User:WINTERDAWN/Areas of Investigation

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This page is for me to communicate complex bug reports.

The Misfires of Relieve Burden (314)

Over several months a number of players have expressed curiosity on why their Relieve Burden (314), a stackable spell, is misfiring when they try to add it to their existing duration. Myself, and others, have chalked it up to their Blessings Lore changing. Except, it started happening to me.

For the uninitiated on the spell, Relieve Burden removes a set amount of silvers from encumbrance. Blessings Lore will increase the amount of silvers that are removed from encumbrance. The common way this spell misfires is when you use a Blessings Lore enhancive, cast the spell, and then remove the enhancive and try to cast the spell again. You are trying to replace a superior version with an inferior version and so it misfires.

What follows is a log of Relieve Burden misfiring on me. Take note that 1) I have 0 natural Blessings Lore in this log and 2) I had no Blessings Lore enhancives on. I don't know if the Invoker is involved or not. I don't think so but I haven't seen a situation where I hadn't used the Invoker.

In the log I...

Show that 314 is currently active on me, go to the Invoker, get spells from the Invoker, go back to my resting spot, spell myself up manually (314 was successfully cast during this), idle for a bit, check my spells (again, take note of 314 being active), and then log out.

I then return 12 hours later...

Show that 314 is currently active on me (take note of the time remaining) and then immediately attempt to cast 314 where it misfires.


You currently have the following active effects:
Spells:
  Relieve Burden .......................... 01:12:39
Cooldowns:
  No cooldowns found.
Buffs:
  No buffs found.
Debuffs:
  No debuffs found.
>invoker--- Lich: exec1 active.
--- Lich: go2 active.
[go2: input: 288]
[go2: ETA: 0:00:03 (16 rooms to move through)]
[go2]>south
[go2]>go arch
[go2]>go doors
[go2]>go steps
[Rone Academy, Alumni Hall West - 24407] (u217005)
The room bustles with the day-to-day affairs of the Academy.  Clerics chant in somber tones to the west, nearly drowning out soft murmurings from the libary to the north.  An excited babble comes from the south, where a line of eager young applicants awaits admittance to the Academy.  You also see a marble arch, a stairway and a cluttered modwir desk with some stuff on it.
Obvious exits: north, south, west
>[Rone Academy, Alumni Hall - 15545] (u217004)
The sound of footsteps echoes off the stone floor of the main thoroughfare of the Academy, mixing with the soft voices of passing students.  Portraits of graduates crowd the walls beneath the vaulted ceilings.  A studious �white-robed novice� stands out from those passing as he stands before an intricately carved arch to the west.  You also see some towering dreamstone doors, a carved arch, a polished silver plaque and a polished haon chest lined with velvet.
Obvious exits: east
>[go2]>go walkway
Your disk arrives, following you dutifully.
>[Academy, Front Porch - 14621] (u217003)
A pair of towering dreamstone-studded doors appear at the top of the marble steps, engraved with the seal of Rone Academy.  Towering modwir trees shade the steps, making this a comfortable place to sit and relax.  You also see some marble steps, some towering dreamstone doors, a colorful modwir cart with some stuff on it, a heavy slate blackboard and a large knothole in a nearby modwir tree.
Obvious paths: none
>[Rone Academy, Yard - 8773] (u217002)
The grounds outside the Academy proper are filled with small groups of students clustered around instructors.  The buzz of animated discussion drifts through the air at all hours of the day.  An imposing set of marble steps rises up to the Academy entrance, polished smooth by the constant footsteps of journeymen and visitors.  You also see a white brick walkway and some marble steps.
Obvious paths: none
>[go2]>go path
[go2]>north
[Rone Academy, Brick Walkway - 8772] (u217001)
The white bricks of the walkway are scuffed by years of use.  At one end of the walkway, Rone Academy rises toward the skies.  A stone pillar off to one side marks the boundary of the Academy grounds.  Beyond the pillar, the well-maintained yard of the Academy is bustling with activity.  You also see a small gilded plaque, a shaded path leading back to the square and the yard.
Obvious paths: none
>[Wehnimer's, Erebor Square - 236] (u7301)
Ancient grey flagstones pave this quiet corner of the square, set around small gardens of herbs and flowers that provide splashes of faint color in the filtered moonlight.   Polished wood benches arranged under the branches of a variety of overhanging trees offer a place for scholars and travelers to study and rest.  You also see a shaded path leading up a rise behind the Museum.
Obvious paths: north
>[go2]>west
[go2]>west
[go2]>north
[Wehnimer's, Erebor Square - 235] (u7086)
This quiet corner resembles a calm island amid the bustling life of Wehnimer's Landing.  At the west end, a low, broad dome is visible.  In the center of the square, several benches of polished wood and smooth stone surround a sculpture that stands as a sentinel before the Wehnimer's Museum.  Cast in bronze, the work imparts a sense of peace, calm and protection to the landscaped surroundings.  A gold plaque mounted on a gracefully chiseled malachite base stands before it.  You also see an ironwork gate and The Wehnimer's Museum.
Obvious paths: north, south, west
>[Wehnimer's, Erebor Square - 234] (u7085)
The dome of a large temple rises above this peaceful square, silhouetted against the starlit sky.  The circular building is surrounded by marble porticos and teak columns, and a promenade leads to two pillars, through which the inner sanctum can be glimpsed.  Priests and worshippers wander here and there, engaged in various rituals of devotion or study.  A locked almsbox is securely bolted to an iron pole alongside the pillars.  You also see a glowing white stone and a wrought iron gate.
Obvious paths: east, south, west
>[Wehnimer's, Cheridin Ave. - 233] (u7084)
Several small shops crowd along the street, which is composed of the back walls of the high buildings bordering the central square.  Each storefront vies with the others for street space and the attention of the many travellers who pass through here.  A few traders, hoping to take advantage of some late business attracted by the nearby temple, have set up stands and pushcarts filled with clothing, trinkets and souvenirs.  You also see the clerics' shop.
Obvious paths: north, east
>[go2]>north
[Wehnimer's, Cheridin Ave. - 232] (u7073)
On the west side of this narrow stretch of Cheridin Avenue is the unlit back of the Moot Hall, and the dour building that houses the local constabulary and its jail looms along the other side of the street.  To the southeast, a stone dome rises over the compound that surrounds the Landing's largest temple.  Passers-by here move quickly north and south without much pause.
Obvious paths: north, south
>[go2]>west
[go2]>west
[go2]>south
[Wehnimer's, Cheridin Ave. - 231] (u7063)
The broad avenue intersects here with the narrower byway connecting to the bazaar to the west, where occasional sounds of distant revelry rise from the lamplit streets.  Older wood and stone buildings, mostly small shops and offices with upstairs lodgings overlooking the street, predominate here.
Obvious paths: north, south, west
>[Wehnimer's, Penna St. - 230] (u7062)
The distant sounds of the merchants and tradesmen around the shops to the west are muted here.  The cracked pavement, scattered cobblestones, and dirt drainage ditches along the side of the road form a not-so-gradual transition between the busier avenues of the main bazaar and the less frequented, humbler, and more unsavory sections of the town.  You also see a long piece of cord, a long piece of cord, a long piece of cord, a tall black bulwark tower and a low stone gate.
Obvious paths: east, west
>[Town Square, East - 229] (u7048)
Here in the center of a broad plaza near the commercial area of the bazaar stands the impressive facade of the slate-roofed Moot Hall, where the citizens of Wehnimer's Landing hold various official, religious and social functions.  Facing the square are some of the town's more prosperous shops, still doing business with the many customers who still frequent the streets at night.  You also see a black imperial wagon with a glowing blue-white pylon on it, the Moot Hall and a large purple wooden barrel.
Obvious paths: north, east, south, west
>[go2]>west
[Town Square, Southeast - 282] (u7049)
Pedestrians and wagon traffic move off in all directions here, some going to the large intersection with South Ring Road, others crisscrossing the square via the bazaar.  Men and women carrying neatly tied parcels or sacks and coils of rope slung over their arms emerge from the wooden facade of the old general store.  You also see a dark-haired half-elven priestess, a mushy black door, the general store, a wide wooden stand with a coil of thick rope on it, a large wooden table with a small plate of steel on it, a long oak table with a long piece of cord on it and a muscular red-armored guard.
Obvious paths: north, south, west, northwest
>[go2]>south
[Town Square, Southwest - 284] (u7046)
This corner of the square seems somewhat subdued.  Townsfolk pass through on their way to the shops, the bazaar, or the main well at the center of the square.  Others hurry past, anxious to get home or go on about their business.  You also see the Maikoya disk, a wood-sided shop and a cobblestone walkway leading up to a wrought iron gate.
Also here: Lady Valoura, Maikoya
Obvious paths: north, northeast, east, south, west
>[Town Square, Small Park - 288] (u7355)
A small, shaded park fills an old vacant lot behind a row of buildings, the bright lamplight from the square filtering through the passage to the north to illuminate the area with a soft glow.  A weatherworn grey marble statue of a stocky human in pioneer's clothing overlooks the park, his stone hat encrusted by the gifts of decades of passing birds and his right hand half-upraised as if it once held some now-missing object.  You also see the Korav disk, the Melvarson disk, the Banderling disk, the Ikeye disk, a vacillating glacier spirit that is flying around, a half-elven invoker garbed in colorful layered robes, some musty white gloves, the Theofanis disk, an irritable aurora spirit that is flying around, a tall black bulwark tower, a mass of charred building remnants and some ornate wrought iron benches.
Also here: Korav, Melvarson, Banderling, Ikeye, Theofanis
Obvious paths: north, south, west
>[go2: travel time: 0:00:01.792]
--- Lich: go2 has exited.
[exec1]>ask invoker for spells
Shaking back the layered sleeves of her multicolored robes, the invoker releases upon you a flurry of abjurations...

