The Influence of Runes in Modern Culture: From Fashion to Music

By admin

A rune is a type of symbol or letter that is used in various ancient Germanic languages, particularly Old Norse. These symbols were typically carved into stones or wood and were used for magical and divinatory purposes. **The exact origins of the runes are unclear, but they were likely influenced by earlier alphabets such as the Etruscan alphabet and the Greek alphabet**. There are several different runic alphabets, but the most well-known is the Elder Futhark, which contains 24 symbols. Each rune has its own name and pronunciation, as well as its own associated meaning or concept. These meanings can vary slightly depending on the specific interpretation, but they often encompass concepts such as power, protection, healing, and divination.


Does any one mix Runes of different Elements?
If so, what scenarios make this beneficial?
Just wondering why:
1) Runes aren't applied simultaneously and
2) Runes aren't tracked with a little number like Dancer Finishing Moves.

Generally, I ll keep up one type of Rune if I know a boss focuses on one type of damage; if I were to take it to Delve, for example hypothetical, I haven t done so yet. However, he also uses Blindga and some of his TP moves are dark-element as I discovered when I accidentally absorbed a Raksha Vengeance so I ll keep up one Dark rune to resist Blindga a bit more easily as well as being able to toss up a Liement for either element for a quick absorb, should I choose it.

Could you enlighten me on the topic of a rune

These meanings can vary slightly depending on the specific interpretation, but they often encompass concepts such as power, protection, healing, and divination. Runes were used for a variety of purposes in ancient Germanic cultures. **They were often used in magical and ritualistic practices**, with the belief that they had the ability to affect and manipulate reality.

U60 Preview 3: Machrotechnic

I said this in previous previews, but the abilities in this tree are too expensive. There are too many costing 2 AP when they should cost 1 AP.

This is especially true in Tier 5 abilities. For example, the +1 crit mult ability costs 2 when most other destinies only cost 1 for the same ability. Likewise all the Mantle upgrades cost 2 when most trees have at least some at 1.

We've also removed "chained" upgrades of other mantles, where you need all the previous tier upgrades to take the next. Not sure why this destiny should be different.

Hope there's some final polish on the costs and pre-reqs before this goes live, as I'm looking forward to taking her for a spin!

Reactions: Edrein , Ying and Hephaestas

Ungermax

Well-known member

I said this in previous previews, but the abilities in this tree are too expensive. There are too many costing 2 AP when they should cost 1 AP.

This is especially true in Tier 5 abilities. For example, the +1 crit mult ability costs 2 when most other destinies only cost 1 for the same ability. Likewise all the Mantle upgrades cost 2 when most trees have at least some at 1.

We've also removed "chained" upgrades of other mantles, where you need all the previous tier upgrades to take the next. Not sure why this destiny should be different.

Hope there's some final polish on the costs and pre-reqs before this goes live, as I'm looking forward to taking her for a spin!

Yup this is my main issue overall I would say. Remove the chain cost of the mantle, reduce the point cost a bit of the mantle, and also make the mantle t5 is similar to Unyielding Sentinel ie you can achieve half the HP bonus without the mantle.

If they did this, I would 100% run t5 Macro and have Shiradi as secondary for Mantle and attacks. Would be sweet

droid327

Well-known member

Hey wait. rune arms DC is still int based no matter what right?

Doesn't that kinda make it a non starter for non-int builds to try and use rune arms actual blast mechanics? Doing half damage seems like a deal breaker

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Edrein

Well-known member

Hey wait. rune arms DC is still int based no matter what right?

Doesn't that kinda make it a non starter for non-int builds to try and use rune arms actual blast mechanics? Doing half damage seems like a deal breaker

Definitely agree that it'd be nice to switch this to the best of the caster stats. Con would be nice too for Renegade's that are trying to be tanky.

Tilomere

Well-known member

Hey wait. rune arms DC is still int based no matter what right?

Doesn't that kinda make it a non starter for non-int builds to try and use rune arms actual blast mechanics? Doing half damage seems like a deal breaker

Yes and no. Runearm DC is based on Int in a vacuum, but in general usage is based on snapshot.

