: You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an OSA ship.

New: You have a 5/10/15/20/25% chance to incur no roundtime when loading the cannons of an Open Sea Adventures ship. You gain 5 Attack Strength and 3 Casting Strength while in OSA. This bonus is doubled at tier 3 and tripled at tier 5. This bonus does not stack with other OSA Gemstone properties.

Dispulsion Ward

Old: 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.

New: When an enemy targets you with a dispel, there is a 15/20/25/30/35% chance that the enemy will be subject to an SMR test. On a failure, the dispel has no effect on you.

Ether Flux

Old: 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.

New: When you deal 2 types of elemental damage to a creature in under 60 seconds, the creature must make an SMR test. On failure, it takes disruption damage. This cannot occur more than once every 20 seconds.

Green Thumb → Poison Ivy

Old: When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.

New: Your first foraging roll every 30/25/20/15/10 minutes grants a 10/20/30/40/50% bonus to success. When you fail a foraging roll, you receive a bonus to subsequent foraging attempts until you succeed. You have a standard flare chance to poison an enemy on successful attacks.

Immobility Veil → Seraphic Veil

Old: Immobile effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.

New: Immobile, Root, Web, and Stun effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second. You cannot benefit from this property while under the effect of Sheer Fear.

Known Issue: Does not cover all Stun effects.

Mystic Magnification

Will no longer spawn.

Navigator's Savvy

Old: You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an OSA ship.

New: You have a 5/10/15/20/25% chance to incur no roundtime when turning the wheel of an Open Sea Adventures ship. You gain 5 Attack Strength and 3 Casting Strength while in OSA. This bonus is doubled at tier 3 and tripled at tier 5. This bonus does not stack with other OSA Gemstone properties.

Opportunistic Sadism

Old: 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.

New: 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. Your attacks gain poison flares. The flare chance is 5% at rank 1, 10% at rank 3, and 15% at rank 5.

Root Veil → Iron Resolve

Old: Rooted effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.

New: When Immobilized, Rooted, Webbed, or Stunned by a creature, instantly gain 10/20/30/40/50 health and 2/4/6/8/10 crit and damage padding for 10 seconds. Health gained in this way may exceed your maximum health by up to 10/20/30/40/50. 30 second cooldown.

Known Issue: Does not cover all Stun effects.

Slayer's Fortitude

Old: You gain 1/2/3/4/5 effective Sheer Fear levels.

New: You gain 1/2/3/4/5 effective Sheer Fear levels and 2/4/6/8/10 Defensive Strength.

Spirit Prism → Spirit Flow

Old: You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.

New: You instantly regenerate 1 point of spirit. Cooldown: 15/12/9/6/3 mins.

Strong Back

Moved to Common tier.

Twist the Knife

Old: 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.

New: 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. Your attacks gain bleed flares. The flare chance is 5% at rank 1, 10% at rank 3, and 15% at rank 5.

Web Veil → Heart Ward

Old: Web effects applied to you have a reduced 1/2/3/4/5 second duration, to a minimum of 1 second.

New: When you would be Immobilized, Rooted, Webbed, or Stunned by a creature, you must make an MDR test. On a success, you do not become Immobilized, Rooted, Webbed, or Stunned. 5/4/3/2/1 minute cooldown. Cooldown only applies on success.

Regional (9 changed)

Grimswarm: Shroud Soother

Old: 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.

New: Your Area of Effect spells have a 15/30/45/60/75% reduced chance to trigger the Shroud in Grimswarm camps. You can trigger the Shroud with no negative effect once every 15/12/9/6/3 minutes.

Hinterwilds: Light of the Disir

Old: You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.

New: You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds. Your attacks have a standard flare chance to summon the radiance of a disir, causing your enemy to make an SMR test. On a failure, it takes plasma damage and is blinded. Cooldown: 60/50/40/30/20 seconds.

Moonsedge: Gift of Enlightenment

Old: You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.

New: You earn 20/40/60/80/100% more Long Term Experience while hunting in Moonsedge. This bonus LTE does not count against your normal daily cap. You gain 0/0/1/1/2 additional experience per pulse for hunts in Moonsedge.

