Quick Complete Run Order
To kill Damryn only: You can c warp sea hag and just go kill her. You land in the Portrait Gallery, room number 152931. Go N, E, N and the PUSH statue to go north again. Go 4 up, S, W, magic unlock S, (Tormus might be here, but a lot of times people drag him to the portal room and then leave him there) then E for the boss. Her death causes an earthquake. There is a portal out in the room south of Damryn
To Kill the White or Black Queen only: You can blink only the chessboard, scan and kill them. They both annihilate. Otherwise From recall, go 2N, W, 4N, pick north (or you can get a key laying on the ground. Go back south one room, then 2E, N, E,N and take a rust-covered key up from the ground. Room number 152890), 2N, pick or magic unlock west, W, disarm west, W. Search here for 'corroded iron key'. With the key, go 2E, S, 2E, Nw, D, 2S, 2E, dig, 3D, all E, all N, all E, SE, 4S.
To kill only Nakrops: You have to complete the seashells mini.
To kill Ravella: You must complete the majority of this guide, but killing Damryn and the White Queen are optional.
Complete Run
Obtaining the Blue Seashell
If you have blink, I highly recommend blinking until you are on a white or black square, but if you or someone in your party doesn't:
From recall, go 2N, W, 4N, pick north (or find a key in one of the NPK rooms to the east), 2N, pick or magic unlock west, W, disarm west, W. Search here for 'corroded iron key'.
With the key, go 2E, S, 2E, Nw, D, 2S, 2E, dig, 3D, all E, all N, all E, SE, 4S
You should now be on the chessboard. Here, you'll need to slay two chesspieces to proceed. You will need to kill the white king and the black queen. They each have a key that you need. They are both aggro, as are most of the chess pieces. The white king is relatively simple, he just has a lot of HP and hits somewhat hard but he is not a boss. Other chess pieces in the room will form with the king if you start a fight. High range weapons are recommended. Make sure you loot the key. The black queen, on the other hand, is a boss and can prove a lot more troublesome. She casts all 3 archon attack spells, enervation and can debuff with curse, poison, plague, silence and dispel. She tends to dispel herself a lot more often, which can work to your advantage. Just remember to keep her debuffed once she removes her beneficial spells.
The most important thing to know about the black queen is that she annihilates. The following string will warn you about the annihilation.
The black queen begins glowing with a brilliant light! The black queen begins casting a spell…
If you see this you need to flee 2 rooms away. Anyone that stays in the room or in an adjacent room will most likely die in the next round. You only need to stay out of the room for a few ticks to be safe. Loot 'a rusty iron key' when she dies.
Now with both keys, go all east on the chessboard until you hit the eastern wall. Midway between north and south at room number 153043 you need to search east to find a grate. There are two doors to unlock with the keys you just got from the king and queen.
At the end of this little tunnel is the guardian (room number 153049), he is ethereal and paralyzes. Recommended that the person who enters first have a spiderbite and a redemption. The hallways have private rooms, but the guardian's room is not. You cannot flee from the guardian. He gives AP, so if you have a group, you might want to let everyone come in with you. If you are concerned about players coming to CPK, you can put two friends in the private room before the guardian for protection.
If Professor Varda is alive, he will talk to you. He is almost always alive. He yells down the well. He only talks to one person in the form who walks in first. That person needs to respond by saying the name of the PC who is leading the run. You can say your own character name.
Once you kill the guardian, you will see the blue seashell in the room. This shell is required to move up the tower toward Ravella. Exit the tunnel and from here you can word up to recall.
Gaining Tower Access There are two potential methods. The armchair method, and the ward method.
The Armchair Method:
If you have been following this guide, you should have said the leading PC character's name in the guardians room to Professor Varda. That player should go N, 2E from recall and magic unlock east, go E. Varda will talk to you, and you should say to Varda yes. He will transport you east to his secret room. In that room are several items that you can interact with that will affect the tower. You are going to be looking for an armchair. That armchair will distract Utshambala who will move and allow you to run up the tower quickly. If you are form lead you can drag anyone else up with you as well. If I have a form, I will make sure that the door to the tower is open, then leave my form near the bottom of the tower so that when I run up the tower I will naturally drag them up.
