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Arelith Runecrafting v2

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Jan 21st, 2019
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  1. Tags for Search: Arelith, Runes, Runic, Runecraft, FOIG, NWN, Neverwinter Nights
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  3. Document Creation Date: January 21st, 2019 (reflects information up to this date, and may not reflect future patch changes or notes on the server)
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  5. On Arelith, the term "Runes" and "Runic" refers to a few things. Here I'll explain what they mean, how they're used, and give some suggestions on how to utilize them on your characters.
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  7. First, we'll start with "Runic":
  8. Runic Items (rare loot with blue name) works differently to normal items or Magical Items. They have a special property that can be exploited by enchanters that know and can read the specific languages the runes are written in. The next single enchantment that is added to that item will have an added success chance relative to the Dweomercraft Tier of the caster, and the runic property will not be able to be used again, even if the enchanter didn't have the matching requirements and enchanted the item as normal.
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  10. Dweomercraft Tier 1: +33%
  11. Dweomercraft Tier 2: +66%
  12. Dweomercraft Tier 3: 100% (0 failure chance, eliminates the 95% success cap non-runic items have)
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  14. The Runes may be, and organized by their rarity. Using a rune does not require being that particular race. It only requires being 100% Fluent in the language:
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  16. Basic (No requirement - called 'Arcane Runes' in game. Can be used at full power by any enchanter, no languages needed)
  17. Elven (Elven, Xanalress)
  18. Dwarven (Dwarven)
  19. Arcane (Draconic)
  20. Planar/Outsider (Celestial, Abyssal, Infernal)
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  23.  
  24. Now, onto "Runes":
  25. Runes, when applies to an item, add the "Runic" property as above. Only one "Artifact Rune", that is, crafted Runes, can be added to an item. However, if an item begins Runic, the item can have a second Rune added to it via crafting, allowing for very powerful items. At the most powerful, someone could use an item's rune, be lucky at a 5% enchantment for a second added property, and then item craft a final Rune onto the item for a third property. Obviously, this is very expensive and very time consuming, so is often seen as long term goals, if it's even something the character or player want to consider doing at all.
  26.  
  27. Runes follow a few general rules, common to all of them.
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  29. They are organized into three "Tiers", often referred to as "T1, T2, and T3" in the order of weakest to most powerful.
  30. T1 Runes work on items with up to 2 beneficial properties.
  31. T2 Runes work on items with up to 3 beneficial properties.
  32. T3 Runes work on items with up to 4 beneficial properties.
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  34. There are exceptions to the above, which will be discussed later in full, but in short:
  35. Negative properties do not count as properties when counting for Runes.
  36. Alignment, class and race restrictions do not count as properties when counting for Runes.
  37. Spell-cast properties do not count as properties when counting for Runes, such as Remove Fear 1x/day.
  38. Weight Reduction properties do not count as properties when counting for Runes.
  39. Specific save bonus properties do not count as properties when counting for Runes, such as +1 fort, +1 reflex, +1 will, or +3 saves vs fear.
  40. Light properties do not count as properties when counting for Runes.
  41. Defensive Essences do not count as properties when counting for runes.
  42. Offensive Permanent Weapon Essences DO count as properties when counting for Runes.
  43.  
  44. The actual items used in Runecrafting are as follows. Parenthesis indicate the T1 / T2 / T3 of the rune item in game:
  45. Euklian Clay - Used in crafting to create T2 and T3 runes. T1 runes do not require Euklian Clay.
  46. Blueleaf (Sample / Vial / Bottle of Blueleaf) - Used in 'Wooden Items'. Specifically: Shields (of any sort, even metal Tower), Quarterstaves, Magic Staves, Spears, Bows, Crossbows.
  47. Djinn Uther (Sample / Flask / Bottle of Djinn Uther) - Used in 'Cloth Items'. Specifically: Light Armor, Cloaks, Belts, Boots, Gloves
  48. Theurglass (Rough Fragments / Shards / Intact Theurglass) - Used in 'Jeweled Items'. Specifically: Rings, Amulets, Helms (or any sort)
  49. Chardalyn (Flawed / [no prefix] / Perfect Chardalyn Stone) - Used in 'Metal Armor Items'. Specifically: Medium and Heavy Armor, All Shields, All Helms, Gauntlets.
  50. Zardazik (Impure / Chunk / Pure Zardazik) - Used solely for 'Metal Weapons'. Specifically, weapons that are not listed under Blueleaf.
