Post by Spookypatrol [Delia] on Jun 23, 2015 14:13:51 GMT -5
Welcome, Engineers! Wishing to specialize as a Runesmith? Purchase a skill below and you will be locked into your new class!
All Engineering sub-classes come with a unique mechanic that defines their gameplay. Unlike other skills, these are innate facets of the class and are obtained instantly as soon as you select the class. These abilities do not take up a skill slot and are free to acquire, although they may have other costs associated with them.
Mechanic:
Ancient Runes: All Runesmiths are freely equipped with an ancient Sheikah Slate device that grants them access to powerful techno-magical runes. The slate can be used as a map, camera, and sensor for rollplay.
All Runes can be upgraded through additional research for the cost of half of the original skill purchase cost again. Generally this can be done a maximum of two times, making the total cost to purchase and fully upgrade a skill twice the normal amount.
Skill:
Magnesis Rune: The Runesmith uses their Slate to command powerful magnetic forces to manipulate a nearby metal object. If this skill is used on a foe equipped with metal armor it allows the Runesmith to Knock Back or Pull In the target foe for 1 Round. If the enemy has a metal weapon, this instead causes Disarm for 1 round. If the chosen target has both metal armor and metal weapons, both effects apply.
The magnetism may alternately be used to assist an ally who is using at least 1 piece of metal equipment, launching them towards their target during their next action. This gives the ally Bonus Damage equal to 25% of the Runesmith’s Competency, plus 10% bonus Evasion during that round.
This skill has a 5 round cooldown.
Rune +: Reduces Cooldown to 4 Rounds.
Rune ++: Reduces Cooldown to 3 Rounds.
Rupee Cost: 300
Skill:
Bomb Rune: The Runesmith summons a remotely detonating bomb made of high-energy light. The bomb does not explode immediately when summoned, but instead remains in a stable and inactive state until the Runesmith is ready to activate it. The bomb can be reactivated as a bonus action at any time after being placed (including on the same turn the bomb is deployed) to trigger the explosion, at which time it must pass standard accuracy against a chosen target. On a successful hit, this deals full Adaptive Blast Damage to the primary target as well as half as much damage to two adjacent targets, and additionally causes all foes struck to become Concussed for 2 rounds.
This skill has a 5 Round Cooldown.
Rune +: Reduce Cooldown to 4 rounds.
Rune ++: Gain a second charge, allowing two uses before needing to cooldown.
Rupee Cost: 300
Skill:
Cryonis Rune: The Runesmith uses their Slate to create and manipulate structures of solid ice. These can be placed near the user or an ally to block one hit, or lobbed as a weapon that deals standard damage and has a 75% chance Freeze a target until after their next turn.
This skill has a 6 Round Cooldown.
Rune +: Gain a second charge, allowing two uses of Cryonis before needing to cooldown.
Rune ++: Gain a third charge.
Rupee Cost: 350
Skill:
Sentry Rune: Summon a Guardian Sentry that tracks a target. This unit cannot attack, has a base 30% dodge chance, and has only 1 HP, however as long as it is active it grants the user and any of their allies and summons an increased 15% accuracy on attacks made on the marked target.
Rune +: Reduces Cooldown to 5 Rounds.
Rune ++: Increases dodge chance to 40%.
This skill has a 6 Round Cooldown.
Rupee Cost: 350
Skill:
Travel Rune: The Runesmith summons a fast travel gate at a location near them. This is a free action, and the gate can be moved again at any time.
The Runesmith or an ally can teleport to the gate before attacking to get a 50% chance to perform a Sneakstrike on the same turn. If the Sneakstrike fails, the user takes their action as normal. Alternatively, the Runesmith or an ally can use the gate to avoid an enemy attack, forcing the target to reroll a 50/50 targeting check made against them at disadvantage. The user may make a basic attack if they use the gate in this way.
Both abilities share the same cooldown, and the summoner can elect to decline an ally’s use of the portal if they wish to.
5 round cooldown.
