Tuesday, January 19, 2016

The Deck of Many Things (Round 15)

I haven't ran across the deck with a card in it for a couple of months though I did have the following two logs saved up. In both cases I pulled out the same card - The Sun, but when sacrificed by the immortal involved a different message shows up. Again in each case the immortal requested a piece of equipment but from past experience I knew one would add a negative affect and the other a positive. Here are the logs:

Torlynn Market
Exits: north southeast
The Deck of Many Things lies in wait for a brave soul.
The Deck of Many Things says 'If you can find a card within me, you might be lucky enough to draw something of value.
However, once you submit to chance, you put yourself at the mercy of the cards.
The Deck of Many Things winks suggestively.

> exam deck
You take a closer look at the Deck of Many Things on the ground...
The deck takes the appearance of a very finely wrought and veneered wooden card case, yet the strong magical aura surrounding it offers proof that this artifact is not simply what it appears to be.
The Deck of Many Things appears to be full.
The Deck of Many Things contains:
     the Key to the Deck of Many Things

> g key deck
You get the Key to the Deck of Many Things from the Deck of Many Things.
The Key to the Deck shudders menacingly.
You drop the Key to the Deck of Many Things.
Vl'aresch gives you one gold coin for your sacrifice of the Key to the Deck of Many Things.
Be Forewarned : You could lose all that you own.
Skold has been given the chance to draw from the Deck of Many Things.

> g card deck
You get a card from the Deck of Many Things.
A mystical being appears and points at you. Your senses reel as you are flung through the void to another place.
The card twists and wriggles in your hands.
A great flash of light envelopes the room, blinding you momentarily.
When your vision returns, you see that the Deck of Many Things lies before you once more.
It is highly recommended that you examine the deck before drawing from it. When you are ready, simply take the card.

> g card deck
You get a card from The Deck of Many Things.
You see that you have drawn The Sun.
What this card bodes for your future, only an immortal of level 57 or above can discover for you.

> look
Within a Small Circle of Mystical Stones
All the world is blank. Nothing is visible here but a gathering of smooth rocks, set into a pattern of circular form. Each rock has a faint glow to it, and each one is slightly different. They appear to have been ravaged by the winds of change throughout countless eons, and have been left in this blank void as a testament to the truth of eternity.
Exits: none
(Glowing) (Humming) One of the rocks in the circle glows translucently.

> who imm
-----------------------------------[ IMMORTALS ]------------------------------
Muse            Romani de Carpathia Vote: http://tinyurl.com/thoric  FB: http://tinyurl.com/thoric-rod Twitter: @RealmsOfDespair. (Deity of Baali) [Head of The Symposium]
Newblet         Loril Gemstone-Edelstone, on Cloud Nine. (Ringbearers) [Co-Head of Newbie Council]
2 players.

> tell romani Hi Romani. Can you please help me out with the deck?
You tell Romani 'Hi Romani. Can you please help me out with the deck?'

Romani climbs out of your pocket.

Romani smiles happily.

> smile
You smile happily.

Romani says 'Good luck :)'

> give card romani
You give a card to Romani.

 Romani looks at you.

> cross
You cross your fingers and hope for the best.

Romani says 'here we go'

Romani drops a card.

Romani sacrifices a card to Romani.
The heat of the sun blazes forth, affecting anything it touches.

Romani says 'A piece of armor please'

> remove ankle
You stop using a demonskin ankle bracer.

> give ankle roma
You give a demonskin ankle bracer to Romani.

Romani utters the words, 'uoculoihuyl'.
An item held by Romani briefly luminesces.

Romani gives you a demonskin ankle bracer.

Romani pats you on your back.

The deck of many things is once again shuffled and dealt by the Gods.

> say thank you for doing that
You say 'thank you for doing that'

> save
Saved...

Romani smiles happily.

Romani gives you a magical mystery cookie.

Romani has transferred you.
Torlynn Market
Exits: north southeast
The Deck of Many Things that lay in wait for Skold rests here.

> rec tab ankl
You recite a magical tablet of disclosure.
Object 'a demonskin ankle bracer' is infused with your magic...
It is a level 44 armor, weight 3.
Locations it can be worn:  ankle
Special properties:  none
Genres allowed:  sorcerer rogue fighter aberrant
Alignments allowed:  evil neutral
This armor has a gold value of 20000.
Armor class is 20 of 20.
Affects susceptible:fire by 5%.
 The second log shows a very similar pull but a more positive result:
A Path in the Rice Fields of Edo
Exits: north south southeast southwest
The Deck of Many Things lies in wait for a brave soul.
The Deck of Many Things says 'If you can find a card within me, you might be lucky enough to draw something of value.
However, once you submit to chance, you put yourself at the mercy of the cards.
The Deck of Many Things winks suggestively.

> g key deck
You get the Key to the Deck of Many Things from the Deck of Many Things.
The Key to the Deck shudders menacingly.
You drop the Key to the Deck of Many Things.
Vl'aresch gives you one gold coin for your sacrifice of the Key to the Deck of Many Things.
Be Forewarned : You could lose all that you own.
Skold has been given the chance to draw from the Deck of Many Things.

> g card deck
You get a card from the Deck of Many Things.
A mystical being appears and points at you. Your senses reel as you are flung through the void to another place.
The card twists and wriggles in your hands.
A great flash of light envelopes the room, blinding you momentarily.
When your vision returns, you see that the Deck of Many Things lies before you once more.
It is highly recommended that you examine the deck before drawing from it. When you are ready, simply take the card.

> g card deck
You get a card from The Deck of Many Things.
You see that you have drawn The Sun.
What this card bodes for your future, only an immortal of level 57 or above can discover for you.

> who imm
-----------------------------------[ IMMORTALS ]------------------------------
Muse            Romani de Carpathia Vote: http://tinyurl.com/thoric  FB: http://tinyurl.com/thoric-rod Twitter: @RealmsOfDespair. (Deity of Baali) [Head of The
Symposium]
1 player.

> tell romani Hi Romani - can you please help me out with the deck
You tell Romani 'Hi Romani - can you please help me out with the deck'

> twid
You patiently twiddle your thumbs.

The deck of many things is once again shuffled and dealt by the Gods.

> beckon romani
You beckon to Romani...

Romani climbs out of your pocket.

Romani says 'hi'

Romani beckons you...

> say hi
You say 'hi'

Romani says 'hi'

> smile
You smile happily.

> give card roma
You give a card to Romani.

> cross
You cross your fingers and hope for the best.

Romani says 'good luck'

Romani drops a card.

Romani sacrifices a card to Romani.
The bright light of the sun seems to gently enhance your faculties.

Romani says 'one piece of eq please'

> rem helm
You stop using the Bone Helm of Ryuukoroshi.

