Fictorum: All Runes List

Simple list that to give information on the effect of runes, their broad numbers, as well as notable interactions with the runes.

 

Spell types

While I won’t be talking about spells in general, the three broad catagories are worth a page mentining.

Projectiles
Projectiles are always cast from you, and generally fire in a line or arc infront of you. They’re allowed to all use rune types, so often have the most variety in the end builds.

Area
Area spells function much like Projectile spells, but instead instantly cast the explosion. In exchange, they are unable to use most effects related to the projectile itself, and more often limited in casting range. Multi-hit runes also tend spread out noticeably more.

Channeling
Channeling spells come in the form of a beam. Due to continuous casting, they are unable to use many rune types. In exchange, Channeling allows using the shaped effect for the entire channel duration. They are also notable on Summon Runes, as they will continuously channel the spell instead of using their cool down system.

Rune Info

There a four types of runes in this game:Zorric, Volcanic, Zoriec, and Glacial. Zorric can be used on all elements, while the remaining to can be put only be pet on Fire and Corrupted, Wind and Lightning, and Glacial and Wind respectively. Zorric Runes are not actually weaker then the other three, so you are generally better off sticking to Zorric Runes when possible.

Here are the notable keywords for most rune effects

Additional/Reduce Mana Cost

Affects Initial mana cost along with mana drain during shaping. Note that the spell cost only refers to the initial cast, and does not account for shaping drain.

Bonus/Reduced Range
Increases the maximum projectile range, or maximum casting range. Note that not all spells have a range limit, and this will have no effect on those.

Bonus/Reduced Projectile Speed
Affects the speed of the projectile. Note that this will also affect the arc of the projectile.

Bonus/Reduced Knockback Bonus
Affects the knockback force of the spell. Note that it must have some knock back to have an effect.

Bonus/Reduced Blast damage
Affects the splash damage of the spell.

Bonus/Reduced Blast Radius
affects the radius for the Splash damage of the spell

Bonus/Reduced Target Damage
affects the damage done by directly hitting the target.

Bonus/Reduced Projectile Radius
affects the size of the projectile.

Enhancement Runes

Enhancement Runes generally have pretty Simple effects, and are additive to each other and similar effects.
Concentrate
30-100% Additional Mana Cost
50-110% Target Damage Bonus
50-110% Splash damage Bonus
10-44% Splash Radius Penalty
10-44% Projectile Size Penalty

High-Explosive
45-100% Additional Mana Cost
10-33% Splash Damage Bonus
75%-330% Splash Radius Bonus
20-88% Knockback Bonus

High Velocity
25-100% Additional Mana Cost
10-55% Target Damage Bonus
75%-440% Speed Bonus
20%-73% Knockback Bonus

Magic’s Reach
20-100% Additional Mana Cost
15% Splash Radius Penalty
300-880% Range Bonus

Efficiency
20-100% Reduced Mana Cost
5-22% Target Damage Penalty
5-22% Splash Damage Penalty
5-22% Splash Radius Penalty

Massive
50-100 Additional Mana Cost
10-110% Splash Damage Bonus
50-330% Projectile Size Bonus
10-50% Knockback Bonus
10-73% Projectile Speed Penalty

Multihit Runes

Multi Runes generally increase the number of spell effects a spell generates, or causes additional spells to cast on impact. Area spells often work differently from Projectile spells, and will be mentioned when that is case. Also, channeling spells can not use any Multihit Runes

I will also short these into subcataogires. Generally it’s best to think of thes subcatagories as additive with eachother, but multiplicative with other subcatagories. For example. +500% initial cast will cause 6 impacts. However, +200% initial cast, and +200% persistence will cause 9 impacts.

Initial cast runes directly cast additional spells.

Spread
90-100 Additional Mana Cost
200-550%(100% equal 1 projectile)
Multicast spread evenly across a horizontal line.