Rune +: Gain a second charge, allowing two uses before needing to cooldown.
Rune ++: Gain a third charge.
Rupee Cost: 400
Skill:
Ancient Armory Rune: The Runesmith summons an ancient energy weapon that overrides the wielder’s currently equipped weapons. Attacks made using an ancient weapon deal Adaptive Arcane damage based on the Runesmith’s normal stats and inherit any secondary effects their normally equipped weapons have. Switching between standard weapons and an ancient weapon or switching between different ancient weapon types takes a full round action. Additionally, the Runesmith can instead choose to give an ancient weapon to another player rather than use it themselves. The receiving player must agree to take the weapon, and the Runesmith can take the ancient weapon back at any time. Only one ancient weapon may be summoned at any time. The ancient weapons have a shared battery, allowing for 3 attacks to be made using the weapons before they break, placing the skill on cooldown while the battery charges.
Each weapon set grants the following passive effects:
All: The wielder gains +20% bonus damage against Ancient Tech or Construct foes.
Sword and Shield: The wielder gains bonus Block chance equal to 10%+10% percent of the Runesmith’s Competency.
Spear: The wielder gains Critical chance equal to 10%+10% percent of the Runesmith’s Competency, and additionally their attacks made with this weapon gain the Reach property.
Axe: The wielder gains Bonus Damage equal to 10% percent of the Runesmith’s Competency.
Bow: The wielder gains bonus Accuracy equal to 10% percent of the Runesmith’s Competency, and additionally their attacks made with this weapon gain the Ranged property.
Rune +: Weapon swapping is now instant, allowing the user to make a basic attack during the same round.
Rune ++: Increases the bonus given by the ancient weapons by an additional 10%, and increases the duration by 1 use.
Rupee Cost: 400
Skill:
Cycle Rune: The Runesmith summons a vehicle built from long forgotten technology that can be mounted or dismounted at will. While mounted, the Runesmith gains +5 movement Speed and a bonus 10% Evasion on any round in which the Runesmith takes an action.
All standard attacks made while mounted are converted to a Jousting attack that gives a bonus of+20% Critical Chance and +20% Critical Damage. Failing a Joust due to either missing the target or being Blocked causes the Runesmith to crash, despawning the cycle and dealing the full unmodified damage of the attempted Joust as recoil to the Runesmith. If the Runesmith is wearing a sufficiently sturdy helmet in their head slot, the recoil is reduced to 70% of the attempted damage.
Additionally, the cycle requires fuel to run: after 5 rounds the cycle becomes Immobile. If the Runesmith is still mounted at this time they will be unable to dodge any incoming attacks until they dismount. After dismounting, Cycle is despawned and placed on cooldown.
This skill has a 5 Round Cooldown.
Rune +: Increases Jousting bonuses by an additional 10%.
Rune ++: The Cycle Rune now never runs out of fuel, and will only be placed on cooldown after a crash.
Rupee Cost: 450
Skill:
Scout Rune: The Runesmith summons a swift Guardian Scout. The Scout inheirits 50% of the Runesmith’s Attack, and Competency, 20% of the Runesmith’s Defense, as well as 30% of the Runesmith’s Hitpoints. The Scout attacks on the Runesmith’s turn By default this unit can not be customized as a familiar, but instead can be equipped with any three of the following upon being summoned:
Sword: +10% Accuracy
Shield: +10% Block
Axe: +10% Damage
Spear: +10% Critical Chance
The Guardian Scout takes its action during the Runesmith’s turn, making a standard melee attack during each of its own turns unless it is directed to use an active skill by its owner. If the Scout is not given a target to perform this basic melee attack against it will continue to attack the last target it was given; if no target has been given and it does not have an existing target to attack, the Scout does nothing until directed again.
The Scout can be commanded to use a Spin Attack on a single target that has a +25% Critical Chance and inflicts Severe Wounds for 1 Round on a Critical Hit, at the cost of 10% Accuracy. If this attack misses, the Scout becomes Dazed for 1 Round. This active ability has a 5 Round cooldown.
