Rune Knight: Difference between revisions

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|school=
|school=


|effect=
|effect=Increased armor, Bonus regeneration (buildings only)
 
|mana=
|mana=
|cooldown=
|cooldown=
|range=
|range=


|description=A extremely useful spell. This spell adds 12 bonus armor and 2 hitpoints per second to any allied structure for 600 sec, The Rune Knight can be wonderful in defending bases with this spell alone. }}
|description=This spell adds 12 bonus armor and 2 hitpoints per second to any allied structure for 600 secThe Rune Knight can excel at defending bases early on with this skill. }}
{{Clear}}
{{Clear}}


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|school=
|school=


|effect=Mana drain, mana burn
|effect=Mana drain, Area damage


|mana1=
|mana1=
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|effect6=
|effect6=


|description=The most un-used Rune Knight spell, It removes mana from an enemy hero over time and does damage equal to the mana siphoned. }}
|description=This spell removes mana from an enemy hero over time and does damage to the surrounding area equal to the total mana siphoned. }}
{{clear}}
{{clear}}


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|school=
|school=


|effect=Stun, minor damage
|effect=Stun, Minor damage


|mana1=
|mana1=
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|effect6=
|effect6=


|description=A very useful spell when casting your Ultimate on an enemy hero, stopping him from harming a teammate or from running, It stuns an enemy hero and deals minor damage, it is wise to get one level of this skill for the stun. }}
|description=Sigil of Stunning stuns an enemy hero for a short time and deals minor damage. This spell is typically learned to at least level 1, providing an interrupt.}}
{{clear}}
{{clear}}


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|school=
|school=


|effect=Damage absorbing shield
|effect=Damage Absorption


|mana1=
|mana1=
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|effect6=
|effect6=


|description=By far the Rune Knights most useful spell, When casted on him it absorbs full damage until broken, And can be recasted before it breaks allowing the Rune Knight to have Infinite health as long as he is alert to cast this spell again. }}
|description=Rune shell creates a magical barrier around a target hero that will block damage to that hero until the shell breaks.  New shells can stack 50% onto old ones, and it cannot be dispelled except by certain hero skills. }}
{{clear}}
{{clear}}


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|school=
|school=


|effect=
|effect=Bonus damage, Armor Reducing attack, Magic absorption, Small area of effect damage


|mana1=
|mana1=
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|effect6=
|effect6=


|description=The most useful secondary skill of the Rune Knight, Mainly a passive skill with an activated ability, It reduces damage taken by spells by a percent, Adds bonus damage, reduces enemy armor when they are attacked, and can be activated to do a small aoe in front of the hero in short range. }}
|description=Imbued Equipment is an activated ability with several passive skills.  It reduces damage taken from spells by a percent, Adds bonus damage, reduces enemy armor upon attack, and can be activated to do a cone-shaped aoe in front of the hero in short range. A talent can increase the short range.}}


{{clear}}
{{clear}}
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|effect4=
|effect4=


|description=This spell is a very useful spell while pushing or razing bases, With just a small bit of casting time, The Rune Knight unleashes a circle of destruction which almost always kills every creep and sometimes heroes that are caught in its wake, This spell has a better chance at hitting heroes when paired with the Sigil of Stunning. }}
|description=The rune knight summons a ring of destruction in ~400 area around himself, dealing high damage to enemies inside.  Typically is only used against creeps as the 3 second cast can leave enough time for enemy heroes to escape.}}


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Revision as of 13:53, 3 July 2008

Summary

Temp.JPG
Strength +
Agility +
Intelligence +
Primary: {{{Primary}}}

Hero history/fluff info goes in here

<Character debrief>

Skills


Rune of Fortification

Temp.JPG

Hotkey: Q
[[]]

Innate Mana cost Cooldown time s Range

Increased armor, Bonus regeneration (buildings only)

This spell adds 12 bonus armor and 2 hitpoints per second to any allied structure for 600 sec. The Rune Knight can excel at defending bases early on with this skill.


Siphon Glyph

Temp.JPG

Hotkey: W
[[]]

Mana drain, Area damage

This spell removes mana from an enemy hero over time and does damage to the surrounding area equal to the total mana siphoned.


Sigil of Stunning

Temp.JPG

Hotkey: E
[[]]

Stun, Minor damage

Sigil of Stunning stuns an enemy hero for a short time and deals minor damage. This spell is typically learned to at least level 1, providing an interrupt.


Rune Shell

Temp.JPG

Hotkey: R
[[]]

Damage Absorption

Rune shell creates a magical barrier around a target hero that will block damage to that hero until the shell breaks. New shells can stack 50% onto old ones, and it cannot be dispelled except by certain hero skills.


Imbued Equipment

Temp.JPG

Hotkey: C
[[]]

Bonus damage, Armor Reducing attack, Magic absorption, Small area of effect damage

Imbued Equipment is an activated ability with several passive skills. It reduces damage taken from spells by a percent, Adds bonus damage, reduces enemy armor upon attack, and can be activated to do a cone-shaped aoe in front of the hero in short range. A talent can increase the short range.


Grand Rune

Temp.JPG

Hotkey: T
[[]]

High area damage

The rune knight summons a ring of destruction in ~400 area around himself, dealing high damage to enemies inside. Typically is only used against creeps as the 3 second cast can leave enough time for enemy heroes to escape.