Premium Point: Difference between revisions

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(→‎Premium Point Benefit/Cost Table: updated per Jainna post)
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|Level 3 or 4 [[enhancive item]]||2400 points
|Level 3 or 4 [[enhancive item]]||2400 points
|- align=center
|- align=center
|[[Custom script|EZ Script]]||1200 points (one action), 600 points (each additional action) <br>*if your item has been EZ Scripted using different means, it is 600 for each additional action
|[[EZ Script]]||1200 points (one action), 600 points (each additional action) <br>*if your item has been EZ Scripted using different means, it is 600 for each additional action
|- align=center
|- align=center
|[[Flare]]s (heat, cold, electric, acid, or impact)||Base 300 points + 300 points per enchant + surcharges.
|[[Flare]]s (heat, cold, electric, acid, or impact)||Base 300 points + 300 points per enchant + surcharges.

Revision as of 09:45, 15 March 2014

A Premium GemStone IV subscriber is awarded 100 premium points per month for his/her loyalty. You can see your current number of premium points via PREMIUM START. These points can be used to purchase many different benefits.

Benefits include scripted items, alteration scrolls, an autoscripter, lightening or deepening of one item, type-ahead lines, enhancive items, custom scripting, adding flares to armor, weapons, and armor accessories, enchanting services, and adding critical or damage padding to armor.

Premium Point Benefit/Cost Table

Benefit Premium Point Cost
Pre-scripted giftshop item 300 points
Alteration scroll 400 points
Autoscripter 400 points
Lighten one item (amount of lightening varies by item) 400 points
Deepen one item (deepening is approximately 10% of current item) 400 points
Checkbook 600 points
One type-ahead line (Fountains located on Four Winds Isle) 900 points
Feature Changing Masks (one feature line) 400 points
Premium titles 600 points
Level 1 or 2 enhancive item 1800 points
Level 3 or 4 enhancive item 2400 points
EZ Script 1200 points (one action), 600 points (each additional action)
*if your item has been EZ Scripted using different means, it is 600 for each additional action
Flares (heat, cold, electric, acid, or impact) Base 300 points + 300 points per enchant + surcharges.
Enchanting plain item (+5 added) with a starting enchant bonus of 0 to +15 300 + (300 * trunc((current plus + 4) / 5)))
Enchanting plain item (+5 added) with a starting enchant bonus of +16 to +45 1200 + (400 * trunc((current plus - 11) / 5)))
Spiked items for any enchanting, padding, or flaring service 600 point surcharge
Ensorcelled items for any enchanting, padding, or flaring service 200 point per tier surcharge
Enchanting flared or (non-fluff) scripted item 600 point surcharge
Enchanting a TD boosting, defender, padded or weighted item Bonus level * 100 points
Enchanting claidhmore (new style only) (40 points + (2 * Final Enchant Bonus)) * 100
Heavy Critical or Damage Padding 1200 pts + (Enchant Bonus * 100) + surcharges
Custom Tattoo (PLATINUM ONLY) 400 points
Single Premium home Item Alteration (PLATINUM ONLY) 600 points
Mayhem Tattoo (PLATINUM ONLY) 900 points
Enhancive Stripping (applies to stripping 1 enhancive property from any item) (PLATINUM ONLY) 500 points

