A little while ago, I wrote that primer. But I decided to dive more in depth anyway, instead of waiting for more requests. I figured it would be a fun little exercise for myself, and I want to see how many people this helps. Let me know, I'd love to see comments from the community.
The Runes of Stonekeep
Runes are an integral part of Stonekeep, though many of them can be and are seen as optional. Most folks just collect them and move on with their lives, where as others wonder at their actual uses. Some even use them! Though I doubt there are as many people in that position given the perceived limited availability of mana in the game.
Runes are extremely useful, if you can wrap your head around their unusually deep mechanic for a game of this age. Between the Mannish, Fae, and Throggish runes, there's also the Meta Runes which are auxiliary runes you may use in order to enhance the power and usefulness of the previous schools of magic. In addition there are Mana Circles with are green circles on the ground. The most notable of which is located in the Mage Icarius' study. From here, unless you actually seek them out, many players will not locate any further circles and assume mana is a limited resource. This isn't actually true. Other than the Ice Realm and Faerie Realm, there will be a hidden mana circle on every floor that you should absolutely seek out.
Other sources of mana include the Throg God statue with the orb in it's mouth. Simply drag a runecaster over the orb and click for the runecaster to be fully recharged. Then there's Yoth-Soggoth's god orb that is acquired in the realm of Fae that recharges all runecasters on use. This one is most notable, because you can carry it with yourself and use it as needed.
We'll explore the Mannish runes first, as these will undoubtedly be the ones most players have their first exposure to. As these are the runes developed by Man it makes sense that you would find them in the Citadel of Man, Stonekeep.
We have the following
Mannish Runes
Lesser Healing Rune x10 y18 2
This rune is basically a circle with a notch at the top, bottom, and left and right sides. It heals a moderate amount of health, and is pretty straight forward. I would argue this is probably one of the most useful of runes. But more on that later.
Greater Healing Rune
Basically the same as the previous rune, but it heals more as well as end certain negative spell effects such as poison and weakness.
Spoilspell Rune x27 y26 7
One of my favorites. It's most obvious claim to fame is it can be used to negate existing spells, usually negative ones, that have been cast on Drake and his party. But it can do much more. For example, casting it on yourself or your party when you do not have an existing spell effect on will give you a resistance to negative spells cast at you. Attack spells and curses. Furthermore, it can also be used to dispel certain illusionary walls in the game...
Armor Rune x25 y24 9
Plane and simple, this one just buffs Drakes and his Party's armor stat while it's in place.
Warming Spell
This spell is received from a Sharga shaman in the Ice Realm, but only after you locate his runescroll. Do this as soon as possible, if you want to explore the entirety of the frost realm with as little difficulty as possible. It defends against the realms hostile cold temperature which will periodically damage the party, if you keep your party buffed with this spell that is. I have also noticed that it seems to negate the damage from Frost Spells being cast at the party with a semi-reliable rate of success.
Language Rune x4 y27 5
This spell is handy for those who like lore and enjoy listening to Drake say more than "I can't read it". It becomes less useful after reaching the Ancient Ruins however.
Silence Rune x31 y16 4
This is the rune of stealth. Stealth not being one of the stronger skills in the game, potentially allows the party to ambush an enemy. Since this doesn't happen often, this rune isn't generally that useful. However I have used it to walk in and break all the barrels around the Ettin and be a general pest in his vicinity without being caught.
Scare Rune x27 y27 8
Need a chance to recover? Is the enemy too strong? Are you about to die? This is the rune for you my dude. Cast this on an enemy and send them running for the hills. Leave the area yourself, stand there and heal, the options are many but remember. This is a temporary effect, and they will return with murder on their mind.
Circle Rune
The circle rune allows you to create a blue ring on the ground in front of you at the cost of a pretty good amount of mana, so make sure to recharge your runecaster after. After you create the circle you can use another rune to teleport back to that circle any time. This lets you get tactical with your movements. I usually set this up near a mana circle and return to this location to recharge my runecasters as needed. (Not affected by meta runes)
Homing Rune x25 y19 8
The sister rune to the Circle Rune. When you cast the Homing Rune, you teleport back to the blue circle created by the Circle Rune. But you don't have to walk back, once you've done what you needed to do when you teleported to the circle, just go back to the circle and recast this spell to return you from where you originally teleported from. (Not affected by meta runes)
Vampire Rune
This dark depraved evil... Handy rune puts a buff on you and makes your attacks leach health off of your enemies as you fight.
Firebolt Rune x10 y18 2
One of the two basic spells you will learn first since they can be found with the basic runecaster. Incidentally, while Lesser Healing Rune is going to be extremely useful, this is the most important rune you could learn. Not only does it deal a respectable amount of damage, but there's a secret to this rune. If you stand around near a mana circle and just hold down the cast button, you can max out your spell skill in under fifteen minutes and have a veritable flame thrower on hand for very little effort.
Icebolt Rune
Like Firebolt, this is a damaging spell. Unlike firebolt, if you enhance this spell before use it has the chance to turn your enemy into a block of ice and render them helpless to your assault.
Circleward Rune
Do you like traps? I like traps. This spell creates a trap for your enemy to amble into. This spell wont be the most useful on your first playthrough of the game unless you're heavily into spoilers and decide you want to know everything before it happens. But subsequent playthroughs, you'll have an idea when enemies will show up and you can put this rune down to soften them up for your party.
Wind Rune
Originally created to clean a sorcerers tower, this rune has since been repurposed to be used in combat. However, there's still uses... like blowing harmful dust off of the walls/tablets on said walls.
Sphere Rune
A rune that heaves orbs at your enemies. The weaker they are, the more damage this spell does.
(typo correction)
The Runes of the Fae
Shrink Rune x27 y26 3
This rune initially thought to just shrink your enemy, also actually diminishes their strength and defenses based on the strength of the rune and their resistance to magic. Keep that in mind.
Float Rune x26 y24 4
This bubbly + sign shaped rune has it's uses. Those being keeping you from taking damage when descending through a pit/pit trap.
Murphs Rune x9 y1 11
A rune given to you by a very Murphy Faerie. He's slow, he's not too bright, but he is quite the Faerie. Especially when you realize this spell inflicts your victim with slow. The stronger the spell, the slower they become.
Invisibility Rune
Remember how I said Stealth isn't very big in this game, and it's hard to ambush enemies? Yeah, that wasn't exactly true, this spell makes it so enemies (unless scripted) can't see you. And if you have high stealth, or you use the silence rune, they wont even know you're there. Helplessly they will stand around while you slaughter them with impunity.
Quickness Rune
This spell casts haste on you and your party. The benefits are pretty obvious. The faster you attack, the faster you kill. There's an orb that can put the spell on Drake, but I've discovered that orb has a limited number of charges, and then takes time to recharge. With this spell, you're not at the mercy of a gods mana pool and can renew your haste as often as you like.
Duck Rune
I'll be honest. I'm not quite certain what this spell is for, since the Duck Statue doesn't react to it in my experience. But the Duck Statue does respond to one of the heal spells.
Post edited August 23, 2021 by Skrapers