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Jewelcraft and Gemstones
Jewelcraft and Gemstones
ROLL
** The number of Gemstones is equal to the amounts of metals in the piece of Jewellery. 50% ALL Gemstones rolled are the same type.
Go to Gem cutting Rules to find 21-30 Cornelian Pink 20sp 45-60 Amethyst Purple 60sp
the final value of the Gemstone
with Clarity modifier. Not used
31-40 Onyx Varied 30sp 61-70 Emerald Green 85sp
unless Gem cutting.
41-45 Jade Dk. Green 30sp 71-80 Sapphire Varied 85sp
46-55 Topaz Yellow 35sp 81-90 Fire Opal Red, Pink 90sp
Gemstone Purity 56-70 Amber Amber 45sp 91-95 Ruby Red 110sp
ROLL Gemstone Purity 71-74 Pearl White 25sp 96-100 Diamond Crystal 140sp
01-10 Severe Flaws 75 Black Pearl Black 50sp
11-30 Mild Flaws 76-79 Opal Multi 30sp Dwarf Cut Gemstones
31-70 Average 80 Black Opal Black 50sp ROLL Gemstone Colour Sp / Carat
71-90 Near Flawless 81-85 Fire Opal Red, Pink 85sp 01-30 Emerald Green 100sp
91-100 Flawless 86-90 Amethyst Purple 45sp 31-60 Sapphire Varied 100sp
Go to Gem cutting Rules to find 91-94 Emerald Green 75sp 61-75 Fire Opal Red, Pink 100sp
the final value of the Gemstone
with Purity modifier. Not used
95-97 Sapphire Varied 75sp 76-90 Ruby Red 125sp
unless Gem cutting.
98-00 Ruby Red 100sp 91-100 Diamond Crystal 150sp
The tables above are rolled to find the type, number, value and size of each Gemstone being rolled up. Firstly Roll
on the Random Gem table to determine what kind of Cut the gem is then roll on that table to determine what
Gemstone it is. Then roll on the Gem (Carat) table to determine the actual size of the gemstone. The amount of carats
are then multiplied by the Sp/carat column in Silver pieces to evaluate the total worth of the Gemstone. Raw
Gemstones can then be sold as is or given to a Gem cutter to cut them that will decrease the size but inflate the value
of the finished Cut Gemstone.
CHIVALRY & SORCERY JEWELLER CRAFT
Or Gem Cutting Ability is the rating of skill that a Jewell Crafter will have that determines his/her ability to work with Gems,
GCA cutting them successfully into valuable stones that can then be placed into Rings, Necklaces, Brooches and so on.
DEX CPR is the base score for GCA, to this is added or deducted other factors including Lvl plus a racial factor that determines the final
rating a Gemcutter can attain. This ability will rise with his Jewell Carat Skill Level as this skill is purchased.
1 GEM CUTTING ABILITY SCORE BASE RATING 4 EXPERIENCE MODIFIER ADDED TO GCA PER
Jewelcrafter MUST have DEX Cpr 20+ or get LEVEL OF THE JEWEL CRAFTER
another Gemcutter to cut the gemstone. LEVEL = +3 to GCA per Jewel Crafter Skill
DEX CPR = BASE GCA SR
5 RACIAL MODIFIER FOR GCA THAT
2 INTELLENGENCE MODIFIER FOR DETERMINES FINAL ABILITY.
ATTENTION TO DETAIL Dwarf +50 Gnome +5
INT CPR = 04-08 Unable to understand the craft High Elf +20 Half-Elf +2
09 -5 Wood Elf +5 All Others +0
10 -3
11 -1 6 EQUIPMENT & TOOL MODIFIER DUE TO
12 +0 QUALITY OF DESIGN AND CRAFTSMANSHIP
Toolset
13 +1 Quality Modifier
Cost
14 +2 Normal Craftsmanship +0 100sp
15 +3 High Craftsmanship +1 250sp
16 +4 Outstanding Craftsmanship +3 600sp
17 +5 Excellent Craftsmanship +6 1000sp
18 +6 Precision Craftsmanship +10 2000sp
19 +7
20 +8 7 GEMSTONE ROLL MODIFIER DUE TO
21-22 +9 HARDNESS OF THE GEM BEING CUT.
