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8. September 2011, 03:50 - Diablo 3 - Liste aller Runeneffekte
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Diablo 3 - Liste aller Runeneffekte
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Der Mönch




Blinding Flash

Create a flash of light that blinds all enemies within X yards for X seconds. Blinded enemies will not attack unless they are attacked first. Cost - X Spirit

Crimson Rune - Faith in the Light
X seconds after using Blinding Flash, all of your attacks are infused to deal X additional Holy damage.
Indigo Rune - Blinding Echo
X seconds after using Blinding Flash, a second flash of light will blind enemies within X yards for X seconds.
Obsidian Rune - Blind and Confused
Blinded enemies have a X% chance to attack each other.
Golden Rune - Self Reflection
Increases the duration enemies are blinded to by X seconds.
Alabaster Rune - Searing Light
Blinded enemies also have their chance to hit reduced by X % for X seconds.

Breath Of Heaven

A blast of holy energy heals the Monk and allies within X yards for X Life. Cost - X Spirit

Crimson Rune - Circle of Scorn
In addition to healing, Breath of Heaven also sears enemies for X Holy damage.
Indigo Rune - Circle of Life
Increases the healing to {c_green}{Script Formula 2} - [{Script Formula 2}+{Script Formula 3}]{/c_green} Life.
Obsidian Rune - Blazing Wrath
Increases all damage done by X seconds after Breath of Heaven is used.
Golden Rune - Infused with Light
Gain additional Spirit from each combo attack for X seconds after using Breath of Heaven.
Alabaster Rune - Penitent Flame
Enemies hit by Breath of Heaven run in fear for X seconds, and take X Holy damage per second as they flee.

Circle of Wrath

Creates a blast of holy energy that heals the Monk and allies within X yards for X Life, and damages enemies for X holy damage. Costs - X Spirit

Crimson Rune - Improved Wrath
Increases healing to X amount of Life, and damage inflicted to X holy damage.
Indigo Rune - Chain Healing
Heals allies for X Life for each monster affected by Circle of Wrath.
Obsidian Rune - Holy Power
The Monk's attacks each do an additional fire damage for X seconds after Circle of Wrath is used.
Golden Rune - Infused with Light
Gain X additional spirit from each combo attack for X seconds after using Circle of Wrath.
Alabaster Rune - Judgment
Enemies hit by Circle of Wrath run in fear for x seconds, and take X fire damage per second as they flee.

Crippling Wave

A series of large sweeping attacks that debilitate enemies and cause X% weapon damage. First Hit - Enemies are dazed, reducing movement speed by X% for X seconds. Second and Third Hit - Refreshes the duration of the daze effect. Combo Skill. Generates 3 Spirit Per Hit

Crimson Rune - Mangle
Increase damage to X% of weapon damage. Adds a bleeding DOT to those hit by this skill with each combo.
Indigo Rune - Tsunami
Crippling Wave's third attack range increases to X yards and knocks targets back. Area of effect increased with each combo.
Obsidian Rune - Concussion
Enemies hit by Crippling Wave inflict X% less damage for X seconds. Adds a debuff to stage 1 that reduces damage caused by enemies by [{Script Formula 7} * 100]%
Golden Rune - Rising Tide
Critical hits generate X additional Spirit. Adds a debuff to stage 2 that increases damage taken by enemies by [{Script Formula 6} * 100]%
Alabaster Rune - Breaking Wave
Affected targets take X% additional damage from all attacks for X seconds. Stage 3 has a [{Script Formula 14} * 100]% chance to stun enemies.

Dashing Strike

Dash quickly at the targeted enemy or location dealing X% weapon damage. Cost - X Spirit

Crimson Rune - Flying Head Butt
Fly through the air head first, slowing the movement of all enemies along the path by X% for X seconds.
Indigo Rune - Way of the Falling Star
Increases run speed by X% for X seconds after using Dashing Strike.
Obsidian Rune - Blinding Speed
Receive a X % increased chance to dodge for X seconds.
Golden Rune - Quicksilver
{/c_gold} The cost of Dashing Strike is reduced to {c_green}{Script Formula 24}{/c_green} Spirit.
Alabaster Rune - Flying Side Kick
Perform a flying kick that has a % chance to stun your target for X seconds.

Deadly Reach

Project lines of pure force over a short distance for X% weapon damage. Generates X Spirit per attack.

Crimson Rune - Foresight
The third strike of Deadly Reach increases the damage of all attacks by % for X seconds. This effect can stack up to X times.
Indigo Rune - Piercing Trident
The second and third strike of the skill have an increased area of effect. Also increases skill damage to % of weapon damage.
Obsidian Rune - Scattered Blows
The third strike is replaced with an attack that will hit up to X enemies within X yards for % weapon damage.
Golden Rune - Strike from Beyond
Critical hits caused with this skill generate extra Spirit.
Alabaster Rune - Keen Eye
Critical hit damage for this attack is increased by X% .

Dominate Aura

Create an aura that causes enemies within X yards to take X% additional damage. The Monk can only have one aura active at a time. Duration - X minutes Cost - X Spirit

Crimson Rune - Improved Dominate Aura
Increases aura strength so that enemies take % additional damage for X minutes.
Indigo Rune - Domination
Aura potency is increased so enemies take % additional damage and have their damage resistance reduced by % for the first X seconds.
Obsidian Rune - Demoralized
Enemies within X yards have their movement speed reduced by %
Golden Rune - Reclamation
Gain X Spirit for each attack and heal Life equal to % of the damage inflicted on enemies while Dominate Aura is active.
Alabaster Rune - Intimidation
Enemies affected by Dominate Aura inflict % less damage

Exploding Palm

The first two strikes in the attack deal X% weapon damage. The third strike causes the target to bleed for X% of weapon damage per second for X seconds. If the target dies while bleeding, it explodes, dealing X% of the target's maximum Life as physical damage to all other enemies nearby. Generates X Spirit per attack.

Crimson Rune - Impending Doom
Increases the duration of the bleed effect to X seconds. DOT lasts longer and will stack if applied multiple times. Stacking the DOT refreshes the duration.
Indigo Rune - Creeping Demise
The bleed effect hits up to X targets standing in front of the Monk. Stage 3 places the DOT on multiple targets, preferably through a 'zeal-like' effect, but a 'cleave-like' effect could work if it limits the number of targets hit. Higher level runes will increase the number of targets up to a cap, and will also increase DOT damage.
Obsidian Rune - The Flesh is Weak
The first two strikes cause the enemy to take X additional damage for X seconds. This effect stacks up to X times on each target. Stage 1 and 2 add a stacking debuff that causes the DOT to do more damage.
Golden Rune - Strong Spirit
If a target dies and explodes with the bleed on them, gainX Spirit for each enemy hit by the explosion. The DOT leeches Spirit back to the Monk.
Alabaster Rune - Heart Burn
The third strike causes the target to burn for % weapon damage as Fire damage every second for X seconds. If the target dies while burning it explodes causing all nearby enemies to burn for % weapon damage as Fire damage for X seconds. This effect can chain repeatedly. Monsters that die to a monster explosion have a chance to explode for lesser damage.

Fists of Thunder

Deal a series of extremely fast punches that deal X% weapon damage as Lightning damage. Each strike has a X% chance to interrupt enemy attacks. Generates X Spirit per attack.

Crimson Rune - Thunderclap
Each punch causes a shockwave that hits all enemies within X yards of your primary target for X% weapon damage as Lightning damage. Also enables the Monk to teleport a short distance during the ability's first strike.
Indigo Rune - Chain Lightning
The third strike creates chain lightning that can jump to up to other nearby targets. Each lightning strike inflicts X% weapon damage as Lightning damage.
Obsidian Rune - Static Charge
Enemies attacked are charged with static for X seconds. Charged enemies take X% weapon damage as Lightning damage when the Monk attacks other nearby enemies with Fists of Thunder.
Golden Rune - Rolling Thunder
Critical hits generate X additional Spirit.
Alabaster Rune - Lightning Flash
Each attack with Fists of Thunder increases the Monk's Dodge chance by X%. This effect stacks up to X times.

