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m (Tor moved page Runecarving to Runecarving (skill))  | 
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{{SkillHeader}}  | {{SkillHeader}}  | ||
== Runes ==  | ====Runes====  | ||
{{SkillTableRow |Observation |Inept |0 |Detect those who trespass upon its location. }}  | {{SkillTableRow |Observation |Inept |0 |Detect those who trespass upon its location. }}  | ||
{{SkillTableRow |Runes |Inept |0 |Sketch magical runes upon your surroundings. }}  | {{SkillTableRow |Runes |Inept |0 |Sketch magical runes upon your surroundings. }}  | ||
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{{SkillTableRow |Labyrinth |Mythical |66 |Lead them into the heart of your trap. }}  | {{SkillTableRow |Labyrinth |Mythical |66 |Lead them into the heart of your trap. }}  | ||
|}  | |}  | ||
{{Anchor|Branch}}  | |||
{{Skill_detail  | |||
|skill = Branch  | |||
|description = From the trunk sprouts a branch  | |||
|syntax = RUNECARVE BRANCH [target]  | |||
|detail = 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.  | |||
|cooldown = 15 seconds per  | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Ironbark}}  | |||
{{Skill_detail  | |||
|skill = Ironbark  | |||
|description = Form a protective layer of shieldbark  | |||
|syntax = RUNECARVE IRONBARK  | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Windwalk}}  | |||
{{Skill_detail  | |||
|skill = Windwalk  | |||
|description = Join the birds of prey within their domain  | |||
|syntax = RUNECARVE WINDWALK        LAND  | |||
|detail = Carve a rune that allows you to walk upon the air.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Quarry}}  | |||
{{Skill_detail  | |||
|skill = Quarry  | |||
|description = Mark your prey  | |||
|syntax = RUNECARVE QUARRY <target> <SKULL/ORB/SQUARE/TRIANGLE/MOON>  | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Orison}}  | |||
{{Skill_detail  | |||
|skill = Orison  | |||
|description = Beseech the wilds for a minor boon  | |||
|syntax =   | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Prowess}}  | |||
{{Skill_detail  | |||
|skill = Prowess  | |||
|description = Greater maledictive might  | |||
|syntax = RUNECARVE PROWESS <ON/OFF>  | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Deceive}}  | |||
{{Skill_detail  | |||
|skill = Deceive  | |||
|description = Weave a clever illusion for your ambushes  | |||
|syntax = RUNECARVE DECEIVE <illusion>        RUNECARVE DECEIVE AT <target> <illusion>  | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Unveil}}  | |||
{{Skill_detail  | |||
|skill = Unveil  | |||
|description = Tear apart amateurish artifice  | |||
|syntax = RUNECARVE UNVEIL HERE        RUNECARVE UNVEIL <aegis> <glyph>        RUNECARVE UNVEIL   | |||
<glyph>  | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Mysticism}}  | |||
{{Skill_detail  | |||
|skill = Mysticism  | |||
|description = Embrace the wisdom of the wilds  | |||
|syntax = RUNECARVE MYSTICISM [target]  | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Enliven}}  | |||
{{Skill_detail  | |||
|skill = Enliven  | |||
|description = Fill an aegis with your wild magics  | |||
|syntax = RUNECARVE ENLIVEN <aegis>  | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Majesty}}  | |||
{{Skill_detail  | |||
|skill = Majesty  | |||
|description = The wild world's vibrant majesty is yours to weave  | |||
|syntax =   | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Lunacy}}  | |||
{{Skill_detail  | |||
|skill = Lunacy  | |||
|description = Lunar terror is yours to sow  | |||
|syntax = RUNECARVE LUNACY <ON/OFF>  | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Legerdemain}}  | |||
{{Skill_detail  | |||
|skill = Legerdemain  | |||
|description = Swiftly carve your tricksome runes  | |||
|syntax =   | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Stormcloud}}  | |||
{{Skill_detail  | |||
|skill = Stormcloud  | |||
|description = Join the clouds themselves  | |||
|syntax = RUNECARVE STORMCLOUD <dir>  | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Horizon}}  | |||
{{Skill_detail  | |||
|skill = Horizon  | |||
|description = A rune representing endless vistas  | |||
|syntax = RUNECARVE HORIZON <illusion>  | |||
|detail =         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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Bewitch}}  | |||
{{Skill_detail  | |||
|skill = Bewitch  | |||
|description = Ensnare the senses with a fleeting rune  | |||
|syntax = RUNECARVE BEWITCH <target>  | |||
|detail = This rune will call upon the forestal wisps - first by rendering your target able to see,   | |||
and transfixing those already unblinded.  | |||
|cooldown = 20 seconds  | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Toil}}  | |||
{{Skill_detail  | |||
|skill = Toil  | |||
|description = Double, double..  | |||
|syntax = RUNECARVE TOIL <ON/OFF>  | |||
|detail = 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  | |||
|cooldown =   | |||
|target = Both players and NPCs  | |||
|required =   | |||
}}  | |||
{{Anchor|Obfuscate}}  | |||
{{Skill_detail  | |||