Only 1 Guardian Scout can be summoned per encounter.
Rune +: The Scout gains a Whirlwind skill. The Scout retracts its weapons and becomes immobile for 3 Rounds. During this time, the Scout fires a thin laser around itself that deals 10% of its Attack as Arcane damage per turn to up to 5 targets and causes all affected targets to be Knocked Back for the duration of the attack. If the Scout is struck by any attack during this time, it becomes Stunned for 1 Round and the effect ends. This active ability has a 7 Round Cooldown.
Rune ++: Scout now inherits an additional 10% from all of the Runesmith’s stats.
Rupee Cost: 450
Skill:
Stasis Rune: The Runesmith uses their Slate to halt the flow of time on a nearby object or enemy. If used on an enemy, the foe must make succeed at a resistance save (Runesmith Comp : Target Defense) or they become Immobilized for 1 Round. During this time, all incoming damage made on the Stasised target is absorbed as raw kinetic energy that is released in one strike once the stasis ends (for the purposes of this skill, damage over time effects active during this period are also applied instantly). If this single strike deals over 10% of the target's health, the target is also Knocked Down and Disarmed for 1 Round.
7 Round Cooldown.
Rune +: Target is Knocked Down and Disarmed for 2 Rounds.
Rune ++: Attacks made on the Stasis target gain +10% Accuracy.
Rupee Cost: 500
Skill:
Ancient Dagger: The Runesmith summons a single use Ancient Dagger that has the power to obliterate any foe. This attack follows the users standard accuracy and deals 3x Modifiable Adaptive Arcane damage. If this attack is successfully used on a target that is within the following execute thresholds it instead causes an instant kill as the energy consumes the foe completely:
Epic/Boss/Miniboss: 1% of Max hp.
Enemy Player: 2% of Max hp.
Strong Enemy: 3% of Max hp.
Standard Enemy: 5% of Max hp.
Weak Enemy: 8% of Max hp.
If the Runesmith also has the Ruthless feat, the threshold stacks and the Runesmith may attempt the Ancient Dagger execution at the combined rate of the two sources. The Ruthless auto-execute still may only apply at the standard threshold for that feat.
Due to the rarity and power of this weapon, only 1 attempt may be used per encounter; if the attack misses, the skill is still consumed.
Rune +: Increases damage modifier to 4x.
Rune ++: The instant kill thresholds are increased by an additional 2%.
Rupee Cost: 500
Skill:
Stalker Rune: The Runesmith summons a powerful Decayed Guardian Stalker to rain devastating blasts of energy down on their foes. The Decayed Guardian Stalker gains 80% of the Runesmith’s Attack and Competency, 20% of the Runesmith’s Defense, and 40% of the user’s Hitpoints, and is Immobile. The Guardian Stalker has a single laser attack that requires three Rounds to charge before firing on the fourth Round. This attack deals 2x irresistible Arcane damage to the primary target and an additional 2x to both the primary target and any adjacent targets as Blast damage. The primary attack must pass accuracy but can not be blocked; the secondary explosive component does not have to pass accuracy and will always hit. This attack has no cooldown other than the charge time, and if at any point the Guardian loses sight of the target or is forced to switch targets it must restart the charge entirely.
Only 1 Guardian Stalker may be summoned per encounter.
Rune +: The Stalker becomes fully functional, gaining legs that grant it 7 movement speed and causing it to inherit an additional 10% from all of the Runesmith’s stats.
Rune ++: The Guardian is further upgraded and can be summoned either as a Guardian Skywatcher or as a Charged Stalker. Skywatchers are Airborne and thus more difficult to strike, but the rotors keeping the Skywatcher aloft are fragile and three Critical strikes made against the Skywalker will destroy them, forcing the Guardian to be grounded and Immobile for 2 Rounds while it repairs itself. Charged Stalkers have their laser charge time reduced by 1 Round.
