Difference between revisions of "Sacred:Runes"
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*[[Wood Elf Runes]] | *[[Wood Elf Runes]] | ||
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'''Experience Gained from Monsters +3% '''(Battle Mage) | '''Experience Gained from Monsters +3% '''(Battle Mage) | ||
− | + | *Fireball, Flameskin, Circle of Fear, Meteor Storm, Lightning Strike, Phase Shift, Ring of Ice, Water Form, Ghost Meadow, Reiki | |
'''Regeneration Spells +10% '''(Battle Mage) | '''Regeneration Spells +10% '''(Battle Mage) | ||
− | + | *Fire Spiral, Purgatory, Petrification, Stoneskin, Gust of Wind, Whirlwind, Cataract of Agility, Ice Shards, Shield Wall, Spiritual Healing | |
'''Banish Undead: +2''' (Daemon) | '''Banish Undead: +2''' (Daemon) | ||
− | + | *Battle Deamon, Energy Deamon, Fire Deamon, Poison Deamon, Soaring Daemon | |
'''Fire Damage: +10%''' (Daemon) | '''Fire Damage: +10%''' (Daemon) | ||
− | + | *Abysmal Choir, Blazing Disc, Call of Death, Dread, Hell Sphere, Infernal Power, Tentacles | |
'''Chance to Trap Flying Opponents: +10%''' (Dark Elf) | '''Chance to Trap Flying Opponents: +10%''' (Dark Elf) | ||
− | + | *Cobra, Combat Kick, Mongoose, Pak-Dain, Pak-Nakor, Rage, Revenge, Soul Catcher, Sudden Fury | |
'''For Attack and Defense: +10%''' (Dark Elf) | '''For Attack and Defense: +10%''' (Dark Elf) | ||
− | + | *Adrenaline, Battle Fog, Bottomless Pit, Confusion, Explosive Charge, Poison Mist, Testosterone | |
'''Wounds Increase Damage Dealt: +10%''' (Dwarf) | '''Wounds Increase Damage Dealt: +10%''' (Dwarf) | ||
− | + | *Assault, Battle Rage, Heavy Blow, Wrath, Recoil, Vehemence, War Cry | |
'''Spell Resistance: +2''' (Dwarf) | '''Spell Resistance: +2''' (Dwarf) | ||
− | + | *Cannon Blast,Dwarven Armor, Entrench, Flame Thrower, Greed, Landmine, Mortar Grenade | |
'''Split: +1%''' (Dwarf) | '''Split: +1%''' (Dwarf) | ||
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'''Regeneration Special Move: +10%''' (Gladiator) | '''Regeneration Special Move: +10%''' (Gladiator) | ||
− | + | *Attack, Combat Kick, Hard Hit, Multi Hit | |
'''Constitution: +2''' (Gladiator) | '''Constitution: +2''' (Gladiator) | ||
− | + | *Awe, Back-Breaker, Dagger Stare, Fist of the Gods, Heroic Courage, Stomping Jump, Throwing Blades | |
'''Chance to trap flying opponents 10%''' (Seraphim) | '''Chance to trap flying opponents 10%''' (Seraphim) | ||
+ | |||
+ | *Combat Jump, BeeEffGee, Hunter-Seeker, Whirling Hit | ||
'''Regeneration Special Move +10%''' (Seraphim) | '''Regeneration Special Move +10%''' (Seraphim) | ||
+ | |||
+ | *Multi Hit, Hard Hit, Attack, Combat Kick | ||
'''Regeneration Spells +10%''' (Seraphim) | '''Regeneration Spells +10%''' (Seraphim) | ||
+ | |||
+ | *Irritation, Conversion, Lightning Bolt | ||
'''Magic Damage +10%''' (Seraphim) | '''Magic Damage +10%''' (Seraphim) | ||
+ | |||
+ | *Rotating Blades of Light, Light Shield, Celestial Light, Strength of Faith, Energy Bolts | ||
'''Increased Light Radius +30''' (Seraphim) | '''Increased Light Radius +30''' (Seraphim) | ||
+ | |||
+ | *Light | ||
'''Extended Night +10%''' (Vampiress) | '''Extended Night +10%''' (Vampiress) | ||
+ | |||
+ | *Awaken Dead, Blood Bite, Blood Kiss, Master Bite, | ||
'''For Attack and Defense: +10%''' (Vampiress) | '''For Attack and Defense: +10%''' (Vampiress) | ||
+ | |||
+ | *Bats: Blood Swarm, Bats: Confusion, Bats: Guard, Claw Jump, | ||
'''Each Hit Draws Life From Opponent: +3%''' (Vampiress) | '''Each Hit Draws Life From Opponent: +3%''' (Vampiress) | ||
+ | |||
+ | *Turn into Vampire, Claws of Death, Combat Kick, Mind Control, Ripping Claws, Time Control, Whirling Claws, Wolf Call | ||
'''+10% to all Resistances''' (Wood Elf) | '''+10% to all Resistances''' (Wood Elf) | ||
+ | |||
+ | *Call of the Ancestors, Companion of the Woods, Plant Cage, Poisoned Tendrils, Quick as a Flash, Recuperation, Thorn Bush, Transformation | ||
'''+10% to Attack and Defense''' (Wood Elf) | '''+10% to Attack and Defense''' (Wood Elf) | ||
+ | *Explosive Arrow, Eye for an Eye, Hard Hit, Knockback Arrow, Multi Hit, Multiple Shot, Penetrating Arrow, Spider Arrow | ||
Revision as of 15:33, 17 May 2008
Runes are small tokens representing the character abilities that are classified as Combat Arts. Each rune represents a single art, and correspondingly, each art is represented by a single rune. Runes may be "read" (right click with the mouse) to either acquire a new ability, or to increase the level of a current ability. Additionally, Runes may be socketed into equipment. When socketed, a rune provides a secondary bonus to the character, in addition to the increased level of ability.