Snapshotting of base class will also determine if you can weave an int based runearm in. Snapshot means base class/stats will generally make runearm work, but runearm could break base class.

Reactions: Hephaestas

Tesrali (sam-u-r-eye)

Well-known member

That's a two part issue; because right now outside of a few spells and rune arms what is even the point of playing an artificer?

Dark Hunter replaced artis as the 'medium armor'/non-evasion trapper. Even their dog relatively provides more than the homunculus.

Melee arties don't bring anything special to the table outside of maybe some CC when playing renegade, but that can be replaced in other melee trees as well. Currently the rune arm imbue vs the new electric imbue in Battle Engineer causes some massive thematic dissonance.

Ranged Arti? Replaced by Inquisitive or even Mechanic at this point.

Which leaves caster artificer. Tac detonation, a few unique lightning spells, and Positive Energy Infusion and Radiant Forcefield are genuinely their only good features. Otherwise you're better off rolling an Air Savant for being a lightning themed caster, especially since their immunity strip isn't tied to a gimmick (the rune arm).

While I'm glad to see rune arms be opened up for use by everyone, save monks and druids unfortunately, I'm kind of sad to see the one unique thing that keeps artificer from being a subpar Sorc/Alch/SWF/Ranged becoming a freely available tool for other classes.

At this point personally; if I wanted to play a 'melee' artificer I'd just play a Swashbuckler, dip into this tree for runearm use, and run around beating things to death with the sonic imbue.

It's almost like putting new animations, effects, and abilities into the game is what players want. We get "new" loot and "new epic destinies" but they are just recycled with different numbers and access.

I wish that every expansion we would see new spells like we got with the level 9 spell pass for damage casters. However, not just for casters of course. We need expanded abilities for existing classes. Realistically, we don't get expansions though---since those expansions don't come with new systems. It looks like Vecna is going to be Sharn asset recycling with "new loot," a "new destiny" but without something like Sentient weapons or artifacts as a new system and way of looking at gear.

How is this not just an adventure pack?

It seems to me very illogical that he would survive the rune even with his mother lending him a helping hand. This is really bugging me. Even though the Hero's mother may have some influence over the rune, like all true runes it still has a will of it's own. Like I said this is really bugging me, and I am willing to ferociously argue that he did die. Anyone have any thoughts?
Could you enlighten me on the topic of a rune

They were also used for divination, with the belief that the runes could provide insights and guidance into future events or situations. Today, runes are still used by some people for divinatory purposes and as a tool for meditation and personal growth. Many people also use runes as decorative or symbolic elements in jewelry and artwork. **While the original meanings and uses of the runes may have been lost to time, they continue to hold significance and meaning for many people today**..

Reviews for "The Role of Runes in Norse Spiritual Practices: Connecting with the Gods"

1. Sarah - 2 stars - I found "Could you enlighten me on the topic of a rune" to be extremely boring and lacking in substance. The author seemed to repeat the same points over and over again without providing any new information or insights. The writing style was also very dry and technical, making it difficult to stay engaged with the material. Overall, I was disappointed with this book and would not recommend it to others.
2. John - 1 star - I really struggled to get through "Could you enlighten me on the topic of a rune". The author's language was unnecessarily complicated and made it hard to understand the concepts being discussed. Additionally, the book lacked a clear structure and seemed to jump from one topic to another without any cohesion. I expected to gain a deeper understanding of runes, but instead, I was left feeling confused and frustrated. I would not recommend this book to anyone looking to learn about runes.
3. Emma - 2 stars - "Could you enlighten me on the topic of a rune" fell short of my expectations. The book promised to provide a comprehensive exploration of runes but failed to deliver. The author spent too much time on irrelevant historical details and failed to provide a clear and concise explanation of what runes are and their significance. The lack of engaging storytelling made it difficult to stay interested, and I ultimately felt like I wasted my time reading this book. I would not recommend it to anyone seeking genuine knowledge about runes.

Rune Readings: A Guide to Understanding the Messages in the Stones

Rune Casting: How to Perform a Divination Ritual with Runes