Sit armchair. You will see a white emote, stand immediately and walk two west to leave Varda's area, then run up the tower until you see a south. If Utshambalan stops you, then you took too long and you need to try again but be quicker.
If there is no armchair when you go into Varda's room, exit the room and then go back in by saying yes again. Repeat until the chair is in the room.
If your name is said at the guardian, then you will have the ability to sit in the chair and walk up the tower until someone else completes the mini (which is kind of rare anymore) or until there is a crash or reboot.
The Ward Method:
Wander the forest killing spectres of former sailors until one drops 'a rusting iron coin'. Spectres form with others of their kind, have relatively high HP and a paralytic bite. Be careful not to get swarmed and dodge the bites. Make good use of lingering anti-paralysis when you survive a paralyzing encounter. When one drops, hide that coin somewhere safe as it's vanish-death. Go into the greenhouse 2N, W, 2N, all E, N, E. You should find man-eating plants around here. Kill one for 'some pollen from a maneating plant'. They shouldn't prove too difficult as they only have relatively high HP, a poisonous bite and a weakness to fire.
From recall, go N, 2E, magic unlock east, E and give the coin and pollen to Professor Varda. He'll hand over 'the ward of Andama' and teleport away, leaving you clear to invade Ravella's tower. Be careful not to die with this as the ward is vanish-death. It also takes up a neck slot, and you personally will still need to lead any form members up the stairs.
Obtain Green Seashell
When you move up the tower, you need to go up until you at least reach the first landing with a south and an east door. Go south all the way and kill baby chimeras until one of them drops a pick. Go back all north to the tower hallway, and walk east into the closet. There will be a lever there, pull and push the level until it is in the "open" position. Next walk west and up again until you get to the third landing. Walk two south and one east, you should be in the music room. Give the pick to the antique cello, and it will drop the Green Seashell which you need to take.
Obtain Red Seashell
Go 2W, 1S into the portrait gallery with an enchanted mirror. It will ask you riddles and the answers are in the following order: E, Shoe, R, Shadow. For whatever reason, the mirror isn't asking the first riddle, so when you enter the room you can say E right away, however, you need to wait until the mirror starts giving you the riddles before you give the next answer. If you go too fast, the mirror will smite you and drop your stats to all 1s. Once you have answered all four questions, a red spiral seashell will appear on the ground.
Place all three Seashells in corresponding bowls
Remove curse from all three seashells.
Walk east then south and put the red shell in the red bowl. Walk north until you get to a dusty bronze statue. From the status go all west and put the Green Seashell into the bowl. Walk all east and put the Blue Seashell into the bowl. Go back west to the statue. If the north is locked, push the statue to open the door.
Once all seashells have been placed in their respective bowls Ystrade will let you pass.
Kill Nakrops and obtain Hat
Continue going up the stairs until you come to an east. At this point you need to kill Chef Nakrops. He is a boss. The room might be no-regen, but I know for sure that every time you enter Nakrops room, he will cast "finality of the ender" on you. The idea here is spam damage. This room is CPK, you can flee, but again, finality will be cast every time, be careful not to flee too late, because the hall does lightning damage, and its CPK also.
Once you kill Nakrops, you need to get the hat out of his loot bag. The hat is required to walk to the cauldron. It is a waste to start the recipe without getting the hat.
Complete Cauldron Recipe
Every recipe requires two thumbs, you can go all up and kill the two thumbs right away. The thumbs drop onto the ground. Go all Down, 2S, 2E to room 152901 "Large Kitchen"
"Look recipe" to see what you need to throw in the cauldron. You will need 4 of the following including the thumbs (which you throw in last).
a red herring - These respawn on the southwest side of Sea Hag. A lot of times you can find them on the ground in room number 152851 Some telekinetic rats may also pick them up so be sure to peek them if there aren't any on the ground.
