08.09.2011, 04:04 | #1 |
Art-master(2D)
D3.net.ua ART team |
Эффекты рун[Runestone effects]
Shock Pulse
Crimson Rune - Fire Bolts Casts out bolts of fire to deal {Script Formula 4} - [{Script Formula 3} + {Script Formula 4}] Fire damage per bolt. Indigo Rune - Lightning Orb Turn the bolts into a floating orb of static lightning that drifts directly forward, zapping up to {Script Formula 20} nearby enemies for {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Lightning damage. Obsidian Rune - Piercing Orb Merge the bolts in a a single giant orb that oscillates forward dealing {Script Formula 11} - [{Script Formula 11} + {Script Formula 12}] Lightning damage to everything it hits with a [{Script Formula 5} *100]% chance to pierce through enemies. Golden Rune - Lightning Affinity Every target hit by a pulse restores {Script Formula 15} Arcane Power. Alabaster Rune - Explosive Bolts Slain enemies have a [{Script Formula 10}*100]% chance to explode dealing {Script Formula 9} - [{Script Formula 9} + {Script Formula 17}] Lightning damage to every enemy within {Script Formula 8} yards. _________________ Storm Armor Crimson Rune - Strike Back Increase the damage of the shock to {Script Formula 1} - [{Script Formula 1}+{Script Formula 2}] Lightning damage. Indigo Rune - Static Charge Increase the duration of Storm Armor to {Script Formula 0} seconds. Obsidian Rune - Reactive Armor Whenever you are hit you are enveloped with a lightning shield for {Script Formula 20} seconds that shocks nearby enemies for [{Script Formula 9}]-[{Script Formula 9}+{Script Formula 13}] Lightning damage. Golden Rune - Power Source Reduce the cost of all abilities by {Script Formula 7} Arcane Power while Storm Armor is active. Alabaster Rune - Crackling With Power Whenever you cast a spell that critically hits, you also shock a nearby enemy for {Script Formula 15} - [{Script Formula 15} + {Script Formula 16}] Lightning damage. _________________ Frost Nova Crimson Rune - Chill to the Bone Enemies take [{Script Formula 16}*100]% more damage while frozen or chilled by Frost Nova . Indigo Rune - Shatter A frozen enemy that is killed has a [{Script Formula 14}*100]% chance of exploding in a smaller Frost Nova causing {Script Formula 7} - [{Script Formula 7}+{Script Formula 10}] Cold damage. Obsidian Rune - Frozen Mist The Frost Nova no longer freezes enemies, but instead leaves behind a mist of frost for {Script Formula 9} seconds that deals {Script Formula 11} Cold damage per second to enemies standing in it. Golden Rune - Cold Snap Reduce cooldown to {Script Formula 3} seconds. Alabaster Rune - Deep Freeze If Frost Nova hits at least {Script Formula 13} targets, you gain [{Script Formula 18} * 100]% chance to critically hit for Script Formula 19} seconds _________________ Magic Missile Crimson Rune - Charged Blast Damage increased to {Script Formula 1} - [{Script Formula 1} + {Script Formula 0}] Arcane damage. Indigo Rune - Fork Fires {Script Formula 5} missiles that do {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] damage each. Obsidian Rune - Penetrating Blast Missiles have a [{Script Formula 12}*100]% chance to pierce through their target and hit additional targets. Golden Rune - Attunement Whenever Magic Missile hits a target you gain {Script Formula 16} Arcane Power. Alabaster Rune - Seeker Missiles track the nearest target and damage is increased to {Script Formula 3} - [{Script Formula 3} + {Script Formula 2}] Arcane damage. _________________ Disintegrate Crimson Rune - Intensify Damage increases slowly over time to inflict a maximum of {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] Arcane damage per second. Indigo Rune - Convergence Increase the width of the beam allowing it to hit more enemies for {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] Arcane damage per second. Obsidian Rune - Entropy The beam fractures into a short ranged cone causing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Arcane damage per second. Golden Rune - Chaos Field When