Post by Emiliana on Aug 28, 2020 19:35:29 GMT 1
Runes are powerful and extremely rare stones, heavily charged with various elements, and seem to be tied to the Dragons. If a band of warriors reckless enough to challenge a dragon is successful, they will find a great hoard of runes within, empowering the glands they use to spit out deadly waves of fire, ice, and lightning. If these stones are managed by skilled hands, they can be added to weapons and armors to enhance them with extra properties.
You need Runic skill to be able to wield rune enhanced items
The runic skill needed increases both with the Level of the runes added, and the amount of them added to the item. If you add a Level 1 Rune to an item, it will require 30 Runic to wield. If you add a second one, it will then require 60 Runic. However, adding just a single Level 2 Rune to an item also makes it require 60 Runic. An item with a Level 1 Rune, and a Level 2 Rune added will need 90 Runic, and so on.
While the Runic required to wield a single item is summed from all of the runes added to it, the cost increases are not shared between different items. You can wear a weapon, a shield, and a body armor, all with a Level 1 Rune added to them, for only the base 30 Runic skill, not summed together to 90.
Runic EXP is one of the harder skill EXPs to come by. Training alone will get you only 4 EXP per turn, so finding a good runic master is highly encouraged, as training with one can get you 5~12 EXP per turn based on the skill difference between student and master. Otherwise, an Ancient Relic can be used to gain 2500 Runic EXP each calendar month, or used on the general course to gain 600 EXP each in Runic, Seeking, Fleeing, Alchemy, and Sorcery.
You get XP when Merging Runes:
You get XP when Runing or Unruning:
Runes come in different levels of power, and their elements have appropriate effects
You can merge runes of the same level and element to make the next level of that rune. Three Level 1 Fire Runes can be combined to make one Level 2 Fire Rune, three Level 2 Fire Runes can be combined to make one Level 3 Fire Rune, and so on. To be able to merge three runes together, you need to have 1.5 times the runic skill required for the next level. For example, if you need 30 runic to wield a Level 1 Rune, and 60 runic to wield a Level 2 Rune, to combine three Level 1 Runes, you'd need 60 * 1.5, or 90 Runic skill to make the Level 2 Rune.
The element of the rune and the type of item it's added to will determine the type of bonuses it will grant. Adding a fire rune to a weapon will make it do extra damage as fire, cold runes will make it do extra damage as cold. This means that your weapon is no longer only doing only physical slicing, piercing, or blunt damage, but also elemental damage now, and this elemental damage is reduced by your target's elemental resists, not its protection and defense values. Adding a fire rune to a body armor will grant the armor extra resistance against fire, adding lightning runes grants the armor extra resistance against lightning attacks, and so on. On shields, fire grants slicing protection, lightning grants piercing protection, and cold grants blunt protection.
Increasing the level of the rune, of course, will increase the power of the bonuses granted. While a single Level 2 Rune is not as powerful as the three Level 1 runes needed to create it, it is more efficient in a few ways to combine runes still, which leads us to...
Items have a limited number of Rune slots
Depending on the tier and type of equipment, the amount of runes allowed to be added will differ. Higher level runes do not take more slots, allowing you to add more powerful effects into the limited slot counts.
Special and Unique armors and weapons may or may not have any slots at all.
Weapons
Tier 1 weapons have no slots for runes.
Tier 2 weapons have 1 slot.
Tier 3 weapons have 2 slots.
Tier 4 and 5 weapons have 3 slots.
Currently, there is no difference in slot amounts between one handed and two handed weapons themselves.
Armors
Tier 1 armors have 1 slot.
Tier 2 armors have 2 slots.
Tier 3, 4, and 5 armors have 3 slots.
Shields
Tier 1, 2, and 3 shields have 1 slot.
Tier 4 and 5 shields have 2 slots.
Fire Runes
Lightning Runes
Cold Runes
You may chance removing the runes from your items (Unruning)
To do so, you must be in a group's town with a Hall of Wonders building that you can access. You need three times the required runic skill of the targeted rune in order to have your best chances. The highest chance is 70%, and for every skill you are below that you will lose 1% chance. For example, if you want to remove a Level 2 rune from an item, that rune requires 60 to wield normally, so three times will be 180 Runic skill to reach 70% chances. 150 skill will be 40% chance, 125 skill will be 15% chance, and 110 and below will be 0% chance.
If you succeed the unruning process, the rune will be added to your inventory. If you remove a Level 2 fire rune, you will receive a Level 2 fire rune.
If you fail the unruning process, it will explode in your face, destroying the rune and potentially killing you. The damage of the explosion is based on the level and element of the rune you were chancing, and can be mitigated by your elemental resistances (from Will, armor runes, etc.)
You need Runic skill to be able to wield rune enhanced items
The runic skill needed increases both with the Level of the runes added, and the amount of them added to the item. If you add a Level 1 Rune to an item, it will require 30 Runic to wield. If you add a second one, it will then require 60 Runic. However, adding just a single Level 2 Rune to an item also makes it require 60 Runic. An item with a Level 1 Rune, and a Level 2 Rune added will need 90 Runic, and so on.
While the Runic required to wield a single item is summed from all of the runes added to it, the cost increases are not shared between different items. You can wear a weapon, a shield, and a body armor, all with a Level 1 Rune added to them, for only the base 30 Runic skill, not summed together to 90.
