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Travel: Rune Books, Recall Runes, Marking, Recalling, Gate Travel & Sacred Journey


Recall Runes, Marking & Recalling: Mark Recall

Recall Runes can be purchased at a mage shop in one of the towns and can be marked by using the Magery spell Mark. Marking a rune at a specific location allows the mage to later cast Recall on the rune and immediately return to the marked location. The purpose of having a recall rune is to allow instant travel to your favourite locations, such as your and your friend's houses, the bank, a community center, or dungeon.

By using the Mark spell, either from a spellbook or by double clicking a Mark scroll, you will receive a targetting cursor. Target a Recall Rune and it will mark the location you are standing onto that rune. Then double click the rune and type in a short description of that location to help you remember where that rune takes you. Then to return to that exact location, cast the Recall scroll from a spellbook or Recall scroll and target the rune. As explained below, dropping runes in a runebook will save you from sifting through bags of runes to get where you want to go. Be sure to name the rune before dropping it in the book.

If you forget to name the rune before dropping it in the runebook, open the page on the runebook and select Drop Rune and it will take the rune out of the book and put it back into your pack. Then you can name it and return it to the book. Use this Drop Rune feature to remove runes that you no longer need in your runebook. Recall runes are recycleable, meaning you can re-mark over them as many times as you'd like.


Gate Travel: Gate

Gate Travel is very similar to recalling. The exception is that rather than being instantly teleported to the location marked on the rune, you will create a blue moongate to step into. This is very useful for teleporting a group of people to a location, or for transporting your unbonded pets to the marked location. Bonded pets will follow you if you recall but unbonded pets will not, so you will need to create a gate to travel with them. Gates can be dispelled with the Mass Dispell spell. Since Gate Travel is a 7th level mage spell, only well trained mages can make them, unless you are using a Gate Travel scroll.


Sacred Journey: Sacred Journey

The Paladin can travel instantaneously to a marked location, just like a Mage would use the Recall spell. However, in order to use this ability the Paladin must not be in combat, as he cannot summon the divine power needed if his purpose is of a cowardly or unchivalrous nature. You must have enough tithing points to use sacred journey.


Rune Books: Rune Book

Rune Books are designed to help players from having to keep track of bags full of runes in their bank boxes and houses. They allow easy travel by recall, gate travel, or sacred journey, and can be charged with recall scrolls to allow reagent free travel.


General Features:

- A rune book will hold a total of 16 locations.

- One of these locations can be set as the "default" location.

- Casting the recall or gate spell on the rune book will treat the book like a rune marked with the default location.

- Books will have charges that will allow you to recall to locations in the book without casting recall. Using a charge will require you to have the necessary magery skill and mana to cast the spell just like casting from a recall scroll.

- Rune Books will be rechargeable with recall scrolls. Dragging a recall scroll onto the book will add one charge (up to its maximum).

- Dragging a rune onto a book will add that location to the book.

- You can name the rune book by opening the book and clicking the red gem on upper right. After clicking the gem, simply type in the name of the book and hit enter.

- Rune books have no weight and are blessed. A direct result of that is that the rune book cannot be lost when you die if it is in your main backpack. A rune book inside a container will, however, stay on your corpse and can be looted by a monster. Therefore, *always* keep runebooks in the top level of your backpack.


Creation:

Runebooks are craftable using the Inscription skill, requiring at least 45 skill to attempt.

- Inscribers will need 8 blank scrolls, 1 recall scroll, 1 gate travel scroll and a rune.

- To make a rune book, use a scribe's pen and select Other, then Runebook. The system will check to make sure you have the necessary components and skill.

- If the creation of the book fails you will lose the recall scroll, the gate scroll, the rune and some blank scrolls.

- The number of charges a book can hold will range from 5 to 10, depending on the skill of the Inscriber.

- Depending on inscription skill of the inscriber, a rune book can be of exceptional quality.

- Regular rune books hold 5 to 9 charges, depending on the skill of the crafter. Exceptional quality rune books generally hold 7 to 10 charges.

- A Grandmaster scribe that creates an exceptional rune book can have his or her name attached to it as Maker's Mark.


Using the Rune Book:

Runebook Open - On the top left of the first index page is a large Red Gem button. Press this to rename the book.

- Casting recall directly on the rune book will transport you to the location set as the "default".

- Casting gate directly on the rune book will open a gate with the destination to the "default" location of the book.

- To access the non-default locations, double click the book to open it. When open, the book will display two index pages with 8 locations on each page.

- Each index page will have the current number of charges listed on the top left side and the maximum number of charges the book can hold on the right side.

- Each location entry will have a small blue "recall" button (similar looking to the buttons used in the skill list). Clicking this button will use a charge and transport you to that location. If the book has no charges left, you will not be able to do this.

- The index pages will display the first 18 characters from the marked rune's name.

- At the bottom of the index pages, there will be the numbers "1" - "8" (just like spell books). Clicking these numbers will bring you to a "rune page".

- After each use (success or failure) the rune book needs a few seconds to "recharge".

- If you use a scroll to cast the recall spell you can only target the book itself and therefore only travel to the default location set on the rune book.

- Rune locations in the Felucca facet will be labeled with green text in a runebook, locations in the Trammel facet will be labeled with purple text, and locations in the Malas facet will be labeled with gray text.


Rune Pages:

Each rune page will contain:

- A button to use a charge and recall to that location.

- A button (a small down arrow) to drop the rune from the book. This will return a rune with that location marked.

- The sextant coordinates for the rune's marked location. Note: the labeled coordinates are not always accurate.

- A button to make the rune location the default location. This button will appear green unless the location is the default location, in which case it will be red.

- Three choices for travel: Recall, Gate Travel, or Sacred Journey. Double click the method of travel you wish to use to be transported to the location on that rune page.


Public Moongates:

There are several land masses with many cities and dungeons to explore. To access some of the cities you can use the public moongates. Other cities can only be accessed by ship, or by discovering them in your travels. Here is a short video on how to use the public moongates: