Runelore

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The skill of Runelore revolves around two aspects: Runes and Totems. By sketching various runes on the ground, on yourself, on other people, or on weapons or armour, a variety of beneficial or harmful effects may be achieved.

While Runes are a nice supplement to other skills, the true power of Runelore is only unleashed in the Totem. By sketching up to six runes on a Totem, and then either Implanting it, or Standing it, you are able to create a weapon of destruction that can wreak havoc with anyone the Totem is tuned to affect, when that person enters the room.

The Runelore skill is available to members of the Runewarden class, along with Weaponmastery and Chivalry.


Abilities in Runelore

Smudge Ability to destroy runes.
Syntax: SMUDGE <totem>
SMUDGE <totem> SLOT <1-6>
SMUDGE GROUND [rune]
SMUDGE <rune> OFF ME
Required:
Works against: Room and self
Cooldown: 4.00 seconds of balance
Details: With this ability you may remove (smudge) a rune from yourself, the ground or from a totem, assuming that your skill in Runelore equals or exceeds that of the one who originally sketched the rune. Smudging a totem or slot on a totem for any totem not owned by you will take longer, and may potentially notify the totem owner or owning organisation of the attempt.
Sketch Sketch runes with expert precision.
Syntax: SKETCH RUNE ON <ITEM|GROUND|PERSON>
Required:
Works against: Adventurers, room, and self
Cooldown: Balance
Details: The art of sketching mystical runes.
Kena A rune to inspire fear.
Syntax: SKETCH KENA ON GROUND/<totem>
Required: 1 Red Ink
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Symbol: Nightmare
Inspires fear in an enemy who enters and sees it. It will disappear after one use, unless it is on a totem.
Uruz Heal your allies with earth magic.
Syntax: SKETCH URUZ ON GROUND
Required: 1 Blue Ink, 1 Yellow Ink
Works against: Adventurers and self
Cooldown: 5.00 seconds of balance
Details: Symbol: Lightning Bolt
Heals you and your allies.
Fehu Causes sleeping urges.
Syntax: SKETCH FEHU ON GROUND/<totem>
Required: 1 Red Ink
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Symbol: Closed Eye
This rune will cause someone to fall asleep when they see it, or remove insomnia or the kola defence. It will disappear after one use unless it is on a totem.
Pithakhan Attack the mental reserves of your enemies.
Syntax: SKETCH PITHAKHAN ON GROUND/<totem>
SKETCH PITHAKHAN ON <weapon>
Required: 1 Red Ink
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Symbol: Square Box
When sketched on the ground or on a totem, it attacks an enemy's mana when he or she encounters it. Disappears after one use, unless it is on a totem. Won't affect blind people.
When sketched upon a weapon, it enables the weapon to occasionally drain mana from a target. This will only apply if the weapon is a runeblade.
Jera A rune to increase the vitality of the bearer.
Syntax: SKETCH JERA ON ME/<target>
Required: 1 Purple Ink
Works against: Adventurers and self
Cooldown: 4.00 seconds of balance
Details: Symbol: Mighty Oak
While the rune lasts, this will increase the bearer's strength and constitution by 1.
Inguz A rune with the ability to paralyse.
Syntax: SKETCH INGUZ ON GROUND/<totem>
Required: 1 Red Ink
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Symbol: Stickman
Paralyses an enemy who enters and sees it. Disappears after one use unless it is on a totem.
Wunjo Upon encountering this, an enemy's sight will be returned.
Syntax: SKETCH WUNJO ON GROUND/<totem>
Required: 1 Red Ink
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Symbol: Open Eye
Returns sight to an enemy who encounters it.
Lagul Add an element of bleeding to your strategem.
Syntax: SKETCH LAGUL ON <weapon>
Required: 1 Purple Ink
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Details: Symbol: Dirk
A runeblade possessing this rune will inflict more bleeding when striking an enemy.
Sowulu Damages the health of enemies.
Syntax: SKETCH SOWULU ON GROUND/<totem>
Required: 1 Red Ink
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Symbol: Nail
This will damage an opponent who sees it. It will disappear after one use, unless on a totem. It will not affect deaf people.
Algiz A rune of protection from damage.
Syntax: SKETCH ALGIZ ON ME/<target>
Required: 1 Green Ink
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: As long as it lasts, this grants a reduction by 10% of all damage types to the adventurer.
Isaz A rune to call shockwaves to take your enemies off balance.
Syntax: SKETCH ISAZ ON GROUND
Required: 1 Blue Ink, 1 Red Ink
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Details: Symbol: Flurry of Lightning Bolts
When sketched upon the ground, this rune calls forth a rumbling from the earth to unbalance your enemies.
Additionally, you will be able to enhance your abilities with an empowered weapon, allowing you to prevent enemies from fleeing your grasp. This must be used in conjunction with the engage ability in chivalry.
Totems The symbol of the master of Runelore.
Syntax: CARVE TOTEM
SKETCH <rune> ON <totem> ON SLOT <1-6>
STAND TOTEM
SMUDGE <totem> [SLOT 1-6]
Required:
Works against: Adventurers
Cooldown: Carve cooldown: 2.00 seconds of balance
Stand cooldown: 4.00 seconds of balance
Smudge cooldown: 4.00 seconds of balance upon initiation and completion
Details: Totems are a very powerful runelore skill. After you've carved a totem, you may sketch runes on one of 6 slots on a totem. You may then STAND TOTEM, to prop the totem up, and all enemies who enter the room will be affected by -each- rune on the totem, going from rune #1 to rune #6.