|skill = Obfuscate  | |||
|description = Shroud your surroundings in concealing fog  | |||
|syntax = RUNECARVE OBFUSCATE  | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Attunement}}  | |||
{{Skill_detail  | |||
|skill = Attunement  | |||
|description = Join an aegis to your homeland's soil  | |||
|syntax = ATTUNE AEGIS HERE        DAMPEN AEGIS        CEDE AEGIS <org>  | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Observation}}  | |||
{{Skill_detail  | |||
|skill = Observation  | |||
|description = Detect those who trespass upon its location  | |||
|syntax = SKETCH OBSERVATION        SKETCH OBSERVATION ONTO <aegis>  | |||
|detail =  | |||
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.  | |||
|cooldown =   | |||
|target =   | |||
|required = 1 topaz dust  | |||
}}  | |||
{{Anchor|Runes}}  | |||
{{Skill_detail  | |||
|skill = Runes  | |||
|description = Sketch magical runes upon your surroundings  | |||
|syntax =   | |||
|detail = 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.  | |||
|cooldown =   | |||
|target =   | |||
|required =   | |||
}}  | |||
{{Anchor|Portal}}  | |||
{{Skill_detail  | |||
|skill = Portal  | |||
|description = Open a portal to someone  | |||
|syntax = SKETCH PORTAL <target>        SKETCH PORTAL ONTO <aegis>  | |||
|detail =  | |||
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.  | |||
|cooldown =   | |||
|target =   | |||
|required = 1 topaz dust  | |||
}}  | |||
{{Anchor|Destruction}}  | |||
{{Skill_detail  | |||
|skill = Destruction  | |||
|description = Break apart their physical form  | |||
|syntax = SKETCH DESTRUCTION        SKETCH DESTRUCTION ONTO <aegis>  | |||
|detail =  | |||
Type: Triggered  | |||
The destruction rune will attack the physical form of your enemy with spears of wild energy,   | |||
damaging their health.  | |||
|cooldown =   | |||
|target =   | |||
|required = 1 ruby dust  | |||
}}  | |||
{{Anchor|Irritation}}  | |||
{{Skill_detail  | |||
|skill = Irritation  | |||
|description = An unbearable itchiness  | |||
|syntax = SKETCH IRRITATION        SKETCH IRRITATION ONTO <aegis>  | |||
|detail =  | |||
Type: Triggered  | |||
The irritation rune will attack your enemy with stinging bites of wild energy and give them the   | |||
itchy affliction.  | |||
|cooldown =   | |||
|target =   | |||
|required = 2 topaz dust  | |||
}}  | |||
{{Anchor|Addling}}  | |||
{{Skill_detail  | |||
|skill = Addling  | |||
|description = Muddle their mind  | |||
|syntax = SKETCH ADDLING        SKETCH ADDLING ONTO <aegis>  | |||
|detail =  | |||
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.  | |||
|cooldown =   | |||
|target =   | |||
|required = 1 topaz dust, 1 emerald dust  | |||
}}  | |||
{{Anchor|Entrapment}}  | |||
{{Skill_detail  | |||
|skill = Entrapment  | |||
|description = Bind your foe with magical ropes  | |||
|syntax = SKETCH ENTRAPMENT        SKETCH ENTRAPMENT ONTO <aegis>  | |||
|detail =  | |||
Type: Triggered  | |||
The entrapment rune will send magical ropes to entangle your enemy.  | |||
|cooldown =   | |||
|target =   | |||
|required = 2 ruby dust  | |||
}}  | |||
{{Anchor|Slumber}}  | |||
{{Skill_detail  | |||
|skill = Slumber  | |||
|description = Lull them into a deep sleep  | |||
|syntax = SKETCH SLUMBER        SKETCH SLUMBER ONTO <aegis>  | |||
|detail =  | |||
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.  | |||
|cooldown =   | |||
|target =   | |||
|required = 1 diamond dust  | |||
}}  | |||
{{Anchor|Arrogance}}  | |||
{{Skill_detail  | |||
|skill = Arrogance  | |||
|description = Bolster your confidence  | |||
|syntax = SKETCH ARROGANCE        SKETCH ARROGANCE ONTO <aegis>  | |||
|detail =  | |||
Type: Triggered  | |||
The rune of arrogance will bolster your own pride, giving you the egocentric affliction.  | |||
|cooldown =   | |||
|target =   | |||
|required = 1 emerald dust, 1 ruby dust  | |||
}}  | |||
{{Anchor|Insanity}}  | |||
{{Skill_detail  | |||
|skill = Insanity  | |||
|description = Assail their mind with maddening runes  | |||
|syntax = SKETCH INSANITY        SKETCH INSANITY ONTO <aegis>  | |||
|detail =  | |||
Type: Triggered  | |||
This unique rune will pull at the fabric of the minds of your enemy, instantly afflicting them with   | |||
both stupidity and confusion.  | |||
|cooldown =   | |||
|target =   | |||
|required = 1 emerald dust, 2 ruby dust  | |||
}}  | |||
{{Anchor|Gravity}}  | |||
{{Skill_detail  | |||
|skill = Gravity  | |||
|description = Bind your foe to the land itself  | |||
|syntax = SKETCH GRAVITY        SKETCH GRAVITY ONTO <aegis>  | |||
|detail =  | |||
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.  | |||
|cooldown =   | |||
|target =   | |||
|required = 1 topaz dust, 2 emerald dust  | |||
}}  | |||
{{Anchor|Labyrinth}}  | |||
{{Skill_detail  | |||
|skill = Labyrinth  | |||
|description = Lead them into the heart of your trap  | |||
|syntax = SKETCH LABYRINTH  | |||
|detail =  | |||
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.  | |||
|cooldown =   | |||
|target =   | |||
|required = 1 topaz dust, 1 diamond dust  | |||
}}  | |||
edits