Beef - you can take these out of the barrels in the hallway between the recipe and the chessboard. There is one in room number 152956
giant frost eggs - This is a bit tricky: frost spiders outside of Sea Hag need a corpse in their room to lay the eggs. So spook a mount or any easy mob into a room with a frost spider, kill it (make sure to turn Autosac OFF) and web the spider so it doesn't move, but be careful not to kill the spider as they have low HP. Once it lays eggs, it will do an emote. Grab the eggs and quickly put them in the cauldron as they decay rather fast.
a golden chimera egg - This is obtained in the second floor of the tower. You want to take these and throw them in the cauldron quickly also, as they can hatch if you take too long.
brains - From the recipe's room, go NW, D, 2S, E, all S, D, E, S, U, S (which is a no-form room) and E to room 152966 to fight two skeletons. It's a silence room so keep the tank healed through cure light. They hit hard, but can be soloed. You might need to flee, but you would want to go west, north, and down to be in a room where you can rest and heal up without destroying your form. Once they're dead, take the brains. (you might only need to kill one)
The Cauldron is in room number 152880, which is N, E, 2S from recall. The order of most ingredients does not matter, but remember to put the thumbs in last.
If you mess up the recipe or want to change the ingredients, you can push the cauldron to reset the recipe.
After a few emotes the key will appear in the cauldron, grab it and go back to Ravella's tower.
Trigger and kill Ravella
Upon entering the room, Ravella will speak and start to cast annihilation. She does this like every half hour after she is triggered. Have one person trigger her annihilation while the rest of the form stays back at least two rooms away from her door. After triggering her, move away quickly to your form. Sometimes she hides upstairs where you need to grapple to get to her. I highly recommend that you do not do this unless you have a form of rogues and you're all going to kill her together. She moves, she will come down in a fewish minutes.
Spell up and go up to her room. If it's possible, dispel her haste and poison her. She casts witch spells like energy orb and extension. Just like the white king, if she is wielding a seashell wand or doing energy damage, she deals significantly less damage. She will drop 'an ornate bronze key' which unlocks Damryn's north door which isn't really necessary anymore.
Killing her will incite an earthquake There is a portal to recall in the southwestern most room. Your key should allow you to go kill her again if you want to after the standard area repop, but she will only repop once before you will have a longer timer.
Ravella, the sea hag carries:
Item 'a polished seashell garter' is type armor, alignment 0, made of organic, has keywords 'seashell garter', equipped on the legs. This item weighs 0 stones and 22 pebbles, and is valued at 55,600 gp. This level 241 item has the attributes: identified enforce-level insulated wont-fuse unbreakable magic-resistant A polished seashell garter is in excellent condition. Armor resistance is 53 pierce, 50 bash, 52 slash, and 51 exotic. Alters knowledge of 'charm' by 20%. Provides resistance from steal-based attacks. Affects agility by 4. Casts the level 117 spell, 'change sex'. *This item may be repaired 4 times. This is part of the 'Seashell Vestments' set. You are currently wearing 1 of 8 items from the set. Requires a minimum level of 241 to activate. - Item 'a seashell bracelet' - Item 'a seashell-covered shield' - Item 'a seashell breastplate' - Item 'a seashell-covered helm' - Item 'a polished seashell garter' - Item 'a seashell belt' - Item 'a seashell wand' - Item 'a seashell conductor's baton' Affects stamina-regen-prcnt by 2 (Requires 5 items). Affects hp-regen-prcnt by 2 (Requires 5 items). Affects sp-regen-prcnt by 2 (Requires 5 items). Affects accuracy by 6 (Requires 7 items). This seashell garter is crafted of dried seaweed, braided together around a dozen small, colorful seashells that have been highly polished. It's got a bit of stretchiness to the touch. Item 'a crumpled parchment' is type parchment, alignment 0, made of paper, has keywords 'crumpled parchment sheet'. This item weighs 0 stones and 3 pebbles, and is valued at 28,300 gp. This level 241 item has the attributes: identified no-rent A crumpled parchment is in excellent condition. O Lady Of The Crashing Shoreline & Black Forest-- The disfigured awfulnesses have communicated that Her Eminence wished to be informed when that girl the intruder Varda was expecting had arrived. She came, and we have her. If you wish to interrogate her, the multilock system on cell #11 is in place and the awfulnesses have the keys. We can torture her if that is your will, or feed her. The squall that wrecked Varda's ship upon our shores calmed, no doubt your