Runecarving (skill)

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Skill Rank Percent Description
Branch Novice 0 % From the trunk sprouts a branch.
Ironbark Apprentice 0 % Form a protective layer of shieldbark.
Windwalk Apprentice 50 % Join the birds of prey within their domain.
Quarry Capable 0 % Mark your prey.
Orison Capable 50 % Beseech the wilds for a minor boon.
Prowess Adept 0 % Greater maledictive might.
Deceive Skilled 0 % Weave a clever illusion for your ambushes.
Unveil Skilled 33 % Tear apart amateurish artifice.
Mysticism Gifted 50 % Embrace the wisdom of the wilds.
Enliven Expert 0 % Fill an aegis with your wild magics.
Majesty Expert 25 % The wild world's vibrant majesty is yours to weave.
Lunacy Expert 50 % Lunar terror is yours to sow.
Legerdemain Virtuoso 0 % Swiftly carve your tricksome runes.
Stormcloud Virtuoso 50 % Join the clouds themselves.
Horizon Fabled 33 % A rune representing endless vistas.
Bewitch Fabled 66 % Ensnare the senses with a fleeting rune.
Toil Mythical 0 % Double, double...
Obfuscate Mythical 33 % Shroud your surroundings in concealing fog.
Attunement Transcendent 0 % Join an aegis to your homeland's soil.

Runes

Skill Rank Percent Description
Observation Inept 0 % Detect those who trespass upon its location.
Runes Inept 0 % Sketch magical runes upon your surroundings.
Portal Adept 33 % Open a portal to someone.
Destruction Adept 66 % Break apart their physical form.
Irritation Skilled 66 % An unbearable itchiness.
Addling Gifted 25 % Muddle their mind.
Entrapment Gifted 75 % Bind your foe with magical ropes.
Slumber Expert 75 % Lull them into a deep sleep.
Arrogance Virtuoso 25 % Bolster your confidence.
Insanity Virtuoso 75 % Assail their mind with maddening runes.
Gravity Fabled 0 % Bind your foe to the land itself.
Labyrinth Mythical 66 % Lead them into the heart of your trap.

Branch From the trunk sprouts a branch
Syntax: RUNECARVE BRANCH [target]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 15 seconds per
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Create an illusion of yourself or another that will protect you against certain attacks.

Each time it is cast, the ability will consume a charge that will take time to recover. Only one charge may recover at a time. Once you use three charges, you will be unable to create any further illusory reflections.

Note: {{{note}}}

Ironbark Form a protective layer of shieldbark
Syntax: RUNECARVE IRONBARK
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: By fortifying your body with a protective layer of shieldbark, you make it harder for

your opponent to land full blows upon you. This defence will grant you a chance to reduce some of the damage taken from physical attacks as a result, as well as afford you a small layer of physical protection.

Note: {{{note}}}

Windwalk Join the birds of prey within their domain
Syntax: RUNECARVE WINDWALK LAND
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Carve a rune that allows you to walk upon the air.
Note: {{{note}}}

Quarry Mark your prey
Syntax: RUNECARVE QUARRY <target> <SKULL/ORB/SQUARE/TRIANGLE/MOON>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Carve a rune that designates your target with a hunting mark, making them visible across

the battlefield for some time. The target can then be targetted using the name of the symbol marking them. You can only have one marker in existence at a time.

Note: {{{note}}}

Orison Beseech the wilds for a minor boon
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: RUNECARVE ORISON <10-1000>

Through communion with the wilds, you can replenish your mana reserves. This will deplete your willpower proportional to how much mana you choose to recover.

Note: {{{note}}}

Prowess Greater maledictive might
Syntax: RUNECARVE PROWESS <ON/OFF>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: At a small willpower drain, you may manifest your hexes into a more precise form, giving

your critical hits a chance to be empowered one step higher.

Note: {{{note}}}

Deceive Weave a clever illusion for your ambushes
Syntax: RUNECARVE DECEIVE <illusion> RUNECARVE DECEIVE AT <target> <illusion>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A mainstay of Runecarvers setting ambushes, simple illusions can astound your allies and

confound your enemies.

Note: You can add a new line into your illusion by using the tag $nl within the text, however you may only do this once.

Note: {{{note}}}

Unveil Tear apart amateurish artifice
Syntax: RUNECARVE UNVEIL HERE RUNECARVE UNVEIL <aegis> <glyph> RUNECARVE UNVEIL

<glyph>

Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Undo the spellwork that has left any lingering effects in a location. This will not

dispel glyphs unless they are specifically targetted, and dispelling your own glyphs will not consume your equilibrium.

You can also cast the dispel upon an aegis to remove the specified glyph from it, though the protective magic of the aegis will make this process take some time.

Note: {{{note}}}

Mysticism Embrace the wisdom of the wilds
Syntax: RUNECARVE MYSTICISM [target]
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Uplift your mind with this lunar rune and boost the effects of the moon tattoo upon your

mana regeneration. You can additionally supply a target to give someone else this benefit.

