Research:Temporal rift

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This will become a research page for the temporal rift which is accessed by the Familiar Gate (930) spell and glyph trap mechanics. Each realm of the game has a fixed number of exit points. Those areas without defined exits will drop the person into their original room. In the past the temporal rift script caused temporary hasting, slowness, and strength weakening effects. Magic will ineffectually fizzle when cast inside the rift. The rift imposes its own randomly flaring hazards in the form of dispels and stuns or health, mana, and spirit drains. These only take a third of your remaining balance, mana drain will take half.

Walking in the rift incurs RT and an ambient messaging. There does not seem to be a hidden pattern for navigating in these messages. At the moment these rifts are buggy in that they display the regional weather and messaging from the day/night system. In the event an area is removed from the game, it still exists as otherwise inaccessible rooms. If this happens to include exit points for the temporal rift, such as when the Abandoned Inn was changed to the Hanging Inn or the alchemist shop was ransacked and closed down, the wrong version of the locations can still be accessed until it is eventually fixed.

Messaging

Rift Appearance

The temporal rift looks almost identical in all of its instances, but they are each separate and there are minor differences in the wording. Some of them allow "out" as a direction and others do not.

[Temporal Rift]
Time and space seem to swirl around you.  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

Entering Rift

Familiar Gate

Third Person:

XXX gestures.
A panicked look briefly crosses XXX's face as she is suddenly engulfed in a cloud of swirling blue-white essence!  Bizarre, alien sounds, discordant and grating, can be heard from within the mist for the moment before it dissipates.  When the mist clears, XXX is nowhere to be seen.
Glyph Trap

Second Person:

Suddenly a dark splotch erupts from the lock mechanism and envelops you!  Time seems to slow down and almost stop...

 Suddenly you see yourself cast at a locked trunk about to try to look inside...something goes wrong but...

 Suddenly you see yourself cast at a locked trunk about to try to look inside...something goes wrong but...

 After a moment you feel a great sense of deja vu....

 Suddenly you see yourself cast at a locked trunk about to try to look inside...something goes wrong but...

 Your head begins to throb from all this.  After a moment your vision clears and you see...

Third Person:

XXX gestures at an enruned monir trunk.
A large, dark splotch erupts from the lock mechanism and engulfs XXX who subsequently vanishes!  A stiff wind rips past you and into the gulf which collapses on itself, leaving no sign it ever existed...

Exiting Temporal Rift

Second Person
You suddenly notice that the images of your past are catching up with you.  With a blinding flash you find yourself whisked forward in time and space until...
Third Person
From inside the rift:
XXX wanders off into the star field and vanishes.

From outside the rift: 
Suddenly there is a horrible shriek and a bright, intense flash as XXX appears looking extremely confused!

Movement

The following are the messages given when moving in the temporal rift. It incurs 3 seconds of RT. Some messages will not happen in some rift regions.

Number Message
1 Time and space fold in upon itself...
2 You feel strange here...
3 Funny how life seems to repeat itself...
4 Things remembered, things forgotten, things never done...
5 You travel among the star field, randomly seeing visions of your past...
6 You wonder, now that you have it all to do over again...
7 You feel that if you just move forward enough you'll find your way out of this hiccough in time and space...

Area Effects

These are random area effects within the temporal rift. Not all of them are still functional. Some might not happen in some rift regions.

Number Message Effect
1 Dark forces tear at your soul! 33% Spirit Loss
2 The temperature drops rapidly! 33% Health Loss
3 Waves of anti-magic tear at you! 50% Mana Loss
4 Space collapses upon itself almost crushing you! Stunned
5 Things seem to slow down around you! Used to be Haste
6 Bright lights suddenly flash around you! You feel weaker! Used to be an Unstrength effect
7 Dark waves of energy flow overhead! Dispels 1 buff

Geographical Exits

The exits of the temporal rift are finite in number, and seemingly cannot be predicted from the rift messaging. While the rift can be entered from any room where it is possible to cast magic, including non-teleportable locations, the exits will be one of a given set of regional locations or else the same room. These rooms vary in the degree of hazard they pose from monsters. The temporal rift mechanics are old. The regions for them do not necessarily correspond cleanly to the current teleportation divisions of realms and zones. The Pinefar and Icemule temporal rift regions overlap at least partially.