doing, and more surfacedwellers may come looking for her, or him. Were I to encourage haste I'd hope to not be out of line, my Sea Hag. Please respond letting us know how we'll proceed. - Guardian #13 Item 'a spellbook decorated with seashells' is type spellbook, alignment -500, made of leather, has keywords 'spellbook seashell black book spells'. This item weighs 0 stones and 73 pebbles, and is valued at 53,800 gp. This level 241 item has the attributes: identified no-sac insulated wont-fuse unbreakable nodecay will-float A spellbook decorated with seashells is in excellent condition. Contains the spells: flame wind, farsight, fireball, frost, fireshield A total of 5/31 spells and 262/600 complexity points. Alters knowledge of 'reflective fireball' by 20%. Provides resistance from summon-based attacks. *Your level must be greater than or equal to 241 to use this item. *This item may be repaired 9 times. This is a special book with paper designed to hold magical spells. Ordinary paper will not work due to the probability of magical leakage - in some cases, the spells have been known to blend together when copied to inexpensive paper, and take on a life of their own. This usually has disastrous consequences for anyone who happens to be nearby when it happens, of course. Item 'a black bookmark' is type artifact, alignment -1000, made of paper, has keywords 'black bookmark mark'. This item weighs 0 stones and 3 pebbles, and is valued at 8,250 gp. This level 10 item has the attributes: identified A black bookmark is in excellent condition. This black bookmark is a simple slip of rigid, glossy paper, shaped like one of the many obelisks scattered about Alyria. A tassle of the same color is looped through the top, providing a convenient reminder of the bookmark's existence. Although quite nice, its accompanying book is nowhere to be found. Quite odd. Item 'an ornate bronze key' is type key, alignment 0, made of bronze, has keywords 'ornate bronze key'. This item weighs 0 stones and 10 pebbles, and is valued at 48,800 gp. This level 241 item has the attributes: identified nomail insulated unbreakable nodecay no-save An ornate bronze key is in excellent condition. This key may be used 5 more times. *This item may be repaired 5 times. This key is crafted of fine bronze and looks to be hundreds of years old. The top of the key is decorated with about twenty small, translucent seashells in the shape of a heart. Item 'a seashell wand' is type weapon, alignment -250, made of reinforced-wood, has keywords 'seashell wand wooden stick', equipped wielded as a weapon. This item weighs 0 stones and 84 pebbles, and is valued at 56,300 gp. This level 241 item has the attributes: identified insulated wont-fuse magic-resistant A seashell wand is in excellent condition. Weapon type is magical-wand, does 198 points of energy damage for 1 stamina, accuracy 15. With your knowledge of 'magical wand', this weapon can cause 273 damage against 0 ar. Special weapon attributes: shocking Provides resistance from paralysis-based attacks. Alters knowledge of 'magical wand' by 15%. *Your sanity must be greater than or equal to 21 to use this item. *Your knowledge must be greater than or equal to 23 to use this item. *Your race must be something other than sidhe to use this item. *Your race must be something other than fey to use this item. *This item may be repaired 5 times. This is part of the 'Seashell Vestments' set. You are currently wearing 1 of 8 items from the set. Requires a minimum level of 241 to activate. - Item 'a seashell bracelet' - Item 'a seashell-covered shield' - Item 'a seashell breastplate' - Item 'a seashell-covered helm' - Item 'a polished seashell garter' - Item 'a seashell belt' - Item 'a seashell wand' - Item 'a seashell conductor's baton' Affects stamina-regen-prcnt by 2 (Requires 5 items). Affects hp-regen-prcnt by 2 (Requires 5 items). Affects sp-regen-prcnt by 2 (Requires 5 items). Affects accuracy by 6 (Requires 7 items). This wand is crafted with a core of rowan wood, well known for protection, and is decorated by no less than thirty small, colorful seashells that have been attached in some unknown way to the wood. The entire wand hums with power as you swish it through the air. Item 'a battered scroll case' is type container, alignment -200, made of reinforced-wood, has keywords 'battered scroll case'. This item weighs 0 stones and 40 pebbles, and is valued at 30,500 gp. This level 120 item has the attributes: identified insulated A battered scroll case is in excellent condition. Capacity: 35 items. Maximum weight: 2 st, 0 pb. Flags: closeable When you look inside, you see: Nothing. This case is crafted of fine oak - or once fine oak - as the case is now battered and damaged. Streaks of soot along one side of the case indicate it's seen battle recently. While you are holding it, the wood seems to grow warm in your hand, as if it were absorbing the heat from your skin.
