Chronomage Teleportation System: Difference between revisions

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Note: LOOK at the orb. If you are in the correct room for teleportation, it will emit a faint golden glow. If there is no glow, look for a different room.
Note: LOOK at the orb. If you are in the correct room for teleportation, it will emit a faint golden glow. If there is no glow, look for a different room.

==Chronomage Day Pass==
A '''Chronomage day pass''' costs 5,000 silvers and allows a character to travel unlimited between two towns within the same teleportation zone for 24 hours.

;Example (Wehnimer's Landing to Icemule Trace)
<pre{{log2}}>
Weyneidra the clerk says to you, "A roundtrip day pass to Icemule Trace will cost you 5000 silvers. ASK me again in the next minute if you wish to purchase it."

Weyneidra the clerk accepts your silvers.
Weyneidra the clerk quickly hands you a Chronomage day pass.

Bold calligraphy states simply, "This pass entitles the original purchaser to one (1) day of unlimited travel between the towns of Icemule Trace and Wehnimer's Landing, commencing at the time of purchase. To travel, present yourself at the Chronomage station in either town, hold this pass in hand, and RAISE it."

>raise my pas
As you go to raise your pass, you realize that this is not a Chronomage teleportation waiting room.
>n
[Wehnimer's Shop, Waiting Area]
Cushioned ladder-backed chairs surround a plush, snow white bear rug. Affixed in the eye sockets are a pair of brilliant dragonsbreath sapphires and long, slightly yellowed pieces of ivory serve as the fangs. Edged in gold braiding, the tapestry on the back wall depicts several males encircling a kneeling individual as they work together to wrestle an object from his grasp.
Obvious exits: south
>raise my pass
You raise your pass up, presenting it for inspection.
Suddenly, a silver mist swirls about you. Golden arcs streak across your vision, making it impossible to discern anything beyond the spinning silver mist. Gradually, the whirlwind of color subsides and it becomes obvious that your surroundings have changed.

[Loci Workshop, Antechamber]
A granite worktable, clearly a relic of the workshop's past, stands immovably at the center of the room. Positioned behind the massive slab of granite and blocking the passageway that leads further into the shop is a bulky, heavily robed figure. Freshly strewn rushes spotted with dried lavender and rosemary cover the floor, their scent failing to combat the lingering, acrid odor of smoke. The aroma is not aided by the pungent smell of fish oil burning in the lamps suspended from the ceiling. You also see a finely-dressed halfling.
Obvious exits: out
</pre>


==Behind The Scenes==
==Behind The Scenes==

Revision as of 12:21, 29 May 2016

The Chronomage Teleportation System is a system that will allow a character or a group of characters to teleport to another location in Elanthia without the hazards and trouble involved with travelling the distance by foot. The Chronomages, creators of gold rings, will transport all individuals holding an orb to their destinations every 20 minutes. In the past there was an exorbitant surcharge for attempting to use the system more than once every 48 hours, but there is now a flat 100,000 silver fee regardless.

The system consists of two vast zones and an array of more isolated zones. The Chronomage stations sell intra-zone teleportation passes with unlimited uses for 5,000 silvers that expire after 24 hours, whereas inter-zone rates are still relatively expensive. However, it is possible to cheaply transport to near the edges of some zones, such as the mine carts in the Dragonspine Mountains. The gold rings now function freely within these wider zones, so it is possible to ring from Solhaven to Aenatumgana.

Chronomage orbs can also be earned via Login Rewards or purchased through the SimuCoins Store.

To buy a ticket for a long-distance teleportation orb, ask the NPC in the local Chronomage station about the destination you wish to purchase an orb for, and then ask again to complete the purchase. To see a list of where you can travel to, ask the NPC about destinations. You can also ask the NPC about disabled, gold rings, help, prices, times, departures, and tickets.

Teleportation Zones

The Chronomage network is now enhanced with "time tunnels" that vastly ease the range and cost of teleportation travel.

Zone 1:

  • Wehnimer's Landing: Town Square Southwest, in the basement of the Travel Office
  • Solhaven: Beacon Tower on Beacon Ring (up the ramp)
  • Icemule Trace: on Wraith Road in the Magical Burrow at the Loci Workshop (through the iron gate)
  • Pinefar:
  • Most traveling and hunting areas between these towns.

Zone 2:

  • Cysaegir: southwest of Linsandrych Common
  • Ta'Illistim: southwestern corner of the Gateyard.
  • Ta'Vaalor: southwest of Victory Gate, in a turret.
  • Most traveling and hunting areas between these towns.

Isolated:

Note: LOOK at the orb. If you are in the correct room for teleportation, it will emit a faint golden glow. If there is no glow, look for a different room.

Chronomage Day Pass

A Chronomage day pass costs 5,000 silvers and allows a character to travel unlimited between two towns within the same teleportation zone for 24 hours.

Example (Wehnimer's Landing to Icemule Trace)
Weyneidra the clerk says to you, "A roundtrip day pass to Icemule Trace will cost you 5000 silvers.  ASK me again in the next minute if you wish to purchase it."

Weyneidra the clerk accepts your silvers.
Weyneidra the clerk quickly hands you a Chronomage day pass.

Bold calligraphy states simply, "This pass entitles the original purchaser to one (1) day of unlimited travel between the towns of Icemule Trace and Wehnimer's Landing, commencing at the time of purchase.  To travel, present yourself at the Chronomage station in either town, hold this pass in hand, and RAISE it."

>raise my pas
As you go to raise your pass, you realize that this is not a Chronomage teleportation waiting room.
>n
[Wehnimer's Shop, Waiting Area]
Cushioned ladder-backed chairs surround a plush, snow white bear rug.  Affixed in the eye sockets are a pair of brilliant dragonsbreath sapphires and long, slightly yellowed pieces of ivory serve as the fangs.  Edged in gold braiding, the tapestry on the back wall depicts several males encircling a kneeling individual as they work together to wrestle an object from his grasp.
Obvious exits: south
>raise my pass
You raise your pass up, presenting it for inspection.
Suddenly, a silver mist swirls about you.  Golden arcs streak across your vision, making it impossible to discern anything beyond the spinning silver mist.  Gradually, the whirlwind of color subsides and it becomes obvious that your surroundings have changed.

[Loci Workshop, Antechamber]
A granite worktable, clearly a relic of the workshop's past, stands immovably at the center of the room.  Positioned behind the massive slab of granite and blocking the passageway that leads further into the shop is a bulky, heavily robed figure.  Freshly strewn rushes spotted with dried lavender and rosemary cover the floor, their scent failing to combat the lingering, acrid odor of smoke.  The aroma is not aided by the pungent smell of fish oil burning in the lamps suspended from the ceiling.  You also see a finely-dressed halfling.
Obvious exits: out

Behind The Scenes

The Chronomages replaced the I.C.E. Age guilds called The Navigators, which is why gold ring robberies are called getting "Navved." The messaging is still more consistent with the archaic history.

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