Researchable runes for dwarven units.
Posted: Wed Sep 26, 2018 2:48 pm
All these runes need to be researched firstly in rune mansion. Each rune needs to be researched individually.
All these runes are appliable only to unit itself.
Each rune is availible only for specific set of units.
1. Rune of energy - +1 speed for 2 turns, cooldown - 8 turns. Researchable for 5 turns.
This spell is obtainable only for foot units of dwarves. Excluding casters.
2. Rune of living fire - "burning weapon" passive on-hit effect for 2 turns. Cooldown - 8 turns. Researchable for 3 turns.
This spell is obtainable for all foot melee and archer-based units excluding berserker and casters.
Basic tech (obtainable when set "all techs" settings).
3. Rune of thunderclap - "slowing 1 weapon" passive on-hit effect for 2 turns. Cooldown - 8 turns. Researchable for 4 turns.
This spell is obtainable only for all foot melee-based non-caster units excluding berserker.
Basic tech (obtainable when set "all techs" settings).
4. Rune of exorcism - gives for 2 turns "disenchant weapon" effect to caster, applies "disenchant" effect to caster. Cooldown 8 turns. Researchable for 3 turns. (This one is actually useful because it allows to remove nearly all effects (both positive and negative) from enemy on hit).
This spell is obtainable for all non-caster, non-artillery living units excluding berserker.
Basic tech (obtainable when set "all techs" settings).
5. Rune of stone form - +10/+10 to armor and +100% spell resist for 2 turns but at cost of -3 speed and -20 damage (unit becomes a wall for 2 turns that can't move or damage enemy but lives much longer). Cooldown - 8 turns. Researchable for 7 turns.
This spell is obtainable only for basic warrior and for basic shielder of dwarves.
6. Rune of berserking - +3 actions for 1 turn at cost of -10/-10 armor. Cooldown - 8 turns. Researchable for 6 turns.
This spell is obtainable for basic warrior, hammer fighter and basic billman of dwarves.
7. Rune of life - 50% hp regeneration for unit. Cooldown 10 turns. Researchable for 10 turns.
This spell is obtainable for all non-caster, non-artillery living units excluding berserker and mithril guard.
8. Rune of magic protection - +40% spell resist for 2 turns. Cooldown - 8 turns. Researchable for 9 turns.
This spell is obtainable only for melee-based infantry non-elite non-caster units.
9. Rune of dragonform - +1 power range, +1 action/turn, +20% spell resist, +1/+1 armor and +4 attack to caster for 2 turns. Cooldown - 10 turns. Researchable for 9 turns.
This spell is obtainable for all mithril pack melee foot units exept of mithril guard.
10. Rune of charging - gives 100% dodge counter, +1 speed and +1 action/turn at cost of -5/-5 to armor to caster for 2 turns. Cooldown - 8 turns. Researchable for 7 turns.
This spell is obtainable only for all melee mounted units of dwarves.
11. Rune of agility - gives +1 action/turn to caster for 2 turns. Cooldown - 9 turns. Researchable for 5 turns.
This spell is obtainable only for archer-based foot units of dwarves.
12. Rune of armor breaking - gives "armor breaking" passive on-hit effect for 2 turns to caster. Cooldown - 8 turns. Researchable for 4 turns.
This spell is obtainable only for hammer-based non-worker units.
"Armor breaking" effect gives on hit -2/-2 armor to target. Stackable.
13. Rune of diamond skin - gives +1/+4 armor and 70% dodge ranged (projectiles bounce from diamond skin) to caster for 1 turn at cost of -3 speed and -20 attack. Cooldown - 8 turns. Researchable for 6 turns.
This spell is obtainable only for dwarven defender.
14. Rune of battlerage - gives lifesteal passive for 2 turns to caster. Cooldown - 8 turns. Researchable for 6 turns.
This spell is obtainable only for dwarven berserker.
15. Rune of Guarding - gives to caster upon critical damage (that otherwise will lead to death) second chance for 2 turns: restores 50% hp and 1 action. Cooldown - 10 turns. Researchable for 7 turns.
This spell is availible for mithril guard only.
16. Rune of Power - gives to caster for 1 turn +16 attack, +100% spell resist and +5/+5 armor. Cooldown - 8 turns. Researchable for 9 turns.
This spell is availible for mithril guard only.
