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Victor
Cog
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The_grim wrote:
Istaryu wrote:You either had melee mastery which disables summons, or you didnt have enough mana to summon it. Btw hybrid builds dont work, you need rathmas chosen for crossbow, it gives you an aura that actually does stuff for attacks, or jinns if you go fire dmg.


Thank you for your reply. But as i said, after the second retalent i put all stats point on the same stats, used the exact same gear, and put the skill points on the exact same skills. Nothing changed except for the fact that after the second try it allowed me to summon Veil King
Yea i noticed that these hybrids will not work, im just curious and i like to experiment a lot :)


Used Veil King with a relic (Totemancer). Thanks to Embalming & Mold the Flesh, survives and tanks quite well up to Lab 8 but gets destroyed in Lab 9 due to extra 100 pierce.
Siosilvar
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Istaryu wrote:You either had melee mastery which disables summons, or you didnt have enough mana to summon it. Btw hybrid builds dont work, you need rathmas chosen for crossbow, it gives you an aura that actually does stuff for attacks, or jinns if you go fire dmg.


I agree that hybrids generally don't have the skill points or gear stats to be effective, but crossbow with VK is plenty fine if you've got the other stats covered elsewhere. Summon with minion gear on swap and he'll tank for you, which the other two don't do.
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Sword runewords should be clearer that they don't work in crystal sword / warp blade.

Would also be nice to separate out orb/wand, scepter, hammer, sam sword, etc. from "staff class", "mace class", and "sword class" on ingame tooltips, but I don't know how flexible those are and I've been ignoring those for 20 years since "mace class" was a mess in clod
Siosilvar
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Missing stats on runewords

Scorched Earth

Scorched Earth
Assassin Shields

'IgnTahaUn'
Runeword Level: 110
+25 Fire Damage per 100 Dexterity
10% Chance to cast level 59 Pentagram on Melee Attack
1% Base Block Chance
30% Block Speed
-(10 to 15)% to Enemy Fire Resistance
-(10 to 15)% to Enemy Lightning Resistance
-(10 to 15)% to Enemy Cold Resistance
-(10 to 15)% to Enemy Poison Resistance
Weapon Physical Damage -150%
+(172 to 200)% Enhanced Defense
+(41 to 50) to all Attributes
Maximum Fire Resist +1%
Elemental Resists +(15 to 25)%
's orange text
Blazing Armament

Blazing Armament
Body Armors

'IgnGhalOhn'
Runeword Level: 115
+25 Defense per 1% Fire Spell Damage
2% Chance to cast level 59 Fire Cannonade on Death Blow
+2 to All Skills
+(80 to 100) Spell Focus
60% Hit Recovery
+(1 to 15)% to Fire Spell Damage
-30% to Enemy Fire Resistance
+(250 to 350) to Life
Maximum Fire Resist +4%
(15 to 25)% Bonus to Defense
+(3 to 5) to Light Radius
's 3-15% fsd
Hellfire Plate

Hellfire Plate
Body Armors

'IgnJahGurRhal'
Runeword Level: 115
+1% Innate Elemental Damage per 250 Strength and Dexterity
15% Chance to cast level 9 Life Spark on Melee Attack
20% Attack Speed
+250 Fire Damage
-(11 to 15)% to Enemy Elemental Resistances
+(171 to 200)% Enhanced Defense
Maximum Life +(3 to 5)%
Maximum Elemental Resists +(1 to 2)%
Fire Resist +(10 to 20)%
Lightning Resist +(10 to 20)%
Cold Resist +(10 to 20)%
Poison Resist +(10 to 20)%
Physical Resist (7 to 10)%
's reduced by 3 fire pierce to counteract the rune so that it's just 11-15 pierce all

Not sure what others if any
fr0gbug
Rust Claw
81 | 6
Siosilvar wrote:Sword runewords should be clearer that they don't work in crystal sword / warp blade.