Additional Notes

  • Negatively enchanted items must be brought up to zero via normal means. For example: 500 points to bring a -10 item to -5, then another 500 points to bring -5 item to zero, then normal costs as described above.
  • If the item has flares or special scripting (non-fluff), add 600 to the cost. If the item has padding or weighting, add (level padding/weighting) * 100 to the cost. If the item is a Defender item, add defender level bonus * 100 to the cost. If the item gives a bonus to TD, add TD bonus * 100 to the cost.
  • Zelnorn carries the flaring surcharge. The new enchant will be based on the total AS + DS bonus and the +5 will be split between those qualities.
  • For TD boosting items only the base enchant can be increased, not the TD bonus.
  • For defender items, the defender bonus should be treated the same as TD as far as calculating the cost. The defender bonus prevents flares from being added.
  • Resistance items with positive benefits cost 1000 points per 10% resistance (rounded up). For items with multiple resistance types, add the resistance bonuses before applying this factor. Thus, (Sum of Resistance Bonuses (offset for penalties) / 10) * 1000 points.
  • Enchanting, Flaring, or Padding an Enhancive item costs the amount currently shown above, plus: ((Cost for Adventurer's Guild to Recharge item) * New Plus of item) / 250. Fusion items are considered enhancive items for this purpose. Empty fusion items are treated as costing 9000 to recharge.
  • Temporary Enhancements do not incur any extra charges.

Precalculated Premium Benefit Costs

Adding Flares

Options: Heat, Cold, Electric, Acid, Impact)

  • Flare 0x (+0) item = 300
  • Flare 1x (+5) item = 600
  • Flare 2x (+10) item = 900
  • Flare 3x (+15) item = 1200
  • Flare 4x (+20) item = 1500
  • Flare 5x (+25) item = 1800
  • Flare 6x (+30) item = 2100
  • Flare 7x (+35) item = 2400
  • Flare 8x (+40) item = 2700
  • Flare 9x (+45) item = 3000
  • Flare 10x (+50)item = 3300

Note: Partial enchants round up

Adding Heavy Critical or Damage Padding

  • Pad 0x (+0) Armor = 1200
  • Pad 1x (+5) Armor = 1700
  • Pad 2x (+10) Armor = 2200
  • Pad 3x (+15) Armor = 2700
  • Pad 4x (+20) Armor = 3200
  • Pad 5x (+25) Armor = 3700
  • Pad 6x (+30) Armor = 4200
  • Pad 7x (+35) Armor = 4700
  • Pad 8x (+40) Armor = 5200
  • Pad 9x (+45) Armor = 5700
  • Pad 10x (+50) Armor = 6200

Enchanting Item (Base Cost)

  • Enchant 0x to 1x = 300
  • Enchant 1x to 2x = 600
  • Enchant 2x to 3x = 900
  • Enchant 3x to 4x = 1200
  • Enchant 4x to 5x = 1600
  • Enchant 5x to 6x = 2000
  • Enchant 6x to 7x = 2400
  • Enchant 7x to 8x = 2800
  • Enchant 8x to 9x = 3200
  • Enchant 9x to 10x = 3600

Enchanting Item with Spikes, Flares or Scripts (non-fluff)

  • Enchant 0x to 1x = 900
  • Enchant 1x to 2x = 1200
  • Enchant 2x to 3x = 1500
  • Enchant 3x to 4x = 1800
  • Enchant 4x to 5x = 2200
  • Enchant 5x to 6x = 2600
  • Enchant 6x to 7x = 3000
  • Enchant 7x to 8x = 3400
  • Enchant 8x to 9x = 3800
  • Enchant 9x to 10x = 4200

Enchanting Padded Armor

The cost to enchant padded armor is the enchanting base cost + (padding points * 100).

As an example, the premium point cost to enchant a set of heavy critical padded (HCP) armor with a current enchant bonus of +30 (6x) to +35 (7x) is:

Enchanting base cost: 2400
Heavy Padding: level 10
Additional cost per point of padding: 100

Total Cost: 2400 + (10 * 100) = 3400 premium points

Note: The terms padding level and padding points are used interchangeably.

Enchanting Claidhmore (New Style Only)

  • Enchant 0x to 1x = 5000
  • Enchant 1x to 2x = 6000
  • Enchant 2x to 3x = 7000
  • Enchant 3x to 4x = 8000
  • Enchant 4x to 5x = 9000
  • Enchant 5x to 6x = 10000
  • Enchant 6x to 7x = 11000
  • Enchant 7x to 8x = 12000
  • Enchant 8x to 9x = 13000
  • Enchant 9x to 10x = 14000

See Also

References