Rupee Cost: 550
Skill:
Blight Runes: The Runesmith summons powerful elemental runes with varying effects. The Runesmith may choose one of four Runes to use:
Windblight Rune:
Creates a tornado that stuns a single airborne enemy for 1 Round, or knocks up one non-airborne target, causing them to become Airborne for 1 Round but also preventing them from attacking for the same duration. At the end of the Round, the target is dropped, taking 30% of the Runesmith’s Competency as irresistible fall damage. Airborne enemies take the fall damage immediately instead of on the delayed turn.
Waterblight Rune:
Launches a spear of ice that pierces enemies, halving the effectiveness of mitigation and block, and gaining 10%+10% of the Runesmith’s Comptency as Critical Hit Chance and Critical Damage bonus.
Fireblight Rune:
Shields the user with a wall of burning energy, warding them for 20% of their maximum Hitpoints for 2 Rounds. Each time the user is hit by a melee attack during this time, the attacker is Burned. At the end of the 2 Rounds, or when the Ward is depleted, the Ward explodes and deals 40% of the Runesmith’s damage as Fire damage to the last enemy that attacked them - or a random enemy if none had attacked - plus two adjacent targets and additionally inflicts Burning to all affected targets. The explosion must pass accuracy on the primary target, but the adjacent targets are struck automatically if the first target was successfully struck.
Thunderblight Rune:
Summons a strike of lightning that attacks quickly and accurately. This attack deals 50% damage, has 10%+10% of the Runesmith’s Competency as bonus Accuracy, and Fulgurburns a single target. In addition, the Runesmith may make a standard attacking action or a defending action on the same turn the Rune is used.
This skill has a 6 Round Cooldown when the effect expires.
Rune+: Increases all damage components by 10%. For Waterblight, this increases the Crit Bonus by 10%, but not the base damage.
Rune++: Gain a second charge, allowing two uses before needing to cooldown.
Rupee Cost: 550
Skill:
Divine Assault: Utilizing the pinnacle of ancient rune technology, the Master Runesmith summons the power of the almighty Divine Beasts to unleash a devastating barrage of pure corruption-slaying energy. When this skill is activated, the Runesmith will start summoning Divine Beasts that will lock on to a single selected target and begin charging their weapons. For each round that passes after the initial activation a single Divine Beast will be summoned and charged, up to a maximum of four Divine Beasts and four rounds of charging. Initially activating this skill takes a full action, but the charge effect continues even if the Runesmith takes a different action on the following turns. When the Runesmith is ready to use their prepared Divine Beasts they can use their action to activate this skill again and direct the Divine Beasts to fire on the originally selected target. The Divine Beasts charge in the following order:
Vah Medoh: Deals full modifiable Adaptive Arcane damage, and also inflicts Vulnerability for 2 Rounds.
Vah Naboris: Deals full modifiable Adaptive Arcane damage, and also Electrifies for 2 Rounds.
Vah Rudania: Deals full modifiable Adaptive Arcane damage, and also inflicts Severe Wounds for 2 Rounds.
Vah Ruta: Deals full modifiable Adaptive Arcane damage, and also inflicts Lethargy.
Once activated for a second time, all charged Divine Beasts will unleash their Divine Assault simultaneously. These attacks do not need to pass Accuracy and can not be Blocked by any means. Additionally, this skill has 10% bonus Efficacy versus foes that are either Undead or Evil Aligned.
The Divine Beasts are summoned at a distance from the Runesmith and thus they can not be targeted by enemy attacks nor do they take up space on a grid. Once Divine Assault has been used, the Divine Beasts are unsummoned and may not be used again during the same encounter.
The Divine Assault skill can not be upgraded by spending money, but instead will reach additional ranks as the Runesmith continues to level up. At level 60 this skill is enhanced to Divine Assault+, and at level 70 this skill is further enhanced to Divine Assault++.
Rune +: Further increases Efficacy against Undead and Evil by 15%.
Rune ++: Gain a second charge, allowing Divine Assault to be used twice per encounter.
NOTE: Once you choose a class specialization, you may NOT purchase skills from other specializations!
