Mhaldor and Runelore: Difference between pages

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{{City_infobox
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.
|image=http://i14.photobucket.com/albums/a315/DelphinusW/achaea/wiki/Mhaldor.jpg
|cityname=Mhaldor
|leader=Ysela
|patron=[[Sartan]], the Malevolent
|founder=Members of the old [[Infernals (Guild)|Infernals Guild]] and other followers of Lord [[Sartan]]
|tutor=[[Maric]]
|guardian=[[Mhaldorus]]
|allies=[[Blackrock]], [[Enverren Marsh|Enverren]]
|enemies=[[Eleusis]], [[Targossas]], [[Moghedu]], [[Elemental Plane of Water]]
|documents=The [[Apocrypha]] and the [[evil|Seven Truths]]
|arms=Gules, an escarbuncle Or within a bordure of the second
}}


In the year 301 AF, shortly after the [[Shrine Wars]] that plagued [[Sapience]], a mysterious stalagmite appeared within the mountain [[:Category:Islands|island]] where [[Sartan|Sartan, Lord of Evil]] was trapped. In their despair, followers of the imprisoned God began to impale themselves upon the rock formation and their sacrifices fed the spread of a plant-killing [[red fog]]. The miasma of evil that was the fog seemed to grow with each death and soon spread off the island. Despite the efforts of [[Oakstone]], the [[Church]], and other individuals to stave off the fog, it continued to spread and even take on a life of its own. In desperation to be rid of the fog, [[Gaia|Gaia, the Earthmother]], caused a tremendous quake to try and sink the island. The effect was the opposite, however; and not only did the fog spread faster, but the bonds of Sartan were finally broken and He escaped. Upon His release, He dubbed Himself Sartan, the Malevolent, and raised a stronghold known as [[Baelgrim Fortress]] for His faithful. The city of Mhaldor was founded by a [[Maldaathi]] [[knights|knight]] named Kaelin.
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.


In 396 AF, Lord Sartan bid the Lady [[Keresis]] to help split Himself asunder using a mighty stalagmite. It was at this time that He was divided into the two Divine from which He had been formed, Lord [[Shaitan]] and Lord [[Apollyon]]. Until the events of the [[Bal'met]] Saga, the city was jointly ruled by the two Divine, with the occasional help of Keresis, and city patronage was decided during the annual [[Sarapin Sacrifice]].
The '''Runelore''' skill is available to members of the [[runewardens|Runewarden]] [[class]], along with [[Weaponmastery]] and [[Chivalry]].


The city of Mhaldor is located on the [[Mhaldor Isle|island]] surrounded by blood red waters, just off the Northern [[Vashnar_Mountains|Vashnars]], connected by a massive [[Gruu'n Chasm Bridge|bridge]] formed from the carcass of the [[Leviathan]]. It is home to the [[:category:houses|Houses]] of the [[Insidium]] and [[Dread Legates]]. It is a city dedicated to Evil and the propagation of the [[Evil|Seven Truths of Evil]]. Its architecture is that of two overlapping circles around [[Baelgrim Fortress]].


==Laws and Policies==
===Abilities in Runelore===
[[Mhaldorian Law|Mhaldor’s laws]] may be read from an obsidian slab at the gates of the city.  
{{Skill_detail
|skill=Smudge
|description=Ability to destroy runes.
|lessons=
|syntax=SMUDGE <totem><br>SMUDGE <totem> SLOT <1-6><br>SMUDGE GROUND [rune]<br>SMUDGE <rune> OFF ME
|required=
|target=Room and self
|cooldown=4.00 seconds of balance
|detail=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.
}}


==Government and Political History==
{{Skill_detail
===City Ranks===
|skill=Sketch
#Slave
|description=Sketch runes with expert precision.
#Troni
|lessons=
#Dynamis
|syntax=SKETCH RUNE ON <ITEM{{!}}GROUND{{!}}PERSON>
#Dominion
|required=
#Archai
|target=Adventurers, room, and self
#Exsusiai
|cooldown=Balance
|detail=The art of sketching mystical runes.
}}