Broken Lands

There are twelve exit points in the Broken Lands with varying degrees of danger, particularly providing a way of circumventing the huge stairs and puzzles. The temporal rift is a hidden backdoor for the locked and/or trapped Sheruvian summoning chamber and chapel. This is the primary hazard for using the temporal rift in the Broken Lands, as these rooms will fill up with a few dozen greater vruul.

Number Room Region Hazards Lich Number
1 [The Broken Lands, Jagged Plain] Jagged Plain (Crystal Dome) Giant fog beetles, hooded figures; meteors, boiling mud 7450
2 [The Broken Lands, Jagged Plain] Jagged Plain (northeast) Giant fog beetles, hooded figures; meteors, boiling mud 17327
3 [The Broken Lands, Jagged Plain] Jagged Plain (far east) Giant fog beetles, hooded figures; meteors, boiling mud 7457
4 [The Broken Lands, Workshop] Uthex Abode Hooded figures, Sheruvians 6629
5 [Deep Pit] Dark Grotto (southeast) None; magru nearby 7473
6 [Dark Grotto, Cavern] Dark Grotto (southwest) Magru 7466
7 [Dark Grotto, Huge Cavern] Dark Grotto Myklian, rare dark vorteces 7482
8 [Dark Grotto, Long Stairway] Dark Grotto Lesser vruul, dark vorteces 24560
9 [Sheruvian Monastery, Chapel] Sheruvian Monastery (center-west) Greater vruul; priests, warlocks, monks, harbingers 6653
10 [Elder's Chambers, Bath] Sheruvian Monastery (east) Monks, initiates, banshees, large black cat 6672
11 [Sheruvian Monastery, Summoning Chamber] Sheruvian Monastery (center-east) Greater vruul; warlocks, monks, harbingers 6665
12 [Dark Shrine, Storage Room] Dark Shrine (west) Lesser vruul 19272

Rift Appearance:

[Temporal Rift]
Time and space seem to swirl around you.  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

Elemental Confluence

There are no special exit rooms for the Elemental Confluence. It is separate from the regions where it was entered.

Icemule

The Icemule and Pinefar regions overlap with each other at the moment.

Lich's Landing

Goblyn's workshop has a special temporal rift that is only accessed at one point and leads to her office which has books on making time warps.

Number Room Region Hazards Lich Number
1 [Between Spaces, Cavern] Goblyn's Garden Goblyn

Rift Appearance:

[Temporal Rift]
Darkness abounds in every direction, even up and down, creating a dizzying effect further compounded by the impression of time and space swirling around you.  You catch brief glimpses of events both past and future -- or so it seems.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  A heavy chill fills the space around you.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

Unique Movement Messages:

Number Message
1 Memories flit across your vision as if they haven't yet happened..
2 Your head aches from the inside out, the convergence of time scrambling your thoughts.
3 A possible future, just within your grasp to spy upon, but then it streams past you...

Entrance Messaging:

Second Person:

Pushing your hand against the nonsensical carvings causes the solid rock to melt away.  You continue forward, the rock providing no resistance to your movement, yet somehow reforming around you.  Your vision dims as your face passes into the rock.  Time seems to slow down and almost stop...

Suddenly you see yourself pushing your hand against the rock wall and walking straight into it... something goes wrong, but...

Suddenly you see yourself pushing your hand against the rock wall and walking straight into it... something goes wrong, but...

Suddenly you see yourself pushing your hand against the rock wall and walking straight into it... something goes wrong, but...

After a moment, you feel a great sense of deja vu...

