Perceive command: Difference between revisions

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== Overview ==
{{RTOC}}
{{RTOC}}
Using the '''{{tt|Perceive}}''', '''{{tt|Concentrate}}''', or '''{{tt|Power}}''' command, your character will attempt to perceive the [[mana]] available in the local area, or other magical qualities as specified. The result is based on the character's [[Attunement skill]].
As a magic user, you can type {{tt|PERCEIVE}}, {{tt|CONCENTRATE}} or {{tt|POWER}} to determine the [[mana]] available for your spells.  As you get more [[Attunement skill]], you'll also be able to sense mana in neighboring areas.


As a [[Sigil harvesting|sigil]] harvester, you can type {{tt|PERCEIVE SIGIL}} to try and locate sigil patterns in the area.  Your skill with [[Arcana skill|arcana]], [[Perception skill|perception]] and [[Outdoorsmanship skill|outdoorsmanship]] will help with this effort.  Multiple attempts will be required to identify primary and secondary sigils for you to further clarify or scribe.
==Use==

Use {{tt|TOGGLE MANA}} to show numerical ratings when perceiving mana.

==Perceive Use (Magic)==
The default roundtime for perceiving mana varies between 8 and 12 seconds. Every 60 ranks of Attunement the minimum and maximum roundtimes drop by 1 second up to 300 ranks (3-7 seconds). Every 60 ranks after 300 the maximum roundtime drops by 1 second until 540 ranks when every perceive will take 3 seconds.
The default roundtime for perceiving mana varies between 8 and 12 seconds. Every 60 ranks of Attunement the minimum and maximum roundtimes drop by 1 second up to 300 ranks (3-7 seconds). Every 60 ranks after 300 the maximum roundtime drops by 1 second until 540 ranks when every perceive will take 3 seconds.


{{tt|PERCEIVE}} Provides an overview of the current mana level, a list of your active spells, and how much mana you are putting into a prepared spell (note: this does not include any harnessed mana).<blockquote>>per
At around 100 ranks you can get a sense of whether the mana in a room over is hotter or colder than your current room. At around 300 ranks you will see the absolute mana value of the adjacent rooms (so instead of "it's better" you'd get "it's lambent").

You reach out with your senses and see shimmering (9/21) streams of roiling Elemental mana coursing through the area.

Letting your senses extend further, you feel there is around the same mana to the west, immensely less mana to the southeast, and immensely less mana to the northeast.

You sense the Sure Footing spell upon you, which will last for about nine roisaen.

You sense the Swirling Winds spell upon you, which will last for about nine roisaen.

You sense the Manifest Force spell surrounding you, which will last for ten roisaen or until it has endured six more blows.

You are preparing the Ethereal Shield spell at twelve mana.

Roundtime: 6 sec.</blockquote>

{{tt|PERCEIVE SELF}} has no roundtime. (This was to bring it in line with the Thief ability: {{tt|KHRI CHECK}})<blockquote>>per self

You sense the Sure Footing spell upon you, which will last for about eight roisaen.

You sense the Swirling Winds spell upon you, which will last for about eight roisaen.

You sense the Manifest Force spell surrounding you, which will last for nine roisaen or until it has endured six more blows.

You sense the Gam Irnan spell upon you, which will last for about eight roisaen.

You sense the Tailwind spell upon you, which will last for about nine roisaen.

></blockquote>At around 100 ranks you can get a sense of whether the adjacent rooms have more or less mana than the current room. <blockquote>>per

You reach out with your senses and see dull (4/21) streams of roiling Elemental mana coursing through the area.

'''Letting your senses extend further, you feel there is much more mana to the southeast, moderately more mana to the east, and much more mana to the north.'''

Roundtime: 4 sec.</blockquote>At around 180 ranks, you begin to Perceive spells beyond your own that are active in your current room or area.<blockquote>>per

You reach out with your senses and see lambent (12/21) streams of roiling Elemental mana coursing through the area.

Letting your senses extend further, you feel there is much less mana to the west, incredibly less mana to the southeast, and incredibly less mana to the northeast.

