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] | |
Cooldown: | 15 seconds per | |
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. |
Ironbark | Form a protective layer of shieldbark | |
Syntax: | RUNECARVE IRONBARK | |
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. |
Windwalk | Join the birds of prey within their domain | |
Syntax: | RUNECARVE WINDWALK LAND | |
Details: | Carve a rune that allows you to walk upon the air. |
Quarry | Mark your prey | |
Syntax: | RUNECARVE QUARRY <target> <SKULL/ORB/SQUARE/TRIANGLE/MOON> | |
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. |
Orison | Beseech the wilds for a minor boon | |
Syntax: | ||
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. |
Prowess | Greater maledictive might | |
Syntax: | RUNECARVE PROWESS <ON/OFF> | |
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. |
Deceive | Weave a clever illusion for your ambushes | |
Syntax: | RUNECARVE DECEIVE <illusion> RUNECARVE DECEIVE AT <target> <illusion> | |
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. |
Unveil | Tear apart amateurish artifice | |
Syntax: | RUNECARVE UNVEIL HERE RUNECARVE UNVEIL <aegis> <glyph> RUNECARVE UNVEIL
<glyph> | |
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. |
Mysticism | Embrace the wisdom of the wilds | |
Syntax: | RUNECARVE MYSTICISM [target] | |
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. |
Enliven | Fill an aegis with your wild magics | |
Syntax: | RUNECARVE ENLIVEN <aegis> | |
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. |
Majesty | The wild world's vibrant majesty is yours to weave | |
Syntax: | ||
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. |
Lunacy | Lunar terror is yours to sow | |
Syntax: | RUNECARVE LUNACY <ON/OFF> | |
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. |
Legerdemain | Swiftly carve your tricksome runes | |
Syntax: | ||
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. |
Stormcloud | Join the clouds themselves | |
Syntax: | RUNECARVE STORMCLOUD <dir> | |
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. |
Horizon | A rune representing endless vistas | |
Syntax: | RUNECARVE HORIZON <illusion> | |
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. |
Bewitch | Ensnare the senses with a fleeting rune | |
Syntax: | RUNECARVE BEWITCH <target> | |
Cooldown: | 20 seconds | |
Details: | This rune will call upon the forestal wisps - first by rendering your target able to see,
and transfixing those already unblinded. |
Toil | Double, double.. | |
Syntax: | RUNECARVE TOIL <ON/OFF> | |
Works against: | Both players and NPCs | |
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 |
Obfuscate | Shroud your surroundings in concealing fog | |
Syntax: | RUNECARVE OBFUSCATE | |
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. |
Attunement | Join an aegis to your homeland's soil | |
Syntax: | ATTUNE AEGIS HERE DAMPEN AEGIS CEDE AEGIS <org> | |
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. |
Observation | Detect those who trespass upon its location | |
Syntax: | SKETCH OBSERVATION SKETCH OBSERVATION ONTO <aegis> | |
Required: | 1 topaz dust | |
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. |
Runes | Sketch magical runes upon your surroundings | |
Syntax: | ||
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. |
Portal | Open a portal to someone | |
Syntax: | SKETCH PORTAL <target> SKETCH PORTAL ONTO <aegis> | |
Required: | 1 topaz dust | |
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. |
Destruction | Break apart their physical form | |
Syntax: | SKETCH DESTRUCTION SKETCH DESTRUCTION ONTO <aegis> | |
Required: | 1 ruby dust | |
Details: | Type: Triggered
The destruction rune will attack the physical form of your enemy with spears of wild energy, damaging their health. |
Irritation | An unbearable itchiness | |
Syntax: | SKETCH IRRITATION SKETCH IRRITATION ONTO <aegis> | |
Required: | 2 topaz dust | |
Details: | Type: Triggered
The irritation rune will attack your enemy with stinging bites of wild energy and give them the itchy affliction. |
Addling | Muddle their mind | |
Syntax: | SKETCH ADDLING SKETCH ADDLING ONTO <aegis> | |
Required: | 1 topaz dust, 1 emerald dust | |
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. |
Entrapment | Bind your foe with magical ropes | |
Syntax: | SKETCH ENTRAPMENT SKETCH ENTRAPMENT ONTO <aegis> | |
Required: | 2 ruby dust | |
Details: | Type: Triggered
The entrapment rune will send magical ropes to entangle your enemy. |
Slumber | Lull them into a deep sleep | |
Syntax: | SKETCH SLUMBER SKETCH SLUMBER ONTO <aegis> | |
Required: | 1 diamond dust | |
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. |
Arrogance | Bolster your confidence | |
Syntax: | SKETCH ARROGANCE SKETCH ARROGANCE ONTO <aegis> | |
Required: | 1 emerald dust, 1 ruby dust | |
Details: | Type: Triggered
The rune of arrogance will bolster your own pride, giving you the egocentric affliction. |
Insanity | Assail their mind with maddening runes | |
Syntax: | SKETCH INSANITY SKETCH INSANITY ONTO <aegis> | |
Required: | 1 emerald dust, 2 ruby dust | |
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. |
Gravity | Bind your foe to the land itself | |
Syntax: | SKETCH GRAVITY SKETCH GRAVITY ONTO <aegis> | |
Required: | 1 topaz dust, 2 emerald dust | |
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. |
Labyrinth | Lead them into the heart of your trap | |
Syntax: | SKETCH LABYRINTH | |
Required: | 1 topaz dust, 1 diamond dust | |
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. |