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Gemstones

The official GemStone IV encyclopedia.
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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 interface, starting with one equipment slot upon completing the quest and upgrading to as many as five slots through currently unknown means.

A Gemstone generates with up to three properties, each categorized as common, regional, rare, or legendary.

Properties Qualities
First Property Common or Regional
Second Property Common, Regional or Rare
Third Property Legendary

The first property can only be common or regional. If it generates with a second property, that property can be common, regional, or rare. The third property can only be legendary and only has a chance to generate on the Gemstone if that Gemstone's second property is rare.

  • Players may only equip one Gemstone with a legendary property at a time.

Ultimately, characters maximizing all five slots of the Gemstone system may have a maximum of 11 equipped properties: one Gemstone will have a common/regional property, a common/regional/rare property, and a legendary property while the other four Gemstones will have a common/regional and a common/regional/rare property.

Properties Qualities
1st Gemstone Common/Regional plus Common/Regional/Rare plus Legendary
2nd Gemstone Common/Regional plus Common/Regional
3rd Gemstone Common/Regional plus Common/Regional
4th Gemstone Common/Regional plus Common/Regional
5th Gemstone Common/Regional plus Common/Regional

Gemstone details on this page are currently a work in progress and provided as players discover them. There might or might not exist properties not yet documented on this page.

Drop Rates

  • You can obtain a maximum of 1 Gemstone per week and 3 per month.
  • The chance for a gemstone to drop is reset on Sunday. (TBD)
  • There is no limit on the amount of dust you can find, but the chance of finding it will go down as you find more. This chance is reset each week.

Costs

NOTE: Prices are currently based on information provided during testing and may be inaccurate for the release.

FAQ:

Q. Can you equip and unequip Gemstones at will?
A. Yes. Only upgrading or rerolling a gemstone will bind it.
Q. How much does it cost to unbind a gemstone?
A. 1-4m. [Gemstones]
Q. Can you Shatter a Gemstone without unbinding it?
A. No. It must be unbound first.
Q. How much does it cost to Shatter a Gemstone?
A. Shattering a gemstone is free, but it must be unbound.

Shattering Jewels

Rarity Dust
Common/Regional 10
2 Common/Regional 20
Common/Regional + Rare ?
Common/Regional + Rare + Legendary 90

Slot Unlocks

Slot AEXP Silver
Slot 1 Quest Quest
Slot 2 1,000,000 5,000,000
Slot 3 2,500,000 10,000,000
Slot 4 4,500,000 25,000,000
Slot 5 7,500,000 50,000,000

Total of 90,000,000 silver to unlock all five slots.

Amplify

Tier Dust Silvers
2/5 15 1,000,000
3/5 30 1,500,000
4/5 45 2,000,000
5/5 ? ?
2/3 ? ?
3/3 ? ?

Unbind

The Unbind cost of a gem is the total of each rarity cost on the gem

Rariety Silvers
Common/Regional 1,000,000
2 Common/Regional 2,000,000
Common plus Rare 3,000,000
Common/Regional + Rare + Legendary 7,000,000

Reshape

Reshape costs double for every additional reroll. This count resets weekly. Premium Accounts get a 25% Discount

Rariety Dust Regular Cost Premium Cost
Common/Regional 10 250,000 -
2 Common/Regional 20 500,000 -
Common/Regional + Rare 40 750,000 562,500
Common/Regional + Rare + Legendary 90 1,750,000

Dust

Your first dust costs 500k. Every additional dust costs 2.5x the previous one. This count resets weekly.

Count Silvers
1 500,000
2 1,250,000
3 3,125,000
4 7,812,500
5 19,531,250

Common Gemstone Properties

Common Properties List

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: Breath of the Nymph Yes Passive While in watery areas of Temple Nelemar, an eruption of seaspray blocks 1/2/3/4/5% of attacks against you. When you would otherwise drown, a silvery dolphin comes to your aid and rescues you, but you cannot benefit from this effect or seaspray for 60 minutes.
Temple Nelemar: Perfect Conduction No Passive While in Temple Nelemar, you are immune to lightning damage caused by conduction in watery rooms
Temple Nelemar: Trident of the Sunderer Yes Passive While in Temple Nelemar, your successful attacks have a 5/10/15% chance to summon a bolt of arcing lightning. Up to 5 enemies in the room must make an SMR test. On a failure, they take electrical damage and are stunned. This damage does not conduct back against you or your allies.
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.


