User:DAID/Sandbox

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Welcome to my playground!

I just finished my guide on magically opening boxes, now located at Popping boxes.

Also tossed some quick notes on realm ending points for teleportation...

Now I'm going to start a draft page on my own character, because I'm conceited.

Magically Opening Treasure Boxes - Last Draft Version Before Release

Accessing treasure inside boxes is possible by purely magical means without any skill in Picking Locks or Disarming Traps. One may wish to do this for profit, entertainment, and/or small amounts of experience, and if done properly it can be relatively safe. When Unlock (407) is employed, this activity is colloquially known as popping boxes.

A guide to Popping Boxes

The purpose of this guide is to consolidate information relevant to magically playing with boxes into one place, as well as giving all the useful practical information relating to the relevant spells. Although the perspective is largely sorcerous, the approach attempts to be comprehensive.

As the basic prerequisite for this work is only knowing spells in either the Minor Spiritual Circle and/or Minor Elemental Circle, at least one of which is accessible by every profession (pending the release of Savants), it may be accomplished by anyone so inclined. Pures will tend to learn the relevant spells incidentally as part of their normal training path, and as such this activity tends to be more of a hobby than something to which characters are dedicated. However, there are limitations, as some boxes resist magic, and the profitability and experience gained will be less than someone dedicated to manual disarming and lockpicking skills.

Exclusion List

Boxes that are enruned, mithril, or with a glyph trap will be impervious to this approach. While the former two will be readily apparent, the latter will require more consideration.

Glyph Traps

As these traps cause difficulty for magic users, yet are not as readily apparent, some explicit discussion is insightful. Using DETECT has no risk. However, even a box with a disarmed glyph trap will still resist magic, so disarming a glyph trap is not useful for a magical approach.

  • Phase (704): CASTing Phase at a glyph trapped box will cause it to resist the magic, identifying the trap's presence.
  • Piercing Gaze (416): Will set off the trap. Although this does not harm anyone or the box, it is inconvenient.
  • Disarm (408) and Unlock (407): The box will resist the magic, but as these can set off other traps, they are poor probes.

Relevant Spells

The primary spells:

Subsidiary spells:

Relevant Skills

We presume here explicitly not to use manual skills like Picking Locks or Disarming Traps since this guide covered the purely magical approach; of course, a character could train in any fashion s/he chooses.

Relevant Stats

It can be seen that aura is the most important statistic for popping boxes. Aura enhancives can be useful for difficult boxes or better safety.

Vaporizing Boxes with Call Lightning

If the box is not impervious to magic, casting Call Lightning at it will, after the build up time, vaporize the box, spilling its contents. This is perfectly safe as long as the box does not resist magic and is on the ground; otherwise it may be fatal. Keep in mind that when a box is impervious to magic, rather than resisting Call Lightning, it will rebound the lightning bolt, probably at the caster.

None of the items inside the box will be harmed, except for any scrolls, which will be 'burned' (making them worthless in the eyes of pawnbrokers and unable to be infused), and silver coins, which will be melted into 'a rough slab of silver' which can be sold, for roughly half the value of the original silver coins, at any gemshop. The silver slab's value can be increased using the first tier of Holy Receptacle (325), Silver to Gold. However, it should be noted that because the box, and later its former contents, are on the ground, they are potentially subject to removal by the janitor, or acquisition by other characters or creatures.

Casting Call Lightning under the jurisdiction of JUSTICE will result in a charge of Endangering Public Safety, despite the fact that opening boxes this way is perfectly safe if they are not anti-magic. Find a preferred location to do your work.

Messaging

Foolishly casting a box with a glyph trap:

Suddenly a lightning bolt explodes from the small thundercloud and strikes an uncut diamond with a brilliant flash! As the bolt strikes at a battered steel strongbox, a brilliant blue light surrounds it and deflects the bolt towards you!

   ... 20 points of damage!
   Heavy shock sends you to the ground with convulsions!
   You are knocked to the ground!
   You are stunned for 7 rounds!

