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Possible Wizard Runestone Effects leak

Discussion in 'Diablo 3 Beta Forum' started by Silva, Sep 6, 2011.

  1. Silva

    Silva Banned

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    Possible Wizard Runestone Effects leak

    Rune A=crimson
    Rune B=indigo
    Rune C=obsidian
    Rune D=golden
    Rune E=alabaster

    ==========================?????========================


    Rune_A#Wizard_ShockPulse Fire Bolts
    Casts out bolts of fire to deal {Script Formula 4} - [{Script Formula 3} + {Script Formula 4}] Fire damage per bolt.

    Rune_B#Wizard_ShockPulse 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.

    Rune_C#Wizard_ShockPulse 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.

    Rune_D#Wizard_ShockPulse Lightning Affinity
    Every target hit by a pulse restores {Script Formula 15} Arcane Power.

    Rune_E#Wizard_ShockPulse 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.


    ==========================?????========================


    Rune_A#Wizard_StormArmor Strike Back
    Increase the damage of the shock to {Script Formula 1} - [{Script Formula 1}+{Script Formula 2}] Lightning damage.

    Rune_B#Wizard_StormArmor Static Charge
    Increase the duration of Storm Armor to {Script Formula 0} seconds.

    Rune_C#Wizard_StormArmor 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.

    Rune_D#Wizard_StormArmor Power Source
    Reduce the cost of all abilities by {Script Formula 7} Arcane Power while Storm Armor is active.

    Rune_E#Wizard_StormArmor 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.


    Rune_A#Wizard_StormArmor_v2 Increases bolt damage by a flat amount (+X damage per rune level).

    Rune_B#Wizard_StormArmor_v2 Gives a chance to project more than one bolt when struck. Number is based on rune level.

    Rune_C#Wizard_StormArmor_v2 When it procs you become charged giving you a lightning shield that damages anything near you for a few seconds. Visually you look like a tesla coil or are surrounded by a translucent tesla coil. Damage and proc chance is based on rune level.

    Rune_D#Wizard_StormArmor_v2 Storm armor also reduces instability by a flat amount while active. Amount reduced is based on the rune's level.

    Rune_E#Wizard_StormArmor_v2 Whenever the Wizard crits with any spell while Storm Armor is active charge bolts fire out randomly from the Wizard. Damage and number of bolts based on rune level.


    ==========================?????========================


    Rune_A#Wizard_FrostNova Chill to the Bone
    Enemies take [{Script Formula 16}*100]% more damage while frozen or chilled by Frost Nova .

    Rune_B#Wizard_FrostNova 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.

    Rune_C#Wizard_FrostNova 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.

    Rune_D#Wizard_FrostNova Cold Snap
    Reduce cooldown to {Script Formula 3} seconds.

    Rune_E#Wizard_FrostNova 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


    ==========================?????========================


    Rune_A#Wizard_MagicMissile Charged Blast
    Damage increased to {Script Formula 1} - [{Script Formula 1} + {Script Formula 0}] Arcane damage.

    Rune_B#Wizard_MagicMissile Fork
    Fires {Script Formula 5} missiles that do {Script Formula 17} - [{Script Formula 17} + {Script Formula 18}] damage each.

    Rune_C#Wizard_MagicMissile Penetrating Blast
    Missiles have a [{Script Formula 12}*100]% chance to pierce through their target and hit additional targets.

    Rune_D#Wizard_MagicMissile Attunement
    Whenever Magic Missile hits a target you gain {Script Formula 16} Arcane Power.

    Rune_E#Wizard_MagicMissile Seeker
    Missiles track the nearest target and damage is increased to {Script Formula 3} - [{Script Formula 3} + {Script Formula 2}] Arcane damage.


    ==========================?????========================


    Rune_A#Wizard_Disintegrate Intensify
    Damage increases slowly over time to inflict a maximum of {Script Formula 23} - [{Script Formula 23} + {Script Formula 24}] Arcane damage per second.


    Rune_B#Wizard_Disintegrate 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.

    Rune_C#Wizard_Disintegrate Entropy
    The beam fractures into a short ranged cone causing {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] Arcane damage per second.


    Rune_D#Wizard_Disintegrate 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.

    Rune_E#Wizard_Disintegrate 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.


    Rune_A#Wizard_Disintegrate_OLD2 While channeling this skill the damage will 'pulse' every X seconds, causing an additional burst of damage just during the pulse.

    Rune_B#Wizard_Disintegrate_OLD2 Wizard casts two beams, one from each hand, increasing damage area, but reducing overall damage. Higher level runes even out or even provide bonus damage.

    Rune_C#Wizard_Disintegrate_OLD2 Disentegrate Beam 'twists' after a minimum distance. Damage after the twist is greatly increased.

    Rune_D#Wizard_Disintegrate_OLD2 Using this ability builds up a stacking buff on the player. When this ability is not being used the buff stacks slowly degenerate. While this buff is active enemies near the Wizard will be damaged by arcane beams emanating from the player at set intervals. Radius of the buff effect and max buff stacks increases with higher runes.