===City Patrons===
{{Skill_detail
:301 AF - Lord Sartan became the first Patron of Mhaldor
|skill=Kena
:396 AF - Lord Shaitan and Lord Apollyon replace Lord Sartan, and jointly Patron the city of Mhaldor.
|description=A rune to inspire fear.
:594 AF - Lady Keresis began patronage of Mhaldor.
|lessons=
:611 AF - Lord Sartan regains patronage.
|syntax=SKETCH KENA ON GROUND/<totem>
|required=1 Red Ink
|target=Adventurers
|cooldown=2.00 seconds of balance
|detail=Symbol: Nightmare<br>Inspires fear in an enemy who enters and sees it. It will disappear after one use, unless it is on a totem.
}}


===City Leaders - Tyranni===
{{Skill_detail
:313 AF - First Tyrannus: Hwolf.
|skill=Uruz
:333 AF - Mistral replaced Hwolf as Tyrannus.
|description=Heal your allies with earth magic.
:334 AF - Yig replaced Mistral as Tyrannus, Mistral stepped down.
|lessons=
:336 AF - Watchman replaced Yig as Tyrannus.
|syntax=SKETCH URUZ ON GROUND
:346 AF - Khoraji replaced Watchman as Tyrannus.
|required=1 Blue Ink, 1 Yellow Ink
:347 AF - Kaelin replaced Khoraji as Tyrannus.
|target=Adventurers and self
:363 AF - Watchman replaced Kaelin as Tyrannus.
|cooldown=5.00 seconds of balance
:370 AF - Khoraji replaced Watchman as Tyrannus.
|detail=Symbol: Lightning Bolt<br>Heals you and your allies.
:396 AF - Wulfen replaced Khoraji as Tyrannus.
}}
:434 AF - Dethea de Soulis replaced Wulfen as Tyrannus.
:449 AF - Rameus de Soulis replaced Dethea as Tyrannus.
:453 AF - Wulfen replaced Rameus as Tyrannus.
:468 AF - Dethea replaced Wulfen as Tyrannus.
:476 AF - Ranzou replaced Dethea as Tyrannus, Dethea stepped down.
:481 AF - Icaru replaced Ranzou as Tyrannus.
:488 AF - Nocroth replaced Icaru as Tyrannus.
:501 AF - Kaevan ascends to Tyrannus.
:522 AF - Nulaye ascends to Tyrannus.
:534 AF - Herenicus ascends to Tyrannus.
:542 AF - Sabiru ascends to Tyrannus
:564 AF - Carmain ascends to Tyrannus.
:572 AF - Icaru ascends to Tyrannus.
:579 AF - Sabiru ascends to Tyrannus.
:594 AF - Kaevan ascends to Tyrannus.
:608 AF - Xenomorph ascends to Tyrannus.
:628 AF - Ruth ascends to Tyrannus.
:680 AF - Xinna ascends to Tyrannus.
:703 AF - Taraus ascends to Tyrannus.
:722 AF - Proficy ascends to Tyrannus.
:753 AF - Cooper ascends to Tyrannus.
:774 AF - Alrena ascends to Tyrannus.
:791 AF - Ysela ascends to Tyrannus.


==Landmarks==
{{Skill_detail
Directly past the gates of Mhaldor, the Stygian Crossroads can be found, a popular gathering point for citizens and slaves alike. Upwards from the Crossroads you can find the [[Baelgrim Fortress]], the [[Fissure]] as well as a statue of Lord Kaelin is located in the Central Courtyard. Along the Avenue of Trapped Souls is an eerie looking tree. It is at this tree that aspiring Mhaldorians kneel and swear their oath of loyalty. Don’t stand too close for the tree is blood-thirsty, and has been known to make attempts at grabbing people. North and East of that is the [[Mhaldorian Cathedral]], occasionally referred to as the [[Mhaldorian Cathedral| Black Basilica]]. Erected in 433 AF, this monumental building stands as an antipode to the [[Chrysalis Basilica]] which once stood in [[Shallam]]. Every Sarapin, a sacrifice to the [[Sartan|Lord of Evil]] is conducted within the centre of the [[Mhaldorian Cathedral|Cathedral]].
|skill=Fehu
|description=Causes sleeping urges.
|lessons=
|syntax=SKETCH FEHU ON GROUND/<totem>
|required=1 Red Ink
|target=Adventurers
|cooldown=2.00 seconds of balance
  |detail=Symbol: Closed Eye<br>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.
}}