Inner Sanctuary

Create a circle of protection on the ground for X seconds that cannot be passed by enemies. Cost - X Spirit

Crimson Rune - Forbidden Palace
Enemies within the area of effect of Inner Sanctuary when it is activated take Holy damage.
Indigo Rune - Consecration
Increase the duration of Inner Sanctuary to X seconds.
Obsidian Rune - Circle of Protection
The Monk and any allies standing in the area of effect of Inner Sanctuary take less damage from attacks.
Golden Rune - Safe Haven
The Monk and any allies regenerate X Life per second while inside the circle.
Alabaster Rune - Sanctified Ground
When Inner Sanctuary expires it becomes Sanctified Ground for X seconds, slowing the movement of all enemies on it by X%.

LashingTailKick

Unleash a deadly roundhouse kick, knocking enemies back and dealing X% weapon damage. Cost - X Spirit Cooldown - X seconds

Crimson Rune - Vulture Claw Kick
With a torrent of fire, strike all nearby enemies for % weapon damage and knock them back.
Indigo Rune - Spinning Flame Kick
Hurl a column of fire that pierces through enemies, causing % weapon damage as Fire damage to each enemy it strikes.
Obsidian Rune - Hand of Ytar
Smite all enemies within X yards of a target location for X% damage and slows their movement by X% for X seconds.
Golden Rune - Sweeping Armada Kick
All enemies around the Monk are knocked back X% farther and slow their movement by X% for X seconds.
Alabaster Rune - Scorpion Sting
Instead of knocking enemies back, affected enemies are stunned for X seconds.

Lethal Decoy

Create an illusion of pure holy energy that attracts enemies to itself and explodes after X seconds for X Holy damage. Cost - X Spirit

Crimson Rune - Explosive Decoy
Increases damage of the explosion to X Holy damage.
Indigo Rune - Many Monks
Spawn X decoys. Each decoy deals X Holy damage when it explodes.
Obsidian Rune - Lethal Combatant
Summons a stronger decoy for X seconds. The decoy can move and attack enemies for X damage per swing.
Golden Rune - Spirit Link
When the decoy explodes it also heals all allies within X yards for X Life.
Alabaster Rune - Simulacrum
If the Monk dies while the decoy is alive the Monk is resurrected at the decoy's location with X Life. The decoy no longer attracts enemies and the duration is increased to X seconds.


Mantra Of Conviction

Recite a Mantra that causes all enemies within X yards of you to take X% additional damage. Lasts X seconds. This is a Mantra. The Monk can only have one Mantra active at a time. Cooldown - X seconds

Crimson Rune - Overawe
Increases Mantra strength so that enemies take X% additional damage.
Indigo Rune - Submission
Enemies affected by Mantra of Conviction take X Holy damage per second.
Obsidian Rune - Demoralize
Slows the movement of enemies within X yards by X%.
Golden Rune - Reclamation
You and your allies have a X% chance to be healed for X
Alabaster Rune - Intimidation
Enemies affected by Mantra of Conviction inflict X% less damage.

Mantra Of Evasion

Recite a Mantra that grants you and all allies within X yards a X% chance to dodge attacks. Lasts X seconds. This is a Mantra. The Monk can only have one Mantra active at a time. Cooldown - X seconds

Crimson Rune - Blowback
Successfully dodging an attack creates a burst of flame dealing X% weapon damage as fire to all nearby enemies.
Indigo Rune - Unstoppable
Mantra of Evasion also reduces the duration of all control imparing effects by X%.
Obsidian Rune - Hard Target
Mantra of Evasion also grants an increase in armor by X%
Golden Rune - Wind Through the Reeds
Mantra of Evasion also grants an increase in run speed by X%
Alabaster Rune - Divine Protection
When you or an ally under the effect of Mantra of Evasion is reduced below %Life, a shield of protection forms around that target, reducing incoming damage by X% for X seconds. Each target can be protected at most once every X seconds by this effect.

Mantra Of Healing

Recite a Mantra that causes you and all allies within X yards to gain increased Life regeneration by X Life per second. Lasts X seconds. This is a Mantra. The Monk can only have one Mantra active at a time. Cooldown - X seconds

Crimson Rune - Sustenance
Increases the Life regeneration granted by Mantra of Healing to X Life per second.
Indigo Rune - Boon of Protection
When Mantra of Healing is activated a temporary shield is placed on you and your allies for X seconds. The shield will absorb up to X% of each person's maximum Life in damage.
Obsidian Rune - Heavenly Body
Mantra of Healing also increases Vitality by X%.
Golden Rune - Soothing Breeze
Mantra of Healing also grants the Monk X Spirit per second.
Alabaster Rune - Time of Need
Mantra of Healing also increases all resistances by X%.

Mantra Of Retribution

Recite a Mantra that causes you and all allies within X yards to reflect melee damage back at enemies, dealing Holy damage equal to X% of the damage sustained. Lasts X seconds. This is a Mantra. The Monk can only have one Mantra active at a time. Cooldown - X seconds

Crimson Rune - Retaliation
Increase amount of damage reflected by the Mantra to X%. The Mantra will now reflect ranged damage as well as melee damage.
Indigo Rune - Transgression
Mantra of Retribution also increases the attack speed for you and your allies by X%.
Obsidian Rune - Indignation
When Mantra of Retribution damages an attacker, the attacker has a X% chance to be stunned for X seconds.
Golden Rune - Against All Odds
Mantra of Retribution also restores X Spirit when reflecting damage done to you.
Alabaster Rune - Guilt By Association
An attacker that triggers Mantra of Retribution has a X% chance to suffer a feedback blast, dealing X damage to itself and surrounding enemies.

Mystic Ally

Summon an elemental ally capable of engaging enemies in combat until it is destroyed.

Crimson Rune - Fire Ally
Imbue the ally with the essence of fire. The ally gains the ability to Fire Kick for X Fire damage plus an additional X Fire damage per second over X seconds to all enemies in a straight line.
Indigo Rune - Water Ally
Imbue the ally with the essence of water. The ally gains the ability to perform a wave attack that deals X physical damage and slows the movement of affected targets by X% for X seconds.
Obsidian Rune - Earth Ally
Imbue the ally with the essence of earth. Maximum Life of the ally and the Monk are increased by X%. The ally also gains the ability to create a ground spike, dealing X physical damage to a single enemy and forcing that enemy to attack the ally for X seconds.
Golden Rune - Air Ally
Imbue the ally with the essence of air. Every attack made by the Ally has a % chance to generate Spirit for the Monk. In addition the Ally is surrounded in a torrent of wind that deals X physical damage per second to all nearby enemies.
Alabaster Rune - Eternal Ally
Imbue the ally with the essence of life. When the ally dies it has a X chance to be reborn after X seconds. In addition, the physical damage of the ally's basic attack is increased to X per swing.

Resist Aura

Create an Aura that increases all resistances by X% for the Monk and allies within X yards for X minutes. The Monk can only have one Aura active at a time.

Crimson Rune - Resolve
Increases the potency of the Aura to increase resistances to X %.
Indigo Rune - Perseverance
All resistances are increased by X% for the first X seconds this aura is active.
Obsidian Rune - Adaptation
The Monk's resistance increases by an additional X% against the first damage type taken after the aura is activated.
Golden Rune - Unstoppable
Spirit generation is increased by X% for the first X seconds after this aura is activated.
Alabaster Rune - Armor of Faith
Increase the Monk's armor by X% while Resist Aura is active.

Serenity

The Monk is enveloped in a protective shield that intercepts all incoming damage for X seconds and grants immunity to all control impairing effects. Cost - X Spirit Cooldown - X seconds

Crimson Rune - Peaceful Repose
Heal yourself for X Life when Serenity is activated.
Indigo Rune - Instant Kharma
While Serenity is active, X% of all projectiles and melee attacks are reflected back at the attacker.
Obsidian Rune - Ascension
Increases the duration of Serenity to X seconds.
Golden Rune - Tranquility
Extends the protective shield and immunity to control impairing effects to allies within X yards for X seconds.
Alabaster Rune - Reap What is Sown
X% of the damage absorbed by Serenity is unleashed as an explosion when Serenity expires, dealing up to X Holy damage to enemies within X yards.