Multi-Shot
65-100% Additional Mana Cost
200-660% Multicast Strength(every 100% Multicast Strength allows an additional Multicast
Multishot spread out randomly in a cone infront of you

Persistence runes give projectiles the ability to collide with objects additional times, or multiply the splash zones of Area Spells.

Pierce
80-100% Additional Mana Cost
35-110% Target Damage Bonus
300-880% Pierce Strength(100% equals 1 extra peirce)
Counts as “Colliding with an object” each time it pierces an enemy. Area spells instead place additional casts infront of you, and function like Initial Casts runes.

Bounce
30-100% Additional Mana Cost
30-100% Target Damage Bonus
300%-880% Bounce Strength(100% Equals 1 extra bounce)
Counts as “colliding with an object” each time it bounces off an object or enemy. No effect on Area Spells.

Chain Reaction
120-100% additional mana cost
300-880 chain reaction strength(each 100% allows an additional chain)
25-17% damage reduction per chain
Chain reactions home in on enemies, otherwise functions much like Bounce. Area Spells instead trigger secondary explosions nearby the primary, but does not seem to home in.

Impact runes trigger when colliding with an object.

Spell Echo
75%-100% Additional Mana Cost
250-660% Echo Strength(each 100% causes an additional pulse)
Spell Echos cause additional instances splash damage after a short delay.

Transformation runes

Transformation noticeably alter Area and epecially Projectile spells. While they don’t directly multiply damage like Multihit does, they can be used to increase the consistency of them, and their high bonuses make them notable replacements for Enhancement runes.

Trap
10-12% additional mana cost
30-150% Splash damage bonus
40-200% splash radius Bonus
200-400% Trap Strength
1.6-1.2s Trap activiation delay
10-20 seconds trap duration
Does not work with Channeling Spells. Traps converts the Splash Damage of spells into mines that explode after a delay, or after it expires. Activates after initial cast and persistence runes, but before impact and hit effects.

Seek
65-100% Additional Mana Cost
200-550% Seeking Strength(100% Seeking strength equals to 10% Seek Power)
22-34M maximum Search radius
Only usable on projectile spells. While the projectile it active, it build up Seeking power to move towards an enemy, reaching it’s maximum within 1.8 seconds. This Seeking Power is often enough to overpower gravity

Nova
10-100% Additional Mana Cost
50-220% Splash Damage Bonus
50-440% Splash Radius Bonus
Spell is cast Directl upon Caster.
For Area and Channeling spells, only the primary cast is cast directly upon you, and the secondary casts spread apart Normally. Projectile spells instead cause all projectiles to spawn and detonate ontop of you. While this functionally disables many runes, this allows it to rapidly stack up instances of damage from Projectile Rune casts into a tight area.

Hit Runes

hit runes apply on every hit of the spell.

Persist
20%-100% Additional Mana Cost
200%-660% Damage over Time Strength(Every 100% is equal to 1 damage every 0.5 seconds)
150%-440% Damage over Time Duration Strength(Every 100% is equal to 1 second of duration.)
Exclusive to Volcanic Runes, Applies it’s debuff each time the spell hits an enemy.

Slow
30-100% Additional Mana cost
30-88% Slow Strength(each 1% of slow strength (seems?) is equal to 1% longer attack cooldowns. For example, 100% Slow Strength relates to half attack speed.)
200%-550% Slow Duration Strength(Every 100% is equal to to 1 second)[/i]
Exclusive to Glacial Rune. Applies it’s debuff each time the spell hits an enemy. notably seems to freeze enemies after enough hits, but Outside of the rate seeming to scale with Slow Strength, I have no idea how it works.

Stun
Additional Mana Cost 25-35%
Stun Strength 75%-219%(lasts for 0.9-1.35 seconds. scaling unknown)
Exclusive to Lordic Runes, Applies it’s debuff each time the spell hits an enemy.

