Adventurer's Guild

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Revision as of 17:36, 12 July 2006 by ALKALOIDS (talk) (first part of the AG page, lemme know what else you'd like to see/feel free to contribute)

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The Adventurer's Guild is how you do the bounty system.

Types of Quest

There are x types of quest that the Taskmaster can assign you. Assignment of these tasks is random, so you can get the same task many times in a row.


This task requires you to get a number of a type of gem for the town jeweler. You simply collect the gems and sell them at the gemshop. The gems assigned seem to be level-based, so a 2 train character would be asked to find something on the order of '6 pink spinels' though as early as 15 trains you can be assigned to look for such rarities as Sylvarrend rubies. Rewards on this are based on (table of rewards)

example task:


This task requires you to gather skins of a specific type and of at least a certain quality for the town furrier. Like gems, the skinning tasks are level-based, so you will be asked to gather the skins of a creature appropriate for your level. If you have 0 ranks on Survival and First Aid you will not be assigned skinning tasks. Rewards for this are based on xxx (type of creature, skin quality, and quantitiy?) (table of rewards)

example task:


This task requires you to forage for a specific item in a specific area. The items foraged need to be fresh (not [bundled] or (something)). The area you are sent to to forage is level-specific, so a task to forage for something in Old Ta'Faendryl would not be given to a low-level character. Rewards for this are based on xxx (quantity, rarity?). (table of reward ranges)

example task:

Heirloom (loot)

This task is assigned by a town guard, and is one in which an item is said to have been lost to a specific creature (in a certain area?). To complete it, kill the creatures and when searching them, you should eventually find one that was carrying the item in question. This can necessitate the killing of up to 30 of the creatures. The assignment of creature type and area is level-based. Rewards are based on (something?) (table of reward ranges)

example task:

Heirloom (search)

This task is assigned by a town guard and is one in which an item is lost in a specific area. To complete it, one must kneel with empty hands and search in a specific area. The item is not in a specific room before you start searching, so any room you start to search in will do. Training in Perception helps a lot for this task, and it is likely that the spell Presence (402) does as well. The assignment of area is level-based. Rewards blah blah blah

example task:


This task is assigned by a town guard, and is a very simple task that just requires you to kill a number of a specific creature (in the specific area?). The assignment of creature type and area is level-based. Rewards are based on blah blah (table)

example task:

Boss Creature

This task is assigned by a town guard, and is based on the report of a particularly (mean sounding adjective) creature running about. To complete it, you have to go kill some number of the regular creatures, then randomly, the particularly mean one will come out. This one is of a higher level than the base creatures. The assignment of creature type and area is level-based. Rewards are based on (stuff) (table)

example task:




For each task you are awarded some amount of silver, experience, and bounty points. The experience awarded can stack on top of other current experience in your character's (head?), with no seeming upper limit. The rapid completion of tasks has allowed characters to accumulate over 30,000 experience that needs to be absorbed. Also, the experience awarded is influenced by the XXX system, so the award of 1000 experience on XXX is the equivalent of being awarded 3000 experience. Bounty points are awarded and can be exchanged for items in the bounty point treasure system.


1 a crystal amulet 100 A standard ESP amulet
2 a gold ring 500 A standard ring of teleportation
3 a treasure chest 250 x tier An unopened treasure chest. Chests are graded in tiers (1-10), with 1 being the poorest, on average
4 a magic item 1000 An item charged with a random unidentified spell
5 recharge an enhancive item * Have the item ready in your hand for a cost quote
6 a weak potion of accelerated unlearning 100000 Instantly migrates any and all Combat Maneuver List unlearned training points when drunk
7 a strong potion of accelerated unlearning 250000 Instantly migrates all skills to match skill goals when drunk
8 a potion of body and mind 1000000 Grants the ability to reallocate your stats when drunk


These badges are awarded to anyone who is a member of the Adventurer's Guild (have completed an AG task). Their function is as both a status symbol (as the more points you accumulate, the fancier your badge can be) and as an enhancive item. They are awarded by the Treasure Master and the look of the badge is awarded based on the number of points you have accumulated. Further upgrades of the badge can also be accomplished based on the number of bounty points you have accumulated.

Upgrades don't cost you any bounty points or silver, but you earn them by earning a certain number of points over your career, including points you've already spent. A badge can be upgraded in five different areas, and each area can be upgraded ten times. The goal for earning the first upgrade in each area is 10,000 points, and every subsequent upgrade in that area will require you to earn 20,000 more points, then 30,000 more, etc. For example, I might upgrade the binding after I earn 10,000 points. To upgrade the binding again I'll need to earn 20,000 more points, or I can upgrade the gem after 10,000 more.

Obviously, the more upgrades you get, the bigger its enhancive capacity will be. On top of that, the two or three highest-ranking upgrades on your badge have the potential to unlock its ability to hold more than one enhancement.

You can set up your badge to enhance any skill or stat or other attribute that is available on the menu. If you want to know how much of a particular enhancement your badge can hold, just ask the treasure master NPC without specifying the bonus amount. Be aware that the treasure master has to drain your badge of all its charges before he can make any change to the enhancements it holds!

Once you've upgraded your badge and set it up with the enhancements you want, you'll have to place an order from the regular rewards menu to have it charged up, just like you can have any enhancive charged up. Recharging badges costs less than recharging other equivalent enhancive items, though.

Other tips:

  • The badges are permanently attuned to the owner.
  • If by some weird calamitous chance you manage to lose your badge, you can ask for a new one, but you'll have to set it up all over again. If you get a new badge, the old badge will become a useless paperweight and lose its attunement to you (or anyone).
  • The strength of the enhancements you can get is limited by the overall value of your badge, but it is also limited by your level. The level limits aren't too restrictive, however -- a capped player could have a +10 stat enhancer, for example.


  • Wehnimer's Landing: North Ring Road
  • Teras: Glaes Street
  • Solhaven: Latirus Lane
  • River's Rest: Sandy Path
  • Icemule: East Road
  • Ta'Illistim: Fraendel Var
  • Ta'Vaalor: Glimaerstone Var
  • Zul Logoth: Ruby Tunnel