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  52. To craft a Rune requires 1 of the type of item for the rune you are making. If it is a T2 or T3 rune, it also requires an Abeyant Template, made from 1 Euklian Clay and 5 Dragon's Blood, made by the Alchemy or Herbalist trades. Once the Rune is complete, you may add it to the item by using the Rune's unique Power on the item. If the Rune will work, you will get a confirmation dialog of the type of rune that will be added upon success. Using the power again on the item will consume the rune, and add Runic to the chosen item. The language you are currently speaking will be added as the type of Rune, and the confirmation dialog will mention this, allowing you to choose which type of rune is added, if you like. For most players, speaking in Common to add Arcane runes will be the most useful and convenient, since it will allow any Enchanter to craft the item for you. The language type of the Rune added has no bearing on its end effect or what can be crafted with it.
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  54. Once the Rune is on the item, it can be crafted and used like any other Runic property, and will be consumed by the next craft, no matter what sort it is. This means you want to craft as much as possible on the item before Runing it, while ensuring that the Rune can still be used on the item. Most importantly, for weapons, it means you MUST do your Runing BEFORE you add your Essence, otherwise you will need a more powerful Rune, or be unable to Rune the weapon entirely! For example, a Masterly Damask weapon with even a simple +1 permanent weapon essence CANNOT be Runed, even by a T3! Pay attention to your properties before you apply weapon essences, and do Runing first if at all possible.
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  57.  
  58. From here on out we will be going into "Advanced Runecrafting", and we will discuss what sort of runes excel, and even give examples of common ways to use runes that will result in generally powerful items. Other specific ways to use Runes exist, that will be more tailored to the specific needs of your character.
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  60. As we can see above, there are several properties that do not count for Runic items. However, there are also some types of items that, despite being under or over the allowable amount of properties for an item, require a different Rune than you might expect. This (incomplete) list is as follows:
  61.  
  62. Normal Damask Weapon require a T2 Rune.
  63. Masterly Damask Weapons require a T3 rune.
  64. All Adamantine Armors/Shields/Helms require a T2 Rune.
  65. Enchanted Silk Shirts (+3 AC/adamantine cloth armor) only requires a T1 rune.
  66. Enchanted Elven Boots (+2 dex/+5 listen/+5 hide/+5 move silent) only requiires a T1 rune.
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  68. ----
  69.  
  70. Beyond this, some items are uniquely suited to being Runed, or even in some cases double runed (base item, then Runecraft), or 5%'d and then runed, or so on. Next we'll discuss some of these combinations, as well as good items to seek to Rune in general, and why they're helpful.
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  72. All Greensteel Equipment, weapons, and armors: A Greensteel Weapon takes a T1 rune, and armors and shields take a T2 rune. The weapon serves as a solid choice for anyone, but especially for weaponmasters, who want Keen before base damage. It also needs a less powerful, more easily found and made Rune than Damask, and with an essence, gives a +3 AB, +4 damage, +1d4 extra damage, keen weapon. Spellswords can make exceptional use of the armor to add stats or saves or discipline to the armor and shield, allowing for even more gearing freedom than the class already has by virtue of arcane spellcasting and Epic Mage Armor.
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  74. Damask and Masterly Damask weapons can also be Runed, but it is the opinion of the author that the Zardazik needed for the runes is very expensive and very rare, and so players are generally better off attempting to 5% these weapons if they want them Keened. It is a considerable time investment, but so is hunting for high end Zardazik, which almost never enters the PC market due to its inherent value to almost all non casting melee characters.
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  76. Lesser Moonblades can spend the Rune on the item, and then be T3 Runed or 5%'d for a second enchantment, and then can have an offensive essence stacked on top of all of that, resulting in a weapon that can be tailored to nearly any character archetype with many properties. Very little in the game comes close to this, especially for a one handed weapon usable reasonably by any race in the game with UMD investment.
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  78. The Blade of Roses +3 is a longsword choice for charisma characters, and can even be easily used by mages due to Arelith's proficiency changes. It can be runed with a T1 to add Keen, more damage, a stat, or whatever else you might like. As a loot only item, the author doesn't recommend trying to 5% this, but it's your grinding.
  79.  
  80. Bronze, 0 property equipment can often be enchanted to 2-3-4 properties and then Runed with the necessary Runes. This option is mostly used by Rangers, Paladins, Clerics, and Mages, who would prefer to wear, for example, +1 CON, +1 INT, +2 discipline, +2 spellcraft, +1 fort [remember, specific saves do not count for runes] clothes and then Rune them for another property. Similar is done for weapons, for example, keen, Essence, then 1d4 damage, and T2 runed for a simple, easy to make weapon for Paladins or Rangers, who can use Bless Weapon and Blade Thirst to enhance magical gear.
