Spirit Guide (130): Difference between revisions

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'''Spirit Guide''' causes the caster and his or her group to return to one of several different locales within each realm. In some areas, one or more of the locations this spell can move you to are potentially dangerous. This is a powerful teleport spell and is useful for getting a party out of danger quickly (if you're lucky).
Teleports the caster and his or her group back to the safety of the nearest town (or nearest designated spot within the realm).

== Nausea ==

Upon using this spell, the caster (but not their group) will be subject to variable, but potentially severe amounts of nausea. At baseline training, this nausea comes in three waves, each capable of inflicting up to 60 RT and leaving the caster prone and in more offensive stances.


== Lore Benefits ==
== Lore Benefits ==
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[[Spiritual Lore, Summoning]] decreases the random range of the landing location.
[[Spiritual Lore, Summoning]] decreases the random range of the landing location.


== Nausea ==
Continued training in Minor Spiritual spells helps reduce the number of random landing locations.


Due to the violent nature of the translocation, the caster of the spell will be subject to mild to intense nausea as a result of casting this spell.
Training in [[Physical Fitness]] as well as the caster's [[Constitution]] bonus determine the number of waves of nausea. This is not a flat threshold, but with increased training, one will find that they will sometimes recieve only two waves of nausea, until they never suffer three waves at all. Eventually, the caster will be recieving only one wave of nausea. Finally, extremely high amounts of training and Constitution can result in the ability to recieve no nausea cycle at all, albeit only the most incredibly trained Empaths would ever be able to guarantee no nausea backlash.


At baseline training, this nausea comes in three waves, each capable of inflicting up to 60 RT and leaving the caster prone and in more offensive stances.
[[Spirit Mana Control]] will reduce the possible severity of the sickness. The training reduces the floor of the severity, allowing a chance to receive a lesser severity. Such training does not exclude you from higher levels of nausea. At least one of the possible unlocked severities of nausea results in no RT at all.

Training in [[Physical Fitness]] as well as the caster's [[Constitution]] bonus determine the number of waves of nausea. This is not a flat threshold, but with increased training, one will find that they will sometimes receive only two waves of nausea, until they never suffer three waves at all. Eventually, the caster will be receiving only one wave of nausea. Finally, extremely high amounts of training and Constitution can result in the ability to receive no nausea cycle at all, albeit only the most incredibly trained Empaths would ever be able to guarantee no nausea backlash.

[[Spirit Mana Control]] reduces the possible severity of the sickness. The training reduces the floor of the severity, allowing a chance to receive a lesser severity. Such training does not exclude you from higher levels of nausea. At least one of the possible unlocked severities of nausea results in no RT at all.


== Location of Landing ==
== Location of Landing ==

Each realm has a ranked list of 15 landing locations, some possibly repeating, numbered from 0 to 14.

To determine which location is landed on, a random number between 0 and 6 is generated. For every 30 ranks of Minor Spiritual spell ranks, subtract 1 from the number. (If the caster cannot learn spells from the Spiritual sphere, then add 5 instead.) For Clerics with [[Prayer (313)]] active, subtract another random number from 0 to 3.

If the resulting number is less than or equal to 0, then a new random number is generated from 0 to 4.

Lastly, subtract [Seed 10 [[summation]] of Spiritual Lore, Summoning ranks) / 2] for the landing location. If the result is negative then use Location #0.

''While the list contains 15 locations, the formula will only ever generate a number between 0 to 11, so the final 3 locations are unused. Native casters of Spirit Guide will only land between #0 to #5. The distribution when first learning the spell is uneven, with a 6% chance of landing on Location #0, 20% for each of Locations #1 through #4, and 14% for Location #5. Training in Spiritual Lore, Summoning removes the lower-ranked locations from the list, and the caster will always land on Location #0 with 145 ranks of Summoning and 30 MnS, or 108 ranks of Summoning and 60 MnS.''


=== [[Icemule Trace]] ===
=== [[Icemule Trace]] ===


* Town Center
*Town Center
* Hall of Rebirth
*Hall of Rebirth
* Temple Burrow, Penguin Hill
*Temple Burrow, Penguin Hill


=== [[River's Rest]] ===
=== [[River's Rest]] ===
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=== [[Solhaven]] ===
=== [[Solhaven]] ===


* North Market
*North Market
* South Market
*South Market
* Liabo Plaza
*Liabo Plaza
* Lornon Court
*Lornon Court
* Beacon Tower
*Beacon Tower
* Market Bridge
*Market Bridge


=== [[Ta'Illistim]] ===
=== [[Ta'Illistim]] ===


* Hanging Gardens/Dais
*Hanging Gardens/Dais
* Briarstone Court
*Briarstone Court
*Shimmarglin Court
* Sylvar Pointe
*Sylvar Pointe
* Whistler's Pass, outside the Sapphire Gate
*Whistler's Pass, outside the Sapphire Gate


=== [[Ta'Vaalor]] ===
=== [[Ta'Vaalor]] ===
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''Ta'Vaalor is magically warded against teleportation directly into the city.''
''Ta'Vaalor is magically warded against teleportation directly into the city.''


