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Sacred 2 - Secondary Rune Effects


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Hey guys!

 

 

We're trying to list out in the Wiki, all the secondary effects of runes ( the effect in small writing you see below the main CA of the rune). We did it for the original Sacred here:

 

Sacred Secondary Rune Effects

 

Once we have all the secondary rune effects noted, we can then table it so that anyone can first look to see a particular effect that they're looking to add to their character and THEN see what rune gives it, and perhaps keep in mind, or produce at a rune master.

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 runemaster 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.

 

 

Secondary Rune Effects - Bronze/Silver Level

[edit] Dryad

 

Capricious Hunter (Chance for Poison +2.0%)(Chance for Poison +3.0%)

 

Ravaged Impact

 

Darting Assault

 

Forest Flight

 

Dust Devil

 

Sinister Predator (Buff)

 

Cabalistic Voodoo (Life Leeched per hit +3)(Life Leeched per hit +4)

 

Twisted Torment

 

Viperish Disease

 

Black Curse

 

Malicious Totem

 

Moribund Animus (Buff)

 

Nature Weaver (Opponents chance to Wound/Weaken/Burn/Poison/Freeze 9%) (Opponents chance to Wound/Weaken/Burn/Poison/Freeze -10.7%)

 

Edaphic Lances

 

Tangled Vine

 

Goldenglade Touch

 

Acute Mind

 

Ancient Bark (Buff)

[edit] High Elf

 

Arrant Pyromancer (Chance for Burn +2.0%)(Chance for Burn +3.0%)

 

Ancestral Fireball

 

Incendiary Shower

 

Blazing Tempest

 

Fire Demon (Buff)

 

Incandescent Skin(Buff)

 

Mystic Stormite (Spell Intensity +0.5%)(Spell Intensity +0.7%)

 

Frost Flare

 

Glacial Thorns

 

Raging Nimbus

 

Cascading Shroud

 

Crystal Skin(Buff)

 

Delphic Arcania (Block: Chance Combat Arts +4.9%)(Block: Chance Combat Arts +5.3%)

 

Cobalt Strike

 

Enchanted Coup

 

Shadow Step

 

Expulse Magic

 

Grand Invigoration

[edit] Inquisitor

 

Gruesome Inquisition (Damage of enraged players +10.0%) (Damage of enraged players +11.0%)

 

Callous Execution

 

Ruthless Mutilation

 

Mortifying Pillory

 

Frenetic Fervor

 

Purifying Chastisement (Buff)

 

Astute Supremacy (Chance to reflect: Close Combat +4.9%)(Chance to reflect: Close Combat +5.3%)

 

Levin Array

 

Clustering Maelstrom

 

Raving Thrust

 

Zealous Doppelganger

 

Reverse Polarity (Buff)

 

Nefarious Underworld (Lice leeched per hit +3)(Life leeched per hit +4)

 

Dislodged Spirit

 

Paralyzing Dread

 

Inexorable Subjugation

 

Eruptive Desecration

 

Soul Reaver (Buff)

[edit] Seraphim

 

Exalted Warrior (Damage Mitigation: Physical +2.0%)(Damage Mitigation: Physical +2.5%)

 

Soul Hammer

 

Pelting Strikes

 

Assailing Somersault

 

Dashing Alacrity

 

Battle Stance (Buff)

 

Celestial Magic (Chance to evade +11.8%)(Chance to evade +14.8%)

 

Baneful Smite

 

Radiant Pillar

 

Instill Belief

 

Hallowed Restoration

 

Cleansing Brilliance (Buff)

 

Revered Technology (Shield Regeneration Time +10%)(Shield Regeneration Time +12.5%)

 

Archangel's Wrath

 

Flaring Nova

 

Divine Protection

 

Warding Energy (Buff):

 

BeeEffGee (Buff):

[edit] Shadow Warrior

 

Death Warrior (Armor +6.5%)

 

Demonic Blow

 

Grim Resilience (buff)

 

Rousing Command

 

Ruinous Onslaught

 

Scything Sweep

 

Malevolent Champion (Defense Value +5.0%)(Defense Value +6.5%)

 

Frenzied Rampage

 

Belligerent Vault

 

Augmenting Guidon

 

Killing Spree

 

Reflective Emanation (buff)

 

Astral Lord (Block chance: Projectiles +4.9%)(Block chance: Projectiles +5.3%)

 

Spectral Hand

 

Skeletal Fortification

 

Rallied Souls

 

Shadow Veil

 

Nether Allegiance (Buff)

[edit] Temple Guardian

 

Devout Guardian (Attack Value +5%)(Attack Value +6.5%)

 

Dedicated Blow

 

