Runemaster: Difference between revisions
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Revision as of 23:04, 25 July 2014
Runemaster is one of the class options for the archetype Mage.
This class was first introduced in the Second Edition base game
The play style of the Runemaster revolves around enhancing the attacks made by a rune weapon, like gaining blast or surge bonuses. Starting equipment for a this class are the Arcane Bolt and the skill Runic Knowledge.
List of Skills
- Runic Knowledge (0 exp)
- Ghost Armor (1 exp)
- Inscribe Rune (1 exp)
- Exploding Rune (1 exp)
- Runic Sorcery (2 exp)
- Rune Mastery (2 exp)
- Iron Will (2 exp)
- Break the Rune (3 exp)
- Quick Casting (3 exp)
Cards
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Runemaster starting skill.
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Runemaster starting weapon.
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Runemaster skill Ghost Armor.
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Runemaster skill Inscribe Rune.
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Runemaster skill Exploding Rune.
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Runemaster skill Runic Sorcery.
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Runemaster skill Rune Mastery.
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Runemaster skill Iron Will.
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Runemaster skill Break The Rune.
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Runemaster skill Quick Casting.
FAQ
Q: Can the Runemaster use Runic Knowledge surge ability if he has no fatigue to suffer and gains 1 damage instead?
A: Yes, Runic Knowledge adds the surge ability to your weapon and is not "using a skill." You would take damage for stamina suffered in excess of your stamina however.
Q: Can the Runemaster skill "Ghost Armor" be used only once per attack or multiple times?
A: "Ghost Armor" can be used as many times as the Runemaster wishes, as long as he can suffer the fatigue in order to trigger it. (source)