Laios's Guide to Runists Many players are, unfortunately, awful at playing runists. They are a very powerful class if done right, and if played skillfully, but a very bad class if played badly - they are far less forgiving than, say, a cleric or a warrior. They are definately not for newbies, but a moderately skilled player can learn to play a runist very well. I've been playing runists ever since they came out, and have had over a dozen runist alts since then. I've played nearly every runist combo possible, and played both a zealot and a psion. Quite likely I'm probably the most skilled runist in the game, and I'd like to see more runists out there. Therefore I'll touch upon a few things I've learned, and hopefully people will start playing them more often. Step One: Choosing a compatible race Your race as a runist is very important. Runists are very unpredictable and there are a ton of different strategies you can employ. I'll go over each race and their potentials as a runist. Human: Mediocre at best. Runists are a heavily race-oriented class (ie. they require a very good race in order to play effectively). Humans as a whole are generally an fairly bad race unless you really have the urge to spam level. Dwarf: Moderately good. Their horrible int and dex are balanced nicely by their magic resistance and berserk, both of which will help immensely since a tattoo slot is taken up with torso and thus you can't wear an achillean armor. The problem is that you will have very low mana, and the dwarf penalty will be nasty on the low-lasting benedict spells. Grey dwarf is much better than mountain for a runist. The new change to enlarge, making it add a size, is excellent for runists as it allows you to wear a twohand weapon with a shield. Elf: Moderately/highly effective. Rather than damroll, the elf runist focuses instead on spells - though it's possible to play with a damage-dealer instead. Get max intelligence (an easy task), add the maladict group of spells, and a good weapon with runes -- with +4 spell levels, a drow runist can land maladicts very easy (caster level 47!) and flee almost instantly from attacks. One +casting level tattoo means you cast at 51. Nobody will suspect a runist coming up and cursing, blinding, and weakening in three rounds. Giant: Moderately/very good as a runist. The main benefit of playing a giant is having bash, easily the best skill in the game. However, their stats are mediocre at best, with absolutely awful intelligence and fairly low dexterity, and they get few other good skills other than bash. A hill runist is good, but a cave runist can get cave bears, and can help considerably with leveling or pkilling. Also, painting is horrible with low int and takes forever to spam. Troll: Moderately good. A troll's worst penalty is their vulnerability to fire, which EVERYONE (except other runists) can get. Expect to take a ton of damage. Being bashed also sucks. However, two-headed trolls get two heads, and you can put a second tattoo on that head as well. Trolls have generally good stats all around, and having axe as a bonus skill is always nice. Axes rock. Spectral trolls suck as runists, mainly because the new oculary does not really do anything if you don't have hide. Gargoyle: An excellent runist race. Gargoyle remorts get mass protect, which adds a huge amount of damage resistance, and gargoyles get living stone, which also is amazingly strong. With some damage resist tattoos and damage resist equipment, you will take next to no damage while dishing out tremendous hits. However, be wary of invokers and mages with blast of rot. They'll still hurt pretty badly. Gargs make probably the best runist race. Dragon: An excellent runist race, but with severe penalties. Losing three eq slots on remort is harsher on a runist, since 5 other slots are taken up with tattoos most of the time, so maxing out stats becomes harder. A dragon is the most versatile of all races for playing as a runist, since with max stats and excellent skills and abilities, you become a real powerhouse by remort/reclass 51. A dragon runist should go for all damroll equipment and just dish out so much damage the enemy can't handle it. Sliver: Excellent runist race. Max stats makes for a very powerful character. Both stinging and abyssal are excellent remorts for a runist, since one way you get a very strong mutiny or pduel spell (rain of tears) and the other you get web to keep people in combat and corpse drain, which lets you level much easier. A savage or shielded sliver grouped with other slivers can be a devastating force. Just watch out for disarm. Kirre: Excellent runist race. They get disarm for free, which runists are sorely lacking. Their lack of con and wisdom will be a liability however, as runists need all the HP they can get. Kirre also get a racial bonus on tattoos, which means you get way better tattoos when you paint. A moderately bad penalty (blinded in sunlight) can be a real annoyance. Dark and Sabre are both excellent remorts- dark if you want to heal in combat, and sabre if you want