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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