Sanctuary: Difference between revisions

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(Created page with "A sanctuary is a place kept safe through spiritual magic. == Effects == *Hostile creatures will not enter a sanctuary. *Attacking and stealing are prohibited. *Offe...")
 
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== Types of sanctuaries ==
== Types of sanctuaries ==


'''[[Permanent sanctuary|Permanent sanctuaries]]''' are set locations that are always safe, except under extraordinary circumstances such as demonic invasions. An example of a permanent sanctuary is Town Square Central in [[Wehnimer's Landing]].
'''Permanent sanctuaries''' are set locations that are always safe, except under extraordinary circumstances such as demonic invasions. An example of a permanent sanctuary is Town Square Central in [[Wehnimer's Landing]].


'''Major sanctuaries''' are special places of refuge created through the spell [[Major Sanctuary (220)]] and separated from the outside world, connected only to a single anchoring room. It is possible for a major sanctuary to fall if the anchor room is in an area with disruptive magics that can counteract sanctuary effects.
'''Major sanctuaries''' are special places of refuge created through the spell [[Major Sanctuary (220)]] and separated from the outside world, connected only to a single anchoring room. It is possible for a major sanctuary to fall if the anchor room is in an area with disruptive magics that can counteract sanctuary effects.
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[[Picking Locks|Locksmithing]] activities, especially [[Disarming Traps|disarming traps]], are generally performed away from sanctuaries, as the possible effects of setting off a trap may require offensive actions to counteract.
[[Picking Locks|Locksmithing]] activities, especially [[Disarming Traps|disarming traps]], are generally performed away from sanctuaries, as the possible effects of setting off a trap may require offensive actions to counteract.

== See also ==

*[[List of popular resting locations]]


[[Category:Basic Mechanics]]
[[Category:Basic Mechanics]]

Revision as of 18:10, 9 June 2015

A sanctuary is a place kept safe through spiritual magic.

Effects

  • Hostile creatures will not enter a sanctuary.
  • Attacking and stealing are prohibited.
  • Offensive spells cannot be cast.
  • Spellcasting will not fail due to hindrance from armor.
  • Clerics, Empaths, and Savants can meditate.

Types of sanctuaries

Permanent sanctuaries are set locations that are always safe, except under extraordinary circumstances such as demonic invasions. An example of a permanent sanctuary is Town Square Central in Wehnimer's Landing.

Major sanctuaries are special places of refuge created through the spell Major Sanctuary (220) and separated from the outside world, connected only to a single anchoring room. It is possible for a major sanctuary to fall if the anchor room is in an area with disruptive magics that can counteract sanctuary effects.

Minor sanctuaries are ordinary rooms under the effect of a Minor Sanctuary (213) spell.

Etiquette

Locksmithing activities, especially disarming traps, are generally performed away from sanctuaries, as the possible effects of setting off a trap may require offensive actions to counteract.

See also