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magic_system [2025/06/18 18:57] – [Rune Magic] bunnymagic_system [2025/06/22 16:11] (current) bunny
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 **Arcane Incantation** is crucial in determining scaling for spells that utilize it. Essentially, this skill forms the lion’s share of the raw power behind spells, though not all spells scale or are governed by INT score. **Arcane Incantation** is crucial in determining scaling for spells that utilize it. Essentially, this skill forms the lion’s share of the raw power behind spells, though not all spells scale or are governed by INT score.
  
-| SPOILER: Arcane Incantation will raise passively alongside other magic skills. Damage scaling for spells is primarily based on Arcane Incantation, followed by Spell Damage Increase (SDI) on gear or via spells, caster’s INT value and Arcane Linguistics skill. |+-->Spoiler# 
 +<fc #ffffff>SPOILER: Arcane Incantation will raise passively alongside other magic skills. Damage scaling for spells is primarily based on Arcane Incantation, followed by Spell Damage Increase (SDI) on gear or via spells, caster’s INT value and Arcane Linguistics skill.</fc> | 
 + 
 +<--
  
 **Arcane Linguistics** serves several purposes: **Arcane Linguistics** serves several purposes:
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 Arcane Linguistics directly determines how many Power Words a character can learn. Note that you do not need 100% to learn every word, and your character may not need to know every word to begin with! Arcane Linguistics directly determines how many Power Words a character can learn. Note that you do not need 100% to learn every word, and your character may not need to know every word to begin with!
 +-
  
-| SPOILER: A new Power Word can be learnt every 2.5% skill in Arcane Linguistics. |+-->Spoiler# 
 +<fc #ffffff>SPOILER: A new Power Word can be learnt every 2.5% skill in Arcane Linguistics.</fc> | 
 + 
 +<--
  
 Arcane Linguistics determines whether you understand mantras spoken around you (if you do not, all you will see are runes) and whether others can understand your mantras as you speak them. Arcane Linguistics determines whether you understand mantras spoken around you (if you do not, all you will see are runes) and whether others can understand your mantras as you speak them.
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 Abilities within Arcane Linguistics also determine the potency of your whispered or yelled spells. Abilities within Arcane Linguistics also determine the potency of your whispered or yelled spells.
  
-| SPOILER: Arcane Linguistics can be raised by two methods. First, by deciphering Power Words scrolls. And secondly, you can gain it by casting spells up to 20 skill points above minimum arcana skill requirement. By taking Focused Whispering/Yelling abilities, you can extend this gain window to 40 skill points above the minimum required arcana skill. |+-->Spoiler# 
 +<fc #ffffff>SPOILER: Arcane Linguistics can be raised by two methods. First, by deciphering Power Words scrolls. And secondly, you can gain it by casting spells up to 20 skill points above minimum arcana skill requirement. By taking Focused Whispering/Yelling abilities, you can extend this gain window to 40 skill points above the minimum required arcana skill.</fc> | 
 + 
 +<--
  
 //“Speaking to a man, you reach his mind; speak his language and you’ve been heard by his heart. I would be remiss if I could not do the same with the progenitors of our existence.” - Selwyn Tadhg// //“Speaking to a man, you reach his mind; speak his language and you’ve been heard by his heart. I would be remiss if I could not do the same with the progenitors of our existence.” - Selwyn Tadhg//
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 The role of **Meditation** has been revamped. Mana regeneration is now linked to the character’s INT value. One can still actively meditate using [meditate command. The role of **Meditation** has been revamped. Mana regeneration is now linked to the character’s INT value. One can still actively meditate using [meditate command.
  
-| SPOILER: Mana regeneration scales as follows:10 INT 1 mana in 7 seconds50 INT 5 mana in 7 seconds100 INT 11 mana in 7 seconds125 INT 13 mana in 7 seconds150 INT 16 mana in 7 seconds |+-->Spoiler# 
 +<fc #ffffff>SPOILER: Mana regeneration scales as follows:10 INT 1 mana in 7 seconds50 INT 5 mana in 7 seconds100 INT 11 mana in 7 seconds125 INT 13 mana in 7 seconds150 INT 16 mana in 7 seconds</fc> | 
 + 
 +<--
  
 The spells are sorted in different Arcanas. Each Arcana has around 50 spells, a mix of direct and AoE damage spells, healing and summoning spells along with utility ones. The spells are sorted in different Arcanas. Each Arcana has around 50 spells, a mix of direct and AoE damage spells, healing and summoning spells along with utility ones.
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 As a result, a mage can have one, two, or three Arcanas. All are to be useful in their own way, while none is the be-all and end-all. As a result, a mage can have one, two, or three Arcanas. All are to be useful in their own way, while none is the be-all and end-all.
  
