Verb:SENSE

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SENSE
Type Roleplaying, System
System Magic

The SENSE verb allows characters of different professions to determine information about their surrounding areas.

Usage

Clerics and Empaths

Clerics and empaths who are familiar with the Minor Sanctuary (213) spell can SENSE an area to see if it already has a minor sanctuary running.

Messaging
Minor Sanctuary Present First Third
Yes Empath takes a deep breath and closes her eyes for a moment. A faint aura flickers around her. You open your soul to the lesser spirits in the area in an attempt to find a Minor Sanctuary. An obvious presence of peace saturates the area and a feeling of safety overwhelms you.
No You open your soul to the lesser spirits in the area in an attempt to find a Minor Sanctuary. Nothing stands out to you.

Clerics and Paladins

For those that are close to deities, the SENSE verb allows the character to detect the presence of divine spiritual influence. If detected, such influence affects the outcome of Sanctify or allows the room to be set as an anchor for Aid the Fallen. Such a location (called a "holy place") permits a Paladin to bond to a weapon via Holy Weapon (1625), or a Warrior to use the Weapon Bonding maneuver.

Such a place is also the only location that a character can change their CONVERT status via an Intercession gem prepared using Tier 5 of the Cleric Base spell Holy Receptacle.

Messaging
  • No prevalent spiritual influence
Utilizing your familiarity with the divine, you sense no prevalent spiritual influence in the area.
  • Deity present
Utilizing your familiarity with the divine, you sense the distinct presence of Lorminstra's influence in the area.
  • Multiple deities present
Utilizing your familiarity with the divine, you sense the distinct presence of Lumnis, Ronan, and Phoen's influence in the room.
  • Harmonized presence (omnishrine)
Utilizing your familiarity with the divine, you sense the harmonized presence of multiple deities' influence in the room.
  • Indiscernible higher power
Utilizing your familiarity with the divine, you sense the influence of an indiscernible higher power in the area.

Rangers

Rangers are stewards and students of nature, and as such have the ability to glean more information about the world around them than do other classes. A ranger can SENSE the "nature" of their environs, providing the ranger with useful data about available Animal Companions, climate, and terrain; the latter two are mostly of interest to those attempting to FORAGE.

Rangers can also sense non-obvious paths, or exits from a room, unless they are not supposed to be findable.

Messaging
Location First Third
Inside You carefully assess your surroundings, but find no new insight to the terrain and climate of the area.
Roundtime: 10 sec.
Ranger scans her surroundings with a puzzled look on her face.
Outside You scan your surroundings, considering the various flora and fauna found here (and noting those which are absent). The indications of the freshwater climate and the hard, flat terrain are clearly evident. You quickly note the signs of a blue-eyed mire yowler, a sleek golden brown curhound and a sleek dusky muzzlerat having recently been in the area. Circling overhead is a grey-winged light tan caracara. You also see a pair of painted glass doors.
Roundtime: 6 sec.
Ranger scans her surroundings with the alertness of a seasoned scout.

Rogues

Rogues are able to get a sense of "crowd conditions." By attempting to SENSE their surroundings, they are able to get a feel of whether an attempt to STEAL would be successful, or noticed. The rogue's training in Pickpocketing will determine how well the rogue is at using SENSE.

This differs from Lock Mastery sensing, which allows a skilled rogue to tell the conditions of a room and how they relate to the size of a lock and trap that the rogue would be able to successfully tackle.

Messaging
With a seasoned eye, you begin to scan the area...
  • Without proper pickpocketing training:
You discover that you're not really skilled enough at this to be able to tell much.
While not exactly a walk in the park (well, okay..it actually WOULD be a walk in the park if you care to be technical about it), you could probably get away with it if you made careful choices.
  • Good Conditions
You can't help but think that more favorable conditions could be found with a minimum of effort.
  • Bad Conditions
Only the most nimble or desperate of thieves would risk putting themselves at such risk, when other opportunities are surely available.

The odds aren't really in your favor, but when has that ever stopped you?

Tricky, very tricky.  The right thief could probably pull it off.  A pair would be better.

Unless you find a wealthy corpse, you would probably have more luck convincing a roa'ter to dance than you would picking a pocket here.

Sorcerers

When a sorcerer attempts to SENSE PATTERN, they will record into their tome a sequence of runes that can be used to Planar Shift (740) back to that room later. Sorcerers may also SENSE PATTERN without a tome to set a target for incanting 740 without chalk or a tome.

Sorcerers may SENSE to determine if a room is a workshop or summoning chamber. Sorcerers may also SENSE to check their current necrotic energy levels for Ensorcell (735).

Messaging
  • Nothing:
You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this area is not a magical workshop.
You attempt to discern any aspects of this area that could affect your ability to pierce the veil in any summoning exploits. Nothing stands out to you.
  • Summoning Chamber:
You attempt to discern any aspects of this room that could affect your ability to pierce the veil in any summoning exploits. An obvious connection to the valences saturates the room.

Wizards

Wizards may SENSE to determine if a room is an earthnode or a workshop, and retain the ability to detect mana pools.

Messaging
  • Public Workshop:
You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this room is a magical workshop.
  • Guild or CHE Workshop:
You study your surroundings and use your keen knowledge of the arcane.  It quickly becomes evident that this room is a strong magical workshop.
  • Non-workshop:
You study your surroundings and use your keen knowledge of the arcane.  It quickly becomes evident that this area is not a magical workshop.
  • Natural Earthnode:
You sense a convergence in the flows of essence and gather that this place must be a natural earthnode.
  • Essence Collection
You sense that you have accumulated enough essence to complete a +38 enchantment.

Bards

Bards may SENSE to determine if a room has any objects containing loresongs. Bards may also target their SENSE at specific objects.

Messaging
Details First Third
Found Nothing Eligible in Room You do not sense any particular histories resonating in the room. Bard casts an appraising gaze over his surroundings, seemingly taking in every detail.
Item Specified, but Not Eligible You do not sense any particular histories resonating within the mistwood ayr. Bard focuses his concentration, briefly studying the composition of a pale mistwood ayr.
Found Eligible Item in Room You sense the threads of history resonating within a falcon-headed cloak pin (on a wide oak shelf), some braided green cord (on a delicate maoral stand), and a sand timer (on a delicate maoral stand). Bard casts an appraising gaze over his surroundings, seemingly taking in every detail.
Item Specified and Eligible You sense a moment of history resonating within the very composition of the cloak pin. The pin may be able to reveal more to you with some lyrical coaxing. Bard focuses his concentration, briefly studying the composition of a cloak pin.

Others

For all other professions, the verb merely gives one a basic, humorous message.

Messaging
You sense you are not a wizard and thank your lucky stars.

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