Seven Sided Strike

Unleashes a fury of attacks striking nearby enemies X times for X % weapon damage for each hit. Costs - X Spirit

Crimson Rune - Sudden Assault
Teleport to the target location for the strike, and damage increases to X% weapon damage per hit.
Indigo Rune - Fourteen-sided Strike
Increases the number of strikes made to X attacks.
Obsidian Rune - Pandemonium
Enemies hit by the barrage have a X chance per hit to be charmed or stunned for {c_green}{Script Formula 8}{/c_green} seconds. Higher level runes increase the chance for stuns/attacks and increase the attack duration.
Golden Rune - Sustained Attack
Reduces the cooldown of this ability to X seconds.
Alabaster Rune - Fulminating Onslaught
Each impact explodes to deal X Holy damage around the target. Each hit explodes for holy damage on impact for a small radius of effect. Higher level runes add a damage bonus.

Sweeping Wind

Strike a target for X% weapon damage. Every third hit creates a vortex of air that surrounds you. The vortex of air lasts X seconds and deals X% weapon damage per second to all enemies within X yards. This vortex effect can stack up to X times for a total of X% weapon damage per second to nearby enemies. Generates X Spirit per attack.

Crimson Rune - Blade Storm
Intensify the vortex, increasing it to X% weapon damage per second.
Indigo Rune - Fire Storm
Increases the radius of the vortex to X yards and deals X% weapon damage per second as Fire damage.
Obsidian Rune - Cyclone
When at the maximum stack count, creating another vortex effect generates a lightning tornado in the current area that deals X% weapon damage as Lightning damage per bolt for X seconds.
Golden Rune - Inner Storm
As long as your vortex is at the maximum stack count, you gain X Spirit per second.
Alabaster Rune - Master of Wind
Increases the duration of the vortex buff to X seconds.

Tempest Rush

Run directly through your enemies knocking them back and hobbling them, slowing their movement by X% for X seconds. Also deals X% of weapon damage per second while running. Cost - X Spirit plus an additional X Spirit per second.

Crimson Rune - Bluster
Affected enemies also have their damage reduced by X% for the duration of the effect.
Indigo Rune - Tailwind
Increases the movement speed of Tempest Rush to X of normal.
Obsidian Rune - Slipstream
Damage taken while running is reduced by X%.
Golden Rune - Northern Breeze
Reduces cost to X Spirit per second.
Alabaster Rune - Flurry
Increases the potency of the hobbling effect, slowing enemy movement by X%.

Wave Of Light

Focuses the power of Light to smite all enemies in front of you for X Holy damage followed by an additional X Holy damage to all enemies in a line. Cost - X Spirit Cooldown - X seconds

Crimson Rune - Wall of Light
Increases damage of the initial impact to X Holy damage.
Indigo Rune - Explosive Light
Shoot out bursts of energy in all directions that deal X Holy damage to nearby enemies.
Obsidian Rune - Pillar of the Ancients
Summon an ancient pillar that deals X% weapon damage followed by an additional X% weapon damage after X seconds.
Golden Rune - Empowered Wave
Reduces the cooldown to X seconds.
Alabaster Rune - Blinding Light
Critical hits stun enemies for X seconds.

Way Of The Hundred Fists

A rapid series of punches strikes enemies for X% weapon damage. Generates X Spirit per attack.

Crimson Rune - Fists of Fury
Affected targets will take an additional X Holy damage per second for X seconds. Also enables the first hit to dash a short distance.
Indigo Rune - Hands of Lightning
Increase the number of hits in the second strike from X hits.
Obsidian Rune - Blazing Fists
Critical hits increase the Monk's attack speed by X% and movement speed by X%. This effect lasts for X seconds and can stack up to X times.
Golden Rune - Spirited Salvo
Every activation of the skill has a X%{/c_green} chance to generate additional Spirit.
Alabaster Rune - Windforce Flurry
The third strike generates a wave of wind that deals X physical damage to enemies directly ahead of the Monk.
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Vom Jäger und Sammler zum Rollenspieler


Sunzi's 13 Lehren der Kriegskunst.

- Planung - Über die Kriegskunst - Das Schwert in der Scheide
- Taktik - Energie - Schwache und starke Punkte
- Manöver - Taktische Varianten - Die Armee auf dem Marsch
- Terrain - Die neun Situationen - Angriff durch Feuer
- Der Einsatz von Spionen
 
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Der Zauberer




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 (Unbekannte Fähigkeit)


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 (Unbekannte Fähigkeit)


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.


Energy Reserves (Trait?)


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 (Unbekante Fähigkeit)


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
______________________________________________________________________
Vom Jäger und Sammler zum Rollenspieler


Sunzi's 13 Lehren der Kriegskunst.

- Planung - Über die Kriegskunst - Das Schwert in der Scheide
- Taktik - Energie - Schwache und starke Punkte
- Manöver - Taktische Varianten - Die Armee auf dem Marsch
- Terrain - Die neun Situationen - Angriff durch Feuer
- Der Einsatz von Spionen
 
Mit Zitat antworten
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8. September 2011, 03:53
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Dämonenjäger




Bola Shot


Shoot out an explosive bola that wraps itself around its target. After [{Script Formula 11}] second, the bola explodes dealing [{Script Formula 0} * 100]% weapon damage as Fire to the target and an additional [({Script Formula 14}) * 100]% weapon damage as Fire to all other targets within {Script Formula 5} yards. Cost: {Resource Cost} Hatred

Crimson Rune - Volatile Explosives
Increase the explosion radius to {Script Formula 20} yards.

Indigo Rune - Acid Strike
Shoot {Script Formula 24} poison bolas that deal [{Script Formula 9}*100]% weapon damage each. The bolas no longer explode for area damage to nearby targets.

Obsidian Rune - Thunder Ball
When the bola explodes it deals [{Script Formula 0} * 100]% weapon damage as lightning, and has a [{Script Formula 28} * 100]% chance to stun the target for [{Script Formula 29}|1|] seconds.

Golden Rune - Bitter Pill
After the bola explodes, you have a [{Script Formula 31} * 100]% chance to gain {Script Formula 32} Discipline.

Alabaster Rune - Imminent Doom
Augments the bola to deal [{Script Formula 9}*100]% weapon damage as Arcane to the target and an additional [{Script Formula 6}*100]% weapon damage to all other targets within {Script Formula 20} yards, but increases the explosion delay to {Script Formula 4} seconds.

Caltrops


Lay a trap of caltrops on the ground that activates when an enemy approaches. Once sprung, the caltrops slow the movement of enemies within {Script Formula 0} yards by [{Script Formula 6} * 100]%. This trap lasts {Script Formula 2} seconds. Cost: {Script Formula 8} Discipline

Crimson Rune - Jagged Spikes
Enemies in the area also take [{Script Formula 20}*100]% weapon damage per second.

Indigo Rune - Hooked Spines
Increase the slow amount to [{Script Formula 3} * 100]%.

Obsidian Rune - Torturous Ground
Enemies in the area deal [{Script Formula 24}*100]% less damage.

Golden Rune - Punji Stakes
Reduce the cost to [{Script Formula 7}|1|] Discipline.

Alabaster Rune - Come and Get It
Become empowered while standing in the area of effect, gaining an additional [{Script Formula 28}*100]% chance to critical hit with all attacks.

Chakram


Fire a swirling Chakram that does {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to enemies along its path. Cost: {Resource Cost} Hatred

Crimson Rune - Twin Chakrams
A second Chakram mirrors the first. Each Chakram deals {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage.

Indigo Rune - Boomerang
The Chakram path turns into a loop, dealing {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Lightning damage to enemies along the path.

Obsidian Rune - Serpentine
The Chakram follows a slow curve, dealing {Script Formula 7} - [{Script Formula 7} + {Script Formula 8}] Poison damage to enemies along the path.

Golden Rune - Razor Disk
The Chakram spirals out from the targeted location dealing {Script Formula 10} - [{Script Formula 10} + {Script Formula 11}] Arcane damage to enemies along the path.

Alabaster Rune - Shuriken Cloud
Surround yourself in spinning Chakrams for {Script Formula 12} seconds, dealing {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] physical damage per second to anybody nearby.