Foolishly forgetting to drop the box, vaporizing caster and box alike:

Suddenly a lightning bolt explodes from the small thundercloud and strikes a badly damaged fel coffer with a brilliant flash with some of the bolt hitting you!
   ... 60 points of damage!
   Terrifying electrical arc destroys spinal column one vertebra at a time!
It seems you have died, my friend. Although you cannot do anything, you are keenly aware of what is going on around you...

You mentally give a sigh of relief as you remember that the Goddess Lorminstra owes you a favor.

...departing in 16 mins...
The fel coffer is vaporized!

Success:

Suddenly a lightning bolt explodes from the small thundercloud and strikes an acid-pitted gold box with a brilliant flash! Wow, quite charred!
The gold box is vaporized!
>look

[Vornavis, West Road]
The road here was once extremely well maintained, and looks to be more like a city street than a wilderness road. Cobblestones pave the road that runs up to the remains of a broken and ruined tower to the east, and into the distance in the west. You also see a rough slab of silver, some polished red coral, a yellow sapphire, a dark cloud and a large doorway leading into the ruined tower.
Obvious paths: west

Phasing Boxes

The best use of Phase (704) is to attempt to phase a box for weightlessness. Regardless of the box's weight and the caster's lore training, if the box 'resists the magic' then the caster knows the box cannot be opened magically. For anyone with access to the spell, this is typically the easiest and safest way to find glyph traps.

Alternatively, one may attempt to phase through a box in order to retrieve its contents directly, by channeling Phase (704). No more than one item can be removed on each successful attempt, and typically a diminishing number of coins are pulled on each attempt.

You channel at a dented iron box.
Suddenly you notice the box's form dim slightly as it becomes less substantial. You quickly stick your hand inside it and fish around for something to grab.
You grab hold of something and pull it out!
You found some neat thrak hide shoes!
Roundtime: 5 sec.
Cast Roundtime 3 Seconds.
Roundtime: 3 sec.

However, phasing into boxes has a good chance of setting off any traps, and extreme failures can sever the caster's hand, leaving it inside the box.

Popping Boxes

Given that between one fifth and a quarter of the Minor Elemental Circle spells are related to getting inside treasure boxes, it's a good idea for anyone with serious training in the spell circle to familiarize themselves with the application and interaction of these spells. A character with good stats, 1x Perception, and reasonable knowledge of the Minor Elemental Circle should be able to open their own boxes from hunting.

Looking for traps with Piercing Gaze

Successful casts of Unlock (407) and Disarm (408) typically do not set off traps; however, poor attempts can set off some traps, while other traps may be set off from even the best attempt. Furthermore, although Disarm is able to help the caster find and identify traps, using that spell a caster has no way of differentiating between failing to find a trap and a box not being trapped. For these reasons it is best to begin investigating the box with Piercing Gaze which, when successful, almost always shows any trap (assuming proper training with boxes from creatures like-level and below), and it only sets off glyph traps (which while annoying is harmless).

Both Presence and Disarm Enhancement aid the power of Piercing Gaze, and it is recommended for the caster to use these first; unlike with Disarm and Unlock, the Enhancement spell will not drop automatically after casting Piercing Gaze. Piercing Gaze should then be cast at the box until the caster has one (or more) success(es); multiple successes may be desired because not all successful attempts of Piercing Gaze show traps, particularly if the trap is a difficult one.

If a trap is seen, the caster should decide their course of action based on the type of trap. Below is a comprehensive table of traps (or similar items), the messaging from Piercing Gaze to uniquely identify each, and triggering information with regard to Disarm and Unlock.

The color code correlates with potential danger rather than whether or not a trap is set off.

Trap Piercing Gaze Message 408 407
Scarab Peering closely into the lock, you spy a <type> scarab wedged into the lock mechanism. The scarab's surface is etched with tiny runes that seem to writhe as the light strikes them. Sometimes Sometimes
Poison Needle You notice what appears to be a sharp sliver of metal nestled in a hole next to the lock plate. No Sometimes*
Jaws You notice a discolored oval ring around the outside of the <box-type> which makes you suspicious. Your suspicions are confirmed when you look inside the keyhole and notice the spring-loaded jaws pressed flush against the chest walls. No No
Sphere You see a tiny sphere imbedded in the lock mechanism. Sometimes Yes
Dark Crystal You can see a small crystal imbedded in the locking mechanism. No Yes
Scales You see a cord stretched between the lid and case. Sometimes Always
Sulfur Peering through the tanik box, you notice that the lock casing is coated with a rough, grainy substance, and a small bladder is wedged between the tumblers of the lock. Always Always
Gas Cloud Looking closely into the keyhole of the lock, you spy a small vial of liquid and a tiny hammer device which seems poised to shatter it if the lock is tampered with. No Yes
Acid Vial You notice what appears to be a tiny vial placed just past the tumblers of the lock mechanism. It appears that any tampering with the lock mechanism will cause the tumblers to crush the vial. Sometimes Yes
Springs Peering through the <adjective> <box-type>, you notice that the hinges have some springs incorporated into the design in an unusual fashion. No Yes
Fire Vial Looking closely into the keyhole of the lock, you spy a small vial of fire-red liquid and a tiny hammer device which seems poised to shatter it if the lock is tampered with. No Yes
Spores You see a thin tube extending from the lock mechanism down into the <box-type>. The tube appears to be filled with a greenish powder. No Yes
Plate There appears to be a plate over the lock, sealing it and preventing any access to the tumblers. No No
Glyph N/A N/A N/A
Rods Near the lock mechanism, you notice a pair of small metal rods a hair's width from rubbing together. Sometimes Yes
Boomer The inside chamber is lined with some unidentifiable substance. sometimes Yes
Notes:
* Poison needle traps can be set off by Unlock, but this is entirely harmless.
Sulfur traps are always set off once detected, but not set off by Disarm probing...
Gas cloud traps are set off by directly popping, but the gas cloud immediately begins dissipating. However, if JUSTICE is active it will result in a charge for Endangering Public Safety.

It can be seen that trap properties vary widely, clearly motivating the use of Piercing Gaze. Traps range from the least threatening ones that are not triggered via Unlock and may be safely ignored (e.g. Plated) to the most dangerous traps which are always triggered by either Disarm and/or Unlock (e.g. Sulfur). Keep in mind that boxes with traps easily set off by Disarm and/or Unlock are safe targets for Call Lightning. The most judgement is required for traps which are only sometimes set off by Disarm.

Scarabs

For instance, sky-blue and sea-green glaes scarabs inflict powerful disease and poison, respectively, and if the caster or a companion has access to Undisease (113) or Unpoison (114) one might disregard the risk of triggering the trap with Disarm or even directly Unlocking it. However, as scarabs are deactivated by Disarm do not fall to the ground and cannot be sold, one may wish to have the box manually disarmed.

In the case one intentionally sets off blue and green scarabs by simply Unlocking those boxes, it is a good idea to know the messaging (shown here for a sea-green scarab):

As you cast your spell on the strongbox, you hear the buzzing of a tiny insect coming from within. Suddenly, something darts out of the lock and flies straight at you! You attempt to duck out of the way, but it weaves with you and lands on your neck! You gasp in horror as you feel its stinger enter your flesh and you clap your hand to your neck to stop it, but there is nothing there. You suddenly feel very ill.

As such scarabs do not induce any RT, if the caster is removing the disease or poison him/herself, the caster must only way for the cast time of Unlock to lapse. There are also alchemy potions for Undisease and Unpoison. Either way, one should have quick actions and not forget the proper remedy. A simple trick to remember which of these spells are which numbers, and which scarab colors are which illness, one need merely remember that the spell number (113/114), initial letter of the illness ('d' or 'p'), and initial letter of the alchemy potion and scarab ('b' or 'g') correlate in numeric and alphabetic order. That is, 113 is before 114, 'd' is before 'p', and 'b' is before 'g'; thus 113 is for diseases which are blue, and 114 is for poisons which are green.

Messaging

Failure (does not necessarily mean there is a trap):

You gesture at a badly damaged iron trunk.
You gaze at the trunk but your vision is obscured.
Cast Roundtime 3 Seconds.

Success with no evident trap:

You gesture at an engraved wooden strongbox.
You gaze at the strongbox and see. . .