Runic EXP is one of the harder skill EXPs to come by. Training alone will get you only 4 EXP per turn, so finding a good runic master is highly encouraged, as training with one can get you 5~12 EXP per turn based on the skill difference between student and master. Otherwise, an Ancient Relic can be used to gain 2500 Runic EXP each calendar month, or used on the general course to gain 600 EXP each in Runic, Seeking, Fleeing, Alchemy, and Sorcery.
You get XP when Merging Runes:
- 3 level 1 into 1 level 2: 50 XP
- 3 level 2 into 1 level 3: 150 XP
- 3 level 3 into 1 level 4: 450 XP
- 3 level 4 into 1 level 5: 1350 XP
You get XP when Runing or Unruning:
- Level 1: 33 XP
- Level 2: 100 XP
- Level 3: 300 XP
- Level 4: 900 XP
- Level 5: 2700 XP
Runes come in different levels of power, and their elements have appropriate effects
You can merge runes of the same level and element to make the next level of that rune. Three Level 1 Fire Runes can be combined to make one Level 2 Fire Rune, three Level 2 Fire Runes can be combined to make one Level 3 Fire Rune, and so on. To be able to merge three runes together, you need to have 1.5 times the runic skill required for the next level. For example, if you need 30 runic to wield a Level 1 Rune, and 60 runic to wield a Level 2 Rune, to combine three Level 1 Runes, you'd need 60 * 1.5, or 90 Runic skill to make the Level 2 Rune.
The element of the rune and the type of item it's added to will determine the type of bonuses it will grant. Adding a fire rune to a weapon will make it do extra damage as fire, cold runes will make it do extra damage as cold. This means that your weapon is no longer only doing only physical slicing, piercing, or blunt damage, but also elemental damage now, and this elemental damage is reduced by your target's elemental resists, not its protection and defense values. Adding a fire rune to a body armor will grant the armor extra resistance against fire, adding lightning runes grants the armor extra resistance against lightning attacks, and so on. On shields, fire grants slicing protection, lightning grants piercing protection, and cold grants blunt protection.
Increasing the level of the rune, of course, will increase the power of the bonuses granted. While a single Level 2 Rune is not as powerful as the three Level 1 runes needed to create it, it is more efficient in a few ways to combine runes still, which leads us to...
Items have a limited number of Rune slots
Depending on the tier and type of equipment, the amount of runes allowed to be added will differ. Higher level runes do not take more slots, allowing you to add more powerful effects into the limited slot counts.
Special and Unique armors and weapons may or may not have any slots at all.
Weapons
Tier 1 weapons have no slots for runes.
Tier 2 weapons have 1 slot.
Tier 3 weapons have 2 slots.
Tier 4 and 5 weapons have 3 slots.
Currently, there is no difference in slot amounts between one handed and two handed weapons themselves.
Armors
Tier 1 armors have 1 slot.
Tier 2 armors have 2 slots.
Tier 3, 4, and 5 armors have 3 slots.
Shields
Tier 1, 2, and 3 shields have 1 slot.
Tier 4 and 5 shields have 2 slots.
Fire Runes
Rune Level | Weapon Effect | Armor Effect | Shield Effect | Runic Required |
1 | Add 1-3 Fire Damage | 5% Fire Resist | +1 Slicing Defense | 30 |
2 | Add 2-6 Fire Damage | 10% Fire Resist | +2 Slicing Defense | 60 |
3 | Add 4-8 Fire Damage | 15% Fire Resist | +3 Slicing Defense | 90 |
4 | Add 5-11 Fire Damage | 20% Fire Resist | +4 Slicing Defense | 120 |
Lightning Runes
Rune Level | Weapon Effect | Armor Effect | Shield Effect | Runic Required |
1 | Add 1-3 Lightning Damage | 5% Lightning Resist | +1 Piercing Defense | 30 |
2 | Add 1-7 Lightning Damage | 10% Lightning Resist | +2 Piercing Defense | 60 |
3 | Add 1-11 Lightning Damage | 15% Lightning Resist | +3 Piercing Defense | 90 |
4 | Add 1-15 Lightning Damage | 20% Lightning Resist | +4 Piercing Defense | 120 |
Cold Runes
Rune Level | Weapon Effect | Armor Effect | Shield Effect | Runic Required |
1 | Add 2-2 Cold Damage | 5% Cold Resist | +1 Blunt Defense | 30 |
2 | Add 4-4 Cold Damage | 10% Cold Resist | +2 Blunt Defense | 60 |
3 | Add 6-6 Cold Damage | 15% Cold Resist | +3 Blunt Defense | 90 |
4 | Add 8-8 Cold Damage | 20% Cold Resist | +4 Blunt Defense | 120 |
You may chance removing the runes from your items (Unruning)
To do so, you must be in a group's town with a Hall of Wonders building that you can access. You need three times the required runic skill of the targeted rune in order to have your best chances. The highest chance is 70%, and for every skill you are below that you will lose 1% chance. For example, if you want to remove a Level 2 rune from an item, that rune requires 60 to wield normally, so three times will be 180 Runic skill to reach 70% chances. 150 skill will be 40% chance, 125 skill will be 15% chance, and 110 and below will be 0% chance.
If you succeed the unruning process, the rune will be added to your inventory. If you remove a Level 2 fire rune, you will receive a Level 2 fire rune.
If you fail the unruning process, it will explode in your face, destroying the rune and potentially killing you. The damage of the explosion is based on the level and element of the rune you were chancing, and can be mitigated by your elemental resistances (from Will, armor runes, etc.)