Suddenly you see yourself pushing your hand against the rock wall and walking straight into it... something goes wrong, but...

Your head begins to throb from all this.  After a moment your vision clears, and you see...

Third Person:

A faint shadow suddenly appears, then gradually solidifies into XXXXX.

Exit Messaging:

Second Person:

You suddenly notice that the images of your past are catching up with you.  You take one more step, then you seem to fall down a hole, hard and fast so that time and space hurl past you.  An overwhelming sense of nausea and vertigo descend upon you, and you lose all sense of direction until you feel yourself slam against something... the ground?...

Third Person:

XXXXX wanders off into the star field and vanishes.

Old Ta'Faendryl

There are at least nine exits within Old Ta'Faendryl.

Pinefar

The Icemule and Pinefar regions overlap with each other at the moment. It is possible to exit the Drake's Shrine this way.

The Rift

There are twelve exit points in The Rift. Temporal rifts are an obscure method for randomly hopping between planes without having to climb threads. The primary hazard is that it can drop you onto Planes 4 and 5. The lower planes can be accessed this way from the Scatter. It is not possible to land in the Scatter using a temporal rift. Burrowed enormous rift crawlers will follow you into temporal rifts.

Number Room Region Hazards Lich Number
1 Ten Swords Plane 1 Raving lunatic, seraceris, naisirc, Vvrael witch 2584
2 Antlered Man Plane 1 Raving lunatic, seraceris, naisirc, Vvrael witch 2632
3 Many Stair Plane 1 Raving lunatic, seraceris, naisirc, Vvrael witch 2604
4 Man in Storm Clouds Plane 1 Raving lunatic, seraceris, naisirc, Vvrael witch 2613
5 Metal Rod Pit Plane 2 Caedera, raving lunatic, csetairi, Vvrael warlock 12123
6 Giant On Poles Plane 2 Caedera, raving lunatic, csetairi, Vvrael warlock 12104
7 Couple Sinking Boat Plane 2 Caedera, raving lunatic, csetairi, Vvrael warlock 12089
8 Half-Angel Half-Demon Plane 2 Caedera, raving lunatic, csetairi, Vvrael warlock 12109
9 Trolls Giants Sled Plane 3 Aivren, n'ecare, Vvrael warlock, enormous rift crawler 20878
10 Blood Geyser Plane 3 Aivren, n'ecare, Vvrael warlock, enormous rift crawler 12185
11 Boy vs. Six Men Plane 4 Enormous rift crawler, fallen crusader, glistening cerebralite 12145
12 Worms Cover Walls & Floor Plane 5 Vaespilon, lost soul, enormous rift crawler 12209

Rift Appearance:

[Temporal Rift]
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

River's Rest

There are roughly a dozen exits around River's Rest.

Sanctum of Scales

There are no special exit rooms for the Sanctum of Scales. It is separate from the Solhaven region.

Shadow Valley

There are at least twelve exit points within Shadow Valley. It is separate from the Landing region.

Number Room Region Hazards Lich Number
1 [Dark Enclosure] (Odd Markings) Dark Shaft (west) Ghostly pookas 4559
2 [Dark Tunnel] Dark Shaft (middle) Ghostly pookas 4551
3 [Dark Enclosure] (Cold Air) Dark Shaft (west) Ghostly pookas 4557
4 [Mine Tunnels] (Scatted Clay) Mine Tunnels (near entrance) Spectral miners 7428
5 [Mine Tunnels] (Black Mud Cakes) Mine Tunnels (southeast) Spectral miners 7432
6 [Mine Tunnels] (Dragon) Mine Tunnels Spectral miners 7423
7 [Shadow Valley] Next to Ledge Shadow steeds, shadow mares 7367
8 [Shadow Valley, Dark Pasture] (Grass Clumps) Dark Pasture (northeast) Shadow steeds, shadow mares 7337
9 [Shadow Valley, Dark Pasture] (Deep Cracks) Dark Pasture (middle) Shadow steeds, shadow mares 7373
10 [Shadow Plain, Black Hills] Shadow Plain (northeast) Night mares 7357
11 [Shadow Plain] (Long Twisting Shadows) Shadow Plain (southeast) Shadow mares 7367
12 [Shadow Plain] (Ravine) Shadow Plain (southwest) Shadow steeds 7387

Rift Appearance:

[Temporal Rift - 1768]
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

Solhaven

There are at least thirteen exits around Solhaven.