Further north at Pestilent Way stands a statue depicting the splitting of Sartan into the gods [[Shaitan]] and [[Apollyon]]. Also present is a pyramid of skulls, a gruesome collection of the heads of Mhaldor’s enemies over the years. Touching it will reveal the exact number.
{{Skill_detail
|skill=Pithakhan
|description=Attack the mental reserves of your enemies.
|lessons=
|syntax=SKETCH PITHAKHAN ON GROUND/<totem><br>SKETCH PITHAKHAN ON <weapon>
|required=1 Red Ink
|target=Adventurers
|cooldown=2.00 seconds of balance
|detail=Symbol: Square Box<br>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.<br>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.
}}


Should you enter the lower circle of the city, a trip to the markets will bring you across [[Gack]], the slaver, as well as many shops selling a range of wares. Go north from the slave markets and you'll find the Chamber of Eyes, host to many torturous devices including the Wheel of Agony and Pillaries.  
{{Skill_detail
|skill=Jera
|description=A rune to increase the vitality of the bearer.
|lessons=
|syntax=SKETCH JERA ON ME/<target>
|required=1 Purple Ink
|target=Adventurers and self
|cooldown=4.00 seconds of balance
|detail=Symbol: Mighty Oak<br>While the rune lasts, this will increase the bearer's strength and constitution by 1.
}}


Continuing along to the west side of the lower circle you'll find the Red Square, this is where [[Theoren]], the executioner, punishes citizens who have broken Mhaldorian law or shown disrespect to their superiors.  
{{Skill_detail
|skill=Inguz
|description=A rune with the ability to paralyse.
|lessons=
|syntax=SKETCH INGUZ ON GROUND/<totem>
|required=1 Red Ink
|target=Adventurers
|cooldown=2.00 seconds of balance
|detail=Symbol: Stickman<br>Paralyses an enemy who enters and sees it. Disappears after one use unless it is on a totem.
}}


Beware the adventurer who chooses to risk the sewers of Mhaldor. Frost beasts and other oddities crawl around the depths. You may also stumble across [[Bertram]], the sewer worker, who could be possibly be the foulest man in Sapience.
{{Skill_detail
|skill=Wunjo
|description=Upon encountering this, an enemy's sight will be returned.
|lessons=
|syntax=SKETCH WUNJO ON GROUND/<totem>
|required=1 Red Ink
  |target=Adventurers
|cooldown=2.00 seconds of balance
|detail=Symbol: Open Eye<br>Returns sight to an enemy who encounters it.
}}


Lastly is the city subdivision, [[Acheron]], where a number of citizens own private residences.
{{Skill_detail
|skill=Lagul
|description=Add an element of bleeding to your strategem.
|lessons=
|syntax=SKETCH LAGUL ON <weapon>
|required=1 Purple Ink
|target=Adventurers
|cooldown=4.00 seconds of balance
|detail=Symbol: Dirk<br>A runeblade possessing this rune will inflict more bleeding when striking an enemy. 
}}


==Inhabitants==
{{Skill_detail
Other denizens visitors may encounter while exploring Mhaldor:
|skill=Sowulu
*[[Aznahz]] the Haruspex
|description=Damages the health of enemies.
*[[Boarath]], the smith
|lessons=
*[[Fritz]] Brunel
|syntax=SKETCH SOWULU ON GROUND/<totem>
*[[Inchzlit]], a mad gremlin
|required=1 Red Ink
*[[Jirken]]
|target=Adventurers
*the peasants [[Norbert]] and [[Wilbur]]
|cooldown=2.00 seconds of balance
|detail=Symbol: Nail<br>This will damage an opponent who sees it. It will disappear after one use, unless on a totem. It will not affect deaf people.
}}


==Facilities==
{{Skill_detail
All facilities in Mhaldor are located on the first level of the city. The Succubi Letters, Mhaldor’s [[post office]], is located on the east side of the city along Nefarious way. It has a rather unique but cranky postal service helmed by the demoness [[Eimeri]]. [[Virea]], a bowmistress, tends the city's archery needs.
|skill=Algiz
|description=A rune of protection from damage.
|lessons=
|syntax=SKETCH ALGIZ ON ME/<target>
|required=1 Green Ink
|target=Adventurers
|cooldown=2.00 seconds of balance
|detail=As long as it lasts, this grants a reduction by 10% of all damage types to the adventurer.
}}


