Gemstones: Difference between revisions

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|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.
|Bold Brawler||Yes||Passive||Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.
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|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.
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|Cannoneer'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.
|Cannoneer'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.
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|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.
|Green Thumb||No||Passive||When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.
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|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.
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|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.
|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.
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|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.
|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.
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|Spirit Wellspring||Yes||Activated||You instantly regain all of your spirit. Cooldown: 60/40/20 mins.
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|Sureshot||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.
|Sureshot||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.

Revision as of 23:34, 17 October 2024

Overview

Gemstones are powerful character-boosting artifacts that can be found in Ascension hunting areas after completing the wyrm quest. A total of five Gemstones can be equipped through the GEM (verb) interface. A Gemstone can have common, rare, and legendary properties, but only one legendary may be equipped at any given time. Overall, this gives you a maximum of 11 active properties (4 Gemstones with common/regional plus common/regional/rare properties and the 5th with common/regional, common/regional/rare, and legendary properties).

Gemstone details on this page are a work in progress and provided as players discover them on the test server.


Common Gemstones

Property Tiered Type Description
Blood Prism Yes Passive Your passive health regeneration is increased by 5/10/15/20/25%.
Bold Brawler Yes Passive Your unarmed combat attacks have an additional 1/2/3/4/5% chance to tier up.
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.
Cannoneer'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.
Companion's Might Yes Passive When you have an active combat companion, it gains +5/10/15/20/25 Attack Strength.
Companion's Swiftness Yes Passive When you have an active combat companion, it has a 5/10/15% chance to attack twice when attacking.
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.
Flare Resonance Yes Passive Your attacks have a 4/8/12/16/20% chance to gain flare affinity.
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).
Geomancer'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.
Green Thumb No Passive When you fail a foraging roll, you receive a stacking bonus to subsequent foraging attempts until your next success.
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.
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.
Journeyman Tactician 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 Yes Passive Your enhancive limit on One-Handed Edged Weapons is raised by 2/4/6/8/10 points.
Limit Break: Polearm Weapons Yes Passive Your enhancive limit on Polearm Weapons is raised by 2/4/6/8/10 points.
Limit Break: Two-Handed Weapons Yes Passive Your enhancive limit on Two-Handed Weapons is raised by 2/4/6/8/10 points.
Limit Break: Wisdom Yes Passive Your enhancive limit on Wisdom is raised by 2/4/6/8/10 points.
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.
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.
Slayer's Fortitude Yes Passive You gain 1/2/3/4/5 effective Sheer Fear levels.
Spirit Prism Yes Passive You have a 5/10/15/20/25% to passively regenerate an extra point of spirit.
Stamina Prism Yes Passive Your passive stamina regeneration is increased by 5/10/15/20/25%.
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.
Subtle Ward Yes Passive When you are subject to a dispel effect, less desirable spells will always be targeted before more desirable spells.
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.
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.


Regional Gemstones

Property Tiered Type Description
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.
Hinterwilds: Light of the Disir Yes Passive You gain 1/2/3/4/5 effective Sheer Fear levels while in the Hinterwilds.
Hinterwilds: Warden of the Damned Yes Passive Your attacks have a 4/8/12/16/20% chance to Terrify undead creatures from the Hinterwilds.
Moonsedge: Gift of Enlightement Yes Passive You earn 20/40/60/80/100% more LTE while hunting in Moonsedge, up to your daily cap.
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.
Temple Nelemar: Perfect Conduction No Passive While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms
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.
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.
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.
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.
The Rift: Gift of the God-King No Passive You do not suffer from spirit drain while entering the Rift.


Rare Gemstones

Property Tiered Type Description
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.
Advanced Spell Shielding Yes Passive You resist dispel effects. This effect cannot occur more often than every 60/30/10 minutes.
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' Guild.
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.
Channeler'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.
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.
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.
Ripe Melon Yes Passive 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.
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.
Spirit Wellspring Yes Activated You instantly regain all of your spirit. Cooldown: 60/40/20 mins.
Sureshot 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.


Legendary Gemstones

Property Tiered Type Description
Imaera's Balm Yes Activated Your wounds and scars heal instantly. Cooldown: 1x/day.
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.
Pixie'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.
Thorns of Flame No Passive You gain a standard chance to flare with Heat when an enemy targets you with an attack, whether or not the attack hits.
Thorns of Frost No Passive You gain a standard chance to flare with Cold when an enemy targets you with an attack, whether or not the attack hits.
Thorns of Lightning No Passive You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits.
Trueshot Yes Passive Your attacks with ranged weapons have a standard flare chance to gain true strike, reducing the attack's d100 by 20/30/40/50/60 while adding the same amount to the endroll, and reducing the target's ability to evade, block, and parry by 10/20/30/40/50%.