Description
APPLY RUNES TO YOUR GEAR
Inspired by the enchanting system from Elder Scrolls Online, combine 3 runes to get a desired effect.
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I really like Eso's enchanting system and I always wondered what would it look like if translated to other games. In this case, I'm using Iron'S Spells mod as a perfect base for such concept.
HOW DOES IT WORK?
Craft yourself a Runic Dagger and look out for Runestones out in the wild.

Each essence runestone has a preferred enviroment but any runestone has a chance to spawn at any location.
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Essence Runes (Circle) represent Iron's schools of magics
Aspect Runes (Triangle) govern what the enchantment will do
Potency Runes (Rectangles) dictate the quality of the enchantment
Mix and match them together to create an enchantment that you want.
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Craft a Rune Forge to begin enchanting your gear!
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Your gear will get a sigil on it's item icon, to help you distinguish the enchanted gear.
You can re-enchant the same gear
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You can track how many runes you have and which ones you haven't discovered in the Rune Collection

Default hotkey is J but you can rebind it in the settings.
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I didn't intend for it to be the better/easier alternitive to getting gear that fits your chosen school. It's meant to be a more in-between filler that helps you scale in the long run. I want the base Iron Spells progression to contiue to be relevant and feel like a milestone when you get your first armor set. This addition is here to pick you up when you feel like you have fallen behind. So please let me know if numbers need to be adjusted to meet that vision. I didn't really get to test it in big modpacks, so I'll be interested to see how it stands up to various modpack's balances.
Some numbers here:
ESSENCE RUNES
Fire, Ice, Lightning, Nature, Blood, Ender, Holy, Evocation, Magic
I decided not to do eldrich because it's not meant to be accessed early on.
Magic is jack-of-all-trades-master-of-none type, it gets unique stats from aspect runes.
ASPECT RUNES
Empower :
+3 / 4.5 / 6 / 7.5 / 9 % spell power for that school
Magic +1.5 / 2.25 / 3 / 3.75 / 4.5 % spell power, plus +5 / 7.5 / 10 / 12.5 / 15 max mana
Ward:
+3 / 4.5 / 6 / 7.5 / 9 % resistance to that school.
Magic +1.5 / 2.25 / 3 / 3.75 / 4.5 % spell resistance.
Strike:
Each melee hit deals +1 / 1.5 / 2 / 2.5 / 3 bonus magic damage, plus the school's effect:
- Fire: Sets the target on fire for 2 / 3 / 4 / 5 / 6 s
- Ice: Slowness II for 3 / 3.5 / 4 / 4.5 / 5 s
- Nature: Poison for 3 / 3.5 / 4 / 4.5 / 5 s
- Lightning: Chains half the bonus damage to the nearest other creature within 4 blocks
- Blood: Heals you for half the bonus damage
- Holy: Bonus damage is doubled against undead
- Ender: Knocks the target back
- Evocation: 10 / 15 / 20 / 25 / 30 % chance to summon evoker fangs under the target
- Magic: Full bonus damage, no status effect
Retaliate:
When you are hit in melee, the attacker takes the same bonus damage and school effect as Strike.
Haste:
-3 / 4.5 / 6 / 7.5 / 9 % cooldown on that school's spells.
Magic -1 / 1.5 / 2 / 2.5 / 3 % cooldown on all spells, plus +2 / 3 / 4 / 5 / 6 % mana regeneration.
Efficiency:
-3 / 4.5 / 6 / 7.5 / 9 % mana cost on that school's spells.
Magic -1.5 / 2.25 / 3 / 3.75 / 4.5 % mana cost on all spells.
Siphon:
Regain 2 / 3 / 4 / 5 / 6 mana each time one of that school's spells hits.
Magic regain 1 / 1.5 / 2 / 2.5 / 3 mana when any spell hits.
Echo:
On a melee hit, or when a matching spell hits: 5 / 7.5 / 10 / 12.5 / 15 % chance (Magic: 2.5 / 3.75 / 5 / 6.25 / 7.5 %). Half a second later, a weak burst deals 0.5 / 0.75 / 1 / 1.25 / 1.5 magic damage with the school's effect
Magic echoes a random school.
Haste and Efficiency cap at 50%
POTENCY RUNES
Their types and their stat multipliers:
Loki - Common x1
Freyja - Uncommon x1.5
Heimdall - Rare x2
Thor - Epic x2.5
Odin - Legendary x3
You need Iron's Spells for this obivously.
