New class: Runesmith
Posted: Sun Nov 21, 2010 3:42 pm
My mind was wandering off with the new runes and infusions thing, so I thought up a new class:
The Runesmith
Important stats: Magic and Willpower, (strenght)
Skill trees open at character birth:
Technique: Weapons and shield (x2), Cunning: Survival, Technique: Combat training, Technique: Runebearing, Spell: Fire.
Skill trees not available at birth, but available to spend a category point on: Technique: Runesmithing, Technique: Superiority, Technique: Field control, Cunning: Packing.
These are the new class techniques I came up with. Some nescessary explanation follows below them.
Technique: Runebearing (class)
Main stat: Willpower
- Runebearing: each level in this skill allows the user to equip two more runic items (starting with 1 item at level 1).
The class gets 1 point in this skill at birth.
- Runic offense: Each level in this skill allows the user to wield runic weapons of better quality material (1=steel, 5 =best material available)
- Runic Defense: Each level in this skill allows the user to wear runic armor of better quality material
- Attunement: Each level in this skill reduces the cooldown penalty applied to runic items (level 1= 8 x base, level 2= 6 x base, level 3= 4 x base, level 4 = 2 x base, level 5 = base). At level 5, you do not suffer any more permanent mana damage when empowering an item.
Technique: Runesmithing (class)
Main stat: Magic
- Empower: allows the user to craft a rune into an item. At level 1, can empower weapons. At level 2, can empower shields, at level 3, can empower helmets, gauntlets, and boots, at level 4, can empower armor, at level 5, can empower tools and jewelry.
- Metallurgy: Allows the user to empower higher quality metals. Level 1 = steel (that's the one coming after iron, right?), level 5 = best quality metal. At level 3, allows the user to empower ego items, at level 5, allows the user to empower double-ego items.
- Reforge weapon: With this skill, you are allowed to (have the RNG) reroll the damage and AP values for a weapon. It also has a small chance to brand a weapon with one of the elements. Chance to brand increases with skill level. At level 5, chance of the weapon gaining a 2nd, random ego apart from the branding.
- Reforge armor: With this skill, you can improve a piece of armor or a shield, by adding a random resist to it. Chance improves with level. At level 5, chance to add an immunity, instead of a resist to the armor/shield.
Okay, I will try to explain, how I imagine this class should work.
What exactly are runic items?
- unsurprisingly, these are items that have been empowered with a rune/infusion.
Only items made out of metal can be empowered. The exception to this are rings and amulets, which can be empowered regardless of material.
- runic items can be randomly generated in the dungeons (rare), but only a character with the runebearing skill can wear them.
- when your character wields a runic item, it gains the use of the ability, just as it would have when he had applied the rune/infusion to it's body. However, the cooldown time for the ability is 10 times longer than the cooldown time for a tattood rune/infusion. This cooldown penalty can be reduced, and ultimately negated by the Attunement skill.
How does this runesmithing thing actually work?
- Once you have the required skills, your character can either reforge items, or empower items.
-Reforging an item drains all your mana and fatigue. Be advised to only forge in a safe spot.
-Empowerment is a *very* intensive process, in which the smith bonds some of his own magical power with the item he empowers, to bind the rune to it. Therefore, each time the runesmith empowers an item, apart from being drained of all mana and fatigue, he loses 3 mana points, permanently. This is ultimately negated by getting Attunement skill to level 5.
- With the right amount of Metallurgy skill, ego, and double-ego items can be empowered. Note however, that this does not apply to reforging items. Ego, and double ego items can never be reforged. That would make reforge-scumming for the right combination of ego's/resists too easy.
- There is no way to extract a rune from an empowered item. The process is permanent.
As you might have noticed, the character starts out without the ability to craft any runic items, but with the ability to wield one (through the one point in the runebearing skill at birth). In my opinion, this class should start out with one runic item at birth, possibly from a predefined, restricted list of runes/infusions (to prevent the luck factor creating too strong a character at birth). Runic items can be randomly generated in the dungeons, but only a character with the runebearing skill can wear them.
Also, you might have noticed that the Metallurgy, Runic offense, and Runic Defense skills start at 'steel' at level 1 (or whatever metal comes after iron). I thought it would be too harsh, to make the player wait with equipping his birth item, or with empowering his first item, after getting his first point in the Empower skill, because he is not allowed to work iron yet
I am not entirely sure how many types of metal there are in the game at this moment. 6 would be sweet, that would make things easy here.
At first glance, the Runebearing skill might seem overpowered, granting the user the ability to wear 9 runic items at level 5.
However, to be able to create something other than weapons, you need points in Empower as well.
Oh, I thought a Runesmith would not be complete without access to the fire school of magic, hence Spell: Fire at birth.
I think this could be a very fun class to play.
EDIT: the runebearing skill could be offered on a new (escort?) quest, so non-runesmith characters have a choice of being able to wear a runic item, should they be lucky enough to find a good one.
