Category:Sanctum creatures: Difference between revisions

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*The periapt's inlaid emerald shines brightly, like a tiny viridian star.(full)
*The periapt's inlaid emerald shines brightly, like a tiny viridian star.(full)


The Sea of Fire region outside the Sanctum is a maze where teleportation magic is blocked. Teleportation anchors such as [[gold ring]]s or [[Familiar Gate|Wizard familiars]] can be set within the Sanctum for easier travel between the Sanctum and the Oasis. Moving within the desert maze deals heat (during the day) or cold (during the night) damage. [[Resist Elements]] helps in mitigating the damage.
The Sea of Fire region outside the Sanctum is a maze where teleportation magic is blocked. Teleportation anchors such as [[gold ring]]s or [[Familiar Gate|Wizard familiars]] can be set within the Sanctum for easier travel between the Sanctum and the Oasis. Moving within the desert maze deals heat (during the day) or cold (during the night) damage. [[Resist Elements]] helps in mitigating the damage. If you die in the desert, your body will be taken to the oasis.


The Sanctum area is subject to [[spell burst]].
The Sanctum area is subject to [[spell burst]].

There are two ways to leave the Sanctum: The caravan service in the Oasis (no charge) or with a charged periapt in the privy.


'''Solhaven entry:''' (one west of caravansary entrance)
'''Solhaven entry:''' (one west of caravansary entrance)

Revision as of 15:10, 18 April 2020

Sanctum of Scales map by Eiadh

Also known as Sanctum of Scales, the area opened in the Sea of Fire in 2016 containing creatures ranging approximately from level 95-102. It is accessible from Solhaven for 3000 silvers via wagons in the Vornavis Caravansary.

Travel by caravan is subject to possible ambushes. Adventurers who frequently visit the Sanctum may find special bone periapts, which are charged by defeating Sanctum creatures and can be used to open a portal from a Luukosian holy site beneath Solhaven to the Sanctum and vice versa. The periapt glows ever brighter as the charges, from empty to full:

  • The periapt's inlaid emerald is dun, devoid of any power. (empty)
  • The periapt's inlaid emerald glows faintly with a greenish light. (not enough to summon a portal)
  • The periapt's inlaid emerald radiates a halo of steady viridescent light.
  • The periapt's inlaid emerald is suffused with a vivid green iridescence.
  • The periapt's inlaid emerald shines brightly, like a tiny viridian star.(full)

The Sea of Fire region outside the Sanctum is a maze where teleportation magic is blocked. Teleportation anchors such as gold rings or Wizard familiars can be set within the Sanctum for easier travel between the Sanctum and the Oasis. Moving within the desert maze deals heat (during the day) or cold (during the night) damage. Resist Elements helps in mitigating the damage. If you die in the desert, your body will be taken to the oasis.

The Sanctum area is subject to spell burst.

There are two ways to leave the Sanctum: The caravan service in the Oasis (no charge) or with a charged periapt in the privy.

Solhaven entry: (one west of caravansary entrance)

[Vornavis Caravansary, Tent Lane] RNUM: 5579
A trio of tents cluster around a firepit to the south, huddling against the considerable activity of a large caravaner's tent to the north. Several disgruntled-looking yaks are yoked up to hitches at the tent's front, and a constant stream of caravans moves to and from its open-air embrace, filling the area with the squeaking music of wagon wheels.
Obvious paths: north, east, south, west

Resources

Pages in category "Sanctum creatures"

The following 6 pages are in this category, out of 6 total.