Shades of light
A dark piece of glass glows on the ground.
Identify
Object 'shades of light' is infused with your magic... It is a level 40 armor, weight 2. Locations it can be worn: eyes Special properties: none Genres allowed: fighter Alignments allowed: evil good This armor has a gold value of 0. Armor class is 25 of 25. Affects damage roll by 2. Affects hp by 10. Affects constitution by 1. Affects affected_by by detect_invis Affects affected_by by detect_hidden
Information
- Mob: Tynors
- Area: The Mountain of Lost Souls
- Pop: No
- Manufactured: Yes
- Out of Game: No
- Minimum Level: Unknown
- Maximum Level: Unknown
- Known keywords: shades, light
Description/Exam
Created from a dark piece of glass and infused with magical power, these shades fit securely over the eyes providing both protection and revealing that which is not visible to the naked eye.
Notes
You'll need a class with pick lock to open some of the doors and at least two characters for the metal plate and the wooden table puzzle. Most mobs are IP1. You can skip to step 5 if you already have the rune encrusted staff of Khiurn'hai and a thin, metal rod.
- Kill prisoners on the second floor clockwise starting with Dralili and collect
- Connect the pieces together to make the rune encrusted staff of Khiurn'hai.
- With the staff in inventory, stand in front of the stairway to the third floor and say I seek the madness within.
- Go to Dwomar's cell (watch out for roaming guardians and "look scratches". Go back to Dralili's cell and say ninety to receive a thin, metal rod.
- If you don't have a a small rune covered symbol named, 'Salvation' from a previous run, kill the torturer of Redemption first.
- Give a small rune covered symbol named, 'Salvation' to the bringer of Salvation to make him attack you. Loot a large rune covered symbol named, 'Redemption'.
- Connect a small rune covered symbol named, 'Salvation' and a large rune covered symbol named, 'Redemption' to get a rune covered key named, 'Deliverance'. Use it to unlock the door behind the torturer of Redemption and go down to the fourth floor.
- Leave a character sitting on the metal plate.
- Rest on the wooden table. Attach shackles and cuffs. Have another character turn the wheel until a tiny key falls out. Yuck! Unfasten the restraints and go down to the fifth floor.
- The door to the sixth floor should be open already, that's what the metal plate does.
- Walk to the niche on the sixth floor (beware patrolling priests!), wear a thin, metal rod and collect a small, glass orb.
- Walk back to Tynors and give him a small, glass orb.
You give a small, glass orb to Tynors. With a great cry of joy, Tynors holds the small orb in his hands. He crushes the orb and a small pulse of light flies up from it, momentarily hovering above Tynors before being rejoined with him. Tynors exhales deeply and a wide smile crosses his face. Tynors says 'I am complete once again. You have my undying gratitude. I can not offer much, but please take this as a token of my thanks. Tynors gives you shades of light. Tynors says 'Go now, quickly, before they catch you here.'
Alternative notes
This'll be my attempt to explain the process of making shades of light. Most this information is pieced together from rhad, parts of the CoL run notes, and personal exploration. Feel free to ammend or edit as necessary: To prepare, have elemental sticks, getting casters down there can be a bit of a hassle, though not impossible. Thieves and Warriors do well there. Thief weapons were never a concern, they just circle until things die. Warriors (for purposes, warriors here means any Fighter) should have nasr, to deal with Salvation and Redemption, but Justices, or something similar, for the priests. From level 3 onward, including level 2 priests, you wanna be ip1. Run works best in my experience with at least 3, at least one of them being a thief, to speed up killing the priests. Also, make sure all chars can get to at least 18 str, and 16 dex. Get to MoLS on your own, directions are everywhere. From there, ne, nw, u, ne, u, n, ne. Have the dex requirement, or you won't be able to climb. In this room, dig til the monument appears. Have the strength requirement, and pull the lever, for some transing, and temporary stunning. Pull the rope, and rha-something shows up to blabber some. Just nod to him, and then give him the contract he gives you for nodding, and more transing. 3 different trans paths, split by align, there is no difference in length or speed that I know of, just pretty rooms. When in the room with a view, theres one more trans to go. You'll end up in one of 4 places, 3 are locked cells, one is in the hallway itself. Attendants wander the hallway, and are just plain annoying. Warriors can kill them, after some time, but circling speeds things up. The cells can be doorbashed, picked, or knocked. Track eachother after trans, regather together, and go into the hallway, and follow it to the end. From the front of it, sw, s, se, ne, n. From here, there's a cell east. Cedrikor lives here, and is a handy landmark to stage from. You can recall from the hallway, but you can only safely go LD or quit in the cells. From the hallway west of Ced's cell, go down into the next level. This is shaped roughly like a 8-room square. Priests wander and aggro you. Goal is to get that staff that they carry, but it scraps or deathrots. So you make one. Ok, a square, each of the 8 rooms has a spoke going outward. Go ne from the ne corner and pull that lever. Unlocks the cell off the east side. Go in, ip1, stun, nasr rape. Get the rune. This rune unlocks the cell off the se corner. Rinse, repeat, get the rune, continue clockwise, each rune unlocking the next cell. At the sw corner, there is no prisoner, but only a corpse (hopefully, area pop), pick it up, it falls apart and drops... a rune. Next two prisoners are aggro, be prepared. Collect 6 runes. Some you loot, some are dropped on death, and the last ones are given to the kb'er. Of the six runes, 3 pairs connect together. Try til you get 3 pieces of staff, and connect these as well, and you get the rune encrusted staff of Khiurn'hai. connect warrior defense You cobble the pieces together... ...suddenly they snap into place, creating the bottom portion of a staff of dark wood! connect symbol protection You cobble the pieces together... ...suddenly they snap into place, creating a gilded headpiece! connect gateway unknowable You cobble the pieces together... ...suddenly they snap into place, creating the top portion of a staff of dark wood! connect top bottom You cobble the pieces together... ...suddenly they snap into place, creating a full length staff of dark wood! connect head staff You cobble the pieces together... ...suddenly they snap into place, creating the rune encrusted staff of Khiurn'hai! Go to the north end of our square, and say "I seek the madness within", and an exit opens south. Saying that without the staff hurts. But, the staff can be in a container to work, it's less spammy that way. Anyway, south, open grate, and down, and you're on level 3. The wandering idiots here are Guardians now. They are definitely ip1, and have shockshield. They are also stunnable. Open stone to go north, or brick to go south. This level is diamond shaped, kinda. You'll need a large, tarnished key, which is on one of the guardians on this level, so wander about killing til you get it. The small key is something else (the closets in the guardroom, for another dumb item quest), so ignore it. Don't open any doors se, sw, ne, or nw yet. Once you have the key, go to the nw side of our diamond, unlock nw, and hop in there and meet Tynors. Note his position. This is a handy staging room, so bring any support charas you got here quickly before the guardians respawn. Make sure to remain ip1 for all fights from here onward. First stop is the sw cell. Go there, and look at the wall (look wall), and count the