The Incubi Archives are located on the west side of the city along Abomination road. Here, visitors may catch up on [[news]]. Pestilent Way at the northern point of the city is where [[Maric]], the ratman and tutor of the city, resides, as well as the local [[bank]], called The Vault, directly south of him.  
{{Skill_detail
|skill=Isaz
|description=A rune to call shockwaves to take your enemies off balance.
|lessons=
|syntax=SKETCH ISAZ ON GROUND
|required=1 Blue Ink, 1 Red Ink
|target=Adventurers
|cooldown=4.00 seconds of balance
|detail=Symbol: Flurry of Lightning Bolts<br>When sketched upon the ground, this rune calls forth a rumbling from the earth to unbalance your enemies.<br>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.
}}


A point to note are the schools of piranha that are located all over the city in deep pools. They serve as [[humgii]]s in the city along with an actual, snarling one who sits with Maric.
{{Skill_detail
|skill=Totems
|description=The symbol of the master of Runelore.
|lessons=
|syntax=CARVE TOTEM<br>SKETCH <rune> ON <totem> ON SLOT <1-6><br>STAND TOTEM<br>SMUDGE <totem> [SLOT 1-6]
|required=
|target=Adventurers
|cooldown=Carve cooldown: 2.00 seconds of balance<br>Stand cooldown: 4.00 seconds of balance<br>Smudge cooldown: 4.00 seconds of balance upon initiation and completion
|detail=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.<br><br>In order to carve a totem, you will require 20 wood commodities, 10 leather commodities, and 2 silver commodities.<br><br>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.<br><br>Runes that you may sketch on totems:<br>Kena, Fehu, Pithakhan, Ingut, Nairat, Tiwaz, Wunjo, Sowulu, Mannaz, Sleizak, Loshre
}}


==Shopping==
{{Skill_detail
Shops are located all over Mhaldor, but the main shops are located in the market district in the lower circle of the city. Rurin’s business has not reached this island and necessities such as inks and even sigils are sold in shops owned by [[Drogo]], the travelling merchant. The quality and durability of said items, however, leave much to be desired. Mhaldor once had a jewellery store in the market district known as Vanity, once run by the seductive [[Emalaith]], it is now open for ownership by adventurers instead. Those with an interest in unique stationery might wish to track down [[Drobund]] and have a look at his wares. Because of Mhaldor’s high population of thieves, one might find rare or unique guild items within certain shops, either on display or for sale. With some luck, if one was robbed, one might actually be able to buy it back here.
|skill=Dagaz
|description=This rune will heal afflictions from you at random.
|lessons=
|syntax=SKETCH DAGAZ ON GROUND
|required=1 Green Ink, 1 Red Ink
|target=Self
|cooldown=5.00 seconds of balance
|detail=Symbol: Rising Sun<br>Use earth magic to cure you of what ails you.
}}


==Dining and Recreation==
{{Skill_detail
Mhaldor proves itself to be a unique and challenging experience for diners providing exotic but somewhat grisly fare at the [[Worm and Grub]]. Those looking for a more exquisite restaurant experience should visit the Ashen Shrike, a fine dining shop interior located in the Circle of Damnation and maintained by the city's Cultural Ministry.
|skill=Gebu
|description=This rune will increase the blunt protection of armour.
|lessons=
|syntax=SKETCH GEBU ON <armour>
|required=1 Gold Ink
|target=
|cooldown=4.00 seconds of balance
|detail=Symbol: Shield<br>Increases the blunt protection of armour.
}}


For those less food-inclined, there is the arena. The [[Colloseum Diabolus]] is one of the more unique [[arenas]] in Sapience with segmented areas joined by a single warp. Those less physically inclined might simply wish to settle down for a round of [[gambling|roulette]] with [[Ardak]] or [[gambling|blackjack]] with [[Lugbrad]], or even a game of [[King's Chess|chess]] or darts while enjoying [[Mhaldor drinks|drinks]] in the common room just a few paces west of the [[Worm and Grub]].
{{Skill_detail
|skill=Gebo
|description=A rune to increase the cutting protection of armour.
|lessons=
|syntax=SKETCH GEBO ON <armour>
|required=1 Gold Ink
|target=
|cooldown=4.00 seconds of balance
|detail=Symbol: Chain<br>Increases the cutting protection of armour.
}}


