Ravager - Synergist - Saboteur - Variable Range
Skill Bonus: Stamina, Magick, Negotiation, Intuition Attunement Weapons: Greatsword, Knife, Rapier, Sword Armor: Mage Armor, Hats, Shields Innate Magic: Green (Low)
Rune Knights (RNK) specialize in being a cloth tank, using special abilities that harness the powers of their magic defenses and turning them into physical defenses. They are extremely adept at helping as an off tank for the main tank in the event of not having another beefy character to absorb some hits.
Abilities
The Rune Knight's primary A-Ability is Runic Arts.
Runes
A Rune Knight inscribes elemental runes and uses them to cover an area with an effect. When placing a rune, one element is chosen--Fire, Ice, Lightning, Water, Earth, Wind, Light, or Shadow--and the rune gains that elemental property. The exact effect of this is dependent on the rune that is inscribed. A character may have one rune in play at a time (however see Rune Control, below) and may dismiss any active rune as a Free Action, or by placing a new rune.
Rune Knight Feature Abilities
Runic Barrier
Feature
Description:
Effect: When wearing Mage Armor, the Rune Knight gains Rampart.
When wearing Mage Armor or Hats, the Rune Knight gains DEF equal to 5 times the gear's Tier.
Rune of Tenacity
Feature - Runic Arts - Rampart Attack - Tenacity Rune
Description:
Damage: Normal damage.
On Hit: Runic Brand (-). Runic Brand reduces EVA by 10. When Runic Brand is applied, the Rune Knight gains MP equal to the number of Runic Brands in play (including the one they just placed).
Special: The Rune Knight may apply Runic Brand to any creature that casts a spell on them.
Runic Charge
Feature - No Action
Description:
Effect: The Rune Knight may expend their Runic Charge to add an additional effect to some abilities.
A Rune Knight may select one of Accumulate, Focus Strike, or Defensive Strike as an Innate ability.
Rank 1
Accumulate
Runic Arts - Chain 1 - PA - Weapon Range - Chain Bonus
Description:
Damage: Normal damage.
Effect: Adds +PA as bonus damage to all further attacks in this chain. This bonus stacks with the further uses of Accumulate.
Focus Strike
Runic Arts - Chain 1 - PA - Weapon Range - Chain Bonus
Description:
Damage: Normal Damage.
Effect: Adds +5 ACC to all further attacks in this chain. This bonus stacks with further uses of Focus Strike.
Defensive Strike
Runic Arts - Chain 1 - PA - Weapon Range - Chain Bonus
Description:
Damage: Half damage.
Effect: Defensive Strike has -10 ACC. Once per turn, the character gains +5 EVA until the end of this round.
Runic Sword
Innate - Runic Arts - Simple Action - Self - Requires: Sword, Knife, Greatsword, or Rapier
Description:
Effect: The next spell cast that targets a creature within 5 squares of the Rune Knight targets the Rune Knight instead, ignoring line of sight or range. The Rune Knight gains MP equal to the rank of the spell but otherwise suffers the full effect of the spell. This ability lasts until the end of the round.
Prime: This ability lasts until triggered or dismissed by the Rune Knight as a Simple Action. The Rune Knight also gains Runic Charge (4) when they are successfully targeted by a spell.
Break - Flash Runic: Can be used as an interrupt. Trigger: A spell is cast within 5 squares of the Rune Knight.
Rune of Protection I
Runic Arts - Simple Action - Range 1 - Rune Area 2 - MP 8 - Field Rune
Description:
Effect: Creates a protective elemental rune of an element of the user's choosing. Friendly creatures have EVA, RES and SPR +5 against spells inside the rune, and take 50 less damage from attacks and abilities of the same element as the rune. The rune disappears after soaking damage for 4 spells.
Runic Charge: The rune does not expire until dismissed.
Rune of Amplification I
Runic Arts - Simple Action - Range 1 - Rune Area 2 - MP 8 - Field Rune
Description:
Effect: Places a rune on the ground that amplifies a particular element, or curative spells. Friendly creatures have ACC+5 when casting spells inside the rune, and have Element Amp 20 of the same element as the rune (or if curative spells were selected, curative spells have Amp 20). The rune disappears after amplifying 4 spells.
Runic Charge: The rune does not expire until dismissed.
Break - Elemental Sforza
Runic Arts - Simple Action - Self
Description:
Effect: The Rune Knight takes no elemental damage until the end of their next turn.
Break - Ruin Impendent
Runic Arts - Finisher 1 - Weapon Range
Description:
Damage: Normal damage
On Hit: Reduces target's MP to 0. Deals an additional 2 damage per MP lost.