In order to carve a totem, you will require 20 wood commodities, 10 leather commodities, and 2 silver commodities.

In order to remove a rune from a totem, simply SMUDGE <totem> [SLOT 1-6] (the slot 1-6 is optional). You may also smudge runes on the ground, with SMUDGE GROUND. You may only smudge runes that were sketched by someone with equal or lesser skill in Runelore.

Runes that you may sketch on totems:
Kena, Fehu, Pithakhan, Ingut, Nairat, Tiwaz, Wunjo, Sowulu, Mannaz, Sleizak, Loshre
Dagaz This rune will heal afflictions from you at random.
Syntax: SKETCH DAGAZ ON GROUND
Required: 1 Green Ink, 1 Red Ink
Works against: Self
Cooldown: 5.00 seconds of balance
Details: Symbol: Rising Sun
Use earth magic to cure you of what ails you.
Gebu This rune will increase the blunt protection of armour.
Syntax: SKETCH GEBU ON <armour>
Required: 1 Gold Ink
Works against:
Cooldown: 4.00 seconds of balance
Details: Symbol: Shield
Increases the blunt protection of armour.
Gebo A rune to increase the cutting protection of armour.
Syntax: SKETCH GEBO ON <armour>
Required: 1 Gold Ink
Works against:
Cooldown: 4.00 seconds of balance
Details: Symbol: Chain
Increases the cutting protection of armour.
Gular Drawing on the power of the earth, raise a stone wall.
Syntax: SKETCH GULAR ON GROUND <direction>
Required: 1 Red Ink
Works against: Room
Cooldown: 2.00 seconds of balance
Details: Symbol: None
This rune will cause a wall of stone to rise up from the ground, blocking the progress of all who would travel that way.

If a stonewall already exists in the specified direction, Gular will instead destroy it.
Raido Summon a spiritual steed to bear you home.
Syntax: SKETCH RAIDO ON GROUND
SAY RIDE HOME
RAIDO LOCATE
RAIDO SEVER
Required: 1 Green Ink
Works against: Self
Cooldown: 10.00 seconds of balance
Details: Symbol: Horse
After sketching the rune upon the ground, say 'ride home' from anywhere on the continent, and be taken back to the rune, which will be destroyed.

RAIDO LOCATE will show the location of your existing raido rune, if any.
RAIDO SEVER will remotely smudge your existing raido rune, if any.

Note: The northern areas only accessible through the wilderness are treated as a separate continent.
Thurisaz Call forth a spout of molten lava from the earth.
Syntax: SKETCH THURISAZ ON GROUND FOR <target>
Required: 1 Blue Ink, 1 Red Ink
Works against: Adventurers
Cooldown: 3.00 seconds of balance
Details: Symbol: Volcano
When sketched upon the ground, this rune calls forth a spout of molten lava to injure a target. It fades shortly after use.