==Famous Faces==
{{Skill_detail
Information to go here.
|skill=Gular
|description=Drawing on the power of the earth, raise a stone wall.
|lessons=
|syntax=SKETCH GULAR ON GROUND <direction>
|required=1 Red Ink
|target=Room
|cooldown=2.00 seconds of balance
|detail=Symbol: None<br>This rune will cause a wall of stone to rise up from the ground, blocking the progress of all who would travel that way.<br><br>If a stonewall already exists in the specified direction, Gular will instead destroy it. 
}}


[[Category:City-states]]
{{Skill_detail
[[Category:Edit needed]]
|skill=Raido
|description=Summon a spiritual steed to bear you home.
|lessons=
|syntax=SKETCH RAIDO ON GROUND<br>SAY RIDE HOME<br>RAIDO LOCATE<br>RAIDO SEVER
|required=1 Green Ink
|target=Self
|cooldown=10.00 seconds of balance
|detail=Symbol: Horse<br>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.<br><br>RAIDO LOCATE will show the location of your existing raido rune, if any.<br>RAIDO SEVER will remotely smudge your existing raido rune, if any.<br><br>Note: The northern areas only accessible through the wilderness are treated as a separate continent.
}}
 
{{Skill_detail
|skill=Thurisaz
|description=Call forth a spout of molten lava from the earth.
|lessons=
|syntax=SKETCH THURISAZ ON GROUND FOR <target>
|required=1 Blue Ink, 1 Red Ink
|target=Adventurers
|cooldown=3.00 seconds of balance
|detail=Symbol: Volcano<br>When sketched upon the ground, this rune calls forth a spout of molten lava to injure a target. It fades shortly after use.<br><br>It will also prevent rooms that it is sketched in from being flooded for a time. 
}}
 
{{Skill_detail
|skill=Lagua
|description=Further punish your foe.
|lessons=
|syntax=SKETCH LAGUA ON <weapon>
|required=1 Purple Ink
|target=
|cooldown=4.00 seconds of balance
|detail=Symbol: Large Hammer<br>When disemboweling with a runeblade possessing this rune, the damage will be magnified on those suffering internal trauma to a significant degree.<br><br>Alternatively, when sketched on an empowered blunt weapon, that weapon will occasionally inflict a numbing effect upon your opponent's arm.
}}
 
{{Skill_detail
|skill=Hugalaz
|description=Call down a hailstorm around you.
|lessons=
|syntax=SKETCH HUGALAZ ON GROUND<br>SKETCH HUGALAZ ON <weapon>
|required=1 Blue Ink
|target=Adventurers
|cooldown=3.00 seconds of balance
|detail=Symbol: Ball of Ice<br>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.
}}
 
{{Skill_detail
|skill=Truesketch
|description=Sketch more than one rune on the ground.
|lessons=
|syntax=None
|required=
|target=
|cooldown=
|detail=You have mastered the ability to coordinate three separate earth magics within the same space.
}}
 
{{Skill_detail
|skill=Nauthiz
|description=Suck the nourishment from your foes.
|lessons=
|syntax=SKETCH NAUTHIZ ON GROUND
|required=1 Blue Ink, 1 Yellow Ink
|target=Adventurers
|cooldown=4.00 seconds of balance
|detail=This destructive rune will suck the nourishment from your enemies standing in the room.
}}
 
{{Skill_detail
|skill=Mannaz
|description=Return hearing to a victim.
|lessons=
|syntax=SKETCH MANNAZ ON GROUND/<totem>
|required=1 Red Ink
|target=Adventurers
|cooldown=2.00 seconds of balance
|detail=Symbol: Bell<br>Returns hearing to an enemy who enters and sees it. Disappears after one use unless it is on a totem.
}}
 
{{Skill_detail
|skill=Othala
|description=Besiege your enemies with multiple spouts of molten lava.
|lessons=
|syntax=SKETCH OTHALA ON GROUND
|required=5 red Inks
|target=
|cooldown=4.00 seconds of balance
|detail=Symbol: Mountain Range<br>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.
}}
 