casting the beam you become charged with energy that spits out at nearby enemies doing {Script Formula 7} - [{Script Formula 7} + {Script Formula 26}] Arcane damage. Alabaster Rune - Volatility Enemies killed by the beam have a [{Script Formula 12} * 100]% chance to explode causing {Script Formula 9} - [{Script Formula 9} + {Script Formula 13}] Arcane damage to all enemies within {Script Formula 25} yards. _________________ Wave of Force Crimson Rune - Forceful Wave Increases damage to {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage but also reduces knockback. Indigo Rune - Exploding Wave Enemies hit have a [{Script Formula 16} * 100]% chance to cause a smaller Wave of Force that does {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] physical damage and knocks back enemies caught in its wake. Obsidian Rune - Teleporting Wave Enemies caught in the wave have a [{Script Formula 14} * 100]% chance to randomly teleport to somewhere else nearby. Golden Rune - Force Affinity Reduce casting cost to {Resource Cost} Arcane Power and cooldown is reduced to {Script Formula 30}seconds. Alabaster Rune - Impactful Wave Increases the distance enemies are knocked back and stuns all affected enemies for [{Script Formula 10}|1|] seconds. _________________ Spectral Blade Crimson Rune - Deep Cuts Enemies hit by the blade will bleed for an additional [{Script Formula 4} * 100]% weapon damage done over {Script Formula 6} seconds. Indigo Rune - Thrown Blade Extends the blades out to reach everything within {Script Formula 3} yards dealing [{Script Formula 21} * 100]% weapon damage. Obsidian Rune - Impactful Blades Hits have a [{Script Formula 19} * 100]% chance to cause knockback and slow the movement of enemies by [{Script Formula 12} * 100]% for {Script Formula 11} seconds. Golden Rune - Siphoning Blade Every enemy hit grants {Script Formula 13} Arcane Power. Alabaster Rune - Healing Blades Whenever the blades do critical damage, you are healed [{Script Formula 15} * 100]% of the damage caused. _________________ Stone Skin (Unknown Ability) Crimson Rune - Wizard_StoneSkin [{Stone Skin Thorns Percent} * 100]% of damage is reflected back at attackers. Indigo Rune - Wizard_StoneSkin Increases duration by {Stone Skin Armor Duration} seconds. Obsidian Rune - Wizard_StoneSkin Increases damage absorption amount by {Hitpoints That Shield Can Absorb}. Golden Rune - Wizard_StoneSkin Mana cost decreased by [-1 * {Resource Cost}]. Alabaster Rune - Wizard_StoneSkin When Stone Skin expires it deals {Physical Damage Min#1} to [{Physical Damage Min#1} + {Physical Damage Delta#1}] physical damage to all nearby enemies. _________________ Mirror Image Crimson Rune - Copy Cat Spells the images cast will do [{Script Formula 4}*100]% of the damage as your own. Indigo Rune - Army of Me Summons {Script Formula 1} illusionary duplicates that have [{Script Formula 3}*100]% of your Life each. Obsidian Rune - Body Double Increases the Life of your images to [{Script Formula 3}*100]% of your Life. Golden Rune - Extension of Will The duration of the images is increased to {Script Formula 2} seconds and increases the Life of your images to [{Script Formula 3}*100]% of your Life. Alabaster Rune - Mocking Demise When an image is destroyed it explodes, doing {Script Formula 5} - [{Script Formula 5}+{Script Formula 6}] physical damage and has [{Script Formula 7}*100]% chance to stun enemies it hits for {Script Formula 8} seconds. _________________ Stone Spike (Unknown Ability) Crimson Rune - Wizard_StoneSpike Damage Increased By {Physical Damage Min}. Indigo Rune - Wizard_StoneSpike Adds up to {Stone Spike Number of Spikes} additional spike(s). Obsidian Rune - Wizard_StoneSpike Adds a [{Stun Chance}*100|+|]% chance to stun each target for 3 seconds. Golden Rune - Wizard_StoneSpike Arcanum Cost Decreased By [-1 * {Resource Cost}]. Alabaster Rune - Wizard_StoneSpike Critical Strike Chance [{Physical Hit Crit Chance} * 100|+|]% _________________ Teleport Crimson Rune - Calamity Casts a low power Wave of