    Rune_E#Wizard_Disintegrate_OLD2 Monsters killed by the beam or by the effects of this rune cause arcane energy to spread across the ground. Any enemy hit by this arcane energy will receive a DOT. Higher levels of this rune increase the DOT damage.


    ==========================?????========================


    Rune_A#Wizard_WaveOfForce Forceful Wave
    Increases damage to {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage but also reduces knockback.

    Rune_B#Wizard_WaveOfForce 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.

    Rune_C#Wizard_WaveOfForce Teleporting Wave
    Enemies caught in the wave have a [{Script Formula 14} * 100]% chance to randomly teleport to somewhere else nearby.

    Rune_D#Wizard_WaveOfForce Force Affinity
    Reduce casting cost to {Resource Cost} Arcane Power and cooldown is reduced to {Script Formula 30}seconds.

    Rune_E#Wizard_WaveOfForce Impactful Wave
    Increases the distance enemies are knocked back and stuns all affected enemies for [{Script Formula 10}|1|] seconds.


    Rune_A#Wizard_teleport

    Rune_waveOfForce Forceful Wave
    Increases damage to {Script Formula 2} - [{Script Formula 2} + {Script Formula 3}] physical damage and reduces cooldown to {Cooldown Time} seconds, but also reduces knockback.

    Rune_B#Wizard_teleport

    Rune_waveOfForce 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.

    Rune_C#Wizard_teleport

    Rune_waveOfForce Teleporting Wave
    Enemies caught in the wave have a [{Script Formula 14} * 100]% chance to randomly teleport to somewhere else nearby.

    Rune_D#Wizard_teleport

    Rune_waveOfForce Force Affinity
    Reduce casting cost to {Resource Cost} Arcane Power and cooldown is reduced to {Script Formula 26} seconds.

    Rune_E#Wizard_teleport

    Rune_waveOfForce INSERT TITLE
    Increases skill knockback and stuns all enemies hit for {Script Formula 10} seconds.


    ==========================?????========================


    Rune_A#Wizard_SpectralBlade Deep Cuts
    Enemies hit by the blade will bleed for an additional [{Script Formula 4} * 100]% weapon damage done over {Script Formula 6} seconds.


    Rune_B#Wizard_SpectralBlade Thrown Blade
    Extends the blades out to reach everything within {Script Formula 3} yards dealing [{Script Formula 21} * 100]% weapon damage.


    Rune_C#Wizard_SpectralBlade 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.

    Rune_D#Wizard_SpectralBlade Siphoning Blade
    Every enemy hit grants {Script Formula 13} Arcane Power.

    Rune_E#Wizard_SpectralBlade Healing Blades
    Whenever the blades do critical damage, you are healed [{Script Formula 15} * 100]% of the damage caused.


    Rune_A#Wizard_SpectralBlade_PvP Monster is sliced up and bleeding, causing physical damage over time after being hit by the skill. Damage is equal to a percentage of the skill damage increased by the rune's level.

    Rune_B#Wizard_SpectralBlade_PvP Throw the blade a limited distance so it moves forward dealing damage to everything it passes through. Higher level runes increase the blade distance and may provide additional damage.

    Rune_C#Wizard_SpectralBlade_PvP Knocks back monsters struck by the blade, and applies a slowing effect to their movement. Knockback and slow duration increased based on rune level.

    Rune_D#Wizard_SpectralBlade_PvP Reduces instability on monster hit, increased by rune level.

    Rune_E#Wizard_SpectralBlade_PvP Any creature killed by spectral blade has an increased chance of dropping health globes, increased by rune level.


    Rune_A#Wizard_SpectralBlade_v2 Monsters take physical damage over time after being hit by the Spectral Blade. Damage is equal to a percentage of the skill damage increased by the rune's level.

    Rune_B#Wizard_SpectralBlade_v2 Throw the blade a limited distance so it moves forward dealing damage to everything it passes through.

    Rune_C#Wizard_SpectralBlade_v2 Knocks back monsters struck by the blade, and applies a slowing effect to their movement.

    Rune_D#Wizard_SpectralBlade_v2 Grants Arcanum on monster hit, increased by rune level.

    Rune_E#Wizard_SpectralBlade_v2 Monsters killed by spectral blade have an increased chance of dropping health globes.



    ==========================?????========================

    Rune_A#Wizard_StoneSkin [{Stone Skin Thorns Percent} * 100]% of damage is reflected back at attackers.

    Rune_B#Wizard_StoneSkin Increases duration by {Stone Skin Armor Duration} seconds.

    Rune_C#Wizard_StoneSkin Increases damage absorption amount by {Hitpoints That Shield Can Absorb}.

    Rune_D#Wizard_StoneSkin Mana cost decreased by [-1 * {Resource Cost}].

    Rune_E#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.

    ==========================?????========================

    Rune_A#Wizard_MirrorImage Copy Cat
    Spells the images cast will do [{Script Formula 4}*100]% of the damage as your own.

    Rune_B#Wizard_MirrorImage Army of Me
    Summons {Script Formula 1} illusionary duplicates that have [{Script Formula 3}*100]% of your Life each.