Messaging

To see messaging for some regional properties, click here.


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.
Anointed Defender Yes Passive You gain 6/7/8/9/10 Defensive Strength and 3/4/4/5/6 Target Defense.
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.
Grace of the Battlecaster Yes Passive Your spell hindrance from armor is reduced by 1/2/3/4/5%.
Greater Arcane Intensity 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 [Damage Type] No Passive You gain a standard chance to flare with [Damage Type] after attacking an enemy.
Innate Focus Yes Passive Your profession point gain is increased by 5/10/15/20/25%.
Mana Wellspring Yes Activated You instantly regain all of your mana. Cooldown: 60/40/20 mins.
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.
Stamina Wellspring Yes Activated You instantly regain all of your stamina. 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.
Thirst for Brutality Yes Passive Your attacks gain 6/7/8/9/10% Damage Factor and attacks against you gain 6/7/8/9/10% Damage Factor.


Messaging

For messaging for some rare properties, click here.


Legendary Gemstone Properties

Property Tiered Type Description
Arcanist's Ascendancy Yes Activated You enter a heightened state for 30 seconds. During this state, you gain Casting Strength and Magical SMR Strength equal to 30% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 60. Additionally, all of your magical attacks have guaranteed dispel flares. Cooldown: 3 min.
Arcanist's Blade Yes Activated You enter a heightened state for 30 seconds. You gain 5/10/15/20/25 Attack Strength and 3/6/9/12/15% Damage Factor, but each attack costs 5 mana and 5 stamina. Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.
Arcanist's Will Yes Activated You enter a heightened state for 30 seconds. You gain 3/6/9/12/15 Casting Strength and your successful warding spells receive an endroll bonus of 2/4/6/8/10, but each attack costs 5 mana and 5 stamina. Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 2 minutes.
Chronomage Collusion Yes Passive You have a 2/4/6/8/10% chance to blink to avoid an attack. At Tier 3, it grants 1x/day use of the Chronomage Teleportation System, and 2x/day a Tier 5.
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.
Mystic Impulse Yes Passive After hitting an enemy with a weapon attack or an unarmed strike, you have a 2/4/6/8/10% chance to gain Mystic Momentum for 60 seconds. Your next spell cast under the effects of Mystic Momentum incurs no mana cost and gains +50 Attack Strength and +30 Casting Strength.
One Shot, One Kill Yes Passive Your aimed attack failures have a 10/15/20/25/30% chance to strike the target as if it were vulnerable.
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.
Reckless Precision Yes Activated For 30 seconds, you lose 50 DS. During this time, your attacks are 5% less likely to be evaded, blocked, and parried, your aimed attacks are 25% less likely to miss their mark, and the Damage Factor of your attacks is increased by 5%. Cooldown: 90 sec.
Spellblade's Fury Yes Activated You expend 30 mana to enter a heightened state for 1 minute. Your Attack Strength is increased by 3/6/9/12/15% of your Spell Aim ranks, but each attack costs 10 mana. Upon activation you gain Mana Sever, preventing you from receiving mana from your fellow adventurers for 1 minute. Cooldown: 3 min.
Stolen Power Yes Passive Your offensive spells have a standard flare chance to trigger an SMR roll against the target. On a failure, the target is inflicted with a random attack spell that cannot be warded off. Spells include Blood Burst, Bone Shatter, Dark Catalyst, Disintegrate, Divine Fury, Immolation, Pain, Repentance, Thought Lash, and Wither. This chance is reduced for each tier below 3.
Thorns of [Damage Type] No Triggered You gain a standard chance to flare with [Damage Type] 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%.
Unearthly Chains No Activated You summon a ghostly vortex that sprouts ethereal chains. Enemy creatures in your room and adjacent rooms must make an SMR test. On a failure, enemies are pulled into your room if they are not currently there, immobilized, and take disruption damage. Cooldown: 3 mins.
Witchhunter's Ascendancy Yes Activated You enter a heightened state for 30 seconds. During this state, you gain Attack Strength equal to 50% of the Defensive Strength of spells on all creatures in the room, up to a maximum of 100. Additionally, all of your attacks have guaranteed dispel flares. Cooldown: 3 min.


Messaging

For messaging for some legendary properties, click here.