It will also prevent rooms that it is sketched in from being flooded for a time.
Lagua Further punish your foe.
Syntax: SKETCH LAGUA ON <weapon>
Required: 1 Purple Ink
Works against:
Cooldown: 4.00 seconds of balance
Details: Symbol: Large Hammer
When disemboweling with a runeblade possessing this rune, the damage will be magnified on those suffering internal trauma to a significant degree.

Alternatively, when sketched on an empowered blunt weapon, that weapon will occasionally inflict a numbing effect upon your opponent's arm.
Hugalaz Call down a hailstorm around you.
Syntax: SKETCH HUGALAZ ON GROUND
SKETCH HUGALAZ ON <weapon>
Required: 1 Blue Ink
Works against: Adventurers
Cooldown: 3.00 seconds of balance
Details: Symbol: Ball of Ice
When sketched upon the ground, this rune brings a hailstorm down upon your enemies. It fades immediately upon use. When sketched upon a weapon, this rune provides some chance that the weapon will deliver an additional burst of hail damage when it strikes. To sketch it upon a weapon requires the weapon to be a RUNEBLADE.
Truesketch Sketch more than one rune on the ground.
Syntax: None
Required:
Works against:
Cooldown:
Details: You have mastered the ability to coordinate three separate earth magics within the same space.
Nauthiz Suck the nourishment from your foes.
Syntax: SKETCH NAUTHIZ ON GROUND
Required: 1 Blue Ink, 1 Yellow Ink
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Details: This destructive rune will suck the nourishment from your enemies standing in the room.
Mannaz Return hearing to a victim.
Syntax: SKETCH MANNAZ ON GROUND/<totem>
Required: 1 Red Ink
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Symbol: Bell
Returns hearing to an enemy who enters and sees it. Disappears after one use unless it is on a totem.
Othala Besiege your enemies with multiple spouts of molten lava.
Syntax: SKETCH OTHALA ON GROUND
Required: 5 red Inks
Works against:
Cooldown: 4.00 seconds of balance
Details: Symbol: Mountain Range
When sketched on the ground, this rune shall erupt three times in quick succession. Each eruption shall destroy prismatic barriers, then magical shields, or do damage if neither is present to all of your enemies in your location.
Sleizak Afflict a foe with the horrible voyria poison.
Syntax: SKETCH SLEIZAK ON GROUND/<totem>
Required: 1 Blue Ink
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Symbol: Viper
Will infect someone with voyria if he or she sees it upon entering a room. Disappears after one use unless it is on a totem.
Tiwaz This rune will remove the defenses of your enemies.
Syntax: SKETCH TIWAZ ON GROUND/<totem>
Required: 1 Blue Ink, 2 Red Inks
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Symbol: Upwards-Pointing Arrow
Strips away a defence of any enemy who enters and sees it. It disappears after one use, unless it is on a totem.
Berkana Provides health regeneration to the bearer.
Syntax: SKETCH BERKANA ON ME/<target>
Required: 3 Yellow Inks
Works against: Adventurers and self
Cooldown: 2.00 seconds of balance
Details: Symbol: Lion
Gives health regeneration to the bearer of the rune.
Nairat A rune to entangle.
Syntax: SKETCH NAIRAT ON GROUND/<totem>/<weapon>
Required: 1 Yellow Ink
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Symbol: Butterfly
When sketched upon the ground or on a totem, an enemy will be entangled upon seeing this rune. It will disappear after one use unless it is on a totem.

When sketched upon a weapon, this rune causes the weapon to FREEZE its target at random. To sketch it upon a weapon requires the weapon to be a RUNEBLADE.
Eihwaz A powerful vibration-dampening rune.
Syntax: SKETCH EIHWAZ ON GROUND/<weapon>
Required: 1 Blue Ink, 1 Yellow Ink
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Details: Symbols: Yew
When sketched upon the ground, this rune will dampen non-protected crystalline vibrations.