{{Skill_detail
|skill=Sleizak
|description=Afflict a foe with the horrible voyria poison.
|lessons=
|syntax=SKETCH SLEIZAK ON GROUND/<totem>
|required=1 Blue Ink
|target=Adventurers
|cooldown=2.00 seconds of balance
|detail=Symbol: Viper<br>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.
}}
 
{{Skill_detail
|skill=Tiwaz
|description=This rune will remove the defenses of your enemies.
|lessons=
|syntax=SKETCH TIWAZ ON GROUND/<totem>
|required=1 Blue Ink, 2 Red Inks
|target=Adventurers
|cooldown=2.00 seconds of balance
|detail=Symbol: Upwards-Pointing Arrow<br>Strips away a defence of any enemy who enters and sees it. It disappears after one use, unless it is on a totem.
}}
 
{{Skill_detail
|skill=Berkana
|description=Provides health regeneration to the bearer.
|lessons=
|syntax=SKETCH BERKANA ON ME/<target>
|required=3 Yellow Inks
|target=Adventurers and self
|cooldown=2.00 seconds of balance
|detail=Symbol: Lion<br>Gives health regeneration to the bearer of the rune.
}}
 
{{Skill_detail
|skill=Nairat
|description=A rune to entangle.
|lessons=
|syntax=SKETCH NAIRAT ON GROUND/<totem>/<weapon>
|required=1 Yellow Ink
|target=Adventurers
|cooldown=2.00 seconds of balance
|detail=Symbol: Butterfly<br>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.<br><br>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.
}}
 
{{Skill_detail
|skill=Eihwaz
|description=A powerful vibration-dampening rune.
|lessons=
|syntax=SKETCH EIHWAZ ON GROUND/<weapon>
|required=1 Blue Ink, 1 Yellow Ink
|target=Adventurers
|cooldown=4.00 seconds of balance
|detail=Symbols: Yew<br>When sketched upon the ground, this rune will dampen non-protected crystalline vibrations.<br><br>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.
}}
 
{{Skill_detail
|skill=Runebinding
|description=Bind your runes to your body.
|lessons=
|syntax=None
|required=
|target=
|cooldown=
|detail=You have reached a high degree of sympathy with earth magic, allowing you to bind runes to your body for longer than ever before.
}}
 
{{Skill_detail
|skill=Laguz
|description=Increased damage to the limbs of your foe.
|lessons=
|syntax=SKETCH LAGUZ ON <weapon>
|required=1 Purple Ink
|target=
|cooldown=4.00 seconds of balance
|detail=Symbol: Long Slim Blade<br>When sketched upon a runeblade, the weapon will deal more damage to a target's limbs.
}}
 
{{Skill_detail
|skill=Runicarmour
|description=Empower armour with the strength of the earth.
|lessons=
|syntax=EMPOWER <armour>
|required=2000 mana
|target=
|cooldown=10.00 seconds of equilibrium
|detail=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.
}}
 
{{Skill_detail
|skill=Runeblades
|description=Runewardens may empower a weapon as a legendary runeblade.
|lessons=
|syntax=EMPOWER <weapon><br>SKETCH PITHAKHAN ON <weapon><br>SKETCH NAIRAT ON <weapon><br>SKETCH EIHWAZ ON <weapon><br>SKETCH HUGALAZ ON <weapon>
|required=2000 mana
|target=Adventurers
|cooldown=10.00 seconds of equilibrium
|detail=With your expert training in Runelore, you can craft any knight's weapon into a powerful Runeblade.<br><br>First sketch Lagul, Lagua, and Laguz upon the blade. Then stand firm upon the earth and EMPOWER the blade.<br><br>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. 
}}
 
{{Skill_detail
|skill=Loshre
|description=Cause an opponent to become afflicted with anorexia.
|lessons=
|syntax=SKETCH LOSHRE ON GROUND/<totem>
|required=1 Blue Ink
|target=Adventurers
|cooldown=2.00 seconds of balance
|detail=Symbol: Apple Core<br>Gives anorexia to those who see it upon entering. Disappears after one use unless it is on a totem.
}}
 
