Premium teleportation jewelry: Difference between revisions
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The creator has also provided the following information: |
The creator has also provided the following information: |
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This is a Premium transport jewelry item. It has the capability of transporting you to Mist Harbor. It is currently set with default messaging. |
This is a Premium transport jewelry item. It has the capability of transporting you to Mist Harbor. It is currently set with default messaging. |
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This item is currently grounded to always have you land in the room called, "Safe Haven, Great Room," in Mist Harbor. You can toggle this setting to drop you to a random location via the FLIP verb. |
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A merchant can alter this item with a long description or a show. The worn location cannot change. |
A merchant can alter this item with a long description or a show. The worn location cannot change. |
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</pre> |
</pre> |
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<br> |
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'''Custom Messaging''' |
'''Custom Messaging''' |
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<pre{{log2}}> |
<pre{{log2}}> |
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The creator has also provided the following information: |
The creator has also provided the following information: |
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This is a Premium transport |
This is a Premium transport item. It has the capability of transporting you to Mist Harbor. It is currently set with custom messaging. This item is set to message with option 12: Fire. |
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This item is currently grounded to always have you land in the room called, "Safe Haven, Great Room," in Mist Harbor. You can toggle this setting to drop you to a random location via the FLIP verb. |
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A merchant can alter this item with a long description or a show. The worn location cannot change. |
A merchant can alter this item with a long description or a show. The worn location cannot change. |
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==Usage== |
==Usage== |
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When {{boldmono|[[TURN]]}}ed while within a public area in any town, these jewelry items will teleport the wearer to a random point within the town of [[Mist Harbor]] (which is accessible only by this method). The return trip will return the character to their last non-Mist Harbor location exactly. These items of jewelry are available in a special location (often a table) [[Premium |
When {{boldmono|[[TURN]]}}ed while within a public area in any town, these jewelry items will teleport the wearer to a random point within the town of [[Mist Harbor]] (which is accessible only by this method). The return trip will return the character to their last non-Mist Harbor location exactly. These items of jewelry are available in a special location (often a table) [[Premium teleportation jewelry#Locations|located]] inside the Four Winds Hall in their town. Once used, they are attuned to the claiming character. If you {{boldmono|[[RAISE]]}} your jewelry, you will unattune it, allowing you to give them to other Premium members. Different patterns and item types are available in various towns. |
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A person can have as many of these teleportation jewelry items as they want, and they can be used both while worn or while held in the hand. The {{boldmono|[[DROP (verb)|DROP]]}} command will let you properly dispose of unwanted jewelry. Special teleport [[Premium |
A person can have as many of these teleportation jewelry items as they want, and they can be used both while worn or while held in the hand. The {{boldmono|[[DROP (verb)|DROP]]}} command will let you properly dispose of unwanted jewelry. Special teleport [[Premium teleportation jewelry#Messaging|messaging]] is available via merchant, and a [[Premium teleportation jewelry#Grounding|grounding]] service (to teleport to a specific location in Mist Harbor) can also be performed by a merchant for citizens of Mist Harbor only. |
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There is no wait period between uses to transport to Mist Harbor. |
There is no wait period between uses to transport to Mist Harbor. |
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==Additional Information== |
==Additional Information== |
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===Locations=== |
===Locations=== |
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{{:Four Winds Hall}} |
{{:Four Winds Hall}} |
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{{top}} |
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===Types=== |
===Types=== |
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Each town has a different set of teleportation jewelry to choose from: |
Each town has a different set of teleportation jewelry to choose from: |
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;Zul Logoth: |
;Zul Logoth: |
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<pre{{log2}}>On the black table you see an iron and mithril band, a heavy invar link neckchain, a burnished toadstool pendant, a carved ruby snail totem, a steel crossed pickaxe medallion, a graduated azurite bead necklace, a gold-strung crystalline nodule, a shovel-etched dark granite amulet, a pale opal mushroom beardclip, a steel and bluerock cube beardclip, a miniature iron mine cart charm, a richly hued eostone armband, a multihued heavy glaes wristcuff, a red-flecked sturdy invar bracer and some vibrant faceted sphene earbobs.</pre> |
<pre{{log2}}>On the black table you see an iron and mithril band, a heavy invar link neckchain, a burnished toadstool pendant, a carved ruby snail totem, a steel crossed pickaxe medallion, a graduated azurite bead necklace, a gold-strung crystalline nodule, a shovel-etched dark granite amulet, a pale opal mushroom beardclip, a steel and bluerock cube beardclip, a miniature iron mine cart charm, a richly hued eostone armband, a multihued heavy glaes wristcuff, a red-flecked sturdy invar bracer and some vibrant faceted sphene earbobs.</pre> |
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{{top}} |
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===Grounding=== |
===Grounding=== |
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Teleportation items can be grounded so that a person will always teleport into the same room in Mist Harbor each time the item is used. |
Teleportation items can be grounded so that a person will always teleport into the same room in Mist Harbor each time the item is used. Initially this was an add on service, but has since been changed so all teleportation jewelry will come with a default grounding location. This is normally Safe Haven in Prime, and Gardenia Commons in Platinum/Shattered. |
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Up to four more additional grounding locations can be added on to transportation jewelry item for five locations in total. The additional slots can be added by purchasing the mauve grounding slips for sale on the marble counter in the Lighthouse's Gift Shop for 100 Premium Points. |
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{| {{prettytable}} |
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|+ Grounding Locations |
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|- |
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! scope="col" |Room Name |
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! scope="col" |Room ID |
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! scope="col" |Lich ID |
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|- |
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! scope="row" role="rowheader"|Gardenia Commons |
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|u3201029 |
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|3668 |
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! scope="row" role="rowheader"|Harbor Library, Courtyard |
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|u3223127 |
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|19362 |
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! scope="row" role="rowheader"|Lighthouse, Gift Shop |
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|u3204011 |
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|16404 |
