Post by Jon on Jun 15, 2012 21:08:06 GMT -5
Here's a look at the experimental 7th tradeskill, Runescribing. It is still in development, so don't expect anything to stay as is. I will however, be taking suggestions for additional Runescribing recipes.
Runescribing
Runescribing is the use of arcane and precious metals to make powerful runes that change the potency or effect of special abilities or spells. Runes may be scribed on armor, weapons, spellbooks or holy symbols, and each character may only be attuned to three runes at a time. Attuning oneself to a rune takes 10 minutes of quiet, uninterrupted concentration.
To create the scribing ink, a crystal and an ingot of the appropriate tier must be used:
Runescribes can scribe runes onto armor, weapons, holy symbols or spellbooks.
Runes scribed on armor have some protective effect, or change the way protective abilities or spells effect that person.
Runes scribed on weapons often have a power boosting effect on the weapon, or on certain special attacks done with that weapon.
Runes scribed on holy symbols and spellbooks have a direct effect on certain spells cast by the book or holy symbol’s owner.
A runescribe starts with 3 tier 1 tracing from the recipes table (Appendix I). In addition, Humans who start at tier 2 in Runescribing know an additional second tier tracing. Runescribes always know the ink formula for every tier of Runescribing they learn.
Rune Descriptions
Tier 1
Fade: Armor – The fade ability now lasts for 7 seconds.
Vitality: Armor – While Vitality is active, you gain a natural +1 Strength Bonus
Cure: Holy Symbol – The Cure and Rectify spells now also heal the target for 10 hp.
Divine Weapon: Holy Symbol – Holy/Unholy weapon can now create 2 handed weapon with a base of 5 damage.
Foul Hand: Holy Symbol – Reduces the cost of Fumble and Wither by 1 mana.
Predator: Holy Symbol – When in predator form, the druid’s base claw damage is increased by 1.
Magic Missile: Spellbook – Reduces the cost of Magic Missile to 2 mana.
Armor: Spellbook – The Armor spell now grants 5 non-stackable armor
Gust of Wind: Spellbook – The Gust of Wind spell may grant a player 10 minutes of underwater breathing
Bland: Spellbook – The Bland spell will now flash the next poison effect that hits the target
Adrenal Boost: Spellbook – The Adrenal Boost spell grants a fourth swing at x2 damage
Extend I: Armor/Weapon – Increases the duration of all tier 1 enchants on runed item to 2 days.
Tier 2
Power Attack: Weapon – Power Attacks called with runed weapon multiply damage by 5 instead of 4
Backstab: Weapon – Backstabs called with runed weapon multiply damage by 6 instead of 5
Hamstring: Weapon – Using the runed weapon grants the rogue +2 damage against opponents affected by Hamstring
Hand of Destruction: Holy Symbol – Grants one extra Death or Darkness hand per soft reset
Hand of Protection: Holy Symbol – Grants one extra Law or Light hand per soft reset
Hand of Growth: Holy Symbol – Grants one extra Life or Chaos hand per soft reset
Protector: Armor – When in protector form, Druid gains +1 DR per 3 levels instead of +1 DR per 5 levels.
Identify: Spellbook – Identify may now be cast without saying the verbal
Fortify: Spellbook – Fortify grants the caster’s own weapon or shield 2 flashes against breaking effects
Elemental Weapon: Spellbook – Elemental Weapon grants +1 damage per 4 levels of the caster
Nontactile: Spellbook – Nontactile grants one flash against physical attacks
Troll Blood: Spellbook – Troll Blood increases the caster’s HP by 35
Extend II: Armor/Weapon – Increases the duration of all tier 2 enchants on runed item to 2 months
Tier 3
Greater Power Attack: Weapon – Greater Power Attacks called with runed weapon multiply damage by 9 instead of 7
Greater Backstab: Weapon – Greater Backstabs called with runed weapon multiply damage by 12 instead of 10
Vitality II: Armor – While Vitality is active, you gain a natural +2 Strength Bonus
Bash: Armor – For every purchase of the Bash skill the character is granted two uses per soft reset
Disarm: Armor – Once the Disarm skill has been purchased, the character gains +4 damage against any opponent who has been successfully disarmed, for as long as they are unarmed
Divine Aegis: Armor – At the end of Divine Aegis, the priest is healed to full HP
Ethercasting: Armor – Using the Ethercasthing ability restores 2 mana to the Mage
Favored Weapon: Weapon – When attacking a favored enemy with the runed weapon, gain an additional +2 damage
Iron Fist: Weapon – If the wearer of the runed gloves has rank 3 in Kung Fu, he may make a Power attack with his fists once per soft reset
Signature Song: Spellbook – When using the Bardic Song ability, the Bard gets double the granted bonus
Stalwart Challenge: Armor – While fighting a Challenged foe, the Paladin gains +2 stackable DR
Efficient Spellstrike: Weapon – When Spellstriking with the runed weapon, the Arkine pays one less mana for the Spellstruck spell
Radiant Defense: Holy Symbol – When using a Prefect Defense Flash, the Sorcerer is also healed for half his total HP.
