Gemstones

The official GemStone IV encyclopedia.
Revision as of 16:34, 17 October 2024 by LEAFIARA (talk | contribs)
Jump to navigation Jump to search

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.