    Rune_C#Wizard_MirrorImage Body Double
    Increases the Life of your images to [{Script Formula 3}*100]% of your Life.

    Rune_D#Wizard_MirrorImage 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.

    Rune_E#Wizard_MirrorImage 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.


    Rune_A#Wizard_MirrorImage_OLD Spells cast by the images do damage equal to a percentage of the damage the casting Wizard does with the same skills. This percentage is increased by rune level.

    Rune_B#Wizard_MirrorImage_OLD Number of Images Increased By {Mirror Image Summon Count}.

    Rune_C#Wizard_MirrorImage_OLD Using this skill breaks any stun or root effects. Also increases Mirror Image health based on rune level.

    Rune_D#Wizard_MirrorImage_OLD Increased image duration and health based on rune level.

    Rune_E#Wizard_MirrorImage_OLD When an image is destroyed it explodes, doing damage and a percentage chance to stun enemies it hits. The damage and stun chance increase with rune level.

    ==========================?????========================

    Rune_A#Wizard_StoneSpike Damage Increased By {Physical Damage Min}.

    Rune_B#Wizard_StoneSpike Adds up to {Stone Spike Number of Spikes} additional spike(s).

    Rune_C#Wizard_StoneSpike Adds a [{Stun Chance}*100|+|]% chance to stun each target for 3 seconds.

    Rune_D#Wizard_StoneSpike Arcanum Cost Decreased By [-1 * {Resource Cost}].

    Rune_E#Wizard_StoneSpike Critical Strike Chance [{Physical Hit Crit Chance} * 100|+|]%

    ==========================?????========================

    Rune_A#Wizard_Teleport 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.

    Rune_B#Wizard_Teleport Fracture
    Summon {Script Formula 8} mirror images for {Script Formula 9} |4second:seconds; on arrival.

    Rune_C#Wizard_Teleport Phase Out
    For {Script Formula 15} |4second:seconds; after you appear you will take [{Script Formula 14} * 100]% less damage.

    Rune_D#Wizard_Teleport Rebound
    Casting Teleport again within {Script Formula 18} |4second:seconds; will instantly bring you back to your original location.

    Rune_E#Wizard_Teleport Wormhole
    After casting Teleport there is a [{Script Formula 16}|1|] second delay before the cooldown begins.


    Rune_A#Wizard_Teleport_OLD INSERT TITLE
    Casts a low power Wave of Force on arrival. Damage and knockback increase based on rune level.

    Rune_B#Wizard_Teleport_OLD INSERT TITLE
    Causes X mirror images to appear for Y seconds on arrival. Higher rune levels increase number of mirror images.

    Rune_C#Wizard_Teleport_OLD INSERT TITLE
    Reduction to damage for X seconds on arrival. Higher rune levels increase the time.

    Rune_D#Wizard_Teleport_OLD INSERT TITLE
    Reduce casting cost to {GOLD_RES_COST} Arcane Power.

    Rune_E#Wizard_Teleport_OLD INSERT TITLE
    X second delay before the cooldown for teleport is initiated, allowing Teleport to be chain cast a few times. Higher level runes increase this time delay.


    Rune_A#Wizard_TeleportOLD Explosive Arrival
    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.

    Rune_B#Wizard_TeleportOLD Splitting Teleport
    Summon {Script Formula 8} mirror images for {Script Formula 9} seconds on arrival.

    Rune_C#Wizard_TeleportOLD Translucent
    For {Script Formula 15} seconds after you appear you will take [{Script Formula 14} * 100]% less damage.

    Rune_D#Wizard_TeleportOLD Teleport Affinity
    NYI - Casting teleport again within X seconds will instantly bring you back to your original location.

    Rune_E#Wizard_TeleportOLD Bounce
    After casting teleport there is a [{Script Formula 16}|1|] second delay before the cooldown begins.

    Rune_A#Wizard_IceArmor 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;.

    Rune_B#Wizard_IceArmor 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.

    Rune_C#Wizard_IceArmor 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.

    Rune_D#Wizard_IceArmor 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.

    Rune_E#Wizard_IceArmor 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.


    Rune_A#Wizard_IceArmor_v2 Freeze time increased slightly, and ice armor causes damage. Higher level runes increase freeze time and damage.

    Rune_B#Wizard_IceArmor_v2 Creates an aura of cold around the wizard that has a chance to chill enemies for X seconds. Higher level runes increase the radius and chill chance.

    Rune_C#Wizard_IceArmor_v2 When cast a spinning ring of ice surrounds you that does damage to anything next to you. Increases Arcanum cost. Damage, duration, and cost increases with rune level.

    Rune_D#Wizard_IceArmor_v2 Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.

    Rune_E#Wizard_IceArmor_v2 Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze chance than
    normal frost nova. Higher level runes increase chill time, damage, and freeze chance.


    Rune_A#Wizard_IceArmor_a Increases freeze time to [{Script Formula 4}|1|] seconds and damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] cold damage.