Extend III: Armor/Weapon – Increases the duration of all tier 3 enchants on runed item to 6 months
Tier 4
Superior Power Attack: Weapon – Greater Power Attacks called with runed weapon multiply damage by 13 instead of 10
Superior Backstab: Weapon – Greater Backstabs called with runed weapon multiply damage by 18 instead of 15
Arcane Circle: Spellbook – Spells cast while in the Arcane Circle now cost the mage 1/3 less mana (does not stack with Specialization)
Mystical Weapon: Spellbook – The caster may choose to grant his weapon the Fire, Cold, Shock or Holy energy type when casting Mystical Weapon on his own weapon
Wall of Iron: Spellbook – Wall of Stone now creates a metal wall with 10 threshold and 200 hp
Mirror Image: Spellbook – Mirror Image now also grants a flash against physical attacks
Truesight: Spellbook – The Awareness spell allows the caster to see through Illusory effects and shape-shifting spells.
Righteous Avenger: Holy Symbol – Holy Avenger's damage bonus is increased to +6
Corrupted Retaliator: Holy Symbol – Unholy Retaliator's damage bonus is increased to +6
Healing Blast: Holy Symbol – Healing blast now heals 5 points of damage for every 1 mana spent
Last Breath: Holy Symbol – Last Breath now heals for 60hp and cures poison, disease and silence effects
Indestructible: Holy Symbol – Indestructible also allows the shield bearer to reflect one elemental spell that hits the target shield
Freedom: Holy Symbol – Freedom's resist movement hindering and slow effects is reduced to a 5 count
Aspect of the Elements: Holy Symbol – Aspect of Nature allows the druid to cast the Fire Bolt, Ice Bolt Lightning Bolt and Stone Bolt spells, but no longer affects the Lightning Strike spell
Extend IV: Armor/Weapon – Increases the duration of all tier 4 enchants on runed item to 2 years
Tier 5
Protection: Armor – The wearer of the runed armor is considered proficient in that type of armor
Vorpal: Weapon – The wielder of the runed weapon may expend 2 Sever attacks to call 1 Slay attack
Evasion: Armor – Successfully dodging a melee attack grants the rogue +1 stackable DR until soft reset, this effect stacks up to 3 times
Malicious: Weapon – When used to attack an opponent with a severed, crushed, crippled or withered limb the runed weapon calls +4 damage
Empowered: Spellbook – Damage spells affected by the Pierce ability call double damage.
Shared Spell: Spellbook – Any Split spell the mage casts he may also Split onto himself for free
Hand of Conviction: Holy Symbol – The priest may expend a Hand of Light/Darkness to restore 4 mana
Hand of Correction: Holy Symbol – The priest may expend a Hand of Life/Order to restore a lost limb, cure poison, disease, or silence effects
Hand of Decay: Holy Symbol - The priest may expend a Hand of Death/Chaos to Killing Blow a dying target
Tier 6
Slaughter: Weapon – Once per soft reset, the runed weapon's wielder may expend 1 slay to call five swings as individual Slays
Deadeye: Weapon – Once per soft reset, the runed weapon's wielder may make an attack with a spell packet to deliver an Assassinate
Aethercasting: Armor – Use of the Ethercasting ability heals the mage 50 points or restores 10 mana
Divinity: Armor – While under the effect of Divine Aegis, divine spells are cast at ¾ their normal mana cost
Foebane: Weapon – The ranger can use the runed weapon as a bane weapon against one chosen favored enemy for one soft reset per day
Chivalry: Armor – The paladin can grant 4 friends +2 stackable DR while his Vitality is active or +6 stackable DR while his Divine Aegis is active
Etherblade: Weapon – The Arkine may use a Spellstrike to grant his weapon +6 damage and the Massive tagline
Quivering Palm: Holy Symbol – The monk may expend 4 Stunning Fist attempts in exchange for one Slay attempt
Rally: Armor – When the bard uses Inspiration to restore 1 soft reset skill he may choose to restore it to all allies in earshot instead of just one person
Legerdemain: Armor – The sorcerer spends no mana when his spells are interrupted, misspoken, counter-spelled or flashed
Runescribing
Runescribing is the use of arcane and precious metals to make powerful runes that change the potency or effect of special abilities or spells. Runes may be scribed on armor, weapons, spellbooks or holy symbols, and each character may only be attuned to three runes at a time. Attuning oneself to a rune takes 10 minutes of quiet, uninterrupted concentration.