Note: {{{note}}}

Enliven Fill an aegis with your wild magics
Syntax: RUNECARVE ENLIVEN <aegis>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: An aegis typically needs to be attuned to the land so that it can draw upon the mana it

needs to operate its defences - but a runecarver can circumvent this requirement in a special manner. By giving it a constant supply of mana from your own reserves, you can have the aegis' defences work wherever you happen to be holding it. This is a channeled operation and most other actions will interrupt the process.

Note: {{{note}}}

Majesty The wild world's vibrant majesty is yours to weave
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Syntax: RUNECARVE DECEIVE [AT <target>] COLOUR:<colour> <text>

While little more than a trick used at campfire gatherings, chromatic illusions can astound those present with vivid color. There is an increase in equilibrium cost for this effect.

Note: {{{note}}}

Lunacy Lunar terror is yours to sow
Syntax: RUNECARVE LUNACY <ON/OFF>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: So powerful are your deceptive runes, that you may further imbue them with the maddening

power of the moon. At an increased cost to the spell itself, your reflection will backlash against all enemies in the room when it expires, draining their mana.

Note: {{{note}}}

Legerdemain Swiftly carve your tricksome runes
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This ability is passive.

You are now adept enough to be able to place a second reflection upon someone with your Branch rune.

However, this comes at a far greater cost to your equilibrium.
Note: {{{note}}}

Stormcloud Join the clouds themselves
Syntax: RUNECARVE STORMCLOUD <dir>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: A variation on the windwalk rune, you can position yourself to fly in a direction of your

choice, taking you into the skies above the room in your targeted direction.

Note: {{{note}}}

Horizon A rune representing endless vistas
Syntax: RUNECARVE HORIZON <illusion>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: RUNECARVE HORIZON COLOUR:<color> <illusion>
       RUNECARVE HORIZON ON AEGIS <illusion>

Form a visual deception from the local energies that will persist for a few minutes before dissipating. Anyone who enters a room with a horizon rune attached to it will see the illusion upon entry. Only one such horizon can exist in the room, and subsequent runes will drain the power from their predecessors.

The horizon can also be attached to an attuned crystal aegis, where it will persist forever or until dispelled. It will only be shown to targets of the aegis in this situation.

The dispel ability can be used to remove a horizon prematurely.

Note: {{{note}}}

Bewitch Ensnare the senses with a fleeting rune
Syntax: RUNECARVE BEWITCH <target>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 20 seconds
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This rune will call upon the forestal wisps - first by rendering your target able to see,

and transfixing those already unblinded.

Note: {{{note}}}

Toil Double, double..
Syntax: RUNECARVE TOIL <ON/OFF>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Both players and NPCs
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Sketch an empowering rune upon your hand that will multiply your maledictive magic, thus

enacting greater harm upon your enemies. Whenever you cast a hex, the rune will flare and lash out at another random enemy, causing shadow damage. Should you stand in darkness, the rune's light will strike an extra enemy with magic damage.

If triggered by the Maledict spell, the toil rune will deal significantly more damage.

When used against adventurers, there is a short cooldown before Toil may strike again.

Cooldown (adventurers): 2 seconds

Note: {{{note}}}

Obfuscate Shroud your surroundings in concealing fog
Syntax: RUNECARVE OBFUSCATE
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Drawing upon your mastery of runes, you may create an obscuring fog that will mask the

presence of all in your location. Such an illusion will not prevent anyone from attacking others should they know they are there. The Unveil or Dispel abilities can counter an obfuscating rune.

Note: {{{note}}}

Attunement Join an aegis to your homeland's soil
Syntax: ATTUNE AEGIS HERE DAMPEN AEGIS CEDE AEGIS <org>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: In an impressive feat of spellcraft, you can embed a crystal aegis into the land around

you. By attuning it to the leylines that course all throughout the continent, you can keep the aegis permanently supplied with the energy it needs to keep its defences activated. Such an act takes a considerable length of time, and requires your utmost concentration. Once attuned in place, the aegis cannot be moved. You cannot attune an aegis to a room if there is another attuned aegis already placed within a two-room distance.

An attuned aegis will only have four of its glyphs activated when set up in this state. Within a city, the help of its pylon can further increase it to all six. During a period of stable activity of the leylines however, an attuned aegis will become dormant due to a lack of energy. Please see AB REFINING FLUXATIONS for more information.

To remove an aegis, you can focus on dampening its connection to the leylines. This act will take a much shorter time than attuning, but your utmost concentration is still required. As a mage, you can perform this feat significantly faster than the Survival skill equivalent. Once completed, the crystal aegis will shatter into pieces, destroying it completely.

You can also cede ownership of an aegis to any organisation, so long as the aegis has been attuned upon a location that belongs to that organisation. Once the ownership has been ceded, the aegis will instead attack enemies of that organisation, instead of your personal enemies.

