Demon Eye Fragment

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Demon Eye Fragment Information
Category Fluff
Class Miscellaneous
Related Scripts Tiny nacreous skeleton, Six-tentacled octopus hide glove
Attunement Permanent - Account
Item Restrictions
Verbs Used
PEER GAZE RUB STARE TAP TOUCH

The Demon Eye Fragment is a fluff script that applies to miscellaneous items. It was originally released at Ebon Gate 2014 as part of the Trouble with Demons quest. While the fragment itself is account attuned, the items pulled out of it are not and can be freely given to other characters.

Analyze

You analyze the ember-veined fragment and sense that the item cannot be altered in any way.

The creator has also provided the following information:

This item's description/base/look may not be altered in any way.  This is an account-bound item.  You can PEER once a day and GAZE once every four days.

Available verbs: PEER, GAZE, RUB, STARE, TAP, TOUCH

Usage Information

PEERing can be used once a day to glimpse through space and time, which will appear initially in the familiar window if one is using it in Wrayth. TOUCH will reshow the most recent vision in monster bold in the story window.GAZE allows the owner to randomly pull an item from another valence every four days.

Verb Modifier First Third
GAZE Normal Shifting your gaze, you use the fragment's influence to pierce the veil between the planes of existence. An other-worldly landscape fills your vision, and you sense an object of potential interest within arms reach. Without waiting to actually see it, you reach out and yank a petrified snake tongue into your current temporal sphere. XXX stares at nothing in particular for several seconds and then reaches up behind her head. Her hand simply disappears for a moment, and when she brings it back into view she is holding a petrified snake tongue!
During Cooldown You gaze intently at the ember-veined fragment and reach out into the air, but you quickly pull your hand back, empty. XXX gazes intently at her ember-veined fragment and reaches out, grabbing at the air.
PEER Normal Peering into the ember-veined fragment, you fight a sense of vertigo as your point of reference slides effortlessly into the fragment, passing one pulsing river of heat after another. Finally, your progress slows, and the image of a particular place grows distinct and detailed, both in place and in time...
Your mind spins and you feel yourself being pulled back to the present time. Your head aches mildly.
XXX's eyes glaze over as she stares into the distance.
XXX stares at her ember-veined fragment, completely unaware of her surroundings. A sailor might say that she had slipped her moorings!
During Cooldown You peer into the ember-veined fragment, but your vision remains firmly rooted in this reality. No glimpse of another time or place occurs. XXX holds the ember-veined fragment up against her eye and grumbles.
RUB N/A You rub your hand across the ember-veined fragment. Thoughts of a time past fill your mind and you can't help but think that maybe you shouldn't have picked this thing up. XXX rubs her ember-veined fragment. For a moment, she looks wistful, but then a look of fear fills her eyes.
STARE N/A You stare at the ember-veined fragment and feel yourself falling into a deep, deep trance. XXX stares at her ember-veined fragment. Her face pales as if she had just seen a ghost.
TAP N/A You tap your finger against the ember-veined fragment. Initially, nothing happens, but then the air around the fragment begins to ripple and flow outward, away from you. XXX taps her finger against the ember-veined fragment. The air around the fragment begins to ripple and flow outward, away from XXX.
TOUCH N/A As your fingers graze over the surface of the ember-veined fragment your thoughts begin to wander, and you remember something you've seen before, though you're not sure when or where. XXX stares into the distance, a glazed look on her face.

Additional Information

Restrictions

The fragment and items it produces cannot be altered in any way.

See Also

Items Produced

Visions

Using PEER with the fragment causes a random vision. This list shows an example of what can be seen, past, present, or future.

  • Airship
[Small Airship, Bow]
The two decks converge here to form the narrow point of the bow, and below glittering scales of veniom sparkle with a silvery-blue light of their own.  The sky spreads unhindered for miles around you, and a massive bowsprit extends from beyond the uppermost point of the deck - its surfaced wrapped in ornate designs of dark green ivy.  The deep grey deck curves gently to either side, its fine glossy finish still glinting with reflected light.  You also see a long black rope leading down to the creature's head.
  • Bloodriven Village
[Bloodriven Village, Exterior]
A tall black iron gate stands as a lone entry beyond an uneven cobblestone wall that marks the border of the town, with a darkened bronze plaque set into the uneven mortar.  Sharpened tree trunks jut out of the top of the wall, providing some defense along an otherwise underwhelming line of protection.  Visible beyond the gate are rows of tall buildings with a mix of stone and metallic roofing while the road itself is made up of uneven cobblestones.
  • Dark Cavern
[Dark Cavern, Nexus]
Pale walls of curved sandstone surround you, their surfaces runny with frozen rivulets of stone resembling dried wax.  Clusters of pale, white stalactites huddle on the ceiling, each of them bathed in the fiery light rippling forth from a scarlet-laced russet rip in space.  Waves of essence buffet the area every so often, gusting with the roaring heat of the desert.  You also see a number of glowing white stone orbs scattered throughout the area.
  • Jirkil's Hilltop
[Jirkirl's Hilltop, Lake View]
Stretching out to the north, a sea of silver-barked aspens, leaves shimmering with the breeze, meets a distant lake.  Mists rise from the dark waters, obscuring the shoreline.  The majestic peaks of the Dragonspine wrap around the scene as the range pushes off from the east towards the northwest.
  • Juggernaut
[Juggernaut, Grinning Goblin]
The honks, bleats and thumping of a dwarven brass quartet greet you as you enter the Grinning Goblin.  Crowds of dwarves and tourists alike crowd around little wooden tables, but on opposite sides of the room.  What may have been a potted plant wilts in the corner.  Behind the bar itself scowls the ugliest dwarf you've ever seen.  You realize he's the owner.  You also see a gem-studded black mithril hatch and a steel arch.
  • Miscere'Golab
[Miscere'Golab, Head]
Massive plates of crimson-tinted bone protrude from nearly every place here, providing a sturdy footing upon the beast's head - the sheer height of being atop the creature dizzying.  Far below, the gargantuan shoulder-plates jut out to either side, and beyond that the claws resemble twisted columns of constantly clenching and unclenching flesh.  You also see a long black rope leading back to the airship.
  • Thingul Manor
[Thingul Manor, Entry Hall]
Even through the thick layers of dust and cobwebs, you can still envision the bygone beauty and elegance of this grand hall.  You can easily imagine the Lady of the Manor descending the long sweeping stairway to join her guests at some fine cotillion.  Tall double doors on the south wall probably lead out of the house.  A long stone table occupies the center of the room, magnifying the spaciousness of the entry hall.  You also see a high-backed chair.