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Is runecrafting busted in 2.3.5?

Posted: Sat Oct 10, 2009 7:33 pm
by BlackFlame
I've seen references to runecrafting being broken in 2.2.7 on the wiki, but I'm wondering if that's still the case in 2.3.5? I like the idea, so I'd like to try it out if it's working.

Failing that, is it possibly fixed in the "Theme" module? I was going to check that out, and fixed runecrafting would just give me one more reason to.

Posted: Sat Oct 10, 2009 8:49 pm
by Yottle
AFAIK, runecrafting is broken everywhere. I have never tried it. I am not sure what is broken, since people talk about using it.

If you want to experiment, put only 1 point into it. Apparently you get no benefit from more than that.

Posted: Sat Oct 10, 2009 11:22 pm
by overtrix
It's been smartened up a lot somewhere, but can't remember where - you get information on the return for your mana, and feel sure I recall that investing in Runecraft does sensible things like reduce fail rate - is it maybe in FuryMod ?

Is brilliant fun in ToME, yes with the 1 skill point, especially for a mage brimming over with spell power :)

Posted: Sun Oct 11, 2009 6:06 pm
by elcugo
AFAIK Investing in runecraft only increases the mana use. Yes that's all it does. Putting a single point on runecraft is all you need or want.

There's little chance that it will be fixed in the 2.x series, but it's going to be fixed on Tome 3.