Force on arrival dealing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage to all enemies nearby. Indigo Rune - Fracture Summon {Script Formula 8} mirror images for {Script Formula 9} |4second:seconds; on arrival. Obsidian Rune - Phase Out For {Script Formula 15} |4second:seconds; after you appear you will take [{Script Formula 14} * 100]% less damage. Golden Rune - Rebound Casting Teleport again within {Script Formula 18} |4second:seconds; will instantly bring you back to your original location. Alabaster Rune - Wormhole After casting Teleport there is a [{Script Formula 16}|1|] second delay before the cooldown begins. _________________ Ice Armor Crimson Rune - Jagged Ice Attackers take {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] Cold damage and are chilled for [{Script Formula 4}|1|] |4second:seconds;. Indigo Rune - Chilling Aura Lower the temperature of the air around you. Nearby enemies are chilled, slowing their movement and attack speed, for [{Script Formula 23}|1|] seconds. Obsidian Rune - Frozen Storm A whirling storm of ice builds around you that deals {Script Formula 9} - [{Script Formula 9}+{Script Formula 10}] Cold damage per second for {Script Formula 8} seconds after casting Ice Armor. Golden Rune - Crystallize Whenever you are struck by a melee attack the bonus armor granted by Ice Armor is increased by [{Script Formula 26} * 100]% for {Script Formula 27}seconds. This effect can stack up to {Script Formula 11} times. Alabaster Rune - Ice Reflect Attacks have a [{Script Formula 12}*100]% chance to create a Frost Nova on the attacker dealing {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] Cold damage. _________________ Electrocute Crimson Rune - Ball Lightning Creates a streak of lightning that pierces targets, hitting all enemies in its path for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] Lightning damage. Indigo Rune - Chain Lightning Increases the maximum number of jumps to {Script Formula 9} enemies. Obsidian Rune - Arc Lightning Blast a cone of lightning that causes {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] Lightning damage to all affected targets. Golden Rune - Power Surge Gain {Script Formula 6} Arcane Power for every target hit by Electrocute. Alabaster Rune - Shock Treatment Critical hits with this skill cause an explosion of {Script Formula 14} charged bolts in random directions, dealing {Script Formula 12} - [{Script Formula 12}+{Script Formula 13}] Lightning damage to any targets hit. _________________ Energy Twister Crimson Rune - Gale Force Increase damage to {Script Formula 0} Arcane damage per second. Indigo Rune - Super Storm When two twisters touch they merge into a tornado with an increased area of effect that causes {Script Formula 2} Arcane damage per second. Obsidian Rune - Trail of Destruction The ground touched by a twister is covered in an energy trail that causes {Script Formula 5} Arcane damage per second to any enemies that stand in it. Golden Rune - Mistral Breeze Reduce casting cost to {Resource Cost} Arcane Power. Alabaster Rune - Wicked Wind Twister no longer travels but spins in place dealing {Script Formula 0} Arcane damage per second to everything caught within it. _________________ Ray of Frost Crimson Rune - Snow Blast Damage increases slowly over [{Script Formula 31}|1|] seconds to inflict a maximum of {Script Formula 20} - [{Script Formula 20} + {Script Formula 21}] Cold damage per second. Indigo Rune - Sleet Storm Create a swirling storm of sleet dealing {Script Formula 6} - [{Script Formula 6} + {Script Formula 22}] Cold damage per second to all enemies caught within it. Obsidian Rune - Numb Increase enemy slow amount to [{Script Formula 14} * 100]% for [{Script Formula 4}|1|] seconds, but damage is reduced to {Script Formula 26} - [{Script Formula 26} + {Script Formula 27}] Cold damage per second. Golden Rune - Cold Blood Reduce casting cost to {Script Formula 19} Arcane Power per second. Alabaster Rune - Black Ice Enemies who die leave a patch of ice