Event runes or socketables like other jewels such as topaz, quartz, opal for additional effects. Level/Tier 1, 2, 3 is about all you would need, or not even cap it per se, but the wield cost and rarity would prevent high numbers. +50% runic cost to wield vs dragon runes: 45/90/135 for level 1, 2, 3. So 405 runic skill needed for 3 level 3s. Or you can cap it at 1 of these special runes/jewels per piece of gear.
+5, 10, 15 AP/DP, or have +10%, 20%, 30% to the gear they are applied to might help keep the balance
+1, 2, 3 protection of a particular element (fire, lightning, cold, poison, acid) - for those low damaging elements, you can reduce the damage to 0
+1, 2, 3 strength, agility, intelligence, instinct, will - here you can customize your armor and weapons for specific purposes
+5, 10, 15 health points (not the 'health' stat)
+3, 6, 9 mana points, is mana really needed? probably not
+10%, 20%, 30% double item find rate on explores (and maybe mob drops?). not sure on a good percent for this
+5%, 10%, 15% to double the movement point gained for that tick
+5 AP AND DP, +10, +15 but only on that particular terrain, like forest. forest charm, mountain charm, lava charm
+1 view, but no additional tiers to it, so 1 per piece of gear
+15%, 30%, 45% health and mana regen speed
These ideas could be used for all sorts of gear really, not just socketing. Also keep in mind these things are supposed to be 2-5x more rare than dragon runes. I also propose some sort of mana use upon combining and unsocketing these things and dragon runes. Maybe the mana usage is equal to the runic cost to wield them.
Last Edit: Sept 30, 2020 0:25:18 GMT 1 by joethalou