Cluster Arrow


Fire a Cluster grenade that explodes for [{Script Formula 0}*100]% weapon damage into a series of additional miniature bombs that explode for [{Script Formula 5}*100]% weapon damage each. Cost: {Resource Cost} Hatred

Crimson Rune - Loaded for Bear
Increases the damage of the explosion at the impact location to [{Script Formula 0}*100]%.

Indigo Rune - Shooting Stars
Instead of releasing grenades, shoots up to {Script Formula 9} rockets at nearby enemies dealing [{Script Formula 19}*100]% weapon damage each.

Obsidian Rune - Cluster Bombs
Launch the cluster through the air, dropping a series of bombs in a straight line that explode for [{Script Formula 8}*100]% weapon damage each.

Golden Rune - Maelstrom
Instead of releasing grenades, the cluster releases Shadow energy that deals [{Script Formula 19}*100]% weapon damage to nearby enemies. You will gain [{Script Formula 18}*100]% of the damage done as Life.

Alabaster Rune - Dazzling Arrow
Enemies hit by grenades have a [{Script Formula 12}*100]% chance to be stunned for [{Script Formula 13}|1|] seconds.

Companion


Summon a raven companion. Your raven companion will periodically peck at enemies for {Script Formula 18} - [{Script Formula 18} + {Script Formula 19}] damage. Cost: {Resource Cost} Discipline

Crimson Rune - Spider Companion
Summons a spider instead of a raven. The spiders's attacks also slows the movement of targets by [{Script Formula 12}*100]% for {Script Formula 8} - [{Script Formula 8}+{Script Formula 13}] seconds.

Indigo Rune - Boar Companion
Summon a boar instead of a raven. The boar strikes multiple enemies with every swing for {Script Formula 20} - [{Script Formula 20} + {Script Formula 21}] damage.

Obsidian Rune - Wolf Companion
Summon a powerful but temporary wolf ally rather than a long-term raven companion. The wolf will fight with you for {Script Formula 9} seconds and attacks enemies for {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}] damage.

Golden Rune - Bat Companion
Summons a bat instead of a raven. The bat grants you [{Script Formula 10}|1|] Hatred per second.

Alabaster Rune - Ferret Companion
Summons ferrets instead of a raven. The ferrets collect gold for you and increase gold found on monsters by [{Script Formula 11}*100]%.

Elemental Arrow


Shoot an elemental charged arrow that deals [{Script Formula 0} * 100]% weapon damage as Fire damage to all targets it passes through. Cost: {Resource Cost} Hatred

Crimson Rune - Frost Arrow
Turns into a frost arrow that explodes out conal damage from the back of the first target hit for [{Script Formula 12}*100]% of weapon damage.

Indigo Rune - Ball Lightning
Fire a lightning arrow that electrocutes nearby enemies as it passes by for [{Script Formula 26}*100]% of weapon damage.

Obsidian Rune - Screaming Skull
Grants a [{Script Formula 5}*100]% chance to shoot a skull that will fear affected enemies for {Script Formula 6}-[{Script Formula 6}+{Script Formula 7}] seconds.

Golden Rune - Nether Tentacles
Shoot tentacles that deal [{Script Formula 32}*100]% weapon damage and return [{Script Formula 33}*100]% of damage dealt as Life for you.

Alabaster Rune - Lightning Bolts
Fire giant bolts of lightning that stun enemies for [{Script Formula 38}|1|] seconds when they critically hit.

Entangling Shot


Release a sticky adhesive that deals [{Script Formula 5} * 100]% weapon damage and entangles up to {Script Formula 14} enemies, slowing their movement by [{Script Formula 0} * 100]% for {Script Formula 9} seconds. Cost: {Script Formula 1} Hatred

Crimson Rune - Heavy Burden
Increase the movement slow duration to {Script Formula 4} seconds.

Indigo Rune - Chain Gang
Hit up to {Script Formula 3} targets.

Obsidian Rune - Electrified Chain
{/c_gold} Strike with electrical chains that do an additional {Script Formula 8} damage over {Script Formula 4} seconds.

Golden Rune - Justice is Served
{/c_gold} Reduce cost to [{Script Formula 2}|1|] Hatred.

Alabaster Rune - Bounty Hunter
{/c_gold} Gain [{Script Formula 11} * 100]% of the damage dealt as Life.

Fan of Knives


Throw knives out in a spiral around you, doing {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}] physical damage to all enemies within {Script Formula 19} yards of you. Your knives will also slow the movement of enemies by [{Script Formula 20} * 100}]% for {Script Formula 5} seconds. Cost: {Resource Cost} Hatred

Crimson Rune - Hail of Knives
Increase the radius to deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies within {Script Formula 2} yards.

Indigo Rune - Knives for a Pro
Throw long-range knives that deal [{Script Formula 16}*100%]% weapon damage to {Script Formula 13} additional targets.

Obsidian Rune - Fan of Daggers
Imbue your knives with a [{Script Formula 10}*100%]% chance to stun enemies for [{Script Formula 11}|1|] seconds.

Golden Rune - Crippling Knives
Increase the slow amount to [{Script Formula 6}*100]% for {Script Formula 5} seconds.

Alabaster Rune - Backlash
Instead of throwing the knives immediately, the knives will release automatically dealing {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies if you are struck in the next {Script Formula 15} seconds.

Grenades


Throw out three grenades that explode for {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] Fire damage. Cost: {Script Formula 19} Hatred

Crimson Rune - Gas Grenades
Toss poison gas grenades that explode for {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] damage and leaves a cloud that deals an additional {Script Formula 6} damage per second for {Script Formula 7} seconds to enemies who stand in the area.

Indigo Rune - Cluster Grenades
Throw a large cluster of mini-grenades that deal {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}]{/c-green} Fire damage over an {Script Formula 4} yard radius.

Obsidian Rune - Fire Bomb
Throw a single large grenade that deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage and knocks enemies back.

Golden Rune - Tinkerer
Reduce cost to [{Script Formula 25}|2|] Hatred.

Alabaster Rune - Stun Grenades
Hurl grenades that have a [{Script Formula 9} * 100]% chance to stun enemies for [{Script Formula 10}|1|] seconds.

Hungering Arrow


Fire a magically imbued arrow that seeks out targets for [{Script Formula 0} * 100]% weapon damage and has a [{Script Formula 5} * 100]% chance to pierce through targets. Cost: {Resource Cost} Hatred

Crimson Rune - Heat Seeker
Light the arrow on fire, dealing [{Script Formula 8}*100%]% additional weapon damage as Fire damage over {Script Formula 13} seconds.

Indigo Rune - Shatter Shot
If the arrow successfully pierces the first target, the arrow splits into [{Script Formula 9} + 1] arrows.

Obsidian Rune - Devouring Arrow
Each consecutive pierce increases the damage of the arrow by [{Script Formula 10} * 100]%.

Golden Rune - Piercing Arrow
Increase the chance for the arrow to pierce to [{Script Formula 5} * 100]%.

Alabaster Rune - Spray of Teeth
Successful crits cause a burst of bone to explode from the target dealing [{Script Formula 11} * 100]% of weapon damage to enemies in that area.

Impale


Fire a massive shot to impale a target for [{Script Formula 10} * 100]% weapon damage. Cost: {Resource Cost} Hatred

Crimson Rune - Overpenetration
The shot will pierce through all enemies in a straight line for [{Script Formula 0} * 100]% weapon damage.

Indigo Rune - Impact
Shots knock the target back and stun them for [{Script Formula 6}|2|] seconds.

Obsidian Rune - Liquid Flame
Fire an explosive shell that deals an additional [{Script Formula 9} * 100]% weapon damage over {Script Formula 8} seconds.

Golden Rune - Recoil
Every shot releases a shockwave of energy centered on you dealing [{Script Formula 12} * 100]% weapon damage to all enemies within {Script Formula 11} yards.

Alabaster Rune - Grievous Wounds
Critical hits deal an additional [{Script Formula 13} * 100]% weapon damage.

Marked for Death


Marks an enemy. The marked enemy will take [{Script Formula 1} * 100]% additional damage for the next {Script Formula 0} seconds.