You sense the Swirling Winds spell upon you, which will last for about eight roisaen.

'''You sense the Zephyr spell in the area, which will last for about two roisaen.'''

'''You sense an Ethereal Fissure spell matrix infusing the available mana streams with a decent amount of extra elemental energy.'''

'''The Ethereal Fissure should last for approximately fifteen roisaen.'''



Roundtime: 6 sec.</blockquote>


At around 300 ranks you will see the absolute mana value of the adjacent rooms (so instead of "you feel there is much more mana to the southeast" you would see "there are lambent streams of mana to the southeast")

For training, the timer on exp award for {{tt|POW}} or {{tt|PERC}} in a single area is 60 seconds.


Mana appears differently to different guilds:
Mana appears differently to different guilds:
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*Necromancers see black Necromantic mana oozing through the area.
*Necromancers see black Necromantic mana oozing through the area.


{{tt|Perceive}}, {{tt|concentrate}}, and {{tt|power}} are synonyms and may be used interchangeably.
{{tt|Perceive}}, {{tt|concentrate}}, and {{tt|power}} (in a magic context) are synonyms and may be used interchangeably.


== Use (Sigil Harvesting & Enchanting) ==
==Syntax==

* {{tt|PERCEIVE}} is also used in [[sigil harvesting]], a part of [[Enchanting]].
* {{tt|PERCEIVE SIGIL}} - Checks the area for enchanting sigils to harvest.
* {{tt|PERCEIVE SIGIL INFO}} - Clarifies what sigils have been identified in the area.
* {{tt|PERCEIVE SIGIL IMPROVE}} - Attempts to improve a discovered sigil.

==Syntax (Magic)==
These options are available to all magic-using guilds:
These options are available to all magic-using guilds:

*{{tt|PERCEIVE}}: Provides an overview of current mana, lists your active spells, and whether you are preparing a spell.<br />
*{{tt|PERCEIVE AREA}}: Checks the room for active spells.<br />
* {{tt|PERCEIVE}}: Provides an overview of current mana level, lists your active spells, and whether you are preparing a spell.
*{{tt|PERCEIVE SELF}}: Checks for active spells cast upon you, whether by yourself or others.<br />
* {{tt|PERCEIVE AREA}}: Checks the room for active spells. (Requires around 180 attunement before you begin seeing area spells).
*{{tt|PERCEIVE ALL}}: Checks everything you are able to sense.<br />
* {{tt|PERCEIVE SELF}}: (Perceive Self has no Roundtime). Lists your current active spells.
* {{tt|PERCEIVE ALL}}: Checks everything you are able to sense. (Requires around 180 attunement before you begin seeing area spells).<br />

===[[Bard]] Options===
These options allow Bards to check their levels of [[Spell efficacy|elemental efficacy]] and require a minimum of 42 attunement ranks.
*{{tt|PERCEIVE ELEMENTS <element>}}: Checks the environmental factors affecting mana levels for [[:Category:Elemental Invocations spellbook|Elemental Invocation spells]] of that element.
*{{tt|PERCEIVE ELEMENTS ALL}}: Checks the environmental factors affecting mana levels for Elemental Invocation spells of all elements.
*{{tt|PERCEIVE ELEMENTS HELP}}: Lists the factors that affect mana levels of Elemental Invocation spells of all elements.


===[[Cleric]] Options===
===[[Cleric]] Options===
Clerics also have access to more mana than usual in a room depending on their [[devotion]].<br />
Clerics also have access to more mana than usual in a room depending on their [[devotion]].
*{{tt|PERCEIVE CORPSE}}: Lets you check favor and depart times<br />
*{{tt|PERCEIVE CORPSE}}: Lets you check favor and depart times
*{{tt|PERCEIVE}} <weapon>: Checks charges and blessing type on a blessed weapon<br />
*{{tt|PERCEIVE}} <weapon>: Checks charges and blessing type on a blessed weapon<br />


