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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.
'''Flares''' are a common attribute that [[armor]], [[shield]]s, [[weapon]]s, and [[runestaff|runestaves]] throughout [[Elanthia]] possess. A flare can be anything that activates randomly to cause damage (traditionally), provide some sort of protection, or even transport the user. Flares can be determined empirically or through a bard [[Loresinging#Weapon.2FArmor_Abilities|loresong]]; however, scripted flares will NOT typically show up in an item's loresong.


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.
For clarity's sake, a flare can be anything that benefits the wielder functionally in combat either offensively or defensively that is NOT manually activated by the wielder via a [[verb trap]].


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.
They can cause between 1 to 60 damage, averaging about 20 damage per flare. It is estimated that standard flares occur at a rate of 1 in 4 for weapons and 1 in 7 for runestaves.


The Sanctum area is subject to [[spell burst]].
'''Check [[Item Properties]] for which flares are available to be put on a piece of equipment.'''


==Common Flares==
==Resources==
*[[Sanctum of Scales/saved posts|Saved posts]]
Common flares include all flares that can be obtained via [[Elemental Blade (411)]] and low level mana and acuity runestaff flares. They are also the most likely to be sold off-the-shelf in an event merchant shop.
*[http://forums.play.net/forums/GemStone%20IV/Hunting%20and%20Combat/The%20Sea%20of%20Fire%20-%20Hunting%20Area/view Officials folder]
{| {{prettytable}} width=75%
|- bgcolor=lightblue
!Flare||Description||Type||[[Item Properties|Category]]
|-
![[Cold critical table|Cold]]
|Also known as "water" or "ice" flares, these flares are effective on fire-type creatures. ''See also [[rhimar]]''
|Elemental
|Category B
|-
![[Fire critical table|Fire]]
|Effective on cold-type or water-type creatures, as well as [[troll]]s and most [[undead]]. Most forms of trolls take double damage. ''See also [[drake]] and [[drakar]]''
|Elemental
|Category B
|-
![[Vacuum critical table|Vacuum]]
|Also known as "void" or "air" flares, these flares are found on [[coraesine]] weapons
|Elemental
|Category B
|-
![[Impact critical table|Vibration]]
|Also known as "earth" flares, these flares are effective on earth-type creatures, such as [[pyrothag family creatures|pyrothag]]s. ''See also [[gornar]]''
|Elemental
|Category B
|-
![[Lightning critical table|Lightning]]
|Effective on most creatures, but when used in water-filled rooms, may conduct back to the user. ''See also [[feras]] and [[zorchar]]''
|style="white-space:nowrap"|Hybrid Elemental
|Category B
|-
!style="white-space:nowrap"|[[Acuity flare|Acuity]] 1x-4x
|Set bonus upon triggering of +5 AS/+3 CS or +10/+6 or +15/+9 or +20/+12 depending on level (x)
|Runestaff
|Category B
|-
![[Mana flare|Mana]] +1-+2
|Returns 1 or 2 mana upon triggering (even upon casting defensive spells), depending on plus (+)
|Runestaff
|Category B
|}


'''Solhaven entry:''' (one west of caravansary entrance)
==Uncommon Flares==
Uncommon flares include the remaining hybrid elements, spiritual-based flares, as well as mid-levels of mana and acuity.
{| {{prettytable}} width=75%
|- bgcolor=lightblue
!Flare||Description||Type||[[Item Properties|Category]]
|-
![[Acid critical table|Acid]]
|Category B
|
|style="white-space:nowrap"|Hybrid Elemental
|-
![[Steam critical table|Steam]]
|Not heavily sought after due to an overall inferior critical table. Effective on undead
|Hybrid Elemental
|Category B
|-
![[Disintegration critical table|Disintegration]]
|Similar to [[Disintegrate (705)]]
|Sorcerous
|Category B
|-
![[Disruption critical table|Disruption]]
|Similar to [[Mana Disruption (702)]], can be found in [[pure black ora]] weapons
|Sorcerous
|Category B
|-
!Holy water
|Available only through [[Bless Item (304)]] and sometimes [[permabless]]ing, these flares behave like acid on undead and (harmless but visible) water on living creatures
|Spiritual
|Category B
|-
![[Plasma critical table|Plasma]]
|Effective on undead, available through [[Consecrate (1604)]]
|Spiritual
|Category B
|-
!style="white-space:nowrap"|Acuity 5x-6x
|Set bonus of +25 AS/+15 CS or +30/+18, depending on level (x)
|Runestaff
|Category B
|-
!Mana +3-+4
|Returns 3 or 4 mana upon triggering (even upon casting defensive spells), depending on plus (+)
|Runestaff
|Category B
|}