-| SPOILER: You gain skill in Arcanas by casting ever more complicated spells. The calculation takes the required skill of a spell and creates a range in which the arcanist can gain skill by casting that particular spell. For example, a 55 required skill spell will have the failure/success rate actually from 50 to 95. Once you get to 55 skill, you can attempt to cast the spell with a very low success rate, and at 95 skill you will always cast it without fizzling (and also stop gaining). |+-->Spoiler# 
 +|<fc #ffffff> SPOILER: You gain skill in Arcanas by casting ever more complicated spells. The calculation takes the required skill of a spell and creates a range in which the arcanist can gain skill by casting that particular spell. For example, a 55 required skill spell will have the failure/success rate actually from 50 to 95. Once you get to 55 skill, you can attempt to cast the spell with a very low success rate, and at 95 skill you will always cast it without fizzling (and also stop gaining).</fc> | 
 + 
 +<--
  
 \\ \\
  
-| SPOILER: It is also possible to go for so-called “super enchanter” template. The success rate and potency of enchanting are based on the sum of the Arcanas. One could theoretically cast only spells from General and Archmagic (that do not conflict with the other three Arcanas) and simply invest animus to raise the other three without the penalty. |+-->Spoiler# 
 +<fc #ffffff>SPOILER: It is also possible to go for so-called “super enchanter” template. The success rate and potency of enchanting are based on the sum of the Arcanas. One could theoretically cast only spells from General and Archmagic (that do not conflict with the other three Arcanas) and simply invest animus to raise the other three without the penalty.</fc> | 
 + 
 +<--
  
 {{ :3.jpg?nolink }} {{ :3.jpg?nolink }}
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 \\ \\
  
-| SPOILER: 45 skill% in Alchemy is needed for a 100% success chance on grinding reagents, which is especially crucial for rare ingredients, such as gems. |+-->Spoiler# 
 +<fc #ffffff>SPOILER: 45 skill% in Alchemy is needed for a 100% success chance on grinding reagents, which is especially crucial for rare ingredients, such as gems.</fc> | 
 + 
 +<--
  
 **Horticulture** offers some means of gathering a set of spellcraft reagents, namely those harvested from the wild such as Wyrm’s Heart. It also lets you gather the wood that an artisan can turn into paper and scrolls. Note that you can also acquire paper by simply using scissors on a book - the outcome of this is dependent on your skill in Artisanry. **Horticulture** offers some means of gathering a set of spellcraft reagents, namely those harvested from the wild such as Wyrm’s Heart. It also lets you gather the wood that an artisan can turn into paper and scrolls. Note that you can also acquire paper by simply using scissors on a book - the outcome of this is dependent on your skill in Artisanry.
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 **Geology** allows gathering of precious gems that are used in crafting of Power Words and runes for enchanting and rune magic. Gems and other crafting-related materials are found as a secondary resource while mining underground. **Geology** allows gathering of precious gems that are used in crafting of Power Words and runes for enchanting and rune magic. Gems and other crafting-related materials are found as a secondary resource while mining underground.
  
-| SPOILER: Rather high skill in Geology is required to be successful (70+). |+-->Spoiler# 
 +<fc #ffffff>SPOILER: Rather high skill in Geology is required to be successful (70+).</fc> | 
 + 
 +<--
  
 **Agriculture** offers some means of gathering another set of spellcraft reagents, namely those grown and harvested, such as Black Pearl and Bloodmoss. **Agriculture** offers some means of gathering another set of spellcraft reagents, namely those grown and harvested, such as Black Pearl and Bloodmoss.
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 **Skinning** can be used to skin a variety of creatures and monsters that yield special resources needed for spellcraft. **Skinning** can be used to skin a variety of creatures and monsters that yield special resources needed for spellcraft.
  
