Rune Knight

Profession: Rune Knight
Pay Rate: 250 shillings per game week
Bonuses:
  • Strength Race Max increased by 20%.
  • Mental Race Max increased by 10%
  • +5 modifier to Agility and React
Penalties:
  • 10 penalty to Speed
  • 10 Penalty to Will
Weapon & Armor Types:
  • Rune Knights can use any melee weapon but favor slashing weapons such as swords.
  • Rune Knights can wear any armor and use any shield.

Rune Knights are at the forefront of magical warfare, utilizing both the skills of a trained warrior and a trained mage. They might not be masters at either but are deadly with both.

Rune Knights are a combo profession of Warrior and Runic Mage.

Requirements for Rune Knight

In order to open up the Rune Knight combo profession, you need to meet the following requirements:

  • At least level 2 of Weapon Proficiency with any weapon type from warrior.
  • Have obtained the Magical Warrior trait from Tier 3 Skilled Warrior.
  • At least level 1 of Spell Slinger from Runic Mage.

Tier Levels and Costs to Acquire

The cost to acquire the skill depends on the level you are acquiring the skill, as well as the tier level of the skill.

Tier 1

  • Level 1: 25/50
  • Level 2: 50/100
  • Level 3: 75/150
  • Level 4: 100/200

Tier 2

  • Level 1: 50/100
  • Level 2: 75/150
  • Level 3: 100/200
  • Level 4: 125/250

Tier 3

  • Level 1: 75/150
  • Level 2: 100/200
  • Level 3: 125/250
  • Level 4: 150/300

Tier 4

  • Level 1: 100/200
  • Level 2: 125/250
  • Level 3: 150/300
  • Level 4: 175/350

Tier 5

  • Level 1: 125/250
  • Level 2: 150/300
  • Level 3: 175/350
  • Level 4: 200/400

Tier 6

  • Level 1: 150/300
  • Level 2: 175/350
  • Level 3: 200/400
  • Level 4: 250/450

Character Point Rate

Rune Knights pride themselves in their ability to attack attack with magically enhanced attacks. Strength and Mental is the way to go for them.

The Rune Knight's character point rate is:
  • Mental x 0.01; with an additional +0.2 for every level obtained in Magical Hit Empowerment (total of +0.8 bonus possible).
  • A rune knight who gets all 4 levels of Casting Strike gets to roll a 1d% increased by Mental as a percentage for extra character points.
  • A rune knight who gets all 4 levels of Mana Weapon gets to roll  2d% increased by Mental as a percentage for extra character points.
  • A rune knight who gets at least 1 level in every rune knight skill gets their End of Session Bonus as extra character points.
  • A rune knight's End of Session Bonus rate is your character point rate increased by 1/2 Mental. So if your character point rate is 1.5 and your Mental is 60, you would take 1.5 x 30 to get 45 extra character points at the end of the session. The GM can of course reward extra character points based on role playing. 

Skills

A rune knight is warrior of the of the arcane. For a rune knight, any skill listed below has its character point cost cut in half as well as the skills from the primary profession.

Rune Knight Skill Progression 

runeknight.png

Rune Knight Skills

Skill Sort by Skill, Ascending Sort by Skill, Descending Stat Cost Sort by Stat Cost, Ascending Sort by Stat Cost, Descending Description Sort by Description, Ascending Sort by Description, Descending Level Effects Sort by Level Effects, Ascending Sort by Level Effects, Descending Cost to Acquire Sort by Cost to Acquire, Ascending Sort by Cost to Acquire, Descending
Aura Weapon 2 Soul Absorbs 20% of damage dealt to restore Vitality. Level 1: 20%; 2 Soul
Level 2: 40%; 4 Soul
Level 3: 60%; 6 Soul
Level 4: 80%; 8 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Battle Mage N/A While in a defensive stance, 5% of spell damage is absorbed and used to restore Soul. Level 1: 5%
Level 2: 10%
Level 3: 15%
Level 4: 20%

This is a Tier 1 skill

Level 1: 25/50
Level 2: 50/100
Level 3: 75/150
Level 4: 100/200

Elemental Status Effect 20 Soul

Causes a status effect based on your runic element when you crit.

