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Researchable runes for dwarven units.

Posted: Wed Sep 26, 2018 2:48 pm
by makazuwr32
All these runes need to be researched firstly in rune mansion. Each rune needs to be researched individually.
All these runes are appliable only to unit itself.
Each rune is availible only for specific set of units.


1. Rune of energy - +1 speed for 2 turns, cooldown - 8 turns. Researchable for 5 turns.
This spell is obtainable only for foot units of dwarves. Excluding casters.
2. Rune of living fire - "burning weapon" passive on-hit effect for 2 turns. Cooldown - 8 turns. Researchable for 3 turns.
This spell is obtainable for all foot melee and archer-based units excluding berserker and casters.
Basic tech (obtainable when set "all techs" settings).
3. Rune of thunderclap - "slowing 1 weapon" passive on-hit effect for 2 turns. Cooldown - 8 turns. Researchable for 4 turns.
This spell is obtainable only for all foot melee-based non-caster units excluding berserker.
Basic tech (obtainable when set "all techs" settings).
4. Rune of exorcism - gives for 2 turns "disenchant weapon" effect to caster, applies "disenchant" effect to caster. Cooldown 8 turns. Researchable for 3 turns. (This one is actually useful because it allows to remove nearly all effects (both positive and negative) from enemy on hit).
This spell is obtainable for all non-caster, non-artillery living units excluding berserker.
Basic tech (obtainable when set "all techs" settings).
5. Rune of stone form - +10/+10 to armor and +100% spell resist for 2 turns but at cost of -3 speed and -20 damage (unit becomes a wall for 2 turns that can't move or damage enemy but lives much longer). Cooldown - 8 turns. Researchable for 7 turns.
This spell is obtainable only for basic warrior and for basic shielder of dwarves.
6. Rune of berserking - +3 actions for 1 turn at cost of -10/-10 armor. Cooldown - 8 turns. Researchable for 6 turns.
This spell is obtainable for basic warrior, hammer fighter and basic billman of dwarves.
7. Rune of life - 50% hp regeneration for unit. Cooldown 10 turns. Researchable for 10 turns.
This spell is obtainable for all non-caster, non-artillery living units excluding berserker and mithril guard.
8. Rune of magic protection - +40% spell resist for 2 turns. Cooldown - 8 turns. Researchable for 9 turns.
This spell is obtainable only for melee-based infantry non-elite non-caster units.
9. Rune of dragonform - +1 power range, +1 action/turn, +20% spell resist, +1/+1 armor and +4 attack to caster for 2 turns. Cooldown - 10 turns. Researchable for 9 turns.
This spell is obtainable for all mithril pack melee foot units exept of mithril guard.
10. Rune of charging - gives 100% dodge counter, +1 speed and +1 action/turn at cost of -5/-5 to armor to caster for 2 turns. Cooldown - 8 turns. Researchable for 7 turns.
This spell is obtainable only for all melee mounted units of dwarves.
11. Rune of agility - gives +1 action/turn to caster for 2 turns. Cooldown - 9 turns. Researchable for 5 turns.
This spell is obtainable only for archer-based foot units of dwarves.
12. Rune of armor breaking - gives "armor breaking" passive on-hit effect for 2 turns to caster. Cooldown - 8 turns. Researchable for 4 turns.
This spell is obtainable only for hammer-based non-worker units.
"Armor breaking" effect gives on hit -2/-2 armor to target. Stackable.
13. Rune of diamond skin - gives +1/+4 armor and 70% dodge ranged (projectiles bounce from diamond skin) to caster for 1 turn at cost of -3 speed and -20 attack. Cooldown - 8 turns. Researchable for 6 turns.
This spell is obtainable only for dwarven defender.
14. Rune of battlerage - gives lifesteal passive for 2 turns to caster. Cooldown - 8 turns. Researchable for 6 turns.
This spell is obtainable only for dwarven berserker.
15. Rune of Guarding - gives to caster upon critical damage (that otherwise will lead to death) second chance for 2 turns: restores 50% hp and 1 action. Cooldown - 10 turns. Researchable for 7 turns.
This spell is availible for mithril guard only.
16. Rune of Power - gives to caster for 1 turn +16 attack, +100% spell resist and +5/+5 armor. Cooldown - 8 turns. Researchable for 9 turns.
This spell is availible for mithril guard only.

Caster-based units are priest, cleric, alchemist, monk (for now).
Total research cost is 100 turns.

Re: Researchable runes for dwarven units.

Posted: Wed Sep 26, 2018 2:52 pm
by Patrol3110
You could make the rune of regeneration 100% heal, other than that, rune of berserking should also give dmg.

Re: Researchable runes for dwarven units.