-| SPOILER: Success chance of extracting those resources is low even at higher skill levels. It is best to combine it with leather gathering for leather armor (which has no penalties regarding mana regeneration). |+-->Spoiler# 
 +<fc #ffffff>SPOILER: Success chance of extracting those resources is low even at higher skill levels. It is best to combine it with leather gathering for leather armor (which has no penalties regarding mana regeneration).</fc> |
  
 +<--
  
 \\ \\
- 
-| \\ | **Reagent** | **Where to get it** | 
-| **Agilitas** | Bat Wing | Skinning, bats | 
-| **Anima** | Star Saphire | Mining, rare secondary in caves | 
-| **Avium** | Fertile Dirt | Mining, Ant hilly, secondary | 
-| **Contego** | Pig Iron | Mining, common secondary in caves | 
-| **Creatura** | Afflicted Blood | Skinning, Undead | 
-| **Cutis** | Diamond Dust | Mining, rare secondary in caves | 
-| **Divinus** | Blood | Skinning | 
-| **Doctrina** | Eye of Newt | Skinning, Snakes and lizards | 
-| **Dolor** | Human Bile | Skinning, Undead | 
-| **Facio** | Garlic | Agriculture | 
-| **Fel** | Nightshade | Agriculture | 
-| **Flamma** | Sulfurous Ash | Mining, cavern | 
-| **Fulmen** | Bone | Skinning | 
-| **Indo** | Amber Dust | Horticulture, Ash, Oak and Yew trees | 
-| **Ingens** | Tourmaline Dust | Mining, rare secondary in caves | 
-| **Invito** | Daemons Bone | Skinning, undead | 
-| **Ipsum** | Mandrake | Agriculture, around graveyards | 
-| **Labes** | Brimstone | Mining | 
-| **Libero** | Emerald | Mining, rare secondary in caves | 
-| **Locus** | Spidersilk | Drop, spiders | 
-| **Lux** | Ruby | Mining, rare secondary in caves | 
-| **Magus** | Blackrock | Mining, cavern | 
-| **Mors** | Nox Crystal | Cooking | 
-| **Motus** | Bloodmoss | Agriculture | 
-| **Mutatio** | Bloodspawn | Mushroom | 
-| **Nox** | Saphire Dust | Mining, rare secondary in caves | 
-| **Noxa** | Serpent’s Scale | Skinning, Snakes and lizards | 
-| **Parvos** | Amethyst Dust | Mining, rare secondary in caves | 
-| **Pavor** | Executioner Cap | Mushroom | 
-| **Putesco** | Grave Dust | \\ | 
-| **Renuo** | Blackmoor | Mining | 
-| **Res** | Ginseng | Agriculture | 
-| **Robus** | Citrine Dust | Mining, rare secondary in caves | 
-| **Tempus** | Pumice | Mining, common secondary in caves | 
-| **Tollo** | Dead Wood | Horticulture, rare secondary on trees | 
-| **Umbra** | Obsidian | Mining | 
-| **Ventus** | Blackpearl | Agriculture | 
-| **Vita** | Wyrms Heart | Horticulture, rare secondary on white lillies | 
  
 **Arcane Resistance** is not mage specific, but equally worth mentioning. This skill protects against “control” type spells, by way of a direct comparison between the offender’s Arcana skill and the target’s Resistance skill. It is possible to reduce these spells down to 0%, completely passively! Arcane Resist also offers some protection from magic damage, though this aspect of the skill is dependent, in part, on your intelligence score. **Arcane Resistance** is not mage specific, but equally worth mentioning. This skill protects against “control” type spells, by way of a direct comparison between the offender’s Arcana skill and the target’s Resistance skill. It is possible to reduce these spells down to 0%, completely passively! Arcane Resist also offers some protection from magic damage, though this aspect of the skill is dependent, in part, on your intelligence score.
  
