Difference between revisions of "Sacred:Runes"
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Latest revision as of 15:50, 11 June 2020
Contents |
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:
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+10% to Attack and Defense (Wood Elf)
+10% to all Resistances (Wood Elf)
Banish Undead: +2 (Daemon)
Chance to Trap Flying Opponents: +10% (Dark Elf)
Chance to trap flying opponents 10% (Seraphim)
Constitution: +2 (Gladiator)
Experience Gained from Monsters +3% (Battle Mage)
Extended Night +10% (Vampiress)
Fire Damage: +10% (Daemon)
For Attack and Defense: +10% (Dark Elf)
For Attack and Defense: +10% (Vampiress)
Increased Light Radius +30 (Seraphim)
Magic Damage +10% (Seraphim)
Regeneration Spells +10% (Battle Mage)
Regeneration Special Move: +10% (Gladiator)
Regeneration Special Move +10% (Seraphim)
Regeneration Spells +10% (Seraphim)
Spell Resistance: +2 (Dwarf)
Split: +1% (Dwarf)
Wounds Increase Damage Dealt: +10% (Dwarf)
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