A light blue glow surrounds you.
You suddenly feel more powerful.
There is a dim flash around you.
You feel a strengthening of your internal fortitude.
There is a dim flash around you.
You feel a strengthening of your blood flow.
A deep blue glow surrounds you.
A misty halo surrounds you.
A dim aura surrounds you.
You begin to breathe more deeply.
A silvery luminescence surrounds you.
A bright luminescence surrounds you.
A brilliant luminescence surrounds you.
Glowing specks of light red energy begin to spin around you.
You feel much stronger.
You seem to blend into the surroundings better.
The air about you shimmers slightly.
You suddenly feel much more dextrous.
Your form blurs.
Opening your mind's eye to the progression of time, a myriad of possible future events fills your consciousness.
You feel your forehead pulse as your mind hardens to deter invading thoughts.
A whirl of spiritual energy streaks down from above, creating a dully illuminated mantle around your form.
>--- Lich: exec1 has exited.
>Your disk arrives, following you dutifully.
>academy--- Lich: go2 active.
[go2: input: 24473]
[go2: ETA: 0:00:12 (16 rooms to move through)]
[go2]>north
[Town Square, Southwest - 284] (u7046)
This corner of the square seems somewhat subdued.  Townsfolk pass through on their way to the shops, the bazaar, or the main well at the center of the square.  Others hurry past, anxious to get home or go on about their business.  You also see the Maikoya disk, a wood-sided shop and a cobblestone walkway leading up to a wrought iron gate.
Also here: Lady Valoura, Maikoya
Obvious paths: north, northeast, east, south, west
>[go2]>east
[go2]>north
[go2]>east
[Town Square, Southeast - 282] (u7049)
Pedestrians and wagon traffic move off in all directions here, some going to the large intersection with South Ring Road, others crisscrossing the square via the bazaar.  Men and women carrying neatly tied parcels or sacks and coils of rope slung over their arms emerge from the wooden facade of the old general store.  You also see a dark-haired half-elven priestess, a mushy black door, the general store, a wide wooden stand with a coil of thick rope on it, a large wooden table with a small plate of steel on it, a long oak table with a long piece of cord on it and a muscular red-armored guard.
Obvious paths: north, south, west, northwest
>[Town Square, East - 229] (u7048)
Here in the center of a broad plaza near the commercial area of the bazaar stands the impressive facade of the slate-roofed Moot Hall, where the citizens of Wehnimer's Landing hold various official, religious and social functions.  Facing the square are some of the town's more prosperous shops, still doing business with the many customers who still frequent the streets at night.  You also see a black imperial wagon with a glowing blue-white pylon on it, the Moot Hall and a large purple wooden barrel.
Obvious paths: north, east, south, west
>[go2]>east
[Wehnimer's, Penna St. - 230] (u7062)
The distant sounds of the merchants and tradesmen around the shops to the west are muted here.  The cracked pavement, scattered cobblestones, and dirt drainage ditches along the side of the road form a not-so-gradual transition between the busier avenues of the main bazaar and the less frequented, humbler, and more unsavory sections of the town.  You also see a long piece of cord, a long piece of cord, a long piece of cord, a tall black bulwark tower and a low stone gate.
Obvious paths: east, west
>[go2]>south
[go2]>south
[Wehnimer's, Cheridin Ave. - 231] (u7063)
The broad avenue intersects here with the narrower byway connecting to the bazaar to the west, where occasional sounds of distant revelry rise from the lamplit streets.  Older wood and stone buildings, mostly small shops and offices with upstairs lodgings overlooking the street, predominate here.
Obvious paths: north, south, west
>[go2]>east
[Wehnimer's, Cheridin Ave. - 232] (u7073)
On the west side of this narrow stretch of Cheridin Avenue is the unlit back of the Moot Hall, and the dour building that houses the local constabulary and its jail looms along the other side of the street.  To the southeast, a stone dome rises over the compound that surrounds the Landing's largest temple.  Passers-by here move quickly north and south without much pause.
Obvious paths: north, south
>[Wehnimer's, Cheridin Ave. - 233] (u7084)
Several small shops crowd along the street, which is composed of the back walls of the high buildings bordering the central square.  Each storefront vies with the others for street space and the attention of the many travellers who pass through here.  A few traders, hoping to take advantage of some late business attracted by the nearby temple, have set up stands and pushcarts filled with clothing, trinkets and souvenirs.  You also see the clerics' shop.
Obvious paths: north, east
>[go2]>east
[go2]>south
[Wehnimer's, Erebor Square - 234] (u7085)
The dome of a large temple rises above this peaceful square, silhouetted against the starlit sky.  The circular building is surrounded by marble porticos and teak columns, and a promenade leads to two pillars, through which the inner sanctum can be glimpsed.  Priests and worshippers wander here and there, engaged in various rituals of devotion or study.  A locked almsbox is securely bolted to an iron pole alongside the pillars.  You also see a glowing white stone and a wrought iron gate.
Obvious paths: east, south, west
>[go2]>go path
[go2]>go yard
[Wehnimer's, Erebor Square - 235] (u7086)
This quiet corner resembles a calm island amid the bustling life of Wehnimer's Landing.  At the west end, a low, broad dome is visible.  In the center of the square, several benches of polished wood and smooth stone surround a sculpture that stands as a sentinel before the Wehnimer's Museum.  Cast in bronze, the work imparts a sense of peace, calm and protection to the landscaped surroundings.  A gold plaque mounted on a gracefully chiseled malachite base stands before it.  You also see an ironwork gate and The Wehnimer's Museum.
Obvious paths: north, south, west
>[Wehnimer's, Erebor Square - 236] (u7301)
Ancient grey flagstones pave this quiet corner of the square, set around small gardens of herbs and flowers that provide splashes of faint color in the filtered moonlight.   Polished wood benches arranged under the branches of a variety of overhanging trees offer a place for scholars and travelers to study and rest.  You also see a shaded path leading up a rise behind the Museum.
Obvious paths: north
>[go2]>go steps
[Rone Academy, Brick Walkway - 8772] (u217001)
The white bricks of the walkway are scuffed by years of use.  At one end of the walkway, Rone Academy rises toward the skies.  A stone pillar off to one side marks the boundary of the Academy grounds.  Beyond the pillar, the well-maintained yard of the Academy is bustling with activity.  You also see a small gilded plaque, a shaded path leading back to the square and the yard.
Obvious paths: none
>[go2]>go doors
[go2]>go arch
[Rone Academy, Yard - 8773] (u217002)
The grounds outside the Academy proper are filled with small groups of students clustered around instructors.  The buzz of animated discussion drifts through the air at all hours of the day.  An imposing set of marble steps rises up to the Academy entrance, polished smooth by the constant footsteps of journeymen and visitors.  You also see a white brick walkway and some marble steps.
Obvious paths: none
>[go2]>north
[Academy, Front Porch - 14621] (u217003)
A pair of towering dreamstone-studded doors appear at the top of the marble steps, engraved with the seal of Rone Academy.  Towering modwir trees shade the steps, making this a comfortable place to sit and relax.  You also see some marble steps, some towering dreamstone doors, a colorful modwir cart with some stuff on it, a heavy slate blackboard and a large knothole in a nearby modwir tree.
Obvious paths: none
>[Rone Academy, Alumni Hall - 15545] (u217004)
The sound of footsteps echoes off the stone floor of the main thoroughfare of the Academy, mixing with the soft voices of passing students.  Portraits of graduates crowd the walls beneath the vaulted ceilings.  A studious white-robed novice stands out from those passing as he stands before an intricately carved arch to the west.  You also see some towering dreamstone doors, a carved arch, a polished silver plaque and a polished haon chest lined with velvet.
Obvious exits: east
>[Rone Academy, Alumni Hall West - 24407] (u217005)
The room bustles with the day-to-day affairs of the Academy.  Clerics chant in somber tones to the west, nearly drowning out soft murmurings from the libary to the north.  An excited babble comes from the south, where a line of eager young applicants awaits admittance to the Academy.  You also see a marble arch, a stairway and a cluttered modwir desk with some stuff on it.
Obvious exits: north, south, west
>[Rone Academy, Elanthian Library - 24473] (u217006)
Ornately carved pillars punctuate each corner of this spacious library.  Students wander amongst the bookshelf-lined walls, their footsteps muffled by worn tapestry rugs covering the wood floor.  Moonlight filters in through a domed skylight in the ceiling, illuminating large antique tables.  Wrought iron railing borders a wide descending staircase in the center of the room.  On the north wall, an open doorway is flanked by an antique fel bookcase and a marble pedestal displaying a dark leather volume.  You also see the Librarian Lyrae.
Obvious exits: south
>[go2: travel time: 0:00:01.707]
--- Lich: go2 has exited.
Your disk arrives, following you dutifully.
>/defensestance offensiveYou are now in an offensive stance.
remove my scalemailprep 203[Script]>You take your time removing your elven scalemail, noting any imperfections needing repair.
[Script]>The scent of freshly baked bread fills your senses as you prepare the Manna spell...
Your spell is ready.
summon custom[Script]>There is a bright flash and a sugar-dusted golden doughnut appears in the air, then falls into your left hand.
gobble my doughnutCast Roundtime 3 Seconds.
[Script]>You gobble down a big bite of your golden doughnut.  Crisp on the outside and soft within, the doughnut is dusted with powdered sugar and dimpled with plump raisins.  The taste of baking oils lingers upon the exterior.
gobble my doughnutThe spiritual nourishment has a replenishing effect upon you.
You have 2 bites left.
[Script]>You gobble down your golden doughnut in one enormous bite.  Powdered sugar creates a thin glaze-like finish to the doughnut, the light substances coating the pallet almost instantaneously with its sweetness.  The corresponding dense bite of dough is permeated with plump raisins, which burst with flavor.
The spiritual nourishment has a replenishing effect upon you.
That was the last of it!
[Script]> * Sarban joins the adventure.
 * Oblerone joins the adventure.
incant 101 3A light blue glow surrounds your hands as you prepare a minor Spirit Warding...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
A light blue glow surrounds you.
Cast Roundtime 3 Seconds.
[Script]>incant 102 3Silvery white motes of light form in your upturned palms.  Building in intensity, the radiant sparks drift upwards as you prepare Spirit Barrier...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
The air thickens and begins to swirl around you.
Cast Roundtime 3 Seconds.
[Script]>incant 103 3Silvery white motes of light form in your upturned palms.  Building in intensity, the radiant sparks drift upwards as you prepare Spirit Defense...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
You suddenly feel more powerful.
Cast Roundtime 3 Seconds.
[Script]>incant 104 3Silvery white motes of light form in your upturned palms.  Building in intensity, the radiant sparks drift upwards as you prepare Disease Resistance...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
There is a dim flash around you.
You feel a strengthening of your internal fortitude.
Cast Roundtime 3 Seconds.
[Script]>incant 105 3Silvery white motes of light form in your upturned palms.  Building in intensity, the radiant sparks drift upwards as you prepare Poison Resistance...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
There is a dim flash around you.
You feel a strengthening of your blood flow.
Cast Roundtime 3 Seconds.
[Script]> * Rnumber joins the adventure.
incant 107 3A deep blue glow surrounds your hands as you prepare a major Spirit Warding...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
A deep blue glow surrounds you.
Cast Roundtime 3 Seconds.
[Script]> * Daerko joins the adventure.
incant 112 3Silvery white motes of light form in your upturned palms.  Building in intensity, the radiant sparks drift upwards as you prepare Water Walking...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
A misty halo surrounds you.
Cast Roundtime 3 Seconds.
[Script]>incant 120 3Silvery white motes of light form in your upturned palms.  Building in intensity, the radiant sparks drift upwards as you prepare Lesser Shroud...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
You suddenly feel a lot more powerful.
You are surrounded by a white light.
Cast Roundtime 3 Seconds.
[Script]> * Darenzen joins the adventure.
mana pulseAn invigorating rush of mana pulses through you.
Cast Roundtime 3 Seconds.
[Script]>incant 202 3Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Spirit Shield...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
A dim aura surrounds you.
Cast Roundtime 3 Seconds.
[Script]>incant 207 3Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Purify Air...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
You begin to breathe more deeply.
Cast Roundtime 3 Seconds.
[Script]> * Kysari joins the adventure.
incant 209 3Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Untrammel...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
Nothing happens.
Cast Roundtime 3 Seconds.
[Script]>incant 211 3Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Bravery...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
You feel more confident.
Cast Roundtime 3 Seconds.
[Script]>incant 215 3Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Heroism...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
A brilliant aura surrounds you and sinks into your skin.  You feel charged with extra vitality.
Cast Roundtime 3 Seconds.
[Script]> * Dalgir joins the adventure.
incant 219 3You feel more refreshed.
[Script]>Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Spell Shield...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
An opalescent aura surrounds you.
Cast Roundtime 3 Seconds.