-| SPOILER: It reduces the spell damage for INT/10. At 150 INT, it will reduce each direct spell by -15 damage. |+-->Spoiler# 
 +<fc #ffffff>SPOILER: It reduces the spell damage for INT/10. At 150 INT, it will reduce each direct spell by -15 damage.</fc> | 
 + 
 +<--
  
 ====== Casting Spells ====== ====== Casting Spells ======
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 The easiest way to attempt to cast a spell is to double click its spell scroll - you pretty much **never** want to do this, as it consumes the precious scroll. You will want a spellbook (you start with one as a mage, and more are made through Artisanry – books can be converted to spellbooks by [CreateSpellbook command.) that you have bound to your character by clicking it and selecting “Bind”. Then, click the mantra scroll only once, and choose to add it to your book. Now, casting it will not »use up« the mantra - it is there to stay unless you lose the book. The easiest way to attempt to cast a spell is to double click its spell scroll - you pretty much **never** want to do this, as it consumes the precious scroll. You will want a spellbook (you start with one as a mage, and more are made through Artisanry – books can be converted to spellbooks by [CreateSpellbook command.) that you have bound to your character by clicking it and selecting “Bind”. Then, click the mantra scroll only once, and choose to add it to your book. Now, casting it will not »use up« the mantra - it is there to stay unless you lose the book.
  
-| SPOILER: When a spellbook is created, it has a chance to be crafted with certain properties, based on the maker’s skill in General Arcana. At 120 General, up to 3 bonuses can be applied. Bonuses are:Bonus IntBonus ManaCast SpeedCast RecoverySpell DamageRegen ManaLower Mana CostSkills:General ArcanaPaganistic ArcanaArchmagic ArcanaDiabolismDivine ArcanaArcane IncantationMagic Resist |+-->Spoiler# 
 +|<fc #ffffff> SPOILER: When a spellbook is created, it has a chance to be crafted with certain properties, based on the maker’s skill in General Arcana. At 120 General, up to 3 bonuses can be applied. **Bonuses are:**Bonus Int, Bonus Mana, Cast Speed. Cast Recovery, Spell Damage, Regen Mana, Lower Mana Cost, **Skills:** General Arcana, Paganistic Arcana, Archmagic Arcana, Diabolism, Divine Arcana, Arcane Incantation, Magic Resist</fc> | 
 + 
 +<--
  
 {{ :5a.png?nolink }} {{ :5a.png?nolink }}
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 {{ :6.png?nolink }} {{ :6.png?nolink }}
  
-| SPOILER: General Arcana holds most utility spells, some of which are linked to the actual skills and associated feats. You still need to raise those skills normally in order to buy the perks.A mantra that temporarily boosts the Hiding skill (scales with INT). If proper abilities are taken in the Hiding tree, it allows the caster to run in stealth for a short period of time.A “reveal” mantra that works similar to the active use of Perception skill.A mantra that temporarily boosts the Mage Resist skill. It scales with INT and works for a few minutes.An “unlock” mantra boosts your Lockpicking skill temporary up to INT/2 (75 max) and allows you to pick the doors and containers. One can put on +lockpicking clothing to push his or her skill even further. |+-->Spoiler# 
 +<fc #ffffff>SPOILER: General Arcana holds most utility spells, some of which are linked to the actual skills and associated feats. You still need to raise those skills normally in order to buy the perks.A mantra that temporarily boosts the Hiding skill (scales with INT). If proper abilities are taken in the Hiding tree, it allows the caster to run in stealth for a short period of time.A “reveal” mantra that works similar to the active use of Perception skill.A mantra that temporarily boosts the Mage Resist skill. It scales with INT and works for a few minutes.An “unlock” mantra boosts your Lockpicking skill temporary up to INT/2 (75 max) and allows you to pick the doors and containers. One can put on +lockpicking clothing to push his or her skill even further.</fc> | 
 + 
 +<--
  
 The type of damage the spells do is not governed by the spell’s inherent Arcana but by all the Arcanas an arcanist possesses. Example: if you have 100 General and 100 Archmagic, all of your spells will deal half the damage as energy and half as cold, no matter if you cast a spell from General or Archmagic. Each Arcana has an //Alignment// ability which makes all spells cast by a mage predominantly of that damage type (i.e., Archmagic Arcana Alignment would make your spells do mostly cold damage.). This is useful while fighting the enemies who have high resists of a certain type but are lacking in others. The type of damage the spells do is not governed by the spell’s inherent Arcana but by all the Arcanas an arcanist possesses. Example: if you have 100 General and 100 Archmagic, all of your spells will deal half the damage as energy and half as cold, no matter if you cast a spell from General or Archmagic. Each Arcana has an //Alignment// ability which makes all spells cast by a mage predominantly of that damage type (i.e., Archmagic Arcana Alignment would make your spells do mostly cold damage.). This is useful while fighting the enemies who have high resists of a certain type but are lacking in others.
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 Moriums can be found on spellcasting mobs in the world or created by mages with [createmorium command (linked to the ability in Arcane Incantation). It costs 1 Animus point. Moriums can be found on spellcasting mobs in the world or created by mages with [createmorium command (linked to the ability in Arcane Incantation). It costs 1 Animus point.
  
