Category:Sailor's Grief creatures: Difference between revisions

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==Transportation==
==Transportation==
[[Open Sea Adventures]]
[[Open Sea Adventures]]

<pre{{log2|margin-right=26em}}>
It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.
It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.
<pre{{log2|margin-right=26em}}>
* Kraken's Fall -> 4 minutes or 13 rooms
* Kraken's Fall -> 4 minutes or 13 rooms
* Teras Isle -> 7 minutes or 20 rooms
* Teras Isle -> 7 minutes or 20 rooms

Revision as of 12:12, 18 July 2025

Story

Transportation

Open Sea Adventures

It has been reported (Courtesy of Wolfloner) that it takes the approximate times from the following ports to reach the port located on Talon Isle.

* Kraken's Fall      -> 4 minutes or 13 rooms
* Teras Isle         -> 7 minutes or 20 rooms
* Solhaven           -> 6 minutes or 18 rooms
* River's Rest       -> 9 minutes or 26 rooms
* Wehnimer's Landing -> 15 minutes

Areas

The zone consists of four distinct hunting areas connected by an oceanic expanse that you are required to traverse to reach each area. There is also a ship called "The Contempt" that serves the role of "town" by providing similar amenities.

In regard to hunting and loot pressure, Sailor's Grief is considered its own realm.

The Contempt

Adventurer's Guild

[The Contempt, Main Deck - 35596] (u7150604)
Beneath the engulfing shadow of the foremast, a heavy capstan of black iron rises from salted planks.  Thick spokes, scabbed with rust from exposure to the sea air, extend well past an arm's length from its center.  The mast's shrouds are anchored to the deck nearby with heavy chainplates of the same material, but a few are rusted through, leaving their rigging to flap aimlessly in the breeze.  With each of the sea's swells, the ship's ancient lines protest and the mechanism groans mournfully.  You also see First Mate Seldit.
Obvious paths: east, southwest

Bank

[The Contempt, Hold - 35592] (u7150616)
Dim lamplight from a scratched iron lantern casts wavering shadows across the hold, reflected in rippling puddles scattered across the deck.  Within a loose semicircle of crates and barrels, an unvarnished oak table holds brass scales, a chisel, and neat piles of coin.  Damp burlap sacks slump along the hull.  Most exhale a sweet-must aroma of spoiled grain, but a few clink tantalizingly with every pitch of the ship.  You also see a skeletal black-robed moneychanger.
Obvious exits: east

(You can CHECK BALANCE, DEPOSIT, WITHDRAW silvers and notes here.)

Gemshop

[The Contempt, Trader's Cabin - 35602] (u7150622)
A narrow cabin lined with oaken shelves is secured by a carved black oak hatch.  Glass jars atop the shelving hold powdered indigo, starfruit seeds, and a few drying specimens of coral.  Tanned leather pouches and crates stamped with foreign seals occupy a polished walnut counter over a bunk that, while narrow, has sheets of jewel-toned silk.  Lanterns of hammered bronze cast warm light over a thick rug softening the floorboards, weighted in place by a footlocker made from polished teak.  You also see a plump purple-robed trader.
Obvious exits: none

Pawnshop

[The Contempt, Quartermaster's - 35585] (u7150621)
An ebony door studded with golden rivets opens onto a precisely ordered chamber.  Brass-bound ledgers are stacked atop a mahogany table, joined by polished scales and stacks of silver coins.  Canvas sacks and labeled crates line the far bulkhead beneath racks that hold well-secured inkpots and parchments.  The compartment smells strongly of parchment and sharp preservatives.  You also see a luminous spectral quartermaster.
Obvious exits: none

Tables

[The Contempt, Mess Hall - 35587] (u7150617)
Opposite an uneven arch, strands of faded bunting in teal and saffron hang where the beams of the overhead meet a half-wall of grated steel separating the galley from the wider mess.  Beyond the grating, the galley is lit by lanterns of patinated brass, its ovens the source of the aroma of spiced bread and salt-cured meat infusing the air.  Several tables stand within the mess, each flanked by benches studded with copper nails.  You also see an ecstatic luck spirit that is flying around.
Obvious exits: none

Ebb Tide Table
Seaspray Table
Leviathan's Table

Supernode

[The Contempt, Crow's Nest - 35603] (u7150608)
Atop the main mast, a circular wooden crow's nest sways in the ocean breeze, its timbers held together by the feeble efforts of rusting nails and splintered planks.  Frayed lines dangle from the masthead, their fibers stiff and tacky from decades of disuse.  They sway in the wind like ragged pennants, but are overshadowed by the ship's flag, which is embroidered with a scarlet siren on faded black cloth.
Obvious paths: none

Spicers' Sea

Spicer's Sea is an oceanic expanse that connects the various zones of the area.

Specific rooms in the area will present monster bold messaging indicating that you may enter the sea from that room.

You can SWIM out to sea here.
You can JUMP into the ocean here.

In the ocean you can move by using the standard directions. Don't type SWIM NORTH, just type NORTH.

It is possible to traverse the sea with ZERO ranks of swimming but it will cost you more stamina per movement if you fail the swim check.

  • Having 0(zero) Ranks of Swimming will cost 15 stamina per movement.
  • At least 20 Ranks of Swimming will reduce the stamina cost to 10 stamina per movement.
  • Having 101 Ranks of Swimming will reduce the stamina cost to 5 stamina per movement.
  • There are no additional benefits for swimming at this time.
  • Corroded doubloons (Sailor's Grief equivalent of Gigas Fragments) will be used for the purchase of a stamina potion that will ONLY work while swimming in the Spicers' Sea.
  • Water walking is intended for calmer waters and not a wrathful ocean. Water walking provides no benefit in the Spicers' Sea.

It is also necessary to discern your location by using SENSE (talon, contempt, seat, sailor) to determine the direction you need to move towards each area.

It appears that survival is the key here with more survival skill increasing your odds to correctly discern your whereabouts in the ocean and determine which way to move.

Encumbrance does not currently impact any SMR results or stamina costs while swimming in Spicer's Sea. Tested while holding 68,146,739 coins.

Moghreb Jungle (Talon Isle)

Moghreb Jungle consists of an island rainforest and white sand beaches which include an ancient ruins left behind by early civilization.

Singing Crags (Talon Isle)

The Singing Crags consists of rocky cliffs that 'sing' when the whind blows which include a primitive village on the ground and in the giant trees.

Ship Graveyard (Sailor's Grief)

The Ship Graveyard (also known as Sailor's Grief) consists of an ever-growing collection of shipwrecks.

Seat of Storms

The Seat of Storms is an ancient disc of stone that used to be hidden beneath the water but now waters have been peeled back by magic.