on the ground that causes {Script Formula 3} - [{Script Formula 3} + {Script Formula 23}] Cold damage per second to enemies moving through it. _________________ Blizzard Crimson Rune - Unrelenting Storm Increase the duration of the Blizzard to {Script Formula 4} seconds. Indigo Rune - Stark Winter Increase the size of the Blizzard to cover {Script Formula 3} yards, and deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}]Cold damage per second. Obsidian Rune - White Out After the Blizzard ends, cover the ground in a low lying mist for [{Script Formula 7}|1|] seconds that slows any enemies who enters it. Golden Rune - Stay Frosty Reduce the casting cost to {Resource Cost} Arcane Power. Alabaster Rune - Frozen Solid Enemies caught in the storm have a [{Script Formula 10} * 100]% chance to be frozen for {Script Formula 11} seconds and the critical strike chance with Blizzard is increased by [{Script Formula 9} * 100]%. _________________ Arcane Orb Crimson Rune - Plasma Field Increase the potency of the explosion to deal {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage. Indigo Rune - Supernova Modify the orb to deal {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage to all enemies within {Script Formula 5} yards. Obsidian Rune - Arcane Orbit Create {Script Formula 10} Arcane Orb(s) that orbit you, exploding for {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage when enemies get close. Golden Rune - Fusion Reduce casting cost to {Resource Cost} Arcane Power. Alabaster Rune - Celestial Orb The orb will pierce through targets, damaging any enemy it passes through dealing {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage. _________________ Energy Shield Crimson Rune - Wizard_EnergyShield Increases absorption amount. Chance to reflect projectiles and melee attacks directed at player. Higher quality runes increase absorption amount. Note that this doesn't change the damage to arcanum conversion, so the player will be burning more arcanum. Indigo Rune - Wizard_EnergyShield Shield absorbs X% of damage with no resource cost for first few seconds after activating. Higher quality runes increase duration of bonus shield and damage absorption. Obsidian Rune - Wizard_EnergyShield Chance to ignore CC effects. Higher quality runes increase chance. Golden Rune - Wizard_EnergyShield Improves the damage to arcanum ratio so that damage causes less arcanum spending. Higher quality runes further reduce this ratio. Alabaster Rune - Wizard_EnergyShield If energy shield goes down player gets a buff that regenerates Arcane Power for a short time. Higher quality runes increase the duration length. _________________ Slow Time Crimson Rune - Time Warp Enemies caught in the bubble of warped time take [{Script Formula 8} * 100]% more damage. Indigo Rune - Miasma Slow Time effects cling to enemies for {Script Formula 12} seconds after they have left the bubble. Obsidian Rune - Time Shell Reduces the size of the Slow Time bubble to {Script Formula 2} yards, but increases the effect, slowing movement and attack speed of enemies by [{Script Formula 3} * 100]% while inside the bubble. Golden Rune - Perpetuity Reduce cooldown to {Cooldown Time} seconds. Alabaster Rune - Fast Forward Time is sped up for any friendly heroes standing in the bubble, increasing attack and cast speed by [{Script Formula 16} * 100]%. _________________ Arcane Torrent Crimson Rune - Disruption Targets hit by Arcane Torrent become Disrupted for {Script Formula 6} seconds, causing them to take [{Script Formula 5} * 100]% additional damage from any attacks that deal Arcane damage. Indigo Rune - Proliferation Enemies killed by Arcane Torrent have a [{Script Formula 12} * 100]% chance to fire a new missile at a nearby enemy dealing {Script Formula 13} - [{Script Formula 13}+{Script Formula 22}] Arcane damage. Obsidian Rune - Arcane Mines Instead of firing projectiles, lay Arcane mines that arm after {Script Formula 27} |4second:seconds;. These mines explode when an enemy approaches dealing {Script