-| SPOILER: Crafters can disenchant their armor pieces with HP bonuses. Tailors can also successfully disenchant clothing with +skill properties. A morium with a powerlevel lower than 10 is required to store the energy. |+-->Spoiler# 
 +<fc #ffffff>SPOILER: Crafters can disenchant their armor pieces with HP bonuses. Tailors can also successfully disenchant clothing with +skill properties. A morium with a powerlevel lower than 10 is required to store the energy.</fc> | 
 + 
 +<--
  
 \\ \\
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 Whispering a spell will limit its scaling significantly, resulting in a weaker spell, but is much easier on your mana reserves. Conversely, yelling a spell consumes more mana in order to magnify the scaling of the spell. Simply speaking the spell is always the balanced approach, with no penalties or bonuses to either variable. Whispering a spell will limit its scaling significantly, resulting in a weaker spell, but is much easier on your mana reserves. Conversely, yelling a spell consumes more mana in order to magnify the scaling of the spell. Simply speaking the spell is always the balanced approach, with no penalties or bonuses to either variable.
  
-| SPOILER: Not all spells are subject to the decrease in intensity while whispering. It is a good practice to test the new spells out and see how they behave. |+-->Spoiler# 
 +<fc #ffffff>SPOILER: Not all spells are subject to the decrease in intensity while whispering. It is a good practice to test the new spells out and see how they behave.</fc> | 
 + 
 +<--
  
 {{ :9.jpg?nolink }} {{ :9.jpg?nolink }}
  
-====== Spellcraft ====== 
  
-===== Learning new power words =====+ 
 +====== Spellcraft ====== 
 +<fs xx-large>Learning new power words</fs>
  
 Power words are found as loot or treasure and are simply double-clicked to use. You will be presented with the found page in a unique window, and you may now try to decipher it to learn what power word it holds. This is based on luck, simply - the only tool that can help a bit with this process is the //Parchment Handling// perk in Arcane Linguistics. Power words are found as loot or treasure and are simply double-clicked to use. You will be presented with the found page in a unique window, and you may now try to decipher it to learn what power word it holds. This is based on luck, simply - the only tool that can help a bit with this process is the //Parchment Handling// perk in Arcane Linguistics.
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 Spellcraft Kits are made using Bookbinding Kits along with blank books and tomes which can be converted into spellbooks. Tomes created in this way can often hold more spells and are more aesthetically pleasing, though heavier. Spellcraft Kits are used to create power words out of reagents and blank scrolls, other spellcraft ingredients such as arcane inks, and actual spell mantras. Spellcraft Kits are made using Bookbinding Kits along with blank books and tomes which can be converted into spellbooks. Tomes created in this way can often hold more spells and are more aesthetically pleasing, though heavier. Spellcraft Kits are used to create power words out of reagents and blank scrolls, other spellcraft ingredients such as arcane inks, and actual spell mantras.
  
-| SPOILER: You will soon find out that you do not need to carry the whole library of spells around but just a selected few spells. Carrying a smaller book helps with an already limited weight capacity that mages have to endure due to the low STR score. |+-->Spoiler# 
 +<fc #ffffff>SPOILER: You will soon find out that you do not need to carry the whole library of spells around but just a selected few spells. Carrying a smaller book helps with an already limited weight capacity that mages have to endure due to the low STR score.</fc> | 
 + 
 +<--
  
 Only Cantrips (basic spells) are known at character creation, and every other spell must first be discovered and learned as a recipe. These recipes can be bought or traded from fellow players, found as loot, gained through the Research system, or awarded through RP. Only Cantrips (basic spells) are known at character creation, and every other spell must first be discovered and learned as a recipe. These recipes can be bought or traded from fellow players, found as loot, gained through the Research system, or awarded through RP.
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 Legendary spells cannot be researched. Legendary spells cannot be researched.
  