An engraved wooden strongbox which contains:
   A pink-banded coquina shell (in)
   A snake-etched ora crown (in)
   A large pink pearl (in)
   An uncut star-of-Tamzyrr diamond (in)
   Some silver coins (in)


Cast Roundtime 3 Seconds.

Success with an evident (and very dangerous) trap:

You gesture at an acid-pitted steel trunk.
You gaze at the trunk and see. . .

An acid-pitted steel trunk which contains:
   A green malachite stone (in)
   Some ambrominas leaf (in)
   Some silver coins (in)


Peering through the steel trunk, you notice that the lock casing is coated with a rough, grainy substance, and a small bladder is wedged between the tumblers of the lock.
Cast Roundtime 3 Seconds.

Magically Disarming a trap

After a trap is found via Piercing Gaze or Disarm, the caster will retain the trap in mind for a few minutes and may directly attempt to Disarm it. If Piercing Gaze is not used, or there is a lapse of time between viewing the trap and attempting to Disarm it, initial casts of Disarm will first probe for traps. Note that a trap found via the manual skills DETECT and/or DISARM will still need to be observed by a magical means before it can be magically disarmed.

Disarm Enhancement assists for magically Disarming traps, but regardless of the outcome, the the Enhancement spell will drop immediately after each Disarm attempt. Thus for the best chances of success, a caster should cast 404 and 408 sequentially until the trap is disabled, meaning each attempt requires six seconds and twelve mana. The process can be sped up by omitting the use of Disarm Enhancement and instead using Rapid Fire (515).

Messaging

Unsuccessful attempt to detect a trap, including use of Disarm Enhancement (trap is not in the caster's mind):

You gesture at a badly damaged steel chest.
You begin to probe the chest for unusual mechanisms...The chest vibrates slightly but nothing else happens.
The focused look leaves you.
Cast Roundtime 3 Seconds.

Unsuccessful attempt after the trap has been detected, including use of Disarm Enhancement:

You gesture at a simple thanot strongbox.
Now to isolate the offending mechanism and disable it...The strongbox vibrates slightly but nothing else happens.
The focused look leaves you.
Cast Roundtime 3 Seconds.

Successful attempt, including use of Disarm Enhancement:

You gesture at a simple thanot strongbox.
Now to isolate the offending mechanism and disable it...The strongbox pulses once with a deep crimson light!
The focused look leaves you.
Cast Roundtime 3 Seconds.

Viewing most traps after they are successfully disarmed will involve messaging including a 'crimson glow', which may be relevant if a caster Disarms but does not Unlock a box and forgets about its status, or Disarms a trap but experiences difficulty Unlocking the box and has the box manually picked.

Magically opening the box

If a caster has determined via Piercing Gaze and/or Disarm that it is safe enough, Unlock should be cast at the box until it is opened and the treasure can be removed from within. This is the only way to gain experience with boxes through purely magical means, granting between 5 and 20 experience each.

As the case with Disarm Enhancement and Disarm, Lock Pick Enhancement assists for magically Unlocking boxes, and regardless of the outcome, the enhancement spell will drop after each Unlock attempt. Thus for the best chances of success, a caster should cast 403 and 407 sequentially until the box's lid flies open, meaning each attempt requires six seconds and ten mana. The process can be sped up by omitting the use of Lock Pick Enhancement and instead using Rapid Fire (515).

Messaging

Unsuccessful attempt including use of Lock Pick Enhancement:

You gesture at a battered iron box.
The box vibrates slightly but nothing else happens.
The scintillating light fades from your hands.
Cast Roundtime 3 Seconds.

Successful attempt including use of Lock Pick Enhancement:

You gesture at a battered iron box.
You hear a soft click from the box and it suddenly flies open.
The scintillating light fades from your hands.
Cast Roundtime 3 Seconds.

Very poor attempts or fumbles sometimes result in no messaging at all, which is one of the very few feedback mechanisms provided by this spell. Traps can be set off either on poor attempts or successful attempts, depending on the type of trap.

Additional Information

Realm Ending Points

To clean up later, using Lich ID numbers or something, but should be useful to know the precise breaking points of realms for various intrarealm teleport (gold rings, 130, 225, Travel Song, Planar Shift, etc etc etc). See eg Kastrel's Planar Shift Guide Realm Colors as note the places with the same color are the same realm.