[Script]>incant 303 2Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Prayer of Protection...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
A pure white aura sparkles around you.
Cast Roundtime 3 Seconds.
[Script]>incant 106Silvery white motes of light form in your upturned palms.  Building in intensity, the radiant sparks drift upwards as you prepare Spirit Fog...
Your spell is ready.
You gesture.
A dense fog gathers around you and soon fills the room.  Wispy grey tendrils writhe as they climb around your form until you are completely enshrouded in the mist.  You feel confident that no one can see you behind your mask of fog.
Cast Roundtime 3 Seconds.
[Script]> * Kneo joins the adventure.
sign of wrackingYou shudder as your life force is torn and reshaped!
incant 307 2You feel drained!
[Script]>Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Benediction...
Your spell is ready.
You come out of hiding.
You make a complex gesture, increasing the potency of your spell.
A pearlescent emanation extends outward to encompass you and those nearby.
Your spirit is bolstered by a great sense of faith and conviction.
Cast Roundtime 3 Seconds.
[Script]>incant 310 2Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Warding Sphere...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
A wispy tendril of pure magic reaches out to encircle you and those nearby.
You feel more secure basking in the glow of divine protection.
Cast Roundtime 3 Seconds.
[Script]>incant 313 2Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Prayer...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
Turning your thoughts inward, you ask for the blessing of your deity to protect you.  A sense of faith rewarded settles into your heart, and you sense that your prayer has been granted.
Cast Roundtime 3 Seconds.
[Script]>incant 314 2Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Relieve Burden...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
A glittering golden collection bowl materializes above you.  It slowly tips upside down, causing a shower of silver sparks to rain down upon your body, then vanishes.
Cast Roundtime 3 Seconds.
[Script]>incant 319 2wear my scalemailWisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Soul Ward...
Your spell is ready.
You make a complex gesture, increasing the potency of your spell.
Drawing deep from the well of your soul, you summon forth a thread of your essence and weave it into an evanescent shield to shroud your form.
Cast Roundtime 3 Seconds.
>You take your time putting on your elven scalemail, pausing to admire the perfect fit and design of the leather.
Roundtime: 12 sec.
>With a sudden ferocity, your leather hiking boots erupt with a savage growl.  A harsh vibration runs through them, causing a dark emerald light to sink into your skin as the untamed wildness spreads into your body!
You feel like you've temporarily lost some of your strength, making defending difficult.
> * Aidamo joins the adventure.
You hear the faint thoughts of [Towncrier]-ESP echo in your mind:
Newsby: "|WYROM'S WORDS| PM Wyrom pulls back the curtain and closes out the staff compensation questions with straightforward talk. He ends these disclosures with a request to move past the issue and said, "You now know more than you should." And Wow, that's an understatement. Details: https://bit.ly/3l0VFjA  ."
You hear the faint thoughts of [TownCrier]-GSIV:Newsby echo in your mind:
"[WYROM'S WORDS] PM Wyrom pulls back the curtain and closes out the staff compensation questions with straightforward talk. He ends these disclosures with a request to move past the issue and said, "You now know more than you should." And Wow, that's an understatement. Details: https://bit.ly/3l0VFjA "
You feel mana pulse within the area, but it does not reach you.
You feel less drained.
>The world rights itself as your strength returns in a rush, the untamed wildness ebbing from your body.
>You feel more refreshed.
> * Sorrowen joins the adventure.
The Kiriane disk arrives in the room, shivering violently.  It then disintegrates.
> * Zilmon joins the adventure.
 * Aylard joins the adventure.
 * Athrel joins the adventure.
 * Riphos joins the adventure.
 * Arctal joins the adventure.
 * Artiminus joins the adventure.
You feel more refreshed.
> * Valwyn joins the adventure.
You feel more refreshed.
> * Akaari joins the adventure.
You feel more refreshed.
> * Okeni joins the adventure.
You feel less drained.
> * Okeni returns home from a hard day of adventuring.
 * Filidhe returns home from a hard day of adventuring.
You feel more refreshed.
>You feel at full magical power again.
>You hear the faint thoughts of [Towncrier]-ESP echo in your mind:
Newsby: "|EVENT-WL| Do you want to take a RYSK? Join RYSK for a RYSKy Four Day Spring Festival, during their Muster, at 9pm at the Rusty Cutlass, in Landing. The Festival starts on Thursday, March 16th, and goes through Sunday, March 19th. Join the fun on Thursday for Tales, Friday for Duels, Saturday for Darts, and on Sunday, they close out their Spring Festival with a RYSKy Mixer."
You hear the faint thoughts of [TownCrier]-GSIV:Newsby echo in your mind:
"[EVENT-WL] Do you want to take a RYSK? Join RYSK for a RYSKy Four Day Spring Festival, during their Muster, at 9pm at the Rusty Cutlass, in Landing. The Festival starts on Thursday, March 16th, and goes through Sunday, March 19th. Join the fun on Thursday for Tales, Friday for Duels, Saturday for Darts, and on Sunday, they close out their Spring Festival with a RYSKy Mixer."
 * Fugarack joins the adventure.
 * Cehlel joins the adventure.
You feel more refreshed.
> * Xiomar returns home from a hard day of adventuring.
 * Arlerathen joins the adventure.
 * Yareena joins the adventure.
 * Ragadin joins the adventure.
 * Lagavullin returns home from a hard day of adventuring.
 * Yareena returns home from a hard day of adventuring.
 * Zalahstar returns home from a hard day of adventuring.
 * Geovekn joins the adventure.
 * Jaffrey returns home from a hard day of adventuring.
You feel less drained.
> * Oblerone returns home from a hard day of adventuring.
You feel more refreshed.
> * Mandrill joins the adventure.
 * Cojen joins the adventure.
 * Kneight joins the adventure.
You feel more refreshed.
You do not feel drained anymore.
>loo[Rone Academy, Elanthian Library - 24473] (u217006)
Ornately carved pillars punctuate each corner of this spacious library.  Students wander amongst the bookshelf-lined walls, their footsteps muffled by worn tapestry rugs covering the wood floor.  Moonlight filters in through a domed skylight in the ceiling, illuminating large antique tables.  Wrought iron railing borders a wide descending staircase in the center of the room.  On the north wall, an open doorway is flanked by an antique fel bookcase and a marble pedestal displaying a dark leather volume.  You also see the cherrywood Arianiss disk etched with lotus blossoms and the Librarian Lyrae.
Obvious exits: south
>exp          Level: 100                         Fame: 699,404,104
     Experience: 20,011,454             Field Exp: 0/992
  Ascension Exp: 1,365,656          Recent Deaths: 1
      Total Exp: 21,377,110         Death's Sting: None
  Long-Term Exp: 0                          Deeds: 185
 Exp to next TP: 1,046            Exp to next ATP: 34,344
      PTPs/MTPs: 15/0                        ATPs: 0

Your mind is as clear as a bell.
>spell activeYou currently have the following active effects:
Spells:
  Spirit Warding I ........................ 04:00:56
  Spirit Barrier .......................... 04:01:00
  Spirit Defense .......................... 04:01:04
  Disease Resistance ...................... 04:01:08
  Poison Resistance ....................... 04:01:12
  Spirit Warding II ....................... 04:01:16
  Water Walking ........................... 04:01:20
  Lesser Shroud ........................... 04:01:24
  Spirit Shield ........................... 04:01:32
  Manna ................................... 00:15:52
  Purify Air .............................. 04:01:36
  Bravery ................................. 04:01:44
  Heroism ................................. 04:01:48
  Spell Shield ............................ 04:01:52
  Prayer of Protection .................... 04:01:56
  Benediction ............................. 04:02:04
  Warding Sphere .......................... 04:02:08
  Prayer .................................. 04:02:12
  Relieve Burden .......................... 04:02:16
  Soul Ward ............................... 04:02:20
  Elemental Defense I ..................... 04:00:46
  Elemental Defense II .................... 04:00:46
  Elemental Defense III ................... 04:00:46
  Thurfel's Ward .......................... 04:00:46
  Strength ................................ 04:00:46
  Natural Colors .......................... 04:00:46
  Resist Elements ......................... 04:00:46
  Mobility ................................ 04:00:46
  Mass Blur ............................... 04:00:46
  Foresight ............................... 04:00:46
  Mindward ................................ 04:00:46
  Mantle of Faith ......................... 01:50:46
Cooldowns:
  No cooldowns found.
Buffs:
  No buffs found.
Debuffs:
  No debuffs found.
>resourceHealth: 160/160     Mana: 507/507     Stamina: 117/117     Spirit: 11/11
Devotion: 50,000/50,000 (Weekly)     100,000/200,000 (Total)
Suffused Devotion: 23
>exit
--- Lich: beseech has exited.
--- Lich: lnet has exited.
--- Lich: wizardfe has exited.
--- Lich: infomon has exited.
--- Lich: recolor-custom has exited.





