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Runesmith

Page history last edited by dreamer 1 year ago

Description


The Runesmith Guild is an organization of skilled craftsmen who specialize in the creation and engraving of magical runes. The guild is highly respected for their intricate and precise work, and their products are sought after by wizards, adventurers, and nobles alike.

 

The guild operates from a grand workshop, which serves as a center for their craft and a source of employment for their members. The workshop is well equipped, with specialized tools and materials to help the guildsmen create their unique and powerful runes.

 

The guild's members are highly skilled in the art of runesmithing, and can create a wide range of magical runes with various effects, from enhancing a weapon's strength to imbuing an item with protective wards. They also possess the ability to read and decipher ancient runic texts, which allows them to create even more complex and powerful runes.

 


 

Directions


From heart : 5w, 2d, 5n, pay guard, 3n, 2e, 2n, 2e, n, ne, nw, n, ne, e, ne, 2n, e, 3n, w, nw, sw, w, sw, s, 2w, nw, 2w, 3n, ne, n, ne, n, ne, ne, n, e, ne, ne, 2n, nw, 12n, e, search thorns, swing vine, squeeze gap, s, middle, 4s, u, n, e, s, e, 3n, e, 2n 


 

Game play


One of the few, if not the only, guild on the mud which it is useful to group with. Runesmiths can provide themselves, or their friends, huge direct combat bonuses. The largest of these comes through acceleration, a huge increase to attacks per round. Next comes enhance, a bonus to a nominated stat, followed by group shield giving a handy boost to all resistances, to all grouped members.

 

However, the guild is a limbo stage with a transition happening in both skills and guild theme. This has left the guild slightly across purposes in requirements for skills and a litter of useless skills assumed as prerequisites for emerging skills. It is doubtful at this stage the transformation will be completed and at the time of writing is 3 years waiting.

 

Most runesmiths follow a more combat guild and will be largely using their combat bonuses on themselves, generally preferring knives for damage and accessibility. Once sufficiently big the Runesmith becomes a sought after group member and handy ally in jumping in stat requirements.


 

Skills


  • Home
  • Instill loyalty
  • Glow
  • Kickme
  • Haven
  • Safety
  • Acceleration
  • Still
  • Armor lore     
  • Strengthen
  • Deceleration
  • Ward
  • Diminish
  • Weaken
  • Enhance   
  • Weapon lore
  • Group shield

 

More on skills below:

 

Skills:

home: 800 exp, 3 coins                 instill loyalty: 2000 exp, 4 coins

glow: 800 exp, 4 coins                 kickme: 900 exp, 3 coins

haven: 2500 exp, 7 coins               safety: 1500 exp, 5 coins

acceleration: 1200 exp, 6 coins        still: 2500 exp, 7 coins

armor lore: 1500 exp, 5 coins          strengthen: 2000 exp, 5 coins

deceleration: 1500 exp, 4 coins        ward: 1200 exp, 4 coins

diminish: 1700 exp, 6 coins            weaken: 2000 exp, 5 coins

enhance: 1500 exp, 4 coins             weapon lore: 1500 exp, 5 coins

group shield: 2000 exp, 6 coins                                               

Proficiencies:

knife: 1000 exp, 4 coins               staff: 1300 exp, 4 coins

light club: 1500 exp, 4 coins            Wand: 1000 exp, 4 coins                                       

 

 

 

> info home

Spell : Home

Cost  : 40 mana

Usage : focus home

Requirements : 30 Int, 30 wil, 5 Spell Casting

 

You're probably wondering about the scar we branded into your palm when you

first signed on. You probably thought it was just a symbol of your membership

in our order. It probably didn't even occur to you that the rune is shaped

like a stylized house for a reason? Had you ever thought about tracing its

shape, thinking about our hall and our forge, perhaps wishing you were near

its magic flames?

 I suppose not. But then, you're probably a new initiate. These things come

in time, and with training.

 

 

 

> info glow

Rune  : Glow

Cost  : 30 Mana, 10 Fatigue

Usage : illuminate room

Requirements : 30 Wil, 5 Spell Casting

Tool needed  : Charcoal -or- Brush

 

Light has been the first goal of every civilization known to man. Before any

truly great work can be accomplished, it must first be brought from darkness

and examined, inspected, studied. Illumination is the beginning of all

things. It is only fitting, then, that the light rune be the simplest to

master, since it must come before all others.

 

> info haven

Skill  : Haven

Cost   : 20 Mana, 25 Fatigue

Min Req: 30 Int, 9 Safety

Usage  : create haven

 

Safety is a nice rune, as far as it goes. But sometimes the woods are TOO

dark and deep, or the alleyways too menacing, and the traveling runesmith may

wish for extra protection. By calling on the memory of the forge, a measure

of its warmth and security can be invoked in the runesmith's camp, creating a

sort of haven from all harm.

 

> info acceleration

Name  : Time Acceleration

Cost  : 50 Mana

Type  : Enchantment

Usage : cast accelerate [ target ]

Requirements : 35 Int, 10 Spell Casting, 10 Silvari

 

As you advance through the ranks of the Runesmiths, your command over

properties grows.  You have managed to speed up the smallest functions of the

body, now you will speed up the body in whole.  One day you may learn to

slow, or even stop the form in time, but that is not today.

