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Rune list with descriptions http://forums.runequake.com/viewtopic.php?f=2&t=661 |
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Author: | Diazoild [ Wed May 04, 2005 9:56 am ] |
Post subject: | Rune list with descriptions |
Does a complete list of rune with descriptions exist somewhere on this site? I found individual descriptions that where written when the newer runes were added, but have not seen one document with a complete listing. If it doesn't exist, I will be putting something together. |
Author: | Baker [ Wed May 04, 2005 10:19 am ] |
Post subject: | |
A little hard to find, but it's there ... http://www.runequake.com/docs/Playing.htm Quote: Rune Descriptions
----------------- Rune of Strength (1) All of your attacks do double damage. Rune of Regeneration (2) Your health and armor both regenerate up to their normal limits or instantly restore them by activating your rune. Rune is removed upon activation. Rune of Resistance (3) You only take half damage from any attack. This applies both to your health and to your armor. Rune of Haste (4) Your attacks happen faster or go farther or the like. The axe, shotgun, super shotgun, grenade, and rocket fire twice as fast, nails fly twice as fast, and the lightning gun reaches twice as far. Rune of Environmental Protection (5) The most obvious effect of this rune is that water, slime and lava, which normally hurt you, heal you instead. It also protects you from many of the other runes and various conditions which normally would be harmful. If you've got this rune then the rune-use button acts as a super jump if you're in a liquid. This can be used to get out of lava and slime that the level designers didn't expect you to survive. Point yourself up out of the liquid and hit the button a few times in quick succession. Rune of Flight (6) With this fine rune you can fly (hover, really). Stay away from the ceilings and walls as you dodge and you are very hard to hit. Berserker Rune (7) All of your attacks do 6x as much damage, but all damage you sustain hurts 3x as much as normal. Plus, you get to quiver and bleed in a disturbing manner. Rune of Recall (8) Activate rune-use and you'll set your recall location. Go elsewhere and press it again and you'll teleport to your location. You place your location somewhere else by pressing rune-use twice, this will forget your old location so you can set a new one. Electric Rune (9) You zap anybody who gets too close to you. Each zap uses up a cell, the rune comes with 10 of them, plus you generate 1 every 5 seconds. Rune of Cloaking (10) You never make any noise. Also, if you don't attack and aren't hurt for a few seconds, you become invisible (as with the ring of shadows). Rune of Divine Wind (11) You explode when killed, doing a fair amount of damage and so often taking some other players out with you. If you activate your rune via rune-use, you explode much more violently, gibbing anybody within line of sight. You don't lose a frag for activating the rune. Death Spots (12) When you activate this rune you place a multicolored death spot which will arm in a few seconds. The spot will kill anybody who touches it (including you, so be careful). Beware of somebody with vengeance hitting your death spot! Holorune (13) Activating this rune leaves a holographic image of yourself behind. The image stays in place but otherwise is animated just as you are. The image goes away after 30 seconds. You can have up to 5 holograms active at a time. Orb of Death (14) An orange orb replete with yellow spots orbits around you. It does a huge amount of damage to any of your foes that it contacts. Blink Rune (15) This is a semi-random teleport. It teleports you onto objects around the level. You can normally use it often, but if you keep using it to quickly it will require some time to recharge. This rune puts a bubble over your head. I'm not sure why. Rune of Camouflage (16) If you stand still, don't fire, and aren't being hurt, you are completely invisible, not even your eyes show. You can still look around without becoming visible. This rune is a camper's delight. Rune of Uncontrollable Jumping (17) Everybody is so happy to see you that they jump for joy, though there are red slippers overtones. Also known as the rune of dancing. "Now you will dance for me." Action Movie Arsenal (18) Just like Arnold in the latest big budget shoot-em-up, you have a virtually inexhaustible supply of ammunition. (All of your ammo is replenished at a steady rate.) In addition, when you become full of any particular type of ammo, you're given the guns which go along with it. It is a fine thing to pull out a lightning gun in one of the episode one levels. In Lithium hook mode, having all weapons and ammo gives you the hook. Vampiric Rune (19) When you damage other players, you get their health. (You don't get back the damage you do to their armor.) You can go above 100 health this way, but your health above 100 rots away very fast. Normal health boxes, which normally give you 15 or 25 points of health, only give you 5 points when you're a vampire. If you leech enough some health after you die (by hurting somebody with a grenade you fired before you died, for example) to bring your own health back above 0, you come back to life! This only works if you're still dead, of course, so don't respawn too quickly when you die while you have this rune. Rune of Shielding (20) When you press the button you're rendered invulnerable for 3 seconds. (Your opponents can tell this has happened both by the invulnerability fading sound and by the yellow dots which surround you.) The shield takes 4.5 seconds to recharge after use. If you press the button while the shield is recharging it will activate again as soon as it can. (If you press the button a second time before it activates, the pending activation is canceled.) Rune of Good Health (21) Your maximum