Once the earthquake subsides, respell up and magic unlock the south door on the west side. Tormus should be at south. Walking to his room will make him form with you. Spell him up with necessary beneficials like sanctuary, +AR spells, and haste. Once the formation is ready, go to the east side and unlock the south door. Disarm it too if you want.
Damryn encounter
Damryn's room is nomagic. You can kill him by either alternating tanks with two strongest form members or by having Tormus tank. To make Tormus tank, have someone walk to Damryn's room, the form leader can then take Tormus in but make sure Tormus joins melee last. Once Tormus is fighting, have the initial tank flee and join back when Tormus is tanking. Rest of the formation can then join as well. To make the fight easier for Tormus, you can use timepieces to dispel the beneficials off Damryn and rangers may want to use dispelling and poisoning arrows. If Tormus needs to be healed, do it in the south room as repop can close the door north of Damryn and lock you out. Once Damryn is dead, an earthquake follows. At this point, can wait for it to be over and kill Ravella and Damryn once more before they're on a four hour hibernation. If you wish to leave, enter the portal south of Damryn and you'll be in Sea Hag's recall room.
Note: Obtaining the final hit on Damryn awards the Mark of Perseverance.
Damryn carries:
Item 'a seashell bracelet' is type jewelry, alignment -250, made of silver, has keywords 'seashell bracelet', equipped on the wrist. This item weighs 0 stones and 64 pebbles, and is valued at 49,800 gp. This level 241 item has the attributes: identified insulated A seashell bracelet is in excellent condition. Increases vulnerability from water-based attacks. Provides resistance from paralysis-based attacks. Affects accuracy by 3. Affects strength by -2. *Your level must be greater than or equal to 241 to use this item. *Your race must be something other than fey to use this item. *Your race must be something other than sidhe to use this item. *This item may be repaired 2 time. This is part of the 'Seashell Vestments' set. You are currently wearing 1 of 8 items from the set. Requires a minimum level of 241 to activate. - Item 'a seashell bracelet' - Item 'a seashell-covered shield' - Item 'a seashell breastplate' - Item 'a seashell-covered helm' - Item 'a polished seashell garter' - Item 'a seashell belt' - Item 'a seashell wand' - Item 'a seashell conductor's baton' Affects stamina-regen-prcnt by 2 (Requires 5 items). Affects hp-regen-prcnt by 2 (Requires 5 items). Affects sp-regen-prcnt by 2 (Requires 5 items). Affects accuracy by 6 (Requires 7 items). The bracelet consists of twenty seven small, colorful seashells strung on a narrow silver chain. It makes a pleasing, tinkling sound as you move the shells around. While seemingly fragile, you sense that the bracelet has been imbued with some kind of magical energy - you aren't sure exactly what. Item 'a seashell belt' is type clothing, alignment 500, made of leather, has keywords 'seashell belt leather', equipped around the waist. This item weighs 0 stones and 81 pebbles, and is valued at 54,310 gp. This level 241 item has the attributes: identified insulated A seashell belt is in excellent condition. This item has a special enchantment. *Your personality must be greater than or equal to 16 to use this item. *This item may be repaired 3 times. This is part of the 'Seashell Vestments' set. You are currently wearing 1 of 8 items from the set. Requires a minimum level of 241 to activate. - Item 'a seashell bracelet' - Item 'a seashell-covered shield' - Item 'a seashell breastplate' - Item 'a seashell-covered helm' - Item 'a polished seashell garter' - Item 'a seashell belt' - Item 'a seashell wand' - Item 'a seashell