Weapon types:
Armour types:
Name | Min lvl | Description |
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36 |
Restores Power.
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1 |
The ridicule a Rune-keeper writes hurts more than a mundane scribe's ever could. The damage over time tiers up on subsequent uses.
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20 |
Revives a defeated ally.
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32 |
A flurry of chilling words unleashes a swirl of numbing cold on foes around you. An area around you is filled with a flurry of frost, and dealing damage over time.
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24 |
In writing, the significance of winter is that in time all things must slow, then stop. Lowers your foes' incoming healing and increases their skill Power cost.
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6 |
Written words can have a chilling effect on their victim. Slows your foe, but damaging them will return their speed.
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18 |
A big heal.
+Healing per attunement.
Requires Healing Attunement.
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14 |
Applies a bubble that briefly increases Morale.
+Bubble potency per attunement consumed.
Requires Healing Attunement.
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1 |
Heals the target +2% per Healing attunement.
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44 |
Summon the essence of a thundercloud's lightning, which deals extra damage on critical hits.
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1 |
A basic lightning rune deals lightning damage and builds battle attunement.
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1 |
A lightning attack dealing +Damage and +Stun duration per attunement consumed.
Requires Battle Attunement.
Mounted Combat Enemies: Stun replaced with a mount speed debuff
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40 |
Places an effect on someone that revives them on defeat.
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8 |
Briefly dazes the foe.
Mounted Combat Enemies: Daze replaced with a debuff that reduces damage against dismounted players.
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20 |
Interrupts inductions being performed by the foe.
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26 |
Refocuses attunement from one extreme to the other.
After use, skills cost no Power for 15s.
Requires either Battle or Healing Attunement.
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22 |
Fire damage-over-time that reduces threat.
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12 |
This fellowship skill does minor direct tactical damage to your target, then more damage over time and can contribute to fellowship manoeuvres.
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12 |
This fellowship skill does direct tactical damage to your target and can contribute to fellowship manoeuvres.
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50 |
Interrupts inductions being performed by the foe.
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18 |
Removes Wound, Fear, Poison, and Disease effects from your target.
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28 |
A thin armour of lightning covers your body. Melee attackers have a chance to be dazed for 5 seconds. Additionally you are protected from an amount of future damage.
Mounted Combat Enemies: Daze replaced with a debuff that reduces damage against dismounted players.
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75 |
In Rohirrim
A debate on the nature of the People of Rohan provides you with a nearer bond with friendly targets around you.
In Riddermark
One should take care when debating the nature of the Lands of Rohan with a Rune-keeper else they find themselves wishing the land would loosen its grasp upon them.
In Red Dawn
One should be careful when debating the ruin and wrath wrought by the Red Dawn, else it shall find a way to vist ruin upon them.
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75 |
In Rohirrim
All things end, and sometimes the resolution brings great succor.
In Riddermark
All things end, and once resolved one can find they have been dumbfounded.
In Red Dawn
All things end, and when fire is involved all that remains is ash and ruin.
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75 |
Mounted Discipline
Mounted Disciplines are used to alter the attitude and tactics used by your War-steed in Mounted Combat
Rohirrim
The Rohirrim Discipline turns your attention to supporting your allies through the use of healing runes and script.
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75 |
In Rohirrim
The power of runes and speech are used to creating a mending and inspiring oration.
In Riddermark
The power of speech and runes are woven together to draw one's attention to the bleak sky, calling ruin and fear from above.
In Red Dawn
The power of speech and runes are woven together to draw upon the power of potent embers to burn the target and potentially weaken them to flame.
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|
75 |
In Rohirrim
Focusing on runes of longevity coupled with runes of inspiration the Rune-keeper ably inspires a friendly target.
In Riddermark
The chilling nature of frost is coupled with runes of longevity to impose the a bone-numbing slow to come over an enemy target.
In Red Dawn
The slow nature of a flame that consumes is coupled with runes of longevity to bring about a long slow burn on an enemy target. This effect can stack up to three times.
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75 |
Mounted Discipline
Mounted Disciplines are used to alter the attitude and tactics used by your War-steed in Mounted Combat
Red Dawn
The Red Dawn discipline focuses on runes that call to fire and destruction, calling the most power and potent of the Rune-keeper's arsenal to bear.
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75 |
Calling upon etchings representing the elements, the Rune-keeper composes a symbol with disastrous intent.
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75 |
You focus your energies and etchings toward supporting you and your allies finding inspiration in the verses.
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75 |
Mounted Discipline
Mounted Disciplines are used to alter the attitude and tactics used by your War-steed in Mounted Combat
Riddermark
The Riddermark Discipline focuses on the chilling and enervating runes of storm. When carved and etched correctly you can manipulate the actions of your enemies.
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20 |
Removes any Crowd Control Effect on the Rune-keeper.
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20 |
Removes up to 3 corruptions from the target.
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