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Rune Knights News

Character Overwrite Fix

Potential Fix for character saves being overwritten with other characters.

1H Sword and Axe Base Damage Buff, Dragonfire Rework, Whirlwind Buff

BALANCE
1H Sword and 1H Axe base damage increased by 5%. Existing items are unaffected by this change.

SKILLS
Dragonfire Rework
Drains 100 mana per second to expel Dragonfire from your hands which deals 75% Spell Damage per second to all targets and inflicts Burn, which causes an additional 25% Spell Damage per second for 2.5 seconds. Burn damage increases by 25% Spell Damage per second each second that targets are doused in the flame, to a maximum of 75% Spell Damage per second.

Whirlwind
Reverted the previous change to attack speed.
Damage increased from 115% to 150% combioned weapon damage per tick.
Tick rate increased to twice per second (affected by attack speed).
Stamina cost increased to 150 per second.

Rain of Arrows
Damage per second reduced from 200% to 150% weapon damage.
Duration increased from 2.5 to 3 seconds.

IMPROVED
Stat readout now shows uncapped Lower Mana Cost and Lower Stamina Cost if either exceeds the cap of 50%.

Influence Crafting, Loot Improvement, Skill Buffs

Jump to Balance
NEW CRAFTING MENU


Talking to Binder in Town will now open a crafting window which will allow you to quickly craft an item using items from your inventory.



Here we've added a chest to start crafting



By clicking on the Endeavor icon, we can immediately use an Endeavor from our inventory on this chest.



We can do the same with Fool's Gamble...



with Twist of Fate...



and with Runestones.



Great! Now we've ruined this chest armor. Let's throw a few more mods on it and then click on the Influence button near the bottom of the crafting menu to switch to Influence Crafting.

INFLUENCE CRAFTING




So, what is Influence Crafting? Here's a look at Strength Influence.



We can set a number of Runestone rolls using the "Rolls" selection next to the Influences. In this next example, I've set the number of rolls to 4. This means that 4 Runestones will be applied to our item, and if at any point during those rolls, we get a mod that matches the Strength Influence, that mod will overwrite the non-influence mod. If there is no Influence conflict (two mods either both match the Influence or neither do), the higher level mod will overwrite the lower one. Here's how our chest looks after 4 rolls with Strength Influence.

(Click on the influence stone to roll)



Some resistances and some damage, all mods that match Strength Influence. Notice that these mods are significantly lower level than what would be expected from normal crafting. As you increase the number of rolls, a higher Mod Penalty is applied to the final mods. Using more rolls also consumes Runestones equal to the number of rolls. Let's take a look at another Influence.



Now let's try another 4 rolls with Dexterity Influence.



All according to plan so far. Let's look at the final Influence.



And let's apply 4 rolls of Intelligence Influence.



It's important to note that Influence doesn't guarantee any particular kind of mod. We landed Critical Strike Chance here, which isn't part of the Intelligence Influence. This means that over all 4 rolls, no mods from the Intelligence Influence pool rolled in that slot, so the highest mod of the 4 rolls was kept here instead. Let's push up the number of rolls and see if we can get a fully Influenced chest.



There we go! Pushing the number of rolls up to 10 got us all the mods we wanted, but these mods took a heavy hit to their levels as a result. We could definitely craft something better by reducing the number of rolls and getting lucky, or using raw crafting materials later on.

BALANCE

[h2]TALENTS[/h2]
  • Dash: No longer reduces dodge cooldown recovery speed. Dodge Stamina cost penalty reduced from 25 to 15.
  • Elusive: Now reduces roll cooldown by 30%, down from 50%.

[h2]SKILLS[/h2]
Explosive Arrow
  • Mana and Stamina Costs reduced from 125 to 100.
  • Charge rate doubled.
Bladecrest
  • Damage increased from 30% to 40% combined weapon damage.
  • Now benefits from increases to flat spell damage.
Whirlwind
  • Now deals 200% combined weapon damage per second, regardless of attack speed. Increasing attack speed will increase the tick rate and lower the damage of each hit to maintain 200% combined weapon damage per second.
  • Tick rate increased by 25%.

[h3]OTHERS[/h3]
  • Flash Dagger: Damage increased from 30% to 150% combined weapon damage.
  • Shockwave: No longer usable with Staves.
  • Lacerating Strike: Stamina Cost increased from 75 to 100.
  • Dragonfire: Damage now caps at 200% Spell Damage per second.
  • Rain of Arrows: Stamina Cost increased from 100 to 125.
  • Rapid Fire: Stamina Cost increased from 25 to 30.

[h2]LOOT[/h2]
  • Enemies now drop 2% increased gold for each level above 30.
  • Greatly increased the scaling chance for gear to drop Enhanced on enemies above level 30.

[h2]MISC[/h2]
  • Limited new character's names to 20 characters.

Consecration and Trap Fixes, Summon Bear Fix, Aspect of the Wolf Fix

Aspect of the Wolf
Wolf's damage per hit increased from 40% to 50% combined weapon damage.
Wolf is now properly untargetable.

Summon Bear: Fixed being able to summon alongside other Pact Warriors.

Fixed Consecration and Traps not dealing damage.

Electrified Trap Audio Hotfix

Fixed Electrified Trap being obscenely loud.