Straight from my runebook:

1. a set of squiggly aquamarine "beq-beq-sh-gy-op" sigils [Solhaven, North Market]
2. a set of circular aquamarine "beq-beq-sh-gy-th" glyphs [Solhaven, Liabo Plaza]
3. a set of angular aquamarine "beq-zi-op-op-zi" glyphs [Vornavis, Broken Tower]
4. a set of curving slate grey "beq-eks-pu-jil-ka" glyphs [Northern Caravansary, Stockade]
5. a set of angular aquamarine "beq-noj-eda-wo-zi" runes [Redwing Spire, Planning Room]
6. a set of twisting aquamarine "zi-ka-fs-pu-rov" signs [Solhaven, South Market]
7. a set of circular aquamarine "zi-ka-fs-so-th" sigils [Solhaven, Beacon Tower]
8. a set of twisting slate grey "beq-eks-pu-jil-rov" glyphs [Northern Caravansary, Green]
9. a set of curving slate grey "beq-eks-pu-jil-ka" glyphs [Northern Caravansary, Stockade]
10. a set of curving stone grey "ul-str-ka-rov-ve" glyphs [Plateau, Flynth River]
11. a set of spiraling stone grey "ul-str-ka-rov-ch" symbols [Tor Aganrahk, Switchbacks]
12. a set of broken stone grey "beq-eks-eks-fs-so" glyphs [Zortahg's Spine, Highroad]
13. a set of sinuous stone grey "beq-eks-eks-pu-lu" symbols [Stoneharrow Swale, Roadway]
14. a set of broken stone grey "beq-eks-eks-pu-eda" glyphs [Stoneharrow Swale]
15. a set of jagged ash grey "beq-eks-so-mer-beq" symbols [Cairnfang Pineforest, Bridge]
16. a set of curving aquamarine "beq-eks-gy-rov-gy" symbols [Marshtown, Glok's Pier]


1. a set of squiggly twilight grey "mer-pu-jil" glyphs [Wehnimer's, Land's End Rd.]
2. a set of squiggly twilight grey "mer-th-jil" runes [Town Square Central]
3. a set of jagged twilight grey "aq-beq-beq" glyphs [Town Square, Small Park]
4. a set of twisting twilight grey "ve-fs-gy-rov" sigils [Courtyard]
5. a set of broken twilight grey "im-op-eda" symbols [Graveyard, Crypt]
6. a set of curving twilight grey "rov-qom-eda-gy" sigils [Lysierian Hills, A Small Shrine]
7. a set of angular twilight grey "rov-ac-so-sh" sigils [Monastery, Misty Chamber]
8. a set of jagged twilight grey "es-hee-so-mer-eks" sigils [Inside the Glacier]
9. a set of sinuous twilight grey "ve-rov-ty" glyphs [Foothills]
10. a set of thin twilight grey "ul-qom-str" symbols [Baker's Shop, Alcove]
11. a set of broken twilight grey "ty-qom-eda" glyphs [Spider Temple, Near Altar]
12. a set of twisting twilight grey "ty-ac-fs-pu" glyphs [Sea Caverns, Stagnant Pool]
13. a set of sinuous twilight grey "es-hee-lu-ty-lu" signs [Temple, Crypt]
14. a set of twisting twilight grey "mer-th-pu-qom" glyphs [A Faint Path]
15. a set of circular twilight grey "es-gy-rov-ve-mer" sigils [Locksmehr River, South Dock]
16. a set of squiggly twilight grey "es-hee-so-mer-jil" runes [Glatoph, Glacier]
17.
18.
19.
20. a set of thin twilight grey "pu-ty-wo" runes [Abandoned Inn, Ruined Workshop]


