The following are the three books you need to study to answer the machine to join Engineers.
Below that are pieces of a script for Gemming as well as recipes for SuperComps
Both the invention and SuperComps require a minimum of 50K org credits to use or create
(Taken from Prometheus' Travel diary)
---------------------------------------------------------------
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Page One ---- The Journey
Page Two ---- The Meeting
Page Three ---- The Blue Prints
---------------------------------------------------------------
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(((To read type "diary page (number)")))
Page 1
(Taken from Prometheus' Travel diary)
------------------------
Chapter One: The Journey
------------------------
One night I had a very strange dream, it was like someone was trying to contact
me from far away. That morning when I woke up and I felt I needed to search out
the source of the dream.
I stocked up on equipment for my long journey, and went off on my quest. My
journey took me to a far off land where most can't imagine. On my 10th night I
had almost given up hope of finding what I was looking for.
So I had decided that it was time to head back, but I would leave in the
morning. I was awoken by some kind of festival, I quickly gathered up my stuff
and tried to find where the noise was coming from. I entered a large clearing
and saw a giant bonfire with hundreds of gnomes dancing, laughing, smoking and
drinking.
As I entered the festival, a very old gnome who's gname was Tyrm (I would find
this out later) welcomed me to there land and invited me to there party, it was
the night of the summer solstice, so I danced, sang, and drank with the until I
passed out. I awoke that morning to find that no one was around. But I did see
--- More From 0 to 24 of 30 (80%) - q to quit.
some kind of entrance in the nearby ground, so like any good gnome I entered
with out thinking. As I stepped inside I was entangled in a large net. Then a
group of gnomes dragged me off to a large cavern.
Page 2
(Taken from Prometheus' Travel diary)
------------------------
Chapter Two: The Meeting
------------------------
Tyrm greeted me and apologized for the trap. He said it was an early warning
system for invading monsters. He then showed me some of the most amazing things
gizmos and gadgets for everything you could think of. Walls full of them, he
took time to show me every one, I was so awe struck. Then he took me to his
private workroom.
There was this giant machine, he told me this was his societies ultimate
invention, he told me that every gnomish society has one (at least ancient
gnomish societies). Each invention is the life work of the society, they spend
there time enchanting and changing it, some have been so powerful they could
destroy cities, some have been so wonderful that they can instill life.
We talked for hours and hours, exchanging ideas and concepts, I told him about
my gnomes and he was amazed that other gnome societies existed in this day and
age.
Page 3
(Taken from Prometheus' Travel diary)
------------------------------
Chapter Three: The Blue Prints
------------------------------
I asked his how does one start on the ultimate invention, he told me that each
society received the initial plans from a set of blue prints that have been
around for hundreds of years. Then he opened his giant book of blue prints.
Pulled out a few pages and handed them to me.
I looked over the blue prints and was amazed at what could be done, and then he
told me "I have given you the blue prints just as they were given to me. As you
will give to someone else, it is up to you and your society to expand and work
with them until your society is gone.
Then he bopped me over the head with a large staff with a big gnose on the top
of it, and then gave me food and supplies and told me it was time for me to go.
Was I was walking away from the village, I was thinking that I didn't want to
leave and I should go back and learn more. At that instant I heard a giant
boom. I tried to see what happened but all I could see was this giant ball of
fire erupting from the ground. I then here a noise from above. I see a gnome
flying high in the sky; it was Tyrm the blast must have shot him into the sky.
He was shouting, "have fun" and that was the last I heard and saw.
I then continued home to show my gnomes of what I have seen and let them see
the blue prints.
Type "mortal_law page <number>" to read.
COMMON LAW (mortals)
Article 90: Possessions............page 1
Article 100: Lives..................page 2
Artical 110: Player Killing.........page 3
Article 120: Communications.........page 4
Article 130: Multiple Characters....page 5
Artical 140: Bug Abuse..............page 6
Artical 150: Cheating...............page 7
Page 1
ARTICLE 90
Possessions
SECTION
01. No mortal may be compensated for loss of possessions by any
immortal save by those of Demi-God or God status.