Ta'Illistim

There are no special exit rooms for the Ta'Illistim region.

Ta'Vaalor

There are at least ten exits around Ta'Vaalor.

Number Room Region Hazards Lich Number
1 [Briar Thicket] Kobolds 10284
2 [Riverside, Boat Dock] Ravelin None 13923
3 [Plains of Bone, Ruins] Plains of Bone [Arch wight]]s, ghoul masters, dark shamblers 10748
4 [Yander's Farm, Tool Storage] Yander's Farm
5 [Neartofar Forest, Stockade] Neartofar Forest Ogre warrior 10667
6 [Lunule Weald, Zelia's Shrine] Lunule Weald None; frenzied monks, tree spirits nearby 10596
7 [Fethayl Bog, Underground Crypt] Fethayl Bog
8 [Catacombs, Sewers] Catacombs Giant rats 5936
9 [Ta'Vaalor, Magical Supply] Ta'Vaalor None
10 [Rambling Meadows, Shrine] (Imaera's) Rambling Meadows Striped relnak, spotted leaper 6011

Teras Isle

There are at least eleven exit points on Teras Isle.

Number Room Region Hazards Lich Number
1 [Fhorian Village, Storage Shed] Fhorian Village Wasp nests 12632
2 [Small House, Bedroom] Fhorian Village Wasp nests 12655
3 [Depths of V'Tull, Lower Eye] Eye of V'Tull Fire elemental, fire mage, lava golem 12788
4 [Glaes Vein] Glaes Cavern Fire sprite, red tsark 2234
5 [Lava Flows, Greening] Lava Flows Massive pyrothags, cinder wasps, skayl 2145
6 [Lava Flows, Molten Stream] Lava Flows (west) Cinder wasps, massive pyrothags, skayl 2126
7 [Glade] Near Kharam Dzu None 12567
8 [Fish Plant, Office] Fhorian Village Wasp nests 2098
9 [Abandoned Mine, Scaffolding] Abandoned Mine Kiramon workers 12546
10 [Wind Tunnel] Luukos Temple Wind wraith 12596
11 [Mausoleum, Catacombs] Fhorian Village Banshees 2292

Rift Appearance:

[Temporal Rift]
You are trapped in a time rift!  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down, out

Wehnimer's Landing

There are twelve exit points for the Landing, which are places of power with subtle histories. These are shrines, magical workshops, and greater essence focii.

Number Room Region Hazards Notes Lich Number
1 [Spider Temple, Central Chamber] Spider Temple Arachne priests, acolytes, mammoth arachnids Arachne Shrine 8349
2 [Shrine] Glatoph (southeast) None; frost giants, arctic titans nearby Ice dragon statue; Great Drake Shrine 7866
3 [Glatoph, Arch] Glatoph (Volcano) None; fire guardians, firephantoms nearby 7902
4 [Lysierian Hills, A Small Shrine] (Imaera Shrine) Lysierian Hills (Lake Marliese) None; pumas, black bears nearby Imaera's Shrine 6460
5 [Colossus, Crown] Near Abandoned Inn None; hill trolls nearby Koar's Shrine 6853
6 [Alchemist's House, Laboratory] Wehnimer's Landing (northeast) None Greater essence node symptoms 23246
7 [Thanatoph, Vine Covered Shrine] (Meyno's Shrine) Thanatoph (west) None; red bears, mountain lions nearby Meyno's Shrine; greater essence node symptoms 3575
8 [Mountain Path] Upper Trollfang (south) None; near forest trolls Ye Oddity Workshop; greater essence node symptoms 8546
9 [Abandoned Inn, Ruined Workshop] Near Danjirland None; near hill trolls AI Crystal 6882
10 [Under Crypt, Ice Room] The Graveyard None; near arch wights Bandur Etrevion Shrine; greater essence node symptoms 7229
11 [Gorge, Intersection] Darkstone Castle (entrance) Velnalin Greater essence node symptoms 6955
12 [Cave, Rimstone Dam] Danjirland Cave trolls 7799