23-25 +10 Hardness Rating Modifier
26-30 +11 All Others No Change
31 + +12 Emerald - 1D10
Sapphire - 2D6
3 BREATHING & CONCERNTRATION Fire Opal - 2D6
MODIFIER WHILE CUTTING Ruby - 2D8
CON CPR = +1 per 5 full CON Cpr pts over 15 Diamond - 2D10
GEM CUTTING ABILITY "GCA" REQUIREMENTS GCA Roll QUALITY ROLL TABLE FOR CUTTING GEMS D100
GEMSTONE QUALITY "GCA" Needed 1-6 1% of GCA Up TWO gem qualities for GCA of Cutter.
POLISH "RAW" GEMSTONES 20+ 10% of GCA Up ONE Gem quality for GCA of Cutter.
"REGULAR" CUT GEMSTONES 30+ < =GCA Normal Gem quality for GCA of Cutter.
"FINE" CUT GEMSTONES 70+ >GCA Finished Cut Gem drops ONE quality Level
"EXQUISITE" CUT GEMSTONES 100+ Gem broken. Value of Raw gem drops by 1D100%
2xGCA+
"DWARF" CUT GEMSTONES 120+ for next attempt deducting GemCutter's GCA SR
CHIVALRY & SORCERY Metal Working Skill
Or Metal Working Ability is the rating of skill that a Jewell Crafter will have that determines his/her ability to work with various
MWA Metals moulding them successfully into beautiful designs of Necklaces, Bracelets, Rings, Broaches and so on.
DEX CPR and INT CPR are the base scores needed for MWA, to this is added or deducted factors including a racial factor that
determines the final rating a Metal Worker can attain. This ability will rise with in Skill Level as his/her level rises .
GEM CUTTING ABILITY "GCA" REQUIREMENTS GCA Roll QUALITY ROLL TABLE FOR CUTTING GEMS D100
GEMSTONE QUALITY "GCA" Needed 1-6 1% of GCA Up TWO gem qualities for GCA of Cutter.
POLISH "RAW" GEMSTONES 20+ 10% of GCA Up ONE Gem quality for GCA of Cutter.
"REGULAR" CUT GEMSTONES 30+ < =GCA Normal Gem quality for GCA of Cutter.
"FINE" CUT GEMSTONES 70+ >GCA Finished Cut Gem drops ONE quality Level
"EXQUISITE" CUT GEMSTONES 100+ Gem broken. Value of Raw gem drops by 1D100% for next
2xGCA+
"DWARF" CUT GEMSTONES 120+ attempt deducting GemCutter's GCA SR
CHIVALRY & SORCERY Treasure - Master Tables - Jewellery
When rolling for Jewellery first the column for the category of the previous owner is found and rolled on. This will give the type of Jewellery found. Once this is found then
move on to the Composition tables found further below to determine the exact ma
Once the type of Jewellery is found consult the appropriate column from the tables below to determine the Composition (make-up) of the piece of Jewellery taking into account
the Income category of the previous owner to accurately determine the Composition
(1) (2) (3) (4) (5) (6) (7) (8) JEWELLERY TYPE WEALTH DETERMINATION TABLE :
Destitute Poor Struggling Comfortable Wealthy Rich Filthy Rich RANDOM MASTER TABLE GROUPING : INCOME
ROLL ROLL ROLL ROLL ROLL ROLL ROLL ROLL COMPOSITION DESTITUTE (1) 00-10sp
01-05 01-05 01-05 -- -- -- -- 01-06 Lead* POOR (2) 11-25sp
06-10 06-10 06-10 -- -- -- -- 07-12 Iron STRUGGLING (3) 26-100sp
11-20 11-15 11-15 01-05 01-05 -- -- 13-18 Pewter COMFORTABLE (4) 101-500sp
21-25 16-20 16-20 06-10 06-10 -- -- 19-23 Bronze WEALTHY (5) 501-2000sp
26-40 21-30 21-25 11-15 11-15 -- -- 24-29 Copper RICH (6) 2001-5000sp
41-45 31-35 26-30 16-20 16-20 -- -- 30-33 Tin FILTHY RICH (7) 5001sp+
46-50 36-40 31-35 21-25 21-25 -- -- 34-39 Steel USUAL PROFESSION BREAKDOWN IS:
51-60 41-50 36-40 26-30 26-30 -- -- 40-45 Bone/Horn SLAVE-THRALL Destitute
61-65 51-55 41-45 31-40 31-35 01-05 -- 46-48 Glass SERF / PEASANT Poor
66-70 56-60 46-50 41-45 36-40 06-10 -- 49-51 Brass YEOMAN FREEMAN Struggling
71-85 61-70 51-55 46-50 41-45 11-15 -- 52-56 Ivory TOWNSMAN Comfortable
86-90 71-75 56-60 51-55 46-50 -- -- 57-60 Bismuth** GUILDSMAN Wealthy
91-95 76-85 61-75 56-70 51-65 16-40 01-25 61-72 Silver POLITICIAN Rich
-- -- -- 71 66-67 41-45 26-30 73-74 Dwarven Steel NOBLE Filthy Rich
96-98 86-92 76-85 72-79 68-72 -- -- 75-79 Amber
99-00 93-99 86-95 80-87 73-77 -- -- 80-84 Jade Some Merchant owners can be Rich or
-- -- -- 88 78-80 46-55 31-40 85 Dragon Silver even Filthy Rich depending on his/her
-- -- 96 89-90 81-85 56-65 41-50 86-89 Electrum situation, growth and profitability of
the business. These Mercantylers are
-- -- -- -- 86 66-68 51-55 90 Mithril usually set into the campaign
-- 00 97-00 91-99 87-96 69-92 56-85 91-98 Gold introduced by the GM for one reason or
-- -- -- 00 97-99 93-98 86-95 99 Platinum another or otherwise very well know
-- -- -- -- 00 99-00 96-00 00 Dragon Gold
* True Lead if found in the possession of Magick Users **Usually found in Protection Artifacts due to its high natural Resistances.
Primitive Hunters Ancient Elvin Dwarven Goblinoid Magick TOTALLY JEWELLERY TYPE CULTURAL SUB-GROUPS
Cultures Tribesmen Cultures Cultures Cultures Cultures Users RANDOM MASTER TABLE
ROLL ROLL ROLL ROLL ROLL ROLL ROLL ROLL COMPOSITION The table to the left takes into account
-- -- -- -- -- 01-05 01-10 01-06 Lead* specific groupings of individuals which
takes precedence over the above tables
-- 01-05 01-05 -- 01 06-10 -- 07-12 Iron due to the uniqueness of their
-- 06-15 06-10 01-03 02-03 11-15 11-15 13-18 Pewter background or creed etc.
-- 16-20 11-15 04-06 04-06 16-20 16-20 19-23 Bronze
-- 21-25 16-20 07-10 07-10 21-30 21-25 24-29 Copper
-- -- 21-25 -- 11-12 -- -- 30-33 Tin
-- -- -- -- 13-15 -- -- 34-39 Steel EARTHMASTERS
01-40 26-40 26-30 11-20 16-20 31-60 26-30 40-45 Bone/Horn
When dealing with Earthmaster artifacts
41-50 41-45 31-35 21-30 21-25 -- 31-35 46-48 Glass and jewellery rolls are made under the
-- -- -- -- 26-30 -- -- 49-51 Brass Magick User column. GM discretion
51-80 46-60 36-45 31-40 31-35 61-85 36-40 52-56 Ivory does take precedence and planted items
are suggested as Earthmaster artifacts
-- -- 46-50 41-45 36-40 -- 41-50 57-60 Bismuth**
can be unique.
-- 61-75 51-60 46-55 41-55 86-90 51-64 61-72 Silver
-- -- -- -- 56-65 -- 65 73-74 Dwarven Steel
81-90 76-85 61-70 56-60 -- 91-94 66-70 75-79 Amber
91-00 86-95 71-80 61-65 -- 95-98 71-75 80-84 Jade GM DISCRETION
-- -- -- 66-70 66-70 -- 76-80 85 Dragon Silver
GM's are advised to embellish the
-- -- 86-90 71-80 71-75 -- 81-84 86-89 Electrum tables and hand pick artifacts and their
-- -- -- 81-85 76-80 -- 85 90 Mithril design, make-up, composition and type
-- 96-00 91-00 86-95 81-90 99-00 86-95 91-98 Gold when able especially with Great
Devices of Power. This adds to the
-- -- -- 96-99 91-95 -- 96-99 99 Platinum
depth and aim of the artifact.
-- -- -- 00 96-00 -- 00 00 Dragon Gold
* True Lead if found in the possession of Magick Users **Usually found in Protection Artifacts due to its high natural Resistances.
