About: Area boundary   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

These are often referred to as "portals". On the world map, area boundaries are marked as small white/bluish vortexes. These mark where you can move from one zone to another. An area boundary is represented by a glimmering curtain of bluish-white light in Prophecies and Factions, and as a thick ring of golden light in Nightfall and Eye of the North. Through the portal you can see the adjacent area. Walking through this curtain results in the next zone being loaded. The following mechanics exist with regards to passing through a portal:

AttributesValues
rdfs:label
  • Area boundary
rdfs:comment
  • These are often referred to as "portals". On the world map, area boundaries are marked as small white/bluish vortexes. These mark where you can move from one zone to another. An area boundary is represented by a glimmering curtain of bluish-white light in Prophecies and Factions, and as a thick ring of golden light in Nightfall and Eye of the North. Through the portal you can see the adjacent area. Walking through this curtain results in the next zone being loaded. The following mechanics exist with regards to passing through a portal:
dcterms:subject
dbkwik:guildwars/p...iPageUsesTemplate
abstract
  • These are often referred to as "portals". On the world map, area boundaries are marked as small white/bluish vortexes. These mark where you can move from one zone to another. An area boundary is represented by a glimmering curtain of bluish-white light in Prophecies and Factions, and as a thick ring of golden light in Nightfall and Eye of the North. Through the portal you can see the adjacent area. Walking through this curtain results in the next zone being loaded. Most area boundaries have a Resurrection Shrine nearby. Many of those that don't will act as resurrection shrines so long as at least one resurrection shrine exists in the zone and none are yet activated. The following mechanics exist with regards to passing through a portal: * If one party member passes through the area boundary, all members of the party will be transported with him, regardless of where they were. This can be useful to reunite lost or dead party members (the dead will be resurrected), although going back and forth between areas is usually not the preferred method of resurrection. When you re-enter an explorable area, all mobs the party encountered will also be resurrected, and reset to their initial positions. * Passing through a portal while one or more party members are not loaded (gray health bar in the party window) will kick them from the party. * If heroes or henchmen pass through a portal, they will be teleported to the location of a human party member, and any flags that sent them there will be removed. This has the advantage of allowing you to discover the true location of a portal without having to trigger the normal transition, which is useful if you wish to cross that portal without doing so as described below.
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