Temple Nelemar: Breath of the Nymph → Charl's Dominion: Breath of the Nymph

Old: 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.

New: While in watery areas of the Ruined Temple and Sailor's Grief, eruptions of seaspray block 1/2/3/4/5% of creature attacks against you. On a blocked attack, up to 3 enemy creatures must make an SMR test. On a failure, they are blinded. This effect cannot occur more than once every 30 seconds.

Temple Nelemar: Perfect Conduction → Charl's Dominion: Perfect Conduction

Old: While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms.

New: While in watery areas of the Ruined Temple and Sailor's Grief, lightning damage caused by conduction deals you no damage and instead grants you +10 Attack Strength and +6 Casting Strength for 30 seconds. You cannot benefit from this AS/CS effect more than once every 120 seconds.

Temple Nelemar: Trident of the Sunderer → Charl's Dominion: Trident of the Sunderer

Old: 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.

New: While in watery areas of the Ruined Temple and Sailor's Grief, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning. Up to 3 enemies must make an SMR test. On a failure, they take electrical damage and are confused. This damage does not conduct back against you or your allies. This effect cannot occur more than once every 30 seconds.

The Hinterwilds: Gift of Enlightenment

Old: You earn 20/40/60/80/100% more LTE while hunting in the Hinterwilds, up to your daily cap.

New: You earn 20/40/60/80/100% more Long Term Experience while hunting in the Hinterwilds. This bonus LTE does not count against your normal daily cap. You gain 0/0/1/1/2 additional experience per pulse for hunts in the Hinterwilds.

The Hive: Gift of Enlightenment

Old: You earn 20/40/60/80/100% more LTE while hunting in the Hive, up to your daily cap.

New: You earn 20/40/60/80/100% more Long Term Experience while hunting in the Hive. This bonus LTE does not count against your normal daily cap. You gain 0/0/1/1/2 additional experience per pulse for hunts in the Hive.

The Rift: Gift of the God-King

Old: You do not suffer from spirit drain while entering the Rift.

New: Instead of suffering from spirit drain upon entering the Rift, you gain 3/6/9/12/15 additional Attack Strength and 2/4/6/8/10 additional Casting Strength for 2 minutes. This AS/CS bonus cannot occur more often than every 15 minutes.

Rare (17 changed)

Adaptive Resistance → Gigas Skin

Old: 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 for 5 minutes, or until this ability activates on a different damage type. This damage resistance does not stack with other forms of damage resistance.

New: Prior to taking damage, you have a 5/10/15/20/25% chance to gain 10/20/30/40/50% damage resistance to that damage type for 5 minutes, or until this ability activates on a different damage type.

Advanced Spell Shielding

Old: You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.

New: You resist dispel effects. This effect cannot occur more often than every 30/15/5 minutes.

Anointed Defender

Old: You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.

New: You gain 6/7/9/12/15 Defensive Strength and 4/4/6/8/10 Target Defense.

Arcane Opus

Old: Your next successful bolt spell has a 25% damage factor bonus. Cooldown: 1 min.

New: The Damage Factor of your bolt spells is increased by 25% for 10 seconds. Cooldown: 60/40/20 seconds.

Blood Siphon

Old: 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.

New: A vampiric aura surrounds you, siphoning blood from nearby enemy creatures with blood for 30 seconds. Every 10 seconds, up to 5 nearby enemy creatures are subject to an MDR test. On a failure, they take puncture damage plus an additional 10 points of hit point damage. 5/10/15/20/25% of the damage dealt is restored to you. Cooldown: 5 min.

Blood Wellspring

Old: You instantly regain all of your health. Cooldown: 60/40/20 mins.

New: You instantly regain all of your health. Cooldown: 60/30/10 mins.

Chameleon Shroud

Old: You have a 1/2/3/4/5% chance to become hidden after your attacks.

New: You have a 2/4/6/8/10% chance to become hidden after attacking an opponent.

Defensive Duelist

Old: 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.

New: When an enemy directs a melee attack at you, you have a 2/4/6/8/10% chance to intercept the attack and take no damage. The enemy must make an SMR test. On a failure, the enemy is disarmed, its arms are crippled, and it is staggered.

Mana Wellspring

Old: You instantly regain all of your mana. Cooldown: 60/40/20 mins.

