New gem abilities, nd how to get them

Discussion in 'Player Created Resources' started by Mac2, Jul 20, 2016.

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  1. Jezebel Caerndow

    Jezebel Caerndow Avatar

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    Correct, these are from the 50+ in the specific masterwork cloth. Leather gives the same things.
     
  2. Atticus Gryphonheart

    Atticus Gryphonheart Legend of the Hearth

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    So I made a ring and it say has a 10% chance to cast gust.

    But is that a weapon proc and must be attached to a weapon to go off?

    Or during a battle, there is a 10% chance for it to go off (again based on what, a swing with the weapon)?
     
  3. Umuri

    Umuri Avatar

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    Atticus -> Your ring is actually a +10%, not a 10%.
    Meaning it adds 10% to your chance to cast gust.
    The actually casting gust proc is on air weapons.
    So you need to pair them.
     
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  4. Arcadeguy

    Arcadeguy Avatar

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    Emerald on a one handed weapon gave Tremor which is earthquake but figured I'd note the official description showing in-game for future updates. Goes off ALOT with 3 to 4 melee NPC's attacking me at once or rather me attacking them. :) Thanks for the info on this stuff, I found the effect on accident.
     
  5. Arcadeguy

    Arcadeguy Avatar

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    Death/Onyx (Necromancy Jewel) on rings/necklace: 5% Summoned Death Creature & 7.5% Drain Health
    Water/Sapphire (Tempestry Jewel) on rings/necklace: 3% Douse Power Duration & 5% Summoned Water Creature Damage
     
    Last edited: Sep 18, 2016
  6. Daxxe Diggler

    Daxxe Diggler Avatar

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    I don't care about the bubble graphic of the light spell. The old one or the new one are both cool with me.

    However, I would LOVE to see the damn thing hover behind my head instead of in front of me. Any time I walk up close to a wall or something, the orb disappears into it and the light it gives off does too. This is especially annoying when mining in the mines. :(
     
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  7. Jezebel Caerndow

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    I hear ya daxxe, Using a pet that gives off light helps.
     
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  8. Daxxe Diggler

    Daxxe Diggler Avatar

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    Sorry Mac, I was totally replying to another thread with that post... not sure how it got here.

    But yes, a pet with light spell does help a bit.
     
  9. Arcadeguy

    Arcadeguy Avatar

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    Death/Onyx (Necromancy Jewel) on rings/necklace: 5% Summoned Death Creature & 7.5% Drain Health
    Water/Sapphire (Tempestry Jewel) on rings/necklace: 3% Douse Power Duration & 5% Summoned Water Creature Damage
    Life/Diamond on jewelry & enchanted: 5% Banish Undead & +1% Mend Chance
    Fire/Ruby on jewelry & enchanted: 1% Weapon Swiftness & 1.5% Ignite Chance (2.5% Fire Range on chest)
    Sun/Garnet on jewelry & enchanted: 12.5% Blistering Ray Damage & 1% Sun Strength Chance
    Moon/Amethyst on jewelry & enchanted: +1% Deadly Night Chance & 5% Deadly Night Power
    Air/Citrine on jewelry & enchanted: 12.5% Galvanize Blast Damage & +1% Gust Chance
    Earth/Emerald on jewelry & enchanted: 7.5% Tremor Damage & 0.5 Root Range
     
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  10. Arcadeguy

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    Last edited: Nov 11, 2016
  11. Arcadeguy

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    The new ward jewels give the same enchanting results on jewelry. I enchanted a necklace with the Gaiaism Ward and got the 0.5 root range and 7.5% tremor damage options. Ward gem/jewel recipes for sale at the Alchemy Supply vendor.
     
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  12. Arcadeguy

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    Gem Enchants on Chest Armor:
    Air -> Citrine
    1.) Deftness: 5% On Hit for +10 DEX bonus for one minute
    2.) Discharge Power: +15% Discharge Damage
    3.) Earth Resist (No durability cost)

    Death -> Onyx
    1.) 10% Near Death Damage
    2.) 20% Corpse Explosion Damage
    3.) Life Resist (No durability cost)

    Earth -> Emerald
    1.) 15% Bonus Strength of Earth (20.7% at GM Skill in R38)
    2.) Weapon Power: 5% On Hit Weapon STR Damage +33% weapon SDD Bonus for one minute
    3.) Air Resist (No durability cost)

    Fire -> Ruby
    1.) 10% Fire Range
    2.) Weapon Swiftness: 5.01% On Hit for +10% Attack Speed for one minute
    3.) Water Resist (No durability cost)

    Life -> Diamond
    1.) Healing Power: 5% Life Heal Power
    2.) Mend: 5% On Hit Heal Self (Recover 4 -13 HP)
    3.) Death Resist (No durability cost)

    Sun -> Garnet
    1.) Sunlight (light source)
    2.) Sun Strength: 5% to buff Strength +20 Day / +10 Night
    3.) Moon Resist (No durability cost)

    Water -> Sapphire
    1.) Fire Resistance: 5% On Hit for +10% Fire Resistance for one minute
    2.) 28% Soothing Rain Radius
    3.) Fire Resist (No durability cost)

    Moon -> Amethyst
    1.) Deadly Night: 5% On Hit for Critical Bonus for 5 to 10 seconds
    2.) Moonlight (light source)
    3.) Sun Resist (No durability cost)
     
    Last edited: May 24, 2017
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