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Items Gems

Gems

Gems add bonuses when placed in equipment sockets. Their effect depends on gem type, grade and whether the item is a weapon or armour/jewellery.

Items of this type

Item Default value (gold) Material Crafting profession Required rank Location
Amber 100 — — — A strike on the glint of a Woodlands vein may turn up a gem (witnessed ground).
Chipped Amber 25 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Chipped Diamond 125 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Chipped Emerald 106 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Chipped Jade 3 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Chipped Malachite 6 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Chipped Ruby 63 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Chipped Sapphire 94 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Chipped Turquoise 13 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Diamond 500 — — — A strike on the glint of any dungeon vein may turn up a Diamond.
Emerald 425 — — — A strike on the glint of a Mountain vein may turn up a gem (witnessed ground; Ruby, Sapphire or Emerald).
Flawed Amber 50 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawed Diamond 250 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawed Emerald 213 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawed Jade 5 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawed Malachite 13 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawed Ruby 125 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawed Sapphire 188 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawed Turquoise 25 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawless Amber 200 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawless Diamond 1,000 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawless Emerald 850 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawless Jade 20 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawless Malachite 50 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawless Ruby 500 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawless Sapphire 750 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Flawless Turquoise 100 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Jade 10 — — — A strike on the glint of a Rainforest vein may turn up a gem (witnessed ground).
Malachite 25 — — — A strike on the glint of a Swamp vein may turn up a gem (witnessed ground).
Pearl 150 — — — A net haul at sea on witnessed ground may bring one (1 in 50; a Pearl Diver triples it, a Deep-Sea doubles it).
Perfect Amber 400 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Perfect Diamond 2,000 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Perfect Emerald 1,700 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Perfect Jade 40 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Perfect Malachite 100 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Perfect Ruby 1,000 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Perfect Sapphire 1,500 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Perfect Turquoise 200 — — — Loot finds (the grade follows how deep the source is) and boss hoards; no shop sells it.
Ruby 250 — — — A strike on the glint of a Mountain vein may turn up a gem (witnessed ground; Ruby, Sapphire or Emerald).
Sapphire 375 — — — A strike on the glint of a Mountain vein may turn up a gem (witnessed ground; Ruby, Sapphire or Emerald).
Siege-cracked Gem 250 — — — Spoils of a Siege Honour (a third of the rolls).
Turquoise 50 — — — A strike on the glint of a Desert vein may turn up a gem (witnessed ground).
Sources (28)

Last edited 27 Oct 2026. View history · What links here.