    Rune_B#Wizard_IceArmor_a Adds an aura of cold around the wizard that has a chance to chill enemies for X seconds, reducing their attack and movement speed.

    Rune_C#Wizard_IceArmor_a Adds a spinning ring of ice around the Wizard that does cold damage for {Script Formula 5} seconds. Increases cost to {Resource Cost} Arcane Power.

    Rune_D#Wizard_IceArmor_a Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.

    Rune_E#Wizard_IceArmor_a Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze chance than
    normal frost nova. Higher level runes increase chill time, damage, and freeze chance.


    Rune_A#Wizard_IceArmorOLD Increases freeze time to [{Script Formula 4}|1|] seconds and damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] cold damage.

    Rune_B#Wizard_IceArmorOLD Adds an aura of cold around the wizard that has a chance to chill enemies for X seconds, reducing their attack and movement speed.

    Rune_C#Wizard_IceArmorOLD Adds a spinning ring of ice around the Wizard that does cold damage for {Script Formula 5} seconds. Increases cost to {Resource Cost} Arcane Power.

    Rune_D#Wizard_IceArmorOLD Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.

    Rune_E#Wizard_IceArmorOLD Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze chance than
    normal frost nova. Higher level runes increase chill time, damage, and freeze chance.


    Rune_A#Wizard_IceArmor_ADDS_FREEZE Increases freeze time to [{Script Formula 4}|1|] seconds and damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] cold damage.

    Rune_B#Wizard_IceArmor_ADDS_FREEZE Adds an aura of cold around the wizard that has a {Script Formula 10}% chance to chill enemies for {Script Formula 7} - [{Script Formula 7} + {Script Formula 8}] seconds, reducing their attack and movement speed.

    Rune_C#Wizard_IceArmor_ADDS_FREEZE Adds a spinning ring of ice around the Wizard that does cold damage for {Script Formula 5} seconds. Increases cost to {Resource Cost} Arcane Power.

    Rune_D#Wizard_IceArmor_ADDS_FREEZE Getting hit adds X seconds to the Ice Armor duration up to, but not to exceed, the skill's duration. Higher level runes increase the amount of time added.

    Rune_E#Wizard_IceArmor_ADDS_FREEZE Chance to cast a weak frost nova when a monster hits the wizard. Frost nova is cast on the location of the monster doing the hitting. Frost nova may have a lower chill time, damage, and freeze
    chance than normal frost nova. Higher level runes increase chill time, damage, and freeze chance.

    ==========================?????========================

    Rune_A#Wizard_Electrocute 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.

    Rune_B#Wizard_Electrocute Chain Lightning
    Increases the maximum number of jumps to {Script Formula 9} enemies.

    Rune_C#Wizard_Electrocute Arc Lightning
    Blast a cone of lightning that causes {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] Lightning damage to all affected targets.

    Rune_D#Wizard_Electrocute Power Surge
    Gain {Script Formula 6} Arcane Power for every target hit by Electrocute.

    Rune_E#Wizard_Electrocute 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.


    Rune_A#Wizard_ElectrocuteNEW Creates a streak of lightning that pierces targets, hitting all enemies in its path for X damage.

    Rune_B#Wizard_ElectrocuteNEW Allows Electrocute to jump between targets, hitting up to X enemies for X damage.

    Rune_C#Wizard_ElectrocuteNEW Wizard fans lightning out in a cone shape with limited range, hitting all targets in the area of effect for reduced damage. Higher level runes increase damage.

    Rune_D#Wizard_ElectrocuteNEW Reduces cost to {Resource Cost} Arcane Power and increases damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] lightning damage.

    Rune_E#Wizard_ElectrocuteNEW When killed a target spits out X charged bolts of its own in random directions that do reduced damage. Higher level runes increase the damage of these bolts.


    Rune_A#Wizard_ElectrocuteOLD Creates a streak of lightning that pierces targets, hitting all enemies in its path for X damage.

    Rune_B#Wizard_ElectrocuteOLD Allows Electrocute to jump between targets, hitting up to X enemies for X damage.

    Rune_C#Wizard_ElectrocuteOLD Wizard fans lightning out in a cone shape with limited range, hitting all targets in the area of effect for reduced damage. Higher level runes increase damage.

    Rune_D#Wizard_ElectrocuteOLD Reduces cost to {Resource Cost} Arcane Power and increases damage to {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] lightning damage.

    Rune_E#Wizard_ElectrocuteOLD When killed a target spits out X charged bolts of its own in random directions that do reduced damage. Higher level runes increase the damage of these bolts.

    ==========================?????========================

    Rune_A#Wizard_EnergyTwister Gale Force
    Increase damage to {Script Formula 0} Arcane damage per second.

    Rune_B#Wizard_EnergyTwister 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.

    Rune_C#Wizard_EnergyTwister 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.

    Rune_D#Wizard_EnergyTwister Mistral Breeze
    Reduce casting cost to {Resource Cost} Arcane Power.

    Rune_E#Wizard_EnergyTwister Wicked Wind
    Twister no longer travels but spins in place dealing {Script Formula 0} Arcane damage per second to everything caught within it.