  • Earth: Encumbered
  • Air: Anxiety
  • Water: Dehydration
  • Fire: Burns
  • Life: Dazed
  • Death: Fear
  • Time: Forgetfulness
  • Space: Confusion
N/A

This is a Tier 5 skill

Level 1: 125/250

Elemental Wave 4 Soul Attack sends out wave of runic energy that is 1 space on both sides dealing double runic energy damage. Level 1: 1 space on both sides; 4 Soul
Level 2: 2 spaces on both sides; 8 Soul
Level 3: 3 spaces on both sides; 12 Soul
Level 4: 4 spaces on both sides; 16 Soul

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Magic Absorb 5 Soul Absorb 5% of the magical damage that gets through your armor. That will reduce the damage that gets through by 5%. That 5% is applied to your next spell cast or any attack that uses Runic Energy, whether it successfully hits or not, thus not only reducing your damage taking but also increasing the damage you deal, or healing power.  Level 1: 5%; 5 Soul
Level 2: 10%; 10 Soul
Level 3: 15%; 15 Soul
Level 4: 20%; 20 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Magical Counter 10 Soul Allows your counter attack action to be a spell cast. N/A: only one level

This is a Tier 4 skill

Level 1: 100/200

Magical Hit Empowerment 10 Soul Increases Hit Chance by 10% of Mental for 1d6 rounds. Level 1: 10%; 10 Soul
Level 2: 20%; 20 Soul
Level 3: 30%; 30 Soul
Level 4: 40%; 40 Soul

This is a Tier 2 skill

Level 1: 50/100
Level 2: 75/150
Level 3: 100/200
Level 4: 125/250

Magical Vampirism 5 Soul 10% of spell damage done to the target's Vitality returns to the user to restore the user's Vitality. Level 1: 10%; 5 Soul
Level 2: 20%; 10 Soul
Level 3: 30%; 15 Soul
Level 4: 40%; 20 Soul

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Mana Armor 20 Soul Increases your Magical Protection by your Runic Energy for 1d6 rounds. N/A

This is a Tier 6 skill

Level 1: 150/300

Mana Shield 20 Soul Empowers your shield with your Runic Energy against magic attacks for 1d6 rounds. N/A

This is a Tier 6 skill

Level 1: 150/300

Mana Weapon 10 Soul Gives your weapon an edge with your elemental properties, adding Runic Energy + 1d20 to attack. Level 1: 1d20; 10 Soul
Level 2: 2d20; 20 Soul
Level 3: 3d20; 30 Soul
Level 4: 4d20; 40 Soul

This is a Tier 5 skill

Level 1: 125/250
Level 2: 150/300
Level 3: 175/350
Level 4: 200/400

Runic Critical N/A Increases Critical Hit damage by Runic Energy + 1d20 against element you are strong against. Level 1: +1d20
Level 2: +2d20
Level 3: +3d20
Level 4: +4d20

This is a Tier 4 skill

Level 1: 100/200
Level 2: 125/250
Level 3: 150/300
Level 4: 175/350

Runic Targeting N/A Increases Hit Targeting by 10% per level against elements you are strong against. Level 1: 10%
Level 2: 20%
Level 3: 30%
Level 4: 40%

This is a Tier 3 skill

Level 1: 75/150
Level 2: 100/200
Level 3: 125/250
Level 4: 150/300

Rune Knight Growth

As you develop and master skills within your rune knight profession, you will become a more capable rune knight. Each set of skills mastered will increase your tier level in your profession, which in turn will provide you with more benefits.

Tier 1: Basic Rune Knight

This is the tier level you start out as. The starting bonuses listed earlier apply here.

Tier 2: Novice Rune Knight

To reach this tier, you must acquire all of the skills in the battle mage skill chain at level 1. As a novice rune knight you benefit from the following bonuses:

  • Runic Energy increased by 10% Mental.
  • +0.2 to Character Point Rate

Tier 3: Skilled Rune Knight

To reach this tier, you must acquire all of the skills in the battle mage skill chain at level 2. As a skilled rune knight you benefit from the following bonuses:

  • React increased by 10% mental.
  • Soul and Endurance increased by 10% mental.
  • +0.2 to Character Point Rate

Tier 4: Master Rune Knight

To reach this tier, you must acquire all of the skills in the battle mage skill chain at level 3. As a master rune knight you benefit from the following bonuses:

  • Hit Chance and Hit Targeting increased by 15%.
  • +0.2 to Character Point Rate
  • Fortitude and Vitality increased by 10% mental.
  • +10 to Critical Hit

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