> give helm rom
You give the Bone Helm of Ryuukoroshi to Romani.

Romani says, 'ooOOooOOooOOoo.'

Romani thinks, 'Hmmmm.'

Romani utters the words, 'uoculoihuyl'.
An item held by Romani briefly luminesces.

Romani puts her finger in her mouth and says, "Oopsie! Did I do that?"

Romani grins.
> egr
You grin evilly.

Romani gives you the Bone Helm of Ryuukoroshi.

Romani says 'there we go'

> say thanks
You say 'thanks'

> rec tab helm
You recite a magical tablet of disclosure.
Object 'the Bone Helm of Ryuukoroshi' is infused with your magic...
It is a level 50 armor, weight 10.
Locations it can be worn:  head
Special properties:  bless
Races allowed:  Human Elf Dwarf Half-Orc Half-Troll Half-Elf Gith Drow Sea-Elf Lizardman
Classes allowed:  Druid Augurer
Genres allowed:  fighter
This armor has a gold value of 50242.
Armor class is 30 of 30.
Affects damage roll by 5.
Affects strength by 2.
Affects wisdom by 1.
Affects save vs breath by -3.
Affects save vs spell by -1.
Affects hp by 75.
Affects mana by 75.
Affects affected_by by scrying.
The same card, same warrior and same helpful immortal both times but different results. The only difference was the message after Romani sacrificed the card: "The heat of the sun blazes forth, affecting anything it touches." compared to "The bright light of the sun seems to gently enhance your faculties."

My other favourite part of this was watching Romani sacrifice a card to Romani. Thanks again for the help.

Monday, January 18, 2016

Dying Isn't All Bad

I've been very slow on the updates again lately. It's not that I've stopped playing though the Christmas/New Year period did slow me down, but more a combination of procrastination, not having anything exciting to write about and not having any major success of late until a small breakthrough today.

One area I've been working on exploring lately is D'Morian's Land. I'd heard of a rumour of an item that could be only gained through an unusual way - death. This is unusual in that to get an item you normally need to find it lying around, put it together from the other pieces or from the cold dead hands of the mob they are on. The hard part is you need to die to a particular mob in a particular room.

The room you need to die in is the following:
At the Back of the Tower Knoll
A short flight of steps leads from the path up to the back of the knoll. The steps are badly chipped and also caked with the thick dried blood that seems to be so liberally spread about here. The air here is mysteriously calm, although the heather further down hill still ripples in the wind.  A few odd looking items are scattered about on the stony ground at the foot of the steps, they seem to be broken pieces of armor and a few blood-soaked rags.
Exits: northeast northwest
You can examine both armor and rags which gives some clue that there is more to this room than meets the eye:
>exam armor
A steel vambrace lies bent and discarded at the foot of the steps, while
what resembles a pouldron is sticking out of the heather off to the side.

>exam rags
A few fragments of clothing are caught tangled in the heather, or glued to
the steps with blood. 
The mob you need to kill you in this room is a decaying zombie. This is made hard as the rooms in this part of the area have a program where the wind blows you out of them. Add in zombies then chasing you and casting spells that drain your movement points quickly and things start getting tricky. I've been most successful by killing all the zombies and then waiting in the room for repop to die. However, when you do get lucky:
A decaying zombie's bite wounds you!
You wish that your wounds would stop BLEEDING so much!
The Zombie's hands clutch around your neck.
(claws of the mole gets damaged)
Curse the gods, you've lost 0 experience!

..Everything begins to fade to black.

You feel yourself leaving your body... rising up into the air, you feel more free than you have ever felt before...

However, before your deity comes to collect your soul, you feel a strange pulling sensation as strange and colorful mists swirl around you...
If you are lucky (pop rate isn't 100%)... When you do your corpse retrieval the following item will be in it:
>c identify dented

Object 'dented vambraces of a fallen warrior' is infused with your magic...
It is a level 50 armor, weight 6.
Locations it can be worn:  arms
Special properties:  metal
This armor has a gold value of 3000.
Owner:  Charix
Armor class is 14 of 14.
Affects damage roll by 6.
Affects armor class by -10.
Affects constitution by 1.
Affects strength by 2.
Affects hp by 10.

>exam dented
You take a closer look at dented vambraces of a fallen warrior in inventory...
You see nothing special.
As you look more closely, you notice that it is in superb condition.
It appears to be within or below your level range.
Frustratingly they are owner tagged - this one to a cleric of mine.  I'm not sure what the best use of these arms are for - maybe a barbarian or to replace a few cheapo evil characters using Shimmergloom arms? It's an option though that not many have heard of before. Now hopefully I can figure out a few more things in this area.

Saturday, October 24, 2015

At the Heart of it All

Over the last couple of weeks I've been working on levelling another vampire named Viltrow. I finished it off tonight and was disappointed with the final base of 754 hp's. I did enjoy going back over some of the low level areas I never spend much time in, in particular Along the Forest Path. This area I hadn't been to in years - from memory the last time I did anything in that area was over 10 years ago when I was questing to join the Guild of Vampires and needed to get The Heart of the Forest.

This area has a few mini-quests in it. The first one starts at Theggory the knight:
A small ford
Exits: east southwest
A small creek winds spreads out through large rocks creating a small ford.
A large destrier paws the ground.
A tall man, clad in heraldic branded armor imposes his presence here.
Theggory the knight bows from the saddle.
Theggory the knight says 'Greeting my Lord.'
Theggory the knight wonders 'I am upon a great quest, mayhaps you could provide assistance?'

> say yes
You say 'yes'
Theggory the knight wonders 'Great!  Thank you for the aid in my quest.  Where may I find my groupmate Acwellan?'

> say a small camp
You say 'a small camp'
Theggory says to you 'I need further help from you, Viltrow. My group split up to try to find a cure for our ranger, Landue. He was bitten by a creature from a distant plane of existance. Normal cures here don't have any affect on the poisons that he is suffering from. I was contacted by a witch named Meadhbh. She told me she could help. I was to meet her in a village called Newfane to find out about an antivenom for my friend.
Alas, I can not go to find her, now. My friend Acwellan is in danger and I must go to him. Please go to find Meadhbh, the witch in Newfane. She travels to our plane of  existance through the Machine Dreams. Will you help Landue?
Please say "yes" if you will help him.
I got stuck on this mini-quest. I ended up sitting around in Newfane without coming across the witch. With the low level areas you can easily just level up past the limits for the quests. A more interesting quest was the one from Theggory's friend Acwellan the druid:
> say Theggory
You say 'Theggory'
Acwellan the druid says 'Yes, I sent out a message for aid to help me, help this forest.'
Acwellan the druid wonders 'All is not as healthy as it seems.  Could you help?'

