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There are several runes in Fictorum, used to modify how spells are used. The effect of the runes can be used in two ways. When casting the spells, the degree of the runes' affect is determined by the starting position stat (the closer to 100% each position is, the greater the base effect of the rune is). When shaping the spells, the the runes can all be emphasized, or a specific rune can be chosen to specialize the casting (Starting positions effectively allows faster shaping of spells).

There are four types of runes: Volcanic, Glacial, Lodic, and Zorric. Volcanic runes are red and can only be combined with fire spells. Glacial runes are blue and can only be combined with Ice Spells. Lodic runes are purple and can only be combined with Lightning Spells. Zorric runes are grey and can be applied to any element of spells, however Zorric runes tend to be less efficient with Mana consumption.

It's possible to find all runes as Basic, Magical, Rare, or Unique levels, with Magical being stronger than Basic, Rare being stronger than Magical runes, and Unique being stronger than Rare runes.

Each element has a rune exclusive to it: Fire has Persist runes, Ice has Slow runes, and Lightning has Stun runes.

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Rune Effect Predictability
With 18 rune equippable spells, and 22 runes there are hundreds or thousands of combinations a caster can combine spells and runes into a new way of casting. It's pretty much impossible to memorize all combinations, but their combined effects can be predicted with relative accuracy. Keep in mind some runes are incompatible with spell types (Projectile, Area, Channeling), so you cannot just equip any rune to any spell. Runes alter spells in the following ways.

Origin - Alters where or how the spell is cast.

Projectile - Alters the affect of what is actually cast.

Impact - Alters how the spell behaves upon impact of a surface.

Statistic - Does not affect how the spell operates, just statistical effects of it.

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Rune Picture Rune Descriptions
RuneBounce
Works with Projectile and Area spells, does not work with Channeling spells.
Bounce - (Impact) - Upon impact the spell bounces along the terrain in the same direction it was heading.
RuneChainReaction
Works with Projectile and Area spells, does not work with Channeling spells.
Chain Reaction - (Impact) - The spell shoots off from its impact to the nearest target, if there is no target nearby, it will fire in a random direction.
RuneChaos
Works with Projectile spells only. Does not work with Area or Channeling.
Chaos - (Projectile) - The projectile itself becomes a spell origin source, casting spells (Fireball, Ice Spear, Lightning Bolt) in random directions, as the projectile moves along its trajectory. While this rune projects many spells, it does so for only a few seconds. If a projectile impacts a surface before it fires off its other spells, they will fire from the impact of the original projectile.
RuneConcentrate
Works with any type of spell.
Concentrate - (Statistic) - Increases impact and splash damage of the spell. Simply increases damage, does not alter how the spell operates.
RuneEcho
Works with Projectile and Area spells, does not work with Channeling spells.
Echo - (Impact) - The spell's effect reoccurs at the impact point after a brief pause.
RuneEfficiency
Works with any type of spell.
Efficiency - (Statistic) - Decreases the mana cost of the spell. Shaping does not have an affect on this rune.
RuneFamiliar

Works with Projectile and Area spells, does not work with Channeling spells.

Familiar - (Origin) - The spell summons a metal ball that hovers near the caster, and casts the spell at any nearby enemies. The familiar lasts only a matter of seconds, before it ceases to function and drops to the ground, disappearing. If combined with Sentinel or Storm, the Familiar materializes at the new origin point, but then moves toward the caster to hover near them.
RuneHighExplosive
Works with any type of spell.
High Explosive - (Impact/Projectile) - Increases the blast radius of the spell's impact, but reduces the projectile speed.
RuneHighVelocity
Works with projectile Spells only. Does not work with Area or Channeling spells.
High Velocity - (Projectile) - Increases spell's speed and effective range, also increases impact damage, splash damage, and knockback.
RuneMagicsReach
Works with any type of spell.
Magic's Reach - (Projectile) - Increases range and speed of the spell.
RuneManifest
Works with any type of spell.
Manifest - (Impact) - Any surface struck by the spell has a lasting residue to inflict damage or status effects.
RuneMultiShot

Works with Projectile and Area spells, does not work with Channeling spells.

Multi-Shot - (Origin) - The spell is cast multiple times at once, though the angle of its casting is altered slightly, effectively giving a spread to the spell projectiles. One of the spells will not have its angle altered, insuring one of them strikes where it is targeted.
RuneNova
Works with Area spells only. Does not work with Projectile or Channeling Spells.
Nova - (Origin) - Increases blast radius and splash damage, but drastically reduces range at which the spell can be cast away from the caster, effectively setting the only origin point on the caster themselves. If combined with the Storm rune, the range penalty is overridden by the range stats of Storm, allowing you to cast a storm of wide radii area spells.
RuneOrder
Works with Projectile spells only. Does not work with Area or Channeling spells.
Order - (Projectile) - The spell fires its element type at nearby enemies that are near the initial spell projectile. Similar to the Chaos rune, but only firing when an enemy is nearby, and aimed at them, rather than a random direction. This rune less effective on fast moving projectiles.
RunePersist
Works with any type of spell.
Persist - (Statistic) - [Volcanic Only] Increases the burning effect of fire spells.
RunePierce
Works with Projectile and Area spells, does not work with Channeling spells.
Pierce - (Impact) Increases impact damage. Allows/Increases puncturing through targets. Effectively allows spells to bounce along the surface.
RuneSeek
Works with Projectile spells only. Does not work with Area or Channeling spells.
Seek - (Projectile) - Allows the spell's projectile(s) to seek out enemies.
RuneSlow
Works with any type of spell.
Slow - (Statistic) - [Glacial Only] Adds/Increases slowing effect and duration from the spell.
RuneSpread
Works with any type of spell.
Spread - (Origin) - Fires additional projectiles to the left and right of the target. If there are already multiple projectiles it adds to them and spreads out their projectile path.
RuneStorm

Works with Projectile and Area spells, does not work with Channeling spells.

Storm - (Origin) - Consumes a great deal of mana, but creates a storm that acts as multiple, widely dispersed, origin locations, firing the spell repeated from above. Severely inaccurate, but good for destroying structures quickly.
RuneStun
Works with any type of spell.
Stun - (Statistic) - [Lodic Only] Adds/Increases stun duration on the spell.
RuneSentinel

Works with Projectile and Area spells, does not work with Channeling spells.

Sentinel - (Impact/Origin) - Changes the spell to create a tower upon impact where the tower acts as a turret that fires the spell at nearby enemies. The tower does not disappear with time, and can act as an obstruction. The tower can be destroyed if attacked. The quality of the rune determines how many times it can fire the spell, from 1 to 10 times. Pairs well with the Storm rune to create a forest of sentinel towers.
RuneTrap
Works with Area spells only. Does not work with Projectile or Channeling spells.
Trap - (Impact/Origin) - Changes the spell to create a glyph on the ground, which activates when crossed by opponents. This trap is not indefinite, and automatically detonates after an amount of time. The quality of the rune, determines how long the trap lasts.