    Rune_A#Wizard_EnergyTwister_OLD Increases damage by a flat amount (+X damage per rune level).

    Rune_B#Wizard_EnergyTwister_OLD When two tornados touch, they merge into a larger tornado that moves more slowly and has a longer duration and does much more damage in a larger area. Large tornadoes will not combine to make even larger ones. Higher level runes increase damage of the uber tornado.

    Rune_C#Wizard_EnergyTwister_OLD Leaves a short duration energy trail (like a tail) on the ground in their path that damages anything that crosses or stands on it. Higher rune levels increase damage.

    Rune_D#Wizard_EnergyTwister_OLD Decreases instability cost.

    Rune_E#Wizard_EnergyTwister_OLD Tornado will turn X degrees per second towards the nearest enemy. The twister tracks enemies. Higher level runes improves tracking ability and may add damage.

    ==========================?????========================

    Rune_A#Wizard_RayOfFrost 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.

    Rune_B#Wizard_RayOfFrost 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.

    Rune_C#Wizard_RayOfFrost 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.

    Rune_D#Wizard_RayOfFrost Cold Blood
    Reduce casting cost to {Script Formula 19} Arcane Power per second.

    Rune_E#Wizard_RayOfFrost 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.


    Rune_A#Wizard_RayOfFrost_v21 Damage and Arcane Power cost increase significantly the longer you keep firing the beam.

    Rune_B#Wizard_RayOfFrost_v21 Wizard creates a radial sleet storm around themselves doing cold damage.

    Rune_C#Wizard_RayOfFrost_v21 Decreases the beam damage and increases the freezing power and duration of the cold based on rune level.

    Rune_D#Wizard_RayOfFrost_v21 Reduces cost to {Resource Cost} Arcane Power.

    Rune_E#Wizard_RayOfFrost_v21 Monsters who die to the skill have a chance to leave an area of ice on the ground that causes cold damage to those moving through it.


    Rune_A#Wizard_RayOfFrost_OLD Increases damage by a flat amount (+X damage per rune level).

    Rune_B#Wizard_RayOfFrost_OLD Reduces beam length, but makes it a short range cone of frost rather than a beam. Reduces damage, but higher level runes reduce damage less or could even increase damage.

    Rune_C#Wizard_RayOfFrost_OLD Damage and Instability cost increase significantly the longer you keep firing the beam.

    Rune_D#Wizard_RayOfFrost_OLD Instability cost reduced.

    Rune_E#Wizard_RayOfFrost_OLD Decreases the beam damage and increases the freezing power and duration of the cold based on rune level.

    ==========================?????========================

    Rune_A#Wizard_Blizzard Unrelenting Storm
    Increase the duration of the Blizzard to {Script Formula 4} seconds.

    Rune_B#Wizard_Blizzard 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.

    Rune_C#Wizard_Blizzard 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.

    Rune_D#Wizard_Blizzard Stay Frosty
    Reduce the casting cost to {Resource Cost} Arcane Power.

    Rune_E#Wizard_Blizzard 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]%.
     
  2. Silva

    Silva Banned

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    Re: Possible Wizard Runestone Effects leak

    Rune_A#Wizard_ArcaneOrb Plasma Field
    Increase the potency of the explosion to deal {Script Formula 3} - [{Script Formula 3} + {Script Formula 4}] Arcane damage.

    Rune_B#Wizard_ArcaneOrb 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.

    Rune_C#Wizard_ArcaneOrb 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.

    Rune_D#Wizard_ArcaneOrb Fusion
    Reduce casting cost to {Resource Cost} Arcane Power.

    Rune_E#Wizard_ArcaneOrb 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.


    Rune_A#Wizard_ArcaneOrbOLD Arcane Orb deals {Script Formula 0} - [{Script Formula 0} + {Script Formula 1}] arcane damage to its direct target. Splash damage remains the same.

    Rune_B#Wizard_ArcaneOrbOLD Splash damage increased to [{Script Formula 3} * 100]% of overall skill damage. Direct damage remains the same.

    Rune_C#Wizard_ArcaneOrbOLD Creates up to X Arcane Orbs that orbit the Wizard, exploding when enemies get close.

    Rune_D#Wizard_ArcaneOrbOLD Reduces cost to {Resource Cost} Arcane Power.

    Rune_E#Wizard_ArcaneOrbOLD Arcane Orb will pierce through targets, damaging any enemies it passes through.

    ==========================?????========================

    Rune_A#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.

    Rune_B#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.

    Rune_C#Wizard_EnergyShield Chance to ignore CC effects. Higher quality runes increase chance.

    Rune_D#Wizard_EnergyShield Improves the damage to arcanum ratio so that damage causes less arcanum spending. Higher quality runes further reduce this ratio.

    Rune_E#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.

    ==========================?????========================

    Rune_A#Wizard_SlowTime Time Warp
    Enemies caught in the bubble of warped time take [{Script Formula 8} * 100]% more damage.

    Rune_B#Wizard_SlowTime Miasma
    Slow Time effects cling to enemies for {Script Formula 12} seconds after they have left the bubble.