Runes are specific to each class of character in that they may only be "read" by the designated character in order to acquire the ability represented, and when socketed, the increased level only applies to the designated character. The secondary benefit, however, is granted to all character classes. In illustration, here is an example rune description:
Bonus when Socketed into Equipment
Flameskin +1 |
Only a Battle Mage will be granted Flameskin +1, and only if the character has read at least one Flameskin rune, but all characters will earn Experience Gained from Monsters +3%
There is one exception to this – some Combat Arts are shared by multiple character classes, Attack, Hard Hit and Multi Hit. Socketing a Gladiator Attack rune will increase a Seraphim's Attack ability as well. In the world of Ancaria, again and again you will find combat arts and magic spells that your hero cannot use. These can be exchanged with a Combo Master.
Swap Ratio
2:1 Random rune of all classes
3:1 Random rune of one's own class
4:1 Any desired rune of one's own class (When four runes are placed for exchange, the rune to be created will be shown. You can select the desired rune with the arrow keys)
Secondary Rune Characteristics
Experience Gained from Monsters +3% (Battle Mage)
- Fireball, Flameskin, Circle of Fear, Meteor Storm, Lightning Strike, Phase Shift, Ring of Ice, Water Form, Ghost Meadow, Reiki
Regeneration Spells +10% (Battle Mage)
- Fire Spiral, Purgatory, Petrification, Stoneskin, Gust of Wind, Whirlwind, Cataract of Agility, Ice Shards, Shield Wall, Spiritual Healing
Banish Undead: +2 (Daemon)
- Battle Deamon, Energy Deamon, Fire Deamon, Poison Deamon, Soaring Daemon
Fire Damage: +10% (Daemon)
- Abysmal Choir, Blazing Disc, Call of Death, Dread, Hell Sphere, Infernal Power, Tentacles
Chance to Trap Flying Opponents: +10% (Dark Elf)
- Cobra, Combat Kick, Mongoose, Pak-Dain, Pak-Nakor, Rage, Revenge, Soul Catcher, Sudden Fury
For Attack and Defense: +10% (Dark Elf)
- Adrenaline, Battle Fog, Bottomless Pit, Confusion, Explosive Charge, Poison Mist, Testosterone
Wounds Increase Damage Dealt: +10% (Dwarf)
- Assault, Battle Rage, Heavy Blow, Wrath, Recoil, Vehemence, War Cry
Spell Resistance: +2 (Dwarf)
- Cannon Blast,Dwarven Armor, Entrench, Flame Thrower, Greed, Landmine, Mortar Grenade
Split: +1% (Dwarf)
(Dwarven Steel)
Regeneration Special Move: +10% (Gladiator)
- Attack, Combat Kick, Hard Hit, Multi Hit
Constitution: +2 (Gladiator)
- Awe, Back-Breaker, Dagger Stare, Fist of the Gods, Heroic Courage, Stomping Jump, Throwing Blades
Chance to trap flying opponents 10% (Seraphim)
- Combat Jump, BeeEffGee, Hunter-Seeker, Whirling Hit
Regeneration Special Move +10% (Seraphim)
- Multi Hit, Hard Hit, Attack, Combat Kick
Regeneration Spells +10% (Seraphim)
- Irritation, Conversion, Lightning Bolt
Magic Damage +10% (Seraphim)
- Rotating Blades of Light, Light Shield, Celestial Light, Strength of Faith, Energy Bolts
Increased Light Radius +30 (Seraphim)
- Light
Extended Night +10% (Vampiress)
- Awaken Dead, Blood Bite, Blood Kiss, Master Bite,
For Attack and Defense: +10% (Vampiress)
- Bats: Blood Swarm, Bats: Confusion, Bats: Guard, Claw Jump,
Each Hit Draws Life From Opponent: +3% (Vampiress)
- Turn into Vampire, Claws of Death, Combat Kick, Mind Control, Ripping Claws, Time Control, Whirling Claws, Wolf Call
+10% to all Resistances (Wood Elf)
- Call of the Ancestors, Companion of the Woods, Plant Cage, Poisoned Tendrils, Quick as a Flash, Recuperation, Thorn Bush, Transformation
+10% to Attack and Defense (Wood Elf)
- Explosive Arrow, Eye for an Eye, Hard Hit, Knockback Arrow, Multi Hit, Multiple Shot, Penetrating Arrow, Spider Arrow