Verb:SENSE: Difference between revisions

The official GemStone IV encyclopedia.
Jump to navigation Jump to search
(converted page to new verb format with verb form, removed mechanically specific information, updated messaging that was outdated.)
 
(16 intermediate revisions by 8 users not shown)
Line 1: Line 1:
{{Verbinfo
The '''SENSE''' verb allows characters of different [[profession]]s to determine information about their surrounding areas.
|verb=SENSE
|type=Roleplaying, System
|system=Magic
|pageintro=The {{boldmono|SENSE}} verb allows characters of different [[profession]]s to determine information about their surrounding areas.
}}
==Usage==
===[[Cleric]]s and [[Empath]]s===
Clerics and empaths who are familiar with the [[Minor Sanctuary (213)]] spell can {{boldmono|SENSE}} an area to see if it already has a minor sanctuary running.


; Messaging
== Clerics and Empaths ==
{{VerbTableStart |header1= Minor Sanctuary Present |header2= }}
[[Cleric]]s and [[empath]]s who are familiar with the [[Minor Sanctuary (213)]] spell can SENSE an area to see if it already has a minor sanctuary running.
! scope="row" role="rowheader" | Yes
| rowspan="2"| Empath takes a deep breath and closes her eyes for a moment. A faint aura flickers around her. || 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.
|-
! scope="row" role="rowheader" | No
| You open your soul to the lesser spirits in the area in an attempt to find a Minor Sanctuary. Nothing stands out to you.
{{Table end}}


===Clerics and [[Paladin]]s===
;Messaging:
For those that are close to [[:Category:Deities|deities]], the {{boldmono|SENSE}} verb allows the character to detect the presence of divine spiritual influence. If detected, such influence affects the outcome of [[Sanctify_(330)|Sanctify]] or allows the room to be set as an anchor for [[Aid The Fallen (1620)|Aid the Fallen]]. Such a location (called a "[[holy place]]") permits a Paladin to bond to a weapon via [[Holy Weapon (1625)]], or a [[Warrior]] to use the [[Weapon Bonding]] [[maneuver]].
<i>Empath takes a deep breath and closes her eyes for a moment. A faint aura flickers around her.</i>


Such a place is also the only location that a character can change their {{boldmono|[[CONVERT (verb)|CONVERT]]}} status via an [[Intercession]] gem prepared using Tier 5 of the [[Cleric Base]] spell [[Holy Receptacle (325)|Holy Receptacle]].
;Minor sanctuary present:
<i>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.<br></i>


; Messaging
;Minor sanctuary absent:<i>
* '''No prevalent spiritual influence'''
You open your soul to the lesser spirits in the area in an attempt to find a Minor Sanctuary. Nothing stands out to you.<br>
<pre{{log2}}>Utilizing your familiarity with the divine, you sense no prevalent spiritual influence in the area.</pre>
Roundtime: 3 sec.</i>


* '''Deity present'''
== Clerics and Paladins ==
<pre{{log2}}>Utilizing your familiarity with the divine, you sense the distinct presence of Lorminstra's influence in the area.</pre>
For those that are close to the [[Arkati|Gods]], the SENSE verb allows the character to detect the presence of any deity's special presence. If detected, such a presence effects the outcome of a [[Prayer of Commune (330)|Prayer of Commune]] or allows the room to be set as an anchor for [[Aid The Fallen (1620)|Aid the Fallen]]. Such a location (called a "holy shrine") permits a Paladin to bond to a weapon via [[Sanctify (1625)|Sanctify]]ing it, or a [[Warrior]] to use the [[Weapon Bonding]] [[maneuver]].


* '''Multiple deities present'''
Such a place is also the only location that a character can change their [[CONVERT (verb)|CONVERT]] status via an [[Intercession]] gem prepared using Tier 5 of the [[Cleric Base]] spell [[Holy Receptacle (325)|Holy Receptacle]].
<pre{{log2}}>Utilizing your familiarity with the divine, you sense the distinct presence of Lumnis, Ronan, and Phoen's influence in the room.</pre>


* '''Harmonized presence (omnishrine)'''
;Messaging
<pre{{log2}}>Utilizing your familiarity with the divine, you sense the harmonized presence of multiple deities' influence in the room.</pre>
Deity absent:<br>
<i>>sense<br>
Utilizing your familiarity with the divine, you sense no prevalent spiritual influence in the area.</i>


* '''Indiscernible higher power'''
Deity present:<br>
<pre{{log2}}>Utilizing your familiarity with the divine, you sense the influence of an indiscernible higher power in the area.</pre>
<i>>sense<br>
Utilizing your familiarity with the divine, you sense the distinct presence of Lorminstra's influence in the area.</i>


===[[Ranger]]s===
Multiple deities present:<br>
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 {{boldmono|SENSE}} the "nature" of their environs, providing the ranger with useful data about available [[Animal Companion (630)|Animal Companion]]s, climate, and terrain; the latter two are mostly of interest to those attempting to {{boldmono|[[FORAGE (verb)|FORAGE]]}}.
<i>Utilizing your familiarity with the divine, you sense the distinct presence of Lumnis, Ronan, and Phoen's influence in the room.</i>

Unspecified deities present:<br>
<i>Utilizing your familiarity with the divine, you sense the influence of an indiscernible higher power in the area.</i>

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 Companion (630)|Animal Companion]]s, climate, and terrain; the latter two are mostly of interest to those attempting to [[FORAGE (verb)|FORAGE]].