1. a set of squiggly frosty white "ul-str-gy-aq-jil" glyphs [Icemule Trace, Town Center]
2. a set of sinuous frosty white "beq-es-so-mer-ul" symbols [Abandoned Farm, Garden]
3. a set of jagged frosty white "beq-es-eks-noj-beq" signs [Ice Plains, Shrine]
4. a set of angular frosty white "beq-hee-op-op-sh" runes [Northern Slopes, Rocky Incline]
5. a set of spiraling frosty white "beq-hee-op-op-aq" glyphs [Northern Slopes, Rock Ledge]
6. a set of angular frosty white "ul-str-so-fs-sh" glyphs [Tartifacts, Balcony]
7. a set of curving ghostly white "ul-str-pu-jil-ka" glyphs [Glatoph, Glacier Chasm]
8. a set of squiggly ghostly white "ul-str-pu-jil-im" runes [Snowy Plains, Bridge]
9. a set of squiggly pearly white "ul-str-pu-qom-jil" glyphs [Snowy Plains, The River]
10. a set of squiggly pearly white "ul-str-pu-ty-op" runes [Blue Glacier, Mountain Pass]
11. a set of squiggly bone white "ul-str-pu-fs-im" glyphs [Icemule Trail, Tundra]
12. a set of spiraling bone white "ul-str-pu-ay-aq" symbols [Icemule Trail, Snowy Forest]
13. a set of sinuous frosty white "beq-es-sh-im-ty" symbols [Icemule Trace, Forest]

Kaldonis Harvest-Moon

Kaldonis hails from a small farming community near the outskirts of Icemule Trace, typical of his Paradis ancestry. A product of his environment, he has experienced a sequence of traumas in life, beginning with the destruction of his village and most of the Harvest-Moon clan. A wandering band of sylvans took him in, where he learned about the Lady Imaera and shaping flesh to suit any purpose, as well as being introduced to spiritual magic. Out wandering one day, he was kidnapped by a clan of Dhe'nari for culinary and experimental purposes, including being sent to Lorae'tyr on numerous occasions, complicating any attempt to quantify his time in captivity. His service to the dark elves terminated upon his escape by squirming into an unstable interplanar rift. Already missing some extremities and exiting well above the ground, he landed abruptly in Kharam Dzu with a sickening thud. Unable to discern any useful information amidst his endless screams and prognostications for the future, he was escorted by the local dwarves to Teras Asylum in short order, where he remained for some decades. His stay there did little to cure, and likely only added to, his tormented mental condition. His strange fascination with the smell of socks found him one day in a laundry bag, leading to his inadvertent release back into the world...

He has been hiding in exile in River's Rest ever since.

Appearance

You see Keeper Kaldonis Harvest-Moon the Witch Doctor.
He appears to be a Halfling.
He is diminutive and appears to be decrepit with age. He has hazy mismatched violet and green eyes and waxy sallow skin. He has ankle-length, knotted silvery white hair with a large bald spot. He has an emaciated face and large feet.
He has a tattooed rendition of a large-pupiled eye on his forehead, a series of numbers boldly inked on the back of his neck, and a tattooed Faendryl pentagram on his wrist.
He is in good shape.
He is holding a flame-etched ebonwood staff capped with a rusty doorknob in his right hand.
He is wearing a sunshine yellow wide-brimmed wicker hat with woven golden daffodils and sunflowers cascading down the sides, a sickly faewood mask grossly contorted into a scream, a pulsating blue sunstone earring, a starched white ritual robe covered with a thick layer of black soot, an oversized silk cloak with muddy footprints stamped about the hem, a blood-eagle feather talisman, a moonflower amulet covered with a blue crystal carapace, a golden brown acorn amulet, a harvest moon charm, a deep crimson silk sash, a gore-covered troll-leg backsheath, a polished maple baby rattle, a mithril chain wristlet, a hoary green tourmaline band, a braided leather rope belt with an ink-black ribbon woven into the braids, a snap-top small metal case, an inky black pouch intricately woven with verlok feathers and clasped with a polished runestone button, and some mismatched black and grey socks sporting a large hole in one toe.

For later expansion

Vathon says, "This is a direct quote from Chournd Dralhavaen Faendryl, a Sorcerer who was lucky enough to return from Lorae'tyr."

Vathon recites:

  "I passed through the veil at the Hour of Lumnis. I was there but a few moments, but when I returned I found myself in a completely different manor. The residents were quite startled to see me, and with some questioning I determined that I had been gone three hundred and ninety-two years. My manor had been sold, razed and rebuilt in my absence. I have aged not one bit."