Teleportation review (saved posts)
Briarmoon Cove Pre-Announcement
Dear Mayor Fain,
The events that Briarmoon Cove hosted for the Chronomages were some of the most spectacular and beautifully curated functions we've ever had the pleasure of attending. During our stay, we were fortunate to be able to talk with many of the guests and merchants, and we were astonished by their love and knowledge of Elanthia's landscape. My associates and I have deliberated on what constitutes a prime location for our expansion plans, and while each one of us began the conversation with a favored region, we agreed in the end that each individual town had many valuable traits that could prove useful to our operations. You all have left a lasting impression on us.
We will soon be announcing some significant modifications to our popular gold rings. After our extensive research at this festival, we feel that selecting single town for our expansion is not in our best interest. Rather, it is imperative that we deliver this contribution to many different realms, so that everyone may collectively benefit. These improvements will bolster both transportation and trade within several different areas. We look forward to sharing these advancements with you all in the very near future.
Lady Esrine Muiray
Chronomage, Senior Envoy
Restday, the 7th day of Fashanos, in the year 5116.
Chronomage Orb and Gold Ring Updates
Upon receiving the report of our Senior Envoy, the High Council of the Guild of the Chronomages has decreed the dedication of sufficient resources to create a series of high-speed "time tunnels" to extend and/or hasten the rate of most official forms of Chronomage travel! We wish to expand our teleportation network in order to aid and share in the increased mercantile activity that we surely expect will follow!
After a somewhat tricky ritual (we offer our sincere condolences to our initial testers' families), we believe that we have stabilized our tunnels and have worked out any and all potential causes of increased mortality. Two new sets of time tunnels now exist, one set that links the towns of Wehnimer's Landing, Icemule Trace, Solhaven, and Pinefar. The other set links the towns of Ta'Illistim, Ta'Vaalor, and Cysaegir. Travel within each of these zones can now be accomplished upon demand at a much reduced cost (day passes for unlimited travel are now available for 5,000 silver).
Our personal teleportation service devices (commonly known as "gold rings", though other forms of them also exist) also have access to the zones created by these tunnels. One can now use the devices to travel any distance within a respective zone. We remain ever vigilant for unauthorized use of these devices and will continue to confiscate any counterfeit or stolen devices.
As an unexpected side effect of the rituals, we have also discovered that even long-distance teleportation is somewhat less taxing on us than it was previously. As such, we can now offer long-distances departures every 20 minutes (as opposed to the prior 90 minute wait between departures) at a flat rate of 100,000 silvers per trip (with no cost increase for frequent travelers).
The Guild of the Chronomages
We have begun a multi-phase review of our various teleportation systems. The following updates to the Chronomages constitutes Phase 1 of this review. We are currently in the process of Phase 2 (spells, items, and travel time), but intend to monitor and review the results of Phase 1 before finalizing Phase 2. We look forward to any and all feedback on the current phase of implementation.
Two new teleportation "zones" have been implemented. As noted above, one zone encompasses the towns of Wehnimer's Landing, Icemule Trace, Solhaven, and Pinefar (and all local hunting and travel areas in between). The other zone encompasses the towns of Ta'Illistim, Ta'Vaalor, and Cysaegir (and hunting/travel areas). These zones also stretch down the Elven Nations trail, all that way to the respective minecart departure points to Zul Logoth.
Teras, River's Rest, and Zul Logoth remain on their own separate teleport zones, as do the various special hunting realms (the Broken Lands, Shadow Valley, the Rift, Old Ta'Faendryl, the Confluence, etc). As part of Phase 2, we intend to speed up the rate of departures and/or transit time to/from these areas (specifically, the Glaesen Star, the Smuggler's Cutter, the minecarts, and various ferryboats).
Gold rings can now be used to teleport within a teleportation zone (for example, from Solhaven to Aenatumgana or from Ta'Vaalor to the Black Forest). It is also possible to ring from Wehnimer's Landing to Khazar's Hold, or from Zhindel's Post to Ta'Vaalor. Hunting areas with teleportation restrictions (the Rift and so on) still maintain those, though you can often ring very close to the entryway mechanic from quite far away with these changes (the aforementioned Wehnimer's Landing to just outside Koar's Shrine teleport for Rift hunting).