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


;Messaging
; Messaging
{{VerbTableStart |header1= Location |header2= }}
{{VerbTableEntry|modifier1= Inside |modifier2= |1Pview= You carefully assess your surroundings, but find no new insight to the terrain and climate of the area.<br>Roundtime: 10 sec. |3Pview= Ranger scans her surroundings with a puzzled look on her face. }}
{{VerbTableEntry|modifier1= Outside |modifier2= |1Pview= 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.<br>Roundtime: 6 sec. |3Pview= Ranger scans her surroundings with the alertness of a seasoned scout. }}
{{Table end}}


===[[Rogue]]s===
;Inside:
Rogues are able to get a sense of "crowd conditions." By attempting to {{boldmono|SENSE}} their surroundings, they are able to get a feel of whether an attempt to {{boldmono|[[STEAL (verb)|STEAL]]}} would be successful, or noticed. The rogue's training in [[Pickpocketing]] will determine how well the rogue is at using {{boldmono|SENSE}}.
<i>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.
<br>Roundtime: 10 sec.</i>

;Outside:
<i>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.<br>
Roundtime: 6 sec.</i>

== Rogues ==
[[Rogue]]s 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 (verb)]] would be successful, or noticed. The rogue's training in [[Pickpocketing]] will determine how well the rogue is at using the SENSE verb.


This differs from [[Lfm#Sensing Room Conditions|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.
This differs from [[Lfm#Sensing Room Conditions|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
; Messaging
<pre{{log2}}>With a seasoned eye, you begin to scan the area...</pre>
>sense<br>
With a seasoned eye, you begin to scan the area...


Without proper pickpocketing training:<br>
* '''Without proper pickpocketing training:'''
<i>You discover that you're not really skilled enough at this to be able to tell much.</i>
<pre{{log2}}>You discover that you're not really skilled enough at this to be able to tell much.</pre>


In the Small Park in [[Wehnimer's Landing]]:<br>
* '''In the Small Park in [[Wehnimer's Landing]]:'''
<i>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.</i>
<pre{{log2}}>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.</pre>


* '''Good Conditions'''
== Sorcerers ==
<pre{{log2}}>You can't help but think that more favorable conditions could be found with a minimum of effort.</pre>
When a [[sorcerer]] attempts to SENSE the PATTERN (Syntax: 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. [[sorcerer|Sorcerers]] may also SENSE PATTERN without a tome to set a target for [[incant|incanting]] [[Planar Shift (740)|740]] without chalk or a tome.
* '''Bad Conditions'''
<pre{{log2}}>Only the most nimble or desperate of thieves would risk putting themselves at such risk, when other opportunities are surely available.


The odds aren't really in your favor, but when has that ever stopped you?
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)]].


Tricky, very tricky. The right thief could probably pull it off. A pair would be better.
;Messaging
Nothing:<br><i>
You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this area is not a magical workshop.


Unless you find a wealthy corpse, you would probably have more luck convincing a roa'ter to dance than you would picking a pocket here.</pre>
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.</i>


===[[Sorcerer]]s===
Summoning Chamber:<br><i>
When a sorcerer attempts to {{boldmono|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 {{boldmono|SENSE PATTERN}} without a tome to set a target for [[incant|incanting]] [[Planar Shift (740)|740]] without chalk or a tome.
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.</i>


Sorcerers may {{boldmono|SENSE}} to determine if a room is a [[workshop]] or [[summoning chamber]]. Sorcerers may also {{boldmono|SENSE}} to check their current necrotic energy levels for [[Ensorcell (735)]].
== Wizards ==
[[Wizard]]s may SENSE to determine if a room is an earthnode or a workshop, and retain the ability to detect mana pools.


; Messaging
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 [[Enchant Item (925)|Enchanting]] project was possible, and if one was located in a Wizard's Workshop.
* Nothing:
<pre{{log2}}>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.</pre>


* Summoning Chamber:
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.
<pre{{log2}}>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.</pre>


===[[Wizard]]s===
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 Item (925) and has at least 5 ranks of Elemental Lore, Water; they will begin to accrue stored mana in their own personal mana pool."
Wizards may {{boldmono|SENSE}} to determine if a room is an earthnode or a workshop, and retain the ability to detect mana pools.