> say yes
You say 'yes'
Acwellan the druid says 'The forest, and Nature herself thanks you.   The guardian of these'
Acwellan the druid says 'woods, a dryad has been driven from her tree.  She has since sought'
Acwellan the druid says 'refuge somewhere in the forest.  The problem is that she left the'
Acwellan the druid says 'symbol of her guardianship in her old home.  She needs to be found'
Acwellan the druid says 'and the symbol returned to her for the forest to regain its full'
Acwellan the druid says 'health. Call her by her name - Semlina - to summon her from her tree.'
Acwellan the druid says 'Then tell her you wish to help.'
 After exploring around the area I found the room that the druid was talking about:
A small glade
The simplicity of this glade exudes an almost magical aura of peace
and harmony, even your most aggressive urges are suppressed in this
place.   The vegetation seems to be in the epitome of life and vitality.
Exits: east west

> say semlina
You say 'semlina'
A thin and pale forest spirit steps from the center of the tree

> say help
You say 'help'
The dryad says 'Thank you mighty Adventurer.  The hope of this forest may rest in your'
The dryad says 'hands.  I have been driven from my tree by a group of foul and destructive'
The dryad says 'people.  Because I am the guardian of these woods I was able to shelter'
The dryad says 'here in a child of my own tree.   While the loss of the hurts me most'
The dryad says 'direly, it is the loss of the Heart of the Forest that matters more.'
The dryad says 'I need you to recover the Heart for in my weakened state I can only leave'
The dryad says 'this tree here for extremely short amounts of time.'
The dryad wonders 'Will you please help me?'

> say yes
You say 'yes'
The dryad says 'Oh thank you for your generous offer of aid.  The tree is the huge tree to'
The dryad says 'the east. I know that the vile ones have sheltered under the roots in my'
The dryad says 'precious tree.  Look for a secret door of bones in the pit at the trees base.'
The dryad says 'Once you are in the lair you need to make your way one of the rooms at the'
The dryad says 'end of the complex.  I know that the one of the band has a hidden room.  '
The dryad says 'In that room there is a secret unknown to the despoiler.  Open the branch'
The dryad says 'of roots to discover where the heart itself sits.  Then simply return the'
The dryad says 'Heart to me.'
The dryad Looks at you hopefully before fading slowly back into her adopted tree.
The Heart would be impossible to find without the information from Semlina that the keyword to open the secret door is "branch". The heart itself is rather uninteresting:
> exam heart
You take a closer look at The Heart of the Forest in inventory...
This almost appears to be only a very large and highly polished knot of wood. Then it moves slightly. It pulses as if it has some magical connection.  You can feel a slight buzz in your hand from holding it.

> c id heart
Object 'The Heart of the Forest' is infused with your magic...
It is a level 1 trash, weight 1.
Special properties:  none
This trash has a gold value of 0.
The reward for handing in the heart is getting Semlina to cast blessing of Thoric on you. It felt a little underwhelming at first to just have a spell cast upon you but then I realised just how handy this spell is. It increases all of your stats by 3 and is automatically cast on you by the mysterious robed figure when a character below level 10 enters the Halls of Knowledge. However, what is special about getting Semlina to cast this spell is that she can do it for characters up to level 25. And sometimes a few extra stats while getting a couple more levels before upgrading some equipment is all you need.

Saturday, September 19, 2015

Monkeying Around

I've been talking to a few players lately about quests, storylines and puzzles that span more than one area. There are rumours of secrets and unsolved mysteries involving interlinked multiple areas throughout the game. Figuring these out can be made easier by working with others. Sometimes just knowing which areas to look in can be the start. One time consuming puzzle is the Eight Monkeys. Basically it involves finding eight different monkeys spread out over the Southern Mountain Range, Wastelands and Ockwater Fens areas. Once you've found them you can connect them to make Eight Monkeys:
Object 'eight monkeys' is infused with your magic...
It is a level 43 armor, weight 2.
Locations it can be worn:  hold
Special properties:  none
This armor has a gold value of 1750213.
Armor class is 14 of 14.
Affects hp by 30.
Affects mana by 55.
Affects strength by 2.
Affects constitution by 1.
Affects hit roll by 4.
Affects damage roll by 3.
Affects moves by 5.
Here's my breakdown on each of the monkeys:

Amythyst Monkey
This monkey can be found in the Southern Mountain Range on the merchant. He usually hangs around in the valley near Edel and can be found using "where merchant". He may say he is out of stok and on his way home. If this happens just follow him and wait. To get this one you need to buy it off him as follows:
On An Enormous Foothill
Exits: north south west [northeast] southwest
A dwarven merchant looks tired from crossing the mountains.
An old mule solemnly follows his master, pulling his cart.
The mule lets out a tired noise.

>list
A merchant whispers to you 'I have an amythyst monkey. Yes, with 'y's, it's foreign. give me 150000 coins and it's yours.'
A merchant whispers to you 'And just forget where you got it from, okay? It's worth more than that, I want to be rid of it.'
A merchant whispers to you 'I don't like doing business outside of my established cities, but I also don't want to end up stuck with jewels and attracting bandits in the mountains.'

>list
A merchant whispers to you 'Just give me the 150000 coins and I'll give you the carving.  Or let's just walk away.'

>give 150000 coins mer
You give 150,000 coins to a merchant.
A merchant thanks you heartily.
A merchant gives you an amythyst monkey.
Coral Monkey
This monkey is incorrectly labelled on rodpedia as being from the Southern Mountain Range when in fact is from the Wastelands. To find it you need to search in the following room:
A Wind Torn Beach
Twisted, stunted trees line the beach, their tortured roots extending into
the waves as if seeking relief in the cool waters of the sea. Fluttering in the gusts of wind that blow in from the ocean, grey spanish moss dangles from the branches, enveloping the almost barren limbs in a funeral shroud.
Exits: west down northeast
A black tarantula scuttles quickly over burning sands.

>search
You begin your search...

Your search reveals a coral monkey!
Gypsum Monkey
The gypsum monkey involves a little work in the Wastelands and interacting with Ratboy within the Southern Mountain Range:
The Shelter At The End Of The Alley
Exits: north
A short table stands here
(Hide) A ruffian hangs around at the back of the shelter, trying to carve crystal with a small mining pick.
A shrewd, grey haired dwarf stands here, as if he's expecting you.
Kurt looks you over appraisingly.

Ratboy picks away at his chunk of glass, trying to carve it into something.
A crack is heard from the chunk of glass.  A swearword is heard from Ratboy.

>say glass
You say 'glass'
Ratboy tells you 'Yeah? It is the worst. You can't carve glass without a furnace. I wish I still had some of the soft crystals from the golden sands left.'