    Rune_C#Wizard_SlowTime 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.

    Rune_D#Wizard_SlowTime Perpetuity
    Reduce cooldown to {Cooldown Time} seconds.

    Rune_E#Wizard_SlowTime Fast Forward
    Time is sped up for any friendly heroes standing in the bubble, increasing attack and cast speed by [{Script Formula 16} * 100]%.


    ==========================?????========================


    Rune_A#Wizard_ArcaneTorrent 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.

    Rune_B#Wizard_ArcaneTorrent 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.

    Rune_C#Wizard_ArcaneTorrent 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.

    Rune_D#Wizard_ArcaneTorrent 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.

    Rune_E#Wizard_ArcaneTorrent 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.


    Rune_A#Wizard_ArcaneTorrent_OLD Fewer meteors fall, but they are larger and do increased damage based on rune level.

    Rune_B#Wizard_ArcaneTorrent_OLD Area of effect increases the longer the skill is maintained.

    Rune_C#Wizard_ArcaneTorrent_OLD Increases the damage and instability cost over time the longer you cast (channel) the spell. Effect is more severe with higher level runes.

    Rune_D#Wizard_ArcaneTorrent_OLD Reduces cost to {Resource Cost} Arcane Power.

    Rune_E#Wizard_ArcaneTorrent_OLD Scorches the ground with arcane energy which will hang around for X seconds doing damage to any monsters who pass through it. Damage is increased with higher rune levels.

    ==========================?????========================

    Rune_A#Wizard_Archon Improved Archon
    Increase damage of all Archon abilities by [{Script Formula 9} * 100]%.

    Rune_B#Wizard_Archon Slow Time
    Archon form can now cast a Slow Time that lasts for {Script Formula 13} |4second:seconds;.

    Rune_C#Wizard_Archon Teleport
    Archon form can now cast Teleport with a cooldown of {Script Formula 14} |4second:seconds;.

    Rune_D#Wizard_Archon Pure Power
    Decrease the cooldown of Archon to [{Cooldown Time}] |4second:seconds;.

    Rune_E#Wizard_Archon 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.

    ==========================?????========================

    Rune_A#Wizard_Familiar Sparkflint
    Increase damage of all attacks by [{Script Formula 20} * 100]% while Familiar is active.

    Rune_B#Wizard_Familiar 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.

    Rune_C#Wizard_Familiar Dartling
    Familiar's projectiles have a [{Script Formula 29} * 100]% chance to pierce through enemies.

    Rune_D#Wizard_Familiar Arcanot
    While the Familiar is active you regenerate {Script Formula 32} Arcane Power per minute.

    Rune_E#Wizard_Familiar 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.

    ==========================?????========================

    Rune_A#Wizard_ExplosiveBlast Short Fuse
    An energy explosion fires immediately for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage.

    Rune_B#Wizard_ExplosiveBlast Obliterate
    Increase the explosion radius to {Script Formula 2} yards for {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage.

    Rune_C#Wizard_ExplosiveBlast 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.

    Rune_D#Wizard_ExplosiveBlast Unleashed
    Reduces the casting cost to {Resource Cost} Arcane Power.

    Rune_E#Wizard_ExplosiveBlast Chain Reaction
    {Script Formula 8} consecutive explosions cascade off you that each cause {Script Formula 0} - [{Script Formula 0}+{Script Formula 1}] physical damage.


    Rune_A#Wizard_ExplosiveBlast_OLD Reduces delay before explosion goes off, and increases damage (higher quality runes increase damage more)

    Rune_B#Wizard_ExplosiveBlast_OLD Increased explosion radius. Higher quality runes increase radius at key milestones but mostly increase damage. Sweet spot stays the same size, but damage is increased within it.

    Rune_C#Wizard_ExplosiveBlast_OLD Chain Reaction - Increases delay before explosion goes off, and explosions are no longer sticky (they explode in the locations where they were cast) but explosive blasts that go off set off any
    blasts that are in their radius. The more that get set off in one blast the higher the damage of all. Higher quality runes increase the delay and damage bonus.

    Rune_D#Wizard_ExplosiveBlast_OLD Reduces Arcanum cost. Higher quality runes further reduce cost.

    Rune_E#Wizard_ExplosiveBlast_OLD Casting once gets you n consecutive auto casts at the player's current casting speed. Higher quality runes increase the number of auto casts. Skill is in cool down during auto casts.


    ==========================?????========================

    Rune_A#Wizard_DiamondSkin Mirror Skin
    Reflects [{Script Formula 1}*100]% of damage absorbed back at the attacker.

    Rune_B#Wizard_DiamondSkin Lasting Impression
    Increase duration to {Script Formula 5} seconds.

    Rune_C#Wizard_DiamondSkin Rock Solid
    Increase the maximum absorption amount to {Script Formula 0} damage.

    Rune_D#Wizard_DiamondSkin Prism
    Reduce Arcane Power cost of all spells by {Script Formula 4} while Diamond Skin is active.


    Rune_E#Wizard_DiamondSkin 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.