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! scope="row" role="rowheader"|Mist Harbor Bank, Bank Windows |
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|u3201913 |
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|3672 |
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! scope="row" role="rowheader"|[[Safe Haven]], Great Room |
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|u3201112 |
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|28742 |
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|} |
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<pre{{log2}}> |
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Transporters may also be grounded to a custom location (subject to eligibility on a case by case basis based on the target room's properties), as a more rare service. |
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You analyze your grounding slip and sense that the creator has provided the following information: |
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This grounding slip is a Premium Grounding item. It can be RAISED to attempt to ground a transporter held in the other hand to the current room. There are a number of different room checks used to verify that the room is eligible (notably, the room must be within the town of Mist Harbor, and teleportation must be possible.) |
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This item will crumble when used. |
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</pre> |
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<br> |
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To use a slip, RAISE it when at the desired location. If the room is not eligible, you will be notified. If eligible, raise again to set the location. |
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<pre{{log2}}> |
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You are about to attempt to ground your (item) to Mist Harbor Bank, Windows. If you would like to confirm this attempt, please RAISE your grounding slip in this room within the next 10 seconds. |
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Mist Harbor Bank, Windows has been added as a grounding option for your (item). |
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</pre> |
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<br> |
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Grounding locations may only be changed by a merchant, and this is a more rare service. A merchant offering this option may change any currently set grounding slot to a different eligible location. The same criteria for eligible locations that applies to the grounding slips applies to this service. The location must be within Mist Harbor, whether inside or outside, and must allow teleportation. |
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The FLIP verb will toggle the grounding feature, allowing a person to choose whether to always go to their grounded location or to transport to a random location in Mist Harbor. |
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<pre{{log2}}> |
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You fiddle with your (item), changing it to drop you in a random spot on the Isle of Four Winds. |
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</pre> |
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<pre{{log2}}> |
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You fiddle with your (item), changing it to drop you at your grounded location on the Isle of Four Winds. |
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</pre> |
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<br> |
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The TWIST verb will toggle between grounded locations your transportation jewelry item is set to. |
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<pre{{log2}}> |
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You carefully twist a small crystal on the side of your (item), and a minute flicker of light dances across its surface. |
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This (item) will now teleport you to a room named, "Gardenia Commons," in Mist Harbor. You can toggle this setting to drop you to a random location via the FLIP verb |
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</pre> |
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<br> |
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All grounded locations will show up via ANALYZE. |
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<pre{{log2}}> |
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This item is currently grounded to always have you land in the room called, "Gardenia Commons," in Mist Harbor. You can toggle this setting to drop you to a random location via the FLIP verb. |
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Your transporter also has the option of transporting you to the following locations: |
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"Honeysuckle Crossing," in Mist Harbor |
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"Eastern Harbor, Sea Turtle Lane," in Eastern Harbor |
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"Western Harbor, Seathrak Way," in Western Harbor |
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"Mist Harbor Bank, Windows," in Mist Harbor. |
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To switch to one of these locations, TWIST your (item). |
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</pre> |
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{{top}} |
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===Messaging=== |
===Messaging=== |
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Messaging can be changed by merchants, either one specializing in transportation jewelry, or those who offer general alterations. Some shops may also sell transportation jewelry with custom messages already set. Options 17-22 are only available at [[Ebon Gate]]. Options 33-37 were released at the [[Spitfire]] and are not normally available. The carousel option only applies to the [[intricately painted tin carousel]] earned from the Key to the Midway quest from Ebon Gate when it took place at Feywrot Mire. All other options should be available for selection from merchants that are working on transportation jewelry (Options 1-16, 23-32, and 38-60). |
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Some merchants can also change the messaging. Options 17-22 are only available at [[Ebon Gate]]. |
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{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For formatting purposes, the table needs to start on the same line that the itemtier template ends. For instructions on how to use this template, see Template:Verbtable. --> |
{| {{verbtable}} <!-- REQUIRED if there are verbs for this tier. For formatting purposes, the table needs to start on the same line that the itemtier template ends. For instructions on how to use this template, see Template:Verbtable. --> |
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|+ Transportation |
|+ '''Transportation Jewelry Messaging Options''' |
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|- {{verbtableheader}} |
|- {{verbtableheader}} |
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! scope="col"|Messaging Option Name |
! scope="col"|Messaging Option Name |
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!scope="row" role="rowheader" rowspan="2"|17. Licking Mists |
!scope="row" role="rowheader" rowspan="2"|17. Licking Mists |
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|scope="row" role="rowheader"|Arrival |
|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|You lightly place your hand upon your |
|rowspan="2"|You lightly place your hand upon your (item) and feel the coldness of the piece seep into your palm. Slowly, a pale green nimbus begins to surround you, and you feel its misty tendrils licking at your skin and the air. It doesn't take long for the fragile stuff to completely obscure your vision, and disorientation is quick to follow, but the sensation passes along with the mist after just a few moments. |
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|Pale green mist begins to coalesce nearby, its fragile tendrils licking out at everything nearby. A sudden drop in temperature heralds the shadowy presence of something in the mist and then suddenly, the mist scatters in all directions to reveal Khorbin. |
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|{{addmetext}} |
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|scope="row" role="rowheader"|Departure |
|scope="row" role="rowheader"|Departure |
