Difference between revisions of "Sacred:Runes"

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[[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.
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[[Sacred:Runes|Runes]] are small tokens representing the character abilities that are classified as '''[[Sacred:Combat Arts|Combat Arts]]'''. Each rune represents a single art, and correspondingly, each art is represented by a single rune. [[Sacred:Runes|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, [[Sacred:Runes|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:
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[[Sacred:Runes|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:
  
'''[[Flameskin]]'''
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'''[[Sacred:Flameskin|Flameskin]]'''
 
{| style="background:#DFE2FF;" cellspacing="0" frame="border"
 
{| style="background:#DFE2FF;" cellspacing="0" frame="border"
 
!rowspan="3" width="80"|http://www.sacredwiki.org/images/Runes/BattleMage/flameskin.png
 
!rowspan="3" width="80"|http://www.sacredwiki.org/images/Runes/BattleMage/flameskin.png
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|}
 
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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%'''
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Only a [[Sacred:Battle Mage|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 &ndash; some [[Combat Arts]] are shared by multiple character classes, [[Attack]], [[Hard Hit]] and [[Multi Hit]]. Socketing a [[Gladiator]] [[Attack]] rune will increase a [[Seraphim|Seraphim's]] Attack ability as well.   
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There is one exception to this &ndash; some [[Sacred:Combat Arts|Combat Arts]] are shared by multiple character classes, [[Sacred:Attack|Attack]], [[Sacred:Hard Hit|Hard Hit]] and [[Sacred:Multi Hit|Multi Hit]]. Socketing a [[Sacred:Gladiator|Gladiator]] [[Sacred:Attack|Attack]] rune will increase a [[Sacred:Seraphim|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.
 
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.
  
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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)
 
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)
  
*[[Battle Mage Runes]]
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*[[Sacred:Battle Mage Runes|Battle Mage Runes]]
  
*[[Daemon Runes]]
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*[[Sacred:Daemon Runes|Daemon Runes]]
  
*[[Dark Elf Runes]]
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*[[Sacred:Dark Elf Runes|Dark Elf Runes]]
  
*[[Dwarf Runes]]
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*[[Sacred:Dwarf Runes|Dwarf Runes]]
  
*[[Gladiator Runes]]
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*[[Sacred:Gladiator Runes|Gladiator Runes]]
  
*[[Seraphim Runes]]
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*[[Sacred:Seraphim Runes|Seraphim Runes]]
  
*[[Vampiress Runes]]
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*[[Sacred:Vampiress Runes|Vampiress Runes]]
  
*[[Wood Elf Runes]]
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*[[Sacred:Wood Elf Runes|Wood Elf Runes]]
  
  
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== Secondary Rune Characteristics ==
  
== Secondary Rune Characteristics ==
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'''+10% to Attack and Defense''' (Wood Elf)
  
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*Explosive Arrow, Eye for an Eye, Hard Hit, Knockback Arrow, Multi Hit, Multiple Shot, Penetrating Arrow, Spider Arrow
  
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'''+10% to all Resistances''' (Wood Elf)
  
*'''Experience Gained from Monsters +3% '''(Battle Mage)
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*Call of the Ancestors, Companion of the Woods, Plant Cage, Poisoned Tendrils, Quick as a Flash, Recuperation, Thorn Bush, Transformation
  
(Fireball, Flameskin, Circle of Fear, Meteor Storm, Lightning Strike, Phase Shift, Ring of Ice, Water Form, Ghost Meadow, Reiki)
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'''Banish Undead: +2''' (Daemon)
  
*'''Regeneration Spells +10% '''(Battle Mage)
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*Battle Deamon, Energy Deamon, Fire Deamon, Poison Deamon, Soaring Daemon
  
(Fire Spiral, Purgatory, Petrification, Stoneskin, Gust of Wind, Whirlwind, Cataract of Agility, Ice Shards, Shield Wall, Spiritual Healing)
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'''Chance to Trap Flying Opponents: +10%''' (Dark Elf)
  
*'''Banish Undead: +2''' (Daemon)
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*Cobra, Combat Kick, Mongoose, Pak-Dain, Pak-Nakor, Rage, Revenge, Soul Catcher, Sudden Fury
  
(Battle Deamon, Energy Deamon, Fire Deamon, Poison Deamon, Soaring Daemon)
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'''Chance to trap flying opponents 10%''' (Seraphim)
  
*'''Fire Damage: +10%''' (Daemon)
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*Combat Jump, BeeEffGee, Hunter-Seeker, Whirling Hit
  
(Abysmal Choir, Blazing Disc, Call of Death, Dread, Hell Sphere, Infernal Power, Tentacles)
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'''Constitution: +2''' (Gladiator)
  
*'''Chance to Trap Flying Opponents: +10%''' (Dark Elf)
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*Awe, Back-Breaker, Dagger Stare, Fist of the Gods, Heroic Courage, Stomping Jump, Throwing Blades
(Cobra, Combat Kick, Mongoose, Pak-Dain, Pak-Nakor, Rage, Revenge, Soul Catcher, Sudden Fury)
 
  
*'''For Attack and Defense: +10%''' (Dark Elf)
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'''Experience Gained from Monsters +3% '''(Battle Mage)
(Adrenaline, Battle Fog, Bottomless Pit, Confusion, Explosive Charge, Poison Mist, Testosterone)  
 
  
*'''Wounds Increase Damage Dealt: +10%''' (Dwarf)
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*Fireball, Flameskin, Circle of Fear, Meteor Storm, Lightning Strike, Phase Shift, Ring of Ice, Water Form, Ghost Meadow, Reiki 
  
*'''Spell Resistance: +2''' (Dwarf)
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'''Extended Night +10%''' (Vampiress)
  
