Well, thing. There’s just one Grimy Toolkit in game so far, so far as I know, or at any rate it was only released last week. So far as I…look, intelligence in this game is about as easy to come by as talented thieves and honest politicians. Suffice it to say there was an auction for a thing the purpose and value of which were not publicly known, and I won.
Looks about as indistinct as you’d expect from a bitter husk of a tool utterly bereft of even the crudest of instructions and entirely intent on obscuring its utility from the feebly throbbing folds of its owner’s tortured mind, no? And the “grimy” apellation doesn’t really suggest anything other than that the kit belongs in this decidedly downcast world, home of disgusting goop, penance clogs, petrified feelings, and so forth. At first I thought it was a gold panning device. But the sea is wide, and I’d have no idea what to do once I got there; so let’s stay in the relative warmth and safety of “town”, that unwelcoming bald spot in the grass populated by quivering humanoid boxes, and fuck around with this thing.
Initial observations: like certain items it can be equipped in either hand. Unlike many tools, it is not a container. That latter bit means using the thing won’t be as easy as putting something else in there and pressing a magic button. But if other tools that are equipped in a hand are any guide, the Grimy Toolkit’ll need some sort of written command to work, just like the mining tools are used via /explore. I was loathe to try that very same command with the new toolkit equipped given the distant memory of someone’s magic bag breaking under that operation. Eulora is a harsh mistress apparently unhappy to be explored by items that don’t meet very strict slag-on-a-stick criteria.
What else is there? Uselessly, /sit and /stand came to mind (I tried anyway). Eulorum has a list!. But it’s mostly procedural stuff for moving around. There’s gotta be a file with an actually complete list of these somewhere though, right? And the command that makes use of this new thing’ll have to be in there, so let’s dig. Going straight to dev/EuloraV(ersion) seems a safe bet since that’s where juicy stuff like configure lives. Grep it for /sit, no dice, move on. I’m sure plenty of folks would’ve speedily deduced their way to the right file, but I’ve been hittin’ the Crumbly Rock a lot lately as shinohai said and it took me a few minutes of diddling around in directories to find a pretty obvious suspect: cmdusers.cpp in /src/client. Lovely, alphabetized list, certainly some commands I’ve never seen before.
The novel ones were tried (I even proposed marriage to Heina as I moved down the list…alas, I was rebuffed). The novel ones told me pretty much nothing. Until /repair. “You do not seem to have the right equipment for this kind of work,” it said, a suspiciously specific error amidst “Invalid work command”s and unresponsive spittles of syntax. If the toolkit itself isn’t the right equipment for repairing though, what would be? Well sometimes crafting requires the player to wear certain items, like a Chair for the Head…so that and all other such equipment I had in stock was tried on in every permutation possible. Same error message. But there are other wearable pieces of equipment I don’t have, or at least, their blueprints are around. Before commissioning the tinkerers to make me a full set of everything they knew about, I made the one thing I had the blueprint and all the ingredients for: an Early Technicolor Dreamcoat. It happens to call for 24 two-leaf clovers, which would’ve been a bitch if I didn’t have a glut from earlier sacrificing activity. There’s little I love more in Eulora than sacrificing, as it yields either hard-to-find harvestable resources or certain potions that grant skills, along with special tokens that go for half a million ECU each. But about that toolkit….
Once the dreamcoat was ready (it doesn’t look so technicolored, which I guess is why it’s the “early” version), I put it on, tried /repair again and got…a new error message! Which was slightly encouraging, even if by this point I was imagining myself stuck with the same unusable item in a year’s time. “This item is already perfectly dysfunctional.” I was trying it on my altar, which is the tool used for sacrifice. Mostly because wouldn’t that be awesome, a way to extend the life of that rather rare font of unfair advantages? My altar has a healthy durability left yet though; what about another container-tool with such low durability it has no clicks left in it? Coat still on, I gave a decrepit Worn Old Screens a try, and behold! They regained about 12k durability points.
The repairing process uses the McGuyver skill, and I’ve yet to determine if higher or lower ranking is ideal for durability points repaired versus Grimy Toolkit decay. I’ll be holding that determination for the day when my altar is broken enough to be saved. And on that day, you’ll most likely also see me gloating, for the toolkit won will recoup its costs at auction in a mere twenty clicks, not counting whatever items I might loot in bonuses. Everything from there is upside, and this in a land where upsides are usually either infinitesimal, illusionary, or both.