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|Black Magic||Casting an offensive Spell deals 1% current health eldritch Damage to the target and 10-x% max health corruption damage to you.||
|Black Magic||Casting an offensive Spell deals 1% current health eldritch Damage to the target and 10-x% max health corruption damage to you.||
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|Arcane Fire||Casting an offensive Spell deals (x*3) Magical damage to the target.||
|Arcane Fire||Casting an offensive Spell deals (x*3) cosmic damage to the target.||
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Revision as of 06:54, 27 December 2024

Gems & Gemcrafting

What Are Gems?

There's powerful magic around us, basher, best you know that. I heard enchanters can use the very materials of the Verse to make powerful gems from exotic materials, ones which make you more stronger than a balor, sharper than an arcanoloth, faster than an air elemental, or even as angry as one of those Ragers that make a mess wherever they go. Barmy stuff, if you believe the chant! Speaking of, the gems come in three types, remember the The Rule of Threes, ye? Well, these Gems are Sapphires, Emeralds and Rubies. The enchanted gems those wigglers make can't just be carried around, oh no, they not only peel you for the gem, they also peel you for the necklace or ring as well which you put the Gem into! Worse than the Takers! But once you wear that gem, oh, you feel like a whole new walker. That's if you got the jink for them, I'd say. Speaking of jink, I ain't touting for free, hand me my fare.



The Gem Workbench in the Tower of Mysticism


What are Gems Mechanically?

Gems are an Enchanting Crafting system where an Enchanter can make very powerful Gems out of refined Rubies, Sapphires and Emeralds. Rather than giving a direct bonus the way Vanilla Neverwinter Nights does, Gems work by giving situational bonuses, changing mechanics or the like (similar to a talent system in some games). Gems take up the ring or amulet slots. Gem effects are tied to a level named Quality; the higher Quality, the stronger the Gem is. A Planeswalker can own and change Gems as much as they'd like, but changing (equipping/reequipping) them puts all of the effects on a five round (30 seconds) cooldown.


Besides the benefit of the Gem effect, they give no other effect, meaning a careful Planeswalker ought to prepare to make up for any missing properties they would've gotten from other rings or amulets.


How to Make & Use Gems?

As Gems are made by Enchanters, the Enchanting Workbenches can be found in the Tower of Mysticism, or possibly in a player owned shop. After finding an appropriate Workbench with the Gems name, the Enchanter simply chooses what Gem they'd like to make, or a Ring or Amulet with a Socket. Unlike Runes, an Enchanter knows immediately all of the Gems and what they do. An Enchanter can make any of the Gems and Rings or Amulets with Sockets. Gems are usable when an Unsocketed Gem is slotted into the appropriate Socket. Gems can be unsocketed. However the Enchanter's skill level limits the Quality of what can be made; a fledgling Enchanter could only make Gems and Socket Rings or Amulets on the first few Quality levels, while a Master Enchanter could make all ten tiers of Quality.


Gems can only be socketed into a powerful enough Ring or Amulet, which have three tiers:

  • Low Quality (Qualities 1 to 2)
  • Average Quality (Qualities 1 to 5)
  • High Quality (Qualities 1 to 10)


The higher the Quality, the more gold (the currency), Arcane Dust, refined gems and refined gold (the material) is needed. This makes the most powerful of Gems with a High Quality very expensive and difficult to make, but very useful, often game-changing when used right.


Unlike Runes, Gems are usable even on lower levels due to the lowest Qualities! Experiment, mix and match!


Quick Run-down (TL;DR)

  • Ensure you have:
    • Jink,
    • Arcane Dust,
    • Refined Gold of the Proper Quality
    • Refined Ruby, Sapphire or Emerald of the Proper Quality
  • Make a Ring or Amulet with Sockets for Gems
    • The Ring/Amulet should be an appropriate Quality for the Gem
  • Make a Gem
  • Slot Gem into the Ring/Amulet
  • Equip your Gem
  • Enjoy!