Once the Type of Jewellery and its Base Composition Material is found consult the appropriate table sheets which follow to further detail the item with its correct size, value in
SP, Adornments and possible Magical Powers.
CHIVALRY & SORCERY COMPOSITION TABLES - 1
BRACELETS, BANGLES & WRISTBANDS Average Average BROOCHES & CLASPS High Low
Jewellery Composition & types. % Chance % Chance Jewellery Composition & types. % Chance % Chance
% Roll Composition. Sp/0.1 amounts Weight x 0.1 amounts Adornment is Magical % Roll Composition. Sp/0.1 amounts Weight x 0.1 amounts Adornment is Magical
01-06 Lead 0.1sp 2D3 x 0.1 Dr 3% 1% 01-06 Lead 0.1sp 2D3 x 0.1 Dr 4% 1%
07-12 Iron 0.3sp 2D3 x 0.1 Dr 3% 1% 07-12 Iron 0.3sp 2D3 x 0.1 Dr 4% 1%
13-18 Pewter 0.4sp 2D3 x 0.1 Dr 3% 1% 13-18 Pewter 0.4sp 2D3 x 0.1 Dr 4% 1%
19-23 Bronze 0.4sp 2D3 x 0.1 Dr 3% 1% 19-23 Bronze 0.4sp 2D3 x 0.1 Dr 4% 1%
24-29 Copper 0.4sp 2D3 x 0.1 Dr 3% 1% 24-29 Copper 0.4sp 2D3 x 0.1 Dr 4% 1%
30-33 Tin 0.5sp 2D3 x 0.1 Dr 3% 1% 30-33 Tin 0.5sp 2D3 x 0.1 Dr 4% 1%
34-39 Steel 0.5sp 2D3 x 0.1 Dr 3% 1% 34-39 Steel 0.5sp 2D3 x 0.1 Dr 4% 1%
40-45 Bone/Horn 0.8sp 2D3 x 0.1 Dr 3% 1% 40-45 Bone/Horn 0.8sp 2D3 x 0.1 Dr 4% 1%
46-48 Glass 1sp 2D3 x 0.1 Dr 3% 1% 46-48 Glass 1sp 2D3 x 0.1 Dr 4% 1%
49-51 Brass 1sp 2D3 x 0.1 Dr 3% 1% 49-51 Brass 1sp 2D3 x 0.1 Dr 4% 1%
52-56 Ivory 3sp 2D3 x 0.1 Dr 3% 1% 52-56 Ivory 3sp 2D3 x 0.1 Dr 4% 1%
57-60 Bismuth 5sp 2D3 x 0.1 Dr 3% 2% 57-60 Bismuth 5sp 2D3 x 0.1 Dr 4% 1%
61-72 Silver 10sp 1D6 x 0.1 Dr 3% 3% 61-72 Silver 10sp 1D6 x 0.1 Dr 4% 1%
73-74 Dwarven Steel 10sp 1D4 x 0.1 Dr 5% 4% 73-74 Dwarven Steel 10sp 1D4 x 0.1 Dr 5% 2%
75-79 Amber 15sp 1D6 x 0.1 Dr 4% 5% 75-79 Amber 15sp 1D6 x 0.1 Dr 5% 3%
80-84 Jade 25sp 1D6 x 0.1 Dr 4% 7% 80-84 Jade 25sp 1D6 x 0.1 Dr 5% 4%
85 Dragon Silver 50sp 1D3 x 0.1 Dr 5% 10% 85 Dragon Silver 50sp 1D3 x 0.1 Dr 10% 5%
86-89 Electrum 175sp 2D3 x 0.1 Dr 5% 12% 86-89 Electrum 175sp 2D3 x 0.1 Dr 20% 7%
90 Mithril 200sp* 1D3 x 0.1 Dr 10% 15% 90 Mithril 200sp* 1D3 x 0.1 Dr 30% 10%
91-98 Gold 250sp 1D6 x 0.1 Dr 20% 20% 91-98 Gold 250sp 1D6 x 0.1 Dr 40% 12%
99 Platinum 500sp 1D3 x 0.1 Dr 30% 25% 99 Platinum 500sp 1D3 x 0.1 Dr 50% 15%
00 Dragon Gold 1250sp 1D3 x 0.1 Dr 40% 30% 00 Dragon Gold 1250sp 1D3 x 0.1 Dr 60% 20%