Golden Sands
This low spot is nestled amongst the fringes of the foothills. Lots of sand has accumulated in this hollow, blown in from the desert to the south and scoured from the hillsides by even more blowing sand. The sand has a very deep shine to it, yellow like gold and it sparkles brightly in the light.
Exits: north northeast southwest

>search
You begin your search...

Your search reveals a gypsum crystal!

>g cry
You get a gypsum crystal.

>give gyps ratb
You give a gypsum crystal to Ratboy.
Ratboy tells you 'Hey, this is a nice soft crystal. I can use this! Thanks.'

Ratboy tells you 'Come back in a couple hours and I'll give you the crystal back.'

The Shelter At The End Of The Alley
Exits: north
A short table stands here
A shrewd, grey haired dwarf stands here, as if he's expecting you.
A ruffian hangs around at the back of the shelter, trying to carve crystal with a small mining pick.
Ratboy tells you 'Thanks for that crystal. It's way better than trying to carve glass.'

Ratboy picks away at his chunk of glass, trying to carve it into something.
A crack is heard from the chunk of glass.  A swearword is heard from Ratboy.

Ratboy picks away at his chunk of glass, trying to carve it into something.

Ratboy tells you 'Thanks for that crystal. I enjoyed carving it, but I'm done with it now. Have it back, it's a monkey.'
Ratboy gives you a gypsum monkey. 
Jade Monkey
The jade monkey is bought off the mob Fidalstix in Southern Mountain Range who also does part of the Mystic Armor of Nidaros quest. The hard part is waiting around to get Fidalstix to turn up though you can get him to come sooner:
The Pick And Payload Common Room
This room is quite large. There is more than enough space here for the common room to comfortably hold a full house on a busy night with every one of the thirty bunks occupied and no one feeling crowded. The bunks run the length of the walls in this upstairs room of The Pick and Payload Inn, the place is kept immaculately clean and the beds look to be quite comfortable for a safe night's sleep.
Exits: down
An injured adventurer is here in town resting and recuperating.
A brightly dressed gnomish merchant is staying here while in town.
A gnome man is in town, away from the mines for the day.
Fidalstix smiles at you.
The adventurer looks up at you, but seems only vaguely aware.

>list
[Lv Price] Item
[20 580365] Jade monkey.
[13 144842] The rhodium ring.

>gold
You have 1,164,871 gold pieces on hand.

>buy jade
You buy jade monkey.
Quartz Monkey
This monkey is actually the first of the eight monkeys I ever stumbled across. This is one is literally found in the Southern Mountain Range with a min-story to go with it:
Inside The Run Down Shack
This structure barely qualifies as a shack. Bits and pieces of trash are poorly hammered to cracked strips and timbers, all of which would collapse were it not leaning against the cliff face outside, plainly visible through the cracks in the walls. The shack sits in the low trough against the cliff  face and what is left of the rotting floor is very damp. An unkempt bed rests on stone blocks in one corner and a crooked square table stands with the help of the wall. It is possible that this is someone's home.
Exits: north
An old ranger stands very still here.
Begbee looks up at you, seeming a little surprised.
Begbee thinks, 'Hmmmm.'
Begbee says 'I don't often have visitors...'
Begbee says 'Are you lost or is there reason for this intrusion?'

>say cress
You say 'cress'
Begbee looks a little shocked.
Begbee wonders 'Oh, you know Cress. Tell her her daddy would love to see her soon, wouldya?'

A Low Spot On The Canyon Rim
This natural low area on the canyon rim provides a beautiful view of the canyon stretching far to the southeast and the canyon floor below. A small fire has been built here and still smolders warmly. The rim trail follows the higher parts of the rim, passing this spot by. The east wall of this depression has a slight overhang of the sandstone at the very top, providing a tiny space of shelter, just enough for one person vertically.
Exits: north
(Glowing) A fire has burnt down to a bed of hot coals here.
(Hide) A young girl hangs by her feet in the shelter of the overhang.

>say begbee
You say 'begbee'
Cress says 'Yes, he is my father. He gave me something but I've... I think it fell into the canyon. I search for it every night but I think it's...'
Cress looks very sad.

The Northwest Corner Of The Enormous Canyon
The canyon floor is rather flat here, devoid of the hoodoos and other rock formations that fill this canyon with wonder. The high canyon walls are extremely crumbly and climbing here would be impossible. The balancing rock formation to the southeast looks precarious as if it ought to topple to the east into a nearby hoodoo at any moment.
Exits: east south

>search
You begin your search...

Your search reveals a quartz monkey!

>give monkey cress
You give a quartz monkey to Cress.
Cress says to you, 'That's it. That's the little monkey! It's not broken, it's perfect.'
Cress looks both happy and very sad at the same time.
Cress says to you, 'Thank you for showing me. I'm glad I didn't break it. You keep it, though.'
Cress gives you a quartz monkey.
Cress says to you, 'Take good care of that, I can't keep it, it makes me sad.'
Ruby Monkey
This little monkey is quite a tricky guy to find. For starters it involves being the only monkey you need to go to Ockwater Fens as part of and secondly it uses an item to make it which already has other uses - a roughly cut ruby. Once you have this item you need to sell the ruby to Roovin as follows:
A Small Cavern
This cavern of rocks is drier than the tunnels and only has a little mud on the floor, tracked in by the feet of previous visitors. The rocks are very old, cracked and are veined with a dull ore. The ceiling doesn't drip and some of the rocks have smooth, flat tops. This would be a comfortable place to rest and dry out before venturing back into the mud of the tunnels that lead in all directions getting nowhere. This is the definitive 'dead end' proving that there is nothing of interest beyond these tunnels.
Exits: northwest
A large, granite-like lizard blends into the stone floor.
(Hide) (Red Aura) A lizardman scout watches from the weeds.
A lizardman scout watches you.

>sear
You begin your search...

Your search reveals a roughly cut ruby!

>g rub
You get a roughly cut ruby.

The Smelterer's Shop
The glow of intensely hot fire escapes the furnace to the south and reddens the room brightly. The heat in here is incredible despite the wide open door, window and hole cut through the ceiling. The furnace is enormous and fronted by a closed grate while it melts the metals out of the ore-rich rocks brought to the smelterer by the miners. The bustle of Looris Street goes on just outside the door as merchants and miners go about their business in the town of Edel.
Exits: west
The smelterer seems not to notice the heat.

>list
You can't buy anything here.

>sell ruby

>You sell a roughly cut ruby for 94000 gold pieces.
Roovin the smelterer smiles happily.

>list
[Lv Price] Item
[12 665770] A ruby monkey.

>buy ruby
You buy a ruby monkey.
Sugilite Monkey
To get the sugilite monkey you first want to have a chat to A'grenre, the cleric in Edel:
You say 'flowers'
A'grenre says 'The garden looks beautiful, and I can harvest the important flowers for various potions.'

>say crocus
You say 'crocus'
A'grenre nods in agreement with you.
A'grenre says to you, 'They have properties important in curative spells.'
You can find purple crocus flowers in the rooms "The Edge Of The Quiet Valley" and "Along The Valley Low Road". Just search in both of these rooms. Once you have the purple crocus flowers head back to A'grenre and give him the flowers. Most of the time he will do the following:
 >give crocus a
You give a purple crocus to A'grenre.
A'grenre thanks you heartily.
A'grenre gives you a potion of purple crocus extract.
This potion isn't too bad:
Object 'a potion of purple crocus extract' is infused with your magic...
It is a level 2 potion, weight 1.
Special properties:  magic
This potion has a gold value of 800.
Level 33 spell(s) of:
  'cure critical'  'heal'  'refresh'
But occasionally (about 1 in 10 times) you will get a sugilite monkey instead:
>give croc cleric
You give a purple crocus to A'grenre.
A'grenre gives you a sugilite monkey. 
Turquoise Monkey
The turquoise monkey is also from Southern Mountain Range with a little quest to it from Ormwell. He sends you off to find a small wooden cup. Once you give it to him you get the monkey:
Lost Amongst The Foothills
The foothills look the same in all directions, rolling endlessly toward the distant horizon of mountain peaks. The dry, rocky ground supports no plant life and there is no sign of any sort of a trail. The terrain makes for difficult traveling and the lack of landmarks makes it seem all the more futile. Perhaps something awaits just beyond the next foothill, something other than another hill, or perhaps not.
Exits: north east south west northeast northwest southeast southwest
A pool of cold mountain water has collected here.
A crudely carved cup has been left here.

This halfling ranger slumps over his walking staff, nearly dead from thirst. He must have been stuck here for a long time.

Ormwel is in perfect health.

Ormwel is using:
<held>               a curved staff

>give cup orm
You give a small wooden cup to Ormwel.
Ormwel examines a small wooden cup.
Ormwel eagerly drinks from a small wooden cup.
Ormwel thanks you heartily.
Ormwel utters the words, 'fly'.
You rise into the currents of air...
Ormwel says to you, 'Here, keep the treasure I found. I owe you my life, but thi
s is what I have to give you.'
Ormwel gives you a turquoise monkey.
Ormwel gives you a small wooden cup.
Once you find all of the monkeys you can link them up by wearing the right combination of monkeys - coral & ruby, gypsum & quartz, sugilite & amythyst and turquoise &  jade. These make red, green, white and purple monkeys. These can then be combined to make purple and red monkeys as well as green and white monkeys. Finally combining them makes the eight monkeys.

The eight monkeys is the best hold item in the game that I know of for its level, however by the time you reach level 50 there are plenty of better options. Part of the challenge is it needs you to get items from multiple areas with some of them having multiple uses, or being made by mobs with multiple uses. Add in a few low pop rates on some items and others taking time to complete and you can see why it is not the most common knowledge.

Overall though it makes me wonder "What secrets are still hidden out there?", "What mobs and items have other uses I don't know about?" and "How many other areas are linked together with items from one area being used in a completely different area?"

Sunday, September 13, 2015

The Deck of Many Things (round 14)

Another deck pull tonight. I did a couple of things different with this one and used my drow warrior on this pull. I was hoping to get something added to my bone helm with this character but it didn't quite go to plan for me... or for Stoneheft either... For this post I didn't take out my prompt. You'll see why:
Small Hut
Exits: north
The Deck of Many Things lies in wait for a brave soul.
The Deck of Many Things says 'If you can find a card within me, you might be lucky enough to draw something of value.
However, once you submit to chance, you put yourself at the mercy of the cards.
The Deck of Many Things winks suggestively.

<1596/1653hp 590/590mv> who imm
-----------------------------------[ IMMORTALS ]------------------------------
Newblet         Loril Gemstone-Edelstone, on Cloud Nine. (Ringbearers) [Co-Head of Newbie Council]
Muse            Romani de Carpathia Vote: http://tinyurl.com/thoric  FB: http://tinyurl.com/thoric-rod Twitter: @RealmsOfDespair. (Deity of Baali) [Head of The
Symposium]
Prince          Stoneheft Gemstone  the Benevolent. (Deity of Dragonslayer) [Co-Head of Newbie Council]
3 players.

<1596/1653hp 590/590mv> garb
You are using:
<used as light>      (Red Aura) Shifting black flames
<worn on finger>     (Red Aura) ring of Saturnalia
<worn on finger>     (Red Aura) ring of Saturnalia
<worn around neck>   (Glowing) (Humming) scales of alpha & omega
<worn around neck>   (Glowing) (Humming) scales of alpha & omega
<worn on body>       (Red Aura) (Humming) Golden Plate
<worn on head>       the Bone Helm of Ryuukoroshi
<worn on legs>       (Red Aura) godskull shinguards
<worn on feet>       (Glowing) demonscale Boots
<worn on hands>      (Red Aura) Sin
<worn on arms>       (Red Aura) a shadowy pair of dragonscale arm guards
<worn about body>    (Red Aura) (Humming) a Cloak of Demons
<worn about waist>   circle of mists
<worn around wrist>  woven webbing
<worn around wrist>  woven webbing
<wielded>            the Blackened Blade of the Corruptor
<dual wielded>       the Blackened Blade of the Corruptor
<worn on ears>       an earring of GlassWalker bone
<worn on eyes>       a bloody eyepatch
<worn on back>       [nothing]
<worn over face>     [nothing]
<worn around ankle>  a demonskin ankle bracer
<worn around ankle>  a demonskin ankle bracer

<1596/1653hp 590/590mv> g key deck
You get the Key to the Deck of Many Things from the Deck of Many Things.
The Key to the Deck shudders menacingly.
You drop the Key to the Deck of Many Things.
Vl'aresch gives you one gold coin for your sacrifice of the Key to the Deck of Many Things.
Be Forewarned : You could lose all that you own.
Skold has been given the chance to draw from the Deck of Many Things.

<1596/1653hp 590/590mv> g card deck
You get a card from the Deck of Many Things.
A mystical being appears and points at you. Your senses reel as you are flung through the void to another place.
The card twists and wriggles in your hands.
A great flash of light envelopes the room, blinding you momentarily.
When your vision returns, you see that the Deck of Many Things lies before you once more.
It is highly recommended that you examine the deck before drawing from it. When you are ready, simply take the card.

<1596/1653hp 590/590mv> g card deck
You get a card from The Deck of Many Things.
You see that you have drawn The Page of Swords.
What this card bodes for your future, only an immortal of level 57 or above can discover for you.

<1596/1653hp 590/590mv> tell stoneh Hi Stoneheft can you please help me out with the deck?
You tell Stoneheft 'Hi Stoneheft can you please help me out with the deck?'

<1596/1653hp 590/590mv>
Stoneheft steps forth from a dwarven holy symbol that wasn't there a minute ago.

<1601/1653hp 590/590mv>
Stoneheft looks at you.

<1601/1653hp 590/590mv> smile ston
You smile at him.

<1601/1653hp 590/590mv> garb
You are using:
<used as light>      (Red Aura) Shifting black flames
<worn on finger>     (Red Aura) ring of Saturnalia
<worn on finger>     (Red Aura) ring of Saturnalia
<worn around neck>   (Glowing) (Humming) scales of alpha & omega
<worn around neck>   (Glowing) (Humming) scales of alpha & omega
<worn on body>       (Red Aura) (Humming) Golden Plate
<worn on head>       the Bone Helm of Ryuukoroshi
<worn on legs>       (Red Aura) godskull shinguards
<worn on feet>       (Glowing) demonscale Boots
<worn on hands>      (Red Aura) Sin
<worn on arms>       (Red Aura) a shadowy pair of dragonscale arm guards
<worn about body>    (Red Aura) (Humming) a Cloak of Demons
<worn about waist>   circle of mists
<worn around wrist>  woven webbing
<worn around wrist>  woven webbing
<wielded>            the Blackened Blade of the Corruptor
<dual wielded>       the Blackened Blade of the Corruptor
<worn on ears>       an earring of GlassWalker bone
<worn on eyes>       a bloody eyepatch
<worn on back>       [nothing]
<worn over face>     [nothing]
<worn around ankle>  a demonskin ankle bracer
<worn around ankle>  a demonskin ankle bracer

<1601/1653hp 590/590mv>
Stoneheft wonders 'You've done this before?'

<1606/1653hp 590/590mv> nod
You nod solemnly.

<1606/1653hp 590/590mv> say You helped me out last week
You say 'You helped me out last week'

<1606/1653hp 590/590mv> wink ston
You wink suggestively at Stoneheft.

<1606/1653hp 590/590mv>
Stoneheft wonders 'You know the risk and still want to do it?'

<1606/1653hp 590/590mv> give card stone
Stoneheft smiles happily.

<1606/1653hp 590/590mv> You give a card to Stoneheft.

<1606/1653hp 590/590mv> nod
You nod solemnly.

<1606/1653hp 590/590mv>
Stoneheft nods solemnly.

<1606/1653hp 590/590mv> cros
You cross your fingers and hope for the best.

<1606/1653hp 590/590mv>
Stoneheft drops a card.

<1606/1653hp 590/590mv>
Stoneheft sacrifices a card to Adendra.
Whispering voices fill the room and a faint breeze blows from somewhere...
The Page of Swords decrees a Knight's downfall in health to be your fate.

<1606/1653hp 590/590mv>
Stoneheft smiles at you.

<1606/1653hp 590/590mv>
Stoneheft wonders 'Ready to go back?'

<1611/1653hp 590/590mv> nod
You nod solemnly.

<1611/1653hp 590/590mv>
Stoneheft has transferred you.
Small Hut
Exits: north
The Deck of Many Things that lay in wait for Skold rests here.

<1611/1653hp 590/590mv>
Stoneheft tells you 'Better luck next time.'

<1611/1653hp 590/590mv> reply thanks
You tell Stoneheft 'thanks'

<1621/1653hp 590/590mv> reply Umm... What did that card actually do?
You tell Stoneheft 'Umm... What did that card actually do?'

<1621/1653hp 590/590mv>
Stoneheft tells you 'You should notice in your prompt.'

<1621/1653hp 590/590mv> reply it sounds like my hp should have dropped but they've stayed the same
You tell Stoneheft 'it sounds like my hp should have dropped but they've stayed the same'

<1631/1653hp 590/590mv>
Stoneheft tells you 'You sure? Totally sure?'

<1631/1653hp 590/590mv> reply totally
You tell Stoneheft 'totally'

<1636/1653hp 590/590mv> reply was at 1653 base before and after
You tell Stoneheft 'was at 1653 base before and after'

<1636/1653hp 590/590mv>
Stoneheft tells you 'You're awfully honest.'

<1636/1653hp 590/590mv>
Stoneheft tells you 'Aha.  I see, it is my mistake, actually.'

<1636/1653hp 590/590mv>
Stoneheft steps forth from a dwarven holy symbol that wasn't there a minute ago.

<1641/1653hp 590/590mv>
Stoneheft says 'Sorry...  Remove all.'

<1641/1653hp 590/590mv> rem all
You stop using a bloody eyepatch.
You stop using Sin.
You stop using a demonskin ankle bracer.
You stop using a demonskin ankle bracer.
You stop using ring of Saturnalia.
You stop using a Cloak of Demons.
You stop using an earring of GlassWalker bone.
You stop using a shadowy pair of dragonscale arm guards.
You stop using the Blackened Blade of the Corruptor.
You stop using the Blackened Blade of the Corruptor.
You stop using circle of mists.
You stop using demonscale Boots.
You stop using godskull shinguards.
You stop using ring of Saturnalia.
You stop using Shifting black flames.
You stop using woven webbing.
You stop using woven webbing.
You stop using scales of alpha & omega.
You stop using Golden Plate.
You stop using scales of alpha & omega.
You stop using the Bone Helm of Ryuukoroshi.

<1641/872hp 590/590mv>
Stoneheft says 'Wear all.'

<1641/867hp 590/590mv> wear all
You hold black depravity as your light.
You place a bloody eyepatch on your eyes.
You wear Sin on your hands.
You fit a demonskin ankle bracer around your left ankle.
As you fit a demonskin ankle bracer upon your ankle, a dark power rushes through your legs and feet.
You fit a demonskin ankle bracer around your right ankle.
As you fit a demonskin ankle bracer upon your ankle, a dark power rushes through your legs and feet.
You slip your left finger into ring of Saturnalia.
You wear a Cloak of Demons about your body.
You wear an earring of GlassWalker bone on your ears.
You wear a shadowy pair of dragonscale arm guards on your arms.
You wield the Blackened Blade of the Corruptor.
You dual-wield the Blackened Blade of the Corruptor.
You wear circle of mists about your waist.
You are encircled in a cloud of smog upon donning a circle of mists.
You wear demonscale Boots on your feet.
You slip into godskull shinguards.
You slip your right finger into ring of Saturnalia.
You fit woven webbing around your left wrist.
You fit woven webbing around your right wrist.
You wear scales of alpha & omega around your neck.
You fit Golden Plate on your body.
You wear scales of alpha & omega around your neck.
You are forbidden to use that item.
You don the Bone Helm of Ryuukoroshi upon your head.
The distant sound of a dragon's roar echoes into your ear as you place the Bone
Helm of Ryuukoroshi upon your head.
It won't fit overtop of what you're already wearing.
You are forbidden to use that item.

<1641/1642hp 590/610mv> save
Saved...

<1641/1642hp 590/610mv>
Stoneheft says 'You were supposed to lose 31.  I tok 5.'

<1641/1642hp 590/610mv>
Stoneheft says 'took'

<1641/1642hp 590/610mv>
Stoneheft says 'I appreciate your honesty.,'

<1641/1642hp 590/610mv> nod
You nod solemnly.

<1641/1642hp 590/610mv> say thanks
You say 'thanks'

<1641/1642hp 590/610mv> garb
You are using:
<used as light>      black depravity
<worn on finger>     ring of Saturnalia
<worn on finger>     ring of Saturnalia
<worn around neck>   (Glowing) (Humming) scales of alpha & omega
<worn around neck>   (Glowing) (Humming) scales of alpha & omega
<worn on body>       (Humming) Golden Plate
<worn on head>       the Bone Helm of Ryuukoroshi
<worn on legs>       godskull shinguards
<worn on feet>       (Glowing) demonscale Boots
<worn on hands>      Sin
<worn on arms>       a shadowy pair of dragonscale arm guards
<worn about body>    (Humming) a Cloak of Demons
<worn about waist>   circle of mists
<worn around wrist>  woven webbing
<worn around wrist>  woven webbing
<wielded>            the Blackened Blade of the Corruptor
<dual wielded>       the Blackened Blade of the Corruptor
<worn on ears>       an earring of GlassWalker bone
<worn on eyes>       a bloody eyepatch
<worn on back>       [nothing]
<worn over face>     [nothing]
<worn around ankle>  a demonskin ankle bracer
<worn around ankle>  a demonskin ankle bracer

<1641/1642hp 590/610mv>
Stoneheft says 'I hope I can give you more than five, next pull.  :P'

<1641/1642hp 590/610mv> smile
You smile happily.

<1641/1642hp 590/610mv> say Me too
You say 'Me too'

<1641/1642hp 590/610mv>
Stoneheft tips his cap to everyone in the room.

<1641/1642hp 590/610mv>
Stoneheft traces a holy symbol before himself and steps away through it.
Maybe next time I'll have more luck. And next time I am posting about something else...

Wednesday, September 9, 2015

The Deck of Many Things (Round 13)

I swear I do more on Realms of Despair than just playing with the Deck of Many Things. I have other things I keep meaning to get around to writing about by the perfectionist in me wants them to be fully done and 100% right before posting. Posts about the deck are easy logs. Here's the latest:
South Wing of Tower
The lonely corridor comes to an end shortly after you start walking down it. A dark room is to the east.  The hallway goes back north towards the foyer.   
Exits: north east
The Deck of Many Things lies in wait for a brave soul.
The Deck of Many Things says 'If you can find a card within me, you might be lucky enough to draw something of value.
However, once you submit to chance, you put yourself at the mercy of the cards.
The Deck of Many Things winks suggestively.

>g key deck
You get the Key to the Deck of Many Things from the Deck of Many Things.
The Key to the Deck shudders menacingly.
You drop the Key to the Deck of Many Things.
Vl'aresch gives you one gold coin for your sacrifice of the Key to the Deck of Many Things.
Be Forewarned : You could lose all that you own.
Sashell has been given the chance to draw from the Deck of Many Things.

>g card deck
You get a card from the Deck of Many Things.
A mystical being appears and points at you. Your senses reel as you are flung through the void to another place.
The card twists and wriggles in your hands.
A great flash of light envelopes the room, blinding you momentarily.
When your vision returns, you see that the Deck of Many Things lies before you once more.
It is highly recommended that you examine the deck before drawing from it. When you are ready, simply take the card.

>g card deck
You get a card from The Deck of Many Things.
You see that you have drawn the Ten of Swords.
What this card bodes for your future, only an immortal of level 57 or above can discover for you.

>tell stonehef Hi Stoneheft. Can you please help me out with the deck?
You tell Stoneheft 'Hi Stoneheft. Can you please help me out with the deck?'

Stoneheft steps forth from a dwarven holy symbol that wasn't there a minute ago.

Stoneheft smiles happily.

>ngree stone
You nod in greeting towards Stoneheft.

>gl
Within a Small Circle of Mystical Stones
Exits: none
(Glowing) (Humming) One of the rocks in the circle glows translucently.
(Ascendant God) (Hide) (Translucent) Stoneheft radiates with a godly light.

Stoneheft wonders 'You have done this before?'

>nod
You nod solemnly.

>say a few times
You say 'a few times'

>wink
You wink suggestively.

>give card stone
You give a card to Stoneheft.

Stoneheft wonders 'And you know the risk?  Yadda yadda?'

>nod
You nod solemnly.

Stoneheft looks at you.

The deck of many things is once again shuffled and dealt by the Gods.

Stoneheft drops a card.

Stoneheft sacrifices a card to Adendra.
Whispering voices fill the room and a faint breeze blows from somewhere...
You somehow find the inner strength to resist the baleful influence of this card.

A cold breeze from the winds of never washes through the void.

Stoneheft says 'Gimme 1 item you're wearing'

>rem visag
You stop using Visage of Bloodlust.

>give visa ston
You give Visage of Bloodlust to Stoneheft.

Stoneheft utters the words, 'uoculoihuyl'.
An item held by Stoneheft briefly luminesces.

Stoneheft gives you Visage of Bloodlust.

>save
Saved...

Stoneheft says 'Save'

>say thanks for that
You say 'thanks for that'

Stoneheft wonders 'Ready to go back?'

>nod
You nod solemnly.

Stoneheft has transferred you.
South Wing of Tower
The lonely corridor comes to an end shortly after you start walking down it.
A dark room is to the east.  The hallway goes back north towards the foyer.   
Exits: north east
The Deck of Many Things that lay in wait for Sashell rests here.

Stoneheft tells you 'My pleasure.'

>c id visage
Object 'Visage of Bloodlust' is infused with your magic...
It is a level 49 armor, weight 8.
Locations it can be worn:  eyes
Special properties:  glow dark evil
Genres allowed:  aberrant
Alignments allowed:  evil
This armor has a gold value of 640000.
Armor class is 14 of 14.
Affects save vs paralysis by -3.
Affects armor class by -25.
Affects luck by 1.
Affects hp by 35.
Affects damage roll by 5.
Affects affected_by by infrared.
Affects resistant:magic by 5%.
A couple of things from this encounter stuck out for me. Number one I need to get more Set Rings since I've managed to have enough them altered from the deck. And number is the difference between the affects of the same card - the Ten of Swords. This time I had a positive affect and got this message when the immortal sacrificed the card:
Stoneheft sacrifices a card to Adendra.
Whispering voices fill the room and a faint breeze blows from somewhere...
You somehow find the inner strength to resist the baleful influence of this card.
This is compared to an earlier experience:
Loril sacrifices a card to Adendra.
Whispering voices fill the room and a faint breeze blows from somewhere...
There can be no escape from the destructive power of the Ten of Swords.
It appears that each card has positive and negative results which you do not know what they are until an immortal takes hold of the card. Just as interesting is that the Ten of Swords seems to be the most common card for me when finding the deck.

Sunday, July 26, 2015

The Deck of Many Things (Round 12)

I managed to find the deck two days in a row straight after reboot with both attempts not working out the way I planned. My first pull got me transed through to fight some raven. This time I was prepared with plenty of create spring potions - unfortunately I was not prepared with true sight potions. After several gouges I died miserably. With all the spam I didn't even manage to log the events. The following days results are here:
 >g key deck
You get the Key to the Deck of Many Things from the Deck of Many Things.
The Key to the Deck shudders menacingly.
You drop the Key to the Deck of Many Things.
Vl'aresch gives you one gold coin for your sacrifice of the Key to the Deck of Many Things.
Be Forewarned : You could lose all that you own.
Sashell has been given the chance to draw from the Deck of Many Things.

>g card deck
You get a card from the Deck of Many Things.
A mystical being appears and points at you. Your senses reel as you are flung through the void to another place.
The card twists and wriggles in your hands.
A great flash of light envelopes the room, blinding you momentarily.
When your vision returns, you see that the Deck of Many Things lies before you once more.
It is highly recommended that you examine the deck before drawing from it. When you are ready, simply take the card.

>g card deck
You get a card from The Deck of Many Things.
You see that you have drawn The Sun.
What this card bodes for your future, only an immortal of level 57 or above can discover for you.

>tell loril can you please help me out with the deck
You tell Loril 'can you please help me out with the deck'

Loril bounces in on a fluffy, white cloud named Nine.

>ngree lor
You nod in greeting towards Loril.

Loril smiles happily.

>say Hi
You say 'Hi'

Loril exclaims 'Hi!'

Loril crosses her fingers for good luck.

>give card loril
You give a card to Loril.

>cross
You cross your fingers and hope for the best.

Loril looks at you.

Loril drops a card.

Loril sacrifices a card to Adendra.
The heat of the sun blazes forth, affecting anything it touches.

>garb
You are using:
<used as light>      (Red Aura) Shifting black flames
<worn on finger>     (Red Aura) (Humming) Set's ring of Power
<worn on finger>     (Red Aura) (Humming) Set's ring of Power
<worn around neck>   (Red Aura) (Glowing) Cloak of Bloodlust
<worn around neck>   (Red Aura) (Glowing) Cloak of Bloodlust
<worn on body>       (Red Aura) (Humming) Golden Plate
<worn on head>       a fallohide's leather cap
<worn on legs>       a fallohide's leather breeches
<worn on feet>       (Glowing) demonscale Boots
<worn on hands>      (Red Aura) Sin
<worn on arms>       (Red Aura) a shadowy pair of dragonscale arm guards
<worn about body>    a fallohide's cloak
<worn about waist>   a fallohide's pipeweed pouch
<worn about waist>   a fallohide's waist sash
<worn around wrist>  (Glowing) a crystal dragon bracer
<worn around wrist>  (Glowing) a crystal dragon bracer
<wielded>            (Red Aura) (Glowing) darkness
<dual wielded>       (Red Aura) (Glowing) darkness
<worn on ears>       ears of the fox
<worn on eyes>       (Red Aura) (Glowing) Visage of Bloodlust
<worn on back>       [nothing]
<worn over face>     [nothing]
<worn around ankle>  a turqoise anklet
<worn around ankle>  a blue, glassy chain

Loril says 'Please hand me a piece of armor? :)'

>rem set
You stop using Set's ring of Power.

>c id ring
Object 'Set's ring of Power' is infused with your magic...
It is a level 46 armor, weight 1.
Locations it can be worn:  finger
Special properties:  hum dark evil metal
Alignments allowed:  evil neutral
This armor has a gold value of 340600.
Armor class is 12 of 12.
Affects hp by 50.
Affects mana by 25.
Affects intelligence by 2.
Affects hit roll by 4.
Affects damage roll by 4.

>give ring loril
You give Set's ring of Power to Loril.

Loril says 'And bear with me as I find the command for this.'

You hear Loril hrm.

The deck of many things is once again shuffled and dealt by the Gods.

Loril gives you Set's ring of Power.

Loril forces you to 'save'.
Saved...

>c id set
Object 'Set's ring of Power' is infused with your magic...
It is a level 46 armor, weight 1.
Locations it can be worn:  finger
Special properties:  hum dark evil metal
Alignments allowed:  evil neutral
This armor has a gold value of 340600.
Armor class is 12 of 12.
Affects hp by 50.
Affects mana by 25.
Affects intelligence by 2.
Affects hit roll by 4.
Affects damage roll by 4.
Affects susceptible:fire by 5%.

Loril bounces around.

Loril found it!

>smile
You smile happily.

>say thanks for that
You say 'thanks for that'

Loril says 'Well... ;)'

Loril says 'You're welcome. :)'

Loril wonders 'Would you like me to send you back to the deck or to the []?'

>say square is good thanks
You say 'square is good thanks'

Loril beams brightly.  Why is that?

Loril says 'Take care, then. In 3 ...'

Loril smiles happily.

Loril has transferred you.
Darkhaven Square
You are standing within the expanse of the famous Darkhaven Square. An immense stone statue of Duke Luther sits in the center of the square, surrounded by fountains of shimmering crystal water.  Gardens and shrubbery enhance the air of serenity and peace here in the center of the great city. A plaque set into the base of the fountain attracts your eye.  Cobblestone roads lead away in the four cardinal directions, while to the northeast and northwest are forested paths.  The cathedral spires of Notre Dame de Sioux rise with majesty above the treetops to the northwest.
Exits: north east south west up northeast northwest
A large sundial lies here, useless during the night hours.
Someone thought it best to discard this cap here.
Torrents of flame flow a river of fire through the night sky above the square.
Stone fountains containing crystal clear water surround the Duke's statue.