Would also be nice to separate out orb/wand, scepter, hammer, sam sword, etc. from "staff class", "mace class", and "sword class" on ingame tooltips, but I don't know how flexible those are and I've been ignoring those for 20 years since "mace class" was a mess in clod


Just to piggyback on this suggestion, maybe just delete the "One-Handed" out of Swords and Axes RWs too, as unless there is an exclusion stated, all the RWs work in two-handed swords and axes as well.
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doba7a
Pit Knight
106 | 2
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PMSD missing on
Tranquility
Tranquility
Paladin Shields

'ZolLew'
Runeword Level: 110
Gain 50% of your Maximum Mana as Defense
+(3 to 4) to Paladin Skill Levels
30% Hit Recovery
+(25 to 35)% to Physical/Magic Spell Damage
+(141 to 171)% Enhanced Defense
+(30 to 50) to Vitality
10% to Vitality
+(51 to 100) to Energy
Maximum Life and Mana +5%
+60 to Mana
Maximum Elemental Resists +1%
dasdaadaa
Pit Knight
119 | 1
Wake of Destruction
Wake of Destruction
Greaves (4)

Defense: (90 - 102) to (135 - 152)
Required Level: 9
Required Strength:
17
Item Level: 19
+(4 to 6)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(11 to 13)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(6 to 8)% to Poison Spell Damage
+(24 to 40)% Enhanced Defense
+(21 to 25) to Energy
Requirements -20%
Socketed (1)
Defense: (333 - 369) to (462 - 512)
Required Level: 27
Required Strength:
33
Item Level: 36
+(7 to 9)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(15 to 17)% to Physical/Magic Spell Damage
+(10 to 12)% to Fire Spell Damage
+(10 to 12)% to Poison Spell Damage
+(58 to 75)% Enhanced Defense
+(26 to 30) to Energy
Requirements -25%
Socketed (2)
Defense: (854 - 930) to (1152 - 1254)
Required Level: 44
Required Strength:
158
Item Level: 59
+(10 to 12)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(19 to 21)% to Physical/Magic Spell Damage
+(14 to 16)% to Fire Spell Damage
+(14 to 16)% to Poison Spell Damage
+(92 to 109)% Enhanced Defense
+(31 to 35) to Energy
Requirements -30%
Socketed (3)
Defense: (1274 - 1378) to (1713 - 1853)
Required Level: 52
Required Strength:
272
Item Level: 85
+(13 to 15)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(23 to 25)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(18 to 20)% to Poison Spell Damage
+(109 to 126)% Enhanced Defense
+(36 to 40) to Energy
Requirements -40%
Socketed (4)
got 11 increased req level after socketing.

Image

Image
dasdaadaa
Pit Knight
119 | 1
Update: Only bugged with Jewel. The same thing happened with Crystal Sword Honorific when socket Perfect Gems.
Siosilvar
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dasdaadaa wrote:
Wake of Destruction
Wake of Destruction
Greaves (4)

Defense: (90 - 102) to (135 - 152)
Required Level: 9
Required Strength:
17
Item Level: 19
+(4 to 6)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(11 to 13)% to Physical/Magic Spell Damage
+(6 to 8)% to Fire Spell Damage
+(6 to 8)% to Poison Spell Damage
+(24 to 40)% Enhanced Defense
+(21 to 25) to Energy
Requirements -20%
Socketed (1)
Defense: (333 - 369) to (462 - 512)
Required Level: 27
Required Strength:
33
Item Level: 36
+(7 to 9)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(15 to 17)% to Physical/Magic Spell Damage
+(10 to 12)% to Fire Spell Damage
+(10 to 12)% to Poison Spell Damage
+(58 to 75)% Enhanced Defense
+(26 to 30) to Energy
Requirements -25%
Socketed (2)
Defense: (854 - 930) to (1152 - 1254)
Required Level: 44
Required Strength:
158
Item Level: 59
+(10 to 12)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(19 to 21)% to Physical/Magic Spell Damage
+(14 to 16)% to Fire Spell Damage
+(14 to 16)% to Poison Spell Damage
+(92 to 109)% Enhanced Defense
+(31 to 35) to Energy
Requirements -30%
Socketed (3)
Defense: (1274 - 1378) to (1713 - 1853)
Required Level: 52
Required Strength:
272
Item Level: 85
+(13 to 15)% Bonus to Spell Focus
(10 to 40)% Movement Speed
+(23 to 25)% to Physical/Magic Spell Damage
+(18 to 20)% to Fire Spell Damage
+(18 to 20)% to Poison Spell Damage
+(109 to 126)% Enhanced Defense
+(36 to 40) to Energy
Requirements -40%
Socketed (4)
got 11 increased req level after socketing.


This is not a bug. If you socket something with a higher level requirement than the item's base level requirement before MOs, the level requirement goes up.
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hippo
Ice Clan
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Totem did not receive buff (511 phys/magic reduction) from pentagram when vs Sam. Its a bug right?