Class Mechanic
All Engineering sub-classes come with a unique mechanic that defines their gameplay. Unlike other skills, these are innate facets of the class and are obtained instantly as soon as you select the class. These abilities do not take up a skill slot and are free to acquire, although they may have other costs associated with them.
Mechanic:
Ancient Runes: All Runesmiths are freely equipped with an ancient Sheikah Slate device that grants them access to powerful techno-magical runes. The slate can be used as a map, camera, and sensor for rollplay.
All Runes can be upgraded through additional research for the cost of half of the original skill purchase cost again. Generally this can be done a maximum of two times, making the total cost to purchase and fully upgrade a skill twice the normal amount.
Tier 3: Levels 20-24
Skill:
Magnesis Rune: The Runesmith uses their Slate to command powerful magnetic forces to manipulate a nearby metal object. If this skill is used on a foe equipped with metal armor it allows the Runesmith to Knock Back or Pull In the target foe for 1 Round. If the enemy has a metal weapon, this instead causes Disarm for 1 round. If the chosen target has both metal armor and metal weapons, both effects apply.
The magnetism may alternately be used to assist an ally who is using at least 1 piece of metal equipment, launching them towards their target during their next action. This gives the ally Bonus Damage equal to 25% of the Runesmith’s Competency, plus 10% bonus Evasion during that round.
This skill has a 5 round cooldown.
Rune +: Reduces Cooldown to 4 Rounds.
Rune ++: Reduces Cooldown to 3 Rounds.
Rupee Cost: 300
Skill:
Bomb Rune: The Runesmith summons a remotely detonating bomb made of high-energy light. The bomb does not explode immediately when summoned, but instead remains in a stable and inactive state until the Runesmith is ready to activate it. The bomb can be reactivated as a bonus action at any time after being placed (including on the same turn the bomb is deployed) to trigger the explosion, at which time it must pass standard accuracy against a chosen target. On a successful hit, this deals full Adaptive Blast Damage to the primary target as well as half as much damage to two adjacent targets, and additionally causes all foes struck to become Concussed for 2 rounds.
This skill has a 5 Round Cooldown.
Rune +: Reduce Cooldown to 4 rounds.
Rune ++: Gain a second charge, allowing two uses before needing to cooldown.
Rupee Cost: 300
Tier 3.5: Levels 25-29
Skill:
Cryonis Rune: The Runesmith uses their Slate to create and manipulate structures of solid ice. These can be placed near the user or an ally to block one hit, or lobbed as a weapon that deals standard damage and has a 75% chance Freeze a target until after their next turn.
This skill has a 6 Round Cooldown.
Rune +: Gain a second charge, allowing two uses of Cryonis before needing to cooldown.
Rune ++: Gain a third charge.
Rupee Cost: 350
Skill:
Sentry Rune: Summon a Guardian Sentry that tracks a target. This unit cannot attack, has a base 30% dodge chance, and has only 1 HP, however as long as it is active it grants the user and any of their allies and summons an increased 15% accuracy on attacks made on the marked target.
Rune +: Reduces Cooldown to 5 Rounds.
Rune ++: Increases dodge chance to 40%.
This skill has a 6 Round Cooldown.
Rupee Cost: 350
Tier 4: Levels 30-34
Skill:
Travel Rune: The Runesmith summons a fast travel gate at a location near them. This is a free action, and the gate can be moved again at any time.
The Runesmith or an ally can teleport to the gate before attacking to get a 50% chance to perform a Sneakstrike on the same turn. If the Sneakstrike fails, the user takes their action as normal. Alternatively, the Runesmith or an ally can use the gate to avoid an enemy attack, forcing the target to reroll a 50/50 targeting check made against them at disadvantage. The user may make a basic attack if they use the gate in this way.
Both abilities share the same cooldown, and the summoner can elect to decline an ally’s use of the portal if they wish to.
5 round cooldown.
Rune +: Gain a second charge, allowing two uses before needing to cooldown.
Rune ++: Gain a third charge.