 

 

> info armor lore

Skill : Armor Lore

Usage : Inherent

 

    The forester spends much of his time exposed to the elements of weather. 

The ability to be able to protect their body from these hazards is important

to the survival of any person who spends extended periods of time in the

wilderness.  The ability to judge between various pieces of clothing and

armor is crucial to a foresters survival.

 

> info deceleration

Name  : Time Deceleration

Cost  : 75 Mana

Type  : Enchantment

Usage : cast decelerate [ target ]

Requirements : 55 Int, 20 Spell Casting, 18 Silvari, 16 Time Acceleration

 

You must master every property of the form.  You must feel how it moves, and

how it thinks.  Only then may you remove movement from where it wants to be. 

Your opponent must not strike at you, or you will be lost.

 

> info diminish

Name  : Diminish

Cost  : 5 Mana per level of stat

Type  : Enchantment

Usage : diminish [ stat ] [ target ]

Requirements : 50 Int, 50 wil, 10 Spell Casting

Tool Needed  : Charcoal

 

One of the most important lessons passed down in the Runesmiths' oral

tradition has been of the power of suggestion. We have learned through eons

of trial that ultimately, it does not matter whether an enemy has actually

been weakened in some way; what matters is that the warrior believes the foe

to be weakened. Therefore, if you imbue your foe with the proper runes, your

chances in battle will be greater simply because you have suggested a

weakness in the enemy, and the astute warrior will be able to exploit that

perceived weakness.

 

 

> info enhance

Name  : Enhance

Cost  : 5 Mana per level of stat

Type  : Enchantment

Usage : enhance [ stat ] [ target ]

Requirements : 40 Int, 40 wil, 15 Spell Casting

Tool Needed  : Charcoal

 

All cultures have tales of heroes, and most have tales of great acts of

faith. In the Runesmith oral history, we tell of Thalin, a smith so kind

hearted, loving of people, and finely skilled in his craft, that people

actually became better just because of his belief in their strengths. While

we all strive to reach Thalin's level of aptitude, we have developed a rune

which, when enscribed with powerful enough belief, will inspire a warrior to

achieve greater things.

 

> info group shield

Name  : Group Mystic Shield

Cost  : 100 Mana and continual upkeep

Type  : Enchantment

Usage : cast group shield

Requirements : 80 Int, 30 Spell Casting, 20 Thorallen, 20  Ward

 

Shielding groups is truely a masterwork of our craft.  It requires patience,

skill, intelligence and strength of mind.  It constantly drains upon your

mind and is truely exhausting.  However, the effect is more than worth the

trouble.

 

 

> info instill loyalty

Spell : Instill Loyalty

Cost  : 200 Mana

Type  : Enchantment

Usage : instill loyalty [ target ] [ player ]

Requirements : 70 Int, 80 Wil, 30 Spell Casting;

               Must be done at the Runesmiths' Forge.

Tool Needed  : Engraving tool

 

Not all tools of a runesmith's trade are located in the kit which we carry.

The forge is perhaps the greatest receptacle of power that we have available

to us. Its magic flames, fed by the knowledge and aptitude of the runesmiths

of old, can help seal some of the greatest runes we have learned. The loyalty

of an item to its owner is one such rune; in order to have loyalty mean

anything, it must be imbued deeply into an item, and even then its loyalty is

quickly forgotten, since items have no memory for such things. Still, with

the sealing powers of the forge, items can be persuaded to return to their

owners once, and that is certainly not to be taken lightly.

 

> info kickme

Skill  : Kickme

Cost   : 45 Mana

Min Req: 35 Int, 5 Silvari

Usage  : cast kickme [ target ]

 

Even the elves were prone to mischief. It is said that from time to time, the

younger elves would practice their stealth - and their magic - by marking

hapless travelers with a rune that could be understood by the monsters of the

realm. Many travelers emerged from that forest with the strangest tales of

prankish beasts ... but none of them ever bore injury.

 

> info safety

Skill  : Safety

Cost   : 15 Mana, 20 Fatigue

Min Req: 25 Int, 20 Wil

Usage  : assure safety

 

It is common for a Runesmith to travel, whether with his clan's army, on a

solitary quest for knowledge, or simply because he has lost his way. Since

the world can be an unfriendly place to travelers, the Gods have granted us a

rune to assure that wherever we may rest, we may do so safely.

 

> info still

Name  : Still

Cost  : 150 Mana

Type  : Enchantment

Usage : still [ target ]

Requirements : 80 Int, 80 Wil, 20 Spell Casting

 

Sometimes, when you want to work a rune onto someone or soemthing, the

recipient of your craft simply will not hold still. They may wiggle about,

twitch, get distracted, or -- Gods forbid -- try to leave, all while you are

attempting to focus. This rune, placed first, will ensure that the lucky

recipient of the fruits of your wondrous art doesn't quite suddenly remember

a pressing engagement elsewhere.

