Verb:SENSE

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The SENSE verb allows characters of different professions to determine information about their surrounding areas.

Clerics and Empaths

Clerics and empaths who are familiar with the Minor Sanctuary (213) spell can SENSE an area to see if it already has a minor sanctuary running.

Messaging

Third party
Empath takes a deep breath and closes her eyes for a moment.  A faint aura flickers around her.
Minor sanctuary present
You open your soul to the lesser spirits in the area in an attempt to find a Minor Sanctuary.  An obvious presence of peace saturates the area and a feeling of safety overwhelms you.
Minor sanctuary absent
You open your soul to the lesser spirits in the area in an attempt to find a Minor Sanctuary.  Nothing stands out to you.

Clerics and Paladins

For those that are close to the Gods, the SENSE verb allows the character to detect the presence of divine spiritual influence. If detected, such influence affects the outcome of Sanctify or allows the room to be set as an anchor for Aid the Fallen. Such a location (called a "holy shrine") permits a Paladin to bond to a weapon via Holy Weapon (1625), or a Warrior to use the Weapon Bonding maneuver.

Such a place is also the only location that a character can change their CONVERT status via an Intercession gem prepared using Tier 5 of the Cleric Base spell Holy Receptacle.

Messaging

No prevalent spiritual influence
Utilizing your familiarity with the divine, you sense no prevalent spiritual influence in the area.
Deity present
Utilizing your familiarity with the divine, you sense the distinct presence of Lorminstra's influence in the area.
For the purposes of Sanctify, this shrine will grant a +20 bonus to clerics of the listed deity, or +10 bonus to clerics of a deity that belong to the same pantheon as the named deity.
Multiple deities present
Utilizing your familiarity with the divine, you sense the distinct presence of Lumnis, Ronan, and Phoen's influence in the room.
For the purposes of Sanctify, this shrine will grant a +10 bonus (pantheon only) to clerics of the listed deities.
Harmonized presence (omnishrine)
Utilizing your familiarity with the divine, you sense the harmonized presence of multiple deities' influence in the room.
An omnishrine counts as a shrine for all convert options. For the purposes of Sanctify, this shrine will give a +20 deity bonus to all clerics, regardless of deity selection (including other, forsaken, and not yet converted).
Indiscernible higher power
Utilizing your familiarity with the divine, you sense the influence of an indiscernible higher power in the area.
This an unknown, but specific deity in the Pantheon of Neutrality. For the purposes of Sanctify, in one example, a forsaken cleric received a +10 bonus while a cleric of Lorminstra received no bonus.

Many of these holy places are tabulated.

Rangers

Rangers are stewards and students of nature, and as such have the ability to glean more information about the world around them than do other classes. A ranger can SENSE the "nature" of their environs, providing the ranger with useful data about available Animal Companions, climate, and terrain; the latter two are mostly of interest to those attempting to FORAGE.

Rangers can also sense non-obvious paths, or exits from a room, unless they are not supposed to be findable.

Messaging

Inside
Ranger scans her surroundings with a puzzled look on her face.
You carefully assess your surroundings, but find no new insight to the terrain and climate of the area.
Roundtime: 10 sec.
Outside
Ranger scans her surroundings with the alertness of a seasoned scout.
You scan your surroundings, considering the various flora and fauna found here (and noting those which are absent).  The indications of the freshwater climate and the hard, flat terrain are clearly evident.  You quickly note the signs of a blue-eyed mire yowler, a sleek golden brown curhound and a sleek dusky muzzlerat having recently been in the area.  Circling overhead is a grey-winged light tan caracara.  You also see a pair of painted glass doors.
Roundtime: 6 sec.

Rogues

Rogues are able to get a sense of "crowd conditions." By attempting to SENSE their surroundings, they are able to get a feel of whether an attempt to STEAL would be successful, or noticed. The rogue's training in Pickpocketing will determine how well the rogue is at using SENSE.

This differs from Lock Mastery sensing, which allows a skilled rogue to tell the conditions of a room and how they relate to the size of a lock and trap that the rogue would be able to successfully tackle.