Posted: Wed Sep 26, 2018 2:57 pm
by makazuwr32
100% is too much because these runes would be on some extremly healthy units like dwarven defender or mammonth rider as well. So 50% only.

As for +damage for rune of berserking it can be too powerful on some specific units so also no.

Re: Researchable runes for dwarven units.

Posted: Wed Sep 26, 2018 2:58 pm
by Savra
These for all units? If so then no, given to specific units each ruin, fine.

If given to all units then you end up with hundreds of warmages and these would also mean you won't have to get any other units other then the 2 turn units. Rune mage could use them so we can implement him already.

Re: Researchable runes for dwarven units.

Posted: Wed Sep 26, 2018 2:59 pm
by makazuwr32
For most units. Not for all though. Also they must be researched firstly EACH.

47 turns to research all runes.

Re: Researchable runes for dwarven units.

Posted: Wed Sep 26, 2018 3:04 pm
by Savra
Which units? Some of these are a little on the cheap side. If the 50% regen is for a lot of units then you won't need the healers any more. Also dwarves should be more focused on their buildings and equipment, not magical ruins to enhance their combat efficiency further. Or else they end up taking orcs roll as powerhouses and this would end up being another orc race spinnoff.

Re: Researchable runes for dwarven units.

Posted: Wed Sep 26, 2018 3:09 pm
by makazuwr32
Read carefully:
Rune of life has 8 turns cooldown. 8 turns..
Same with other runes.
Some runes also will be acsessable for only melee units - rune of stone form, rune of thunderclap and rune of berserking as examples.

Also this is my concept – @Alexander82 wants runes as well and he has his own ideas.

Re: Researchable runes for dwarven units.

Posted: Wed Sep 26, 2018 3:28 pm
by Savra
Ya, well at the rate dwarves are going right now with these "ruins" they'll just end up being just like the orcs are if not worse and you might as well get rid of each races uniqueness because it was all given to another race. It's fine to leave all ruins to ruin casters but that's it. With the exception of a few that is like the ones that technically count as a blacksmith upgrade. Cost and cool will not change much either because dwarves have the best defences to keep enemies at bay long enough to get them, and cool doesn't matter if the units can just tank the hits with the upcoming blacksmith upgrades.

As I said berore, just make ruin casters for your ruins and this should be fine. No need to go overboard with giving everyone some ruins.

They ain't elves so no need to give them a healing ability each no matter the cost and cool.

They all ain't beserkers so no need for the beserking

I'd rather have the walls then an alternative infantry wall again ( :lol: )

Dwarves were supposed to be slow, not fast.

They ain't dragons but I don't necessarily see a problem with the fire one.

Thunder clap no, unless you want this over the fire weapon.

Ruin it exorcism seems a little much considering debuff spells aren't what they used to be. Despite its cool.

If all of these were given to a ruin caster their wouldn't be a problem.

Re: Researchable runes for dwarven units.

Posted: Wed Sep 26, 2018 3:54 pm
by makazuwr32
Ruin casters... sounds like a plan.
I have rune casters in mind, yes.
But ruin casters sounds better - earthquake, meteor storm, star fall and armageddon spells :twisted: (especially last one - destroys EVERYTHING in large aoe range (deals 50000 damage) including caster :twisted: :twisted: ).

If to be more serious:
Runes definately will be on casters and researchable for nearly all dwarves. Alex already decided that.
Maybe some are a bit too powerful in my suggestion.

I will make second suggestion later with not so big advantages.

Re: Researchable runes for dwarven units.

Posted: Wed Sep 26, 2018 4:02 pm
by Savra
Ok.

Re: Researchable runes for dwarven units.

Posted: Sat Oct 06, 2018 5:26 am
by Tankhead
HIGHLY NEEDED
Seriously need it to face other races long term

Re: Researchable runes for dwarven units.

Posted: Mon Jan 14, 2019 9:09 pm
by makazuwr32
Updated first post.
Changed costs, changed availible targets, changed stats given.
@Tankhead i hope you'll like this especially.
@General Brave when it will come to code in these abilities they must be self only, researchable and they must NOT return action for their usage unless ability gives additional actions. Also all effects from runes must be undisenchantable (but not effects from effects from runes like "armor breaking")

Re: Researchable runes for dwarven units.

Posted: Mon Jan 14, 2019 10:31 pm
by Tankhead
Very Interesting if combined with Blacksmith techs.
Can see some cool combinations being made now

Re: Researchable runes for dwarven units.

Posted: Tue Jan 15, 2019 4:29 pm
by godOfKings
So basically most dwarven units can caste runes on themselves without needing a separate dwarven rune caster unit?

Re: Researchable runes for dwarven units.

Posted: Tue Jan 15, 2019 7:20 pm
by makazuwr32
Yes. But each rune will require separate tech to research it.

Re: Researchable runes for dwarven units.