{{Skill_detail
|skill=Implant
|description=Create a bond between your totem and the earth.
|lessons=
|syntax=IMPLANT TOTEM<br>UPROOT TOTEM<br>TUNE <totem> ENEMIES/NONALLIES  (personal totems)<br>TUNE <totem> ENEMIES/NONMEMBERS (organisational totems)
|required=
|target=Room
|cooldown=
|detail=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.<br><br>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.<br><br>This is the only way to clear the ownership on a totem.
}}
 
{{Skill_detail
|skill=Empower
|description=Enable smudge reporting.
|lessons=
|syntax=EMPOWER TOTEM
|required=1000 mana
|target=
|cooldown=5.00 seconds of equilibrium
|detail=With this ability, you may empower any totem to report attempts to smudge any of its runes, or to uproot the totem proper.<br><br>Empowerment has a small chance of fading every Achaean day that passes, after which it will cease reporting and must be re-empowered.
}}
 
{{Skill_detail
|skill=Designate
|description=Arrange clear title and ownership.
|lessons=
|syntax=DESIGNATE <person> AS OWNER OF <totem><br>DESIGNATE ORDER OF <deity> AS OWNER OF <totem><br>DESIGNATE <organisation> AS OWNER OF <totem><br>CLAIM <totem><br>REJECT <totem>
|required=
|target=
|cooldown=3.00 seconds of balance
|detail=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.<br><br>When you designate a totem, its tuning is automatically set against the enemies of the new owner.
}}
 
 
[[Category:Skills]]
[[Category: Edit needed]]