Crimson Rune - Grim Reaper
An additional [{Script Formula 2} * 100]% of damage done to the target is also divided among all enemies within {Script Formula 3} yards.

Indigo Rune - Contagion
When the target is killed the ability spreads to {Script Formula 6} other nearby targets. This effect can chain repeatedly.

Obsidian Rune - Valley of Death
Mark an area on the ground {Script Formula 7} yards wide for {Script Formula 9} seconds. Enemies in the area take [{Script Formula 1} * 100]% additional damage.

Golden Rune - Mortal Enemy
Attacks by the Demon Hunter against the Marked target have a [{Script Formula 13} * 100]% chance to generate {Script Formula 11} Hatred. This effect cannot occur more than once every {Script Formula 12} second.

Alabaster Rune - Death Toll
[{Script Formula 14} * 100]% of damage done to the marked target heals the attacker.

Multishot


Fire a massive volley of arrows dealing [{Script Formula 12}*100]% weapon damage to all enemies in the area. Cost: {Script Formula 13} Hatred

Crimson Rune - Full Broadside
Increases the damage done to [{Script Formula 0}*100]% weapon damage.

Indigo Rune - Burst Fire
Everytime you fire, generate a shock pulse that damages all nearby enemies for [{Script Formula 1}*100]% weapon damage.

Obsidian Rune - Arsenal
Every use also fires {Script Formula 3} rockets at nearby enemies that deal [{Script Formula 6}*100]% weapon damage each.

Golden Rune - Let'em Have It
Cost reduced to [{Script Formula 14}] Hatred.

Alabaster Rune - Supression Fire
Every enemy hit grants {Script Formula 9} Discipline. Each volley can gain up to {Script Formula 10} Discipline in this way.

Preparation


Instantly restore all Discipline. Cooldown: {Cooldown Time} seconds

Crimson Rune - Punishment
Removes cooldown. Skill now costs {Resource Cost} Discipline to cast but restores all Hatred instead of all Discipline.

Indigo Rune - Ready for Anything
When activated, increases your maximum Discipline by {Script Formula 1} for {Script Formula 2} seconds.

Obsidian Rune - Focused Mind
Instead of replenishing Discipline immediately, you will gain {Script Formula 4} Discipline over {Script Formula 5} seconds.

Golden Rune - Battle Scars
Also restores [{Script Formula 6}*100]% of your Life when used.

Alabaster Rune - Backup Plan
Grants a [{Script Formula 7}*100]% chance that the cooldown will not be triggered when used.

Rain of Arrows


Fire a massive volley of arrows around you. Arrows fall from the sky for {Script Formula 6} seconds dealing an average of [{Script Formula 10} * {Script Formula 1}*100 / {Script Formula 5}]% weapon damage per second. Cooldown: {Cooldown Time} seconds

Crimson Rune - Bombing Run
Summon {Script Formula 23} Shadow Beasts to drop bombs on nearby enemies, dealing [{Script Formula 26}*100]% weapon damage each.

Indigo Rune - Dark Cloud
Launch a massive volley of guided arrows that rain down on enemies for the next {Script Formula 16} seconds for [{Script Formula 0}*100]% weapon damage.

Obsidian Rune - Anathema
Summon a Shadow Beast that drops grenades from the sky for {Script Formula 30} seconds dealing [{Script Formula 0}*100]% weapon damage.

Golden Rune - Kamikaze Strike
A group of {Script Formula 14} Shadow Beasts plummet from the sky at a targeted location dealing [{Script Formula 12} * 100]% weapon damage and stunning enemies for {Script Formula 37} seconds.

Alabaster Rune - Stampede
Summon a wave of {Script Formula 15} Shadow Beasts to tear across the ground, knocking back enemies and dealing [{Script Formula 11} * 100]% weapon damage.

Rapid Fire


Rapidly fire a stream of arrows that deal [{Script Formula 0}*100%]% weapon damage each. Cost: [{Resource Cost} / {Script Formula 1} |1|] Hatred per second

Crimson Rune - Bombardment
Rapidly fire Grenades instead of arrows that do [{Script Formula 6}*100%]% weapon damage to all enemies within {Script Formula 5} yard radius.

Indigo Rune - High Velocity
Adds an additional [{Script Formula 7}*100%]% pierce chance to the projectiles fired.

Obsidian Rune - Fire Support
While channeling Rapid Fire launch {Script Formula 16} homing |4missile:missiles; every second that |4deals:deal; [{Script Formula 17}*100%]% weapon damage each to nearby targets.

Golden Rune - Overcharge
After shooting for {Script Formula 4} seconds, damage from arrows increases to inflict a maximum of [{Script Formula 3}*100]% weapon damage as Fire damage.

Alabaster Rune - Web Shot
Slows the movement of affected targets by [{Script Formula 8}*100%]% for [{Script Formula 9}|1|] seconds.

Evasive Fire


Shoot for [{Script Formula 9} * 100]% of weapon damage. If an enemy is at close range, you will also backflip away {Script Formula 1} yards. Cost: {Resource Cost} Hatred to shoot and an additional {Script Formula 11} Discipline if you backflip.

Crimson Rune - Hot Shot
Fire exploding bullets that also deal [{Script Formula 20}*100]% weapon damage to all enemies within [{Script Formula 21}|1|] yards of the primary target.

Indigo Rune - Withering Fire
Fire a spread of bullets that hit up to {Script Formula 24} targets for [{Script Formula 3} * 100]% weapon damage each.

Obsidian Rune - Backup Plan
Shoot for [{Script Formula 3} * 100]% of weapon damage as Poison damage. Whenever a backflip is triggered, leave a poison bomb behind that explodes for [{Script Formula 28}*100]% of weapon damage as poison in a {Script Formula 29} yard radius after [{Script Formula 30}|1|] seconds.

Golden Rune - Surge
Shoot for [{Script Formula 9} * 100]% of weapon damage as lightning. Reduces the Discipline cost of the backflip component down to {Script Formula 8}.

Alabaster Rune - Tumble
Increase the distance of the backflip to {Script Formula 7} yards.

Sentry


Drop a turret on the ground. The turret begins firing at nearby enemies for [{Script Formula 2}*100%]% of weapon damage. Lasts {Script Formula 0} seconds. Cost: {Resource Cost} Discipline.

Crimson Rune - Choke Chain
Create a tether between you and the sentry that does [{Script Formula 6}*100%]% of weapon damage every second to every enemy it touches.

Indigo Rune - Vigilant Watcher
Increases duration of the turret to {Script Formula 0} seconds.

Obsidian Rune
Spitfire Turret - The turret will also fire homing missiles every [{Script Formula 12}|1|] seconds aimed at random nearby targets for [{Script Formula 16}*100]% weapon damage.

Golden Rune - Aid Station
Heals nearby allies for [{Script Formula 11}*100%]% of their maximum Life per second.

Alabaster Rune - Guardian Turret
The turret also creates a shield that reduces damage taken by allies by [{Script Formula 10}*100%]%.

Shadow Power


Draw in the power of the shadows, increasing attack speed by [{Script Formula 1}*100]% for [{Script Formula 0}] seconds. Cost: {Script Formula 6} Discipline

Crimson Rune - Night Bane
While active, gain {Script Formula 3} Hatred per second.

Indigo Rune - Shadow Glide
While active, gain [{Script Formula 2}*100]% movement speed.

Obsidian Rune - Gloom
While active, you have a [{Script Formula 4}*100]% increased chance to dodge incoming attacks.

Golden Rune - Well of Darkness
Reduces Discipline cost to {Resource Cost}.

Alabaster Rune - Blood Moon
While active, gain [{Script Formula 5}*100]% of all damage as Life.

Smoke Screen


Vanish behind a wall of smoke, becoming momentarily invisible for [{Script Formula 14}|1|] seconds. Cost: {Script Formula 13} Discipline

Crimson Rune - Choking Gas
Leave behind a cloud of gas that deals {Script Formula 5} physical damage per second to enemies in the area for {Script Formula 4} seconds.

Indigo Rune - Catch Me If You Can
Increase the duration of the effect to [{Script Formula 0}|2|] seconds.

