Difference between revisions of "Sacred 2:Runes"
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− | '''[[Sacred 2:Capricious Hunter|Capricious Hunter]]''' | + | '''[[Sacred 2:Capricious Hunter|Capricious Hunter]]''' |
+ | |||
+ | '''Chance for Poison''' | ||
+ | *Bronze +2.0% | ||
+ | *Silver +3.0% | ||
+ | *Gold +4.3% | ||
[[Sacred 2:Ravaged Impact|Ravaged Impact]] | [[Sacred 2:Ravaged Impact|Ravaged Impact]] | ||
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[[Sacred 2:Sinister Predator |Sinister Predator]] (Buff) | [[Sacred 2:Sinister Predator |Sinister Predator]] (Buff) | ||
− | '''[[Sacred 2:Cabalistic Voodoo|Cabalistic Voodoo]]''' | + | '''[[Sacred 2:Cabalistic Voodoo|Cabalistic Voodoo]]''' |
+ | |||
+ | '''Life Leeched per hit''' | ||
+ | *Bronze +3 | ||
+ | *Silver +4 | ||
+ | *Gold +6 | ||
[[Sacred 2:Twisted Torment|Twisted Torment]] | [[Sacred 2:Twisted Torment|Twisted Torment]] | ||
Line 54: | Line 64: | ||
[[Sacred 2:Moribund Animus|Moribund Animus]] (Buff) | [[Sacred 2:Moribund Animus|Moribund Animus]] (Buff) | ||
− | '''[[Sacred 2:Nature Weaver|Nature Weaver]]''' | + | '''[[Sacred 2:Nature Weaver|Nature Weaver]]''' |
− | + | ||
+ | '''Opponents chance to Wound/Weaken/Burn/Poison/Freeze''' | ||
+ | *Bronze -10.7% | ||
+ | *Silver -13.0% | ||
+ | |||
[[Sacred 2:Edaphic Lances|Edaphic Lances]] | [[Sacred 2:Edaphic Lances|Edaphic Lances]] |
Revision as of 18:22, 10 January 2009
Throughout the course of the game you will find runes that upgrade combat arts or unlock those not learned yet. Runes also add bonuses to items when they are forged in. You may either use a new rune when you find it or exchange it at a runemaster for another one. For a fee, a runemaster will let you exchange runes that you don’t need for others. You can give a runemaster up to four runes. The number of runes you have to offer influences the fee for the exchange. The more runes, the cheaper the exchange.
Rune Exchange rates at Runemaster:
1 rune for 1 rune: 125000 gold
2 runes for 1 rune: 25000 gold
3 runes for 1 rune: 5000 gold
4 runes for 1 rune: 500 gold
Runes that you find or obtain in exchange for other runes from a rune master are placed in your backpack inventory. Hold the cursor over them to learn about the runes and their effects. Memorize a combat art rune by right clicking it.
Although you will be able to memorize multiple runes of the same combat art to increase its level, the maximum level of a combat art is limited by your character’s level.
The following is a list of runes as dropped by class along with their secondary rune effects. Secondary rune effects are particularly useful at lower levels when gold is at a premium, and runes drop more freely. Using runes to socket with in a creative fashion can significantly increase your damage output, type of damage you do, imbue with life leech...etc. Also don't forget that secondary effects of Runes stack...so these extras can greatly benefit a character, at least one that's starting off. Secondary rune effects have better effects at higher difficulty levels.
- Tip- It is possible to have runes with better secondary effects from a higher level brought down to a lower level of difficulty and have them socketed into items for lower leveled characters.
- Tip-If you have money, exchange runes on 1:1 or maximum 2:1 as this will save gold when making the rune transaction purchase.
Contents
Secondary Rune Effects - Bronze/Silver/Gold Level
Dryad
Chance for Poison
- Bronze +2.0%
- Silver +3.0%
- Gold +4.3%
Sinister Predator (Buff)
Life Leeched per hit
- Bronze +3
- Silver +4
- Gold +6
Moribund Animus (Buff)
Opponents chance to Wound/Weaken/Burn/Poison/Freeze
- Bronze -10.7%
- Silver -13.0%
Ancient Bark (Buff)
High Elf
Arrant Pyromancer (Chance for Burn +2.0%)(Chance for Burn +3.0%)
Fire Demon (Buff)
Incandescent Skin(Buff)
Mystic Stormite (Spell Intensity +0.5%)(Spell Intensity +0.7%)
Crystal Skin(Buff)
Delphic Arcania (Block: Chance Combat Arts +4.9%)(Block: Chance Combat Arts +5.3%)(Block: Chance Combat Arts +6.0%)
Inquisitor
Gruesome Inquisition (Damage of enraged players +10.0%) (Damage of enraged players +11.0%)
Purifying Chastisement (Buff)
Astute Supremacy (Chance to reflect: Close Combat +4.9%)(Chance to reflect: Close Combat +5.3%)
Reverse Polarity (Buff)
Nefarious Underworld (Life leeched per hit +3)(Life leeched per hit +4)
Soul Reaver (Buff)
Seraphim
Exalted Warrior (Damage Mitigation: Physical +2.0%)(Damage Mitigation: Physical +2.5%)
Battle Stance (Buff)
Celestial Magic (Chance to evade +11.8%)(Chance to evade +14.8%)(Chance to evade +21.7%)
Cleansing Brilliance (Buff)
Revered Technology (Shield Regeneration Time +10%)(Shield Regeneration Time +12.5%)
Warding Energy (Buff):
BeeEffGee (Buff):
Shadow Warrior
Death Warrior (Armor +6.5%)
Grim Resilience (buff)
Malevolent Champion (Defense Value +5.0%)(Defense Value +6.5%)(Defense Value +12.1%)
Reflective Emanation (buff)
Astral Lord (Block chance: Projectiles +4.9%)(Block chance: Projectiles +5.3%)
Nether Allegiance (Buff)
Temple Guardian
Devout Guardian (Attack Value +5%)(Attack Value +6.5%)
Lost Fusion (Chance for critical hits +1.0%)(Chance for critical hits +1.5%)
Source Warden (Detrimental magic effects -6.9%)(Detrimental magic effects -9.0%)(Detrimental magic effects -11.2%)