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|Khorbin places his hand over his (item), and tendrils of pale green mist begin to seep from where his hand touches it. Slowly, an eerie nimbus begins to surround him, and you can feel the cold of the misty tendrils begin to lick out at everything nearby. It is only a matter of seconds before Khorbin is completely obscured by the strange, fragile stuff and then, abruptly, both he and the mist are gone. |
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!scope="row" role="rowheader" rowspan="2"| 18. Rising Spirits |
!scope="row" role="rowheader" rowspan="2"| 18. Rising Spirits |
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|scope="row" role="rowheader"|Arrival |
|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|Chill and foreboding, a faint zephyr rises from your feet as you place your hand upon your |
|rowspan="2"|Chill and foreboding, a faint zephyr rises from your feet as you place your hand upon your (item). Multiple pale shapes rise from the ground and begin to form the images of fallen comrades, some in tattered armor, and others in half-rotted clothing. They swirl in a miasmic whirlwind around you, their mouths parting in soundless moans. Soon, they surround you in frenzy and completely obscure your vision of the world, but the moments are fleeting and just as you begin to feel them press in upon your body, they scatter and you find yourself in a new place. |
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|Several pale spirits converge upon a nearby spot, their bodies displaying the signs of past ravages. Soldiers in dented armor, men and woman in tattered clothing, and even a pale child in a nightgown, all converge upon a single space. Their bodies exude a chill mist that condenses into a pale column, which suddenly parts to reveal Quilic. As quickly as they came, the spirits scatter to the winds. |
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|{{addmetext}} |
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|scope="row" role="rowheader"|Departure |
|scope="row" role="rowheader"|Departure |
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|Chill and foreboding, a faint zephyr rises from the ground around |
|Chill and foreboding, a faint zephyr rises from the ground around Quilic and begins to swirl around him. Multiple pale images begin to take shape and display the features of fallen comrades, some in tattered armor and others in half-rotted clothing. They swirl in a miasmic whirlwind around him, their arms reaching towards Quilic and their mouths stretched wide in soundless wails. Soon, they completely surround him in what seems to be a frenzy of movement, their pale bodies growing thicker and whiter. A hollow cry of denial fills the air, and they shoot in a column towards the sky, taking Quilic with them. |
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!scope="row" role="rowheader" rowspan="2"|19. The Black Coach |
!scope="row" role="rowheader" rowspan="2"|19. The Black Coach |
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|scope="row" role="rowheader"|Arrival |
|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|Rising on the air, the sound of |
|rowspan="2"|Rising on the air, the sound of horses' clip-clopping hooves greets your ears as your fingers brush against your (item). It grows nearer and within seconds you see spirit horses created of blue nimbus move to your side, a black lacquered coach drawn behind them. Once it slows, you move to the coach and step inside. A harrowing ride ensues and you feel as though time has no meaning, for in a matter of moments the coach stills and you step out of it to find yourself in a new place. |
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|Rising on the air, the sound of horses' clip-clopping hooves greets your ears, and within seconds you recognize the source as a pair of ghostly horses that are surrounded by a blue nimbus. They draw a black lacquer coach behind them and come to an abrupt halt nearby. Lydil steps out of the small, wheeled wooden box and closes the door behind him. Neighing once, the horses ride off, pulling the coach behind them. |
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|{{addmetext}} |
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|scope="row" role="rowheader"|Departure |
|scope="row" role="rowheader"|Departure |
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|Rising on the air, the sound of horses' clip-clopping hooves greets your ears and within seconds you recognize the source as a pair of ghostly horses surrounded by a blue nimbus. They draw a black lacquered coach behind them and stop before |
|Rising on the air, the sound of horses' clip-clopping hooves greets your ears, and within seconds you recognize the source as a pair of ghostly horses surrounded by a blue nimbus. They draw a black lacquered coach behind them and stop before Lydil, who steps into the small, wheeled wooden box and closes the door behind him. Neighing once, the horses ride off, pulling the coach behind them. |
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!scope="row" role="rowheader" rowspan="2"|20. Skeletal Fog |
!scope="row" role="rowheader" rowspan="2"|20. Skeletal Fog |
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|scope="row" role="rowheader"|Departure |
|scope="row" role="rowheader"|Departure |
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|Out of nowhere, tiny bubbles start to form around Jainna, rapidly increasing in size and opacity. One by one, they coalesce into a giant bubble, the tenuous membrane enveloping her. Its undulating outer skin refracts the light, distorting her appearance within. The bubble rises, ascending into the heights and vanishing from view. |
|Out of nowhere, tiny bubbles start to form around Jainna, rapidly increasing in size and opacity. One by one, they coalesce into a giant bubble, the tenuous membrane enveloping her. Its undulating outer skin refracts the light, distorting her appearance within. The bubble rises, ascending into the heights and vanishing from view. |
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!scope="row" role="rowheader" rowspan="2"|33: Walk the Plank |
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|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|A wooden plank suddenly appears, hovering slightly off of the ground in front of you, and a loud voice grimly shouts, "Walk the plank!" You tentatively board the plank, then quickly scuttle forward, your surroundings now a blur. Upon reaching the end of the plank, you blindly leap from it and fall toward Elanthia, far below, at an alarming rate. Just before you smash into the ground, you momentarily float above the earth, then gently touch down. |
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|Quilic suddenly comes plummeting down from the sky, falling at an alarming rate. Just before he smashes into the ground, Quilic momentarily floats above the earth before finally touching down. |
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|scope="row" role="rowheader"|Departure |
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|A wooden plank suddenly appears, hovering slightly off of the ground in front of Quilic, and a loud, swarthy voice grimly shouts, "Walk the plank!" Quilic tentatively sets one foot on the plank, then his other. As he then quickly scuttles forward, both Quilic and the plank shimmer out of sight. |
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!scope="row" role="rowheader" rowspan="2"|34: Drunken Pirates |
!scope="row" role="rowheader" rowspan="2"|34: Drunken Pirates |
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|scope="row" role="rowheader"|Departure |
|scope="row" role="rowheader"|Departure |
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|Several halfling pirates shimmer into existence, staggering as they brandish their weapons at <player> and swear drunkenly. They roughly grab <player> by the arms and force a draught of rum down his gullet before bodily hauling him away. |
|Several halfling pirates shimmer into existence, staggering as they brandish their weapons at <player> and swear drunkenly. They roughly grab <player> by the arms and force a draught of rum down his gullet before bodily hauling him away. |
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!scope="row" role="rowheader" rowspan="2"|35: Landlubber's Dinghy |
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|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|A small dinghy materializes, carrying both Naionna and a scruffy sailor sitting at the stern. The moment Naionna disembarks from the boat, the sailor takes up his oars and begins rowing madly, the boat lurching forward and completely vanishing. |