Battle Extension

 

Deathly Spears

 

Combat Alert

 

T-Energy Shroud

 

Lost Fusion (Chance for critical hits +1.0%)(Chance for critical hits +1.5%)

 

Amplifying Discharge

 

Furious Emblazer

 

Jolting Touch

 

Archimedes Beam

 

Propelled Levitation

 

Source Warden (Detrimental magic effects -6.9%)(Detrimental magic effects -9.0%)

 

Primal Mutation

 

Fiery Ember

 

Icy Evanescence

 

Charged Grid

 

Untouchable Force

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Gogo, the life leach bonuses on the Inquisitor & Dryad (the middle set of Dryad runes) runes are +4 in Silver, so I think that all of those bonuses are likely to be higher on runes found in higher difficulties...

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wow, talk about complex. You know it's funny, I was talking about this to Schot a few months ago...wouldn't it have been cool if the runes weren't static, but instead dynamic?

 

Yeah it's more fun...but makes documenting stuff more work

 

grrrrrrrrrrrrrr

 

 

:P

 

gogo

 

p.s. Schot actually went to a rune master in Silver...and produced higher leveled life leech runes than in bronze! Could these be brought down to a bronze level toon so that the bronze toon could socket them? Ahhh, questions questions ^^

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  • 1 month later...

Nefarious Underworld has "Lice" leeched above

 

Life Leech is +6 in Gold

Damage Mitigation is +3.5% in Gold

Chance to evade is 21 something % in Gold

 

and I'm curious what "Damage of enraged players" mean

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and I'm curious what "Damage of enraged players" mean

 

The damage is increased when the characters takes or deals damage. It has some charge levels, so the character deals more damage if more wounded.

 

 

 

Max

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lol, lice hahahah

wow, that was a HUGE error :P

 

Changed

 

And like Max said, it's like WIDD from old Sacred...the less HP the toon has, the more damage he can put out. Twas the most powerful mod in Sacred...but also the most dangerous.

 

:P

 

gogo

 

p.s. and if we've got gold players here (so lucky!) you can add the secondary's directly to the wiki or just make a post about them here on this topic and we'll add them in.

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You can access Gold/Plat/Niobium yourself Gogo by starting Sacred 2, then taking any character into Gold/Plat/Niobium, just don't log out of that server though, otherwise you'll be restricted to your "proper" difficulty levels (until you restart Sacred 2).

 

Also, runes from Niobium (& probably Plat, possibly Gold) give more +CA when socketted, can't remember whether they also give more +CA when right-clicked.

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You can access Gold/Plat/Niobium yourself Gogo by starting Sacred 2, then taking any character into Gold/Plat/Niobium, just don't log out of that server though, otherwise you'll be restricted to your "proper" difficulty levels (until you restart Sacred 2).

 

Also, runes from Niobium (& probably Plat, possibly Gold) give more +CA when socketted, can't remember whether they also give more +CA when right-clicked.

 

Runes shouldn't give more +CA when right-clicked.

 

The maximum amount of runes one can learn (for 1 CA) is nearly 500,000, I think.

 

Good especially for CAs such as Grand Invigoration who have *absolutely no drawback*. More HP regen, regenerates all CAs faster...nothing bad about it.

 

Also good for an entirely melee or ranged build for those buffs who DO have drawbacks (well, almost all buffs do).

 

I'm thinking of Battle Stance, Warding Energy, BeeEffGee, Sinister Predator, Ancient Bark, Moribund Animus and the Shadow Warrior skeleton buff.

 

It makes you significantly more physical based, wether melee or ranged, but it makes you also a powerhouse. The problem is that it takes more and more runes to get 1.0 and at some point even 0.1 CA level. Though reading 440,000 runes for Battle Stance would give you well above +800% attack (maybe 1000%), and incredible defense as well.

 

In Gold, with moderately acceptable equipment, at level 55, I had 2500 attack and 1200 defense, not counting any Blacksmith Arts. This is when using Battle Stance (effective lv 27 or so, with 98 runes read).

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The maximum amount of runes one can learn (for 1 CA) is nearly 500,000, I think.

 

CA levels are capped at 255 (natural) + 255 (from item bonuses). I can only assume that when you say 500,000 runes read, that you've not taken the relevant Focus skill.

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The maximum amount of runes one can learn (for 1 CA) is nearly 500,000, I think.

 

CA levels are capped at 255 (natural) + 255 (from item bonuses). I can only assume that when you say 500,000 runes read, that you've not taken the relevant Focus skill.

 

If you take the relevant Focus skill and are level 200, the "max level without penalty" would be around 100. Reaching 255+255 *effective* level, would take a ginormous amount of runes.

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