Gemstones

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Overview

Gemstones are powerful character-boosting artifacts that creatures in Ascension hunting areas can drop upon being looted by characters who have defeated the wyrm and completed the ensuing quest. Gemstones can be equipped through the GEM (verb) interface, starting with one equipment slot upon completing the 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. The first property can only be common or regional. The second property can be common, regional, or rare. The third property can only be legendary and only has a chance to appear if the second property is rare. Players may only equip one gemstone with a legendary property at a time.

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 currently a work in progress and provided as players discover them on the test server.


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%.
Boatswain's Savvy 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: [AS-boosting Skill] Yes Passive Your enhancive limit on [any one weapon skill or Spell Aiming] is raised by 2/4/6/8/10 points.
Limit Break: [Stat] Yes Passive Your enhancive limit on [any one stat] 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.
Chameleon Shroud Yes Passive You have a 1/2/3/4/5% chance to become hidden after attacking an opponent.
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.
Defensive Duelist Yes Passive 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.
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.
Greater Arcane Accuracy Yes Passive You gain 6/7/8/9/10 Bolt AS and 3/4/4/5/6 CS.
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 Yes Passive When an attack of yours would otherwise miss, it has a 5/10/15/20/25% chance to trigger again. The triggered attack can hit or miss as normal.
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.
Strong Back Yes Passive Your encumbrance thresholds are increased by 15/20/25/30/35 pounds.
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.
Tethered Strike No Passive 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.


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%.