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|A small dinghy materializes, carrying both Naionna and a scruffy sailor sitting at the stern. The moment Naionna disembarks from the boat, the sailor takes up his oars and begins rowing madly, the boat lurching forward and completely vanishing. |
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|- |
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|scope="row" role="rowheader"|Departure |
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|A small dinghy materializes in front of Naionna, a scruffy sailor sitting at the stern. As Naionna boards the small boat, the sailor takes up his oars and begins rowing, muttering, "Grubby landlubbers!" The boat suddenly pitches forward, then completely vanishes. |
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!scope="row" role="rowheader" rowspan="2"|36: Ocean Wave |
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|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|The sound of a stormy sea fills the air, and like a wave sweeping down on you, an invisible force slams into you. You are suddenly drenched from head-to-toe with salt water and swept off of your feet and into a world of ocean hues. Just when you feel you are about to drown, you blink and find yourself in a new location. |
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|The sound of roaring waves fills the air, and a misty white sea foam flows around in a tall, swirling circle. As it seeps into the ground and disappears, it leaves only a very damp Lydil in its wake. |
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|scope="row" role="rowheader"|Departure |
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|The sound of a stormy sea fills the air, and like a wave sweeping down on him, a splash of ocean-hued colors flows over Lydil. Inexplicably, he is swept off of his feet and, now drenched in salt water, disappears from sight. |
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!scope="row" role="rowheader" rowspan="2"|37: Captain's Wheel |
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|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|Before your very eyes, a ship's captain's wheel appears. You give it a hard spin, and the world around you begins to rotate. Your grip tight on the wheel, you tumble and twist through a fog filled with the sounds of the sea and sailors. Someone eagerly calls, "Land, ho!" and the harrowing journey ends. You reorient yourself to find that you are somewhere new, and as you loosen your grip on the wheel, it shimmers and fades out of sight. |
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|Before your very eyes, a ship's captain's wheel appears in front of Tivvy, who appears to be hanging on to it for dear life. As soon as Tivvy loosens her grip on the wheel, it shimmers and fades out of sight. |
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|- |
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|scope="row" role="rowheader"|Departure |
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|Before your very eyes, a ship's captain's wheel appears in front of Tivvy. She grips the wheel and gives it a hard spin, and the contraption, along with Tivvy, shimmers and fades out of sight. |
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!scope="row" role="rowheader" rowspan="2"|38: Topspin |
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|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|A gossamer strand slowly begins to creep from within the confines of your (item), wriggling about in a slow, hypnotic dance. Without warning the filament begins to gyrate, snaking around you and wrapping you in its shimmering coils. With a sudden snap, the strand unfurls, spinning you off like a top. After a long moment, you come to an abrupt halt and blink rapidly as you take in your new surroundings. |
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|A whirling blur suddenly appears, a humanoid form barely visible at its core. The blur spins closer as its gyrations begin to slow, stopping abruptly to manifest into a wobbling and dizzied Haxus. |
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|- |
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|scope="row" role="rowheader"|Departure |
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|Slowly, a gossamer strand begins to creep from within the confines of Haxus' (item), wriggling about in a slow, hypnotic dance. Without warning the filament begins to gyrate, snaking around him and wrapping him tightly within its shimmering coils. With a sudden snap, the strand unfurls, sending Haxus spinning like a top before he disappears completely in a silvery blur. |
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!scope="row" role="rowheader" rowspan="2"|39: Sinkhole |
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|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|Staring into the distance, you feel your cheeks flush as you begin to toy with your (item). Suddenly, the ground opens up and swallows you whole, blanketing you in darkness. After a long moment of comforting stillness, you are returned to the world and quickly realize that things are not as they were before. |
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|A crack opens up in the ground beside you, spewing forth Khorbin like so much earthen debris. The fissure swiftly seals itself, leaving the landscape - and a red-faced Khorbin - no worse for the wear. |
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|scope="row" role="rowheader"|Departure |
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|The earth begins to tremor beneath you, and you gaze in awe as the ground cracks open to swallow Khorbin whole! The earthen fissure seals up just as quickly, leaving no trace of him. |
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!scope="row" role="rowheader" rowspan="2"|40: Beetles |
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|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|Your hand brushes the (item), and a faint scent of decay blooms around you and tickles the back of your throat. You glance down to see that the area around your feet appears to be boiling. Within seconds, a swarm of carrion beetles emerges from the disturbance and quickly converges into an indistinguishable single entity that covers your body from the bottoms of your feet to the tip of your head. Before you can fully register the sensation of millions of creepy-crawly legs covering your body, the feeling is gone and you've arrived at a new destination. |
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|A writhing mass of carrion beetles boils up near your feet, though they disperse quickly, leaving Quilic casually flicking a carrion beetle from his shoulder. |
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|scope="row" role="rowheader"|Departure |
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|Quilic touches his (item) and is suddenly surrounded by the faint scent of decay. This scent is the only warning before a swarm of beetles boils up from the ground under his feet. Innumerable bugs pour from the ground, and within seconds the clicking carrion beetles have enveloped his within a writhing black mass. All at once, the beetles disperse, leaving no trace of Quilic. |
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!scope="row" role="rowheader" rowspan="2"|41: Ozone |
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|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|Your hand idly touches the (item), and the space around you slowly fills with the promising scents of ozone and petrichor. Suddenly, a sharp crack of sound assaults your eardrums. It is simultaneously accompanied by a blinding flash of light. It takes just a moment for your eyes to adjust and discern your new location. |
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|From overhead, a brilliant flash of lightning cracks into the ground, dissipating nearly instantly and leaving Tamuz standing in its wake as the faint scent of ozone accompanies him. |
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|- |
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|scope="row" role="rowheader"|Departure |
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|Tamuz touches his (item), and the space around him begins to fill with the ominous scents of ozone and petrichor just before a lightning bolt makes him its final target. With a sharp crack of thunder, the bolt hits Tamuz and he disappears. |