Obsidian Rune - Breathe Deep
While invisible you also gain {Script Formula 10} Hatred per second.

Golden Rune - Special Recipe
Reduce the skill cost to [{Script Formula 2}|1|] Discipline.

Alabaster Rune - Long Gone
Gain [{Script Formula 12} * 100]% run speed when activated.

Spike Trap


Lay a trap that arms after [{Script Formula 20}|1|] seconds and triggers when an enemy approaches. The trap does {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] physical damage all enemies within {Script Formula 7} yards. You can have a maximum of {Script Formula 19} Spike Traps active at one time. Cost: {Resource Cost} Hatred

Crimson Rune - Long Fuse
Increases the arming time to [{Script Formula 3}|1|] seconds but increases damage to {Script Formula 0}-[{Script Formula 0} + {Script Formula 1}].

Indigo Rune - Bandolier
Increase the maximum number of traps that can be out simultaneously to {Script Formula 2}.

Obsidian Rune - Sticky Trap
Plant an explosive on an enemy target rather than on the ground. If the target dies within {Script Formula 4} seconds the trap explodes dealing {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] physical damage to all enemies within {Script Formula 6} yards.

Golden Rune - Scatter
A single cast of Spike Trap lays all 3 traps at once and increases the damage of the traps to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] damage.

Alabaster Rune - Lightning Rod
When the trap is triggered, rather than exploding, it releases a pulse of lightning that will bounce to up to {Script Formula 25} enemies for {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] Lightning damage.

Strafe


Shoot {Script Formula 0} times per second at random nearby enemies while moving at [{Script Formula 7}*100]% of normal movement speed. Every shot deals [{Script Formula 9}*100]% of weapon damage. Cost: {Resource Cost} Hatred per second

Crimson Rune - Demolition
Throw out bouncy grenades rather than arrows that explode for [{Script Formula 9}*{Script Formula 26}*100]% weapon damage to targets within {Script Formula 25} yards.

Indigo Rune - Equilibrium
Increase arrows fired to {Script Formula 5} additional arrows per second.

Obsidian Rune - Rocket Storm
In addition to regular firing, fire off homing rockets that hit for [{Script Formula 31}*100]% of weapon damage.

Golden Rune - Drifting Shadow
Movement speed increased to [{Script Formula 8}*100]% of normal running speed while strafing.

Alabaster Rune - Stinging Steel
Throw out knives rather than arrows that do an extra [{Script Formula 17}*100]% more weapon damage on successful critical hits.

Vault


Tumble acrobatically {Script Formula 10} yards. Cost: {Resource Cost} Discipline

Crimson Rune - Trail of Cinders
Ignite with fire dealing [{Script Formula 1} * 100]% weapon damage to everything along your path.

Indigo Rune - Acrobatics
Increases your Vault distance to {Script Formula 0} yards.

Obsidian Rune - Covering Fire
As you travel, shoot arrows for [{Script Formula 4} * 100]% weapon damage at nearby targets.

Golden Rune - Tumble
After using Vault, your next Vault within {Script Formula 9} seconds has its Discipline cost reduced by [{Script Formula 6} * 100]%

Alabaster Rune - Rattle and Roll
All enemies within {Script Formula 7} yards of your destination are knocked back and stunned for [{Script Formula 8}|1|] seconds.
______________________________________________________________________
Vom Jäger und Sammler zum Rollenspieler


Sunzi's 13 Lehren der Kriegskunst.

- Planung - Über die Kriegskunst - Das Schwert in der Scheide
- Taktik - Energie - Schwache und starke Punkte
- Manöver - Taktische Varianten - Die Armee auf dem Marsch
- Terrain - Die neun Situationen - Angriff durch Feuer
- Der Einsatz von Spionen
 
Mit Zitat antworten
Alt
8. September 2011, 03:56
Ranker ist offline Ranker
 Redakteur
 
Beiträge: 1.673
News&Artikel: 66
Dabei seit: Jun 2006
Ranker eine Nachricht über ICQ schicken
Hexendoktor




Fire Bomb


Crimson Rune Heat Wave
In addition to the base explosion, create a larger blast that deals an additional [{Script Formula 21}] - [{Script Formula 21}+ {Script Formula 22}] Fire damage to all enemies within {Script Formula 5} yards.

Indigo Rune - Skip Bomb
Allows the skull to bounce up to {Script Formula 7} times. The first hit deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] Fire damage and each bounce reduces the damage by {Script Formula 9}%.

Obsidian Rune - Fire Pit
Leaves behind a pool of fire that deals {Script Formula 10} Fire damage per second for {Script Formula 12} seconds

Golden Rune - Towering Inferno
Create a column of flame that spews fire at the closest enemy for {Script Formula 13} - [{Script Formula 13} + {Script Formula 24}] Fire damage. The column lasts {Script Formula 14} seconds.

Alabaster Rune Flash Fire
Rather than exploding for area damage, each Firebomb can bounce up to {Script Formula 15} additional targets. Damage is reduced by {Script Formula 16}% per bounce.

Horrify


Crimson Rune - Fear Tactics
Horrify grants you [{Script Formula 5} * 100]% armor for {Script Formula 12} seconds.

Indigo Rune - Face of Death
Increases the radius of the effect to {Script Formula 2} yards.

Obsidian Rune - Phobia
Increases the duration of the fear to [{Script Formula 3}] seconds.

Golden Rune - Ruthless Terror
Gain {Script Formula 8} Mana for every feared enemy.

Alabaster Rune - Stalker
Gain {Script Formula 9}% increased run speed for {Script Formula 10} seconds after cast.

Zombie Dog


Crimson Rune - Burning Dogs
Light your dogs on fire allowing them to burn nearby enemies for [{Script Formula 1}/{Script Formula 10}] Fire damage per second.

Indigo Rune - Life Link
[{Script Formula 9}*100]% of damage taken is absorbed by your zombie dogs.

Obsidian Rune - Rabid Dogs
Your summoned zombie dogs gain an infectious bite that deals {Script Formula 5} Poison damage over {Script Formula 4} seconds.

Golden Rune - Final Gift
Upon death, your zombie dogs have a [{Script Formula 7}*100]% chance of leaving behind a health globe.

Alabaster Rune - Leeching Beasts
Your zombie dogs gain [{Script Formula 8}*100]% of damage dealt as Life, half of which heals you.

Poison Dart


Crimson Rune - Flaming Dart
Ignite the dart, allowing it to deal a full {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Fire damage at once.

Indigo Rune - Splinters
Shoot {Script Formula 4} darts.

Alabaster Rune - Snake to the Face
Every shot has a [{Script Formula 11}*100]% chance to be a snake that clamps on to the target and stuns it for {Script Formula 8} seconds.

Golden Rune - Spined Dart
Gain {Script Formula 10} Mana every time a dart hits a target.

Obsidian Rune - Numbing Dart
Targets hit by a dart have their movement slowed by [{Script Formula 5} * 100]% for [{Script Formula 6}|1|] seconds.

Big Bad Voodoo


Crimson Rune - Slam Dance
Also increases the damage of all allies in the area by [{Script Formula 3}*100]%.

Indigo Rune - Jungle Drums
Increases the duration of the ritual to {Script Formula 0} seconds.

Obsidian Rune - Ghost Trance
Also heals all allies in the area for [{Script Formula 4}*100|1|]% of their maximum Life per second.

Golden Rune - Rain Dance
Recover {Script Formula 5} Mana per second while in the ritual area.

Alabaster Rune - Boogie Man
Enemies who die in the ritual area have a [{Script Formula 6}*100]% chance to resurrect as a zombie dog.

Fetish Army


Crimson Rune - Fetish Ambush
Each Fetish deals {Script Formula 5} - [{Script Formula 5} + {Script Formula 6}] physical damage to any enemy near it as they appear.

Indigo Rune - Legion of Daggers
Adds {Script Formula 9} dagger-wielders to the army and increases their physical damage to {Script Formula 22} - [{Script Formula 22} + {Script Formula 23}].

Obsidian Rune - Tiki Torchers
Adds {Script Formula 10} Fetish casters to the army. The casters breathe fire that deals {Script Formula 11} - [{Script Formula 11} + {Script Formula 12}] Fire damage in a cone in front of them.