    Rune_A#Wizard_DiamondSkin2 Reflective Armor - Reflects {CRIMSON_ABSORB_REFLECT}% of damage absorbed back at the attacker.

    Rune_B#Wizard_DiamondSkin2 Longlasting Armor - Increase duration to {INDIGO_DURATION} seconds.

    Rune_C#Wizard_DiamondSkin2 Slippery Diamonds - Become immune to stun effects and increase damage absorbed to {OBS_DMG_ABSORBED} damage.

    Rune_D#Wizard_DiamondSkin2 Clear casting - Reduce Arcane Power cost of all spells by {GOLD_SPELL_COST_REDUCTION} while Diamond Skin is active.

    Rune_E#Wizard_DiamondSkin2 Exploding Diamonds - When Diamond Skin wears off diamond shards will explode in all directions dealing {MIN_EXPLODE_DMG} - {MAX_EXPLODE_DMG} physical damage to monsters nearby.

    ==========================?????========================

    Rune_A#Wizard_Hydra 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.

    Rune_B#Wizard_Hydra Lightning Hydra
    Summon Lightning Hydras that shock enemies for {Script Formula 4} - [{Script Formula 4} + {Script Formula 5}] Lightning damage.

    Rune_C#Wizard_Hydra 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.

    Rune_D#Wizard_Hydra 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.

    Rune_E#Wizard_Hydra 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.

    ==========================?????========================

    Rune_A#Wizard_Meteor 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.

    Rune_B#Wizard_Meteor 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.

    Rune_C#Wizard_Meteor 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]%.

    Rune_D#Wizard_Meteor Star Pact
    Reduce casting cost to {Script Formula 8} Arcane Power.

    Rune_E#Wizard_Meteor Liquify
    If the initial impact critically hits any targets the molten fire duration is increased to {Script Formula 7} seconds.


    ==========================?????========================


    Rune_E#Wizard_MagicWeapon Blood Magic
    Melee hits recover [{Script Formula 12} * 100]% of damage caused as Life.

    Rune_D#Wizard_MagicWeapon Conduit
    Melee hits restore [{Script Formula 11} * 100]% Arcane Power.

    Rune_C#Wizard_MagicWeapon 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.

    Rune_B#Wizard_MagicWeapon Electrify
    Melee attacks cause lightning to arc to {Script Formula 6} nearby enemies dealing [{Script Formula 7} * 100]% of weapon damage as Lightning damage.

    Rune_A#Wizard_MagicWeapon Ignite
    Melee attacks burn enemies with fire for [{Script Formula 4} * 100]% of weapon damage for {Script Formula 3} seconds.


    Rune_A#Wizard_MagicWeapon_v2 Changes base damage to fire damage. Applies a short term Fire DOT on impact that does a percentage of the weapon's damage. Higher quality runes increase the percentage of damage.

    Rune_B#Wizard_MagicWeapon_v2 Changes base damage to electric damage. A percentage of weapon's damage caused will 'arc' to one new target within a limited range. Higher quality runes increase the number of targets that can be arced to
    and the percentage of damage carried over.

    Rune_C#Wizard_MagicWeapon_v2 Changes based damage to physical damage. Causes knockback. Increased damage and knockback with higher quality runes.

    Rune_D#Wizard_MagicWeapon_v2 Every monster killed by this weapon will reduce the Wizard's Instability by a percentage. Higher quality runes increase this percentage.

    Rune_E#Wizard_MagicWeapon_v2 Damage caused with a melee weapon while this skill is active leeches life and heals the Wizard. Higher level runes increase the life leech amount.


    ==========================?????========================


    Rune_A#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.

    Rune_B#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.

    Rune_C#Trait_Wizard_EnergyReserves Chance to ignore CC effects. Higher quality runes increase chance.

    Rune_D#Trait_Wizard_EnergyReserves Improves the damage to arcanum ratio so that damage causes less arcanum spending. Higher quality runes further reduce this ratio.

    Rune_E#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.

    ==========================?????========================

    Rune_A#Wizard_EnergyArmor Mirrorball
    Increases all of your resistances by [{Script Formula 4}*100]% while Energy Armor is active.

    Rune_B#Wizard_EnergyArmor Energy Tap
    Rather than reducing your maximum Arcane Power, it is increased by {Script Formula 6} while Energy Armor is active.

    Rune_C#Wizard_EnergyArmor 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.

    Rune_D#Wizard_EnergyArmor Absorption Field
    Gain {Script Formula 11} Arcane Power whenever you are hit by an ranged or melee attack.

    Rune_E#Wizard_EnergyArmor Pinpoint Barrier
    Also increases your Precision by [{Script Formula 13}*100]% while Energy Armor is active.
    Resource_Max_Bonus#Arcanum [{VALUE}|+|] Arcane Power


    Rune_A#Wizard_EnergyArmorBAK Increases absorption amount to [{Script Formula 2}*100]% of all damage dealt to the Wizard. [{Script Formula 5}*100]% chance to reflect projectiles and melee attacks back at the target.

