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.
You don't have permission to comment on this page.