02. No mortal may be compensated for loss of money by any
immortal save those of Demi-God or God status.
03. No petitions requesting compensation for loss shall be granted
for the following conditions:
a) Loss of possesions and money through normal
and legal gaming deaths.
b) Loss of possessions and money through acts
of other mortal thievery.
c) Loss of possessions and money due to reboots,
load errors, or system crashes.
d) Monetary compensation for the loss of an item
due to a flaw in said item's code.
e) Loss due to loaning to other players wherein
item or money is not returned for any reason.
f) Loss due to player purge conducted by Gods.
g) Loss of an item that is replaceable through built
in means, such as organizational insignias.
Page 2
ARTICLE 100
Lives
SECTION
01. Mortals begin with seven (7) lives and are provided with
the means to raise themselves from the dead. Further
means have been provided for mortals to obtain additional
lives beyond the initial seven. As such, it is forbidden
for any Immortal to grant additional lives to a Mortal
with the exception being Demi-Gods and Gods.
02. Loss of life will not be compensated due to game lag.
03. Loss of life will not be compensated due to any normal
gaming death to include Player Killing.
04. Loss of life will not be compensated due to player traps
that exist in any domain. Exception:
Any player trap that is deemed as unfair by the Gods
will be removed permanently from the game and the
player / players who lost lives to this trap
immediately prior to reporting it shall be compensated
according to the personal discretion of the God
involved.
05. Loss of life caused through testing an area for an Immortal
will be compensated by either a God or Demi-God only.
High Immortals and Immortals are strictly prohibited from
replacing lost lives during and after testing.
Page 3
ARTICLE 110
Player Killing
SECTION
01. Player Killing is legal.
02. Mortals with a pre-disposition to Player Killing shall be
dealt with by Gods only at the discretion of the God
involved.
03. Player Killing is frowned upon.
04. The intent of Player Killing is to provide mortals with an
avenue of action against those mortals who prove to be
a nuisance and extreme annoyance. Mortal discretion in
using this avenue should be applied. <Remember, everyone
has this ability.>
05. No Immortal shall engage in acts of Player Killing with the
exception pertaining to Gods ONLY.
06. Players engaging in the act known as 'Random Player Killing'
will be dealt with harshly by the Gods.
Brief: The administration recognizes that some people will
feel the need to engage in Player Killing, and the
administration recognizes this right of players to
do so. However if a Player's Player Killing
activities become a disruption to the mud, then
the Player in question will be dealt with as listed
above.
We cannot quantify what is considered too much
Player Killing activity, all we can do is state that
becoming a disruption too the mud in general is too
much. So use your own discretion, and use it
wisely.
Page 4
ARTICLE 120
Communications
SECTION
01. Foul and abusive language is strictly prohibited on any
open channel.
02. Open channels are defined as the following:
a) Chat Channel
b) Shout
c) Guild Channel
d) Race Channel
e) Organization Channel such as houses, clans, tribes
f) Boards
03. Foul and abusive language is defined as:
Any slurs regarding race, color, sex, sexual orientation,
religion, age, national origin, or ideology. Included in
this definition is any commonly held word associated with
obscenities or insults. Example: "Bastard."
04. Although severely frowned upon, foul and abusive language
is permissable using 'say' PROVIDED there are no objections
from ANY party within the same room.
05. Although severly frowned upon, foul and abusive language is
permissable using 'tell' PROVIDED the individual receiving
the message has no objections.
06. Sexual Harrassment will not be tolerated for any reason.
All individuals involved in any type of sexual harrassment
shall be dealt with by the Gods in the most severe possible
method available.
07. "Oops Clause":
a) At no time will the excuse "Oops, I didn't mean to say
that. It just slipped." be honored.
Reason:
The act of communication in a mud is at the
very least a three (3) step process. First
one must formulate the idea. Second one must
edit the wording of the idea in one's mind.
Third one must actually engage in the act of
typing it out on a keyboard. This has been
determined to be a condition of "premeditation"
and therefore not an "accident".