Implosion
70-100% Additional Mana Cost
300-1540 Implosion Strength(100% equals 1% of damage dealth every 0.1 seconds)
2.5 Implosion Duration
Scales based on the splash damage and radius of the base spell.

Manefest

Manifest
60-100% additional mana cost
300%-880% Manifestation Strength[/i]
Manifestation’s effect changes based on the spell school used with it. Because of this, each school will be considered it’s own rune. Similarly, as i’m not quite sure how everything scales, i’ll simply refer to the listed values at 300% manifestation strength unless mentioned otherwise

Fire
1.5-2.2s Bonfire Duration
0.6m Bonfire Radius
damage over time deals 0.9 damage every 0.5 seconds
damage over time lasts 1.5 seconds
Spreads on flammable materials every 0.4 seconds(?)
spawns after each instance of Splash damage. Greatly increased duration after spreading.(details unkown)

Corruption
6 second Miasma Cloud Duration
1.5M Radius
damage over time deals 1.5 damage every 0.5 seconds
damage over times last 1.5 seconds
Corpses within the cloud revive as allies with 55% of their max health
Spawns after each instance of Target/Splash damage. revived don’t target you, but both are still affected by each other attacks. allies have no set duration, and can be re-revived after death.

Ice
15 second Freezing Mist duration
3M Radius
Slows enemies up to 36%
Slows Enemies for 0.4s
Applies Slowing Effects Every 0.3s
Spawns after each instance of Target/Splash damage. Seems to work much like Slow, aside from being unable to freeze.

Earth
15 second Grasping Earth duration
3M Radius
Slows enemies up to 36%
Slows Enemies for 0.4s
Applies Slowing Effects Every 0.3s
spawns after each instance of Target/Splash damage. Seems to work much like Slow, aside from being unable to freeze.

Lightning
9 second jolting ball duration
Jolting Ball fires Shockbolts every 0.7-1.5 seconds
Shockbolts deal 1.5 damage
Shock bolt maximum range is 30M[/i]
spawns after each instance of Target/Splash damage. jolting balls move after being spawned, and function much like mobile turrets.

Wind
9 second Whirling ball duration
Whiling Ball fires Gales every 0.7-1.5 seconds
Whirling Ball fires Gales centered at itself
Gales Deal 30 splash damage
Gales have 4M Splash radius
Gales have 53 Knockback
spawns after each instance of Target/Splash damage. Whirling balls do not move, and will continue firing Gales for their duration.

Summon Runes

Summon runes are notable in that they trigger before any other rune, including other types of summon runes. Because of this. I will order these runes in priority of which summon rune casts other summon runes.

Cloud
300-100% Additional Mana Cost
200-660% Range Bonus
300-880% Storm Strength(needs atleast 100% Storm strength to activate. Scaling unknown)
Storm Cloud cast every (0.83-1.66 seconds)-(0.35-0.7s)
Storm Clouds last 30 seconds.
Storm clouds cast spells downwards from the cloud across random spots of the cloud. Due to it’s chaotic nature, it is generally unlikey to hit any single enemy with a large amount of the clouds.

Sentinel
100% Additional Mana Cost
300-880%(needs atleast 100% Sentinel strength to activate. scaling unknown)
22-45 second Sentinel duration
60%-92% Accuracy Rating
1.4-0.24 second Recovery duration
0.7-0.12 aim duration
Sentinels spawn as stationary towers, and can be destroyed. Sentinels start with the recovery phase, and become “active” after the duration ends. After spotting an enemy, it must “aim” at a nearby enemy for the duration before it can fire. after firing, it will re-enter recovery phase.

Familiar
150%-100% Additional Mana Cost
300-880% Familiar Strength(needs atleast 100% Familar Strength to Activate. Scaling Unknown)
19-36 second Familiar DUration
60-92% Accuracy Rating
0.73-0.20 second recovery duration
2.17-0.58 second Aim Duration
Familiars spawn as wisp. They cannot be killed, and prefer to follow you around. Famiilars start with the recovery phase, and become “active” after the duration ends. After spotting an enemy, it must “aim” at a nearby enemy for the duration before it can fire. after firing, it will re-enter recovery phase.