 

> info strengthen

Spell : Strengthen

Cost  : 150 Mana

Type  : Enchantment

Usage : strengthen [ target ]

Requirements : 75 Int, 75 Wil, 15 Spell Casting, 15 Enhance;

               Must be done at the Runesmiths' Forge.

Tool needed  : Engraving tool

 

In our homeland, we sing of the Fjieri at our harvest festivals every

year-end. The Fjeiri were a small sect of mystics in ages long past who were

able to craft runes onto items, coaxing them to function more effectively for

a time. Many of their secrets were lost, but we were able to preserve the

combat rune set, allowing us to better our weapons and armor, and as tribute

to the Fjieri wisdom, we also place the rune on the harvest-day feast.

 

> info ward

Name  : Ward

Cost  : 100 Mana and 100 Fatigue

Type  : Enchantment

Usage : protect [ target ]

Requirements : 70 Int, 70 Wil, 15 Spell Casting

Tool needed  : Engraving tool -OR- Charcoal

 

Over the years, we have learned that with some runes, the effects change

based upon how you enscribe them. With the rune 'ward', for example, drawing

it onto a person directly has a strong effect, but does not have very much

staying power as the charcoal fades quickly in battle. Using an engraving

tool to cast the rune onto a person's armor gives the desired lasting power,

but because the link is to the armor's spirit and not the person's, the

effects are diminished. A decision must therefore be made when you set out to

ward a person from the effects of magic; is it more important to protect them

long, or well? If you would protect them long, cast your rune upon the armor;

if your desire is to protect them well, cast it upon the person directly.

 

 

> info ward

Name  : Ward

Cost  : 100 Mana and 100 Fatigue

Type  : Enchantment

Usage : protect [ target ]

Requirements : 70 Int, 70 Wil, 15 Spell Casting

Tool needed  : Engraving tool -OR- Charcoal

 

Over the years, we have learned that with some runes, the effects change

based upon how you enscribe them. With the rune 'ward', for example, drawing

it onto a person directly has a strong effect, but does not have very much

staying power as the charcoal fades quickly in battle. Using an engraving

tool to cast the rune onto a person's armor gives the desired lasting power,

but because the link is to the armor's spirit and not the person's, the

effects are diminished. A decision must therefore be made when you set out to

ward a person from the effects of magic; is it more important to protect them

long, or well? If you would protect them long, cast your rune upon the armor;

if your desire is to protect them well, cast it upon the person directly.

 

> info weaken

Spell : Weaken

Cost  : 150 Mana

Type  : Enchantment

Usage : weaken [ target ] [ armor ]

Requirements : 75 Int, 75 Wil, 15 Spell Casting, 15 Diminish

Tool needed  : Charcoal

 

Our minstrels tell of Lorin, a rather clumsy runesmith who came to great

renown through pure chance. Once, while far gone with drink, he had been

asked to craft a strengthening rune onto a friend's suit of armor. Figuring

he was up to the task, he went to his forge, took up his tool and went to

work; but he reversed some of the lines in his confused state and when the

rune began to glow green, he realized his mistake. His friend was distraught

at having his armor ruined, and took a couple of Lorin's teeth in

compensation; but the other warriors saw the benefit of being able to weaken

armor on an enemy, and made him a local hero.

 

> info weapon lore

Skill : Weapon Lore

Usage : Inherent

 

    Foresters spend an extended period of time in the wilderness.  Because of

the often dangerous encounters in nature, a forester relies on their weapons

for survival, learning the various abilities and limitations of each weapon. 

Using this knowledge, a forester can often augment more advanced skills to

increase their effectiveness.

 

> c

Skills:

home: 800 exp, 3 coins                 instill loyalty: 2000 exp, 4 coins

glow: 800 exp, 4 coins                 kickme: 900 exp, 3 coins

haven: 2500 exp, 7 coins               safety: 1500 exp, 5 coins

acceleration: 1200 exp, 6 coins        still: 2500 exp, 7 coins

armor lore: 1500 exp, 5 coins          strengthen: 2000 exp, 5 coins

deceleration: 1500 exp, 4 coins        ward: 1200 exp, 4 coins

diminish: 1700 exp, 6 coins            weaken: 2000 exp, 5 coins

enhance: 1500 exp, 4 coins             weapon lore: 1500 exp, 5 coins

group shield: 2000 exp, 6 coins                                               

Proficiencies:

knife: 1000 exp, 4 coins               staff: 1300 exp, 4 coins

light club: 1500 exp, 4 coins        Wand: 1000 exp, 4 coins                                      

 

 


 

Proficiencies



 

Restrictions


  • Must be under eval 25 to join
  • Int of 30 or more

 

Tools


Most runesmith skills require tools which can be acquired from Gunthar, the Master of Tools at the Runesmith Guild.

He is located : n w n of Cahle, the toolkit is obtained by <request tookit from gunthar>.


 

 

Back to Spellcaster or Guilds page.

Comments (2)

Jariten said

at 2:05 pm on Nov 30, 2011

Skills cost are viewed from POV of an outsider; i.e. if you are a runesmith, the skills cost should be much lower.

Jariten said

at 3:09 pm on Dec 12, 2011

Updated. Skills cost now reflective of a newcomes just joining the guild.

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