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*{{tt|PERCEIVE THEFT}}: The Paladin can identify any tainted people who are in the room. This works on those who are (or were recently) in possession of grave goods.
*{{tt|PERCEIVE THEFT}}: The Paladin can identify any tainted people who are in the room. This works on those who are (or were recently) in possession of grave goods.
*{{tt|PERCEIVE}} <person>: The Paladin can discern whether someone is in possession of a grave good, what that item is, and where the item is located (on the target's person). Even if the target is no longer in possession of the item, the Paladin can perceive the lingering taint of the grave for some time. However, he won't know which item the target used to have.
*{{tt|PERCEIVE}} <person>: The Paladin can discern whether someone is in possession of a grave good, what that item is, and where the item is located (on the target's person). Even if the target is no longer in possession of the item, the Paladin can perceive the lingering taint of the grave for some time. However, he won't know which item the target used to have.
*{{tt|PERCEIVE}} <weapon>: Checks charges and blessing type on a blessed weapon.

===[[Trader]] Options===
*{{tt|PERCEIVE <moon>}}: Provides information about the state and mana contribution of a moon. Valid options are Katamba, Xibar, Yavash and Moons (for all of them at once).
*{{tt|PERCEIVE <spellbook>}}: Provides information available for spells from a spellbook. Valid options are Fabrication, Illusion, and Noematics.
*{{tt|PERCEIVE MANA}}: Provides information about the mana available for spells from all spellbooks.
*{{tt|PERCEIVE PLANETS}}: Provides information about the mana contribution from the [[:Category:Planets|Elanthian solar system]].
*{{tt|PERCEIVE AURA}}: Provides inforamtion about your [[Starlight_Aura|starlight aura]].


===[[Warrior mage]] Options===
===[[Warrior mage]] Options===
*{{tt|PERCEIVE FAMILIAR}}: Determine the owner of a familiar
*{{tt|PERCEIVE FAMILIAR}}: Determine the owner of a familiar
These options allow Warrior Mages to check their levels of [[Spell efficacy|elemental efficacy]] and require a minimum of 42 attunement skill ranks.
*{{tt|PERCEIVE ELEMENTS <element>}}: Checks the environmental factors affecting mana levels for spells of that element.
*{{tt|PERCEIVE ELEMENTS ALL}}: Checks the environmental factors affecting mana levels for spells of all elements.
*{{tt|PERCEIVE ELEMENTS HELP}}: Lists the factors that affect mana levels of spells of all elements.
<blockquote>>per elements all

You extend your senses to gently probe the elements about you:

The planar conditions are slightly favorable to the casting of Aether spells.

The climate conditions are strongly favorable to the casting of Air spells.

Your surroundings are overwhelmingly favorable to the casting of Earth spells.

The climate conditions are moderately detrimental to the casting of Electricity spells.

The climate conditions are overwhelmingly detrimental to the casting of Fire spells.

The climate conditions are overwhelmingly favorable to the casting of cold-based Water spells and moderately favorable to heat-based Water spells.

Roundtime: 15 sec.</blockquote>


===[[Thief]], [[Trader]] Options===
===[[Thief]] Options===
You aren't trained in the ways of magic.
You aren't trained in the ways of magic.


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*[[Charge command]]
*[[Charge command]]
*[[Focus command]]
*[[Focus command]]

{{RefAl}}
{{RefAl}}
{{Cat|Commands,Magic commands}}
{{Cat|Commands,Magic commands}}

Latest revision as of 09:29, 10 July 2026

Overview

As a magic user, you can type PERCEIVE, CONCENTRATE or POWER to determine the mana available for your spells.  As you get more Attunement skill, you'll also be able to sense mana in neighboring areas.

As a sigil harvester, you can type PERCEIVE SIGIL to try and locate sigil patterns in the area.  Your skill with arcana, perception and outdoorsmanship will help with this effort.  Multiple attempts will be required to identify primary and secondary sigils for you to further clarify or scribe.

Use TOGGLE MANA to show numerical ratings when perceiving mana.

Perceive Use (Magic)

The default roundtime for perceiving mana varies between 8 and 12 seconds. Every 60 ranks of Attunement the minimum and maximum roundtimes drop by 1 second up to 300 ranks (3-7 seconds). Every 60 ranks after 300 the maximum roundtime drops by 1 second until 540 ranks when every perceive will take 3 seconds.