Rift Appearance:

[Temporal Rift]
Time and space seem to swirl around you.  You catch brief glimpses of events both past and future.  Beyond these strange and confusing visions extends a vast, ever-changing field of stars, pinpoints of light against unfathomable utter blackness.  It is very cold here.
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down

Zul Logoth

There are ten exits around Zul Logoth.

Analysis

This section is interpretive analysis. It is only as good as the available information.

Space-Time Properties

The temporal rift is coterminous with a region of a given plane of existence in the sense that it may be accessed through a glyph spell from any point in that region. The reason is presumably flows of essence. This will even work in anti-magical rooms. Glyph traps when set off inside the temporal rift bring you to the same temporal rift for the same corresponding region. The temporal rift manifestly has very little spatial extent. When the rift is entered from anywhere in the corresponding region, the people will appear standing next to other people who were already present. It is unknown how many people it holds.

When walking into the distance the people arrive again with a roundtime of a few seconds. There is not enough information to determine the shape of the rift's geometry. It does not tell you which directions the people are arriving from, such as the opposite way or the same way flipped in mirror translation. There is also no messaging about being able to see copies of yourself or others in multiple directions.

Topological Possibilities:

Most temporal rifts are locally manifolds with three-dimensional spatial extent. Some of the temporal rifts have four spatial dimensions. There is apparently local gravity, and therefore orientation, except people may move up and down with no indication of how that looks or works. Obvious candidates for its global geometry are higher dimensional spheres, such as S3 as a surface around S4, and the varieties of toroidal surfaces that are closed spaces. If the temporal rift is instead a non-orientable geometry, the latter could be forms of the Klein bottle, the higher dimensional version of the Mobius strip.

It is similarly possible that the temporal rift is fundamentally a topological space with no meaningful distance metric, or a metric that is highly non-uniform and/or curves through another dimension to return the traveler to the origin. The messaging is explicit that time and space are fluctuating. Time undergoes accelerations, space folds on itself, and space collapses which stuns and knocks you down.

Time Properties:

In the past there were speed variations from Haste and Slow that changed the round time when moving. These are local variations within the rift. In terms of its global space, the temporal rift remains in synchrony with the associated planes. This might not always be true for NPCs, such as the apprentice of Malaphor, and Daephron Illian with his reverse and rapid aging. The messaging implies the timelines of the people foreign to the plane manifest in images. It is possible to see one's own past and future events, which has been done in storylines to a player character on at least one occasion.

Historical Context

The Familiar Gate (930) spell was released at approximately the same time as the very beginning of the Vvrael quest. The apprentice of Malaphor, a surviving royal mage of House Ashrim in exile on Ruin Creek, fled a black knight through a time rift using the spell. The black knight was killed by adventurers in the Elven Village near Danjirland. The apprentice brought an elven babe that had emerged from a rift in the enruned box that was present. This turned out to be Daephron Illian --- an ancient Faendryl sorcerer from the time of the Undead War who was responsible for opening the rift that allowed the Vvrael to enter --- whose life force was tied up in keeping the rift sealed. He rapidly aged and told his story until finally dying of old age over a period of some minutes. The Rift itself is not obviously temporal in nature, but most of its rooms correspond to Tarot. The Vvrael quest had a number of prophecy subtexts. These will be analyzed separately on Research:The Rift (planes) and Research:The Vvrael Quest.