health value is 666, plus you get 100 health just for picking up the rune. Rune of Radioactivity (22) When you press the button you drop a radiation point. After it arms in a few seconds, it does damage to any of your foes which it can see (save those with radiation runes or enviro suits). Additionally, if you are within its zone of influence and you haven't gotten rid of the radiation rune, it heals you. You can have three of these spots extant at a time. You can't drop them within sight of each other, but if you try you can set it up so that two or even three radiation points have overlapping fields in certain areas. This is very powerful. Switch Rune (23) Point at another creature and activate the button and you'll switch with them. You'll swap positions, health, armor, ammo, items and powerups, but not runes. Ice Traps (24) Pressing the button with this rune creates a freeze trap which will arm in a few seconds. Anybody who touches this trap (including you) is frozen in place for an excruciatingly long while. If nobody touches the trap for a couple of minutes it disappears. You can have 6 traps active at once. Gravity Rune (25) Pressing the button drops an orange globe which attracts everything but you and (if in team mode) your teammates. Pressing the button again recalls the gravity well. If you place it right the other players will be sucked into orbit around it. It's usually possible to escape the orbit, but it can be tricky. This rune can also be very useful for denying your opponents access to certain key items, such as the red armor in The Ogre Citadel. The Teleport Shuffle (26) Aim a little above the floor at some distant point and press the button and you'll (usually) be teleported there. (I'll be working on the code to make this easier to use.) Additionally, point it at a player and you have a chance of telefragging them. If the dice don't roll in your favor for the telefrag, you'll switch places with them. Impact Rune (27) Your attacks move people around much more than normal, your attacks do a little more damage than normal, and if you touch somebody you'll do a bunch of damage to them. You'll have a spike over your head so the other players can know to try to stay away from you. Rune of Vengeance (28) You get an enormous bleeding head. As if that weren't enough, any damage people do to you is visited right back upon them, and if that kills them, you get the frag. Shub Hat (29) You're surrounded by a holographic projection of Shub-Niggurath. After you get past the surprise factor, this is useful both because it can be deceptively hard to hit somebody wearing a shub hat, and because the other players won't see which way you're facing and when you're firing. Rune of Repulsion (30) Most things in the game, including players, projectiles and death spots, are repulsed away from you. It is a lot of fun to use the grenade launcher when you have this rune. Phasing Rune (31) You can walk through walls. You'll have to experiment a little to get the technique down, get close to a wall and activate your rune. If you should fall in the lava, activate your rune to 'blink' to a new location. Shambler Helper (32) You'll get a pet shambler of your very own. He'll follow you around and attack anybody he sees (including your teammates right now, I'll be fixing that). If you press the button or if he absorbs too much damage he'll teleport to you. Rune of Dual Recall (33) This is another teleport rune, this one teleports you back to the last place at which you activated it. Telefragging is a popular attack with this rune, but it's also great for getting out of a fight to someplace where you can juice up, then teleporting back into the fight. This maneuver is called "the pause that refreshes." This rune puts an upward-pointing spike over your head so your opponents know not to let you get close. Rune of Weirdness (34) Little bubbles float off of you (or are pushed off, if you press the button) and wander randomly. If your enemy touches one he'll experience one of a variety of unpleasant effects for a while. When you die you give off a bunch of bubbles all at once. Phoenix Rune (35) When you are killed you respawn right where your body landed, with all your items and 15 seconds of quad damage. You can do this three times. When somebody dies with the phoenix rune they don't drop a backpack. Watch for that and don't run over their body (or gibbed head) lest you be fragged when they respawn. Also, when you die, you can't respawn using the fire button. There will be a warning message to indicate such. Rune of Floating Spiky Death Cloud (36) A large cloud floats above you, randomly giving off little spiky balls which bounce and cause a lot of damage if they hit an enemy. Rune of Fire Walking (37) You leave spots of fire behind when you walk. The fire does a lot of damage to your foes. Grappling Hook (38) This rune gives you a grappling hook. See the section on the grappling hook for details. Rune of Athletics (39) This allows you to swim further, and the button performs a really big jump. I'd like to have it let you run faster, but I don't think there's a safe way to do that in POQ. Lumberjack Rune (40) Being a hale and hearty sort accustomed to a fit life in the wilds of Canada, your maximum health is 250 rather than the paltry 100 allotted lesser men and women. Also, of course, you work with your axe much more effectively. It does a lot more damage, and you've got a longer reach with it. As a bit of a bonus, your attacks do a little more damage than normal, as with the impact rune. Houngan Rune (41) When you activate this rune you'll place a camping zombie slave. The zombie will stay right where you put him and attack anybody who comes near. He's more robust than the zombies found in the normal game, he can't be killed (even with rockets) and he gets up faster when you knock him down. He also reacts to enemies faster, fires more frequently, does