Gemstones: Difference between revisions
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A Gemstone can have up to three properties, each categorized as common, regional, rare, or legendary. Common and regional properties may be among the first two. Rare properties only appear as a Gemstone's second. Legendary properties only appear as a Gemstone's third. Ultimately, characters maximizing the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional, a common/regional/rare, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property. |
A Gemstone can have up to three properties, each categorized as common, regional, rare, or legendary. Common and regional properties may be among the first two. Rare properties only appear as a Gemstone's second. Legendary properties only appear as a Gemstone's third. Ultimately, characters maximizing the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional, a common/regional/rare, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property. |
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Gemstone details on this page are a work in progress and provided as players discover them on the test server. |
Gemstone details on this page are a work in progress and provided as players discover them on the test server. So far they've documented 36 common properties, 12 regional properties, 19 rare properties, and 5 legendary properties, not counting what GM Nyxus describes as variants (the "Infusion of" properties, "Limit Break" properties, and "Thorns of" properties). |
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According to GM Nyxus, there are 32 common properties, 12 regional properties, 28 rare properties, and 6 legendary properties available on the test server at the time of this writing, where variants (the "Infusion of" set of properties, "Limit Break" set of properties, and "Thorns of" properties) only count as 1 in these totals. |
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Revision as of 15:39, 19 October 2024
Overview
Gemstones are powerful character-boosting artifacts that creatures in Ascension hunting areas can drop upon being looted by characters who have completed the wyrm quest. Gemstones can be equipped through the GEM (verb) interface, starting with one equipment slot upon completing the wyrm quest and upgrading to as many as five slots through currently unknown means.
A Gemstone can have up to three properties, each categorized as common, regional, rare, or legendary. Common and regional properties may be among the first two. Rare properties only appear as a Gemstone's second. Legendary properties only appear as a Gemstone's third. Ultimately, characters maximizing the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional, a common/regional/rare, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.
Gemstone details on this page are a work in progress and provided as players discover them on the test server. So far they've documented 36 common properties, 12 regional properties, 19 rare properties, and 5 legendary properties, not counting what GM Nyxus describes as variants (the "Infusion of" properties, "Limit Break" properties, and "Thorns of" properties).
Common Gemstone Properties
Property | Tiered | Type | Description |
---|---|---|---|
Arcane Accuracy | Yes | Passive | You gain 1/2/3/4/5 Bolt AS and 1/1/1/2/3 CS. |
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. |
Channeler's Edge | Yes | Passive | When your warding spells are successful, the endroll is increased by 2/4/6/8/10. |
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. |
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. |
Cutting Corners | No | Passive | Bounties with repetitions will be given with 1d3 fewer repetitions required. |
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. |
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. |
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. |
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. |
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: Brawling | Yes | Passive | Your enhancive limit on Brawling is raised by 2/4/6/8/10 points. |
Limit Break: Dexterity | Yes | Passive | Your enhancive limit on Dexterity is raised by 2/4/6/8/10 points. |
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: Thrown Weapons | Yes | Passive | Your enhancive limit on Thrown 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. |
Mana Prism | Yes | Passive | Your passive mana regeneration is increased by 5/10/15/20/25%. |
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. |
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. |
Navigator'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. |
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. |
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. |
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%. |
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. |
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. |
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. |
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 Gemstone Properties
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: Indigestible | No | Passive | You react violently to being devoured by oozes in the Hinterwilds. Oozes immediately expel you and take Vacuum damage. |
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 Gemstone Properties
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. |
Arcane Opus | Yes | Activated | Your next successful bolt spell has a 25% damage factor bonus. Cooldown: 1 min. |
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. |
Blood Wellspring | Yes | Activated | You instantly regain all of your health. Cooldown: 60/40/20 mins. |
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. |
Hunter'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. |
Infusion of Acid | No | Passive | You gain a standard chance to flare with Acid after attacking an enemy. |
Innate Focus | Yes | Passive | Your profession point gain is increased by 5/10/15/20/25%. |
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. |
Master Tactician | Yes | Passive | You gain 6/7/8/9/10 AS and 3/4/4/5/6 SMR Offense with Combat Maneuvers. |
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. |
Terror'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. |
Legendary Gemstone Properties
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 | Triggered | 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 | Triggered | 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 | Triggered | You gain a standard chance to flare with Electricity when an enemy targets you with an attack, whether or not the attack hits. |
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. |
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. |
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%. |