{{RoomDescription
==Rare Flares==
|roomname=Vornavis Caravansary, Tent Lane
Rare flares include mechanical, force, high level mana and acuity, and dispel. The designation also included scripted flares from Category D that also take up the Category B property.
|rnum=5579
{| {{prettytable}} width=75%
|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.
|- bgcolor=lightblue
|paths=north, east, south, west
!Flare||Description||Type||[[Item Properties|Category]]
}}
|-
![[Crush critical table|Crushing]]
|Applicable only to rods
|Mechanical
|Category B
|-
![[Puncture critical table|Piercing]]
|Applicable only to spikes
|Mechanical
|Category B
|-
![[Slash critical table|Slashing]]
|Applicable only to blades
|Mechanical
|Category B
|-
![[Grapple critical table|Grapple]]
|Tendril of force. Have a high potential to knockdown/stun targets with very little likelihood of fatal criticals
|Force
|Category B
|-
![[Unbalance critical table|Unbalance]]
|Burst of force. Have a very high likelihood of knocking down a target
|Force
|Category B
|-
!Acuity 7x-10x
|Set bonus of +35 AS/+21 CS or +40/+24 or +45/+27 or +50/+30, depending on level (x)
|Runestaff
|Category B
|-
!Mana +5
|Returns 5 mana upon triggering (even upon casting defensive spells)
|Runestaff
|Category B
|-
![[Dispel flare|Dispel]]
|Removes a spell from the target
|Dispel
|Category B
|-
![[Greater elemental flare|Greater elemental]]
|Weapon has the chance to flare naturally, flare the special scripted double-flare, or both at once
|Script
|Category B & D
|-
![[Realm flare|Realm]]
|Flares change based on the [[realm]] where the wielder is hunting
|Script
|Category B & D
|-
![[Rotating flare|Rotating]]
|Give the wielder a choice of whatever flares are built into the weapon.
|Script
|Category B & D
|-
![[Banshee flare|Banshee]]
|Shields and runestaves only. Imparts bonus TD and bolt DS to wielder
|Script
|Category C
|-
![[Blink weapon|Blink]]
|Allows the wielder to infuse a spell they are capable of learning into the weapon. Flares cast the spell for no mana
|Script
|Category C
|-
![[Parasitic_Weapon#Blood_Flares|Blood]]
|The flare of a [[Parasitic Weapon]] does [[slash critical table|slashing]] damage
|Script
|Category C
|-
![[Briar flare|Briar]]
|Stores wielder's blood to flare [[grapple critical table|grapple]] damage
|Script
|Category C
|-
![[Bubble flares|Bubble]]
|Provide the wielder with temporary [[Padding#Damage_Padding|damage padding]] for approximately one minute. Padding levels range from heavy to phenomenal.
|Script
|Category C
|-
![[Chronomage dagger|Chronomage]]
|15% chance to triple attack for additional 1 second RT
|Script
|Category C
|-
![[Ethereal weapon|Ethereal chain]]
|[[Puncture critical table|Puncture]]-based flare
|Script
|Category C
|-
![[Immolation flare|Immolation]]
|
|Script
|Category C
|-
![[Ironwright holy flares|Ironwright]]
|Gives holy flares when an item is blessed (no matter the profession) as well as a selection of two or three other flares (for example, acid/impact/web). The other flares are activated by casting a related spell at the weapon after it has been blessed (e.g. Hurl Boulder for impact). The flares last until the bless wears off. This flare occupies the script slot, not the flare slot
|Script
|Category C
|-
![[Knockout flare|Knockout]]
|{{#section:knockout flare|intro}}
|Script
|Category C
|-
![[Poisoned|Poison]]
|Temporary poison flares, which flare occasionally, and the kind of poison flares that flare every hit. Also, there are serpent flares that can have special effects when poisoning the target
|Script
|Category C
|-
![[Polearm rebalance flare|Polearm rebalance]]
|Also known a "poleaxe flares." They inflict a critical from the crush table as damage when they flare, and have the potential for a second "flare" which trips the target. If you have 50 ranks of MOC and the flare activates, you have a 33% chance of also doing the second "flare". If you have 100 ranks of MOC and the flare activates, you have a 66% chance of also doing the second "flare". It is possible to [[bless]] weapons with this flare (that would be blessable without it)
|Script
|Category C
|-
![[Rotflares|Rot]]
|Is compatible with some other Category D scripts so that an item can have both
|Script
|Category C
|-
![[ShadowDeath_weapons|Shadowdeath]]
|These flares do only blood-loss type damage, no wounds. Only found on "black alloy" weapons
|Script
|Category C
|-
![[Convocation_of_Coraesine_Field#Mana_Vial_flares|Vial]]
|Produces a vial that returns a small amount of mana, [[health]], or [[spirit]] (depending on the type) when triggered
|Script
|Category C
|-
|}