Caster-based units are priest, cleric, alchemist, monk (for now).
Total research cost is 100 turns.
All these runes are appliable only to unit itself.
Each rune is availible only for specific set of units.
1. Rune of energy - +1 speed for 2 turns, cooldown - 8 turns. Researchable for 5 turns.
This spell is obtainable only for foot units of dwarves. Excluding casters.
2. Rune of living fire - "burning weapon" passive on-hit effect for 2 turns. Cooldown - 8 turns. Researchable for 3 turns.
This spell is obtainable for all foot melee and archer-based units excluding berserker and casters.
Basic tech (obtainable when set "all techs" settings).
3. Rune of thunderclap - "slowing 1 weapon" passive on-hit effect for 2 turns. Cooldown - 8 turns. Researchable for 4 turns.
This spell is obtainable only for all foot melee-based non-caster units excluding berserker.
Basic tech (obtainable when set "all techs" settings).
4. Rune of exorcism - gives for 2 turns "disenchant weapon" effect to caster, applies "disenchant" effect to caster. Cooldown 8 turns. Researchable for 3 turns. (This one is actually useful because it allows to remove nearly all effects (both positive and negative) from enemy on hit).
This spell is obtainable for all non-caster, non-artillery living units excluding berserker.
Basic tech (obtainable when set "all techs" settings).
5. Rune of stone form - +10/+10 to armor and +100% spell resist for 2 turns but at cost of -3 speed and -20 damage (unit becomes a wall for 2 turns that can't move or damage enemy but lives much longer). Cooldown - 8 turns. Researchable for 7 turns.
This spell is obtainable only for basic warrior and for basic shielder of dwarves.
6. Rune of berserking - +3 actions for 1 turn at cost of -10/-10 armor. Cooldown - 8 turns. Researchable for 6 turns.
This spell is obtainable for basic warrior, hammer fighter and basic billman of dwarves.
7. Rune of life - 50% hp regeneration for unit. Cooldown 10 turns. Researchable for 10 turns.
This spell is obtainable for all non-caster, non-artillery living units excluding berserker and mithril guard.
8. Rune of magic protection - +40% spell resist for 2 turns. Cooldown - 8 turns. Researchable for 9 turns.
This spell is obtainable only for melee-based infantry non-elite non-caster units.
9. Rune of dragonform - +1 power range, +1 action/turn, +20% spell resist, +1/+1 armor and +4 attack to caster for 2 turns. Cooldown - 10 turns. Researchable for 9 turns.
This spell is obtainable for all mithril pack melee foot units exept of mithril guard.
10. Rune of charging - gives 100% dodge counter, +1 speed and +1 action/turn at cost of -5/-5 to armor to caster for 2 turns. Cooldown - 8 turns. Researchable for 7 turns.
This spell is obtainable only for all melee mounted units of dwarves.
11. Rune of agility - gives +1 action/turn to caster for 2 turns. Cooldown - 9 turns. Researchable for 5 turns.
This spell is obtainable only for archer-based foot units of dwarves.
12. Rune of armor breaking - gives "armor breaking" passive on-hit effect for 2 turns to caster. Cooldown - 8 turns. Researchable for 4 turns.
This spell is obtainable only for hammer-based non-worker units.
"Armor breaking" effect gives on hit -2/-2 armor to target. Stackable.
13. Rune of diamond skin - gives +1/+4 armor and 70% dodge ranged (projectiles bounce from diamond skin) to caster for 1 turn at cost of -3 speed and -20 attack. Cooldown - 8 turns. Researchable for 6 turns.
This spell is obtainable only for dwarven defender.
14. Rune of battlerage - gives lifesteal passive for 2 turns to caster. Cooldown - 8 turns. Researchable for 6 turns.
This spell is obtainable only for dwarven berserker.
15. Rune of Guarding - gives to caster upon critical damage (that otherwise will lead to death) second chance for 2 turns: restores 50% hp and 1 action. Cooldown - 10 turns. Researchable for 7 turns.
This spell is availible for mithril guard only.
16. Rune of Power - gives to caster for 1 turn +16 attack, +100% spell resist and +5/+5 armor. Cooldown - 8 turns. Researchable for 9 turns.
This spell is availible for mithril guard only.
Caster-based units are priest, cleric, alchemist, monk (for now).
Total research cost is 100 turns.