To create the scribing ink, a crystal and an ingot of the appropriate tier must be used:
Level | Crystal | Ingot |
Apprentice | Red | Copper |
Journeyman | Orange | Silver |
Craftsman | Yellow | Electrum |
Artisan | Green | Gold |
Expert | Blue | Platinum |
Master | Violet | Orichalcum |
Runescribes can scribe runes onto armor, weapons, holy symbols or spellbooks.
Runes scribed on armor have some protective effect, or change the way protective abilities or spells effect that person.
Runes scribed on weapons often have a power boosting effect on the weapon, or on certain special attacks done with that weapon.
Runes scribed on holy symbols and spellbooks have a direct effect on certain spells cast by the book or holy symbol’s owner.
A runescribe starts with 3 tier 1 tracing from the recipes table (Appendix I). In addition, Humans who start at tier 2 in Runescribing know an additional second tier tracing. Runescribes always know the ink formula for every tier of Runescribing they learn.
Rune Descriptions
Tier 1
Fade: Armor – The fade ability now lasts for 7 seconds.
Vitality: Armor – While Vitality is active, you gain a natural +1 Strength Bonus
Cure: Holy Symbol – The Cure and Rectify spells now also heal the target for 10 hp.
Divine Weapon: Holy Symbol – Holy/Unholy weapon can now create 2 handed weapon with a base of 5 damage.
Foul Hand: Holy Symbol – Reduces the cost of Fumble and Wither by 1 mana.
Predator: Holy Symbol – When in predator form, the druid’s base claw damage is increased by 1.
Magic Missile: Spellbook – Reduces the cost of Magic Missile to 2 mana.
Armor: Spellbook – The Armor spell now grants 5 non-stackable armor
Gust of Wind: Spellbook – The Gust of Wind spell may grant a player 10 minutes of underwater breathing
Bland: Spellbook – The Bland spell will now flash the next poison effect that hits the target
Adrenal Boost: Spellbook – The Adrenal Boost spell grants a fourth swing at x2 damage
Extend I: Armor/Weapon – Increases the duration of all tier 1 enchants on runed item to 2 days.
Tier 2
Power Attack: Weapon – Power Attacks called with runed weapon multiply damage by 5 instead of 4
Backstab: Weapon – Backstabs called with runed weapon multiply damage by 6 instead of 5
Hamstring: Weapon – Using the runed weapon grants the rogue +2 damage against opponents affected by Hamstring
Hand of Destruction: Holy Symbol – Grants one extra Death or Darkness hand per soft reset
Hand of Protection: Holy Symbol – Grants one extra Law or Light hand per soft reset
Hand of Growth: Holy Symbol – Grants one extra Life or Chaos hand per soft reset
Protector: Armor – When in protector form, Druid gains +1 DR per 3 levels instead of +1 DR per 5 levels.
Identify: Spellbook – Identify may now be cast without saying the verbal
Fortify: Spellbook – Fortify grants the caster’s own weapon or shield 2 flashes against breaking effects
Elemental Weapon: Spellbook – Elemental Weapon grants +1 damage per 4 levels of the caster
Nontactile: Spellbook – Nontactile grants one flash against physical attacks
Troll Blood: Spellbook – Troll Blood increases the caster’s HP by 35
Extend II: Armor/Weapon – Increases the duration of all tier 2 enchants on runed item to 2 months
Tier 3
Greater Power Attack: Weapon – Greater Power Attacks called with runed weapon multiply damage by 9 instead of 7
Greater Backstab: Weapon – Greater Backstabs called with runed weapon multiply damage by 12 instead of 10
Vitality II: Armor – While Vitality is active, you gain a natural +2 Strength Bonus
Bash: Armor – For every purchase of the Bash skill the character is granted two uses per soft reset
Disarm: Armor – Once the Disarm skill has been purchased, the character gains +4 damage against any opponent who has been successfully disarmed, for as long as they are unarmed
Divine Aegis: Armor – At the end of Divine Aegis, the priest is healed to full HP
Ethercasting: Armor – Using the Ethercasthing ability restores 2 mana to the Mage
Favored Weapon: Weapon – When attacking a favored enemy with the runed weapon, gain an additional +2 damage
Iron Fist: Weapon – If the wearer of the runed gloves has rank 3 in Kung Fu, he may make a Power attack with his fists once per soft reset
Signature Song: Spellbook – When using the Bardic Song ability, the Bard gets double the granted bonus
Stalwart Challenge: Armor – While fighting a Challenged foe, the Paladin gains +2 stackable DR
Efficient Spellstrike: Weapon – When Spellstriking with the runed weapon, the Arkine pays one less mana for the Spellstruck spell
Radiant Defense: Holy Symbol – When using a Prefect Defense Flash, the Sorcerer is also healed for half his total HP.