Barrier Master
Support Ability
Description:
Effect: Bar- spells cast have an additional 2 duration.
Rank 2
Stardust Ray
Runic Arts - Finisher 1 - MA - Range 3 - No Evade
Description:
Damage: Creates four comets of energy which each deal MA*1 True damage. Comets can target any creature in range and cannot miss.
Runic Charge: Creates an additional two comets.
Fury Brand
Runic Arts - Finisher 1 - PA - Weapon Range
Description:
Damage: Normal damage, plus 2 damage per MP the target has.
On Hit: MND vs. SPR to Berserk.
Rune of Banishment I
Runic Arts - Simple Action - Range 1 - Rune Area 2 - MP 8 - Field Rune
Description:
Effect: Creates an aggressive elemental rune. Hostile creatures who enter or begin their turn in the rune's area take MA*6 damage of the same element as the rune. The rune disappears after this effect triggers 4 times.
Runic Charge: The rune does not expire until dismissed.
Rune of Sabotage I
Runic Arts - Simple Action - Range 1 - Rune Area 2 - MP 8 - Field Rune
Description:
Effect: Creates a debilitating elemental rune. Hostile creatures in the rune's area have -10 MND/SPR, and when they take damage that is the same element as the rune, that damage is increased by 20. The rune disappears after this effect triggers 4 times.
Runic Charge: The rune does not expire until dismissed.
Rune of Ignis
Runic Arts - Static 2 - Self - MP 14 - Harbor Rune
Description:
Effect: Bestows Rune of Ignis (4). Rune of Gelus gives the user Flamestrike, Resist: Ice and Weak: Water.
Runic Charge: Rune of Ignis is a Simple Action and does not cost MP.
Rune of Gelus
Runic Arts - Static 2 - Self - MP 14 - Harbor Rune
Description:
Effect: Bestows Rune of Gelus (4). Rune of Gelus gives the user Froststrike, Resist: Wind and Weak: Fire.
Runic Charge: Rune of Gelus is a Simple Action and does not cost MP.
Rune of Flabra
Runic Arts - Static 2 - Self - MP 14 - Harbor Rune
Description:
Effect: Bestows Rune of Ignis (4). Rune of Gelus gives the user Galestrike, Resist: Thunder and Weak: Earth.
Runic Charge: Rune of Flabra is a Simple Action and does not cost MP.
Rune of Tellus
Runic Arts - Static 2 - Self - MP 14 - Harbor Rune
Description:
Effect: Bestows Rune of Tellus (4). Rune of Tellus gives the user Earthstrike, Resist: Water and Weak: Ice.
Runic Charge: Rune of Tellus is a Simple Action and does not cost MP.
Rune of Sulpor
Runic Arts - Static 2 - Self - MP 14 - Harbor Rune
Description:
Effect: Bestows Rune of Tellus (4). Rune of Tellus gives the user Thunderstrike, Resist: Fire and Weak: Wind.
Runic Charge: Rune of Tellus is a Simple Action and does not cost MP.
Rune of Unda
Runic Arts - Static 2 - Self - MP 14 - Harbor Rune
Description:
Effect: Bestows Rune of Tellus (4). Rune of Tellus gives the user Waterstrike, Resist: Fire and Weak: Thunder.
Runic Charge: Rune of Tellus is a Simple Action and does not cost MP.
Echo Point
Support Ability
Description:
Effect: Allies within Range 3 can use the Rune Knight as the origin point of their spells.
SOS-Shell
Support Ability - SOS Ability
Description:
Effect: Once per combat, bestows Shell (4).
Rank 3
Searing Rune
Augment: Rune of Tenacity
Description:
Effect: Creatures that cast while they have a Rune of Tenacity take True damage equal to the Rune Knight's MA*2.
Rasping Rune
Augment: Rune of Tenacity
Description:
Effect: Whenever Rune of Tenacity is applied, all creatures with Rune of Tenacity (including the one that just received it) lose MP equal to 5 times the number of Runes of Tenacity already in play, but the Rune Knight no longer recovers MP when placing it.
Vallation
Runic Arts - Reaction
Description:
Trigger: 30%: The character takes elemental damage.
Effect: Bestows Vallation (4), giving Element Guard for the element of the last magic damage the character took. A character can only have one Vallation effect on them at a time; applying a new one removes the old.
Runic Charge: Guarantees trigger and affects adjacent allies as well.
Brave Buster
Runic Arts - Finisher 1 - PA - Weapon Range
Description:
Damage: Normal damage. Deals an additional 4*PA damage if the target is under the effects of Brave.
Runic Charge: Dispels Brave.
Faith Buster
Runic Arts - Finisher 1 - PA - Weapon Range
Description:
Damage: Normal damage. Deals an additional 4*PA damage if the target is under the effects of Faith.
Runic Charge: Dispels Faith.
Haste Buster
Runic Arts - Finisher 1 - PA -Weapon Range
Description:
Damage: Normal damage. Deals an additional 4*PA damage if the target is under the effects of Haste.
Runic Charge: Dispels Haste.
Armor Buster
Runic Arts - Finisher 1 - PA - Weapon Range
Description:
Damage: Normal damage. Deals an additional 4*PA damage if the target is under the effects of Protect.
Runic Charge: Dispels Protect.
Shell Buster
Runic Arts - Finisher 1 - PA - Weapon Range
Description:
Damage: Normal damage. Deals an additional 4*PA damage if the target is under the effects of Shell.
Runic Charge: Dispels Shell.
Rank 4
Stars of Babylon
Augment: Stardust Ray
Description:
Effect: Stardust Ray gains an extra two comets and becomes Range 5.
Return Magic
Reaction
Trigger: The character is damaged by an elemental spell.
Effect: 30%: The character may immediately cast the spell they were hit with back against its original target, using their own stat calculation and spending MP as normal.
SOS - Memento
Support Ability
Description:
Effect: Once per combat, when the character reaches Near Fatal status, all allies within 2 squares of the character recover 20 MP.
Prime: Allies in a Rune's area of effect also receive this benefit, even if they are not within 2 squares of the Rune Knight.
Runic Soul
Support Ability
Description:
Effect: The character can use Runic Blade with any weapon or shield equipped (but not unarmed).
Spell Mirror
Runic Arts - Static 2 - Self
Description:
Effect: Bestows Reflect (4).
Outlaw: Black Magic
Runic Arts - Static 2 - Self - Law Rune
Description:
Effect: Creatures who cast Black Magic within 5 squares of the user are inflicted with Yellow Card (4) at the end of their turn. If they already have Yellow Card, MND vs. SPR or X-Zone (2) instead.
Prime: Treat Yellow Card as a Rune of Tenacity.
Outlaw: White Magic
Runic Arts - Static 2 - Self - Law Rune
Description:
Effect: Creatures who cast White Magic within 5 squares of the user are inflicted with Yellow Card (4) at the end of their turn. If they already have Yellow Card, MND vs. SPR or X-Zone (2) instead.
Prime: Treat Yellow Card as a Rune of Tenacity.
Outlaw: Time Magic
Runic Arts - Static 2 - Self - Law Rune
Description:
Effect: Creatures who cast Time Magic within 5 squares of the user are inflicted with Yellow Card (4) at the end of their turn. If they already have Yellow Card, MND vs. SPR or X-Zone (2) instead.
Prime: Treat Yellow Card as a Rune of Tenacity.
Rune of Protection II
Runic Arts - Simple Action - Range 1 - Rune Area 2 - MP 18 - Field Rune
Description:
Effect: Creates a protective elemental rune of an element of the user's choosing. Friendly creatures have EVA, RES and SPR +10 against spells inside the rune, and take 100 less damage from attacks and abilities of the same element as the rune. The rune disappears after soaking damage for 4 spells.
Runic Charge: The rune does not expire until dismissed.
Rune of Amplification II
Runic Arts - Simple Action - Range 1 - Rune Area 2 - MP 18 - Field Rune
Description:
Effect: Places a rune on the ground that amplifies a particular element, or curative spells. Friendly creatures have ACC+10 when casting spells inside the rune, and have Element Amp 50 of the same element as the rune (or if curative spells were selected, curative spells have Amp 50). The rune disappears after amplifying 4 spells.
Runic Charge: The rune does not expire until dismissed.
Rune of Emboldening
Runic Arts - Simple Action - Range 1 - Rune Area 2 - MP 26 - Field Rune
Description:
Effect: Places a rune on the ground that amplifies a particular time/space fields. Friendly creatures that start their turn or move through the area of effect gain +1 MOV for this turn.
Runic Charge: Increases the area of effect to Area 4. Dismisses Runic Charge.
Break - Shellbust Stab
Runic Arts - Static 1 - PA - Weapon Range
Description:
Damage: Normal Physical damage. Deals additional damage equal to four times the target's MDF.
Break - Aspir Blade
Runic Arts - Simple Action
Description:
Damage: Bestows Aspir Blade (4) on the Rune Knight. Successful weapon attacks additionally drain 5 MP from the target and give it to the Rune Knight.