*'''Split: +1%''' (Dwarf)
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*Awaken Dead, Blood Bite, Blood Kiss, Master Bite
  
*'''Regeneration Special Move: +10%''' (Gladiator)
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'''Fire Damage: +10%''' (Daemon)
  
*'''Constitution: +2''' (Gladiator)
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*Abysmal Choir, Blazing Disc, Call of Death, Dread, Hell Sphere, Infernal Power, Tentacles
  
*'''Chance to trap flying opponents 10%''' (Seraphim)
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'''For Attack and Defense: +10%''' (Dark Elf)
  
*'''Regeneration Special Move +10%''' (Seraphim)
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*Adrenaline, Battle Fog, Bottomless Pit, Confusion, Explosive Charge, Poison Mist, Testosterone
  
*'''Regeneration Spells +10%''' (Seraphim)
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'''For Attack and Defense: +10%''' (Vampiress)
  
*'''Magic Damage +10%''' (Seraphim)
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*Bats: Blood Swarm, Bats: Confusion, Bats: Guard, Claw Jump
  
*'''Increased Light Radius +30''' (Seraphim)
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'''Increased Light Radius +30''' (Seraphim)
  
*'''Extended Night +10%''' (Vampiress)
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*Light
  
*'''For Attack and Defense: +10%''' (Vampiress)
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'''Magic Damage +10%''' (Seraphim)
  
*'''Each Hit Draws Life From Opponent: +3%''' (Vampiress)
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*Rotating Blades of Light, Light Shield, Celestial Light, Strength of Faith, Energy Bolts
  
*'''+10% to all Resistances''' (Wood Elf)
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'''Regeneration Spells +10% '''(Battle Mage)
  
*'''+10% to Attack and Defense''' (Wood Elf)
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*Fire Spiral, Purgatory, Petrification, Stoneskin, Gust of Wind, Whirlwind, Cataract of Agility, Ice Shards, Shield Wall, Spiritual Healing
  
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'''Regeneration Special Move: +10%''' (Gladiator)
  
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*Attack, Combat Kick, Hard Hit, Multi Hit
  
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'''Regeneration Special Move +10%''' (Seraphim)
  
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*Multi Hit, Hard Hit, Attack, Combat Kick
  
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'''Regeneration Spells +10%''' (Seraphim)
  
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*Irritation, Conversion, Lightning Bolt
  
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'''Spell Resistance: +2''' (Dwarf)
  
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*Cannon Blast,Dwarven Armor, Entrench, Flame Thrower, Greed, Landmine, Mortar Grenade
  
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'''Split: +1%''' (Dwarf)
  
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*Dwarven Steel
  
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'''Wounds Increase Damage Dealt: +10%''' (Dwarf)
  
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*Assault, Battle Rage, Heavy Blow, Wrath, Recoil, Vehemence, War Cry
  
[[Category:Items]]
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[[Category:Sacred Runes| ]]
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[[Category:Sacred]]

Latest revision as of 15:50, 11 June 2020


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:

Flameskin

flameskin.png Bonus when Socketed into Equipment

Flameskin +1
Experience Gained from Monsters +3%

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)

  • Explosive Arrow, Eye for an Eye, Hard Hit, Knockback Arrow, Multi Hit, Multiple Shot, Penetrating Arrow, Spider Arrow

+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

Banish Undead: +2 (Daemon)

  • Battle Deamon, Energy Deamon, Fire Deamon, Poison Deamon, Soaring Daemon

Chance to Trap Flying Opponents: +10% (Dark Elf)

  • Cobra, Combat Kick, Mongoose, Pak-Dain, Pak-Nakor, Rage, Revenge, Soul Catcher, Sudden Fury

Chance to trap flying opponents 10% (Seraphim)

  • Combat Jump, BeeEffGee, Hunter-Seeker, Whirling Hit

Constitution: +2 (Gladiator)

  • Awe, Back-Breaker, Dagger Stare, Fist of the Gods, Heroic Courage, Stomping Jump, Throwing Blades

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

Extended Night +10% (Vampiress)

  • Awaken Dead, Blood Bite, Blood Kiss, Master Bite

Fire Damage: +10% (Daemon)

  • Abysmal Choir, Blazing Disc, Call of Death, Dread, Hell Sphere, Infernal Power, Tentacles

For Attack and Defense: +10% (Dark Elf)

  • Adrenaline, Battle Fog, Bottomless Pit, Confusion, Explosive Charge, Poison Mist, Testosterone

For Attack and Defense: +10% (Vampiress)

  • Bats: Blood Swarm, Bats: Confusion, Bats: Guard, Claw Jump

Increased Light Radius +30 (Seraphim)

  • Light

Magic Damage +10% (Seraphim)

  • Rotating Blades of Light, Light Shield, Celestial Light, Strength of Faith, Energy Bolts

Regeneration Spells +10% (Battle Mage)

  • Fire Spiral, Purgatory, Petrification, Stoneskin, Gust of Wind, Whirlwind, Cataract of Agility, Ice Shards, Shield Wall, Spiritual Healing

Regeneration Special Move: +10% (Gladiator)

  • Attack, Combat Kick, Hard Hit, Multi Hit

Regeneration Special Move +10% (Seraphim)

  • Multi Hit, Hard Hit, Attack, Combat Kick

Regeneration Spells +10% (Seraphim)

  • Irritation, Conversion, Lightning Bolt

Spell Resistance: +2 (Dwarf)

  • Cannon Blast,Dwarven Armor, Entrench, Flame Thrower, Greed, Landmine, Mortar Grenade

Split: +1% (Dwarf)

  • Dwarven Steel

Wounds Increase Damage Dealt: +10% (Dwarf)

  • Assault, Battle Rage, Heavy Blow, Wrath, Recoil, Vehemence, War Cry