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== Runes == The Ritual Dagger allows you to scribe any of these runes, using Scribe Rune. Simply pick the rune you want, and wait until completion. Scribing a rune deals minor damage, since you need to cut your wrists to get the necessary blood. Activate a rune by clicking on it. {| border="2" cellspacing="1" cellpadding="2" class="wikitable" ! style='background-color:brown' width='130px'|Name ! style='background-color:brown' width='830px'|Description ! style='background-color:brown' width='73px' |Invokers Required ! style='background-color:brown' width='64px' |Phrase ! style='background-color:brown' width='64px' |Rune |- !{{anchor|Rite of Offering}}Offering Rune |Instantly converts a normal crewmember on top of it to the cult, healing them for 75% of their brute and burn damage, and spawning a ritual dagger when two cultists stand around the rune. Mindshield-implanted crew cannot be converted, only sacrificed, and need 3 cultists to stand around the rune (but constructs are no less dangerous than humans). - <b>therefore it is recommended that you quickly finish off security victims before their radio or suit sensors can give you away!</b> If the target is dead, ineligible for conversion or is the required sacrifice target, they'll be sacrificed instead, gibbing them and creating a Soulstone Shard [[File:Soulstone.png]] that can be used to power a construct. The pets of department heads may also be converted, which will turn them into cult pets that will attack any non-cultists they see and will revive dead cultists by dragging them onto revive runes. |1 to sacrifice dead targets, 2 to convert, 3 to sacrifice the objective or living targets |Mah'weyh pleggh at e'ntrath! |[[File:Sacrifice rune.png|64px]] |- !Empowering Rune |Allows cultists to prepare greater amounts of blood magic at far less of a cost. While standing on an empowering rune, the spell count is capped at 4 instead of 1. Additionally, preparing blood magic takes far less time, and you don't lose as much blood while doing it. |1 |H'drak v'loso, mir'kanas verbot! |[[File:Empowerrune.png|64px]] |- !Teleport Rune |This rune warps everything above it to another teleport rune when used. Creating a teleport rune will allow you to set a tag for it.<br><b><u>Warning: Teleporting from Lavaland or Space will make the destination rune glow brightly and open a rift in reality that may not only reveal the rune, but the location of your main base as well, choose your rune locations wisely!</u></b> |1 |Sas'so c'arta forbici! |[[File:Teleport_rune.png|64px]] |- !Revive Rune |Whenever someone is sacrificed on a Convert rune, they add one (global) charge to this rune. Placing a cultist corpse on the rune and activating it will bring them back to life, expending a hefty three charges in the process. It starts with one freebie revival, so use it sparingly. Catatonic(disconnected/ghosted) cultists can be reawakened with a new soul by putting them on the Revive rune and activating it. This method of revival does not consume any charges. |1 |Pasnar val'keriam usinar. Savrae ines amutan. Yam'toth remium il'tarat! |[[File:Raisedead_rune.png|64px]] |- !Barrier Rune |When invoked, makes a 5-minute invisible wall to block passage. Can be invoked again to reverse this. Costs 2 brute both to invoke and to deactivate. Has 100 health and the rune is destroyed if the barrier is destroyed. |1 |Khari'd! Eske'te tannin! |[[File:Wall_rune.png|64px]] |- !Summoning Rune |This rune allows you to instantly summon any living cultist to the rune, consuming it afterward. <u>This rune will only work on the station</u>, but can grab cultists from almost any location! Does not work on restrained cultists who are buckled or being pulled. |2 |N'ath reth sh'yro eth d'rekkathnor! |[[File:Summon_rune.png|64px]] |- !Blood Boil Rune |When invoked, it saps some health from the invokers to send three damaging pulses to any non-cultist who can see the rune, causing 25/50/75 damage split evenly between brute and burn. When the effect is over the rune will briefly set fire to anything over it. Some species, such as golems, do not have blood, and thus are immune to this rune. People with magic immunity will be unaffected. |3 |Dedo ol'btoh! ||[[File:Boil_rune.png|64px]] |- !Rune of the Spirit Realm |This rune gives you two powerful options:<br><br> (1) To manifest ghosts as semitransparent homunculi, which are effectively weak, humanoid cultists with no self preservation instinct. To sustain these homunculi, you must remain on the rune, and each homunculi you have summoned will deal brute damage over time. <u>This option is only available on the space station itself, as the veil is not weak enough in space or Lavaland to give spirits a physical form.</u> If you get stuck on the rune after summoning a ghost, use your ritual dagger to remove the rune before you get hurt too badly.<br><br> (2) To ascend as a dark spirit. This option will give you virtually unlimited knowledge. You can use information given to you by ghosts in this form, commune with the cult with your booming voice, and even mark a target that will be "pinpointed" for the rest of the cult. You can even use this function after manifesting ghosts to help guide them in combat - manifested ghosts can also see regular ghosts and therefore can see your dark spirit as you lead them in battle! |1 |Gal'h'rfikk harfrandid mud'gib! |[[File:Manifest_rune.png|64px]] |- !Apocalypse |A harbinger of the end times. It scales depending on the crew's strength relative to the cult. Effect includes a massive EMP, unique hallucination for non-cultists, and if the cult is doing poorly, certain events. Similar to the Ritual of Dimensional Rending, the Apocalypse rune can only be scribed in one of the 3 ritual areas. <u>After the Apocalypse rune has been scribed, that particular ritual area can no longer be used to summon Nar'Sie.</u><br> <br> If the cult makes up <15% of current players, and an apocalypse rune is scribed, a D100 is rolled * If 1 - 10: Disease Outbreak + Mice Migration * If 11 - 20: Radiation Storm * If 21 - 30: Brand Intelligence * If 31 - 40: Immovable Rod x3 * If 41 - 50: Meteor Wave * If 51 - 60: Spider Infestation * If 61 - 70: Localized hyper-energetic flux wave, Gravitational anomaly, Pyroclastic anomaly, Localized high-intensity vortex anomaly * If 71 - 80: Space Vines, Grey Tide * If 81 - 100: Nar'sian Portal Storm |3 |Ta'gh fara'qha fel d'amar det! ||[[File:Apocalypse.png|96px]] |- !Ritual of Dimensional Rending |This rune tears apart dimensional barriers, calling forth the Geometer. It needs a free 3x3 space, and can only be summoned in 3 areas around the station. To start drawing it the requested target must have already been sacrificed. Starting to draw this rune creates a weak forcefield around the caster and alarms the entire station of its location. The caster must be defended for 45 seconds before it's complete. After it's drawn, 9 cultists, constructs, or summoned ghosts must stand on the rune, which can then be invoked to manifest Nar'Sie itself. |9 |TOK-LYR RQA-NAP G'OLT-ULOFT!! |[[File:Rune_large.png]] |- |}
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