Rite of the Edge
The first rite every runesmith learns: an element cut into steel, there for good.
- Kind
- Rite, ritual
- Mana
- 12
- Cooldown
- none
- Price
- 150 gold
- Needs first
- nothing
What it does
Writes one rune for good onto a weapon or a spell focus (a main-hand weapon, an orb or a tome; not a shield). The reagent picks the rune, and its value is rolled at the item's level. Ember Rune: +3-5 fire damage on every hit, +0.4 per item level (L30 about 15-17, between Flaming and Blazing); 2 ember essence + 1 emberroot. Rime Rune: the same in frost; 2 frost essence + 1 frost lily. Storm Rune: +1-8 lightning, +0.45 per level; 2 storm essence + 2 sunpetal. Venom Rune: poison; 2 verdant essence (slime cores also serve) + 1 toad venom. Star Rune: arcane; 2 arcane essence + 1 glowcap. Ram Rune (melee only): +25-45% knockback, +0.3% per level; 1 bison horn + 2 essence of any kind. An item takes one elemental rune (group rite_edge); the Ram Rune is its own group. RULES OF EVERY RITE: you perform it from the Rites tab, out of combat, with a focus equipped. It never takes on a unique and never touches a legendary power. A rune replaces a random affix with the same stat (an Ember Rune burns away a Flaming prefix), and the rite is refused when a legendary power holds that stat. An item holds at most two runes (three once Awakened). When the item is past its rarity's room, its rarity rises, up to epic, as with the enchanting table's add. The same rune counts on at most three worn pieces. A piece whose runes (two or more) all come from one line Resonates: each of its stat runes is worth 20% more.