* Victory Gate (southwest), exterior
*Victory Gate (southwest), exterior


=== [[Wehnimer's Landing]] ===
=== [[Wehnimer's Landing]] ===


*Land's End Road
* Town Square Central
*Erebor Square
* Land's End Road
* Erebor Square
*Town Square Central
* Garden (far southeast end of town)
*Garden (far southeast end of town)
* North Dock
*North Dock


=== [[Old Ta'Faendryl]] ===
=== [[Old Ta'Faendryl]] ===


* Cottage, Niche (safe)
*Cottage, Niche (safe)
* Ta'Faendryl Approach, between barrier and entry portal
*Ta'Faendryl Approach, between barrier and entry portal
* Basilica, throne room
*Basilica, throne room


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== See also ==

*[[Minor Spiritual (saved posts)#Spirit Guide (130)]]


== External Links ==
== External Links ==

Revision as of 17:15, 18 May 2015

Spirit Guide (130)
Mnemonic [SPIRGUIDE]
Duration Instantaneous
Utility Magic  
Subtype Travel 
Availability Group 
Minor Spiritual Spells
Spirit Warding I (101) Defensive
Spirit Barrier (102) Defensive
Spirit Defense (103) Defensive
Disease Resistance (104) Defensive
Poison Resistance (105) Defensive
Spirit Fog (106) Defensive
Spirit Warding II (107) Defensive
Stun Relief (108) Utility
Dispel Invisibility (109) Utility
Unbalance (110) Attack
Fire Spirit (111) Attack
Water Walking (112) Utility
Undisease (113) Utility
Unpoison (114) Utility
Fasthr's Reward (115) Defensive
Locate Person (116) Utility
Spirit Strike (117) Offensive
Web (118) Attack
Spirit Dispel (119) Utility
Lesser Shroud (120) Defensive
Call Lightning (125) Attack
Spirit Guide (130) Utility
Searing Light (135) Attack
Wall of Force (140) Defensive


Spirit Guide causes the caster and his or her group to return to one of several different locales within each realm. In some areas, one or more of the locations this spell can move you to are potentially dangerous. This is a powerful teleport spell and is useful for getting a party out of danger quickly (if you're lucky).

Lore Benefits

Spiritual Lore, Summoning decreases the random range of the landing location.

Nausea

Due to the violent nature of the translocation, the caster of the spell will be subject to mild to intense nausea as a result of casting this spell.

At baseline training, this nausea comes in three waves, each capable of inflicting up to 60 RT and leaving the caster prone and in more offensive stances.

Training in Physical Fitness as well as the caster's Constitution bonus determine the number of waves of nausea. This is not a flat threshold, but with increased training, one will find that they will sometimes receive only two waves of nausea, until they never suffer three waves at all. Eventually, the caster will be receiving only one wave of nausea. Finally, extremely high amounts of training and Constitution can result in the ability to receive no nausea cycle at all, albeit only the most incredibly trained Empaths would ever be able to guarantee no nausea backlash.

Spirit Mana Control reduces the possible severity of the sickness. The training reduces the floor of the severity, allowing a chance to receive a lesser severity. Such training does not exclude you from higher levels of nausea. At least one of the possible unlocked severities of nausea results in no RT at all.

Location of Landing

Each realm has a ranked list of 15 landing locations, some possibly repeating, numbered from 0 to 14.

To determine which location is landed on, a random number between 0 and 6 is generated. For every 30 ranks of Minor Spiritual spell ranks, subtract 1 from the number. (If the caster cannot learn spells from the Spiritual sphere, then add 5 instead.) For Clerics with Prayer (313) active, subtract another random number from 0 to 3.

If the resulting number is less than or equal to 0, then a new random number is generated from 0 to 4.

Lastly, subtract [Seed 10 summation of Spiritual Lore, Summoning ranks) / 2] for the landing location. If the result is negative then use Location #0.

While the list contains 15 locations, the formula will only ever generate a number between 0 to 11, so the final 3 locations are unused. Native casters of Spirit Guide will only land between #0 to #5. The distribution when first learning the spell is uneven, with a 6% chance of landing on Location #0, 20% for each of Locations #1 through #4, and 14% for Location #5. Training in Spiritual Lore, Summoning removes the lower-ranked locations from the list, and the caster will always land on Location #0 with 145 ranks of Summoning and 30 MnS, or 108 ranks of Summoning and 60 MnS.

Icemule Trace

  • Town Center
  • Hall of Rebirth
  • Temple Burrow, Penguin Hill

River's Rest

  • Commons Circle (west of Town Commons)
  • Sanctuary
  • River's Rest Inn, Lobby

Solhaven

  • North Market
  • South Market
  • Liabo Plaza
  • Lornon Court
  • Beacon Tower
  • Market Bridge

Ta'Illistim

  • Hanging Gardens/Dais
  • Briarstone Court
  • Shimmarglin Court
  • Sylvar Pointe
  • Whistler's Pass, outside the Sapphire Gate

Ta'Vaalor

Ta'Vaalor is magically warded against teleportation directly into the city.

  • Victory Gate (southwest), exterior

Wehnimer's Landing

  • Land's End Road
  • Erebor Square
  • Town Square Central
  • Garden (far southeast end of town)
  • North Dock

Old Ta'Faendryl

  • Cottage, Niche (safe)
  • Ta'Faendryl Approach, between barrier and entry portal
  • Basilica, throne room
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See also

External Links