; Messaging
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.
* '''Public Workshop:'''
<pre{{log2}}>You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this room is a magical workshop.</pre>


* '''Guild or CHE Workshop:'''
;Messaging
<pre{{log2}}>You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this room is a '''strong''' magical workshop.</pre>
'''Mana Pool:'''<br>
<i>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.</i>


'''Public Workshop:'''<br>
* '''Non-workshop:'''
<i>You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this room is a magical workshop.</i>
<pre{{log2}}>You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this area is not a magical workshop.</pre>


'''Guild or CHE Workshop:'''<br>
* '''Natural Earthnode:'''
<i>You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this room is a '''strong''' magical workshop.</i>
<pre{{log2}}>You sense a convergence in the [[flows of essence]] and gather that this place must be a natural earthnode.</pre>


* '''Essence Collection'''
'''Non-workshop:'''<br>
<pre{{log2}}>You sense that you have accumulated enough essence to complete a +38 enchantment.</pre>
<i>You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this area is not a magical workshop.</i>


===[[Bard]]s===
'''Natural Earthnode:'''<br>
Bards may {{boldmono|SENSE}} to determine if a room has any objects containing loresongs. Bards may also target their {{boldmono|SENSE}} at specific objects.
<i>You sense a convergence in the [[flows of essence]] and gather that this place must be a natural earthnode.</i>


; Messaging
'''No Mana Pool:'''<br>
{{VerbTableStart |header1= Details |header2= }}
<i>You do not detect the distinct harmonies of a mana pool.</i>
{{VerbTableEntry|modifier1= Found Nothing Eligible in Room |modifier2= |1Pview= You do not sense any particular histories resonating in the room. |3Pview= Bard casts an appraising gaze over his surroundings, seemingly taking in every detail. }}
{{VerbTableEntry|modifier1= Item Specified, but Not Eligible |modifier2= |1Pview= You do not sense any particular histories resonating within the mistwood ayr. |3Pview= Bard focuses his concentration, briefly studying the composition of a pale mistwood ayr. }}
{{VerbTableEntry|modifier1= Found Eligible Item in Room |modifier2= |1Pview= 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). |3Pview= Bard casts an appraising gaze over his surroundings, seemingly taking in every detail. }}
{{VerbTableEntry|modifier1= Item Specified and Eligible |modifier2= |1Pview= 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. |3Pview= Bard focuses his concentration, briefly studying the composition of a cloak pin. }}
{{Table end}}


==Bards==
===Others===
For all other professions, the verb merely gives one a basic, humorous message.
[[Bard]]s may now SENSE to determine if a room contains any objects containing loresongs. Bards may also target their SENSE at specific objects.


;Messaging
; Messaging
<pre{{log2}}>You sense you are not a wizard and thank your lucky stars.</pre>
Nothing:<br><i>
:You do not sense any particular histories resonating in the room.

:Bard casts an appraising gaze over his surroundings, seemingly taking in every detail.

:You do not sense any particular histories resonating within the mistwood ayr.

:Bard focuses his concentration, briefly studying the composition of a pale mistwood ayr.</i>

Loresong:<br><i>
: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).

:Bard casts an appraising gaze over his surroundings, seemingly taking in every detail.

: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.

:Bard focuses his concentration, briefly studying the composition of a cloak pin.</i>

==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."


==Resources==
==Resources==
*[[/saved posts|Saved posts]]
*[[/saved posts|Saved posts]]

[[Category:Verbs]]
[[Category:Special Abilities]]
[[Category:Special Abilities]]

Latest revision as of 18:40, 18 January 2026

SENSE
Type Roleplaying, System
System Magic

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

Usage

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
Minor Sanctuary Present First Third
Yes Empath takes a deep breath and closes her eyes for a moment. A faint aura flickers around her. 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.
No 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 deities, 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 place") 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.
  • Multiple deities present
Utilizing your familiarity with the divine, you sense the distinct presence of Lumnis, Ronan, and Phoen's influence in the room.
  • Harmonized presence (omnishrine)
Utilizing your familiarity with the divine, you sense the harmonized presence of multiple deities' influence in the room.
  • Indiscernible higher power
Utilizing your familiarity with the divine, you sense the influence of an indiscernible higher power in the area.

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
Location First Third
Inside You carefully assess your surroundings, but find no new insight to the terrain and climate of the area.
Roundtime: 10 sec.
Ranger scans her surroundings with a puzzled look on her face.
Outside 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.
Ranger scans her surroundings with the alertness of a seasoned scout.

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.
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.
  • Good Conditions
You can't help but think that more favorable conditions could be found with a minimum of effort.
  • Bad Conditions
Only the most nimble or desperate of thieves would risk putting themselves at such risk, when other opportunities are surely available.

The odds aren't really in your favor, but when has that ever stopped you?

Tricky, very tricky.  The right thief could probably pull it off.  A pair would be better.

Unless you find a wealthy corpse, you would probably have more luck convincing a roa'ter to dance than you would picking a pocket here.

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.

Messaging
  • 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.
  • Essence Collection
You sense that you have accumulated enough essence to complete a +38 enchantment.

Bards

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

Messaging
Details First Third
Found Nothing Eligible in Room You do not sense any particular histories resonating in the room. Bard casts an appraising gaze over his surroundings, seemingly taking in every detail.
Item Specified, but Not Eligible You do not sense any particular histories resonating within the mistwood ayr. Bard focuses his concentration, briefly studying the composition of a pale mistwood ayr.
Found Eligible Item in Room 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). Bard casts an appraising gaze over his surroundings, seemingly taking in every detail.
Item Specified and Eligible 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. 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.

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

Resources