Travel within each teleport zone via the Chronomage stations is now handled by a teleportation day pass. This pass expires 24 hours after purchase, but is good for unlimited instant travel during that time period. To use one, simply hold it in hand and RAISE it while in a Chronomage departure room and you will be immediately transported to your selected destination. The pass is good for round-trip travel between the town in which you purchase the pass and the destination of your choice. The pass costs 5,000 silvers (credits for turned in gold rings can be applied to this).
Travel between towns that are not within the same teleport zone no longer incurs an additional silver cost for multiple tickets purchased within the same day. The duration between departures has also been reduced from 90 to 20 minutes.
We have completed the second part of the previously announced teleport changes (Phase 2). The original announcement for Phase 1 can be found here.
This update affects travel mechanics, non-Chronomage teleportation items, and teleportation spells. Non-Chronomage magic can now take illicit advantage of the Chronomage's time tunnels. However, be warned, for the Chronomages do not take unauthorized intrusions into their time tunnels lightly and will actively attempt to intercept any intruders into their teleportation network. With some skill and luck though, teleportation spells and items should reach much further than before.
The specific details for the various teleport and travel changes are as follows:
Glaesen Star (Wehnimer's Landing/Teras)
The Glaesen will now depart from each port every 30 minutes (was previously every 60 minutes).
Smuggler's Cutter (Solhaven/River's Rest)
Ticket prices have been reduced to a flat 1,000 silvers (500 for River's Rest citizens).
The Boot (Wehnimer's Landing/River's Rest)
The boot returns! The old boot/log teleportation mechanic to River's Rest has been restored. Dropping a crystal amulet in either receptacle will again transport characters between the towns. River's Rest citizens may substitute a piece of driftwood purchasable from the River's Rest General Store.
Locksmehr River Ferry (Wehnimer's Landing/Zul Logoth)
Ticket prices have been reduced to 100 silver. The ferry will now depart from either side every 2 minutes (1 minute travel time/1 minute docking time). The ferryman will continue to take the occasional lunch break, but will return if 500 silvers is placed in his offering bowl. [EDITOR'S NOTE: THIS SEEMS TO BE FAULTY, NEEDS FURTHER REVIEW]
Lake of Fear Ferry (Illistim/Vaalor)
Will be updated as part of a future event (similar cost and travel time reductions as to the Locksmehr River Ferry).
Non-Chronomage Teleportation Items
In Phase 1, gold rings and related Chronomage-related teleportation items were expanded to allow teleportation within the newly created teleportation zones. Phase 2 has expanded this functionality to all similar non-Chronomage teleportation items, though with a chance for Chronomage interception. In order for an item to be included in this update, it must either mimic the function of a gold ring by allowing a player to set desired teleportation destination that can be later teleported to, have a single fixed teleportation destination (this excludes the various "realm return" teleportation items, which have a different teleportation destination room depending on where they are activated), or be a "summoning item" (where the item can summon another character). The item must also have no prior inter-realm teleportation capability (existing inter-realm mechanics will remain unchanged). It is possible that we've missed some items, so if you possess an item that appears not have been updated and you believe that it should be, please use the BUGITEM command to report it for review.
Items that have been updated as a part of this will retain all their current "same realm" teleportation mechanics unchanged. The only portion of the item's functionality that will change is that it will now be possible to use the item to move between realms that are within a teleportation zone. Those types of teleports (and only those types of teleports) will be subject to the standard Chronomage interception chance (aka the same chance that a standard gold ring has to be intercepted). Again, I would like to stress that any previously existing teleportation mechanics that the item possesses will remain unchanged, and the interception chance will only apply to the newly possible longer range teleports.
Interception by the Chronomages will result in the standard confiscation of in-pocket silver and a failure to reach the desired location, but will not result in the item's confiscation. Instead, the player will be temporarily "Chrono-locked" for 15 minutes, making them unable to illicitly access the time tunnels during that time (access via gold rings will still be permissible during a Chrono-lock).