Extend III: Armor/Weapon – Increases the duration of all tier 3 enchants on runed item to 6 months
Tier 4
Superior Power Attack: Weapon – Greater Power Attacks called with runed weapon multiply damage by 13 instead of 10
Superior Backstab: Weapon – Greater Backstabs called with runed weapon multiply damage by 18 instead of 15
Arcane Circle: Spellbook – Spells cast while in the Arcane Circle now cost the mage 1/3 less mana (does not stack with Specialization)
Mystical Weapon: Spellbook – The caster may choose to grant his weapon the Fire, Cold, Shock or Holy energy type when casting Mystical Weapon on his own weapon
Wall of Iron: Spellbook – Wall of Stone now creates a metal wall with 10 threshold and 200 hp
Mirror Image: Spellbook – Mirror Image now also grants a flash against physical attacks
Truesight: Spellbook – The Awareness spell allows the caster to see through Illusory effects and shape-shifting spells.
Righteous Avenger: Holy Symbol – Holy Avenger's damage bonus is increased to +6
Corrupted Retaliator: Holy Symbol – Unholy Retaliator's damage bonus is increased to +6
Healing Blast: Holy Symbol – Healing blast now heals 5 points of damage for every 1 mana spent
Last Breath: Holy Symbol – Last Breath now heals for 60hp and cures poison, disease and silence effects
Indestructible: Holy Symbol – Indestructible also allows the shield bearer to reflect one elemental spell that hits the target shield
Freedom: Holy Symbol – Freedom's resist movement hindering and slow effects is reduced to a 5 count
Aspect of the Elements: Holy Symbol – Aspect of Nature allows the druid to cast the Fire Bolt, Ice Bolt Lightning Bolt and Stone Bolt spells, but no longer affects the Lightning Strike spell
Extend IV: Armor/Weapon – Increases the duration of all tier 4 enchants on runed item to 2 years
Tier 5
Protection: Armor – The wearer of the runed armor is considered proficient in that type of armor
Vorpal: Weapon – The wielder of the runed weapon may expend 2 Sever attacks to call 1 Slay attack
Evasion: Armor – Successfully dodging a melee attack grants the rogue +1 stackable DR until soft reset, this effect stacks up to 3 times
Malicious: Weapon – When used to attack an opponent with a severed, crushed, crippled or withered limb the runed weapon calls +4 damage
Empowered: Spellbook – Damage spells affected by the Pierce ability call double damage.
Shared Spell: Spellbook – Any Split spell the mage casts he may also Split onto himself for free
Hand of Conviction: Holy Symbol – The priest may expend a Hand of Light/Darkness to restore 4 mana
Hand of Correction: Holy Symbol – The priest may expend a Hand of Life/Order to restore a lost limb, cure poison, disease, or silence effects
Hand of Decay: Holy Symbol - The priest may expend a Hand of Death/Chaos to Killing Blow a dying target
Tier 6
Slaughter: Weapon – Once per soft reset, the runed weapon's wielder may expend 1 slay to call five swings as individual Slays
Deadeye: Weapon – Once per soft reset, the runed weapon's wielder may make an attack with a spell packet to deliver an Assassinate
Aethercasting: Armor – Use of the Ethercasting ability heals the mage 50 points or restores 10 mana
Divinity: Armor – While under the effect of Divine Aegis, divine spells are cast at ¾ their normal mana cost
Foebane: Weapon – The ranger can use the runed weapon as a bane weapon against one chosen favored enemy for one soft reset per day
Chivalry: Armor – The paladin can grant 4 friends +2 stackable DR while his Vitality is active or +6 stackable DR while his Divine Aegis is active
Etherblade: Weapon – The Arkine may use a Spellstrike to grant his weapon +6 damage and the Massive tagline
Quivering Palm: Holy Symbol – The monk may expend 4 Stunning Fist attempts in exchange for one Slay attempt
Rally: Armor – When the bard uses Inspiration to restore 1 soft reset skill he may choose to restore it to all allies in earshot instead of just one person
Legerdemain: Armor – The sorcerer spends no mana when his spells are interrupted, misspoken, counter-spelled or flashed