Page 5
ARTICLE 130
Multiple Characters.
01. It is illegal for Players of Mortal status to possess,
or use more than one player character.
NOTE: Playing a character that is not your own is
considered having multiple characters and will be
dealt with as such.
02. This act is punishable by whatever means the Gods see
fit to enact, and it not open to debate of any sort.
Page 6
ARTICLE 140
Bug Abuse.
01. Players reporting bugs will be rewarded with a reward
of no less than 100,000 experience points if the thing
reported is indeed a bug in the mud.
02. Players found abusing bugs in the system will be
removed. Bug abuse is considered cheating. This
includes but is not limited to: monsters that give
large amounts of experience with little/no risk,
weapons/armours/items that are not in play, are over-
powered, or are broken in such a way to give an unfair
advantage.
Page 7
ARTICLE 150
Cheating
01. Cheating is defined as using any means that would give a
character an unfair advantage over other characters. It
includes, but is not limited to: knowingly abusing bugs,
accepting illegal help from an immortal, and using a second
character to help advance your character.
Justifying Gnilbin
By Carindol, the Gnomish Historian
To read, "open history".
Type "history page <number>" to read.
CONTENTS
Title......................page 1
Forward....................page 2
Mythological Roots.........page 3
The Passing of Gnoss.......page 4
The Great Schism...........page 5
The Gnomish Caverns........page 6
Pertaining to Gnilbin......page 7
Results to Date............page 8
Page 1
Justifying Gnilbin
By Carindol, the Gnomish Historian
Page 2
Forward
What began initially as a text to introduce a generation with
declining interests in genealogy into my field has turned into a
justification of my research in the face of scholarly criticism. To
those who expected otherwise I apologize. What follows is a journey
through collected mythologies, historical accounts and archeological
evidence which will lead into my own interests and quests. Some will
dismiss what I've written for flavor text, something to be told to
children at night and of little scholarly value. It is my hope that
in those few minds which can look beyond the biases bred into them by
gnomish society an exciting possibility will be realized. If I set
only a few minds to this cause then my research as well as this text
will have been worth it.
Page 3
Mythological Roots
Though academically distasteful, the only record of gnomish
beginnings we have today are those we find in myth and legend. If true,
then our history does indeed share a beginning with dwarves at the hands
of the 'Sibling Gods'.
Creation is said to have occurred at a time when the gods
themselves walked the realms and crafted much of what we have today for
their own pleasure, utility and convenience. In such a fashion the dwarves
were smithed by Mahar, the Dwarffather. Setting about to create a
tempered race so hardy they could assist him with his duties, the mighty
Mahar took the hardest ore and mixing it with stone created an alloy suitable
for the beings he wished to create. Over his forge he used his legendary
hammer to fold his race one million times before the forms we know as a
dwarves were formed. It was then that Yavanna, the Earthmother planted life
into Mahar's dwarves and into the realms another race had awaken.
Bolstered by his brother's success, but differing vastly in ideals, Gnoss
(commonly known as Thoth by the less educated races) took from the earth a
ball of moist clay. It was important that his form would be able to learn
and adapt to the many varied tasks he knew they would face. With his bare
hands he molded the form we'd come to be. Into this new form he
breathed intelligence worthy of his creation, as well as a profound grasp of
logic and reason. Much like she had done for her other sibling the
Earthmother gifted her brother's creation by planting life within it,
allowing yet another race to awaken. In much the same way that dwarves
assisted Mahar with his duties, the gnomes assisted Gnoss at his library in
the first gnomish city of Gnilbin.
Page 4
The Passing of Gnoss
Details of the All Saints War are vague at best, but two things
about it are clear. The first common thread in most myths is that Gnoss,
the god who held dominion over knowledge of past, present and future had
grown bored with his existence. The second element of the war was the
mounting jealousy of other gods, and the plots amongst them to forcibly
strip Gnoss of his powers.
Of course having dominion over knowledge, Gnoss knew of the plans
his divine kin were forming, and also that he would prevail though the
ensuing battle would destroy much of what the gods had set about to create.
