How to Read the Detection Crystal

When one holds an item in his left hand, then touches the crystal in the Abandoned Inn, the crystal will emit a combination of lights and sounds which reveal qualities to the item. This guide, below, will assist in deciphering those signals.
Directions to the Crystal from Outside the Abandoned Inn: Outside, you will see a door. GO through the DOOR. Once inside, you'll see a CURTAIN which you must GO under. Past the curtain, you will travel NORTH to the Dining Room, then EAST along the North Hall to a swinging DOOR. This leads to the kitchen. In the kitchen is a TRAPDOOR. You will GO through it to reach the cellar. Head WEST to the Larder, then WEST again to the workshop. There is another TRAPDOOR in this area, which you must SEARCH for. Upon finding the TRAPDOOR, you will OPEN it and GO through the TRAPDOOR. This old workshop holds the Detection Crystal.
Let's recap for the retarded among you.
Outside the Inn: GO DOOR, GO CURTAIN, North, East, GO DOOR, GO TRAPDOOR, West, West, SEARCH for the TRAPDOOR, once found, OPEN TRAPDOOR, GO TRAPDOOR, SLAP SELF for using this set of DUMBED DOWN DIRECTIONS instead of the ones ABOVE which are CLEARLY BETTER
Ahem. If you cannot find the trapdoor via searching, this set of alternate directions should be useful. From outside the inn, head through the DOOR, GO up the STAIR, head WEST, GO up the next STAIR, head SOUTH, GO through the MIRROR into the Mirror Room, TOUCH the SPHERE, SNICKER at the funny Imp, RUB the SPHERE, and finally.. TOUCH the MIRROR.
In order to make use of the crystal, you must hold your item in your left hand, then, using your empty right hand, TOUCH the CRYSTAL.
Now, how to read the Crystal.
Abandoned Inn Crystal Readings
Weapons:
Silver Nimbus Blessed or Holy
Pure High Note Voln or Pure-Potion Blessed
Shrill Piercing Note Elemental Flares
Low Mellow Tone Defender Weapon (DS Bonus in Offensive Stance)
Low Resonate Tone Critical Weighted
Deep Bass tone Damage Weighted
Shadow Cursed
Red Beam +1 to +5 bonus
Orange Beam +6 to +10 bonus
Yellow Beam +11 to +15 bonus
Green Beam +16 to +20 bonus
Blue Beam +21 to +25 bonus
Indigo Beam +26 to +30 bonus
Violet Beam +31 bonus and above
Types of Elemental Flares include: Cold/Ice, Fire, Earth/Vibration, Lightning, Acid
Other Flares include: Void/Implosion, Wind, Poison, Holy Water, Plasma
The Elemental Group are flares I know from personal experience register as Elemental Flares with the Crystal. The Other Flares group I've not had any experience with. I suspect that ANY flares will be noticed by the crystal, regardless of type. To discover what type of flares you have, you will need to use the weapon in combat until it flares or have a bard sing to it.
Also, it should be noted, Blessing a weapon that is Cursed will DESTROY the weapon.
Armor:
Low resonate tone Critical Padding
Deep Bass Tone Damage Padding
Shrill piercing note Enchanted
Shadow Cursed
Red Beam +1 to +5 bonus
Orange Beam +6 to +10 bonus
Yellow Beam +11 to +15 bonus
Green Beam +16 to +20 bonus
Blue Beam +21 to +25 bonus
Indigo Beam +26 to +30 bonus
Violet Beam +31 bonus and above
Damage and Critical Weighting/Padding Levels are undetectable through the crystal. You will need a warrior to ASSESS items for these readings, which are listed below, descending from least to most.
Light
Decent
Somewhat
Fair
Heavy
Very Heavy
Exceptional
Incredible
Masterfully
Perhaps a mnemonic device? L D S F H V E I M ... Let's Die Sometime For Hot Vereri Encounters In the Mausoleum.
Shields:
Shrill Piercing Note Enchanted
Shadow Cursed
Red Beam +1 to +5
Orange Beam +6 to +10
Yellow Beam +11 to +15
Green Beam +16 to +20
Blue Beam +21 to +25
Indigo Beam +26 to +30
Violet Beam +31 and above
The Detection Crystal no longer counts the Innate +20 shield bonuses toward the shield's enchant.
Normal shields provide this innate +20 bonus to the holder's Defensive Strength. Tower Shields (and possibly Wall Shields) are supposed to have a +25 innate bonus, but are currently functioning as some bastardized version of how they should be, with the +5 above normal shields functioning as a level of enchant. A properly working Tower Shield system would allow for shields which, at ten enchants, would confer a bonus of +75 before shield training (10x enchant [50] + True Tower Shield Bonus [+25]) while a normal shield at ten enchants would afford a defensive enhancement of +70 (10x enchant [50] + Shield Bonus [20]). We'll likely never see True Tower Shields in GemStone3.
Items with limited charges:
Golden scintillating light Imbeddable
Shrill piercing note Above 32 charges remaining
High Ringing Note 17 to 32 charges remaining
Pure High Note 9 to 16 charges remaining
Clear even note 5 to 8 charges remaining
Low mellow note 3 to 4 charges remaining
Low resonate note 2 charges remaining
Deep bass note 1 charge remaining
Helpful Hint: Most magical items cap at 40 Charges (Blue Crystals, Ruby Amulets, Gold Wands, etc). If you find an item and use it more than eight or nine times and get a Shrill Piercing Note at the crystal, find a Bard. You might have something nice.
|