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!scope="row" role="rowheader" rowspan="2"|42: Cherry Blossoms |
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|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|A soft breeze filled with the gentle scent of cherry blossoms teases your senses. Silky pink petals begin to gather in the wind as it grows stronger, swirling around you playfully. A few petals become many, and before you know it, your sight has been completely obscured by an eddy of dazzling blossoms. Too soon, the lively display comes to an end. As the blossoms float away into invisibility, you realize you've arrived at your destination. |
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|A momentary whirlwind of cherry blossoms streams into the area out of nowhere, swirling in a graceful dance before departing once more, leaving Naionna in its fragrant wake. |
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|- |
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|scope="row" role="rowheader"|Departure |
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|A softly scented breeze begins to swirl around Naionna, carrying a single cherry blossom. That single blossom begins to multiply, and soon Naionna's body becomes obscured behind a dizzying wall of soft pink petals. When the breeze dies down, the blossoms have disappeared and so has she. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|43: Big Spiders |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|You notice a sticky strand of silk thread grab your ankle, and before you even have a chance to move, a shiny black spider approximately the size of a bison has rounded your body. Working magically fast, the spider wraps you completely in a silken shroud and yanks you from your feet. After a dizzying few seconds, the silk covering you from head to toe begins to dissolve, revealing your new location. |
|||
|An enormous shiny black spider appears, dragging a tightly cocooned figure behind it by a single sticky strand. The spider cuts the strand with its powerful mandibles and runs off, leaving Quilic to break free from his rapidly dissolving cocoon. |
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|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|An enormous shiny black spider suddenly runs past you and quickly zips around Quilic in circles. Magically fast, the spider encases him completely in a thick cocoon of spidersilk. With a single sticky strand, the spider jerks Quilic off his feet and runs away, messily trailing Quilic's cocooned body behind it. |
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|- |
|||
!scope="row" role="rowheader" rowspan="2"|44: Little Spiders |
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|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|Several sticky strands of silk thread all hit your ankles at once. Before you even have a chance to move, you see thousands of tiny black spiders moving en masse toward you. Magically fast, the spiders converge on your body and make quick work of wrapping you up nice and tight. A sudden tug pulls you from your feet, and by the time the dizzying ride has stopped, the silk has begun to melt away, revealing your new destination. |
|||
|From out of nowhere, thousands of tiny black spiders appear, towing a cocoon encased form roughly behind them. The spiders disengage and disappear from sight just as the cocoon begins to dissolve, revealing Quilic looking slightly off-balance. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|From out of nowhere, thousands of tiny black spiders converge on Quilic. With magical speed, they work from the ground up to quickly cover him in a tight cocoon. When Quilic's been completely encased, the spiders tether themselves to the cocoon with additional sticky silk, then run off en masse with his shrouded body in tow. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|45: Quicksand |
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|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|The space under your feet suddenly changes in essence. Where there was once a solid foundation, there is now only wet sand that clings to your feet, pulling and sucking you slowly down. First your feet sink under the surface, but soon enough the wet sand has claimed your knees, hips, chest, and shoulders. You find yourself instinctively taking a deep breath before it completely swallows you whole. Your lungs don't even have a chance to burn before the stifling feeling fades away and you open your eyes. You brush a few grains of damp sand away before taking in your new surroundings. |
|||
|Wylloh suddenly appears, casually brushing damp sand from herself. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|With a wet sucking sound, Wylloh quickly sinks into the sand that just appeared beneath her feet. The second after Wylloh's head disappears, the sand also disappears, leaving behind no trace of either. |
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|- |
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!scope="row" role="rowheader" rowspan="2"|46: Murder |
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|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|You hear the muffled caw of a crow in the distance before your body is cast in dark shadow. Looking up, you see dozens of crows swooping down upon you with flashing black wings. Each beady eye is pinned exclusively on you. They bear down on you with sharp talons and pinching beaks, grasping at anything they can reach. As one, they leap into the air with you firmly in their clutches and rapidly take to the sky. The roaring wind blinds you during your perilous journey, but when the crows safely deposit you back on the ground, you are somewhere new. |
|||
|A sudden dark shadow is the only warning given before a huge murder of crows appears, dangling an unresisting Tivvy in its grasp. As a group, the crows gently set her safely on the ground before flying away as if they were never here. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|The sudden cawing of a crow is the only warning before a huge murder of the birds descend. In a coordinated effort, the birds dive down as one and capture an unresisting Tivvy. Within seconds, the birds have lifted off with their prize and flown away. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|47: Beansprout |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|You casually toss a few beans to the ground before you, watching intently as the little beans instantly bud and sprout, growing magically fast into a thick and tall vine complete with multiple dangling pods. You quickly grab ahold of the vine and cling for dear life as it carries you along on its impossible journey. When your vision clears, you are somewhere new. |
|||
|A mass of greenery splats to the ground at your feet, then decomposes at a staggering rate. When it has disappeared completely, Modrian remains behind, looking none the worse for wear. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|Modrian casually tosses a few beans to the ground before him. Within seconds, the little beans instantly bud and sprout, growing magically fast into a thick and tall vine complete with multiple dangling pods! Modrian grasps hold of the vine and is carried away out of sight. Moments later the vine vanishes completely, as if it had never existed at all. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|48: Fabulous |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|As your hand brushes over your (item), you realize the palm of your hand is full of a substance that feels a bit like tiny sharp crystals. A smile forms on your mouth as you fling the rainbow colored glittering dust over your head. You snap your fingers in a happy circle at the accompanying cloud of color that obscures your entire body. When the dust settles, you realize you're in an entirely new location. |
|||
|From nowhere, a smiling Lydil suddenly appears, posing and making a grand entrance through a dissipating cloud of rainbow colored dust. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|Lydil gives a happy grin before flinging a cloud of glittering, rainbow colored dust into the air over his head. Before the glittering cloud completely obscures him, he gives a snap of his fingers. When the dust settles, he's gone. |
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|- |
|||
!scope="row" role="rowheader" rowspan="2"|49: Stained Glass |
|||
|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|As you turn your (item), pieces of sea glass begin to stack around you until they form a cylinder of stained glass. A brilliant light fills the space between you and the glass itself before it becomes too much, forcing your eyes to close in response to its brightness. When you open your eyes, you're somewhere else. |
