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Dayko
05-31-2011, 04:03 PM
Okay, maybe you guys know about this already but I just wanted to give this out which I find very neat when I find out afterwards I didn't have my familiar summoned Lol.


I>incant 930
You trace a series of glowing runes while chanting the phrase for Familiar Gate...
Your spell is ready.
You gesture.
You focus the energies of your spell as you attempt to link with your familiar, but suddenly realize that you do not have one summoned!
Your invisibility falls.
Hazy essence suddenly swirls around you, shrouding the world in a wash of blue-grey. Bizarre, alien sounds assault your ears, filling your senses with a discordant din. Slowly, the misty essence begins to dissipate, taking with it the scene that had surrounded you.
[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
Roundtime: 5 sec.
Cast Roundtime 3 Seconds.
(Forcing stance down to guarded)
Second view

Dayko traces a series of glowing runes while chanting an arcane phrase...
Dayko gestures.
A panicked look briefly crosses Dayko's face as he 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, Dayko is nowhere to be seen.

Fallen
05-31-2011, 04:05 PM
Hah! I did not know that was possible.

Dayko
05-31-2011, 04:08 PM
Hah! I did not know that was possible.
Yeah that's insane


[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
R>
The temperature drops rapidly!
You are injured!


Dark forces tear at your soul!
You feel drained!

msconstrew
05-31-2011, 04:09 PM
I didn't know about this, either. Very cool.

Dayko
05-31-2011, 04:13 PM
Thankfully it didn't kill me but when I went "up" this happened.


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...
[Colossus, Crown]
The king's stone locks have been blasted by centuries of wind, and the head that was once crowned and full is bald now except for a few rounded protrusions. As you gaze out across the lands before you, you feel as though you too are an immortal ruler surveying your lands. But the lands are barren and the wind buffets you with fits of mocking laughter. You also see a great furrowed brow and a chipped and fractured ear.
Obvious paths: none

JustDan
05-31-2011, 04:17 PM
I've had that happen a LOT. It's the same place a box sends you when you set off a glyph. And I've had it drop me in some FUN places when I finally got out. The glaes tunnels underneath the volcano on Teras for one...

Dayko
05-31-2011, 04:20 PM
Fortunately I found out anywhere the rift takes you to is a node.

[Lysierian Hills, A Small Shrine]
There is a feeling of utter tranquility here, and a strange, sweet scent. You also see a simple stone altar with a small carving on it, some ancient tapestries and a jeweled skylight.
Obvious exits: out
>sense
You study your surroundings and use your keen knowledge of the arcane. It quickly becomes evident that this room is not a magical workshop.
You sense a convergence in the flows of essence and gather that this place must be a natural earthnode.
You do not detect the distinct harmonies of a mana pool.

Eoghain
05-31-2011, 04:51 PM
Do rifts from rift traps drop you in other realms than where they picked you up from? Or is it usually somewhere random in the same realm you triggered the trap?

Fun!

Fallen
05-31-2011, 04:56 PM
From boxes in OTF, they always drop you in OTF.

WRoss
05-31-2011, 06:06 PM
From boxes in OTF, they always drop you in OTF.

When I had a picker in my crew, this never happened to me. I always got dropped into other rooms around Illistim.

Fallen
05-31-2011, 06:17 PM
Odd. I would 416 all boxes on the ground. If I get sucked in I just wander around until I pop back out somewhere in OTF.

droit
05-31-2011, 06:46 PM
Triggering a temporal rift in the Drakes Shrine used to automatically drop you in the Cavern of the Ages, thus bypassing the spell stripping pool. We used to carry empty glyphed boxes and 416 imbeds just for that purpose. It got fixed, though.

Eoghain
05-31-2011, 06:52 PM
Odd. I would 416 all boxes on the ground. If I get sucked in I just wander around until I pop back out somewhere in OTF.

Did you 416 them inside OTF, Evarin? That would make sense if it leaves you in the same realm.

Fallen
05-31-2011, 06:59 PM
Yep.

droit
05-31-2011, 06:59 PM
It's definitely realm based.

Dayko
05-31-2011, 07:03 PM
It's definitely realm based.
Mostly take you to nodes actually.

Queleri
05-31-2011, 09:13 PM
While I find the fail interesting, why is it if a sorcerer had a fail on something like that it would probably be instant damage/death? WTF pwn'ed by wizards again.

Tolwynn
05-31-2011, 09:16 PM
... except wizards get damaged or possibly killed on a failed familiar gate roll. So maybe not so much.

thefarmer
05-31-2011, 09:18 PM
Watch out for Rift sharks

Gelston
05-31-2011, 09:46 PM
While I find the fail interesting, why is it if a sorcerer had a fail on something like that it would probably be instant damage/death? WTF pwn'ed by wizards again.

Because casting 930 without a familiar isn't a fail(mechanically). It is casting 930 without a familiar.

DaCapn
06-01-2011, 02:28 AM
... except wizards get damaged or possibly killed on a failed familiar gate roll. So maybe not so much.

And the spell is literally nothing more than a wound machine for 10+ levels after you get it. It might as well be 950. Does it get better going between intrarealm regions? Getting into town from greater ice giants in Icemule required 2-3 casts last time I used it (discounting test-casts to find out whether or not I was within range).