-| SPOILER: Direct item research (that was in beta Act V) is no longer possible, i.e. getting more copies of the same spell from a crafted one. |+-->Spoiler# 
 +<fc #ffffff>SPOILER: Direct item research (that was in beta Act V) is no longer possible, i.e. getting more copies of the same spell from a crafted one.</fc> | 
 + 
 +<--
  
 ====== Enchanting ====== ====== Enchanting ======
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 {{ :13.png?nolink }} {{ :13.png?nolink }}
  
 +-->Spoiler#
 | SPOILER: The list of all possible enchants can be found here (wiki link). It is worth noting that certain properties have a cumulative “hard cap”.A sum of armor and weapon resists will only go up to 70 in each resistStats can go up to 150, except HP and MANA which are without the cap.HP regeneration caps at 24 (24 hp regenerated every 11 seconds)STA regeneration caps at 18 (18 stamina regenerated every 7 seconds)MANA regeneration caps at 18 (18 mana regenerated every 7 seconds)Spell Damage Increase (SDI) caps at 30% for PvP, but has no cap for PvMFaster Casting (FC) caps at 4. Each point means 0.25 sec shorter casting time.Faster Cast Recovery (FCR) caps at 6. 1.5 sec delay is base, and each point decreases it for 0.25 sec. 6 will eliminate the delay.Lower Mana Cost (LMC) caps at 40%. | | SPOILER: The list of all possible enchants can be found here (wiki link). It is worth noting that certain properties have a cumulative “hard cap”.A sum of armor and weapon resists will only go up to 70 in each resistStats can go up to 150, except HP and MANA which are without the cap.HP regeneration caps at 24 (24 hp regenerated every 11 seconds)STA regeneration caps at 18 (18 stamina regenerated every 7 seconds)MANA regeneration caps at 18 (18 mana regenerated every 7 seconds)Spell Damage Increase (SDI) caps at 30% for PvP, but has no cap for PvMFaster Casting (FC) caps at 4. Each point means 0.25 sec shorter casting time.Faster Cast Recovery (FCR) caps at 6. 1.5 sec delay is base, and each point decreases it for 0.25 sec. 6 will eliminate the delay.Lower Mana Cost (LMC) caps at 40%. |
 +
 +<--
  
 ====== Rune Magic ====== ====== Rune Magic ======
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 \\ \\
  
 +-->Spoiler#
 | SPOILER: Increased skill and mana requirements for ordinary spells cast via Rune Magic are:Uncommon +7 skill/manaRare +13 skill/manaEpic +25 skill/mana | | SPOILER: Increased skill and mana requirements for ordinary spells cast via Rune Magic are:Uncommon +7 skill/manaRare +13 skill/manaEpic +25 skill/mana |
 +
 +<--
  
 The system revolves around Runic Spellbooks (crafted in the same way as an ordinary spellbook, by using [createRunicSpellbook on a tome) and casting runes, crafted by the use of “crafting moriums”, just like enchanting runes. Runes are placed into the runic spellbook in a sequence which forms a mantra (up to 5 runes per spell). If the spell is valid and mage has the required skill, he/she will attempt to cast it. Spells in rune magic generally have higher required skill, mana cost and morium failure chance associated with them. Each crafted rune also comes with a power level that will slowly deplete when the rune is used in spellcasting until the rune crumbles. It is therefore wise to carry few replacement runes in case they break in the middle of a hunting trip. The system revolves around Runic Spellbooks (crafted in the same way as an ordinary spellbook, by using [createRunicSpellbook on a tome) and casting runes, crafted by the use of “crafting moriums”, just like enchanting runes. Runes are placed into the runic spellbook in a sequence which forms a mantra (up to 5 runes per spell). If the spell is valid and mage has the required skill, he/she will attempt to cast it. Spells in rune magic generally have higher required skill, mana cost and morium failure chance associated with them. Each crafted rune also comes with a power level that will slowly deplete when the rune is used in spellcasting until the rune crumbles. It is therefore wise to carry few replacement runes in case they break in the middle of a hunting trip.
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