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Glitter Mountain
632862
GIANT INFODUMP!
Blessing: Relates to holiness and improvement. Inscribed objects serve as anathema for Lycanthropes, Vampires, and Demons. Legion is immune, Harumda is not.
Natural objects: Everything except living beings.
Swords become sharper.
Armor becomes harder.
Bottles purify anything inside (and remove salt from seawater).
Gloves increase strength.
Boots increase speed. Boots of size 1-4 simply increase traveling speed; size 4 has a good chance of causing unconsciousness at the end of the effect. Size 5 and 10 cause time to slow down to nearly a standstill, size 10 giving a speed boost as well. Size 5 will always cause you to pass out, and size 10 will cause your heart to stop as well.
Inscribing upon food makes it taste better.
On a rock, it sprouts spikes.
Unknown effects: Helmet (not attempted), jewelry (ring became shiny).
Secret info: On a mountain, it causes ore deposits to appear all over the place.
Courage: Relates to bravery, strength of mind, battle, and light.
Natural objects: charm, amulet, ring, bottle.
On a charm/amulet/ring, it protects from sanity loss, mind attacks, mind control, and fear effects.
On a weapon, it makes it bigger without making it heavier or more unwieldy.
On armor, it provides transparent armor that covers a larger area of the body.
On a rock that is not intended to be thrown, it will create a set of equipment from the material that includes a full set of platemail and a longsword.
On a rock that is to be thrown, it gets launched towards the intended target with a speed proportional to the size of the rune.
On a bottle of water, it creates a special glowing potion that increases strength and slows down the perception of time. Courage consumables stack badly with Blessing Boots, as the perceived length of time is the same yet you will have more difficulty moving; items thrown during this stacked slowdown will have a lot of force behind them, however. A bottle inscribed with a large Courage rune and thrown will explode in a burst of light.
Unknown effects: Ring pendant helmet gloves boots (not attempted).
Secret info: On food, has the same effect as Courage water. Pretty obvious.
Undeath: Relates to undeath and cold.
Natural objects: ring, bottle.
On a ring, you are able to see and communicate with spirits. At will, you can cause lesser, mindless undead to see you as being 'undead'. Allows the ability "Cold Death", which causes instant death upon touching something. Hour cooldown.
On a weapon, enchants it with cold.
On a charm, separates your soul from your body, allowing you to visit the Land of the Dead. Note that the charm does not allow you to interact with spirits on its own.
On a rock, it animates it and causes it to become hostile. Amusing on pebbles.
On a bottle, effect varies with the size of the rune. A size 1 rune will likely fail to do anything; a size 2 might reanimate small dead creatures, making them undead (unconfirmed). A size 3 will reduce living creatures inside to Gravedust. Size 3 and above create an explosive bottle that reduces everything in the impact area to be reduced to Gravedust (Secret info, but it's obvious anyway). Size 5 is likely to have a very large area of effect; larger than normal throwing distance! Very dangerous. It might even explode without being thrown.
Antares is against the idea of using Undeath against living creatures.
Unknown effects: Armor helmet boots gloves pendant (not attempted).
Augmentation: Relates to the capability of change. Natural objects: Everything.
No effect on its own. Allows any other rune to be inscribed upon that object as well. The only rune that is known to be safe when applied directly to peoples' bodies.
Wounds: Relates to injury and blood.
Natural object: Bladed weapons
On armor, prevents wounds inflicted upon the wearer until the rune wears off, at which point all of them are inflicted at once, but dampened somewhat. Size of rune affects how long it lasts; reinscribing lengthens the time.
On bladed weapons, an aura manifests which interferes with the natural healing of wounds. Size of rune affects how big the aura is and how strong the effect is. Size 1's aura is an inch in all directions, and causes excessive bleeding. Size 2 is six inches, and causes a greater chance of infection as well. Size 3 is a foot, and spawns diseases randomly inside the aura, especially in wounds. Size 4 and larger requires zweihanders or axes, and simply boosts all effects. Size 5 also causes organ failure on those within the aura, which is 5 feet in radius!
On a rock, it causes the rock to bleed.
On a bottle, turns liquids to a special kind of blood which automatically matches to the blood type of whatever blood touches it next.
Unknown effects: Helmet boots gloves pendant ring charm bludgeons (not attempted).
Secret info: Size 10 on a weapon causes a huge aura, and all previous wounds to reopen and bleed/fester at an incredible rate; death is mercifully near-immediate for everyone within the effect radius, likely including the user!
Secret info: Size 10 on armor lasts weeks, but of course when it wears off you will probably die from all the wounds that built up over that time!
Death: Relates to death and dust.
Greater Rune. Cannot be dispelled by Lesser or Least runes, and cannot be erased unless you spend a full minute doing so.
On a bottle, reduces everything in it to plain dust.
On a sword (likely other bladed weapons too), it allows the ability to see and use the lines of destruction inherent in every physical object. Cutting a line exactly causes the destruction of that object.
On a ring, it allows you to sense when someone is in mortal danger. The effect is not as severe as the Watch of Entropy, and does not interfere with the God of Death's work. Allows the wearer to affect entropy, negatively. This causes firearms to jam or dud, and ruins complicated mechanical objects. Allows the ability Death Touch, which reduces any living or formerly living target to dust. This has an hour cooldown, and the rune is expended upon use.
Unknown effect: Armor boots gloves helmet pendant bludgeons (not attempted). Charm ("I feel protected").
Secret info: liquids in a Death bottle turn to Death Water. Death Water is lethal.
Secret info: Death + Wounds on a sword allows you to pierce Dots as well as cut lines. A dot pierced will 'erase' the object's concept, negating any effects it has on the world. Causes severe mental backlash.
Secret info: Death + Wounds + Blessing strengthens the ability even further, allowing you to destroy spells and ghosts. Still causes severe backlash from anything other than cutting lines.
Healing: Relates to the recovery of injury. Asala has this.
Natural objects: Armor, bottle, ???.
On armor, heals wounds? Size 10 will bring someone back to life, but comes at the cost of one of the inscriber's 5 senses. Also interferes with the God of Death's work, causing ghosts to be created and the world to become more unstable.
On a bottle, turns liquid to Healing Water, which speeds natural healing.
Unknown effects: Everything except armor and bottles.
Water: Relates to water. Hassan has this.
Natural objects: Boots, ???.
On boots, allows water-walking.
Unknown effects: Everything except boots. It can be assumed that it would fill a bottle with water.
Information is not necessarily complete. This is just what we've discovered so far. I might have also forgotten something!
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