Rune Magic: Difference between revisions

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Only one Master Rune may be used at one time on a character, but they may wear more than one Normal Rune.  They will loose the effect of any Rune when they loose that piece of eq either by taking it off or by align loss.  Whether that loss is temp or perm is for us to discuss.
Only one Master Rune may be used at one time on a character, but they may wear more than one Normal Rune.  They will loose the effect of any Rune when they loose that piece of eq either by taking it off or by align loss.  Whether that loss is temp or perm is for us to discuss.
== Armor Runes ==
Master Runes:
*Rune of Fortitude-Gives extra armor points
*Rune of Adamant-Replaces all lost armor points(hmmmmm)
Normal Runes:
*Rune of Gromril-Increased defense making him harder to hit.
*Rune of Spell Eating-Allows character to have a shield that eats the spell of their choice. Only good once.
*Rune of the Furnace-Bearer is partially Immune to Fire/fire spells.  Only takes half damage and once used is gone.
Misc Runes for other Ideas:
*Akharak-Shield Rune-grants a protective shield-can only be activated during battle.
*Cazkeer-Works are a gatestone-similar to a gate one spell.
*Ruksuur-Stores a healing spell
*Ruktharka-Stores a one time teleport
*Arzlee-Stores a charm spell
*Krukrin-Stores and summons a set type of elemental damage on a mob (fire, lightning, etc)
*Zulthok-Calls forth summoned shadows to do your bidding.
*Dokrath-Usable only by Necro Dwarves calls forth Zombies to do your bidding.

Revision as of 04:10, 9 February 2009

Runes are created and spells are stored in them. When they are used the spell is cast and the Rune Stone is destroyed. Runes can also be used to customize magical weapons and armor (don't know about this cause it almost defeats the purpose of our channeler class if we go ahead with it).

Two types of Runes-Normal and Master Runes. These can be engraved or set into weapons or armor.

Weapon Runes(Weapon Runes) can only be set or engraved into weapons usable by dwarfs (Weapons: Dwarf)

Armor Runes(Armor Runes) can be set or engraved into any armor, shield or helmet used by dwarves (Armor: Dwarf)

Only one Master Rune may be used at one time on a character, but they may wear more than one Normal Rune. They will loose the effect of any Rune when they loose that piece of eq either by taking it off or by align loss. Whether that loss is temp or perm is for us to discuss.

Armor Runes

Master Runes:

  • Rune of Fortitude-Gives extra armor points
  • Rune of Adamant-Replaces all lost armor points(hmmmmm)

Normal Runes:

  • Rune of Gromril-Increased defense making him harder to hit.
  • Rune of Spell Eating-Allows character to have a shield that eats the spell of their choice. Only good once.
  • Rune of the Furnace-Bearer is partially Immune to Fire/fire spells. Only takes half damage and once used is gone.

Misc Runes for other Ideas:

  • Akharak-Shield Rune-grants a protective shield-can only be activated during battle.
  • Cazkeer-Works are a gatestone-similar to a gate one spell.
  • Ruksuur-Stores a healing spell
  • Ruktharka-Stores a one time teleport
  • Arzlee-Stores a charm spell
  • Krukrin-Stores and summons a set type of elemental damage on a mob (fire, lightning, etc)
  • Zulthok-Calls forth summoned shadows to do your bidding.
  • Dokrath-Usable only by Necro Dwarves calls forth Zombies to do your bidding.