12 hours later





--- Lich v5.6.2 is active.  Type ;help for usage info.


Please wait for connection to game server.


Welcome to GemStone IV (R) v5.10
Copyright 2023 Simutronics Corp.
All Rights Reserved
 
 
 
 
>***********************************************************************************************************

    ]-----Important Information for Premium Subscribers!-----[
 
 
         *******IMPORTANT*******

****  Feel free to join us in the #premium channel on the official Discord ****
To use the premium verb just type the word PREMIUM.

Premium Long Term Incentives are now available under the Premium Points system.  You can pick up your scrolls at the Lighthouse on the Isle of Four Winds.  For more information on these benefits please look at the Official Wiki page for Premium.

The following people are offering potentially useful services nearby!

 Name              Service            Location                                         
---------------------------------------------------------------------------------
 Starkitty         Lockpicking       [Bleeding Heart Table]                          
   Note:  I can pick any boxes, find me whenever you need me.
 Relax             Lockpicking       [Land Tower East, Office]                      
---------------------------------------------------------------------------------
 Telagan           Healing           [Elusive Eel Table]                            
---------------------------------------------------------------------------------
 Fropple           Guild work        [Honeybeer Inn, Tap Room]                       
   Note: warrior guildmaster teaching warcry, disarm, tackle for tarts
 Towermen          Guild work         Koar's Shrine                                 
---------------------------------------------------------------------------------
 Drazaa            Skinning          [Solhaven, South Market]                       
 Towermen          Skinning           Koar's Shrine                                 
---------------------------------------------------------------------------------
 Towermen          Hunting            Koar's Shrine                                 
 Drazaa            Hunting           [Solhaven, South Market]                       
---------------------------------------------------------------------------------
 Drazaa            Spellups          [Solhaven, South Market]                        
   Note: I can offer any rote ranger circle magic that will be of aid to you.
 Telagan           Spellups          [Elusive Eel Table]                             
   Note: Blues, and looks, and dims, oh my.
 Wolfloner         Spellups          [Icemule Trace, Town Center]                    
   Note: 5 ranks of either Armored Evassion or Armoed Stealth.
---------------------------------------------------------------------------------
 Rasson            Foraging          [Stone Baths, Hearth]                          
 Towermen          Foraging           Koar's Shrine                                 
 Drazaa            Foraging          [Solhaven, South Market]                       
---------------------------------------------------------------------------------
 Towermen          Bounties           Koar's Shrine                                 
---------------------------------------------------------------------------------
 Missoni           Profession         The Outlands                                   
   Note: Mail order scroll infusion. 30k per scroll to unlock; 10k to recharge.
 Fropple           Profession        [Honeybeer Inn, Tap Room]                       
   Note: Assessing armor and weapons, and armor reinforcement for tarts.
 Lexbubba          Profession        [Lyeonia Hall, Clerk's Office]                  
   Note: THW, OHE, brawling, & armor assessing. Guild skills practice.
 Darksin           Profession         Environs                                       
   Note:  Anti Thief gems (Cursed Gems) and free ear piercings
 Towermen          Profession         Koar's Shrine                                 
 Drazaa            Profession        [Solhaven, South Market]                       
---------------------------------------------------------------------------------

To offer a service yourself, please use the SERVICE command.  To remove this notification, use the FLAGS SHOWSERVICE OFF command.

*************************************************************

Convenience, customization, and character options are available in the SimuCoins Store!  Check out your choices at http://store.play.net/store/purchase/GS today!