conductor's baton' Affects stamina-regen-prcnt by 2 (Requires 5 items). Affects hp-regen-prcnt by 2 (Requires 5 items). Affects sp-regen-prcnt by 2 (Requires 5 items). Affects accuracy by 6 (Requires 7 items). This belt is crafted of fine leather, woven together around several colorful seashells. It is quite sturdy and strong, and fastens with a brass clasp. Item 'a seashell-covered shield' is type armor, alignment -200, made of unknown-alloy, has keywords 'seashell shield', equipped as a shield. This item weighs 1 stones and 69 pebbles, and is valued at 56,600 gp. This level 241 item has the attributes: identified insulated unbreakable vampire-bane will-float A seashell-covered shield is in excellent condition. Armor resistance is 6 pierce, 5 bash, 6 slash, and 5 exotic. Affects stamina by -75. Affects agility by -2. Affects vitality by 1. Provides resistance from disease-based attacks. Affects saving-breath by 7. Casts the level 119 spell, 'pass door'. *Your strength must be greater than or equal to 22 to use this item. *This item may be repaired 5 times. This is part of the 'Seashell Vestments' set. You are currently wearing 1 of 8 items from the set. Requires a minimum level of 241 to activate. - Item 'a seashell bracelet' - Item 'a seashell-covered shield' - Item 'a seashell breastplate' - Item 'a seashell-covered helm' - Item 'a polished seashell garter' - Item 'a seashell belt' - Item 'a seashell wand' - Item 'a seashell conductor's baton' Affects stamina-regen-prcnt by 2 (Requires 5 items). Affects hp-regen-prcnt by 2 (Requires 5 items). Affects sp-regen-prcnt by 2 (Requires 5 items). Affects accuracy by 6 (Requires 7 items). This is a large, gothic shield crafted of an unusually-colored, shimmery metal. It has been decorated with over a hundred different, small seashells, which seem to add some kind of magical strength to the shield. The seashells are arranged like a mosaic, with an equal-armed cross formed out of mother-of-pearl seashells decorating the center of the shield. Item 'a seashell-covered helm' is type armor, alignment 500, made of admantite, has keywords 'seashell helm', equipped over the head. This item weighs 0 stones and 71 pebbles, and is valued at 55,100 gp. This level 241 item has the attributes: identified blessed insulated unbreakable A seashell-covered helm is slightly worn. Armor resistance is 68 pierce, 65 bash, 67 slash, and 66 exotic. Affects spell-points by 75. Affects knowledge by -1. Affects sanity by 3. Provides resistance from poison-based attacks. *This item may be repaired 5 times. This is part of the 'Seashell Vestments' set. You are currently wearing 1 of 8 items from the set. Requires a minimum level of 241 to activate. - Item 'a seashell bracelet' - Item 'a seashell-covered shield' - Item 'a seashell breastplate' - Item 'a seashell-covered helm' - Item 'a polished seashell garter' - Item 'a seashell belt' - Item 'a seashell wand' - Item 'a seashell conductor's baton' Affects stamina-regen-prcnt by 2 (Requires 5 items). Affects hp-regen-prcnt by 2 (Requires 5 items). Affects sp-regen-prcnt by 2 (Requires 5 items). Affects accuracy by 6 (Requires 7 items). This helm appears to be made of one of the strongest metals known on Alyria, admantite. A few dozen seashells, set in a colorful hex pattern, have been secured to the outside of the helm. Item 'a thumb ring of clarity and power' is type jewelry, alignment 0, made of steel, has keywords 'stainless steel thumb ring clarity power', equipped on the finger. This item weighs 0 stones and 8 pebbles, and is valued at 50,800 gp. This level 241 item has the attributes: identified insulated unbreakable unique no-tweak always-equipment-index A thumb ring of clarity and power is in excellent condition. This item has a default lifespan of 120 days and