In place of falling to them or battling them outright, the Divine lord of
the Mind divided his powers amongst his three most devout followers so that
the gnomes might continue to flourish in his absence. His final gift to
the world was to release fate and knowledge of what was to come, so no
mortal or god could ever rule it again.
The gnomes then found themselves ruled by three avatar like elders
which, though only shadows of their former deity, were far beyond mortal
comparison. The first of the three was Teraflora. She much resembled the
gnomish mother, Yavanna and held quite an influence over earth and stone.
It is she who maintains the desire within gnomes to mine, as well as their
love of precious gems and metals. The shyest of the elders, she is also
the prime reason gnomes prefer isolation from many of the other races.
The second elder was Gnydendatha. Infused by Gnoss with all
knowledge of past and present he was driven slightly mad upon receiving
his 'gift'. He represents the true knowledge that a gnome can hope to
possess, and walks a very narrow line between insanity and genius. He
is depicted in myth as a prankster, making the lesser races feel silly and
foolish. It is said that many of the riddles and puzzles passed down from
generation to generation had their origins in Gnydendatha's unique mind.
The last of three elders, Astomakath, seems to speak on behalf of
his peers, lending to the belief he is the most powerful and influential
amongst them. Possessing dominion over science, logic, engineering and
philosophy he is regarded as the most scholarly of the three. He also
represents the balance of nature and technology in all gnomes, and is
frequently credited with bringing innovative dreams to his kind as they
sleep.
The three were worshipped as parts of the whole, which remained
Gnoss in the minds of all gnomes. In Gnilbin they founded a culture of
science which remains unparalleled in the realms today. Within the great
library records of every academic pursuit were kept. It is truly a loss to
gnomes if not the world that Gnilbin would be lost as we might have found
ourselves years beyond where science currently is. Unfortunately, as you
will see, raiders care little for knowledge and scholasticism.
Page 5
The Great Schism
All races, including gnomes soon found that with fate free they too
were free to roam, learn and pursue their own interests. Some gnomes
gradually developed interests in the surface world and it's lush diversity.
These gnomes that traveled to the surface however, attracted the attention of
yet another type of free people far less interested in exploration or
intellectual expansion. They attracted the attention of raiders.
It took less than a hundred years for the first raid to hit Gnilbin,
and nearly everything save the Library of Gnoss was lost. The many raids
that followed returned to the surface with stories of the gems, magic and
mechanical marvels of which Gnilbin was filled. Upon the gnomes these raids
had a polarizing effect on them. One segment wanted to abandon Gnilbin and
flee into the deep forests as the elves above had done, while others simply
wanted to close their gates and isolate themselves under many hundreds of
feet of mountain.
The debates raged on, and the differences between gnomes was leading
toward violence. Eventually one branch, of which we are direct descendants,
left Gnilbin for the surface, finding homes in forests along side elves and
halflings. The other branch remained for some time, but eventually gave in
to the pressures of raids and buried the entrance to Gnilbin under thousands
of tons of dark grey rubble, sealing it with their considerable magic.
It is said that the three elders fought amongst one another when the
schism occurred and that fight resulted in them leaving our world, vowing not
to return until all gnomes were once again united. Their pupils, more
optimistic than the elders, followed the surface gnomes topside hoping in
time to persuade their brethren to return to Gnilbin and restore unity to
the race.
Page 6
The Gnomish Caverns
Life on the surface was far from easy for the gnomes, as they found
themselves hunted by other races. Initially it was for passage to Gnilbin
but it eventually became an array of excuses ranging from their friendship
with the elves, to the belief they were able to turn simple stones and
pebbles into platinum and valuable gems. For centuries this would
continue, until the construction of a new city offered the possibility that
gnomes would once again be united and safe.