more damage with each flesh whack, and is more accurate at targeting. You can have three zombie campers. If you try to place a fourth you'll really just move the one you'd placed least recently. A houngan is a Vodun (aka Voodoo) priest. Rune of Armor Piercing (42) Your attacks ignore your opponent's armor. This is nice both in that it lets you kill them more easily (most people die with just 1 rocket), and in that there's more armor left for you when they die. This is a powerful rune, but not so bad as you might at first think, mostly because when you damage yourself you pierce your own armor. Rune of Self Preservation (43) This rune is a rocket jumper's delight. When you've got it your own attacks don't hurt you. (This is nicer than the buggy teamplay 1 rules, not even your armor is affected.) This lets you be a real menace with the BFG and (on servers which haven't disabled it) underwater discharge. Zen Monk (44) You're mostly invulnerable if you stand still if you haven't attacked for a few seconds. You're still vulnerable to kamikaze, berserk, lumberjack axe, and BFG blast/hit attacks. Damage doesn't move you around. You're not affected by most kinds of splash damage. Plus, of course, you don't take damage from falling. Human Torch (45) Lava doesn't hurt you (though you can still drown in it if you stay submerged), but water does. Bumping into people can set them on fire (but it lasts longer than the fire caused by bumping into a non-torch burning person). Flaming weapons (alt 3 and 4) don't hurt you, and attacks you do with them do more damage. You can toss flaming traps which ignite people when they're triggered. Pack Rat (46) You can pick up extra runes and carry them around. (You don't actually use them, you just carry them.) This helps you in several ways: - If you pick up enough, you get bonus frags for every kill. By default you get 1 bonus frag for each 33% of the runes which you're holding, so with the default maximum of 16 runes you'll get 1 bonus frag per kill if you have 6 to 10 runes, 2 bonus frags for 11 to 15 runes, and 3 bonus frags for each kill if you've got all 16 runes. - The runes you hold are kept out of the game, so it gets harder for the other players to get runes. Of course, that will make you a juicy target for the runeless multitudes. - In team games, you can give the runes to your teammates. Use your rune-delete key to drop the runes you're carrying. (Use it a second time to actually delete the pack rat rune, in which case you can pick up one of the runes you were holding.) - As you pick up each rune, the name of that rune is displayed. This makes pack rat useful as a rune finder, when you find the rune you want, just drop it, delete pack rat, and pick up your new rune! You can't pick up a rune if you killed the owner (that would make it too easy for good players). Rune of Good Armor (47) When you have this rune all the armor you get counts as red armor, plus you can hold a ton of the stuff. Quake won't display an armor value over 255, though. So, I've set it to use the armor color to give you an idea of how much armor you've got. If you have this rune then your status bar shows green armor for armor values from 0 through 255, yellow armor for 256 through 511, and red armor for 512 through 767. In other words, color on status bar actual amount of armor ------------------- --------------------------- green displayed value yellow displayed value + 256 red displayed value + 256 + 256 No matter what color is displayed, the armor you've got works at 80% absorption, just like red armor. Rune of Quad Damage (48) Activating this rune gives you quad damage for a few seconds. As with the shield rune, there's a delay while the rune recharges before you can activate it again. Jack of All Runes (49) You get the abilities of a number of other runes but in less potent form. It gives you some of the features of regen, good health, resistance, strength, haste, piercing, and action movie arsenal. Super Blue Stuff (50) Also known as The Glun Gun, launch a glob of blue glue that locks a player down for a little bit before releasing. Your opponent can still pivot and fire. Blizzard Rune (51) Send out a blast of cold air that freezes everyone in site. The storm only lasts a second or two but it's enough to get off the first shot! You can pick up ice traps for a longer burst. Rune of Thor (52) Supplies you with a lightning gun and 50 cells. Your ammo will rapidly increase until weapon is full. Your BFG range also increases. Sniper Rune (53) Activate your rune to gib just about anyone. You start off losing health with each activation. Your potential health loss will increase with every kill. There is no recharge time! Sonar Rune (54) Activate your rune to detect the 4 closest players within a set radius. You emit a sound after each pulse, and when a player is detected, they too emit a sound. Anti-Packs Rune (55) Drop backpacks that remove ammo and weapons from your enemies. The backpacks will bleed to indicate they are not standard backpacks. Telefrag Deflect Rune (56) Deflects most telefrags! Bouncing Betty Rune (57) Also known as cluster grenades. You launch a single grenade which after a second spawns multiple clusters of grenades. A real crowd pleaser! Tornado Rune (58) Launch a massive tornado that sucks you, and everyone else into its center. If you touch the center you will be gibbed. Lithium Hook (59) This isn't a standard rune, it's the quasi-rune used to give you a grappling hook in Lithium hook mode. You can use impulse 159 to get a Lithium hook in rune cheating is turned on. |
Author: | Diazoild [ Wed May 04, 2005 4:26 pm ] |
Post subject: | |
Thanks a bunch for pointing that out. It might not be a bad idea to make that a separate item under Game Info. |
Author: | Slot Zero [ Fri May 06, 2005 6:03 am ] |
Post subject: | |
I'll see if I can add it this weekend. Thanks, |
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