The Runesmith
Important stats: Magic and Willpower, (strenght)
Skill trees open at character birth:
Technique: Weapons and shield (x2), Cunning: Survival, Technique: Combat training, Technique: Runebearing, Spell: Fire.
Skill trees not available at birth, but available to spend a category point on: Technique: Runesmithing, Technique: Superiority, Technique: Field control, Cunning: Packing.
These are the new class techniques I came up with. Some nescessary explanation follows below them.
Technique: Runebearing (class)
Main stat: Willpower
- Runebearing: each level in this skill allows the user to equip two more runic items (starting with 1 item at level 1).
The class gets 1 point in this skill at birth.
- Runic offense: Each level in this skill allows the user to wield runic weapons of better quality material (1=steel, 5 =best material available)
- Runic Defense: Each level in this skill allows the user to wear runic armor of better quality material
- Attunement: Each level in this skill reduces the cooldown penalty applied to runic items (level 1= 8 x base, level 2= 6 x base, level 3= 4 x base, level 4 = 2 x base, level 5 = base). At level 5, you do not suffer any more permanent mana damage when empowering an item.
Technique: Runesmithing (class)
Main stat: Magic
- Empower: allows the user to craft a rune into an item. At level 1, can empower weapons. At level 2, can empower shields, at level 3, can empower helmets, gauntlets, and boots, at level 4, can empower armor, at level 5, can empower tools and jewelry.
- Metallurgy: Allows the user to empower higher quality metals. Level 1 = steel (that's the one coming after iron, right?), level 5 = best quality metal. At level 3, allows the user to empower ego items, at level 5, allows the user to empower double-ego items.
- Reforge weapon: With this skill, you are allowed to (have the RNG) reroll the damage and AP values for a weapon. It also has a small chance to brand a weapon with one of the elements. Chance to brand increases with skill level. At level 5, chance of the weapon gaining a 2nd, random ego apart from the branding.
- Reforge armor: With this skill, you can improve a piece of armor or a shield, by adding a random resist to it. Chance improves with level. At level 5, chance to add an immunity, instead of a resist to the armor/shield.
Okay, I will try to explain, how I imagine this class should work.
What exactly are runic items?
- unsurprisingly, these are items that have been empowered with a rune/infusion.
Only items made out of metal can be empowered. The exception to this are rings and amulets, which can be empowered regardless of material.
- runic items can be randomly generated in the dungeons (rare), but only a character with the runebearing skill can wear them.
- when your character wields a runic item, it gains the use of the ability, just as it would have when he had applied the rune/infusion to it's body. However, the cooldown time for the ability is 10 times longer than the cooldown time for a tattood rune/infusion. This cooldown penalty can be reduced, and ultimately negated by the Attunement skill.
How does this runesmithing thing actually work?
- Once you have the required skills, your character can either reforge items, or empower items.
-Reforging an item drains all your mana and fatigue. Be advised to only forge in a safe spot.
-Empowerment is a *very* intensive process, in which the smith bonds some of his own magical power with the item he empowers, to bind the rune to it. Therefore, each time the runesmith empowers an item, apart from being drained of all mana and fatigue, he loses 3 mana points, permanently. This is ultimately negated by getting Attunement skill to level 5.
- With the right amount of Metallurgy skill, ego, and double-ego items can be empowered. Note however, that this does not apply to reforging items. Ego, and double ego items can never be reforged. That would make reforge-scumming for the right combination of ego's/resists too easy.
- There is no way to extract a rune from an empowered item. The process is permanent.
As you might have noticed, the character starts out without the ability to craft any runic items, but with the ability to wield one (through the one point in the runebearing skill at birth). In my opinion, this class should start out with one runic item at birth, possibly from a predefined, restricted list of runes/infusions (to prevent the luck factor creating too strong a character at birth). Runic items can be randomly generated in the dungeons, but only a character with the runebearing skill can wear them.
Also, you might have noticed that the Metallurgy, Runic offense, and Runic Defense skills start at 'steel' at level 1 (or whatever metal comes after iron). I thought it would be too harsh, to make the player wait with equipping his birth item, or with empowering his first item, after getting his first point in the Empower skill, because he is not allowed to work iron yet

I am not entirely sure how many types of metal there are in the game at this moment. 6 would be sweet, that would make things easy here.
At first glance, the Runebearing skill might seem overpowered, granting the user the ability to wear 9 runic items at level 5.
However, to be able to create something other than weapons, you need points in Empower as well.
Oh, I thought a Runesmith would not be complete without access to the fire school of magic, hence Spell: Fire at birth.
I think this could be a very fun class to play.
EDIT: the runebearing skill could be offered on a new (escort?) quest, so non-runesmith characters have a choice of being able to wear a runic item, should they be lucky enough to find a good one.