Formula 29} - [{Script Formula 29} + {Script Formula 30}] damage. Enemies caught in the explosion have their movement and attack speeds reduced by [{Script Formula 34} * 100]% for {Script Formula 35} seconds. Golden Rune - Power Stone Every missile hit has a [{Script Formula 11} * 100]% chance to leave behind a Power Stone that grants Arcane Power when picked up. Alabaster Rune - Death Blossom Unleash the torrent beyond your control. You can no longer direct where the projectiles go but their damage is increased to {Script Formula 17} - [{Script Formula 17}+{Script Formula 18}] Arcane damage. _________________ Archon Crimson Rune - Improved Archon Increase damage of all Archon abilities by [{Script Formula 9} * 100]%. Indigo Rune - Slow Time Archon form can now cast a Slow Time that lasts for {Script Formula 13} |4second:seconds;. Obsidian Rune - Teleport Archon form can now cast Teleport with a cooldown of {Script Formula 14} |4second:seconds;. Golden Rune - Pure Power Decrease the cooldown of Archon to [{Cooldown Time}] |4second:seconds;. Alabaster Rune - Arcane Destruction An explosion errupts when you transform causing {Script Formula 5} - [{Script Formula 5} + {Script Formula 6}] Arcane damage to all enemies within {Script Formula 7} yards. _________________ Familiar Crimson Rune - Sparkflint Increase damage of all attacks by [{Script Formula 20} * 100]% while Familiar is active. Indigo Rune - Cannoneer Familiar's projectiles explode on impact dealing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Arcane damage to all enemies within {Script Formula 24} yards. Obsidian Rune - Dartling Familiar's projectiles have a [{Script Formula 29} * 100]% chance to pierce through enemies. Golden Rune - Arcanot While the Familiar is active you regenerate {Script Formula 32} Arcane Power per minute. Alabaster Rune - Ancient Guardian While you are below [{Script Formula 35} * 100]% Life the Familiar will absorb up to {Script Formula 36} attacks directed at you. If it absorbs all its attacks it will disintegrate. _________________ Explosive Blast Crimson Rune - Short Fuse An energy explosion fires immediately for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage. Indigo Rune - Obliterate Increase the explosion radius to {Script Formula 2} yards for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage. Obsidian Rune - Time Bomb The blast detonates from the point it was originally cast after {Script Formula 5} seconds for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage. Golden Rune - Unleashed Reduces the casting cost to {Resource Cost} Arcane Power. Alabaster Rune - Chain Reaction {Script Formula 8} consecutive explosions cascade off you that each cause {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage. _________________ Diamond Skin Crimson Rune - Mirror Skin Reflects [{Script Formula 1}*100]% of damage absorbed back at the attacker. Indigo Rune - Lasting Impression Increase duration to {Script Formula 5} seconds. Obsidian Rune - Rock Solid Increase the maximum absorption amount to {Script Formula 0} damage. Golden Rune - Prism Reduce Arcane Power cost of all spells by {Script Formula 4} while Diamond Skin is active. Alabaster Rune - Diamond Shards When Diamond Skin wears off, diamond shards will explode in all directions dealing {Script Formula 2} - [{Script Formula 2}+{Script Formula 3}] physical damage to enemies nearby. _________________ Hydra Crimson Rune - Frost Hydra Summon Frost Hydras that breathe a short range cone of frost causing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Cold damage to all enemies in the cone. Indigo Rune - Lightning Hydra Summon Lightning Hydras that shock enemies for {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Lightning damage. Obsidian Rune - Venom Hydra Summon Poison Breathing Hydras that leave a pool of acid causing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Poison damage per second to enemies who remain in the pool. Golden Rune - Brimstone Serpent Summon one Mammoth Hydra