When Rhone was built, a series of mineral rich caverns were
discovered below it. Many of the races bid heavily on the caverns, including
the wealthy dwarves of Mithris. It was finally the descendants of the
elder's students that pooled together their funds to buy the caverns, with
hopes it would unite the race once again. It is unknown if the gnomes who
purchased the caverns in anyway actually were of such lineage, but it is
known that they claimed it as this was about the time myth melted to
history and dated records were carefully being kept. Only a few hundred
years from this time is when my life enters into this story.
Page 7
Pertaining to Gniblin
I've been long criticized for my belief in the existence of the
fabled city, and perhaps rightly so. However, in my searches I can only
assure you I've come across too much archaeological evidence for it to be
only a myth. The most convincing of the artifacts collected to date are the
elder prayer tablets I found practically under the gateway of Mithras.
It is a collection of six tablets carved of an unidentifiable dense
grey stone, each etched with very ancient runes which only slightly resembled
our own gnomish writing. Initially intelligible were three words: Teraflora,
Gnydendatha and Astomakath. Most gnomish scholars would immediately
classify such tablets as a collection of myths and legends at best, utter
rubbish at worst, but two things led me to take these tablets far more
seriously.
The first was having found them on the petrified remains of a
skeleton of roughly gnomish proportions. I estimate that the skeleton was
most likely of a male based on the its shape. I was also able to measure
it's length and width precise enough to conclude it was approximately one
half foot shorter than the average gnome measures today. It is said that
people of the ancient days were shorter, and though this fits into that model
it by no means proves it as one half foot of fluctuation is by no means
uncommon in our time. Far more convincing was the geological strata in
which we found the remains.
I knew we had dug deep to find these remains, but it wasn't until I
brought a petrified sample of the bones to one of my fellow scryers that I
was truly impressed with how old this discovery was. After several chemical
analyses my friends in the innovation assured me the bone was between twelve
hundred and two thousand years of age. Assuming only the mean of that time
span, it is more than old enough to place it at the time Gnilbin was still
rumored to remain open to the world. I was hooked.
Further translations of the tablets took several months, as despite
the similarities of our lettering, the grammatical constructs had changed
greatly over time. But finally it was revealed to me that these were indeed
prayer tablet to the three elder gnomes and their encompassing phylosophy of
Gnoss. Apparently we had stumbled upon the petrified remains of some ancient
gnomish missionary. From that point on I adopted it as my quest to locate
the lost city of Gnilbin.
Page 8
Results to Date
As of the production of this text, I've faced many set backs and
have shattered many false hopes. I've scoured the Mountains about Mithris,
I've searched the dead volcanoes northwest of Hylar and never once found
anything even resembling a lost city. Despite my efforts to remain calm in
the eye of immense promise I must say that my most recent expedition looks
quite promising. Not due to any artifacts we've found but for the rock we're
digging through. For the first time we've come across a dull grey rock
that is every bit as dense and unique as that which the prayer tablets
are composed of. It is my hopes that I will have something to publish
shortly.
Gemming Bot: NOTE THIS BOT CURRENTLY WORKS ONLY FOR A GNOME WIZARD. YOU WILL NEED TO REMOVE TREEMALKING AND THE TELEPORT COMMANDS AND EVERYTHING REFRENCING DONATION=2, OR CHANGE THOSE TO A SPEEDWALKING LINK BETWEEN THE GNOME SIGN & TREEMALKING AND UPDATE ICE STORM TO YOUR GUILDS AREA ABILITY OF CHOICE.
DO NOT USE THIS IF YOU ARE AFK, PERIOD. YOU MUST BE AT YOUR COMPUTER TO USE THIS.
Laps start and end at the Mineral Pool.