Posted: Sun Jan 27, 2019 7:44 am
by makazuwr32
Image
For runes i need from this image next ones:
Rune of energy - uruz symbol; second row, first from left. Color of symbol - yellow.
Rune of stone form - eihwaz symbol; first row, fourth from left (or third from right). Color of symbol - white.
Rune of berserking - tiwaz symbol; first row, fifth from left (or second from right). Color of symbol - orange.
Rune on life - laguz symbol; first row, first from right.
Rune of magic protection - mannaz symbol; fourth row, fifth from left (or second from right). Color of symbol - green.
Rune of dragonform - dagaz symbol; third row, first from right. Color of symbol - red.
Rune of charging - ansuz symbol; fourth row, first from left. Color of symbol - yellow.
Rune of agility - ehwaz symbol; third row, fifth from left (or second from right). Color of symbol - orange.
Rune of diamond skin - ingwaz symbol; second row, first from right. Color of symbol - white.
Rune of guarding - nauthiz symbol; second row, third from left (or fourth from right). Color of symbol - white.
Rune of power - algiz symbol; third row, fourth from left (or third from right). Color of symbol - orange.

Image
Rune of living fire - fourth row, second from right; "fire". Color of symbol - red, orange.
Rune of thunderclap - fourth row, second from left; "earth". Color of symbol - blue, light blue.
Rune of exorcism - third row, fourth from left; "ing". Color of symbol - white, light gray.
Rune of armor breaking - fourth row, first from right; "stone". Color of symbol - yellow, orange.
Rune of battlerage - first row, fifth from left/right (in the middle one); "ride". Color of symbol - purple (same as lifelink one).

Re: Researchable runes for dwarven units.

Posted: Sun Jan 27, 2019 9:11 am
by Lynx Shafir
Noted

Re: Researchable runes for dwarven units.

Posted: Mon Jan 28, 2019 6:33 am
by Fad3
Name suggestions:


Rune of Trance
Rune of Fury
Rune of Warlust
Rune of Bloodlust
Rune of Vitality
Rune of Tranquility
Rune of Protection
Rune of Resistance
Rune of Valor/Valiance
Rune of Ruin/Destruction

Re: Researchable runes for dwarven units.

Posted: Mon Jan 28, 2019 4:58 pm
by makazuwr32
No more researchable runes for main body of dwarves. Also current names are good enough.

Re: Researchable runes for dwarven units.

Posted: Sat Aug 24, 2019 1:29 am
by Savra
godOfKings wrote: Tue Jan 15, 2019 4:29 pm So basically most dwarven units can caste runes on themselves without needing a separate dwarven rune caster unit?
We could make some runes that a rune caster could put on buildings temporarily, e.g. Rune of abundance that only effects dwarves mines that works like vanishing +1. An idea.

Re: Researchable runes for dwarven units.

Posted: Sat Aug 24, 2019 4:31 am
by makazuwr32
Hm that good idea about runes for buildings.

Re: Researchable runes for dwarven units.

Posted: Sat Aug 24, 2019 4:54 am
by Savra
It could make use of the rune smith still, I think it should be considered.

Re: Researchable runes for dwarven units.

Posted: Sat Aug 24, 2019 3:23 pm
by Savra
Here's some.

Re: Researchable runes for dwarven units.

Posted: Sat Aug 24, 2019 3:32 pm
by Savra
Updated rune of bezerking and here's more.

Btw, I think stone form should be just for shielder units because defence is kinda what they were meant to do.

Re: Researchable runes for dwarven units.

Posted: Sat Aug 24, 2019 4:50 pm
by Savra
That's all, what do you think @Alexander82, @makazuwr32?

Re: Researchable runes for dwarven units.

Posted: Sun Aug 25, 2019 1:44 am
by Alexander82
I like the symbols' look but I wanted them to look actually like carved stones.
Can you put those images you made on a stone-like base?

Re: Researchable runes for dwarven units.

Posted: Sun Aug 25, 2019 2:48 am
by Savra
🤔

I'll try, but I might have to delete the old ones maybe so I can post them.

Re: Researchable runes for dwarven units.

Posted: Sun Aug 25, 2019 5:31 am
by Savra
Something like this?
We could use those others as tech images.

Re: Researchable runes for dwarven units.

Posted: Sun Aug 25, 2019 10:02 am
by Alexander82
That's not bad. It is fine even if you make something front facing (so you don't need to bend the runes) You might also keep some of the golden outline this way.
About what to use as button and what as a tech I think should be seen in game.

When we'll implement those I'll check how they look in modded version

Re: Researchable runes for dwarven units.

Posted: Sun Aug 25, 2019 3:33 pm
by Savra
Well, the top ones are more like glyphs at the moment.

I'll see about the golden outlines.