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Runesmith

Runesmiths of Algoron

All Dwarfs have a strong mistrust towards magic, but this does not mean that over the centuries they have not learned how to use it in various ways. Although most are unable to cast proper incantations in the form of spells, the Dwarfs have mastered the art of endowing everyday items with arcane powers by means of magical runes. Dwarven weaponsmiths and artificers have acquired unsurpassed skills when it comes to making magic weapons and armour, but the guild of the Runesmiths has brought the use of runes one step ahead, for they have managed to channel the power of runic magic into runestaffs, allowing them to actually cast spells in a similar way to wizards of other races.

This form of magic was given to the Dwarves of Wargar by Cliath, whom was severly wounded by Deathmeer the Abhorrant. Cliath wanted the Dwarves to lead the charge against Malachive and the Abhorrants and thus entrusted the power of runes to Hill and Mountain Dwarves. Only clerics of Cliath may learn the ways of the Runesmith.

Cliath does not allow Runesmiths outside of Wargar, with the exception of retired Dwarves who restire to Thaxanos.

Who Can Be a Runesmith: Hill or Mountain Dwarves only

Must be a follower of Cliath and a Cleric

Prime Attribute:WisdomSecondary Attribute:Intelligence
Hit Points per Level:8 - 12Skill Adept:75%
Magic:Full spellcaster; not affected by the moons
Currently Played:16

Armor

Runesmiths can only wear cloth armor, and can use shields.

Armor TypeRunesmithNotes
ClothYesWearable by every class
LeatherNoToo abrasive for mages and other pure spellcasters
Studded LeatherNoToo heavy for many clerics, bards and stealth classes
ChainNoToo heavy or noisy for most stealth and spellcasting classes
PlateNoOnly warriors and a few warrior-type reclasses can wear plate

Experience by Race

How much experience a runesmith of each race needs per level compared to normal (100%); higher means slower leveling. Which races may actually become a runesmith is listed under Becoming a Runesmith below.

RaceExperience
Human100%
Goblin100%
Deep Gnome100%
Shalonesti Elf100%
Half Elf100%
Dark Elf100%
Wild Elf100%
Hill Dwarf100%
Mountain Dwarf100%
Kender100%
Ogre100%
Giant Ogre100%
Half Ogre100%
Minotaur100%
Yinn100%
Dark Dwarf100%
Tinker Gnome100%
Sea Elf100%
Felar100%
Wemic100%
Bugbear100%
Hobgoblin100%
Mul150%
Limited Races
Gully Dwarf100%
Centaur100%
Ariel100%
Pixie100%
Bakali100%
Troll100%
Orc100%
Arboren100%
Lagodae100%
Lepori100%

Skills & Spells

Free at Creation

Every runesmith starts with these, at no creation point cost.

LevelSkill
1Dig
1Recall
1Scrolls
1Staff
1Staves
1Swim
1Wands

Runesmith Default Package (40 creation points)

Taking the default package at creation gives you all of the following:

LevelSkill
1Shield Block
5Meditation
5Runestaff
10Courage
18Damned
23Parry
25Spell Eating
29Fortitude
32Cliaths Hammer
33Breaking
37Furnace
39Iron Grip
41Sure Striking
49Destruction
51Runehammer

Spell groups: Enhancement, Protective, Transportation, Weather, Benedictions (see Spell Groups below)

Skills

Skills a runesmith can learn individually. Cost is in creation points at creation; after creation, skills are gained from your guildmaster for twice that many trains.

LevelSkillCostIn Default
1Mace3
1Shield Block4Yes
5Meditation4Yes
5Runestaff1Yes
8Haggle5
8Peek5
10Lore3
17Fast Healing11
18Riding10
20Alchemy2
20Scribe2
21Dodge12
23Parry8Yes
25Pick Lock8
25Spell Eating1Yes
26Hand to Hand8
32Second Attack10
43Blind Fighting12
45Enhanced Damage12
51Runehammer1Yes

Skill Groups

Runesmithing (4 cp): Courage, Damned, Spell Eating, Fortitude, Cliaths Hammer, Breaking, Furnace, Iron Grip, Sure Striking, Destruction

Spell Groups

Runesmiths cannot buy spells one at a time; spells come in groups. Each group lists the level at which a runesmith can cast each spell.

GroupCostIn DefaultSpells (level)
Combat8Magic Missile (1), Chill Touch (4), Burning Hands (7), Shocking Grasp (10), Color Spray (16), Blizzra (22), Fireball (22), Acid Blast (28), Chain Lightning (33)
Creation4Floating Disc (4), Continual Light (6), Create Water (8), Illumination (9), Create Food (10), Create Holy Symbol (10), Create Tree (10), Create Spring (14), Create Rose (16)
Detection8Detect Magic (2), Detect Invis (3), Locate Object (9), Detect Evil (11), Detect Good (11), Know Alignment (12), Farsight (14), Detect Hidden (15), Detect Poison (15), Identify (15), Know Languages (45)
Enchantment10Recharge (9), Fireproof (13), Enchant Armor (16), Enchant Weapon (17)
Enhancement7YesRefresh (8), Infravision (9), Giant Strength (11), Light Foot (18), Haste (21), Water Breathing (29)
Illusion8Ventriloquate (1), Invisibility (5), Mass Invis (22), Self Projection (22)
Maladictions9Weaken (11), Blindness (12), Poison (17), Curse (18), Energy Drain (19), Plague (23), Slow (33), Change Sex (42)
Protective6YesArmor (7), Protection Evil (12), Protection Good (12), Protection Neutral (12), Fireproof (13), Dispel Magic (16), Proximity Dispel (16), Cancellation (18), Shield (20), Stone Skin (25), Sanctuary (36)
Transportation6YesFly (10), Word of Recall (10), Teleport (13), Pass Door (24), Summon (24), Gate (27), Waypoint (31), Portal (35), Nexus (40)
Weather6YesFaerie Fire (6), Lightning Bolt (13), Faerie Fog (14), Control Weather (15), Call Lightning (26), Tornado (40), Dispel Fog (43), Fog (43)

Racial Skills

Only runesmiths of the listed race receive these.

LevelSkillRace
1TauntKender
15RootveinArboren
19SharpenHill & Mountain Dwarf
20Bunny HopLagodae, Lepori
20HoofCentaur
20Pixie DustPixie
20ScreechAriel
20Viper BiteBakali
25DeeprootArboren

Becoming a Runesmith

Base class: Cleric only.

Clan: Wargar.

Requirements:

  • Must be level 51
  • Race: Hill or Mountain Dwarves
  • Must follow Cliath
  • Wargar only
  • Granted by a clan leader

A character may reclass only once. See help reclass in the game for full details.

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