NECKLACES & CHAINS V. High Average CHOKERS, COLLARS & TORCS Low V. Low
Jewellery Composition & types. % Chance % Chance Jewellery Composition & types. % Chance % Chance
% Roll Composition. Sp/0.1 amounts Weight x 0.1 amounts Adornment is Magical % Roll Composition. Sp/0.1 amounts Weight x 0.1 amounts Adornment is Magical
01-06 Lead 0.1sp 2D3 x 0.1 Dr 5% 1% 01-06 Lead 0.1sp 2D6 x 0.1 Dr 2% 1%
07-12 Iron 0.3sp 2D3 x 0.1 Dr 5% 1% 07-12 Iron 0.3sp 2D6 x 0.1 Dr 2% 1%
13-18 Pewter 0.4sp 2D3 x 0.1 Dr 5% 1% 13-18 Pewter 0.4sp 2D6 x 0.1 Dr 2% 1%
19-23 Bronze 0.4sp 2D3 x 0.1 Dr 5% 1% 19-23 Bronze 0.4sp 2D6 x 0.1 Dr 2% 1%
24-29 Copper 0.4sp 2D3 x 0.1 Dr 5% 1% 24-29 Copper 0.4sp 2D6 x 0.1 Dr 2% 1%
30-33 Tin 0.5sp 2D3 x 0.1 Dr 5% 1% 30-33 Tin 0.5sp 2D6 x 0.1 Dr 2% 1%
34-39 Steel 0.5sp 2D3 x 0.1 Dr 5% 1% 34-39 Steel 0.5sp 2D6 x 0.1 Dr 2% 1%
40-45 Bone/Horn 0.8sp 2D3 x 0.1 Dr 5% 1% 40-45 Bone/Horn 0.8sp 2D6 x 0.1 Dr 2% 1%
46-48 Glass 1sp 2D3 x 0.1 Dr 5% 1% 46-48 Glass 1sp 2D6 x 0.1 Dr 2% 1%
49-51 Brass 1sp 2D3 x 0.1 Dr 5% 1% 49-51 Brass 1sp 2D6 x 0.1 Dr 2% 1%
52-56 Ivory 3sp 2D3 x 0.1 Dr 5% 1% 52-56 Ivory 3sp 2D6 x 0.1 Dr 2% 1%
57-60 Bismuth 5sp 2D3 x 0.1 Dr 5% 2% 57-60 Bismuth 5sp 2D6 x 0.1 Dr 2% 1%
61-72 Silver 10sp 1D6 x 0.1 Dr 5% 3% 61-72 Silver 10sp 1D10 x 0.1 Dr 2% 1%
73-74 Dwarven Steel 10sp 1D4 x 0.1 Dr 5% 4% 73-74 Dwarven Steel 10sp 1D8 x 0.1 Dr 3% 1%
75-79 Amber 15sp 1D6 x 0.1 Dr 10% 5% 75-79 Amber 15sp 1D10 x 0.1 Dr 3% 1%
80-84 Jade 25sp 1D6 x 0.1 Dr 20% 7% 80-84 Jade 25sp 1D10 x 0.1 Dr 3% 1%
85 Dragon Silver 50sp 1D3 x 0.1 Dr 30% 10% 85 Dragon Silver 50sp 2D3 x 0.1 Dr 4% 2%
86-89 Electrum 175sp 2D3 x 0.1 Dr 40% 12% 86-89 Electrum 175sp 2D6 x 0.1 Dr 4% 3%
90 Mithril 200sp* 1D3 x 0.1 Dr 50% 15% 90 Mithril 200sp* 2D3 x 0.1 Dr 5% 4%
91-98 Gold 250sp 1D6 x 0.1 Dr 60% 20% 91-98 Gold 250sp 1D10 x 0.1 Dr 5% 5%
99 Platinum 500sp 1D3 x 0.1 Dr 70% 25% 99 Platinum 500sp 2D3 x 0.1 Dr 10% 7%
00 Dragon Gold 1250sp 1D3 x 0.1 Dr 80% 30% 00 Dragon Gold 1250sp 2D3 x 0.1 Dr 20% 10%
ORBS & SPHERES Low V. High STATUETTES & SCULPTURES V. Low Low
Jewellery Composition & types. % Chance % Chance Jewellery Composition & types. % Chance % Chance