  81.  
  82. Similarly, generically enchanted gear can be useful for high end runes, such as a +1 STR, +1 CON, +2 discipline, +2 Spellcraft, +1 reflex ring being T3 runed to add an extra enchantment, or removing a cheap skill to replace with a more expensive property such as Unisaves. Keep in mind specific saves don't stack with Unisaves, so doing +1 reflex and +1 unisaves does not result in +2 reflex.
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  84. All Adamantine Gear requires a T2 rune to start, but for characters who don't have ready spell access, don't rely on charisma, and don't have miles of shield potions to drink, can be powerful choices to rune out, and gain saves or stats. Adding saves makes the gear essentially mithril+, and adding stats can give the versatility a STR/CON character needs to wear some other specific trinket they might like to wear, without sacrificing maxing STR or CON. On the end-game level, 5%ing adamantine, then adding a T3 rune can result in 2-stat Adamantine, or +1 uni-saves and +1 stat adamantine, a distinctly powerful choice for any character.
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  86. Enchanted Silk Shirts and Enchanted Elven Boots are strong choices for any dex character or stealth character and only require a T1 rune to upgrade, making 5%ing and T2 runing a palatable if long term process for an even more powerful item.
  87.  
  88. Templar Armor is powerful armor for any Charisma based melee class like Paladins and Blackguards, and can be Runed with a T2 rune to add CON or even more saves, or whatever else you'd like. Also 5%'able into a T3 rune for endgame goals that allow armor that gives, for example, +3 AC, +3 CHA, +1 CON, +1 unisaves, 10% slash immunity, and a defensive essence.
  89.  
  90. Headbands of Protection can be easily runed with a T1 rune, and provide 2 AC and 26 SR. Adding saves or a stat is a strong choice, and allows for a helm that trades the 10% damage immunity of adamantine, for 26 SR that, while not very useful in PvP, is a useful buffer to have for PVE, and will blunt a reasonable amount of spells. 5%ing headbands takes a potentially very long time due to the crafting point investment, but only needs a T2 rune to accomplish.
  91.  
  92. Sergeant's Cloaks, despite their many properties, can be runed with a T2 Rune, as the saves vs fear and Remove Fear spellcast do not count for using Runes. This allows for a cloak that gives STR, CON, Discipline, and universal saves. for Spellswords, Clerics, or Charisma Melee Classes, this can also be a best in slot tri-stat (STR/CON [INT/WIS/CHA]) item that makes no sacrifices for its gains. Again, like Adamantine, 5%ing these items is very possible, and a T3 rune gives you an incredibly powerful item for your investment.
  93.  
  94. Displacer Beast Cloaks can fill the same niche for dex characters, and can be runed with a T1 to add, mostly commonly, +1 CON, but can also be used for anything else. 5%ing and T2 runing is, like sergeant cloaks, in the realm of viability, and cheaper to boot than the Sergeant's Cloak.
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  96. Rings and Scarabs of Protection +2 require 5%ing to add a single stat to, but are easily bought en masse and spammed out, the only obstacle being time and XP for 5%ing. Once 5%'d, a T1 rune can rune them, allowing for combinations like STR/CON/+2 unisaves, or CON/disc/+2 unisaves. Because they start with only one property, you have the freedom to add any two properties to these rings and amulets, making them very flexible for any character's needs. +2 CON amulets, as well as +2 CHA amulets can also be bought or crafted and serve the same purpose, 5%ing then T1 runing for 2 flexible additions.
  97.  
  98. Lantanese Rings +1 offer Regeneration and Charisma, and can be T1 runed to add a second stat, or a skill, or saves. A relatively niche, unorthodox choice, the rings are also rare, loot only, and can be expensive in player shops. 5% at your own peril. Whether or not these items are truly useful depends on your build, but Warlocks, for example, will get great use out of a pair of +1 regen, +1 CHA, +1 CON rings, doubling down on their tanking ability. Paladins can often afford to use the rings since they can get STR and CHA in large amounts off their spells.
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  100. Piker's Rings are a niche choice to T2 rune, as they offer what is primarily +1 CON and +4 discipline, meaning a pair of these rings can be worn for +8 discipline. It can be a niche option for low STR builds very concerned about their discipline score. As a loot only item, 5%ing these items in order to use a T3 Rune is not recommended, but is more reasonable than other items, due to their relative commonness compared to other loot only high tier items like Blades of Elements, or Lantanese Rings.
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