#CLASS {Gemming}
#TRIGGER {^You killed Delver} {get daggers from monster corpses;kill delvers,warriors}
#TRIGGER {^It is too dark to see..} {#WAIT 3500;cast light me}
#TRIGGER {^Paved Highway ~[e,sw,w~].} {#IF @Donating=1 {#WAIT 3500;#IF @Gp<1500 {dmp;#WAIT 1000} {cast invisibility;#WAIT 3500;Sign_To_Pool}};#IF @Donating=2 {ctl 5;#WAIT 5000;Treemalking_Route}}
#TRIGGER {^You killed Subwarrior} {get spears from monster corpses;kill delvers,warriors}
#TRIGGER {^You get a Gem-Bladed Dagger from corpse of Delver.} {break dagger}
#TRIGGER {^You get a Gem-Tipped Spear from corpse of Subwarrior.} {break spear}
#TRIGGER {^The whirring of the lift grows much louder as it reaches this floor.} {in}
#TRIGGER {^The lift is already on this level!$} {in}
#TRIGGER {^Gnomish Lift ~(On Level (%d)~) ~[out~]} {#IF (%1 = "1") {#WAIT 3500;tell Gnorba 3} {#IF (%1 = "3") {#WAIT 3500;tell Gnorba 1}}}
#TRIGGER {^Gnorba says, ~"Thanks for your patience, we have arrived.} {out}
#TRIGGER {^Level Three Lift Lobby ~[n,in~]} {#IF @Donating=1 {#WAIT 3500;L3_Donation};#IF @Donating=0 {in};#IF @Donating=2 {in}}
#TRIGGER {^Level Three Lift Lobby ~[n~]} {#IF @Donating=1 {#WAIT 2500;L3_Donation};#IF @Donating=0 {#WAIT 2500;ring bell}}
#TRIGGER {^You donate a} {#WAIT 3500;credits;#WAIT 5000;cast invisibility;#WAIT 5000;Box_To_Lift}
#TRIGGER {^Board Room ~[se,nw~]} {#IF @Donating=1 {#WAIT 5000;donate gems}}
#TRIGGER {^Level One Lift Lobby ~[n,in~].} {#IF @Donating=0 {#WAIT 5500;n;#WAIT 2000;w;#WAIT 2000;w;#WAIT 2000;s};#IF @Donating=1 {in};#IF @Donating=2 {#WAIT 5500;n;#WAIT 2000;w;#WAIT 2000;w;#WAIT 2000;s}}
#TRIGGER {^Level One Lift Lobby ~[n~].} {#IF @Donating=0 {#WAIT 5500;n;#WAIT 2000;w;#WAIT 2000;w;#WAIT 2000;s};#IF @Donating=1 {#WAIT 5500;ring bell};#IF @Donating=2 {#WAIT 5500;n;#WAIT 2000;w;#WAIT 2000;w;#WAIT 2000;s}}
#TRIGGER {^Mineral Pool ~[n~].} {#IF @Donating=0 {#WAIT 10000;L1_Gem_Route};#IF @Donating=1 {#WAIT 10000;Pool_To_Lift};#IF @Donating=2 {#WAIT 10000;Pool_To_Sign}}
#CLASS 0
Resonator Recipes for Each Guild
Embattled Wolfstone: Sorcerer
wolfen hair, moonstone
Diamond, Onyx, Quartz
Dial 1: 5
Dial 2: 7
Panchromatic Chrysalis: Wizard
Dragon Heart, Unicorn Horn, Rainbow scale, Small diamond, Small onyx, Small
sapphire, Small ruby, Small glass sword, Umber Hulk Eye, Otyugh Eye Stalk, Blue
Dragon Claw
Emerald, Topaz, Amethyst
Dial 1:2
Dial 2:8
Or
Emerald, Sapphire, Ruby
Dial 1:2
Dial 2:9
Wizard's Glass:
Titanium Crystal, Small mirror, Pinch of diamond dust
Diamond, Topaz, Amaethyst
Dial 1:8
Dial 2:6
Black Diamond Dust: - Wizard & War Wizard
Onyx, Diamond, Hematite
Dial 1: 10
Dial 2: 10
Cursed Vial: Occultist
Shrunken Skull, Invisible Stalker Brain, Demon Ichor
Onyx, Ruby, Hematite
Dial 1: 8
Dial 2: 8
Phoenix Egg Ruby: Pyromancer
ash, small red dragon scale, small ruby, sunstone
Ruby, Topaz,Amethyst
Dial 1: 10
Dial 2: 3