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[[File:Sanctum - Rozy.png|right|thumb|Sanctum of Scales map by Rozy]]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 [[silver coin|silvers]] via wagons in the [[Vornavis Caravansary]]. Lich #5579.
==Charts of Clarity==
===Weapon===
{| {{Prettytable||text-align:left}}
! align="left" width = 160px | Slot
! align="left" width = 300px | Enhancements Include
! align="left" width = 160px | # Allowed on single item
|-
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]], [[Forging#Usefulness_of_Forging|Forging Modifiers]] || These are on every item, but may be defined as not being there
|-
|2. Category B || [[Flares|Common Flares and Uncommon Flares]], [[Acuity]], [[Mana Flare]] Pure Black Ora, [[902|Minor Elemental Edging]], [[301|Bless]], [[defender weapon|Defender]], Mechanical Flares || 1 per item
|-
|3. Category C || [[Weighting]], [[Sighting]], [[Enhancives]], [[Bane_weapon|Creature Bane]], [[735|Ensorcellment]], [[Weapon_Bonding|Weapon Bonding]] || As many as you want
|-
|4. Category D || Everything not mentioned above (yes, seriously). This includes everything from the weapons that hiss when you wave them (and do nothing else), to the properties of [[Sorrow]]. Including, but not limited to, [[Blink_weapon|Blink weapon]], [[Bubble_flares|Bubble flares]], Chronomage flares, Ironwright's holy flares, [[Knockout_flare|Knockout flares]], Poleaxe Flares, Vial flares || 1 per item
|-
|5. Category B & D || Rotating flares, [[Greater_elemental_flare|Greater Elemental Flares]], [[Shadowdeath_weapon|Shadowdeath flares]] || 1 per item, but nothing else from Cat. B or D can be put on it.
|}


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 greatest caveat is in regard to Category D, scripts. Scripts have great flexibility in what they can do and may include the application or modification of one or more Category B items, in addition to whatever other effects they may have.


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.
If a particular special ability is not listed in Categories A-C, it is almost certainly a Category D (script) ability, of which there are quite literally hundreds.


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


==Resources==
{| {{Prettytable||text-align:left}}
*[[Sanctum of Scales/saved posts|Saved posts]]
! align="left" width = 160px | Slot
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/The%20Sea%20of%20Fire%20-%20Hunting%20Area/view Officials folder]
! align="left" width = 300px | Enhancements Include
! align="left" width = 160px | # Allowed on single item
|-
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there
|-
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item
|-
|3. Category C || [[Padding]], [[Enhancives]], [[735|Ensorcellment]], [[Resistance]], Spikes || As many as you want
|-
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item
|}


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


{{RoomDescription
===Shields===
|roomname=Vornavis Caravansary, Tent Lane
|rnum=5579
|desc=A trio of tents cluster around a firepit to the south, huddling against the considerable activity of a {{blue|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.
|paths=north, east, south, west
}}



{| {{Prettytable||text-align:left}}
To enter it: 5591, east, go tent, inquire, order 2, order confirm (costs 3k) *this is the solhaven entrance, there is a caravan at landing, too now.
! align="left" width = 160px | Slot

! align="left" width = 300px | Enhancements Include
the ride takes 3 minutes and is magic-proof
! align="left" width = 160px | # Allowed on single item

|-
Sometimes there are bandits when it drops you off
|1. Category A || [[enchantment|Base Enchant]], Inherent Material Properties, [[Sanctified|Sanctified]] || These are on every item, but may be defined as not being there

|-
The desert part seems maze-like and can cause wounds/HP loss - based on personal observation north seems to head towards the gate into the rest of it, south towards the oasis.. but I could be wrong. If you PEER in each direction most show you the same thing, but some say you don't see anything interesting.. I started trying to head in whatever direction that was. But since it took me 15+ minutes to get out, I could be totally wrong.
|2. Category B || Offensive bonus from armor, [[Flares|Common Flares and Uncommon Flares]], [[TD_bonus|TD Bonus]], Mechanical Flares || 1 per item

|-
To get back out you need to reach the oasis.. head through the arch and inquire.. should be free to get back on the wagon
|3. Category C || [[Enhancives]], [[735|Ensorcellment]], Spikes || As many as you want

|-
there are bone pariapts dropped in there.. they charge with kills. Per the post they can teleport you in, but they also seem to protect you from some attacks in there. I've seen it from sentinels a few times.
|4. Category D || Everything not mentioned above (yes, seriously). || 1 per item

|}
Also, if you die you can get turned into an undead creature.. shambling lurker.. I think I killed Nairdin's lurker 7-8 times, dragged him a few more rooms, then he got animated again by another fanatic. There are sancted rooms throughout the place.. the alter of undying is one of them on the first floor of the spire.