*************************************************************

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--- Lich: infomon active.
--- Map loaded ...../map-1677804607.json
[Rone Academy, Elanthian Library - 24473] (u217006)
Ornately carved pillars punctuate each corner of this spacious library.  Students wander amongst the bookshelf-lined walls, their footsteps muffled by worn tapestry rugs covering the wood floor.  Sunlight filters in through a domed skylight in the ceiling, illuminating large antique tables.  Wrought iron railing borders a wide descending staircase in the center of the room.  On the north wall, an open doorway is flanked by an antique fel bookcase and a marble pedestal displaying a dark leather volume.  You also see the Librarian Lyrae.
Obvious exits: south
> * Fourthwell joins the adventure.
Kiriane just arrived.
 * Kiriane joins the adventure.
>--- Lich: repository active.
[infomon: done]
>[repository: map database is up-to-date; last updated by Xanlin at 2023-03-02 16:50:07 -0800]
[repository: done]
[repository: scripts are up-to-date]
--- Lich: repository has exited.
--- Lich: alias active.
--- Lich: alias service started
--- Lich: alias has exited.
--- Lich: lnet active.
--- Lich: custom-autostart active.
--- Lich: beseech active.
--- Lich: recolor-custom active.
* 
* WARNING: Wizard FE support in ;recolor-custom is EXPERIMENTAL. 
* 
[recolor-custom: Added a patch for wizard familiars]
[recolor-custom: Added a patch for ranger companions]
[recolor-custom version 0.6 beta (2019-07-30) starting.  For help, see ';recolor-custom help'] 
Current settings: color1 dead=color4 keeplink demons illusions monsterbold patch nograsp animates global quiet
--- Lich: wizardfe active.
--- Lich: custom-autostart has exited.

--- Welcome to LNet.  I think so, Brain, but calling it pu-pu platter? Huh, what were they thinking?

 * Gailiana joins the adventure.
>You hear the faint thoughts of [help]-GSIV:Vatica echo in your mind:
"Go to the WL outside gate map, right click on the map and select tags"
 * Jouniper returns home from a hard day of adventuring.
 * Lenfal joins the adventure.
spell activeYou currently have the following active effects:
Spells:
  Spirit Warding I ........................ 04:00:21
  Spirit Barrier .......................... 04:00:25
  Spirit Defense .......................... 04:00:29
  Disease Resistance ...................... 04:00:33
  Poison Resistance ....................... 04:00:37
  Spirit Warding II ....................... 04:00:41
  Water Walking ........................... 04:00:45
  Lesser Shroud ........................... 04:00:49
  Spirit Shield ........................... 04:00:57
  Manna ................................... 00:15:17
  Purify Air .............................. 04:01:01
  Bravery ................................. 04:01:09
  Heroism ................................. 04:01:13
  Spell Shield ............................ 04:01:17
  Prayer of Protection .................... 04:01:21
  Benediction ............................. 04:01:29
  Warding Sphere .......................... 04:01:33
  Prayer .................................. 04:01:37
  Relieve Burden .......................... 04:01:41
  Soul Ward ............................... 04:01:45
  Elemental Defense I ..................... 04:00:11
  Elemental Defense II .................... 04:00:11
  Elemental Defense III ................... 04:00:11
  Thurfel's Ward .......................... 04:00:11
  Strength ................................ 04:00:11
  Natural Colors .......................... 04:00:11
  Resist Elements ......................... 04:00:11
  Mobility ................................ 04:00:11
  Mass Blur ............................... 04:00:11
  Foresight ............................... 04:00:11
  Mindward ................................ 04:00:11
  Mantle of Faith ......................... 01:50:11
Cooldowns:
  No cooldowns found.
Buffs:
  No buffs found.
Debuffs:
  No debuffs found.
> * Lenfal returns home from a hard day of adventuring.
Kiriane joins your group.
Kiriane looks empowered.
Kiriane basks in the glow of the sphere.
>You hear the faint thoughts of [help]-GSIV:Vatica echo in your mind:
"choose sassafras leaf.. will show you all the rooms"
 * Roegoth returns home from a hard day of adventuring.
 * Attalynx returns home from a hard day of adventuring.
 * Haella joins the adventure.
incant 314Wisps of crimson light materialize in your palms, slowly floating into the air and disappearing as you chant the phrase for Relieve Burden...
Your spell is ready.
You gesture.
Your spell misfires.
Strands of translucent mana swirl about you, creating a protective barrier.
Cast Roundtime 3 Seconds.

The Mystery of Tsalin's Manna Bread

For the longest time Tsalin has been dealing with an issue where his manna bread falls off randomly, sometimes immediately after being eaten. What follows is a log of this happening to me. Take notice of me applying manna bread, the duration per spell active, and it immediately falling with no interaction.

[Icemule Trace, Town Center - 2300, 4042150]
The center of the slumbering frontier town is overseen by the broken ice statue of a mule, which rises from the surrounding snow on a plinth of cold dark stone.  The stars' brilliance winks through the ice, casting prismatic glints of light over a scattering of halflings.  Some chatter quietly by a colorful silver-bound barrel emblazoned with a row of tiny grey penguins, while others stargaze on colorful cloaks spread out across the hard ground.  Near the comfort of a smooth dark stone bench, a roaring bonfire crackles merrily, lending its warmth and illumination to the surroundings.  You also see the Zahhak disk, the Fahlo disk, an insouciant astral spirit that is flying around, a king penguin, a vine-carved cherrywood cart with some stuff on it, a penguin-carved raffle stand with some stuff on it, an ice-block raffle table with some stuff on it, a frosty white lantern-topped pole draped with a large banner, a blue and white pavilion and a blued steel wastebin.
Also here: Sensou, Lkyl who is sitting, Ansellie who is sitting, Town Councilor Fahlo who is kneeling, Ineffable who is sitting, Bellesue
Obvious paths: north, east, south, west

>look fah

You see Town Councilor Fahlo the Rescuer.
He appears to be a Human from Torre.
He is average height.  He appears to be immature.  He has dark eyes and olive skin.  He has short, white hair.
He has a crude glaes pipe clenched between his teeth.
He has an old battle scar across his chest, an old battle scar across his abdominal area, an old battle scar across his back, and some old neck wounds.
He is wearing a pure white sack, an old key, a dark wool hooded cloak, a fiery red iceblossom, a duffel bag, some marred leather armor, a rugged linen shirt, a large gold ring, a dark leather pouch, some dark wool trousers, and some rough leather boots.

