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Thread: Rune Guide

  1. #31
    cool..... ....

  2. #32
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    No sure if anyone sees this but I had a question about runes and to what heroes should they be attached to? Some heroes use runes better than other heroes. If there is a thread or guide, I would very much appreciate it. TIA




    Quote Originally Posted by Bubba87 View Post
    <Hey everyone. So I spent a little too much time with this yesterday and got a bit behind in game...So, tomorrow, 6/11/13, I will resume work here! Thank you to those proof reading & contributing, much appreciated!!>

    First I would like to thank all the players whose profile's I have used for the basis of much of this. This is still a rough draft, so if anyone has comments/critiques, please mail me so we can keep this thread for questions and answers. As this is still a draft, more will be coming as I get to it. Thanks for reading!

    ***IN PROGRESS***

    Chapter 1, part A: What are runes?

    Runes are stones that give your heroes certain buffs. They are obtained in the rune temple, by praying and receiving them from Rune-keepers. The higher the Rune-keeper, the higher the chance of getting better runes. After your prayers, you will have either runes or cursed runes (the red skulls). After you click "Take all", the runes will be transfered to your rune tab, where they can be used. The cursed runes can just be sold for 2,800 coins.

    Now that you have runes, you will notice they may have different names. Each rune has a unique buff, and will affect your heroes differently. I'm sure we will have a full blown guide as to which runes are best for each hero, but as of yet we don't.

    Chapter 1, part B: What the Runes do

    Below you will find the basics of rune buffs, and how much buff each level gives.



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    Now that you have runes, and know what each one does, you can start assigning runes to your heroes. Play around a bit and see which ones give you the best power upgrade per hero. Note that some runes will not affect power, but still provide a buff, mainly Crusader and Partisan, as these boost morale, which allows you to skill attack sooner, but doesn't directly affect power. Also, morale runes don't do ANYTHING for Mages because they do not perform skill attacks.

    So once you get your basic runes set, you will want to start leveling them. There is some simple math here. Green runes count for 30 points, teal for 60, pink/purple for 120, and gold for 240. Runes can be combined with the same type of rune, or with different kinds of runes.

    AN IMPORTANT NOTE: BE VERY CAREFUL WHEN COMBINING RUNES!!!!
    When you are trying to combine runes and you are unsure of the outcome, please READ CAREFULLY!
    To combine runes, whether the same or different, it will always say:
    "Rune A will absorb Rune B, and get XXX EXP"
    Rune A is the one that will remain after combination
    IF RUNE B IS THE ONE YOU WANT CLICK CANCEL

    **As for the reason for all the emphasis above, this is the main issue people have with using runes. People get combination happy and wind up losing runes they wanted. If you do lose a rune, do not fret as it can always be replaced. More info in a later chapter on this, but it is OK because, at the end of the day, runes are about the EXP points that can be piled into them.**

    A few general guidelines on rune combination"
    ~ If you combine a lower level and higher level rune, the higher level rune will remain (in order of low to high: green, teal, pink/purple, yellow, gold)
    ~ If you combine 2 runes of the same level, the one with the most experience usually remains (ex: combine two different teals, the one with higher exp points will remain)

    Please note that there are 4 runes that I know aren't shown here. They are Endurance, Reliability, Vengeance, and the Exp one. The reason why these aren't included is because the three first ones I could only find one data point for, so couldn't establish a patter or base, and the Exp rune I have never seen. Anyone with info on these, let me know and I will update!


    Chapter 1, part C: Leveling your runes

    Now that you have an understanding of runes and have your base runes, its time to start leveling those suckers up! In order to do this, you are going to need A LOT of coins, as auto praying get expensive and points needed gets very large. The table below shows how many EXP points are needed per level.