PERCEIVE Provides an overview of the current mana level, a list of your active spells, and how much mana you are putting into a prepared spell (note: this does not include any harnessed mana).

>per

You reach out with your senses and see shimmering (9/21) streams of roiling Elemental mana coursing through the area.

Letting your senses extend further, you feel there is around the same mana to the west, immensely less mana to the southeast, and immensely less mana to the northeast.

You sense the Sure Footing spell upon you, which will last for about nine roisaen.

You sense the Swirling Winds spell upon you, which will last for about nine roisaen.

You sense the Manifest Force spell surrounding you, which will last for ten roisaen or until it has endured six more blows.

You are preparing the Ethereal Shield spell at twelve mana.

Roundtime: 6 sec.

PERCEIVE SELF has no roundtime. (This was to bring it in line with the Thief ability: KHRI CHECK)

>per self

You sense the Sure Footing spell upon you, which will last for about eight roisaen.

You sense the Swirling Winds spell upon you, which will last for about eight roisaen.

You sense the Manifest Force spell surrounding you, which will last for nine roisaen or until it has endured six more blows.

You sense the Gam Irnan spell upon you, which will last for about eight roisaen.

You sense the Tailwind spell upon you, which will last for about nine roisaen.

>

At around 100 ranks you can get a sense of whether the adjacent rooms have more or less mana than the current room.

>per

You reach out with your senses and see dull (4/21) streams of roiling Elemental mana coursing through the area.

Letting your senses extend further, you feel there is much more mana to the southeast, moderately more mana to the east, and much more mana to the north.

Roundtime: 4 sec.

At around 180 ranks, you begin to Perceive spells beyond your own that are active in your current room or area.

>per

You reach out with your senses and see lambent (12/21) streams of roiling Elemental mana coursing through the area.

Letting your senses extend further, you feel there is much less mana to the west, incredibly less mana to the southeast, and incredibly less mana to the northeast.

You sense the Swirling Winds spell upon you, which will last for about eight roisaen.

You sense the Zephyr spell in the area, which will last for about two roisaen.

You sense an Ethereal Fissure spell matrix infusing the available mana streams with a decent amount of extra elemental energy.

The Ethereal Fissure should last for approximately fifteen roisaen.


Roundtime: 6 sec.


At around 300 ranks you will see the absolute mana value of the adjacent rooms (so instead of "you feel there is much more mana to the southeast" you would see "there are lambent streams of mana to the southeast")

For training, the timer on exp award for POW or PERC in a single area is 60 seconds.

Mana appears differently to different guilds:

  • Clerics see golden Holy mana radiating through the area.
  • Paladins see golden Holy mana radiating through the area.
  • Empaths see vibrant blue and white Life mana flowing through the area.
  • Rangers see deep green and blue Life mana flowing through the area.
  • Bards hear harmonious Elemental mana coursing through the area.
  • Warrior Mages see roiling Elemental mana coursing through the area.
  • Moon Mages see cold, white Lunar mana available for each spellbook.
  • Necromancers see black Necromantic mana oozing through the area.

PERCEIVE, CONCENTRATE, and POWER (in a magic context) are synonyms and may be used interchangeably.

Use (Sigil Harvesting & Enchanting)

  • PERCEIVE is also used in sigil harvesting, a part of Enchanting.
  • PERCEIVE SIGIL - Checks the area for enchanting sigils to harvest.
  • PERCEIVE SIGIL INFO - Clarifies what sigils have been identified in the area.
  • PERCEIVE SIGIL IMPROVE - Attempts to improve a discovered sigil.

Syntax (Magic)

These options are available to all magic-using guilds:

  • PERCEIVE: Provides an overview of current mana level, lists your active spells, and whether you are preparing a spell.
  • PERCEIVE AREA: Checks the room for active spells. (Requires around 180 attunement before you begin seeing area spells).
  • PERCEIVE SELF: (Perceive Self has no Roundtime). Lists your current active spells.
  • PERCEIVE ALL: Checks everything you are able to sense. (Requires around 180 attunement before you begin seeing area spells).

