User talk:R4d6
Runestone Magic
Runestone magic relies on the user engraving runes on a titular runestone, and then activating the stone to get a reaction. Which reaction happens depend on the combination of runes engraved on a runestone.
Runestones are single-use, becoming spent after activation.
All runestones have a delay of 3 seconds between the activation and the actualization of its effect.
Runes can be engraved using any Cutting tool on a runestone.
Concepts
Each rune that can be engraved on a runestone represent a Concept. Which rune represent which concept changes every shift, meaning researchers have to keep finding which runes represent which Concept.
However, all Concepts have a single-rune Effect that allow for the identification of the rune's Concept.
Effects
Effects are what happen when a runestone is successfully activated with a correct combination of runes depending on their Concepts.
Runes can be required to be repeated multiple times, but the order of engraving does not matter.
Runestones with a invalid combination will fizzles upon activation.
Any extra runes added to a valid combination will make it invalid, unless you happened on another valid combination.
Lightstone
Required Concepts : Light
Description : The runestone glow indefinitely.
Firestone
Required Concepts : Fire
Description : The runestone catch on fire.
Fwompstone
Required Concepts : Explosion
Description : The runestone fwomp. (No in-game effects)
Icestone
Required Concepts : Ice
Description : The runestone become ice-cold. (No in-game effects)
Earthstone
Required Concepts : Earth
Description : The runestone become denser and heavier. (No in-game effects)
Zapstone
Required Concepts : Lightning
Description : The runestone lightly zap its user. (No in-game effects)
Flashbang
Required Concepts : Light, Explosion
Description : The runestone act as a flash-bang.
Fireball
Required Concepts : Fire, Explosion
Description : The runestone explode in a shrapnel-less ball of fire.
Floor Freezing
Required Concepts : Ice, Explosion
Description : The runestone freeze the floor around it, making it slippery until the ice melt.
Instant Wall
Required Concepts : Earth, Earth
Description : The runestone create a 3x3 rock wall around itself, which will crumble after some time has passed.
Fragstone
Required Concepts : Earth, Explosion
Description : The runestone shatter into deadly shrapnel, albeit without any fire involved.
Teslastone
Required Concepts : Lightning, Explosion
Description : Consecutively shock up to 10 creatures around itself.
Aetherium
Aetherium is a type of green crystal found deep underground. First found during a disastrous expedition in Hammer's Fall, lesser and weaker variants have since appeared in the caves used as mining areas by those living in Hammer's Fall's safe zone, the crystal's useful properties have seen it exported outside the Dungeon, where it hasn't seen wide-spread usage due to its recent appearance and the more overall useful variant having the tendency to break out and overrun entire districts if not contained quickly.
Types
Aetherium come in three types, each weaker and less useful than those before it.
'True' Aetherium refer to the first discovered instances of the green crystal, and although it hasn't reappeared since, its deadliness remained outmatched among all other types of Aetherium, lacking most of their limitations and weaknesses, while keeping all of their strength. It is unknown where it came from, or why it has not appeared again.
'Active' Aetherium refer to local growths of the crystal. The only known way of creating Active Aetherium is to plant an Aetherium Gem, made from alchemically concentrating a huge quantity of Inactive Aetherium, in order to create an Aetherium Spire, which will convert all non-organic matter in its surrounding into more Active Aetherium over time. Active Aetherium can only spread in a limited radius around a Spire, but that any Active Aetherium growth can spread as long as it is within that radius. It is worth noting that Active Aetherium has more magical energy than it should be able to contain, and that standing too close will result in manaburns. A common practice for dealing with Active Aetherium Outbreaks is to send a strike force to shatter the Spire at the center of the outbreak, allowing for a slow and steady cleanup that would otherwise be impossible.
'Inactive' Aetherium is what you get when breaking Active Aetherium. Although it cannot spread or grow, this inactivity mean that it is the easiest type to work with, as it is just a piece of green crystal. Inactive Aetherium is alchemically reactive, containing a multitude of elements that can be refined and extracted in specialized machinery, such as iron, gold, silver, and more. The shards themselves, despite only having traces amount of magical energy, are still durable and sharp, allowing them to be used as ranged projectiles.
'Aetherium Gems' is a not considered its own Type of Aetherium, but is instead a weird mix between Active and Inactive Aetherium. Made from a ridiculous quantity of Inactive Aetherium, it is choke-full of seemingly endless quantities of magical energy, allowing it to start new Active Aetherium growth in the right condition. It is also a catalyst, essential in the alchemical process of refining Inactive Aetherium into materials, and its magical energy make it great as a power source for devices able to draw from it. The only drawback is the time required to grow and gather all of the Aetherium necessary for its creation, preventing it from entering wide-spread usage.