Rune Mage

The term Rune Mage refers to a sub-class of mages in the roleplay A Tale of Guilds, and is also known under the name of Enchanter or Battle Enchanter. Generally speaking, this class concerns itself mostly with enhancing a party or person's resistance to damage, increase in accuracy, strength/overall damage output, healing received/self-healing, mana regeneration, etc. Instead of directly attacking an enemy, the Rune Mage can debuff them, make them more damageable, and they can also inflict certain status effects such as sleep or poisoning which further causes damage over time.and usually aren't found in the middle of a fight but in the back, often teamed up with a healer, and acting as some sort of tactician for the group
== Equipment ==
=== Armor ===
They wear cloth armor, making them rather vulnerable to physical attacks while maximizing their magic potential. In some cases, though, you might see a Rune Mage adding light leather armor, it really depends on the build a Rune Mage wants to use, whether to go for a more defense- or an attack-oriented one. Those who do add this other type of armor are more often referred to as Battle Enchanters than Rune Mages.
=== Weapons ===
Most Enchanters use staves (which are better for enhancing attack stats) or scepters (which work better for enhancing defense stats) as their primary weapons. Popular secondary 'weapons' are grimoires or spellbooks and paper charms, in the case of an attack-oriented Rune Mage, you'll see them carrying around a ritual dagger or an orb of sorts.
== Skills ==
Rune Mages have a bit of a strange leveling pattern, with being able to learn new skills at every even numbered level (2,4,6,8, etc.) and being able to level up existing skills at each odd numbered level (3,5,7,9, etc.) Leveling up existing skills often also allows them to extend their abilities onto one more person. An exception to this rule is level one where they start with one overall mage skill (usually a mediocre attack spell), one rune for enhancing attack, one for defense and one for movement speed.
Starting from level 4, Rune Mages can stack certain enhancements up to one time upon one another. For example, they could cast Algiz twice in succession, and the enhancement would end up being twice as strong. At level 8, 12, 16, and 20 they gain another 'stack', meaning they can stack a single enhancement up to six times until level 20. However, the stacks do get weaker exponentially with each one added.
=== Passive ===
These skills are always active or activate on their own with certain conditions being met.
Skill Name 	Effect 	Level
Runic Insight 	A variation of the Healer class' similar skill, it makes cast Runes visible as part of a circular pattern around the person(s) it is being cast on. 	1
Better Thyself 	Allows the adventurer to make use of ability-enhancing runes placed anywhere on their bodies, be it in the form of tattoos or even scars. It is not a common passive ability, however.	1
Enhanced Craftsmanship	Increases the base chance for creating enhanced equipment successfully by 12.5% 	2
Forseti's Blessing 	Increases health and mana regeneration by 1% of the overall health/mana per second. Can be leveled up to increase by 1% per level. 	4
=== Active ===
These skills need to be activated to work. As a part of the Mage classes, Rune Mages can access several mediocre overall Mage attack skills.
==== Normal ====
Skill Name 	Effect 	Level
Tyr's Strike	A skill sending out a pulse of raw magic energy towards an opponent. Deals damage 10-15% worth the opponent's maximum health. 	1
Ehwaz 	Increases movement speed of oneself, the party, and/or mount by 10%, and with each higher level adds a 1.5% increase in speed which leads to dodging skills being enhanced as well. This skill doesn't have any set duration and may be maintained for as long as the caster wishes. 	1
Hagalaz 	This rune empowers magical damage by 5%, and area of effect skills extend their radius by 5% as well, if an attack spell is used within 5 seconds of the Enchanter casting it. Leveling up adds a 1% increase to both effects. 	1
Uruz 	An enhancement of physical defense which can strengthen an ally's armor by 10% for a duration of up to 10 minutes. Can be leveled up to extend the duration by five more minutes per level. 	1
Algiz 	Enhances magical defense, similarly to Uruz, by 10% for a duration of up to 10 minutes. Can be leveled up to extend the duration by five more minutes per level. 	2
Kenaz 	Allows the caster to create an illuminating aura around every opponent in the area for 60 seconds, after which it will gradually lessen until it disappears. When leveled up, this skill's duration extends by 10 seconds. Can also be used out of combat in combination with a Rune Mage's secondary weapon indefinitely.	2
Thurisaz 	A rune which enhances physical attack by 10%. Leveling up, it increases by 2% per level gained. 	2
Berkano 	Enhances health regeneration by 15% and healing received by 10%, lasts for 45 seconds. Can be leveled up to increase health regeneration and healing received by 1.5% per level. 	4
Raidho 	A skill which allows the caster to place a rune on a party member, allowing them to teleport for up to 10 meters out of harm's way once per battle. When leveled up, its cool down time is reduced, allowing for it to be used more often in accordance with the level. 	10
==== Reversed ====
The undeniably most interesting thing about a Rune Mage's active skills is the fact they can "reverse" them. This does not necessarily cause their skills's effects to stand in direct opposition to their "original" effect, however. The Reversed Runes (or Merkstave Runes) can only be accessed after the individual skill has been leveled up to Level 3.
Skill Name 	Effect 	Level
Ehwaz Merkstave 	Is a binding rune, which slows up to three opponents' movement speeds down by 25% for a duration of 20 seconds, and can be leveled up to extend that time by one second with each level. If it is focused onto one opponent exclusively, it has a 33% chance to halt them completely for five seconds.	5
Haglaz Merkstave 	Poses one of the few attack spells Rune Mages have, and inflicts 5% damage which is increased by 5% more with each buff cast onto the opponent. 	5
Uruz Merkstave 	Weakens an opponent's physical defense by 15% for 30 seconds, but also can be leveled up to extend that time by two seconds per level. 	5
Algiz Merkstave 	Weakens an opponent's magic defense by 15% for seconds, but also can be leveled up to extend that time by two seconds per level. 	5
Kenaz Merkstave 	Dissipates illusions in a radius of about fifteen meters around the caster instantaneously and has a 33% chance to result in the "blinded" status effect on the opponent. 	5
Thurisaz Merkstave	Serves as another form of an attack spell specializing in damage over time. It deals damage worth 1.5% of the opponent's maximum health over a course of 10 seconds. 	5
Berkano Merkstave 	Inflicts the Fear status effect on the opponent for about 20 seconds, causing them to back away from the caster in fear. Another application for this skill is found in traveling through low-level enemy territory where you might not want to fight all of them. 	7
Raidho Merkstave 	Allows the caster to create a shockwave around themselves, knocking back enemies for up to 10 meters and keeping them in a knock-down state for 3 seconds. This time extends as the skill is leveled up. 	9
Category:Class
Category:A Tale of Guilds