Messaging

With a seasoned eye, you begin to scan the area...
Without proper pickpocketing training
You discover that you're not really skilled enough at this to be able to tell much.
In the Small Park in Wehnimer's Landing
While not exactly a walk in the park (well, okay..it actually WOULD be a walk in the park if you care to be technical about it), you could probably get away with it if you made careful choices.

Sorcerers

When a sorcerer attempts to SENSE PATTERN, they will record into their tome a sequence of runes that can be used to Planar Shift (740) back to that room later. Sorcerers may also SENSE PATTERN without a tome to set a target for incanting 740 without chalk or a tome.

Sorcerers may SENSE to determine if a room is a workshop or summoning chamber. Sorcerers may also SENSE to check their current necrotic energy levels for Ensorcell (735).

Messaging

Nothing
You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this area is not a magical workshop.
You attempt to discern any aspects of this area that could affect your ability to pierce the veil in any summoning exploits. Nothing stands out to you.
Summoning Chamber
You attempt to discern any aspects of this room that could affect your ability to pierce the veil in any summoning exploits. An obvious connection to the valences saturates the room.

Wizards

Wizards may SENSE to determine if a room is an earthnode or a workshop, and retain the ability to detect mana pools.

Previously, the SENSE verb informed a wizard of the relative strengths of any mana pools in the area, which provided a good gauge for what sort of Enchanting project was possible, and if one was located in a Wizard's Workshop.

The 4/26/2010 updated a Wizard's SENSE to determine if a room is an earthnode or a workshop, and retained the ability to detect mana pools.

On 2/25/17, GM Contemplar wrote, "The SENSE verb has been updated to reveal more clues to the mana flows surrounding the wizard. Once a wizard has achieved level 25, learned the spell Enchant (925) and has at least 5 ranks of Elemental Lore, Water; they will begin to accrue stored mana in their own personal mana pool."

The maximum amount of mana that can be stored per week is 10,000, and a grand total of 35,000 mana points can be stored.

Messaging

Mana Pool
You sense a mana pool in the area that can be used for enchantments. If you were lucky you think you might be able to do a strong enchantment with the current mana available.
Public Workshop
You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this room is a magical workshop.
Guild or CHE Workshop
You study your surroundings and use your keen knowledge of the arcane.  It quickly becomes evident that this room is a strong magical workshop.
Non-workshop
You study your surroundings and use your keen knowledge of the arcane.  It quickly becomes evident that this area is not a magical workshop.
Natural Earthnode
You sense a convergence in the flows of essence and gather that this place must be a natural earthnode.
No Mana Pool
You do not detect the distinct harmonies of a mana pool.
Essence Collection
Percentage Message
100% You feel completely saturated with static essence.
95% You feel a strong accumulation of static essence around you.
90% You feel a significant accumulation of static essence around you.
75% You feel a moderate accumulation of static essence around you.
50% You feel a growing accumulation of static essence around you.
25% You feel a weak accumulation of static essence around you.
10% You feel the faint tingle of static essence accumulating around you.
0% No message

Bards

Bards may SENSE to determine if a room has any objects containing loresongs. Bards may also target their SENSE at specific objects.

Messaging

Nothing eligible in the room was found
First Person:
You do not sense any particular histories resonating in the room.
Third Person:
Bard casts an appraising gaze over his surroundings, seemingly taking in every detail.
First Person, where bard specified item to sense:
You do not sense any particular histories resonating within the mistwood ayr.
Third Person:
Bard focuses his concentration, briefly studying the composition of a pale mistwood ayr.
Items with loresongs found in the room
First person:
You sense the threads of history resonating within a falcon-headed cloak pin (on a wide oak shelf), some braided green cord (on a delicate maoral stand), and a sand timer (on a delicate maoral stand).
Third Person:
Bard casts an appraising gaze over his surroundings, seemingly taking in every detail.
First Person, where bard specified item to sense:
You sense a moment of history resonating within the very composition of the cloak pin.  The pin may be able to reveal more to you with some lyrical coaxing.
Third Person:
Bard focuses his concentration, briefly studying the composition of a cloak pin.

Others

For all other professions, the verb merely gives one a basic, humorous message:

You sense you are not a wizard and thank your lucky stars.

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