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    *red EXP points are estimates based on the trend of the above runes, when confirmed I will change*

    Base points are the amount of EXP points per rune, so if you auto pray and get 2 purple/pink, 4 teal, and 14 greens, the total EXP point gained will be => 14*30 + 4*60 + 2*120 = 900. Also note that if you click "Combine All" you will end up with one of the purple/pink runes. It is not entirely clear as to how runes of the same tier combine, so if you run into this dilemma, follow this work around:

    So you have auto-prayed and got 2 purple/pinks: Eradicator and Partisan.
    The rest of the runes are all greens and teals, and you want to keep the Partisan.
    Since you aren't sure if you will end up with Eradicator OR Partisan, move BOTH of them onto a hero with an open slot(most likely on a hero that you don't use in your formation)
    Then click "Combine All" to combine all the lower tier runes into one. Now you have a teal rune with a bit of EXP points on it.
    Now drag the Partisan onto the teal runes with the EXP points on it. Make sure to double check that it reads :
    "Partisan will absorb *teal*, and get XXX EXP."
    Now you have a Partisan that is most likely level 2, and can test the Eradicator combining. This time it should read:
    "Partisan will absorb Eradicator, gaining 120 EXP."

    Now you know a safer way to combine runes. Whenever you are combining or working with runes that you want to keep, use caution. Once you start getting gold/yellow runes, you don't have to be as cautious, but I still always double check.

    Check back for more!!



    (I think that's all for today...but we'll see)

  3. #33
    Hopebringer MsBHaven's Avatar
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    Now that I'm diving into the study of Runes, I tried notauto praying last nite...and I scored a Bane! Now? I have no idea how to use it effectively. I'm scared to combine it w/ anything o.o So I just assigned it to my barendd until I can get schooled on the mystery of this Rune theory
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  4. #34
    Ironheart MistressBatty's Avatar
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    Quote Originally Posted by MsBHaven View Post
    Now that I'm diving into the study of Runes, I tried notauto praying last nite...and I scored a Bane! Now? I have no idea how to use it effectively. I'm scared to combine it w/ anything o.o So I just assigned it to my barendd until I can get schooled on the mystery of this Rune theory
    Put it on your strongest physical hero and level it up to at least 5 as fast as possible. I put my first Bane on my main, and it upped her power and strength. incredibly. My experience so far with the yellow runes is that they don't help much until they are lvl 5 ot higher. Then they help ALOT. But that's just my experience on my first server. Mileage may vary widely.
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  5. #35
    Forum Moderator Andy's Avatar
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    Unless you use the combine all button when you drag a Rune to another one you will be told what Rune will absorb the other one and ask for confirmation. In general this is how it works.
    1. The higher type Rune, based on the color of the Rune name, will absorb the lower type Rune.
    2. If they are of the same color, the higher level Rune will absorb the lower level Rune.
    3. If both are of the same level then it depends on how much experience the Rune has. Usually the Rune with the higher experience will absorb the one with the lower experience, but in some cases the one that is being dragged absorbs the one that is not even if it has lower experience. I have not figured out the conditions for one or the other to happen. I suspect it has to do with the amount of difference in the experience of each Rune.

    You need to pay close attention to the message and not just click on Yes to make sure it goes the way you want it to.

  6. #36
    Hopebringer MsBHaven's Avatar
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    Thanks so much Andy! I actually took the time to study the Rude Guide very closely last nite and managed to get my Bane up to Lvl 3. Also making adjustments to my current built up Runes (me & my blind Combine All method that I have been doing all this time! uuuggghhh). I have to try to fix a few that aren't really helping my heroes game whatsoever. lol This is a lot more work than I expected, but I like the challenge!
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  7. #37
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    Does anyone know if the 100 fragments runes give the same bonus as the gold ones just stacked up together or if it is raised?

  8. #38
    The 3 runes that can only be bougth with 100 fragments are yellow and they take the same exp to level as other yellow runes.
    The table abow is wrong.