Golden Rune - Devoted Following
Decreases the cooldown to {Script Formula 18} seconds.

Alabaster Rune - Head Hunters
Adds {Script Formula 13} Hunter Fetishes to the army. Hunter Fetishes shoot blowdarts at enemies dealing {Script Formula 14} - [{Script Formula 14} + {Script Formula 15}] Poison damage.

Spirit Walk


Crimson Rune - Severance
Enemies you walk through in spirit form take
{Script Formula 1} - [{Script Formula 1}+{Script Formula 2}] physical damage per second.

Indigo Rune - Jaunt
Increases the duration of Spirit Walk to [{Script Formula 0}|1|] seconds.

Obsidian Rune - Umbral Shock
When Spirit Walk ends, your physical form bursts for {Script Formula 6} - [{Script Formula 6}+{Script Formula 7}] Fire damage to all enemieswithin {Script Formula 8} yards.

Golden Rune - Honored Guest
Gain {Script Formula 9}% of your maximum Mana every second while Spirit Walk is active.

Alabaster Rune - Healing Journey
Gain [{Script Formula 10}*100]% of your maximum health every second while Spirit Walk is active.

Sacrifice


Crimson Rune - Provoke the Pack
Increase all damage done by [{Script Formula 4} * 100]% for every sacrificed dog for {Script Formula 5} seconds.

Indigo Rune - For the Master
Gain {Script Formula 6} Life for each sacrificed dog.

Obsidian Rune - Black Blood
Black inky goo shoots out and slows all affected enemies for {Script Formula 7} seconds.

Golden Rune - Pride
Recover {Script Formula 9} Mana for each sacrificed dog.

Alabaster Rune - Next of Kin
Each sacrificed dog has a [{Script Formula 10} * 100]% chance to resurrect as a new zombie dog.

Zombie Charger


Crimson Rune - Zombie Bears
A stampede of Zombie Bears deal {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] damage to enemies in the area.

Indigo Rune - Wave of Zombies
Summon {Script Formula 3} zombie chargers that deal {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] damage each.

Obsidian Rune - Leperous Zombie
The charger leaves behind a poisonous cloud that deals [{Script Formula 6}] Poison damage per second to enemies caught in it.

Golden Rune - Undeath
If the charger kills a target, at the end of it's path it will reappear as a new charger that deals {Script Formula 31} - {Script Formula 32} Poison damage. This effect can repeat up to {Script Formula 24} times.

Alabaster Rune - Explosive Beast
Summon an explosive zombie dog that deals {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Fire damage to all enemies within {Script Formula 11} yards.

Grasp of the Dead


Crimson Rune - Groping Eels
Increases the damage done to {Script Formula 0} physical damage per second.

Indigo Rune - Rain of Corpses
Corpses fall from the sky dealing {Script Formula 10} - [{Script Formula 10}+{Script Formula 11}] physical damage to nearby enemies.

Obsidian Rune - Unbreakable Grasp
Increase the slow amount to [({Script Formula 19})*100]%.

Golden Rune - Desperate Grasp
Reduces the cooldown to [{Script Formula 5}|1|] seconds.

Alabaster Rune - Death is Life
Killed targets have a [{Script Formula 21}*100]% chance to produce a health globe.


Firebats


Crimson Rune - Dire Bats
Summon fewer but larger bats that travel up to
{Script Formula 10} yards and hit for {Script Formula 15} - [{Script Formula 15} + {Script Formula 16}] Fire damage.

Indigo Rune - Hungry Bats
Rapidly summon bats to seek out nearby targets for {Script Formula 18} - [{Script Formula 18}+{Script Formula 20}] Fire damage.

Obsidian Rune - Plague Bats
Enemies in the area are plagued. Damage is slow at first, but can increase over time to a maximum of [{Script Formula 12}*{Script Formula 22}] Poison damage per second.

Golden Rune - Vampire Bats
[{Script Formula 14} * 100]% of damage done by the bats is gained as Life.

Alabaster Rune - Cloud of Bats
Call forth a swirl of bats to damage nearby enemies for {Script Formula 1} - [{Script Formula 1}+{Script Formula 2}] Fire damage per second.

Locust Swarm


Crimson Rune - Searing Locusts
Ignite the locusts with fire causing them to deal {Script Formula 0} Fire damage per second.

Indigo Rune - Pestilence
When the swarm jumps there is a [{Script Formula 16} * 100]% chance to jump to two targets instead of one.

Obsidian Rune - Cloud of Insects
Increase the duration of the swarm to {Script Formula 1} seconds.

Golden Rune - Devouring Swarm
Convert [{Script Formula 10} * 100]% of the damage done as Mana for the Witch Doctor.

Alabaster Rune - Diseased Swarm
Targets killed by the Locust Swarm leave behind a disease cloud that deals [{Script Formula 12}] Poison damage per second to enemies in the cloud. The cloud lasts {Script Formula 11} seconds.

Soul Harvest


Crimson Rune - Siphon
Gain {Script Formula 9} Life for every affected enemy.

Indigo Rune - Soul to Waste
Increases duration of the effect to {Script Formula 7} seconds.

Obsidian Rune - Languish
Reduces the movement speed of enemies by [{Script Formula 10} * 100]% for {Script Formula 11} seconds.

Golden Rune - Swallow Your Soul
Gain {Script Formula 4} Mana for every affected enemy.

Alabaster Rune - Vengeful Spirit
Affected enemies also take {Script Formula 1} - [{Script Formula 0}+{Script Formula 1}] physical damage.

Plague of Toads


Crimson Rune - Explosive Toads
Mutate to red bullfrogs that explode for {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] Fire damage.

Indigo Rune - Rain of Toads
Hail a Rain Toads down from the sky that deal {Script Formula 8} Poison damage per second to enemies in the area for [{Script Formula 10}|1|] seconds.

Obsidian Rune - Toad of Hugeness
Summon a giant toad that swallows enemies whole for up to {Script Formula 23} seconds, digesting for [{Script formula 22}] physical damage per second. This rune adds a {Script Formula 23} second cooldown to the skill.

Golden Rune - Toad Affinity
Reduces Mana cost to {Script Formula 2} Mana.

Alabaster Rune - Addling Toads
Mutate to yellow frogs that deal {Script Formula 15} - [{Script Formula 15} + {Script Formula 16}] Poison damage and confuse affected enemies for {Script Formula 13} seconds.

Corpse Spider


Crimson Rune - Blazing Spiders
Summon fire spiders that deal {Script Formula 16} - [{Script Formula 16} + {Script Formula 17}] Fire damage.

Indigo Rune - Spider Queen
Summon a mother spider that births spiderlings dealing [{Script Formula 14}] - [{Script Formula 14} + {Script Formula 15}] Poison damage per second to enemies in the area. Lasts {Script Formula 10} seconds. You may only have one mother spider summoned at a time.

Obsidian Rune - Leaping Spiders
Summon jumping spiders that leap up to {Script Formula 21} yards to reach their target and attack for {Script Formula 16} - [{Script Formula 16} + {Script Formula 17}] physical damage.

Golden Rune - Widowmakers
Summon widowmaker spiders that leech [{Script Formula 12} * 100]% of the damage they deal as Mana for you.

Alabaster Rune - Medusa Spiders
Summon paralyzing spiders that have a [{Script Formula 11}*100]% chance to slow enemies movement by [{Script Formula 4}*100]% with every attack.

Haunt


Crimson Rune - Consuming Spirit
The spirit returns [{Script Formula 2} * 100]% of damage done as Life for the Witch Doctor.

Indigo Rune - Lingering Spirit
If there are no targets left the spirit will linger for up to {Script Formula 4} seconds looking for new targets.

Obsidian Rune - Grasping Spirit
Slows the movement of haunted targets by [{Script Formula 5}*100]%.

Golden Rune - Draining Spirit
The spirit returns [{Script Formula 3} * 100]% of damage done as Mana for the Witch Doctor.

Alabaster Rune - Resentful Spirit
Modifies the spirit to do [{Script Formula 0}*{Script Formula 1}] Arcane damage over [{Script Formula 1}|1|] seconds.

