Enhance Your Skills with Command Runes: A Comprehensive Guide

By admin

The concept of the command rune is utterly fascinating. It possesses an inherent power that captivates the imagination and leaves one in awe of its abilities. This ancient symbol, etched into stone or inscribed onto objects, has been revered for centuries for its commanding presence and its ability to tap into the mystical forces that surround us. The command rune, often depicted as a vertical line intersected by two diagonal lines extending upwards, carries with it a sense of authority and control. It is believed to possess the ability to issue orders and enact change simply through its mere existence. This concept is both intriguing and awe-inspiring, as it suggests the existence of a direct line of communication with powerful beings or energetic forces.


Viper Rune - 1-handed swords: inst.death, lowered ACC. Usable once per battle.
-Bought in Raftfleet
-Reward from the Zahhak/Alenia fight
*Equipped on Lelei

Knight Rune - Defend allies with 1 5 HP or less -Reward from battle directly after Lelcar strategy battle -dropped by Godwin soldiers in Doraat in Childerich Pursuit battle Equipped on Ghalleon Permanent. As for command runes, since we re calculating damage potential for 3 turns, it can be a huge difference if a character has let s say either 1 or 2 Lv3 spells available.

Command rune amazes

This concept is both intriguing and awe-inspiring, as it suggests the existence of a direct line of communication with powerful beings or energetic forces. The command rune is thought to have the power to influence the physical and metaphysical realms. Those who wield this symbol are said to possess the ability to command elements, control natural phenomena, and even sway the opinions or actions of others.

Suikosource

Here’s the damage calculator for fighter’s rune combinations:

ST_Damage_Calculator3.xlsx

The first table is the calculator. The second table is an explanation of the total damage formula, and it tells you what numbers to use if you want to include modifiers.

What you can modify:
- Str, Weapon attack, PDf, MDf, Mag and Enemy Def.
- Attack bonus from equipment, Direction bonus, Battle Lust bonus and Terrain mod: use the numbers from Table 2.

What you can’t just modify:
- Rune Slots and Number of Spells. Needless to say, but with less rune slots more rune combinations become unavailable and with more rune slots more become available. The number of spells is crucial for Magic Sword and Command Runes. You can’t use Magic Sword at all without an available Lv3 spell. As for command runes, since we’re calculating damage potential for 3 turns, it can be a huge difference if a character has let’s say either 1 or 2 Lv3 spells available. I used Lv37-40 characters, and all the calculations that include Magic Sword and/or Command Runes are based on the rune slots and number of available spells of these characters. Sure, you can use different numbers of rune slots and spells, but then you must change the formulae manually.
- The normal Ratio_mod and the Warrior Rune Ratio_mod are calculated automatically.

As mentioned above, the damage calculations take 3 turns into account. If you only do it for 1 turn, I think the results become blurred, because for example Kika can’t use her Lv3 spell every turn in a battle. However, unless you’re overleveled, you normally level up after 2 or 3 hits/kills, so I think 3 turns are fine to calculate with. Moreover, 3 turns is a full Magic Sword cycle.

Miscellaneous:
- The damage relations between the runes or rune combinations will change if you use modifiers, and you should use them to simulate realistic battle circumstances!
- A red cell means either that this rune (combo) is unavailable because of spell or rune slot restrictions or because there’s no command rune for that character; or that one rune of that combo doesn’t add any damage.


What do you think about the following test and its results?

Frederica , Lv39, 2 rune slots, 6/3/1
Atk 135, Mag 40

I’m adding the damage output of a fight that lasts at least 5 turns, so we can take the gale rune into account. Most fights last at least 5 turns, so that’s fair. By the time a character had 5 turns, the same character would’ve had 6 turns with a gale rune. That’s estimation, but it should be something like this. Note that Frederica has an above average Mag stat, so the Magic Sword will have above average effect. Let’s assume she levels up after 3 hits (everything restored), so she has Magic Sword activated all the time and can use the 2nd level Hawk Rune spell all the time (that’s actually perfectly realistic).