Note: {{{note}}}

Observation Detect those who trespass upon its location
Syntax: SKETCH OBSERVATION SKETCH OBSERVATION ONTO <aegis>
Required: 1 topaz dust
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Type: Triggered

The observation rune will alert you when it is triggered, informing you of the location and who did it.

If traced onto an attuned aegis, this rune will alert the owner of the aegis when a caravan passes through its location (HELP PRODUCTION).

If traced onto an attuned aegis that also has its ownership set to an organisation, the observation rune will instead make an alert over that organisation's channel.

Note: {{{note}}}

Runes Sketch magical runes upon your surroundings
Syntax:
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Runes are mystical symbols sketched through the air with gem dust and infused with mana.

Each rune has a different effect depending on the runic script sketched and the gem dust used to create it.

There are currently two types of runes: persistent runes, and triggered runes. Persistent runes will last for a short duration and impose a constant effect upon their location, until they fade from their magic being depleted. Triggered runes will hang in the air until an enemy of yours enters the location, at which point their effect will trigger and the rune will dissipate as its magic depletes. The clarity defence will protect an enemy from being affected by most triggered runes.

Each room can only contain two runes, for any more than that would cause the magics to disrupt each other. Both runes must be different.

Runes can additionally be sketched onto the facet of a crystal aegis, instead of in the air. When upon an aegis, runes will be permanently powered and no longer fade. Some runes may have a different effect when upon an aegis. An aegis can exist alongside runes sketched in the room.

Note: {{{note}}}

Portal Open a portal to someone
Syntax: SKETCH PORTAL <target> SKETCH PORTAL ONTO <aegis>
Required: 1 topaz dust
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Type: Persistent (room), Triggered (aegis)

Sketch the outline of a portal and it will open soon after, leading between you and your target.

If sketched onto an aegis, the portal rune will attack the limbs of your enemy, crippling one at random.

Note: {{{note}}}

Destruction Break apart their physical form
Syntax: SKETCH DESTRUCTION SKETCH DESTRUCTION ONTO <aegis>
Required: 1 ruby dust
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Type: Triggered

The destruction rune will attack the physical form of your enemy with spears of wild energy, damaging their health.

Note: {{{note}}}

Irritation An unbearable itchiness
Syntax: SKETCH IRRITATION SKETCH IRRITATION ONTO <aegis>
Required: 2 topaz dust
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Type: Triggered

The irritation rune will attack your enemy with stinging bites of wild energy and give them the itchy affliction.

Note: {{{note}}}

Addling Muddle their mind
Syntax: SKETCH ADDLING SKETCH ADDLING ONTO <aegis>
Required: 1 topaz dust, 1 emerald dust
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Type: Triggered

The addling rune will corrupt the mind of your enemy, afflicting them with dementia. This rune will work regardless of the clarity defence, and will strip the defence from your target.

If sketched onto an aegis, the addling rune will always be the first rune to fire.

Note: {{{note}}}

Entrapment Bind your foe with magical ropes
Syntax: SKETCH ENTRAPMENT SKETCH ENTRAPMENT ONTO <aegis>
Required: 2 ruby dust
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Type: Triggered

The entrapment rune will send magical ropes to entangle your enemy.

Note: {{{note}}}

Slumber Lull them into a deep sleep
Syntax: SKETCH SLUMBER SKETCH SLUMBER ONTO <aegis>
Required: 1 diamond dust
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Type: Triggered

The slumber rune will instill a lulling drowsiness into your enemy as it attempts to put them into a deep sleep.

If sketched onto an aegis, the slumber rune will always be the last rune to fire.

Note: {{{note}}}

Arrogance Bolster your confidence
Syntax: SKETCH ARROGANCE SKETCH ARROGANCE ONTO <aegis>
Required: 1 emerald dust, 1 ruby dust
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Type: Triggered

The rune of arrogance will bolster your own pride, giving you the egocentric affliction.

Note: {{{note}}}

Insanity Assail their mind with maddening runes
Syntax: SKETCH INSANITY SKETCH INSANITY ONTO <aegis>
Required: 1 emerald dust, 2 ruby dust
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Type: Triggered

This unique rune will pull at the fabric of the minds of your enemy, instantly afflicting them with both stupidity and confusion.

Note: {{{note}}}

Gravity Bind your foe to the land itself
Syntax: SKETCH GRAVITY SKETCH GRAVITY ONTO <aegis>
Required: 1 topaz dust, 2 emerald dust
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Type: Triggered

The rune of gravity will pull anybody above the ground elevation back to earth after a short delay. This affects everybody into the room, regardless of enemy status.

After a period of time, the rune will fade on its own if not sketched on an aegis.

Note: {{{note}}}

Labyrinth Lead them into the heart of your trap
Syntax: SKETCH LABYRINTH
Required: 1 topaz dust, 1 diamond dust
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Type: Triggered

This complex rune will form a temporary songline, causing the first enemy to enter its location to be immediately moved to your morass, as long as it is within 10 rooms of the rune. A monolith sigil in either location will prevent this attempt.

Note: {{{note}}}