The following spells have been opened up to work between realms and within teleportation zones. As with items, current teleportation functionality will remain the same, and any Chronomage interception chances will only be applied to teleportation attempts within the newly possible longer range teleports. Some spells can work in conjunction with a gold ring. If so, you must be holding or wearing the gold ring directly upon your person when you teleport. If you are storing your gold ring inside a container (including a gold ring holder), you must first remove it from the container in order for it to be used in this manner.
Casters of this spell may now target characters who are outside the caster's realm but still within a teleportation zone. The cast is subject to interception by the Chronomages. If the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied (same base interception chance, with the standard confiscation of the ring and in-pocket silvers and a failure to reach the desired destination if caught). If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Spirit Lore: Blessings beyond 75 ranks (to a minimum interception chance of 5%). Casters not using a gold ring will additionally be Chrono-locked (see above) upon interception.
Nexus gems (Tier 3) can now be set to realms that are further than adjacent but still within a teleportation zone. Similar to Transference (225), if the user of the gem is bearing a standard gold ring, then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Spirit Lore: Religion beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be Chrono-locked (see above) upon interception. In either case, only the cleric rubbing the gem will be intercepted on a failure and the remaining group members will simply fail to teleport.
Upon achieving 75 ranks of Sorcerous Lore, Demonology, casters will be able to treat all teleportation destinations within a teleportation zone like a same-realm destination (including snap cast eligibility and the ability to use rough chalk). If using a rough chalk teleportation circle for these types of teleports, then a 33% penalty to the success chance of creating a portal will be applied. Every 3 ranks of Sorcerous Lore, Demonology beyond 75 ranks will reduce this penalty by 1% (to a minimum of zero). Casters of this spell will find that the Chronomages remain utterly baffled by planar travel and are unable to intercept any cast of it.
Upon achieving 75 ranks of Elemental Lore, Water, casters with familiars will have access to a new TELL command: Travel. This command will allow the caster to specify a nearby town that is within the teleportation realm and order the familiar to travel to that town. Upon arrival (travel time length is determined by Elemental Lore: Air), the familiar will seek out a point of wizardly interest (if available) and rest there from their journey. Due to the distance, the caster cannot issue any further commands to the familiar (beyond severing the connection on their end by issuing a LEAVE command) but can attempt to open a Familiar Gate to it. The caster has 10 minutes from issuing the TRAVEL command to do so and if they fail to arrive in the familiar's realm within that time period, the familiar will automatically return to the wizard.
Opening a portal to another realm is more difficult -- a 33% penalty to the success chance of creating a portal will be applied. Every 3 ranks of Elemental Lore: Water beyond 75 ranks will reduce this penalty by 1% (to a minimum of zero). If successful, the portal will be visibly unstable. All living people passing through must do so one at a time and are each subject individually to a Chronomage interception chance. Those bearing a gold ring will be subject to the standard Chronomage interception chance. For those not bearing a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks beyond 75 ranks of the caster's Elemental Lore: Water (to a minimum of 5%). Anyone who is intercepted without a standard gold ring will additionally be Chrono-locked (see above). Chronomages take pity on any dead bodies passing through and will allow them to reach their destination unmolested (but may still intercept the dragger).
If the caster's anchor point is in another realm but still within a teleport zone, then it will now be possible to teleport to that anchor point. Similar to Transference (225), if the caster is bearing a standard gold ring, then the default gold ring interception mechanics will be applied. If the caster is not using a gold ring, then the default interception chance is 80%, minus 1% per 2 ranks of Elemental Lore: Air beyond 75 ranks (to a minimum of 5%). Casters not using a gold ring will additionally be Chorno-locked (see above) upon interception. In either case, only the caster will be intercepted on a failure and the remaining group members will simply fail to teleport.
Casters can now get a vision of all their established anchor points within their current teleportation zone by casting the spell upon themselves. They are also now able to EVOKE the target of their spell to any anchor point of their choosing within the teleportation zone. The syntax for this is EVOKE [target player] [target town]. No extra training is required to unlock this functionality, as the Chronomages take pity upon the dead and will allow them to pass freely.