Magic Sword + Warrior Rune: (135+40+17)*5 = 960
Magic Sword + Wizard Rune: (135+40+18.5)*5 = 967.5
Magic Sword + Hawk Rune 2nd level spell (Magic Sword *2, Strong Arm*3): (135+40)*2 + (135*1.5)*3 = 958
Gale Rune + Warrior Rune: (135+17)*6 = 912
Gale Rune + Magic Sword: (135+40)*6 = 1050
Gale Rune + Hawk Rune 2nd level spell: (135*1.5)*6 = 1215
Warrior Rune + Hawk Rune 2nd level spell: ((135+17)*1.5)*5 = 1140
Hawk Rune 2nd level spell (alone or + Balance Rune or so): (135*1.5)*5 = 1012.5

There are 43 fighters (Lazlo does more damage as a mage, so I don’t treat him as a fighter). 18 of them have a 1st or 2nd weapon command rune spell that has a 1.5 damage multiplier or higher, so the Gale Rune + Command Rune combo will do the most damage. There’s only 1 exception: Wendel. Her Mag stat is so high that she’ll do slightly more damage using the Gale Rune + Magic Sword combo. Flare has the second highest fighter Mag stat and does slightly less damage using Gale and Magic Sword. So there are 17 fighters with the highest damage output using Gale and Command Rune: Seneca, Coop, Sigurd, Dario, Nalleo, Flare, Selma, Axel, Mitsuba, Kate, Nalkul, Champo, Frederica, Akaghi, Mizuki, Kika, and Yellow Mercenary.

I would test every fighter like this, but before I do that, I would like to ask you if there are mistakes or if I missed something. Any criticism?

As mentioned above, the damage calculations take 3 turns into account. If you only do it for 1 turn, I think the results become blurred, because for example Kika can’t use her Lv3 spell every turn in a battle. However, unless you’re overleveled, you normally level up after 2 or 3 hits/kills, so I think 3 turns are fine to calculate with. Moreover, 3 turns is a full Magic Sword cycle.
Command rune amazes

It is a symbol of great power and authority, representing an individual's ability to shape the world around them. The usage of the command rune requires great skill and understanding. It is not a mere symbol etched onto objects; rather, it holds potent energies that must be harnessed and directed with care. Mastery of the command rune is said to require deep knowledge of ancient rituals, incantations, and the ability to channel one's inner energies. Throughout history, the command rune has been associated with those in positions of power and leadership. Kings, rulers, and military commanders have been known to seek the guidance and protection of this symbol. Its presence on battle standards and armor is believed to bring victory and protection to those who bear it. In contemporary times, the command rune continues to fascinate and intrigue. Its aura of authority and control appeals to those who seek dominance or influence. Many individuals adorn themselves with jewelry or tattoos featuring the command rune, hoping to tap into its mystic energies and enhance their own personal power. In conclusion, the command rune is an amazing symbol that captivates the imagination and holds immense power. Its ability to command and influence the world around us is awe-inspiring. Whether one believes in its mystical properties or not, there is no denying the allure of this ancient symbol and the sense of authority it bestows upon those who wield it..

Reviews for "Command Runes: Awaken Your Inner Strength"

1. Sarah - 2/5 - I didn't enjoy "Command rune amazes" at all. The plot was confusing and all over the place, with too many characters and storylines to keep track of. The writing style was also lacking, with flat and uninspired descriptions. I found myself struggling to stay engaged with the book and ultimately gave up halfway through. Overall, I was disappointed with this read.
2. John - 1/5 - "Command rune amazes" was a complete letdown for me. The dialogue was stilted and unrealistic, making it hard to connect with any of the characters. The pacing was also off, with some parts dragging on while others felt rushed and unresolved. The concept itself had potential, but the execution fell flat. I wouldn't recommend this book to anyone looking for a captivating and well-written read.
3. Emily - 2/5 - While I wanted to enjoy "Command rune amazes," I found it to be a bit excessive and convoluted. The author tried to cram too many ideas and subplots into one book, making it difficult to fully grasp or become invested in any of them. The character development was shallow, and the plot twists felt forced and contrived. Overall, I felt the story lacked depth and failed to deliver on its promises, leaving me feeling underwhelmed and unsatisfied.
4. Michael - 1/5 - "Command rune amazes" was a disappointment from start to finish. The writing was riddled with clichés and lacked the creativity and originality I was expecting. Additionally, the characters were one-dimensional and lacked depth, making it hard for me to care about their fates. The plot was predictable and had no real surprises or moments that gripped my attention. I struggled to finish this book and would not recommend it to others.

Command Runes: How to Tap into their Full Potential

The Art of Command Runes: Mastering the Language of Power