    Rune_B#Wizard_EnergyArmorBAK Armor absorbs [{Script Formula 7}*100]% of damage with no resource cost for first few seconds after getting hit. This effect has a cooldown and cannot occur more than every {Script Formula} seconds.

    Rune_C#Wizard_EnergyArmorBAK Armor will prevent any single hit from dealing more than {Script Formula 8}% of the Wizard's overall health, but this will consume the Energy Armor buff after {script formula 9} hits.

    Rune_D#Wizard_EnergyArmorBAK Improves the damage to Arcane Power ratio so that every point of damage absorbed costs [{Script Formula 1}|1|] Arcane Power.

    Rune_E#Wizard_EnergyArmorBAK Increases your Spell Damage Bonus for Skills by [{Script Formula 10}*100]% while Energy Armor is active.


    Rune_A#Wizard_EnergyArmorBAK2 Increases absorption amount to [{Script Formula 2}*100]% of all damage dealt to the Wizard. [{Script Formula 5}*100]% chance to reflect projectiles and melee attacks back at the target.

    Rune_B#Wizard_EnergyArmorBAK2 Armor absorbs an extra [{Script Formula 7}*100]% of damage without costing any more resource for first {Script Formula 4} seconds after getting hit. This effect has a cooldown and cannot occur more than every {Script Formula 12} seconds after the effect has expired.

    Rune_C#Wizard_EnergyArmorBAK2 Armor will prevent any single hit from dealing more than {Script Formula 8}% of the Wizard's overall health. This effect cannot occur more than once every {Script Formula 9} seconds.

    Rune_D#Wizard_EnergyArmorBAK2 Improves the damage to Arcane Power ratio so that every point of damage absorbed costs [{Script Formula 1}|1|] Arcane Power.

    Rune_E#Wizard_EnergyArmorBAK2 Increases your Spell Damage Bonus for Skills by [{Script Formula 10}*100]% while Energy Armor is active.
     
  3. ClockworkBeast

    ClockworkBeast IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    Cool story bro
     
  4. Wotan

    Wotan IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    what is this and where did it come from?
     
  5. Threepwood

    Threepwood IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    Interesting read.

    I'd like to see similar stuff for other classes, if it's available. If you're not getting this directly from a confidential source, I'd be interested in knowing where you found it. If you are getting it directly from a confidential source, similar info for other classes would be much appreciated.
     
  6. Azzure

    Azzure IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    I'll convert this into something nicer to read.

    *EDit nevermind will take too long!
     
    Last edited: Sep 6, 2011
  7. Silva

    Silva Banned

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    Re: Possible Wizard Runestone Effects leak

    Datamined from the beta client, from a chinese source.


     
  8. Razehel

    Razehel IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    I can't help but be a little skeptical of the legitimacy here but thank you for taking the time to post this.
     
  9. bluefly

    bluefly IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    Why? Some of these match the things we've heard so far.


     
  10. Frantic

    Frantic IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    Wow.

    edit:
    Sounds like the one from that b-roll video that came out in august 1st.
     
  11. TheDestructor

    TheDestructor IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    This sounds REALLY fun to play with.
     
  12. Daemonaz

    Daemonaz IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    Looks pretty legit but with all the false info flying around atm it's hard not to be skeptical, interested to see the Rune Effects of other classes though; especially Witch Doctor.
     
  13. TheDestructor

    TheDestructor IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    Check the beta forums. :D


     
  14. Daemonaz

    Daemonaz IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    I'm a european, we have no beta forums, as per usual. Let me head over to the US forums, and have a peak. I take it there's more posts now?

    EDIT: Duh me! Just figured out, the beta forums here at incgamers, and thanks! I now see the Witch Doctor rune effects!



     
  15. TheDestructor

    TheDestructor IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    On this site? The new beta forum? I am so confused now.

    Diablo 3 community forums > Diablo 3 Beta forums


     
  16. Daemonaz

    Daemonaz IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    Aye check my edit, I was confused as well - I blame it on lack of coffee.



     
  17. HardRock

    HardRock IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    I was hoping for an effect like this.

    Finally we know that Archon form will grant new spells for the Wizard and not modify the equipped ones. This will allow for quite diverse builds.

    Thank you Silva for posting these. Here's something for your trouble:
    [​IMG]
     
  18. Frantic

    Frantic IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    I wonder how many HC Wizards are gonna want this? I'm assuming the formulas make it a 'get out of dying' spell. The name of it suggests that too imo.
     
  19. lilbuddha

    lilbuddha IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    So let me get this straight.

    Instead of getting your skill points, you have to find them (in the form of runes), and to level them up you need to get better quality ones ?

    So in the end, it's the same as having skill points (but with free respecs as the runes can be removed), but runes themselves are a huge itemization goal ?

    Is this pretty much correct ?
     
  20. TheDestructor

    TheDestructor IncGamers Member

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    Re: Possible Wizard Runestone Effects leak

    This is exactly what I've felt all along when considering runes, but you just explained it better than I could. Especially the bolded part. I'm glad they've moved away from number crunching skill point systems and toward elements that actually make a difference in the moment to moment gameplay.


     

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