% Roll Composition. Sp/0.1 amounts Weight x 0.1 amounts Adornment is Magical % Roll Composition. Sp/0.1 amounts Weight x 0.1 amounts Adornment is Magical
01-06 Lead 0.1sp 2D10 x 0.1 Dr 2% 1% 01-06 Lead 0.1sp 2D10 x 0.1 Dr 1% 1%
07-12 Iron 0.3sp 2D10 x 0.1 Dr 2% 1% 07-12 Iron 0.3sp 2D10 x 0.1 Dr 1% 1%
13-18 Pewter 0.4sp 2D10 x 0.1 Dr 2% 1% 13-18 Pewter 0.4sp 2D10 x 0.1 Dr 1% 1%
19-23 Bronze 0.4sp 2D10 x 0.1 Dr 2% 1% 19-23 Bronze 0.4sp 2D10 x 0.1 Dr 1% 1%
24-29 Copper 0.4sp 2D10 x 0.1 Dr 2% 1% 24-29 Copper 0.4sp 2D10 x 0.1 Dr 1% 1%
30-33 Tin 0.5sp 2D10 x 0.1 Dr 2% 1% 30-33 Tin 0.5sp 2D10 x 0.1 Dr 1% 1%
34-39 Steel 0.5sp 2D10 x 0.1 Dr 2% 1% 34-39 Steel 0.5sp 2D10 x 0.1 Dr 1% 1%
40-45 Bone/Horn 0.8sp 2D10 x 0.1 Dr 2% 1% 40-45 Bone/Horn 0.8sp 2D10 x 0.1 Dr 1% 1%
46-48 Glass 1sp 2D10 x 0.1 Dr 2% 1% 46-48 Glass 1sp 2D10 x 0.1 Dr 1% 1%
49-51 Brass 1sp 2D10 x 0.1 Dr 2% 2% 49-51 Brass 1sp 2D10 x 0.1 Dr 1% 1%
52-56 Ivory 3sp 2D10 x 0.1 Dr 2% 3% 52-56 Ivory 3sp 2D10 x 0.1 Dr 1% 1%
57-60 Bismuth 5sp 2D10 x 0.1 Dr 2% 4% 57-60 Bismuth 5sp 2D10 x 0.1 Dr 1% 1%
61-72 Silver 10sp 2D8 x 0.1 Dr 2% 5% 61-72 Silver 10sp 2D8 x 0.1 Dr 1% 1%
73-74 Dwarven Steel 10sp 1D12 x 0.1 Dr 3% 7% 73-74 Dwarven Steel 10sp 1D12 x 0.1 Dr 2% 2%
75-79 Amber 15sp 2D8 x 0.1 Dr 3% 10% 75-79 Amber 15sp 2D8 x 0.1 Dr 3% 3%
80-84 Jade 25sp 2D8 x 0.1 Dr 3% 12% 80-84 Jade 25sp 2D8 x 0.1 Dr 3% 4%
85 Dragon Silver 50sp 2D5 x 0.1 Dr 4% 15% 85 Dragon Silver 50sp 2D5 x 0.1 Dr 4% 5%
86-89 Electrum 175sp 2D10 x 0.1 Dr 4% 20% 86-89 Electrum 175sp 2D10 x 0.1 Dr 4% 7%
90 Mithril 200sp* 2D5 x 0.1 Dr 5% 25% 90 Mithril 200sp* 2D5 x 0.1 Dr 4% 10%
91-98 Gold 250sp 2D8 x 0.1 Dr 5% 30% 91-98 Gold 250sp 2D8 x 0.1 Dr 5% 12%
99 Platinum 500sp 2D5 x 0.1 Dr 10% 40% 99 Platinum 500sp 2D5 x 0.1 Dr 5% 15%
00 Dragon Gold 1250sp 2D5 x 0.1 Dr 20% 50% 00 Dragon Gold 1250sp 2D5 x 0.1 Dr 10% 20%
Gems (carots) D100 Dwarf Cut Exquisit Cut Fine Cut Regular Cut Raw Random Sp / per
Roll Carats Gemstones Gemstones Gemstones Gemstones Gemstones Gemstones Gemstone Types Colour Carot
56-64 D20 carats 81-87 52-56 Raw Jade Dk. Green 10sp
65-72 3D10 carats 01-50 57-60 Regular Jade Dk. Green 25sp
73-79 2D20 carats 01-50 61-62 Fine cut Jade Dk. Green 30sp
80-85 3D20 carats 01-50 63-64 Equisit cut Jade Dk. Green 35sp