Revision as of 05:18, 13 January 2019

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:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room and self
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Sketch Sketch runes with expert precision.
Syntax: SKETCH RUNE ON <ITEM|GROUND|PERSON>
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers, room, and self
Cooldown: Balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: The art of sketching mystical runes.
Note: {{{note}}}
Kena A rune to inspire fear.
Syntax: SKETCH KENA ON GROUND/<totem>
Required: 1 Red Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Uruz Heal your allies with earth magic.
Syntax: SKETCH URUZ ON GROUND
Required: 1 Blue Ink, 1 Yellow Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 5.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Lightning Bolt
Heals you and your allies.
Note: {{{note}}}
Fehu Causes sleeping urges.
Syntax: SKETCH FEHU ON GROUND/<totem>
Required: 1 Red Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Pithakhan Attack the mental reserves of your enemies.
Syntax: SKETCH PITHAKHAN ON GROUND/<totem>
SKETCH PITHAKHAN ON <weapon>
Required: 1 Red Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Jera A rune to increase the vitality of the bearer.
Syntax: SKETCH JERA ON ME/<target>
Required: 1 Purple Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Mighty Oak
While the rune lasts, this will increase the bearer's strength and constitution by 1.
Note: {{{note}}}
Inguz A rune with the ability to paralyse.
Syntax: SKETCH INGUZ ON GROUND/<totem>
Required: 1 Red Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Stickman
Paralyses an enemy who enters and sees it. Disappears after one use unless it is on a totem.
Note: {{{note}}}
Wunjo Upon encountering this, an enemy's sight will be returned.
Syntax: SKETCH WUNJO ON GROUND/<totem>
Required: 1 Red Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Open Eye
Returns sight to an enemy who encounters it.
Note: {{{note}}}
Lagul Add an element of bleeding to your strategem.
Syntax: SKETCH LAGUL ON <weapon>
Required: 1 Purple Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Dirk
A runeblade possessing this rune will inflict more bleeding when striking an enemy.
Note: {{{note}}}
Sowulu Damages the health of enemies.
Syntax: SKETCH SOWULU ON GROUND/<totem>
Required: 1 Red Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Algiz A rune of protection from damage.
Syntax: SKETCH ALGIZ ON ME/<target>
Required: 1 Green Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: As long as it lasts, this grants a reduction by 10% of all damage types to the adventurer.
Note: {{{note}}}
Isaz A rune to call shockwaves to take your enemies off balance.
Syntax: SKETCH ISAZ ON GROUND
Required: 1 Blue Ink, 1 Red Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
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:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
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
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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
Note: {{{note}}}
Dagaz This rune will heal afflictions from you at random.
Syntax: SKETCH DAGAZ ON GROUND
Required: 1 Green Ink, 1 Red Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 5.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Rising Sun
Use earth magic to cure you of what ails you.
Note: {{{note}}}
Gebu This rune will increase the blunt protection of armour.
Syntax: SKETCH GEBU ON <armour>
Required: 1 Gold Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Shield
Increases the blunt protection of armour.
Note: {{{note}}}
Gebo A rune to increase the cutting protection of armour.
Syntax: SKETCH GEBO ON <armour>
Required: 1 Gold Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Chain
Increases the cutting protection of armour.
Note: {{{note}}}
Gular Drawing on the power of the earth, raise a stone wall.
Syntax: SKETCH GULAR ON GROUND <direction>
Required: 1 Red Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
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
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Self
Cooldown: 10.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
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
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Lagua Further punish your foe.
Syntax: SKETCH LAGUA ON <weapon>
Required: 1 Purple Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Hugalaz Call down a hailstorm around you.
Syntax: SKETCH HUGALAZ ON GROUND
SKETCH HUGALAZ ON <weapon>
Required: 1 Blue Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 3.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Truesketch Sketch more than one rune on the ground.
Syntax: None
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: You have mastered the ability to coordinate three separate earth magics within the same space.
Note: {{{note}}}
Nauthiz Suck the nourishment from your foes.
Syntax: SKETCH NAUTHIZ ON GROUND
Required: 1 Blue Ink, 1 Yellow Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: This destructive rune will suck the nourishment from your enemies standing in the room.
Note: {{{note}}}
Mannaz Return hearing to a victim.
Syntax: SKETCH MANNAZ ON GROUND/<totem>
Required: 1 Red Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Bell
Returns hearing to an enemy who enters and sees it. Disappears after one use unless it is on a totem.
Note: {{{note}}}
Othala Besiege your enemies with multiple spouts of molten lava.
Syntax: SKETCH OTHALA ON GROUND
Required: 5 red Inks
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Sleizak Afflict a foe with the horrible voyria poison.
Syntax: SKETCH SLEIZAK ON GROUND/<totem>
Required: 1 Blue Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Tiwaz This rune will remove the defenses of your enemies.
Syntax: SKETCH TIWAZ ON GROUND/<totem>
Required: 1 Blue Ink, 2 Red Inks
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Berkana Provides health regeneration to the bearer.
Syntax: SKETCH BERKANA ON ME/<target>
Required: 3 Yellow Inks
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers and self
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Lion
Gives health regeneration to the bearer of the rune.
Note: {{{note}}}
Nairat A rune to entangle.
Syntax: SKETCH NAIRAT ON GROUND/<totem>/<weapon>
Required: 1 Yellow Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Eihwaz A powerful vibration-dampening rune.
Syntax: SKETCH EIHWAZ ON GROUND/<weapon>
Required: 1 Blue Ink, 1 Yellow Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Runebinding Bind your runes to your body.
Syntax: None
Required:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Laguz Increased damage to the limbs of your foe.
Syntax: SKETCH LAGUZ ON <weapon>
Required: 1 Purple Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 4.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Long Slim Blade
When sketched upon a runeblade, the weapon will deal more damage to a target's limbs.
Note: {{{note}}}
Runicarmour Empower armour with the strength of the earth.
Syntax: EMPOWER <armour>
Required: 2000 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 10.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
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
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 10.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
Loshre Cause an opponent to become afflicted with anorexia.
Syntax: SKETCH LOSHRE ON GROUND/<totem>
Required: 1 Blue Ink
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Adventurers
Cooldown: 2.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
Details: Symbol: Apple Core
Gives anorexia to those who see it upon entering. Disappears after one use unless it is on a totem.
Note: {{{note}}}
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:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against: Room
Cooldown:
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.

Note: {{{note}}}
Empower Enable smudge reporting.
Syntax: EMPOWER TOTEM
Required: 1000 mana
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 5.00 seconds of equilibrium
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}
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:
Channels: {{{channels}}}
Shapes: {{{shapes}}}
Transitions: {{{transitions}}}
Attacks: {{{attacks}}}
Works against:
Cooldown: 3.00 seconds of balance
Attune Effect: {{{attune}}}
Symbol: {{{symbol}}}
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.
Note: {{{note}}}