New: You instantly regain all of your mana. Cooldown: 60/30/15 mins.

Martial Impulse

Old: 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.

New: After hitting an enemy with an attack, you have a 3/6/9/12/15% chance to gain Martial Momentum for 60 seconds. Your next combat maneuver used under the effects of Martial Momentum receives a bonus of +5/10/15/20/25, incurs no stamina cost, and receives a roundtime reduction of 1/1/2/2/3, to a minimum of 1.

Relentless Warder

Old: When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast.

New: When a warding attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to be recast with +5/10/15/20/25 Casting Strength.

Ripe Melon

Old: Your aimed attacks with melee 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.

New: Your aimed attacks with melee weapons have a 2/3/4/5/6% increased chance to hit the target location, up to a maximum of 95%.

Stamina Wellspring

Old: You instantly regain all of your stamina. Cooldown: 60/40/20 mins.

New: You instantly regain all of your stamina. Cooldown: 60/30/15 mins.

Strong Back

Moved to Common tier.

Sureshot

Old: 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.

New: Your aimed attacks with ranged weapons have a 2/3/4/5/6% increased chance to hit the target location, up to a maximum of 95%.

Terror's Tribute

Old: Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed an SMR roll or be knocked down and stunned by nightmares. Cooldown: 10/5/3 mins.

New: Your attacks have a chance to summon a wall of ethereal undead that charge outward. Opponents must succeed on an SMR roll or be knocked down and stunned by nightmares. Cooldown: 5/3/1 mins.

Tethered Strike

Old: Your offensive spells and weapon attacks no longer trigger creatures' innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.

New: Your offensive spells and weapon attacks have a 20/40/60/80/100% chance to no longer trigger creatures' innate abilities to outright avoid incoming attacks, such as Ithzir vanishing, warg avoidance, and myling fading.

Legendary (9 changed)

Arcanist's Will

Old: 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.

New: You enter a heightened state. While active, you gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10. Each warding spell costs 4 mana and 4 stamina and applies Mana Sever for 90 seconds, preventing you from receiving mana from your fellow adventurers.

Imaera's Balm

Old: Your wounds and scars heal instantly. Cooldown: 1x/day.

New: Your wounds and scars heal instantly and you are restored to full health. Cooldown: 1/2/3x per day.

Mirror Image

Old: When you attack a creature, you have a 10% chance to create a mirror image of yourself that will replicate the attack. When you are attacked by a creature, there is a 10% chance that a mirror image of you will appear and take the blow instead.

New: When you attack a creature, you have a 2/3/4/6/8% chance to create a mirror image of yourself that will replicate the attack. When you are attacked by a creature, there is a 1/1/2/3/4% chance that a mirror image of you will appear and take the blow instead.

Mirror Image now affects thrown attacks.

Mystic Impulse

Old: 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.

New: After hitting an enemy with a weapon attack or an unarmed strike, you have a 5/10/15/20/25% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost, gains +50 Attack Strength and +30 Casting Strength, and casts in 1 second.

One Shot, One Kill

Will no longer spawn.

Pixie's Mischief

Old: 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.

New: Your debuff spells cost 1/3/5 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. Your first single target debuff spell is stored as a Reverberation for 15 minutes. Casting a different single target debuff spell has a 33/66/100% chance to cast the stored spell again at your current target, at no additional mana or roundtime cost. The Reverberation is not consumed or refreshed by subsequent casts.

Reckless Precision

Old: 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: 2 min.

New: You lose 15/20/25 Defensive Strength but gain 5/10/15 Attack Strength. Your attacks are 15/20/25% less likely to be evaded, blocked, or parried. Your Damage Factor is increased by 4/5/6%.

Spellblade's Fury

Old: 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.

New: When successfully casting an offensive spell, you gain Spellblade's Fury for 10 seconds, which increases your melee Attack Strength by 3/6/9/12/15% of your Spell Aim ranks. Successful melee attacks while under the effects of Spellblade's Fury violently dispel one spell from the target. 60/50/40/30/20 second cooldown.

Unearthly Chains

Old: 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.

New: You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and those not engaged in 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: 3/2/1 min.


[1]