List of Gems

The list is non-exhaustive and may not be up to date with the latest updates.

Note: Some of the Gems may currently not work as intended. Best inform yourself before seeking out specific Gems.


X refers to the Quality of the Gem (from 1 to 10). Use it as a variable when calculating what your Gem does. Eg. x*5% means 50% at Quality 10, or 25% at Quality 5.
CD is short for Cooldown, meaning your Gem does not work for the entirety of its Cooldown once activated.


[Generously provided by the Sigil Enchanting Society]


Emerald Gems

These Gems are primarily focused on survivability, health and evasion.

Gem Name Description Notes
Heavy Plating Full plate grants x% reduced physical damage.
Unyielding Resolve Heal for (x*3)% of your missing HP after taking damage when below half health. 60s CD.
Indomitable Take (0.1+.01*x)% less physical damage for every missing 1% of HP.
Iron Shroud After taking Physical Damage, gain (x*3)% DI for 2 Rounds. 60 second CD.
Revocation Reduce first damage taken by you by 20+(8*x)%, 60s CD
Untouchable Dodge Chance increased by (x/2) + 1%
Nightstalker When entering stealth, gain 50+(5*x)% concealment for 1 round.
Mistwalker Entering Stealth with Hide in Plain Sight creates a ring that breaks Line of Sight for 1+(x/2) seconds.
Adaptive Skin Take (x*2)% less damage from elements.
Augmented Shell While above 90% hp, take (x*2)% less physical damage. Takes temporary HP into account.
Voidheart Spells have a (5+x)% Chance at failing when targeting you.
Sibylline Sanctum Taking damage below 20% HP makes you invincible for x seconds. 60s CD.
Armored Core Critical Hits taken deal (x*4)% less physical damage.
Bastion of War Tower Shields reduce incoming physical damage by x% and reduce incoming physical crit damage by x%.
Banner of Vigor Taking damage grants you and nearby allies +2 to saves and Regen for (x*2) seconds. 2 round cooldown.
Phase Shift Getting physically attacked grants 55+(x*5)% concealment for 1 Round, 60s CD.
Ardent Mantle Taking damage grants a Temporary HP Shield equal to (5+x)% of your max HP for 2 rounds, 60s CD.
Mastery Wards Taking Damage while below half health gives +2 Dodge AC for (2*x) seconds.
Spiked Bulwark While wearing a Large or Tower shield, attacks against you deal D(2*x) piercing damage. +4 enhancement bypass
Deflection Blocking an attack with shieldblock, has a 5 + x% (15% level 10) chance to reduce the damage taken by an additional 5 +x * 2% (30% level 10)
Unbreakable You heal for [10+ (x*3)]% of the last instance of damage taken over 3 rounds. This does not stack.

Ruby Gems

These Gems are primarily focused on martial combat, improving damage, bypassing enemy defenses or making the enemies weaker.