==Methods of Obtaining Flares==
Flares can be added to weapons that do not previously have flares by a variety of methods. There are some methods that do not require a merchant, such as the paladin spell Sanctify (1625), the cleric spell Bless Item (304) (when cast by a cleric with 40 or more ranks in the [[Cleric Base]]), or the minor elemental spell [[Elemental Blade (411)]]. Each of these spells have restrictions on which weapons they can be cast on and still add the flares. To add flares to a weapon that is magical or non-blessable, one would require the services of a special merchant. A merchant might add standard flares (which would be heat, cold, vibration, lightning, or acid flares). Very rarely will they add other, non-standard flares.


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.
[[Premium subscription|Premium subscribers]] can add one standard flare from awarded [[Premium point]]s at a cost of 300 points + 300 points per item enchant. For example, the cost to add acid flares to a 5x (+25) [[longsword]] would be 300 + (300 * 5 ) = 1800 premium points.


the ride takes 3 minutes and is magic-proof
==Armor Flares==
Flares can be added to armor, often referred to as reactive flares. Generally, these flares are considered defensive in nature, as they only react when the character is struck by an attacker. However, certain [[combat maneuver]]s will implement these flares in an offensive manner, such as [[Sweep]], [[Bearhug]], and [[Shield Bash]]. Reactive flares can be added to full armor, shields, and piece armor (leg greaves, helmets, etc.). It is believed that all armor flares are both reactive and offensive in nature, in that they may flare when the wearer of flared armor is struck, and they may flare when a combat maneuver that can use armor flares is used. Piece armors will only flare when the body part they cover is struck or the combat maneuver makes contact with the covered body part -- for example, when a character uses [[Sweep]], the legs make contact with the enemy, and therefore if the character is wearing flaring leg greaves, it has a chance to flare.


Sometimes there are bandits when it drops you off
Reactive flares can be added to shields and armor, but not piece armor, through the [[Premium points]] system.


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.
==Resources==

*[[Armor and Weapon Moods (saved post)]]
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
*[[Runestaff/saved posts|Runestaff saved posts]]

* [http://forum.gsplayers.com/showthread.php?t=57362 Briar flares info on Players' Corner]
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.

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.