Rupee Cost: 400
Skill:
Ancient Armory Rune: The Runesmith summons an ancient energy weapon that overrides the wielder’s currently equipped weapons. Attacks made using an ancient weapon deal Adaptive Arcane damage based on the Runesmith’s normal stats and inherit any secondary effects their normally equipped weapons have. Switching between standard weapons and an ancient weapon or switching between different ancient weapon types takes a full round action. Additionally, the Runesmith can instead choose to give an ancient weapon to another player rather than use it themselves. The receiving player must agree to take the weapon, and the Runesmith can take the ancient weapon back at any time. Only one ancient weapon may be summoned at any time. The ancient weapons have a shared battery, allowing for 3 attacks to be made using the weapons before they break, placing the skill on cooldown while the battery charges.
Each weapon set grants the following passive effects:
All: The wielder gains +20% bonus damage against Ancient Tech or Construct foes.
Sword and Shield: The wielder gains bonus Block chance equal to 10%+10% percent of the Runesmith’s Competency.
Spear: The wielder gains Critical chance equal to 10%+10% percent of the Runesmith’s Competency, and additionally their attacks made with this weapon gain the Reach property.
Axe: The wielder gains Bonus Damage equal to 10% percent of the Runesmith’s Competency.
Bow: The wielder gains bonus Accuracy equal to 10% percent of the Runesmith’s Competency, and additionally their attacks made with this weapon gain the Ranged property.
Rune +: Weapon swapping is now instant, allowing the user to make a basic attack during the same round.
Rune ++: Increases the bonus given by the ancient weapons by an additional 10%, and increases the duration by 1 use.
Rupee Cost: 400
Tier 4.5: Levels 35-39
Skill:
Cycle Rune: The Runesmith summons a vehicle built from long forgotten technology that can be mounted or dismounted at will. While mounted, the Runesmith gains +5 movement Speed and a bonus 10% Evasion on any round in which the Runesmith takes an action.
All standard attacks made while mounted are converted to a Jousting attack that gives a bonus of+20% Critical Chance and +20% Critical Damage. Failing a Joust due to either missing the target or being Blocked causes the Runesmith to crash, despawning the cycle and dealing the full unmodified damage of the attempted Joust as recoil to the Runesmith. If the Runesmith is wearing a sufficiently sturdy helmet in their head slot, the recoil is reduced to 70% of the attempted damage.
Additionally, the cycle requires fuel to run: after 5 rounds the cycle becomes Immobile. If the Runesmith is still mounted at this time they will be unable to dodge any incoming attacks until they dismount. After dismounting, Cycle is despawned and placed on cooldown.
This skill has a 5 Round Cooldown.
Rune +: Increases Jousting bonuses by an additional 10%.
Rune ++: The Cycle Rune now never runs out of fuel, and will only be placed on cooldown after a crash.
Rupee Cost: 450
Skill:
Scout Rune: The Runesmith summons a swift Guardian Scout. The Scout inheirits 50% of the Runesmith’s Attack, and Competency, 20% of the Runesmith’s Defense, as well as 30% of the Runesmith’s Hitpoints. The Scout attacks on the Runesmith’s turn By default this unit can not be customized as a familiar, but instead can be equipped with any three of the following upon being summoned:
Sword: +10% Accuracy
Shield: +10% Block
Axe: +10% Damage
Spear: +10% Critical Chance
The Guardian Scout takes its action during the Runesmith’s turn, making a standard melee attack during each of its own turns unless it is directed to use an active skill by its owner. If the Scout is not given a target to perform this basic melee attack against it will continue to attack the last target it was given; if no target has been given and it does not have an existing target to attack, the Scout does nothing until directed again.
The Scout can be commanded to use a Spin Attack on a single target that has a +25% Critical Chance and inflicts Severe Wounds for 1 Round on a Critical Hit, at the cost of 10% Accuracy. If this attack misses, the Scout becomes Dazed for 1 Round. This active ability has a 5 Round cooldown.