that breathes a wall of flame at nearby enemies dealing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Fire damage per second to enemies caught in the burning ground. Alabaster Rune - Arcane Hydra Summon Arcane Hydras that spit Arcane Orbs which explode on impact causing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Arcane damage to enemies near the explosion. _________________ Meteor Crimson Rune - Molten Impact Increase the damage of the meteor impact to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage and the molten fire will do an additional {Script Formula 2} - [{Script Formula 2} + {Script Formula 20}] Fire damage over {Script Formula 5} seconds. Indigo Rune - Meteor Shower Unleash a volley of {Script Formula 9} smaller meteors that strike for {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage. Obsidian Rune - Comet Transforms the meteor to ice that deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Cold damage on impact and freezes the ground, causing {Script Formula 2} - [{Script Formula 2} + {Script Formula 20}] Cold damage over {Script Formula 5} seconds. The movement of enemies in the area will also be slowed by [{Script Formula 6} * 100]%. Golden Rune - Star Pact Reduce casting cost to {Script Formula 8} Arcane Power. Alabaster Rune - Liquify If the initial impact critically hits any targets the molten fire duration is increased to {Script Formula 7} seconds. _________________ Magic Weapon Crimson Rune - Ignite Melee attacks burn enemies with fire for [{Script Formula 4} * 100]% of weapon damage for {Script Formula 3} seconds. Indigo Rune - Electrify Melee attacks cause lightning to arc to {Script Formula 6} nearby enemies dealing [{Script Formula 7} * 100]% of weapon damage as Lightning damage. Obsidian Rune - Force Weapon Increases damage bonus to [{Script Formula 14} * 100]% physical damage, and gives a [{Script Formula 9}*100]% chance to knock back any enemies hit. Golden Rune - Conduit Melee hits restore [{Script Formula 11} * 100]% Arcane Power. Alabaster Rune - Blood Magic Melee hits recover [{Script Formula 12} * 100]% of damage caused as Life. _________________ TRAIT(?): Energy Reserves Crimson Rune - Trait_Wizard_EnergyReserves Increases absorption amount. Chance to reflect projectiles and melee attacks directed at player. Higher quality runes increase absorption amount. Note that this doesn't change the damage to arcanum conversion, so the player will be burning more arcanum. Indigo Rune - Trait_Wizard_EnergyReserves Shield absorbs X% of damage with no resource cost for first few seconds after activating. Higher quality runes increase duration of bonus shield and damage absorption. Obsidian Rune - Trait_Wizard_EnergyReserves Chance to ignore CC effects. Higher quality runes increase chance. Golden Rune - Trait_Wizard_EnergyReserves Improves the damage to arcanum ratio so that damage causes less arcanum spending. Higher quality runes further reduce this ratio. Alabaster Rune - Trait_Wizard_EnergyReserves If energy shield goes down player gets a buff that regenerates Arcane Power for a short time. Higher quality runes increase the duration length. _________________ Energy Armor (Unknown Ability) Crimson Rune - Mirrorball Increases all of your resistances by [{Script Formula 4}*100]% while Energy Armor is active. Indigo Rune - Energy Tap Rather than reducing your maximum Arcane Power, it is increased by {Script Formula 6} while Energy Armor is active. Obsidian Rune - Emergency Shelter While Energy Armor is active, incoming attacks that would deal more than [{Script Formula 8}*100]% of your maximum Life are reduced to deal [{Script Formula 8}*100]% of your maximum Life instead. Golden Rune - Absorption Field Gain {Script Formula 11} Arcane Power whenever you are hit by an ranged or melee attack. Alabaster Rune - Pinpoint Barrier Also increases your Precision by [{Script Formula 13}*100]% while Energy Armor is active. Resource_Max_Bonus#Arcanum [{VALUE}|+|] Arcane Power _________________ Balance - in all things |