Research:Temporal rift: Difference between revisions

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(first pass at expansion)
(add shadow valley)
Line 58: Line 58:
Suddenly there is a horrible shriek and a bright, intense flash as XXX appears looking extremely confused!
Suddenly there is a horrible shriek and a bright, intense flash as XXX appears looking extremely confused!
</pre>
</pre>

===Movement===
The following are the messages given when moving in the temporal rift. It incurs 3 seconds of RT.
{| class="wikitable" {{prettytable}}
!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...
|}

===Area Effects===
These are random area effects within the temporal rift. Not all of them are still functional.
{| class="wikitable" {{prettytable}}
!Number || Message || Effect
|-
|1
|Dark forces tear at your soul!
|33% Spirit Loss
|-
|2
|Dark waves of energy flow overhead!
|Dispels 1 buff
|-
|3
|Things seem to slow down around you!
|Used to be Haste
|-
|4
|Space collapses upon itself almost crushing you!
|Stunned
|-
|5
|The temperature drops rapidly!
|33% Health Loss
|-
|6
|Bright lights suddenly flash around you! You feel weaker!
|Used to be an Unstrength effect
|}


==Geographical Exits==
==Geographical Exits==
Line 71: Line 125:
|1
|1
|[The Broken Lands, Jagged Plain]
|[The Broken Lands, Jagged Plain]
|Jagged Plain
|Jagged Plain (Crystal Dome)
|[[Giant fog beetle]]s, [[hooded figure]]s; meteors, boiling mud
|[[Giant fog beetle]]s, [[hooded figure]]s; meteors, boiling mud
|7450
|7450
Line 77: Line 131:
|2
|2
|[The Broken Lands, Jagged Plain]
|[The Broken Lands, Jagged Plain]
|Jagged Plain
|Jagged Plain (northeast)
|[[Giant fog beetle]]s, [[hooded figure]]s; meteors, boiling mud
|[[Giant fog beetle]]s, [[hooded figure]]s; meteors, boiling mud
|17327
|17327
Line 90: Line 144:
|[The Broken Lands, Workshop]
|[The Broken Lands, Workshop]
|Uthex Abode
|Uthex Abode
|[[Hooded figure]]s
|[[Hooded figure]]s, Sheruvians
|6629
|6629
|-
|-
Line 103: Line 157:
|Dark Grotto (southwest)
|Dark Grotto (southwest)
|[[Magru]]
|[[Magru]]
|7466
|
|-
|-
|7
|7
Line 109: Line 163:
|Dark Grotto
|Dark Grotto
|[[Myklian]], rare [[dark vortece]]s
|[[Myklian]], rare [[dark vortece]]s
|7482
|
|-
|-
|8
|8
Line 121: Line 175:
|Sheruvian Monastery (center-west)
|Sheruvian Monastery (center-west)
|[[Greater vruul]]; [[Sheruvian priest|priests]], [[Sheruvian warlock|warlocks]], [[Sheruvian monk|monks]], [[Sheruvian harbinger|harbingers]]
|[[Greater vruul]]; [[Sheruvian priest|priests]], [[Sheruvian warlock|warlocks]], [[Sheruvian monk|monks]], [[Sheruvian harbinger|harbingers]]
|6653
|
|-
|-
|10
|10
Line 136: Line 190:
|-
|-
|12
|12
|Dark Shrine, Storage Room
|[Dark Shrine, Storage Room]
|Dark Shrine (west)
|Dark Shrine (west)
|[[Lesser vruul]]
|[[Lesser vruul]]
|19272
|
|}
|}


Line 148: Line 202:
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down
Obvious paths: north, northeast, east, southeast, south, southwest, west, northwest, up, down
</pre>
</pre>

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


===Icemule===
===Icemule===
Line 246: Line 303:
===River's Rest===
===River's Rest===
There are roughly a dozen exits around 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===
===Shadow Valley===
There are approximately seven exit points within Shadow Valley.
There are at least twelve exit points within Shadow Valley. It is separate from the Landing region.

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

'''Rift Appearance:'''
<pre{{log2|margin-right=350px}}>
[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
</pre>


===Solhaven===
===Solhaven===
Line 268: Line 411:
|[Fhorian Village, Storage Shed]
|[Fhorian Village, Storage Shed]
|Fhorian Village
|Fhorian Village
|[[Wasp nest]]s
|
|12632
|12632
|-
|-
Line 274: Line 417:
|[Small House, Bedroom]
|[Small House, Bedroom]
|Fhorian Village
|Fhorian Village
|[[Wasp nest]]s
|
|12655
|12655
|-
|-
Line 280: Line 423:
|[Depths of V'Tull, Lower Eye]
|[Depths of V'Tull, Lower Eye]
|Eye of V'Tull
|Eye of V'Tull
|[[Fire elemental]], [[fire mage]], [[lava golem]]
|
|12788
|12788
|-
|-
Line 286: Line 429:
|[Glaes Vein]
|[Glaes Vein]
|Glaes Cavern
|Glaes Cavern
|[[Fire sprite]], [[red tsark]]
|
|2234
|2234
|-
|-
Line 297: Line 440:
|6
|6
|[Lava Flows, Molten Stream]
|[Lava Flows, Molten Stream]
|Lava Flows
|Lava Flows (west)
|[[Cinder wasp]]s
|[[Cinder wasp]]s, [[massive pyrothag]]s, [[skayl]]
|2126
|2126
|-
|-
|7
|7
|[Glade]
|[Glade]
|Near Kharam Dzu
|Logging Road
|None
|
|12567
|12567
|-
|-
|8
|8
|[Fish Plant, Office]
|[Fish Plant, Office]
|Fhorian Village
|
|Wasp nests
|[[Wasp nest]]s
|2098
|2098
|-
|-
Line 327: Line 470:
|11
|11
|[Mausoleum, Catacombs]
|[Mausoleum, Catacombs]
|Fhorian Village
|Mausoleum
|[[Banshee]]s
|[[Banshee]]s
|2292
|2292

Revision as of 00:17, 14 March 2019

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.

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.

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...

Area Effects

These are random area effects within the temporal rift. Not all of them are still functional.

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

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.

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.

Old Ta'Faendryl

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

Pinefar

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

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.

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 nine exits around Ta'Vaalor.

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.

Zul Logoth

There are ten exits around Zul Logoth.

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 portal 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.