Temple of Runes/Runeforge Dungeon
Runebonds
L 0 0
This ancient dwarven instructor still remembers enough to paint runebonds upon the skin of other dwarves. To learn the runebonds available and the associated cost issue the order 'L' '30'.
L 30 0
The Runebonds available here all cost 500 XP and 500 GP to have inscribed. They, and the orders to instruct their inscription on a dwarf, are as follows:-
'The Tower' 'L' '501',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +12 Health, +1 DR/Normal, +1 Wisdom, +1 MP
'The Skull' 'L' '502',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +2 Health. +4 Fire Def, +2 Dam (ex: Base 2-3 becomes 4-5)
'The Rose' 'L' '503',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +1 Appearance, +1 Mental Def
'The Hawk' 'L' '504',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +1 Vision
'The Axe' 'L' '505',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +2 Health, +4 Attack, +4 Normal Def
'The Heart' 'L' '506',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +8 Health, +1 MP
'The Cross' 'L' '507'.
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +3 Fire/Cold/Magical Def, +1 Willpower/Wisdom
L 0 0
This ancient dwarven instructor still remembers enough to paint runebonds upon the skin of other dwarves. To learn the runebonds available and the associated cost issue the order 'L' '30'.
L 30 0
The Runebonds available here all cost 500 XP and 500 GP to have inscribed. They, and the orders to instruct their inscription on a dwarf, are as follows:-
'The Tower' 'L' '501',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +12 Health, +1 DR/Normal, +1 Wisdom, +1 MP
'The Skull' 'L' '502',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +2 Health. +4 Fire Def, +2 Dam (ex: Base 2-3 becomes 4-5)
'The Rose' 'L' '503',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +1 Appearance, +1 Mental Def
'The Hawk' 'L' '504',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +1 Vision
'The Axe' 'L' '505',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +2 Health, +4 Attack, +4 Normal Def
'The Heart' 'L' '506',
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +8 Health, +1 MP
'The Cross' 'L' '507'.
I was marked with a runebond, paying the appropriate costs for the work.
Runebonds are the magical paint markings which stain the skin.
Player Note: +3 Fire/Cold/Magical Def, +1 Willpower/Wisdom
Runepaths
L 0 0
Those who have mastered one or more of the ancient runes may progress, with the assistance of this instructor, into one of four runepaths. Like other adventurer paths, only one can ever be learnt. To learn which paths are available and the costs issue the order 'L' '55'.
L 55 0
Runepaths are only available to those who are already a Runemaster and who have not already learn a path of any kind. They are as follows:-
'Dwarven Juggernaut' 'L' '1000', 2000 XP and 2000 GP.
I learnt a runepath, paying the appropriate costs to do so.
Player Note: +31 Health. +3 Strength. +1 DR/Normal
'Dwarven Runeslayer' 'L' '2000', 4000 GP and 4000 XP.
I learnt a runepath, paying the appropriate costs to do so.
Player Note: +50 Health, +5 Attack, may also be defensive gains and a point of strength?
'Runebringer' 'L' '3000' 8000 XP and 8000 GP.
I learnt a runepath, paying the appropriate costs to do so.
Player Note: +99 Health, +1 MP, +1 Vision, +3 Strength, +1 DR/Normal. +9 Dam (ex: Base 2-3 damage becomes 2-12 damage. Add the +3 Str becomes 5-15 in total)
Runelines
L 0 0
In times gone by the old dwarves believed the entire world was built upon the magic of a series of immense and powerful elemental runes - so vast that only gods could mark them. Those same dwarves discovered rune lines which criss-cross the world and from which power could be drawn by those adept in the skill. These Runelines could be taught to somebody already adept in runemastery. To discover what Runelines are available here and the costs involved issue the order 'L' '78'.
L 78 0
Runelines which can be learnt here by somebody who is already a runemaster of some type each cost 1000 GP and 1000 XP. They, and the orders to learn them, are as follows:-
'Groundshaker Axe Strike' 'L' 601',
I am a master of the Groundshaker Axe Strike technique. I can use the order 'X' '22128' at a cost of 30 XP to use the technique for the duration of the day.
Player Note: +2 damage & +2 boost to damage range with a Battle Axe.
'Call Of Stone' 'L' 602',
Knowing the secrets of the Call Of Stone, if I am in an Open Cave Area I can issue the order 'X' '10198' to make myself stronger and tougher for the duration of the day. This uses 30 XP.
'Stonepath' 'L' '603',
As a master of the Stonepath I am able to move more quickly in open cave areas. To use this ability issue the order 'X' '10199'. This costs 30 XP.
'Behemoth' 'L' '604',
I am huge, a true Behemoth. My size strikes awe into lesser folks.
Player Note: +19 Health, +4 Strength, +1 Dam (ex: Base 1-2 becomes 2-3, add the +4 Str becomes 6-7 in total)
'Mighty Battlerager' 'L' '605'.
I am a Mighty Battlerager.
Player Note: +10 Attack. +1 DR/Normal & Cold, +5 Dam Range (ex: Base 2-3 becomes 2-8)
Runelines
L 0 0
In times gone by the old dwarves believed the entire world was built upon the magic of a series of immense and powerful elemental runes - so vast that only gods could mark them. Those same dwarves discovered rune lines which criss-cross the world and from which power could be drawn by those adept in the skill. These Runelines could be taught to somebody already adept in runemastery. To discover what Runelines are available here and the costs involved issue the order 'L' '78'.
L 78 0
Runelines which can be learnt here by somebody who is already a runemaster of some type each cost 1000 GP and 1000 XP. They, and the orders to learn them, are as follows:-
'Groundshaker Axe Strike' 'L' 601',
I am a master of the Groundshaker Axe Strike technique. I can use the order 'X' '22128' at a cost of 30 XP to use the technique for the duration of the day.
Player Note: +2 damage & +2 boost to damage range with a Battle Axe.
'Call Of Stone' 'L' 602',
Knowing the secrets of the Call Of Stone, if I am in an Open Cave Area I can issue the order 'X' '10198' to make myself stronger and tougher for the duration of the day. This uses 30 XP.
'Stonepath' 'L' '603',
As a master of the Stonepath I am able to move more quickly in open cave areas. To use this ability issue the order 'X' '10199'. This costs 30 XP.
'Behemoth' 'L' '604',
I am huge, a true Behemoth. My size strikes awe into lesser folks.
Player Note: +19 Health, +4 Strength, +1 Dam (ex: Base 1-2 becomes 2-3, add the +4 Str becomes 6-7 in total)
'Mighty Battlerager' 'L' '605'.
I am a Mighty Battlerager.
Player Note: +10 Attack. +1 DR/Normal & Cold, +5 Dam Range (ex: Base 2-3 becomes 2-8)