> * Darant returns home from a hard day of adventuring.

Concierge Opalina's group just arrived.

>Lord Barjin just arrived.

>Lord Barjin just went east.

>whisper fahl I hear all the cool Councilor's are eating manna bread.. mind if I get some?

You quietly whisper to Fahlo, "I hear all the cool Councilor's are eating manna bread.. mind if I get some?"

>You hear the faint thoughts of [Merchant]-GSIV:Kreap echo in your mind:
"Selling a 6x greatshield, ttm with an offer."

Concierge Opalina's group just went east.

> * Mantz joins the adventure.

Lord Barjin just arrived.

> * Cragmier returns home from a hard day of adventuring.

Lord Barjin just went south.

> * Fierambras returns home from a hard day of adventuring.

 * Dreanor -custom- joins the adventure.

 * Dayzed -custom- joins the adventure.

 * Korvann joins the adventure.

Sensou just left.

> * Beatrikx joins the adventure.

Fahlo traces a sign while petitioning the spirits for cognition...

>There is a bright flash and some manna bread appears in the air, then falls into Fahlo's right hand.

>Fahlo offers you some manna bread.  Click ACCEPT to accept the offer or DECLINE to decline it.  The offer will expire in 30 seconds.

>accept

You accept Fahlo's offer and are now holding some manna bread.

>grin

You grin.

>eat my bread

You take a bite of your manna bread.  Rich and hearty, the bread holds an earthy flavor that is accented by the crunch of oats.
The spiritual nourishment has a replenishing effect upon you.
You have 4 bites left.

>eat my bread

eat my bread

You take a bite of your manna bread.  Rich and hearty, the bread holds an earthy flavor that is accented by the crunch of oats.
The spiritual nourishment has a replenishing effect upon you.
You have 3 bites left.

>eat my bread

You take a bite of your manna bread.
The spiritual nourishment has a replenishing effect upon you.
You have 2 bites left.

>eat my bread

You take a bite of your manna bread.
The spiritual nourishment has a replenishing effect upon you.
You have one bite left.

>eat my bread

You take a bite of your manna bread.  Rich and hearty, the bread holds an earthy flavor that is accented by the crunch of oats.
The spiritual nourishment has a replenishing effect upon you.
That was the last of it!

>What were you referring to?

>Fahlo grins at you.

>spell active

You currently have the following active effects:
Spells:
  Spirit Warding I ........................ 03:28:07
  Spirit Defense .......................... 01:18:07
  Disease Resistance ...................... 03:28:07
  Poison Resistance ....................... 03:28:07
  Spirit Warding II ....................... 03:28:07
  Water Walking ........................... 03:28:07
  Spirit Shield ........................... 01:18:07
  Manna ................................... 00:24:57
  Purify Air .............................. 01:18:07
  Elemental Defense I ..................... 03:28:07
  Elemental Defense II .................... 03:28:07
  Elemental Defense III ................... 03:28:07
  Thurfel's Ward .......................... 03:28:07
  Strength ................................ 03:28:07
  Natural Colors .......................... 03:28:07
  Resist Elements ......................... 03:28:07
  Mobility ................................ 03:28:07
  Mass Blur ............................... 03:28:07
  Foresight ............................... 03:28:07
  Mindward ................................ 03:28:07
  Mantle of Faith ......................... 01:18:07
Cooldowns:
  No cooldowns found.
Buffs:
  No buffs found.
Debuffs:
  No debuffs found.

>The replenishing effect fades, but you are left with a feeling of well-being.

>You hear the faint thoughts of [Help]-ESP echo in your mind:
Nhadrin: "What is a bound crystal."

blink

You blink.

> * Obsalyn -custom- joins the adventure.

Fahlo raises an eyebrow.

The Curious Case of Brisker's Cove (port location)

TLDR: The OSA port for Brisker's Cove is too far south in game.

Look at the below map. Take notice of where Solhaven, Brisker's Cove, and River's Rest are. Brisker's Cove is in the middle of Solhaven and River's Rest. Also take notice of the borders for Seareach.

Tura map.jpg

Look at the below map. Take notice of where Solhaven, Brisker's Cove, Fairport, Maelstrom Bay, and River's Rest are. For the most part, Brisker's Cove is in the middle of Solhaven and River's Rest. Further, take notice of where Fairport is in relation to River's Rest and Maelstrom Bay. Of note, there's no indication of just how large Maelstrom Bay is.

Elanthia.jpg

Now, finally, look at the below map. This is a player created OSA map (created by me). However, the base "ocean squares" of the map are from GM Retser's OSA map which, as best as can be done, faithfully follows the coastline design of the various maps of Elanith. For the purposes of this, ignore the locations of Brisker's Cove and Fairport on the below map.

The X is where the Brisker's Cove OSA port is currently located. It's most definitely not in the middle of Solhaven and River's Rest. Take notice of the size of Maelstrom Bay and how you have the Viridian Sea and Kestral (e) Sea on the way to Solhaven.

The Curious Case of Brisker's Cove (port location).png

Based on these images I believe that the Brisker's Cove OSA port is too far south. A solution to this issue is that the ocean rooms are not all the same size. The ocean rooms for Kestrel Sea and Viridian Sea could be very tiny while the ocean rooms for Maelstrom Bay could be extremely large. This solves the distance issue, but creates a very warped map. This would also create a size for Maelstrom Bay of it going halfway to Solhaven from River's Rest.

I believe, however, that the proper solution is to move the Brisker's Cove OSA port farther north (the corner of the Kestrel Sea seems like a good spot).

Ignore This