Projectile Turret runes

Projectile Turret runes are notable in that they fire base elemental spells. these are completely unaffected by other runes, or even the spells that use them. The spell must remain on the field to retain it’s full effect.

Chaos
70-100% Additional Magic Cost
300%-880% Chaos Strength(must have atleast 100% Chaos Strength to Active. Scaling unknown)
Randomly fires 12-40 Projectile Spells in a circle perpendicular to the projectile.
Chaos Cast Frequency (0.22-33)-(0.11-0.17)
Because it fires as soon as it’s available, Chaos will only fire for ~2.6-6.8 seconds

Spiral
70-100% Additional Magic Cost
300%-880% Spiral Strength(must have at least 100% Chaos Strength to Active. Scaling unknown)
fires 12-40 Projectile Spells in a spiral perpendicular to the projectile.
Chaos Cast Frequency (0.22-33)-(0.11-0.17)
Because it fires as soon as it’s available, Spiral will only fire for ~2.6-6.8 seconds

Order
100% Additional Magic Cost
300%-880% Spiral Strength(must have at least 100% Chaos Strength to Active. Scaling unknown)
fires 60-160 Projectile Spells towards enemies pependicular to the projectiles
Order Cast Frequency (4.10-6.04)-(1.01-1.50)
Must have enemies in range to fire. Each enemy has an independant Cast Frequency. these combined facts makes the fire duration much more variable then it’s other variants.

Trigger Runes

Trigger Runes turn any spell attached them into passive trigger conditions. Due to this, it is impossible to shape them. in exchange, they require no cast time when triggering their conditions.

Pain
30-100% Additional Mana Cost
100-660% Pain Strength(Every 100% Strength equals 2% accuracy)
2-12% Accuracy
Spells are automatically fired when hit by an enemy, and aims towards that location. Blood Runes do not trigger this effect.

Doom
20-100% Additional Mana Cost
100-660% Doom Strength(Every 100% Strength equals 2% accuracy)
2-12% Accuracy
Spells are automatically fired when an enemy is killed and aims towards that location.

Fury
20-100% Additional Mana Cost
100-660% Fury Strength(Every 100% Strength equals 2% accuracy)
2-12% Accuracy
Spells are automatically fired when an another spell is cast and aims towards that location. Fury is especially notable when using rapid-fire spells.

Wrath
20-100% Additional Mana Cost
100-660% Fury Strength(Every 100% Strength equals 2% accuracy)
Spells are automatically fired when an enemy is hit by another spell and aims towards that location. Wrath is especially notable when using high hitcount spells.

Other Runes

Runes that don’t fit well into other categories.

Abandon
100% Additional Mana Cost
300-1540% Abandon Strength(must have atleast 100% Abandom to activate. scaling unknown)
Casts every 0.71-0.01 second while channeling
20%-44% Target damage Penalty
300%-660% Strength Penalty
Much like channeling spells, Abandon will keep the shaping strength throughout it’s channeling. The strength penalties basically reserves this runes that directly apply to the spell. Howver, if the runes do overpower it, then Abbandon will take priority over even summon runes. Notable Triggers Fury runes even without actually channeling, which is an interesting alternative.

Drain
30-100% Additional Mana Cost
300-880%(100% equals 1% of damage dealth drained as stamina)

Stanima
100-200% of mana cost converted into stamina cost
50-10 target damage penalty
Note that higher mana cost converted leads to increased stamina cost. this ironically means lower rarity runes are better if you don’t care about Target Damage.

Blood
100-200% of mana cost converted into Life Cost
50-220% Target damage bonus
50-220% Splash damage bonus
Note that higher mana cost converted leads to increased life cost. However, given it’s decent damage bonus it’s generally worth the higher rarities.

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