|||
|Bubbling up out of the ground, small pieces of multihued glass enlarge, then stack one on top of another until they form a large cylinder that imitates the look of water. Steadily a light within illuminates the pieces and casts rippling shadows across the area briefly before it all shatters into tiny pieces. The subtle aroma of salt water drifts through the area upon an unexpected cool breeze and carries the pieces away like a mist, leaving Naiken standing there. |
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|- |
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|scope="row" role="rowheader"|Departure |
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|Tiny pieces of multihued sea glass begin to stack around Naiken until he is completely concealed by a large stained glass cylinder with swirls of silver and oceanic hues. Suddenly a brilliant light flares from within, casting rippling shadows everywhere. Then, just as suddenly as it formed, the cylinder collapses on itself to leave nothing but ocean-scented mist behind. |
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|- |
|||
!scope="row" role="rowheader" rowspan="2"|50: Swan Dive |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|Out of nowhere, a rippling black void appears near your feet. You take a graceful swan dive into the void before disappearing within as it quickly collapses behind you with an audible *POP*. |
|||
|The sound of reality and time being torn apart echoes from the ground as a rippling black void slowly opens. Ubiq suddenly appears from within the void in a casual airborne pose before landing on solid ground. The void closes with an audible *POP*. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|Out of nowhere, a rippling black void appears near Ubiq's feet. He takes a graceful swan dive into the void before disappearing within as it quickly collapses upon itself with an audible *POP*. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|51: Mist |
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|scope="row" role="rowheader"|Arrival |
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|rowspan="2"|A thick silvery mist rolls up from the ground beneath your feet. As the last of your vision is obscured in silver, you feel a strange sense of vertigo as you become one with the mist and sink down into the ground. |
|||
|A thick silvery mist rolls up from the ground, rapidly forming a humanoid shape. The silvery mist quickly dissipates back into the ground, leaving a slightly befuddled Haxus in its place. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|A thick silvery mist rolls up from the ground beneath Haxus' feet. As the mist obscures him from sight, it suddenly sinks back into the ground, and he is nowhere to be seen. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|52: Kidnapped |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|A sense of foreboding creeps upon you as you reach for your (item). The area darkens, and you think you start to see shadowy figures moving about. You draw back in anticipation, but suddenly something grabs you from behind. As you instinctively cry out, you are lifted from your feet and violently pulled into utter darkness. When your vision returns, you are somewhere new. |
|||
|The area grows unnaturally dark, but in the shadows there is a flurry of movement as an obscured figure manifests. After a brief moment the area returns to normal, and the figure is revealed to be Khorbin. Wide-eyed and breathing heavily, he lurches forward unsteadily before composing himself. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|The area darkens, and Khorbin reaches for his (item) as his eyes widen and begin to desperately scan the shadows. he takes a single step backwards, and suddenly a featureless humanoid shadow manifests behind him. The pitch black figure clutches Khorbin, and he is pulled, frantically screaming, into its darkness. The area returns to normal as his pleas fade to silence. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|53: Fiery Tempest |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|Viridian-tinged ebon flames suddenly spring to life at your feet and begin to whirl around you in a heatless tempest of shifting balefire! Twisting higher and higher, the fire completely engulfs you, blocking out the world beyond. When the flames recede, you are somewhere completely different. |
|||
|A tempest of viridian-tinged ebon flames surges to life, whirling around in a chaotic torrent of shifting balefire! As abruptly as they manifested, the blackened flames are extinguished and Naiken is standing where they once burned, a faint wisp of verdant smoke wafting languidly around him. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|Viridian-tinged ebon flames suddenly spring to life at Naiken's feet and begin to whirl around him in a shifting tempest! With an abrupt surge of balefire, the flames are extinguished and Naiken is gone, leaving behind only an errant wisp of verdant smoke. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|54: Gift |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|Thick pink ribbons of silk suddenly surround your upper body, pull taut, and bind your upper arms and chest, spiraling swiftly in reinforced layers before tying off with a bow. The sound of delighted laughter surprises you as a blindfold is pulled over your eyes and a magical force yanks you backward off your feet! |
|||
|The sound of delighted laughter heralds the surprise appearance of Quilic nearby, with a pink blindfold falling from his slightly dazed eyes before flying away on a brisk wind. Thick pink ribbons tied off in a bow bind his chest and upper arms, but quickly unravel and release him just as he begins to take in his surroundings. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|Thick pink ribbons of silk whirl about Quilic in a flurry, binding his upper arms and wrapping a blindfold over his surprised eyes as a white cloud of mist coalesces behind him. The ribbons quickly tie off in neat bows, and delighted laughter rings out as an unseen force sweeps him off his feet and into the mist! The cloud disperses even more quickly than it appeared, but no sign of Quilic remains. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|55: Snap Smoke |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|As you snap your fingers, a fog of purple smoke surrounds you, obscuring your view. Your surroundings shift as the smoke dissipates. |
|||
|A puff of purple smoke suddenly appears near you, swiftly dissipating and leaving Khorbin behind. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|With a snap of his fingers, Khorbin disappears in a puff of purple smoke. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|56: Dance Troupe |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|The persistent beat of a drum comes to your ears as a dozen multihued scarves coalesce into being, swirling around you. Among them you perceive the spiritlike forms of dancers, grinning coyly, each reaching toward you to stroke an arm, a shoulder... as the last caresses you with an ethereal hand, you seem to melt into nothing. |
|||
|A low, persistent drumbeat sounds as a dozen whirling scarves come into being. In a moment, Ubiq materializes within them, the ghost of a smile fading from his lips and an expression of loss in his eyes. The scarves, now rent and tattered, whip away on the breeze. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|A low, persistent drumbeat sounds as a dozen multihued scarves swirl into being around Ubiq, their silken lengths spiraling in an enchanting dance. He gazes about himself in wonder, smiling faintly before he becomes obscured in their embrace and vanishes, leaving no trace. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|57: Worm |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|An explosion of rock and dirt behind you is your first indication of danger. Feeling a looming presence, you look up and see a massive roa'ter swaying overhead. In an instant the roa'ter lunges forward, and your world is only darkness and the smell of rotten flesh for a long moment until light returns once more and you realize you are somewhere completely different. |
|||