Hex


Crimson Rune - Painful Transformation
Hexed targets bleed for {Script Formula 3} damage per second while hexed.

Indigo Rune - Angry Chicken
You turn into an Angry Chicken for up to {Script Formula 5} seconds that can explode for {Script Formula 13} - [{Script Formula 13} + {Script Formula 14}] damage to all enemies within {Script Formula 9} yards.

Obsidian Rune - Unstable Form
Hexed targets explode when killed dealing {Script Formula 11} - [{Script Formula 11} + {Script Formula 17}] Poison damage to all enemies within {Script Formula 10} yards.

Golden Rune - Hedge Magic
The Fetish Shaman will periodically heal friendly targets for {Script Formula 15} Life.

Alabaster Rune - Jinx
Increases the damage taken by hexed targets to [{Script Formula 2} * 100]%.

Mass Confusion


Crimson Rune - Paranoia
All enemies in the area take [{Script Formula 3}*100]% additional damage.

Indigo Rune - Mass Hysteria
Up to {Script Formula 4} monsters who aren't confused will be stunned for [{Script Formula 6}|1|] seconds when the spell is first cast.

Obsidian Rune - Mass Hallucination
Amid the confusion a giant spirit rampages through enemies dealing [{Script Formula 11} / {Script Formula 9}] - [({Script Formula 11} + {Script Formula 12}) / {Script Formula 9}] physical damage per second to enemies it passes through.

Golden Rune - Unstable Reality
Cooldown reduced to {Cooldown Time} seconds.

Alabaster Rune - Devolution
Targets killed while confused have a {Script Formula 18}% chance of spawning a zombie dog.

Gargantuan


Crimson Rune - Restless Giant
When the Gargantuan encounters an Elite enemy or is faced with {Script Formula 15} enemies nearby it enrages for {Script Formula 9} seconds gaining: {icon:bullet} [{Script Formula 6}*100]% movement speed{icon:bullet} [{Script Formula 14}*100]% attack speed {icon:bullet} [{Script Formula 13}*100]% physical damage. This effect cannot occur more than once every {Script Formula 31} seconds. Elite enemies include Champions, Rares, Bosses and other players.

Indigo Rune - Humongoid
Gargantuan gains a Cleave ability allowing its attacks to hit multiple targets for [{Script Formula 2}*100]% physical damage.

Obsidian Rune - Big Stinker
The Gargantuan is surrounded in a poison cloud, dealing {Script Formula 5} Poison damage per second to nearby enemies.

Golden Rune - Wrathful Protector
The Gargantuan only lasts {Script Formula 19} seconds but is also more powerful. The Gargantuan's fists burn with fire, dealing {Script Formula 22} - [{Script Formula 22}+{Script Formula 23}] additional Fire damage and knocking enemies back with every hit.

Alabaster Rune - Bruiser
Gargantuan periodically slams enemies, dealing {Script Formula 21} - [{Script Formula 21}+{Script Formula 26}] physical damage and stunning them for {Script Formula 3} seconds.

Acid Cloud


Crimson Rune - Corpse Bomb
A corpse emerges from the ground and explodes for {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Poison damage to enemies in the area.

Indigo Rune - Acid Rain
The initial splash is increased to {Script Formula 1} yards and deals {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Poison damage.

Obsidian Rune - Lob Blob Bomb
The acid on the ground forms into a slime that irradiates nearby enemies for {Script Formula 8} Poison damage per second. The slime will survive for {Script Formula 20} seconds before dissipating.

Golden Rune - Slow Burn
Increases the duration of the acid pools to {Script Formula 5} seconds.

Alabaster Rune - Kiss of Death
Spit a cloud of acid that inflict {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Poison damage followed by {Script Formula 8} Poison damage per second to enemies who remain in the area.

Wall of Zombies


Crimson Rune - Creepers
Up to [{Script Formula 0}/{Script Formula 10}] zombies will emerge entirely from the ground and attack nearby enemies for {Script Formula 11} - [{Script Formula 11}+{Script Formula 12}] physical damage per swing.

Indigo Rune - Barricade
Doubles the width of the wall. The line of zombies will attack for {Script Formula 2} - [{Script Formula 2}+{Script Formula 9}] physical damage per second.

Obsidian Rune - Dead Rush
Zombies run out in all directions dealing {Script Formula 4} - [{Script Formula 4}+{Script Formula 16}] physical damage to nearby enemies.

Golden Rune - Unrelenting Grip
Zombies will slow the movement of enemies by [{Script Formula 17}*100]% for {Script Formula 18} seconds.

Alabaster Rune - Pile On
A tower of zombies falls over dealing {Script Formula 3} - [{Script Formula 3}+{Script Formula 19}] physical damage to any enemies in the way.


Spirit Barrage


Crimson Rune - Phlebotomize
Spirits return [{Script Formula 4}*100]% of damage dealt as Life.

Indigo Rune - Well of Souls
Every cast launches an additional [{Script Formula 6} / {Script Formula 7}] spirit bolts at nearby enemies other than the targeted enemy that deal {Script Formula 8} - [{Script Formula 8}+{Script Formula 9}] physical damage each.

Obsidian Rune - Phantasm
Summons a Spectre for {Script Formula 11} seconds that deals {Script Formula 14} - [{Script Formula 14}+{Script Formula 16}] physical damage per second to all enemies within {Script Formula 13} yards.

Golden Rune - The Spirit is Willing
Spirits return [{Script Formula 5}*100]% of damage dealt as Mana.

Alabaster Rune - Manitou
Summons a Spectre for {Script Formula 17} seconds that hovers over you conjuring spirit bolts at nearby enemies for {Script Formula 20} - [{Script Formula 20}+{Script Formula 22}] physical damage.
______________________________________________________________________
Vom Jäger und Sammler zum Rollenspieler


Sunzi's 13 Lehren der Kriegskunst.

- Planung - Über die Kriegskunst - Das Schwert in der Scheide
- Taktik - Energie - Schwache und starke Punkte
- Manöver - Taktische Varianten - Die Armee auf dem Marsch
- Terrain - Die neun Situationen - Angriff durch Feuer
- Der Einsatz von Spionen
 
Mit Zitat antworten
Alt
8. September 2011, 13:11
Newwen ist offline Newwen
Clawviper
 
Beiträge: 207
Dabei seit: Oct 2007
Ort: NK-Town
Na da hat sich aber wer Arbeit gemacht

Ich habe die ganze Nacht vor den Stats und Effekten gebrütet, was die Runeneffekte angeht, so waren da einige sehr interessante dabei, allerdings auch ein Paar, die ich relativ sinnfrei finde.


Bei den Affix-Listen herrscht bei mir jedoch noch grosse Verwirrung, ich hätte gerne eine Liste, in der ALLE möglichen Item-Stats gelistet sind.
Die Bezeichnung für "of the Bear" für ein Item mit +Stamina is mir leider zu schwammig.

Also wie früher ganz nach dem Motto:

Dmg increased " zufälliger Wert aus +20 bis +200% dmg"
Life increased " +10% bis +100% Hp increased" oder "+5 bis +100 Stamina"

Ich denke da wird es wohl ne zeitlang dauern, bis alle Werte bis zur Ober und Untergrenze bekannt sind...

Dennoch, Info`s!!! I love it!
______________________________________________________________________
Failgate Loading, killed by $


www.riskanter.blog.de
 
Mit Zitat antworten
Alt
8. September 2011, 14:00
Maddi ist offline Maddi
Vampire
 
Beiträge: 87
Dabei seit: Jan 2011
du machst dir echt neh menge arbeit nur um uns auf dem laufenden zu halten
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wär rächdshraip välär vintäd tarv sie pehaldän
diablo 3 wir warten auf dich
 
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8. September 2011, 17:02
Ru$h .IX ist offline Ru$h .IX
Duriel
 
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Battlefield 3 Profil von RushIX Battlefield 4 Profil von RushIX
 
Beiträge: 10.247
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Dabei seit: Aug 2007
Alter Verwalter, to much input


Aber gute Arbeit die du hier machst
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Games-magazin.de/star-citizen

Mein Twitch-Channel (Battlefield 3 und 4 in 720p): http://www.twitch.tv/rushix
 
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