drunkendwarf
Displaced Tuluki
SUCK IT, NYR AND ADHIRA
Posts: 211
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Post by drunkendwarf on Mar 5, 2014 11:21:25 GMT -5
So, as a whiran, with the create rune spell you can create runes that last for various amounts of time depending on the power level cast. You're essentially just creating a keyword in a room that you can use to 'cast teleport <keyword>' at a later time to get to that room. Whirans can only see runes when they branch the spell, and then they can only see runes they've created themselves. However, if you're lucky enough to find yourself in a position as a whiran to have the detect magick spell on, you can see permanent runes that are on a few things scattered through the known.
Crumbling pillar in the road of red silt, south of Allanak - Etched into the pillar is "ghkhkul" Obelisk in the western grasses, entrance to the mantis valley - Burned into the obelisk is, "klzdk" Rune just below the Whiran portal (probably gone now with the nuke dropped in the gypsy lands) - vauyrhan
You can jump to these with a casting of 'wek', no matter how far it is. This means a sorcerer can bounce around the known at a cost of 7 mana. There's other ways for them to bounce around (travel gate, portal, etc). But this is by far the cheapest and provides the ultimate "Oh shit, retreat!".
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CRabbit
Clueless newb
Where have all the escru gone..
Posts: 69
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Post by CRabbit on Mar 5, 2014 13:16:33 GMT -5
I guess this is what I was describing in the previous 'Detect Magick' thread. Cool.
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drunkendwarf
Displaced Tuluki
SUCK IT, NYR AND ADHIRA
Posts: 211
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Post by drunkendwarf on Mar 5, 2014 13:20:29 GMT -5
Yup.
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drunkendwarf
Displaced Tuluki
SUCK IT, NYR AND ADHIRA
Posts: 211
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Post by drunkendwarf on Mar 5, 2014 13:20:56 GMT -5
I didn't find anywhere else at all that had permanent rune words. I looked -everywhere-.
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Post by spitwad on Mar 5, 2014 15:48:15 GMT -5
there were at least two other locations
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Post by tektolnes on Mar 10, 2014 17:02:02 GMT -5
There are slabs of stone at the peak of Eastrook Mountain. I have a theory that those have words on them too, but didn't have the detect magick to verify...
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Deleted
Deleted Member
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Post by Deleted on Mar 10, 2014 17:43:21 GMT -5
There are slabs of stone at the peak of Eastrook Mountain. I have a theory that those have words on them too, but didn't have the detect magick to verify... I love those stones. I wish they were something you could codely sit or stand or rest on. I've had some weird stuff and some long enjoyable 4 am solo RP there talking over the Way while hanging out at about the Highest Point in the Known. It helped that there was also cool fruit and berries along the way, and those one flowers. The four petalled ishra flowers. Gorgeous. I was wondering though, have things changed to where you don't need to be able to currently read the runes to teleport to them?
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Deleted
Deleted Member
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Post by Deleted on Mar 11, 2014 7:31:40 GMT -5
there were at least two other locations would one of them be on the island? it's been a while and I can't seem to find the appropriate log ... and I've never been in the position to have detect magic on while there.
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Post by spitwad on Mar 11, 2014 8:35:31 GMT -5
one lulz destroyed. one is in chasm tower north of logging village.
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drunkendwarf
Displaced Tuluki
SUCK IT, NYR AND ADHIRA
Posts: 211
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Post by drunkendwarf on Mar 11, 2014 10:14:05 GMT -5
I do not believe there are any permanent runewords on any of the islands in the silt sea. The slabs at the peak of eastrook have no runewords on them. The slab in the mountains east of the thornlands has no keywords on it. I think spitwad is correct that there's a runeword in the tower. I don't know what it is.
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bobo
Clueless newb
Posts: 58
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Post by bobo on Dec 31, 2015 15:47:40 GMT -5
Random teleport is scary. You aren't kidding, especially since there is a chance of completely unavoidable death as a result. Above the south of the Silt Sea are no_magick rooms that are, I believe, still valid destinations for random teleport. If you land in one of those, fly is instantly cancelled and you get dropped into a death room.
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jjhardy
Displaced Tuluki
Posts: 280
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Post by jjhardy on Jan 2, 2016 1:23:43 GMT -5
Yeah.. which is why when you do it, you levitate. You can levitate over the silt sea. . Isn't levitate magick? If you land in a no magick zone, don't you drop regardless of levitate?
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grumble
GDB Superstar
toxic shithead
Destroyer of Worlds
Posts: 1,619
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Post by grumble on Jan 2, 2016 16:57:44 GMT -5
But in a sense, ICly, it's Echri shit, entirely, and only Nilaz and sorc function there, unless I'm wrong, which happens.
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Deleted
Deleted Member
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Post by Deleted on Jan 3, 2016 0:27:42 GMT -5
But in a sense, ICly, it's Echri shit, entirely, and only Nilaz and sorc function there, unless I'm wrong, which happens. IC silt has a magick dampening effect (or this from the helpfile: "The presence of silt also has an odd effect on many magicks, causing them either to become more powerful or fizzle completely in unpredictable ways." I've yet to see silt make magick MORE powerful.) It also cancels things like charm person and the control sorcs and nilazi have on undead. So... rule #1, don't move your undead army though the silt sea or you're going to have a bad day.
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