|The ground beneath your feet begins to shake, and a low rumble can be heard. Breaching the surface of the ground, a massive roa'ter surges forth, thrashing about in distress. Freezing for a moment it hacks and coughs loudly, dropping a bewildered Lydil on his feet before reversing course and returning back the way it came, leaving no trace of its existence. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|A massive roa'ter erupts from the ground behind Lydil, sending debris in all directions! Looming overhead only long enough for him to realize his fate, the roa'ter consumes Lydil and quickly withdraws into the hole from whence it came, leaving no trace of its existence. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|58: Kettle |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|As you twist your (item), a piercing whistle heralds the sudden arrival of a steaming tea kettle which splutters to a halt above your head. As the spout tips, steaming hot liquid cascades down your body in fragrant rivulets. On contact with your (item), a soothing weightlessness envelops your mind as your corporeal form dissipates into vapor. |
|||
|A steaming tea kettle splutters into the area and tips its scalding contents onto the ground. Upon contact, the aromatic tea erupts into a dense cloud of vapors. As the vapors dissipate, Wylloh is left standing before you, enveloped in a redolence of chai and vanilla. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|A piercing whistle heralds the sudden arrival of a steaming tea kettle which splutters to a halt above Wylloh's head. As the spout tips, steaming hot liquid cascades down her body in fragrant rivulets. As the tea makes contact with her (item), both the tea and her form disappear in a cloud of vapor, leaving only the scent of dusky chai and vanilla to envelop the area. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|59: Claw |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|You close your eyes as you turn your (item). A deep, rumbling hum envelops you, resonating down to your core. Suddenly, you are gripped from behind by what feels like a massive hand that seems to be both firm and yielding. Your captor jerks you backward and submerges you into a sea of sluggish liquidity. The weight around you presses in from all sides, as if seeking to saturate you with its essence while sapping your senses. When you return to yourself, you are somewhere completely different. |
|||
|A low rumble begins to hum, felt more than heard. A dark tear appears, ripping through space, as a large set of shadowy talons force their way through while clutching Modrian in their grasp. With a final shove, he is thrust forward and released, narrowly avoiding falling to his knees. As the fissure closes behind him, wisps of remnant shadow coil against his skin before darting along the lines of his features as they make their way across his face and seep into his eyes. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|Modrian closes his eyes as a low rumble begins to hum around him, deep enough to hover at the edges of perception. The space behind him ripples, suddenly pierced from the other side by a coalescent mass of shadow manifesting as a massive taloned hand. Wisps of darkness pour off of the otherworldly apparition as it darts forward to ensnare him. Modrian is quickly drawn through the breach without a sound, the portal vanishing with his. |
|||
|- |
|||
!scope="row" role="rowheader" rowspan="2"|60: Balefire |
|||
|scope="row" role="rowheader"|Arrival |
|||
|rowspan="2"|With a soft hiss and a whiff of brimstone, greenish-black flames spring from your (item) at the touch of your fingers. Thin streams of balefire encircle your wrists and race up your arms to swirl about you, leaving trails of acrid smoke in their wake. Awash in a twisting column of viridian flame for a breathless moment, you close your eyes against the heat, but it never comes. When you look again, you are elsewhere, the only reminder of your journey a thin wisp of smoke rising from your fingertips. |
|||
|A sudden gust of heat and a fitful greenish-black light herald the arrival of a balefire maelstrom. The pillar of lurid fire wavers, then flows like liquid along the dark form at its center. As the viridan flames grow quiescent, they reveal Lydil, who seems untouched by the dying conflagration aside from a thin wisp of smoke rising from his fingertips. |
|||
|- |
|||
|scope="row" role="rowheader"|Departure |
|||
|Greenish-black flames spring from Lydil's hands and race up his arms, quickly forming a swirling column of balefire about him. As the viridian flames reach their full height, they engulf Lydil in a tight but intense maelstrom. After a final flash of lurid green flame, the tempest gives way to a wisp of dark smoke, the only reminder of its presence a faint whiff of brimstone that soon fades. |
|||
|- |
|- |
||
!scope="row" role="rowheader" rowspan="2"|'''[[Intricately_painted_tin_carousel|Carousel]] ''ONLY''''' |
!scope="row" role="rowheader" rowspan="2"|'''[[Intricately_painted_tin_carousel|Carousel]] ''ONLY''''' |
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==See Also== |
==See Also== |
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* [[/saved posts|Saved posts]] |
* [[/saved posts|Saved posts]] |
Latest revision as of 15:32, 24 July 2023
In order to get to Mist Harbor on the Isle of the Four Winds, a premium member must have a piece of teleportation jewelry. AnalyzeDefault Messaging The creator has also provided the following information: This is a Premium transport jewelry item. It has the capability of transporting you to Mist Harbor. It is currently set with default messaging. This item is currently grounded to always have you land in the room called, "Safe Haven, Great Room," in Mist Harbor. You can toggle this setting to drop you to a random location via the FLIP verb. A merchant can alter this item with a long description or a show. The worn location cannot change. Custom Messaging The creator has also provided the following information: This is a Premium transport item. It has the capability of transporting you to Mist Harbor. It is currently set with custom messaging. This item is set to message with option 12: Fire. This item is currently grounded to always have you land in the room called, "Safe Haven, Great Room," in Mist Harbor. You can toggle this setting to drop you to a random location via the FLIP verb. A merchant can alter this item with a long description or a show. The worn location cannot change. UsageWhen TURNed while within a public area in any town, these jewelry items will teleport the wearer to a random point within the town of Mist Harbor (which is accessible only by this method). The return trip will return the character to their last non-Mist Harbor location exactly. These items of jewelry are available in a special location (often a table) located inside the Four Winds Hall in their town. Once used, they are attuned to the claiming character. If you RAISE your jewelry, you will unattune it, allowing you to give them to other Premium members. Different patterns and item types are available in various towns. A person can have as many of these teleportation jewelry items as they want, and they can be used both while worn or while held in the hand. The DROP command will let you properly dispose of unwanted jewelry. Special teleport messaging is available via merchant, and a grounding service (to teleport to a specific location in Mist Harbor) can also be performed by a merchant for citizens of Mist Harbor only. There is no wait period between uses to transport to Mist Harbor. The wearer can LOOK at the jewelry to ascertain its status. When there is an event going on at the Isle of the Four Winds, LOOKing at the jewelry will show it blinking as if trying to get its owner's attention.
Additional InformationLocations
TypesEach town has a different set of teleportation jewelry to choose from:
On the white table you see a silver-dipped feather stickpin, a hammered white gold armcuff, a tiny white jade snowhare pin, a rose-inlaid ruby heart medallion, an enameled penguin chick brooch, a narrow morganite ring, a carved thin blue gem band, a steel-set ivory tusk pin, a braided manticore hair armband, a cord-strung blue shale arrowhead, a carved white iceblossom pendant, an etched red quartz wrist-cuff, an agate-beaded dainty platinum wristlet, a labyrinthine blue lace agate bracelet and a silver-strung purple mithril-bloom.
On the green table you see an iron and mithril band, an intricate firestone band, a silver filigree-edged brooch, a bronze-scaled rearing dragon pin, a silver-strung onyx banded cameo, an anvil-etched mithril bracer, a braided alum and copper wristband, a verdigris twining asp bracelet, a bronze hammer-dimpled armcuff, a bent iron fork bracelet, a hammer-carved polished modwir armband, a pair of iron and onyx cufflinks, a frothing iron tankard pin, an enameled steel mule pendant and an alum-inlaid yellow sunstone ring.