Gem Name Description Notes
Excutioner Deal (x*3)% increased physical damage when enemies are below 30% HP.
Hamstring Dealing physical damage to an enemy with Daggers or Shortsword applies a 1% physical vulnerability stack that lasts for 10+(x+2) seconds.
Cheapshot Once every 5 rounds, your next successful sneak attack deals (x*10)% increased physical damage.
Reaper Dealing a killing blow yields a stack, capping at 100. Stacks increase physical damage by (0.1+[x * 0.01]). Stacks are lost on death and resting.
Titan Slayer Deal (x*2)% increased physical damage against bosses.
Bloodlust Dealing a critical hit grants you +1 APR for x seconds. Maximum of +2 APR from this gem.
Unrelenting Tempo Landing a physical blow on an enemy grants +1 AB for x seconds. Maximum of +5 AB, and the bonus to AB is soft.
Conqueror Dealing a killing blow grants a stacking +3 to AB and physical damage for (x*3) seconds.
Sequence Mastery Every 3rd successful strike deals (x*3)% increased physical damage.
Boundless Fury Deal (0.1+[x 0.01])% increased physical damage for every 1% missing HP.
Reckless Assault Deal (x*3)% increased physical damage but take 3% max HP damage every successful hit.
Bloodborn Dealing a killing blow heals you for x% of that enemy's maximum HP.
Way of the Warrior Your attacks have a (15+ [x*5])% chance to ignore concealment.
Juggernaut Deal increased physical damage equal to (0.01 + [x *0.001]) % per natural hit point you have. At Quality 10, you deal 1% more damage per 50 natural physical health. Natural refers to your class health (dX) combined with your buffed Constitution (including Toughness), but not Temporary HP. Note: recently changed to %, not a flat value.
Banner of the Warlord Dealing a killing blow grants all nearby allies +5 AB and +50% movement speed for (x*2) seconds.
Heartseeker Critical hits deal (x*2)% increased physical damage.
Shadeling After entering stealth, your next attack deals (x*4)% increased physical damage.
Mighty Blows Dealing physical damage with greatswords, scythes, great axes, and halberds lowers the enemy's dodge AC by 1 for x seconds. This effect stacks.
Windreaver When wielding a two-handed weapon, your attacks have an (5+x%) chance to deal your physical damage to nearby enemies.

Sapphire Gems

These Gems are primarily focused on spellcasting of all types, improving each specialty of magic in their own unique way.

Note: These Gems do not work with the Psionicist class's Powers, nor do they work with Scrolls, Wands or Potions. They strictly work from spell slot sources. 


Gem Name Description Notes
Planar Insight Once every 160-(10*x) seconds, your next Arcane Spell is free.
Transcendent Once every (12-x) Divine Spell castings, your next Divine Spell is free. Every time you cast a spell, a number will pop up above your character and in the combat log. When you reach the Xth spell and cast it, no number will pop up, but your spell will return almost immediately to your spellslot. At Quality 10, once every 2 spells means your third spell is refunded.
Kindred Superiority Mana Costs are reduced by x. Regenerate 1 mana every round.
Celerity Casting a Spell increases movement speed by 100+(x*10)% for 1 round.
Alacrity Casting a Spell grants Haste for (1+x/2) seconds (round up).
Immolate Fire Spell damage increased damage by (5+x)% and applies a fire vulnerability of (5+x)% for 1 round.
Glacial Barrage Cold Spell damage applies Slow for x seconds.
Stormwarden Electrical Spell damage stuns enemies for 2 seconds on a failed DC (10+[x*3]) Fortitude save.
Destroyer Spells deal x% increased damage.
Mystical Grimoire Spells have a (5+[x*3])% chance to not cost anything.
Arcane Veil Casting a Spell grants (50+[x*3])% Concealment for 1 round.
Divine Barrier After casting a Divine Spell, gain (3*x)% Physical DI for 1 rounds.
Glass Canon Spells deal 3*x% increased damage but you take 50% increased damage from all sources.
Centered Mind While above 90% HP, your Spells deal (x*2)% more damage.
Voidcaller Spells preemptively reduce a target's Spell Resistance by x for 2 rounds.
Sacrificial Pact Casting a Spell has a (10+[x*4])% chance to not consume the slot, but instead harms you for 15% maximum HP.
Spiritual Ascendancy Elemental Spells deal (x*2)% increased Damage.
Soul Siphon Killing an enemy with a Spell refunds (x*2) Mana.
Light of Divinity Casting a friendly Divine Spell heals the target for x% of their max HP.
Spellcharge Casting a Spell grants a stack of magical charge, that enhances your next successful physical attack by the spell level plus x Magical Damage, per stack, up to 5 stacks.
Black Magic Casting an offensive Spell deals 1% current health eldritch Damage to the target and 10-x% max health corruption damage to you.
Arcane Fire Casting an offensive Spell deals (x*3) cosmic damage to the target.

More Reading

For more up to date and complete lists, take a look at: