Sacred 2:Runes
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
Chance for Burn
- Bronze +2.0%
- Silver +3.0%
- Gold +4.3%
Fire Demon (Buff)
Incandescent Skin(Buff)
Spell Intensity
- Bronze +0.5%
- Silver +0.7%
Crystal Skin(Buff)
Block: Chance Combat Arts
- Bronze +4.9%
- Silver +5.3%
- Gold +6.0%
Inquisitor
Damage of enraged players
- Bronze +10.0%
- Silver +11.0%
Purifying Chastisement (Buff)
Chance to reflect: Close Combat
- Bronze +4.9%
- Silver +5.3%
- Gold +6.0%
Reverse Polarity (Buff)
Life leeched per hit
- Bronze +3
- Silver +4
Soul Reaver (Buff)
Seraphim
Damage Mitigation: Physical
- Bronze +2.0%
- Silver +2.5%
- Gold +3.5%
Battle Stance (Buff)
Chance to evade
- Bronze +11.8%
- Silver +14.8%
- Gold +21.7%
Cleansing Brilliance (Buff)
Shield Regeneration Time
- Bronze +10%
- Silver +12.5%
Warding Energy (Buff):
BeeEffGee (Buff):
Shadow Warrior
Armor
- Bronze +6.5%
- Silver
- Gold +12.1%
Grim Resilience (buff)
Defense Value
- Bronze +5.0%
- Silver +6.5%
- Gold +12.1%
Reflective Emanation (buff)
Block chance: Projectiles
- Bronze +4.9%
- Silver +5.3%
Nether Allegiance (Buff)
Temple Guardian
Attack Value
- Bronze +5%
- Silver +6.5%
Chance for critical hits
- Bronze +1.0%
- Silver 1.5%
- Gold 2.2%
Detrimental magic effects
- Bronze -6.9%
- Silver +3.0%
- Gold -11.2%