On the cloth-covered table you see a enameled black tricorne pendant, a sterling silver dolphin pendant, a scrimshaw whale bone band, an alum kraken tentacle armcuff, a lapis storm petrel pin, an intaglio coral kelpie brooch, a silver sea hag cameo, an onyx kraken stickpin and a driftwood log.
On the grey table you see an intricate haon drawbridge armband, a folded tawny leather epaulette, a twisted fishing net bracelet, a varnished kakore bead choker, a wave-carved scrimshaw band, a small stone citadel replica pendant, a tiny detailed wooden cutter pin, a woven willow withe armband, a faceted dreamstone ring, a bright silver rabbit-stamped medallion, a thin green tourmaline bracelet, a tarnished leather-strung bell and a bright copper rain lily necklace.
On the blue table you see a coral and ivory wristlet, a cord-strung slim driftwood pendant, a white hemp sailor's knot bracelet, a thistle and laurel leaf brooch, a twine-strung navy blue hemp monkeyfist, a gold-tasseled naval shoulder knot, a carved linden blossom wristlet, a polished wide modwir wristcuff, a braided blue suede armband, a shell-inlaid golden linden armband, a banded onyx Lorminstra cameo, an enameled blue pelican brooch, an etched cypress tree stickpin, a bas-relief scenic zoo pin and an interwoven silver and alum band.
On the violet table you see a dragonfire opal hatpin, a labyrinthine pale vaalin choker, an ebon-whorled thick faenor neckchain, a tiered smoky glimaerstone necklace, a hammered electrum collar, a cream velvet feystone-strung choker, a strand of vaalin glowbark leaves, some deep blue vaalorn peacock cufflinks, a vivid azure blazestar star stickpin, an enameled peacock feather pin, a gold-framed square despanal brooch, a silver-bound open tome pin, a translucent opal tuberose bracelet, a silver-edged broad vaalorn wristcuff and a wide brushed vaalin band.
On the red table you see an ebon-veined white marble band, a ruby and twisted gold ring, a sun-shaped petrified hoan pin, a gold-caged blood garnet pin, a wyvern-etched hammered gold armcuff, a braided crimson silk armband, a frolicking ferret-linked bracelet, a carved sephwir tree brooch, a silver-dipped aspen leaf stickpin, a carved white birch owl talisman, a carved white marble trillium pendant, a red silk winged wyvern emblem, a wyvern-inlaid red carbuncle medallion, a gold-strung crimson blazestar and a delicate teardrop ruby pendant.
On the brown table you see a turnip-topped carved willow stickpin, a crumbling stone tower pin, a jeweled wildflower carcanet, a blown glass replica bay bauble, a glacial white smooth glaes armband, a coiled mithglin chain armband, a simple blued steel wristchain, a silver etched rolton-link bracelet, a miniature wax memorial candle amulet, an enameled onyx night sky pendant, an oak and amber doe totem, a braided silken ribbon choker, a tiny carved fel otter totem, a stylized gold warcat pendant and a silver-bladed dagger medallion.
On the black table you see an iron and mithril band, a heavy invar link neckchain, a burnished toadstool pendant, a carved ruby snail totem, a steel crossed pickaxe medallion, a graduated azurite bead necklace, a gold-strung crystalline nodule, a shovel-etched dark granite amulet, a pale opal mushroom beardclip, a steel and bluerock cube beardclip, a miniature iron mine cart charm, a richly hued eostone armband, a multihued heavy glaes wristcuff, a red-flecked sturdy invar bracer and some vibrant faceted sphene earbobs. GroundingTeleportation items can be grounded so that a person will always teleport into the same room in Mist Harbor each time the item is used. Initially this was an add on service, but has since been changed so all teleportation jewelry will come with a default grounding location. This is normally Safe Haven in Prime, and Gardenia Commons in Platinum/Shattered. Up to four more additional grounding locations can be added on to transportation jewelry item for five locations in total. The additional slots can be added by purchasing the mauve grounding slips for sale on the marble counter in the Lighthouse's Gift Shop for 100 Premium Points. You analyze your grounding slip and sense that the creator has provided the following information: This grounding slip is a Premium Grounding item. It can be RAISED to attempt to ground a transporter held in the other hand to the current room. There are a number of different room checks used to verify that the room is eligible (notably, the room must be within the town of Mist Harbor, and teleportation must be possible.) This item will crumble when used.
You are about to attempt to ground your (item) to Mist Harbor Bank, Windows. If you would like to confirm this attempt, please RAISE your grounding slip in this room within the next 10 seconds. Mist Harbor Bank, Windows has been added as a grounding option for your (item).
The FLIP verb will toggle the grounding feature, allowing a person to choose whether to always go to their grounded location or to transport to a random location in Mist Harbor. You fiddle with your (item), changing it to drop you in a random spot on the Isle of Four Winds. You fiddle with your (item), changing it to drop you at your grounded location on the Isle of Four Winds.
You carefully twist a small crystal on the side of your (item), and a minute flicker of light dances across its surface. This (item) will now teleport you to a room named, "Gardenia Commons," in Mist Harbor. You can toggle this setting to drop you to a random location via the FLIP verb
This item is currently grounded to always have you land in the room called, "Gardenia Commons," in Mist Harbor. You can toggle this setting to drop you to a random location via the FLIP verb. Your transporter also has the option of transporting you to the following locations: "Honeysuckle Crossing," in Mist Harbor "Eastern Harbor, Sea Turtle Lane," in Eastern Harbor "Western Harbor, Seathrak Way," in Western Harbor "Mist Harbor Bank, Windows," in Mist Harbor. To switch to one of these locations, TWIST your (item).
MessagingMessaging can be changed by merchants, either one specializing in transportation jewelry, or those who offer general alterations. Some shops may also sell transportation jewelry with custom messages already set. Options 17-22 are only available at Ebon Gate. Options 33-37 were released at the Spitfire and are not normally available. The carousel option only applies to the intricately painted tin carousel earned from the Key to the Midway quest from Ebon Gate when it took place at Feywrot Mire. All other options should be available for selection from merchants that are working on transportation jewelry (Options 1-16, 23-32, and 38-60).
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