Runestones have a negative feedback issue. Let's say a dungeon becomes the best farming spot best dungeon etc etc, I then make runestones to a location NEAR there (because i cannot craft them where I cannot build). Someone(s) buys one, then camps the cords of the tp, next person to buy/use it get killed upon tp, driving away sales. I have no idea if runesmith should even stay/is salvageable in its current form, this is my first map what do I know. I do think it is a very cool class but it's in a rough spot. They also get more useful on a largermap/where herogates have a coin cost.
Some suggestions
1.Make the runestone put you in non-pvp for 30/1min/test the amount of time, and within that time you can undo the tp if you find yourself in a trap.
2. The ability to create heroeque gates> Place redstone block at point A (probably your own town) and point B (somwhere in the wild) Not sure if it should work both ways, who knows, just spitballing.
3. This is more of a rework, The runesmith creates runes of power? having it in your inventory gives you some kind of buff, speed, night vision, haste, dmg buff, dmg resistance. More powerful ones maybe you could place down/multi block an antimagic zone or a spell attracting psuedo lightning rod
4. Radarsmiths> depending on the tier it will tell you upon right click if a not in party player is within X blocks of you, could have chargers, could take mana/stamina/hp. A sort of hot or cold thing perhaps.
5. I don't know. There is so much room for this idea and I am excited for what is to come!
-lvl 60 runesmith