Only 1 Guardian Scout can be summoned per encounter.
Rune +: The Scout gains a Whirlwind skill. The Scout retracts its weapons and becomes immobile for 3 Rounds. During this time, the Scout fires a thin laser around itself that deals 10% of its Attack as Arcane damage per turn to up to 5 targets and causes all affected targets to be Knocked Back for the duration of the attack. If the Scout is struck by any attack during this time, it becomes Stunned for 1 Round and the effect ends. This active ability has a 7 Round Cooldown.
Rune ++: Scout now inherits an additional 10% from all of the Runesmith’s stats.
Rupee Cost: 450
Tier 5: Levels 40-44
Skill:
Stasis Rune: The Runesmith uses their Slate to halt the flow of time on a nearby object or enemy. If used on an enemy, the foe must make succeed at a resistance save (Runesmith Comp : Target Defense) or they become Immobilized for 1 Round. During this time, all incoming damage made on the Stasised target is absorbed as raw kinetic energy that is released in one strike once the stasis ends (for the purposes of this skill, damage over time effects active during this period are also applied instantly). If this single strike deals over 10% of the target's health, the target is also Knocked Down and Disarmed for 1 Round.
7 Round Cooldown.
Rune +: Target is Knocked Down and Disarmed for 2 Rounds.
Rune ++: Attacks made on the Stasis target gain +10% Accuracy.
Rupee Cost: 500
Skill:
Ancient Dagger: The Runesmith summons a single use Ancient Dagger that has the power to obliterate any foe. This attack follows the users standard accuracy and deals 3x Modifiable Adaptive Arcane damage. If this attack is successfully used on a target that is within the following execute thresholds it instead causes an instant kill as the energy consumes the foe completely:
Epic/Boss/Miniboss: 1% of Max hp.
Enemy Player: 2% of Max hp.
Strong Enemy: 3% of Max hp.
Standard Enemy: 5% of Max hp.
Weak Enemy: 8% of Max hp.
If the Runesmith also has the Ruthless feat, the threshold stacks and the Runesmith may attempt the Ancient Dagger execution at the combined rate of the two sources. The Ruthless auto-execute still may only apply at the standard threshold for that feat.
Due to the rarity and power of this weapon, only 1 attempt may be used per encounter; if the attack misses, the skill is still consumed.
Rune +: Increases damage modifier to 4x.
Rune ++: The instant kill thresholds are increased by an additional 2%.
Rupee Cost: 500
Tier 5.5: Levels 45-49
Skill:
Stalker Rune: The Runesmith summons a powerful Decayed Guardian Stalker to rain devastating blasts of energy down on their foes. The Decayed Guardian Stalker gains 80% of the Runesmith’s Attack and Competency, 20% of the Runesmith’s Defense, and 40% of the user’s Hitpoints, and is Immobile. The Guardian Stalker has a single laser attack that requires three Rounds to charge before firing on the fourth Round. This attack deals 2x irresistible Arcane damage to the primary target and an additional 2x to both the primary target and any adjacent targets as Blast damage. The primary attack must pass accuracy but can not be blocked; the secondary explosive component does not have to pass accuracy and will always hit. This attack has no cooldown other than the charge time, and if at any point the Guardian loses sight of the target or is forced to switch targets it must restart the charge entirely.
Only 1 Guardian Stalker may be summoned per encounter.
Rune +: The Stalker becomes fully functional, gaining legs that grant it 7 movement speed and causing it to inherit an additional 10% from all of the Runesmith’s stats.
Rune ++: The Guardian is further upgraded and can be summoned either as a Guardian Skywatcher or as a Charged Stalker. Skywatchers are Airborne and thus more difficult to strike, but the rotors keeping the Skywatcher aloft are fragile and three Critical strikes made against the Skywalker will destroy them, forcing the Guardian to be grounded and Immobile for 2 Rounds while it repairs itself. Charged Stalkers have their laser charge time reduced by 1 Round.
