Runecrafting Spoiler

Runecrafting uses "Runes" which are passed as parameters to the "project" function. Runes come in two varieties, primary and secondary. The primary rune selects the "target" and the secondary selects the "GF_" type.

Failure chance depends on DEX, mana, and which runes are used. Player level effects mana used. So you should never invest more skill points in runecrafting, as it has zero effect on anything beyond wether or not you can cast runespells in the first place, which you get at skill level one.

Runecrafting will never get you *ID*. Inventory space and available mana are a runecrafters primary limitations.

The Primary runes determine what effect the spell has. You may select one only.

level

cost

Name

GF_constant

effect

3

200

Life

GF_OLD_HEAL

Heal yourself or monsters

5

500

Holding

GF_STASIS

Sleep monsters, paralyze self

6

200

knowledge

GF_IDENTIFY

ID's items, or self-knowledge. Won't ID traps

10

300

Fire

GF_FIRE

Damage yourself or monsters

12

300

Cold

GF_COLD

Damage yourself or monsters

13

300

Lightning

GF_ELEC

Damage yourself or monsters

16

300

Acid

GF_ACID

Damage yourself or monsters

16

300

Gravity

GF_GRAVITY

Will teleport monsters (10 grids dist) unless they resist teleportation, slow them if they fail a (damage based) saving throw, and stun them for d(level/10 + 3)(damage) / 10 turns

19

3000

Mind

GF_PSI

Gives you temporary ESP or damage monsters

23

1000

Element

GF_MISSILE

Damage yourself or monsters, no resists

26

2000

Chaos

GF_CHAOS

Damage yourself or monsters, polymorph non-resistant monsters

35

1000

Undeath

GF_RAISE

This is what's used by necromancers to raise dead. This duplicates a necromancers "raise dead" spell's effect, also restore life if it hits you.

45

1500

Protection

GF_MAKE_GLYPH

Sets a protective shield on you (50 AC), creates a glyph of protection in any empty grid.

The secondary runes effect what area, items, or monsters are effected. You may select more than one.

level

cost

name

multiplier

effect

3

40

Self

0

Monsters and yourself.

6

100

Arrow

0

Monsters only, hits first monster only

10

300

Ray

+1

Monsters only, fires ray thru monsters

15

1000

Sphere

+2

Monsters and items. Sphere of mana/8 radius (min 1, max 10)

30

4000

Armageddon

+3

grids,items,monsters - fires balls in random directions

50

5000

Powersurge

+4

View

Mana used is boosted by multiplier * (level/5), while damage is also boosted.

Calculating the damage inflicted by runespells

The damage of a runespell, and the radius of Sphere and Armageddon effects, is determined from the mana you assign to the runespell, as follows: Let M be the assigned mana amount; then the spell damage is XdY, where Y=37*sqrt(M+3)/10 and X=Y/3 (both the square-root and the divisions are rounded down to the nearest integer). The radius is Y/8, rounded down to the nearest integer.

For convenience, here are some pre-computed thresholds:

Mana

Damage

Avg dmg

Radius

1

2d7

8

1

6

3d11

18

1

13

4d14

30

1

22

6d18

57

2

33

7d22

80

2

46

8d25

104

3

61

9d29

135

3

78

11d33

187

4

97

12d37

228

4

118

13d40

266

5

141

14d44

315

5

166

16d48

392

6

193

17d51

442

6

Amounts between the ones listed uses the values for the lower value; for instance, a 5-mana runespell has the same damage and radius as a 1-mana manaspell.

List your favorite Runespells

JohnGilmore:The cannonical useful muchkinish runecraft spell is:

Sphere+knowledge+0 mana

This spell projects a raduis 1 sphere of GF_ID, identifying everything on the ground under you or next to you for zero mana. You do have to carry the two runes, or carve the spell into a runestone, but carrying one item is cheap for an instant recharge zero cost area identify spell.

JohnGilmore:Any spell with the "power surge" rune can be used to damage a monster that you can "see" - even if there's walls between it and you, like telepathy-detected monsters for instance. I've never personally used this, but I hear it's great for Morgoth and other powerfull uniques that summon like mad.

ZizzoTheInfinite: I added a table of runespell mana thresholds from the notes I cooked up for my own Runecrafter character.

KitaKita: Forgive me if I am mistaken, but doesn't this make Runecrafting inherently weaker, but more adaptable, than Thaumaturgy?

Atarlost: Thaumaturges get runecraft at 0.700 so can get runecraft for two skill points. Runecraft would do two things for them: ID for far fewer skill points than via knowledge, and the sea of runes spell (blast protection dumping lots of mana). If you can get the runes the latter is probably worth the investment for any mage.

ShoOb: Mine of course are the knowlege+sphere, and protection+sphere (seems like a 0% fail), both with 0 mana.

Broken?

Draeath: The other Runecraft wiki pages all claim Runecraft is broken. Is it still broken in 2.3.4? If it is, can I get any more info besides "it's broke"?

NeilStevens: My understanding is that Runecraft is broken in that gaining levels of Runecraft is detrimental, and to my knowledge it's still broken. Having never played one though, I've never studied the issue.

Spoilers/Skills/Runecraft (last edited 2008-05-03 04:38:03 by NeilStevens)