When sketched upon a weapon, this rune will randomly mask the effects of venoms delivered by the weapon. To sketch it upon a weapon requires the weapon to be a RUNEBLADE.
Runebinding Bind your runes to your body.
Syntax: None
Required:
Works against:
Cooldown:
Details: You have reached a high degree of sympathy with earth magic, allowing you to bind runes to your body for longer than ever before.
Laguz Increased damage to the limbs of your foe.
Syntax: SKETCH LAGUZ ON <weapon>
Required: 1 Purple Ink
Works against:
Cooldown: 4.00 seconds of balance
Details: Symbol: Long Slim Blade
When sketched upon a runeblade, the weapon will deal more damage to a target's limbs.
Runicarmour Empower armour with the strength of the earth.
Syntax: EMPOWER <armour>
Required: 2000 mana
Works against:
Cooldown: 10.00 seconds of equilibrium
Details: Calling upon the powers of the earth, you are able to empower any suit of armour upon which the runes gebo and gebu have been sketched. Empowering armour will render it usable only by he who empowered it, but it will bear the defensive powers of the runes of protection for one hundred months.
Runeblades Runewardens may empower a weapon as a legendary runeblade.
Syntax: EMPOWER <weapon>
SKETCH PITHAKHAN ON <weapon>
SKETCH NAIRAT ON <weapon>
SKETCH EIHWAZ ON <weapon>
SKETCH HUGALAZ ON <weapon>
Required: 2000 mana
Works against: Adventurers
Cooldown: 10.00 seconds of equilibrium
Details: With your expert training in Runelore, you can craft any knight's weapon into a powerful Runeblade.

First sketch Lagul, Lagua, and Laguz upon the blade. Then stand firm upon the earth and EMPOWER the blade.

Empowerment of a weapon lasts for 100 Achaean months, during which time the Lagul, Lagua, and Laguz runes will not fade. In addition, a Runeblade may have one other rune (Pithakhan, Nairat, Eihwaz, or Hugalaz only) sketched upon it, enhancing its powers even further.
Loshre Cause an opponent to become afflicted with anorexia.
Syntax: SKETCH LOSHRE ON GROUND/<totem>
Required: 1 Blue Ink
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Details: Symbol: Apple Core
Gives anorexia to those who see it upon entering. Disappears after one use unless it is on a totem.
Implant Create a bond between your totem and the earth.
Syntax: IMPLANT TOTEM
UPROOT TOTEM
TUNE <totem> ENEMIES/NONALLIES (personal totems)
TUNE <totem> ENEMIES/NONMEMBERS (organisational totems)
Required:
Works against: Room
Cooldown:
Details: With this ability, you may take a totem, and make it into a semi-permanent fixture, mainly for defensive purposes. Once you begin the implanting process, it will take quite a bit of time, during which you may not do anything else. Once it IS implanted, however, no one will be able to pick it up, unless he has the ability to uproot a totem, which will take even longer than implanting it.

Totems are automatically against the enemies of whatever entity owns them. When implanted, it will be tuned against your enemies. When designated, it will be tuned against the enemies of whatever the new owner happens to be (see AB RUNELORE DESIGNATE). Once claimed,

organisationally-owned totems can be tuned against either the organisation's enemies or all but the organisation's members, and personally-owned totems can be tuned against either the owner's enemies or all but the owner's allies.

This is the only way to clear the ownership on a totem.

Empower Enable smudge reporting.
Syntax: EMPOWER TOTEM
Required: 1000 mana
Works against:
Cooldown: 5.00 seconds of equilibrium
Details: With this ability, you may empower any totem to report attempts to smudge any of its runes, or to uproot the totem proper.

Empowerment has a small chance of fading every Achaean day that passes, after which it will cease reporting and must be re-empowered.
Designate Arrange clear title and ownership.
Syntax: DESIGNATE <person> AS OWNER OF <totem>
DESIGNATE ORDER OF <deity> AS OWNER OF <totem>
DESIGNATE <organisation> AS OWNER OF <totem>
CLAIM <totem>
REJECT <totem>
Required:
Works against:
Cooldown: 3.00 seconds of balance
Details: With this ability you may designate an owner for a specific totem. Only the crafter of the totem may use this ability. The totem remains owned by the crafter until the designated owner (or a member of the designated owner organisation) CLAIMs the totem. If the totem is claimed, then the designated owner becomes the true owner. If the totem is rejected, then the crafter remains the owner. At that point the crafter may attempt another designation as desired. Houses, Cities, Orders, Oakstone, and individuals may own totems - clans may not.

When you designate a totem, its tuning is automatically set against the enemies of the new owner.