Rupee Cost: 550
Skill:
Blight Runes: The Runesmith summons powerful elemental runes with varying effects. The Runesmith may choose one of four Runes to use:
Windblight Rune:
Creates a tornado that stuns a single airborne enemy for 1 Round, or knocks up one non-airborne target, causing them to become Airborne for 1 Round but also preventing them from attacking for the same duration. At the end of the Round, the target is dropped, taking 30% of the Runesmith’s Competency as irresistible fall damage. Airborne enemies take the fall damage immediately instead of on the delayed turn.
Waterblight Rune:
Launches a spear of ice that pierces enemies, halving the effectiveness of mitigation and block, and gaining 10%+10% of the Runesmith’s Comptency as Critical Hit Chance and Critical Damage bonus.
Fireblight Rune:
Shields the user with a wall of burning energy, warding them for 20% of their maximum Hitpoints for 2 Rounds. Each time the user is hit by a melee attack during this time, the attacker is Burned. At the end of the 2 Rounds, or when the Ward is depleted, the Ward explodes and deals 40% of the Runesmith’s damage as Fire damage to the last enemy that attacked them - or a random enemy if none had attacked - plus two adjacent targets and additionally inflicts Burning to all affected targets. The explosion must pass accuracy on the primary target, but the adjacent targets are struck automatically if the first target was successfully struck.
Thunderblight Rune:
Summons a strike of lightning that attacks quickly and accurately. This attack deals 50% damage, has 10%+10% of the Runesmith’s Competency as bonus Accuracy, and Fulgurburns a single target. In addition, the Runesmith may make a standard attacking action or a defending action on the same turn the Rune is used.
This skill has a 6 Round Cooldown when the effect expires.
Rune+: Increases all damage components by 10%. For Waterblight, this increases the Crit Bonus by 10%, but not the base damage.
Rune++: Gain a second charge, allowing two uses before needing to cooldown.
Rupee Cost: 550
Class Mastery: Level 50
Skill:
Divine Assault: Utilizing the pinnacle of ancient rune technology, the Master Runesmith summons the power of the almighty Divine Beasts to unleash a devastating barrage of pure corruption-slaying energy. When this skill is activated, the Runesmith will start summoning Divine Beasts that will lock on to a single selected target and begin charging their weapons. For each round that passes after the initial activation a single Divine Beast will be summoned and charged, up to a maximum of four Divine Beasts and four rounds of charging. Initially activating this skill takes a full action, but the charge effect continues even if the Runesmith takes a different action on the following turns. When the Runesmith is ready to use their prepared Divine Beasts they can use their action to activate this skill again and direct the Divine Beasts to fire on the originally selected target. The Divine Beasts charge in the following order:
Vah Medoh: Deals full modifiable Adaptive Arcane damage, and also inflicts Vulnerability for 2 Rounds.
Vah Naboris: Deals full modifiable Adaptive Arcane damage, and also Electrifies for 2 Rounds.
Vah Rudania: Deals full modifiable Adaptive Arcane damage, and also inflicts Severe Wounds for 2 Rounds.
Vah Ruta: Deals full modifiable Adaptive Arcane damage, and also inflicts Lethargy.
Once activated for a second time, all charged Divine Beasts will unleash their Divine Assault simultaneously. These attacks do not need to pass Accuracy and can not be Blocked by any means. Additionally, this skill has 10% bonus Efficacy versus foes that are either Undead or Evil Aligned.
The Divine Beasts are summoned at a distance from the Runesmith and thus they can not be targeted by enemy attacks nor do they take up space on a grid. Once Divine Assault has been used, the Divine Beasts are unsummoned and may not be used again during the same encounter.
The Divine Assault skill can not be upgraded by spending money, but instead will reach additional ranks as the Runesmith continues to level up. At level 60 this skill is enhanced to Divine Assault+, and at level 70 this skill is further enhanced to Divine Assault++.
Rune +: Further increases Efficacy against Undead and Evil by 15%.
Rune ++: Gain a second charge, allowing Divine Assault to be used twice per encounter.