will expire on Sun Sep 26 20:07:43 2010. Affects cold-prcnt by 5. Affects ar by 3. *You must not be wearing 'a ring of spell turning' to use this item. (Enforced) *Your archon-level must be greater than or equal to 77 to use this item. *Your alignment must be greater than or equal to 500 to use this item. *This item may be repaired 4 times and renewed 4 times. *This item has a limit of [1] per character. Cut from a length of the steel pipe used to fashion the spears belonging to the New Kolvir Guards of Honor, this thumb ring is a rare breed indeed. Powerful and awe-inspiring, it looks like the sort of thing that is both highly sought after and controversial when found. Item 'a seashell breastplate' is type armor, alignment 0, made of palladium, has keywords 'seashell breastplate', equipped on the body. This item weighs 0 stones and 80 pebbles, and is valued at 65,100 gp. This level 241 item has the attributes: identified no-container insulated unbreakable A seashell breastplate is in excellent condition. Armor resistance is 32 pierce, 31 bash, 32 slash, and 31 exotic. Affects saving-paralysis by 9. Casts the level 120 spell, 'sanctuary'. *Your vitality must be greater than or equal to 21 to use this item. *Your strength must be greater than or equal to 21 to use this item. *This item may be repaired 2 times. This is part of the 'Seashell Vestments' set. You are currently wearing 1 of 8 items from the set. Requires a minimum level of 241 to activate. - Item 'a seashell bracelet' - Item 'a seashell-covered shield' - Item 'a seashell breastplate' - Item 'a seashell-covered helm' - Item 'a polished seashell garter' - Item 'a seashell belt' - Item 'a seashell wand' - Item 'a seashell conductor's baton' Affects stamina-regen-prcnt by 2 (Requires 5 items). Affects hp-regen-prcnt by 2 (Requires 5 items). Affects sp-regen-prcnt by 2 (Requires 5 items). Affects accuracy by 6 (Requires 7 items). This breastplate is crafted of fine palladium, which means it should be very heavy, but for some reason (you suspect an enchantment), is not. Beautiful, colorful seashells have been attached to the breastplate on both sides, adding a sense of fragility, yet apparently magically strengthening, the breastplate. Item 'a seashell-plated silver sphere' is type orb, alignment -250, made of silver, has keywords 'seashells shells layer silver orb sphere'. This item weighs 0 stones and 66 pebbles, and is valued at 49,550 gp. This level 241 item has the attributes: identified noremove insulated nouncurse magic-resistant bind-on-take always-equipment-index A seashell-plated silver sphere is in excellent condition. This item has a default lifespan of 90 days and will expire on Sun Aug 29 10:01:58 2010. Affects ar-arms by 3. Affects wisdom by 1. *Your archon-level must be greater than or equal to 105 to use this item. *This item may be repaired 2 times and renewed 4 times. Although one of the few noted, informed archaeologists in Alyria might identify this sphere as a repurposed, poorly-disguised orb pilfered from the Absurdichron Sceptre, none of those archaeologists are here. And it's a good thing that they're not, or they might want to take it for a museum, or their own collections. This sphere levitates slightly, but not as much as it did in its original form- the poor polymorphic and faux-artificing job performed on it has taken its toll, and rather than producing infinite power, its usage seems very limited now. +++ a seashell-plated silver sphere will, when used, prime itself for its bearer to cast 'induce aggression'; the next time that its bearer successfully casts 'induce aggression' on a target, that target will draw the aggression of the most powerful everything that they meet for the duration that 'induce aggression' remains on them- charges remain.