Bard Options

These options allow Bards to check their levels of elemental efficacy and require a minimum of 42 attunement ranks.

  • PERCEIVE ELEMENTS <ELEMENT>: Checks the environmental factors affecting mana levels for Elemental Invocation spells of that element.
  • PERCEIVE ELEMENTS ALL: Checks the environmental factors affecting mana levels for Elemental Invocation spells of all elements.
  • PERCEIVE ELEMENTS HELP: Lists the factors that affect mana levels of Elemental Invocation spells of all elements.

Cleric Options

Clerics also have access to more mana than usual in a room depending on their devotion.

  • PERCEIVE CORPSE: Lets you check favor and depart times
  • PERCEIVE <weapon>: Checks charges and blessing type on a blessed weapon

Empath Options

Empaths also have the ability to sense the life forces around them.

  • PERCEIVE HEALTH: Check Life Essences around you.
  • PERCEIVE HEALTH SELF: Diagnose yourself.
  • PERCEIVE HEALTH <PATIENT>: Diagnose a patient (requires persistent link).
  • PERCEIVE <creature>: Determine whether a creature is a construct and thus safe to attack. Empaths under the effect of the Absolution spell may attack undead without shock.
  • Living creature: You sense a life essence enlivening the <creature>.
  • Construct: Though somehow animate, this <construct> lacks any life essence.
  • Undead: A twisted and abused life essence animates the <undead>, even though it should be inert. A subtle ripple of pain dances across your senses at this encounter with the undead.

Moon Mage Options

Moon mages have special power perception options.

Paladin Options

Sacred Insight is a form of power perception for Paladins that is used to recover grave goods.

  • PERCEIVE <item>: The Paladin can discern who owns a grave good and where the owner is (in real time).
  • PERCEIVE THEFT: The Paladin can identify any tainted people who are in the room. This works on those who are (or were recently) in possession of grave goods.
  • PERCEIVE <person>: The Paladin can discern whether someone is in possession of a grave good, what that item is, and where the item is located (on the target's person). Even if the target is no longer in possession of the item, the Paladin can perceive the lingering taint of the grave for some time. However, he won't know which item the target used to have.
  • PERCEIVE <weapon>: Checks charges and blessing type on a blessed weapon.

Trader Options

  • PERCEIVE <MOON>: Provides information about the state and mana contribution of a moon. Valid options are Katamba, Xibar, Yavash and Moons (for all of them at once).
  • PERCEIVE <SPELLBOOK>: Provides information available for spells from a spellbook. Valid options are Fabrication, Illusion, and Noematics.
  • PERCEIVE MANA: Provides information about the mana available for spells from all spellbooks.
  • PERCEIVE PLANETS: Provides information about the mana contribution from the Elanthian solar system.
  • PERCEIVE AURA: Provides inforamtion about your starlight aura.

Warrior mage Options

  • PERCEIVE FAMILIAR: Determine the owner of a familiar

These options allow Warrior Mages to check their levels of elemental efficacy and require a minimum of 42 attunement skill ranks.

  • PERCEIVE ELEMENTS <ELEMENT>: Checks the environmental factors affecting mana levels for spells of that element.
  • PERCEIVE ELEMENTS ALL: Checks the environmental factors affecting mana levels for spells of all elements.
  • PERCEIVE ELEMENTS HELP: Lists the factors that affect mana levels of spells of all elements.

>per elements all

You extend your senses to gently probe the elements about you:

The planar conditions are slightly favorable to the casting of Aether spells.

The climate conditions are strongly favorable to the casting of Air spells.

Your surroundings are overwhelmingly favorable to the casting of Earth spells.

The climate conditions are moderately detrimental to the casting of Electricity spells.

The climate conditions are overwhelmingly detrimental to the casting of Fire spells.

The climate conditions are overwhelmingly favorable to the casting of cold-based Water spells and moderately favorable to heat-based Water spells.

Roundtime: 15 sec.

Thief Options

You aren't trained in the ways of magic.

See Also

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