    They have a bonus like the 2 yellow runs they consist of +1 level.
    Example Vengence
    Vengence Level 1:+ 1000 PhyAtt & SkillAtt, 960 exp to upgrate
    Vengence Level 2:+ 1500 PhyAtt & SkillAtt, 1.920 exp to upgrate
    Vengence Level 3:+ 2000 PhyAtt & SkillAtt, 3.840 exp to upgrate
    Vengence Level 4:+ 2500 PhyAtt & SkillAtt, 7.680 exp to upgrate
    Vengence Level 5:+ 3000 PhyAtt & SkillAtt, 15.360 exp to upgrate
    Vengence Level 6:+ 3500 PhyAtt & SkillAtt, 30.720 exp to upgrate
    Vengence Level 7:+ 4000 PhyAtt & SkillAtt, 61.440 exp to upgrate
    Vengence Level 8:+ 4500 PhyAtt & SkillAtt, 122.880 exp to upgrate
    Vengence Level 9:+ 5000 PhyAtt & SkillAtt, 245.760 exp to upgrate
    Vengence Level 10:+ 5500 PhyAtt & SkillAtt, 491.520 exp to upgrate

  9. #39
    The 14 types of rune and what they do.

    1. Boost PhyAtt - Increase your PhyAttack damage - not usefull on mages.

    Green: Non, Blue: Non, Purple: Retaliation, Yellow: Bane, Yellow special: Vengence (Boost PhyAttack and SkillAttack).

    2. Boost PhyDef - Reduces physical damage take.
    (Mountain,Mesa,Burliness)

    3. Boost SkillAtt - Increases your skill damage - not usefull on mages
    (Artisanship,Flintiness,Vengence)

    4. Boost SkillDef - Reduces skill damage take.
    (Guildmaster,Tacicts,Adapt)

    5. Boost MageAtt - Increases your magic damage - only usefull on mages
    (Trance,Focus,Intenseness)

    6. Boost MageDef - Reduces magic damage take.
    (Tranquillity,Messiness)

    7. Boost Critical - Increases your chance of a critical strike (double damage).
    (Superiority,Advantage)

    8. Boost Risillince - Reduce chance of an critical strike (double damage).
    (Cunning,Phantom,Dexterousness,Reliabillity)

    9. Boost Hit Rating - Reduce chance of you attack being dodged (no damage dealt).
    (Eagel,Hawkishness,Priciseness)

    10. Boost Dodge - Increase chance of you dodging (no damage taken).
    (Agility,Nimbleness)

    11. Boost Break - Reduce chance of your attack being blocked (give an instant physical attack to enemy).
    (Wall,Resistance)

    12. Boost Block - Inceases chance of Blocking an attack (give you an instant physical attack) - Don't work with mages .
    (Destruction,Eradicator,Infalability,Reliabillity)

    13. Boost HP - Boost you hit points.
    (Vigor,Vitality,Endurance)

    14. Boost Moral - Make you use a special attack sooner - useless for mage - With a moral boost of 100 hero use special attack on his first attack. Having more than 100 in moral don't help in anyway.
    (Crusade,Patisan,Righteousness,Endurance)

    When a non-mage hero has 100 or more in moral his next attacks will be a skill attack. Having more than 100 moral don't help in any way and is lost when making a skill attack. Extra attacks from Block will alwasy be normal physical attacks and they don't earn your hero moral. Each time you hero is attacked with at physical attack and the attack is not dodge that hero earms 40 moral. Each time you hero attacks with at physical attack he earns 40 moral. Full sets of armor lets your hero retain some moral after a skill attack.
    Last edited by BJL24_8379439; 09-01-2013 at 01:19 PM.

  10. #40
    I tested how rare the rare runes are:

    I spend 90.353.400 coins on runes with auto pray and got:

    20 rune fragments - 1 fragment per 4,5 M coins
    3 yellow runes 1 yellew rune per 30 M coins
    33 purple runes - 1 purple rune per 2,7 M coins.
    174.700 Rune exp. - 1 rune exp per 517 coins.

    So getting a Vengence rune cost around 450 M coins...
    Last edited by BJL24_8379439; 09-01-2013 at 01:38 PM.

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