to deal a tremendous amount of damage the first few rounds. Marid: Laughably bad race. The only redeeming feature a marid runist has is their natural damage resistance and their elemental-strike will do a second flag. Otherwise, horrible xp/level, qp/remort, and abominable strength make for easily the worst race for a runist. With such low strength, anyone can walk up and disarm you. Step Two: Building Up A runist needs a few certain skills to be effective. Add: Runist default, sneak, lore, protective, enhancement, parry/dodge/shield block, and a weapon of choice. I tend to go with axe or sword. If you have all these, or gain them later, that's all you need. Elf runists will want the maladict spell group. If you have lots of time on your hands, feel free to add more skills- more weapons mean much greater choice. Runists are generally awful until about level 30, when you get runes. When leveling, get a level 51 runist friend to burst and blade rune your weapon so you can strike much harder - they can do it even if you're level one. Getting trip and dirt kick to high percentages is very important, since you will use these two skills more than anything else. Remort and reclass as quick as possible, as an unremorted/unreclassed runist will be easy pickings for just about anyone. Step Three: Reclassing There are two reclasses for a runist - zealot and psion. I'll touch on each and list the pros and cons, and how generally effective they are. Zealot: I played a zealot for nearly two years or so, and was voted "best runist" several times in a row. Zealots used to be a formidable force, even if their penalty was easily the harshest in the game. Zeal was very strong back then. Now, however, zealots are pitifully weak and uneffective. Their penalty is still awful - can't flee at all, can't recall at all, if below 50% hp - and zeal has been toned down to nothing. You only get a bonus if you're tanking 5+ monsters or players maximum, and getting damage for low HP is negligible now, almost nonexistant. Ignore wounds is their only saving grace, but it's still nowhere near enough to make up for their horrible, horrible penalty. I deleted my runist because of frustration over their penalty. Not being able to flee from a single caster will ruin your day. However, zealots may get raised fair soon in effectiveness, making them a little easier to play. Still, definitely not recommended for inexperienced players. A huge benefit zealots have over psions is that they can use their mana up without penalty. Go for phantom force and wear bandaids for wisdom. Psion: Psions are clearly the reclass of choice for a runist. It's almost laughable how unbalanced the two reclasses are - zealots are a joke reclass. If you pick zealot, I will laugh at you. And then kill you with trips, or phantom force. Or a shocking weapon. The psion penalty is next to nothing if you have a high enough damroll to start out. I barely notice a difference going from 100% mana to 0% mana. So feel free to use it up on phantom forces or soulblades. Soul blades are excellent, but they don't last very long. I tend to use a soul blade if I have a few minutes before a fight to make one, but always keep a handful of good weapons on you in case of emergencies. Stay furied at all times, it makes a massive amount of difference. Trance is very effective now against casters, as it raises spelldamage resistance quite a bit when maxed. The other reclass skills aren't terribly useful. A reclass runist should always have spear specialized. Get the new sloth spear and have it mutated sharp, then imm enchanted to 6/4. Easily the most effective runist weapon in the game, excepting int weapons. Step Four: Equipment Damroll! At remort reclass level 51, there is a ton of quest equipment you can wear for damage. Gold run until you can buy quest equipment, or quest for it yourself, or borrow it- you want both hitroll and damroll. If you find you're getting maladicted too easy, switch a tattoo on torso for an achillean armor. Here's probably the perfect runist kit for 51 if you want to do tremendous amounts of damage: Selina's Fire, 2 Diamond Rings/bandaids, Oath of Vengeance, Bosco Cloak, Achillean Armor/+damroll tattoo, Mask of Horus, Swirling Mist (or dragon scales), Selina's Boots, +2 Selina's Mitts (if you can find them)- if not, use white kid gloves, Kukymon tattoo, Bosco Shield, Nimiss Garb of Quickness (+2 max dex if you can find one!), Woven Leather Bracelet, Golden Dragon Leash/Sphere of Power/Petrified Bonnet (switch to max stats as necessary), 2 Ivory Stones/ healing balls/auras of time. If you are really hurting for Hit Points, switch the nimiss garb for a Shadow of Night (+50hp), a woven for an Ivory Bracelet, and the ivory stones for either bosco stones or healing balls. Just make sure you have strength and dex maxed with giant strength and haste. All the other stats are unimportant unless you're an elf, in which case you'll want an ivory scales, crown of command, and possibly a hoseki gem to get a very high intelligence so you can land maladicts. Bone rings also help for HP. You also might want to consider using a Gnomish Clockwork Armor if you find that people flee from you too easily. The +5 hitroll on it is excellent for landing burst rune, and the charges of bash can be surprisingly effective if you have a lot of rafts or are a large size race. Just beware of casters with maladicts, as they'll land way easier. As for weapons, a twohanded weapon with a large race used to be excellent, but now they drastically lowered the damage on them so they're useless. Use one of the following weapons: Old-school gigantic war axe (sharp, flooding are both excellent), old-school big shiny polearm, old-school farslayer, axe of desolation/selina's might (vs dragons), super-enchanted shocking cold irons (+8, vs elves), super-enchanted rotting green blades (+8, vs gargoyles, also very good to add int), or any decent intelligence weapon. Get weapons. Get LOTS of weapons. My runist used to carry about 20 of all sorts at all times. Most recently, the sloth spear is the most effective weapon on a runist. If it's mutated sharp it does less damage than a twohander but you can use it one-handed. Very, very good weapon when imm enchanted. Step Five: Tattoos Tattoos are a vital component of all runists. Without them you'll be just a horrible, hideless, stealless, backstabless thief. There are two potentials you want-- either to get as high a damroll as possible, or get as high a defense as possible. For damroll, if you're patient, use all Power tattoos. You'll have less of a chance of getting damroll on each one, but damroll AND a Power effect is very, very strong. Greater tattoos have a better chance of getting damroll, but you won't get the neat effects that power tattoos bring. Golem tattoos make phenominal charmies - type 'alias j order golem bash', and then you can just type 'j ' to get your charmies to bash them. Order is only one round of lag, so feel free to walk up and trip them if they flee. Damage reduction tattoos are only effective in mass numbers. 4-5 Barriers will reduce your physical damage by 32-40%, and the same with tower tattoos but for magical damage. If you're a dragon, phys damage reduction is vital, or else those heavy dslaying weapons will destroy you in no time. Spellbook tattoos are fun. You can get any sort of spell from them - I've had heal, call creature, spirit link. They are very rare, however. The other types of tattoos are only good for leveling or gold running. Making tattoos is easy. First off, gold run until you have about 4-5000 in gold on hand. Wear the following equipment: 2 Rings of the Untaught, 2 Pendants of Power (from zebes), Swirling mist, Selina's Belt, warlock painting, rotting green blade, and 2 Nightingale Songs. This should easily max out your intelligence while reducing your wisdom to 3. If you can get a high-level curse, all the better. Set an alias to 'alias 3 c 'destroy tattoo''. Saves having to type it out a lot - you can just type 3 dragon, or 3 tower. Make a macro to heal mana; 'macro define healer heal mana;healer', and 'alias x macro kill all'. Destroy all your tattoos (remember sanc and your own align protection, or they'll HURT! Remember that they are FIRE damage, so trolls get really hurt), and start painting on each slot. When you get a good one (I personally NEVER save one if it's +2 damroll or less, except in special cases), keep it and work on the next one. With high int, they'll fry very easily; rarely more than 2 or 3 tries each. Never, ever paint if you don't yet have the destroy tattoo spell. Tattoos last about 15 RL hours before they crumble. If you're patient, you can get +3 or +4 dam on every tattoo (or +7/8 on one if you're lucky!) and very easily have a 90+ damroll with full eq and an enchanted weapon. Hitroll is important too, keep it above 50 so your burst runes won't miss. You'll want at *least* -25 saves at all times - replace a diamond ring with a quartz embedded, or use an achillean armor instead of a torso tattoo slot. Keep a ton of cure blind potions in your inventory, they're cheap to replace if fused, and a bunch of black inks, mist figurines, and other potions with you at all times too. That's about it. The most important factor in pkilling with a runist is keeping them dirt kicked and tripped, and keeping a hold on your weapon. If trip isn't landing, use phantom force - it does a very good amount of damage with high wisdom and can occasionally stun, and works very well on elves, red dragons, or kirre especially. If you can max out strength and dex without a bosco shield, consider using a twohanded weapon (a +8 gigantic war axe or big shiny polearm particularly), it'll do immense damage but at the cost of losing shield block. Fighting casters this way is very effective, since their hits are usually pathetic anyway, or if your damage reduction is huge (ie. garg runist!) feel free to dump the shield in favor of a twohanded weapon. With an 80 damroll and a twohanded weapon, it's easy, easy dismembers and disembowels through sanctuary. Laios @ Redemptionmud, Nov. 2004, fixed Oct. 2005