Alchemy Examine works on some of the SoS gems. So far, I have only found gems that are substitutes for other SoS gems. What does it mean? Are there new recipes, or are these gems substitutes for existing recipes?

Below are some examples:

>alchemy examine amethyst
You examine the shadow amethyst, noting its unique characteristics and features.
You determine that it is similar to tangerine wulfenite crystal in alchemical properties and application, and would likely make a suitable replacement in a recipe.

>alchemy examine crystal
You examine the wulfenite crystal, noting its unique characteristics and features.
You determine that it is similar to uncut sunstone in alchemical properties and application, and would likely make a suitable replacement in a recipe.

>alchemy examine sunstone
You examine the uncut sunstone, noting its unique characteristics and features.
You determine that it is similar to cloudy alexandrite shard in alchemical properties and application, and would likely make a suitable replacement in a recipe.

Cleanse Poison:

From the gates, go north, go doors, northeast, west, north, go spire, go as far north as possible, go up, go door, go as far north as possible, and then clean vat. That will cure the lurker stuff. You're welcome


I have a ton of wtrick appraise, but

a pale scaled shaper seem to be 101.
a patchwork flesh monstrosity seem to be 98 and is undead.
a lithe veiled sentinels is around 94.
a shambling lurk is about 96/97 and is undead.
a deathsworn fanatic looks about 97 too.

>look per
The periapt's inlaid emerald is dun, devoid of any power.

A knife of green-lit shadows materializes in a lithe veiled sentinel's hand and he slams it toward your chest in a vicious attack! Just in time, the light of your periapt flares into a blinding phosphorescent sphere around you, blocking the attack!

>look per
The periapt's inlaid emerald radiates a halo of steady viridescent light.

Latest revision as of 22:21, 16 September 2017

Sanctum of Scales map by Rozy

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. Lich #5579.

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 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.

The Sanctum area is subject to spell burst.

Resources

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


To enter it: 5591, east, go tent, inquire, order 2, order confirm (costs 3k) *this is the solhaven entrance, there is a caravan at landing, too now.

the ride takes 3 minutes and is magic-proof

Sometimes there are bandits when it drops you off

The desert part seems maze-like and can cause wounds/HP loss - based on personal observation north seems to head towards the gate into the rest of it, south towards the oasis.. but I could be wrong. If you PEER in each direction most show you the same thing, but some say you don't see anything interesting.. I started trying to head in whatever direction that was. But since it took me 15+ minutes to get out, I could be totally wrong.

To get back out you need to reach the oasis.. head through the arch and inquire.. should be free to get back on the wagon

there are bone pariapts dropped in there.. they charge with kills. Per the post they can teleport you in, but they also seem to protect you from some attacks in there. I've seen it from sentinels a few times.

Also, if you die you can get turned into an undead creature.. shambling lurker.. I think I killed Nairdin's lurker 7-8 times, dragged him a few more rooms, then he got animated again by another fanatic. There are sancted rooms throughout the place.. the alter of undying is one of them on the first floor of the spire.

Alchemy Examine works on some of the SoS gems. So far, I have only found gems that are substitutes for other SoS gems. What does it mean? Are there new recipes, or are these gems substitutes for existing recipes?

Below are some examples:

>alchemy examine amethyst You examine the shadow amethyst, noting its unique characteristics and features. You determine that it is similar to tangerine wulfenite crystal in alchemical properties and application, and would likely make a suitable replacement in a recipe.

>alchemy examine crystal You examine the wulfenite crystal, noting its unique characteristics and features. You determine that it is similar to uncut sunstone in alchemical properties and application, and would likely make a suitable replacement in a recipe.

>alchemy examine sunstone You examine the uncut sunstone, noting its unique characteristics and features. You determine that it is similar to cloudy alexandrite shard in alchemical properties and application, and would likely make a suitable replacement in a recipe.

Cleanse Poison:

From the gates, go north, go doors, northeast, west, north, go spire, go as far north as possible, go up, go door, go as far north as possible, and then clean vat. That will cure the lurker stuff. You're welcome


I have a ton of wtrick appraise, but

a pale scaled shaper seem to be 101. a patchwork flesh monstrosity seem to be 98 and is undead. a lithe veiled sentinels is around 94. a shambling lurk is about 96/97 and is undead. a deathsworn fanatic looks about 97 too.

>look per The periapt's inlaid emerald is dun, devoid of any power.

A knife of green-lit shadows materializes in a lithe veiled sentinel's hand and he slams it toward your chest in a vicious attack! Just in time, the light of your periapt flares into a blinding phosphorescent sphere around you, blocking the attack!

>look per The periapt's inlaid emerald radiates a halo of steady viridescent light.