Alchemist Skill Rune Effects

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This is a rough idea of the effects of Skill Runes on the Alchemist's skills -although the skill rune system has not yet been completed. It is not yet known how many kinds of skill runes exist or the extent of their effects, thus many of the effects listed here are likely to change as more is revealed. So far there appear to be 5 kinds of skill runes:

  • Energy Rune - Most likely affects the cost of the skill.
  • Viper Rune - Seems to add effect to slain enemies.
  • Hydra - Multiplies the skill effect in some way.
  • Force - Increases the skill effect in some way
  • Striking - Adds additional attack or effect to the skill.


Alchemist Skills

The alchemist skills are arranged into to three distinctive skill tree categories:

  • Potion
  • Hex Field
  • Phenomenon

All three trees have a combination of active and passive skills. Active skills are used in combat, while the passive skills boost or change the behaviour of the active skills or the Alchemist himself. Skill runes alter the behavior and damage of a skill.


Concoction Skills

The Concoction tree skills include several potions and powders that an alchemist can use/throw to both damage his enemies and strike them with debilitating debuffs. The Muriatic Acid, Aqua Vitae, Ichor and Alkahest skills can either be casted on the caster or an ally to add that type of damage to their weapons, or used to attack an enemy directly for greater damage and additional effects. The effects of skill runes on these four skills may de different depending on if it is used as a buff or an attack (indicated by Effect 1/Effect 2).

Active Skills:

  • Brimstone - Active Skill. Enemies within the cloud are blinded and flee until it dissipates.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Enemies slain within the cloud release a small cloud of Brimstone for X seconds.
    • Hydra Rune Effect - The cloud follows enemies as they leave it for X distance.
    • Force Rune Effect - Increases the duration of the cloud.
    • Striking Rune Effect - Enemies within the cloud receive X Fire damage per second.
  • Muriatic Acid - Active Skill. Effect 1 (buff): Adds Lightning damage to caster and allies' weapons for X seconds. Effect 2 (ranged attack): Deals Lightning damage, enemies may randomly spasm during X seconds after being struck -interrupting their current action.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies' corpses are electrified for X seconds and deal Lightning damage to nearby enemies.
    • Hydra Rune Effect - Effect 1 - Increases attack speed / Effect 2 - While potion is in air, lightning strikes random enemies in path.
    • Force Rune Effect - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).
    • Striking Rune Effect - Effect 1 - Caster or ally becomes charged for X seconds, dealing Lightning damage to any enemy that strikes them / Effect 2 - Increases the frequency and damages of spasms.
  • Black Powder - Active Skill. Explodes on contact, deals Physical and Fire damage, causes knockback.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies explode, dealing Fire and Physical damage.
    • Hydra Rune Effect - X number of secondary explosions radiate from the initial explosion that deal % damage.
    • Force Rune Effect - More powerful explosion, increased damage.
    • Striking Rune Effect - Greated knockback, increased stun duration.
  • Pitch - Active Skill. Enemies caught in area of effect are slowed or stopped.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Enemies slain in Pitch become frozen statues of tar (colored black) that explodes Pitch onto the next enemy that approaches.
    • Hydra Rune Effect - Pitch continues to spread in the direction casted.
    • Force Rune Effect - Increases the slowing effect.
    • Striking Rune Effect - Enemies suffer constant Physical damage.
  • Aqua Vitae - Active Skill. Effect 1 (buff): Adds Cold damage to caster and allies' weapons for X seconds. Effect 2 (ranged attack): Deals Cold damage, lowers enemies' attack rating.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies release wave of Cold damage.
    • Hydra Rune Effect - Adds % chance to cast an additional Aqua Vitae potion for no extra cost.
    • Force Rune Effect - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).
    • Striking Rune Effect - Increases the chilling effect and freezing chance.
  • Ichor - Active Skill. Effect 1 (buff): Adds Posion damage to caster and allies' weapons for X seconds. Effect 2 (ranged attack): Deals greater Poison damage.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies release a small cloud of poison that deals X Poison damage.
    • Hydra Rune Effect - Effect 1 - Each strike on enemy releases small cloud of poison for X seconds. Effect 2 - While potion is in air, it leaves behind a trail of poison.
    • Force Rune Effect - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).
    • Striking Rune Effect - Caster or ally becomes charged for X seconds, dealing Poison damage to any enemy that strikes them / Effect 2 - Decreases the duration| of poison effect (making it damage faster) when enemy is moving.
  • Alkahest - Active Skill. Effect 1 (buff): Adds Fire damage to caster and allies' weapons for X seconds. Effect 2 (ranged attack): Deals Fire damage, spreads through contact.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies continue to burn for X seconds.
    • Hydra Rune Effect - Effect 1 - Increase physical range of damage. Effect 2 - Increases size of poiton splash.
    • Force Rune Effect - Increases the attack damage of the skill when it is charged up (by holding down the attack button uninterrupted).
    • Striking Rune Effect - Effect 1 - Enemies ignite when struck. Effect 2 - Increase the burn duration of an enemy even when passed to another enemy.
  • Aether - Active Skill. Steals life of enemies, replenishes the health of the caster and his allies.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Adds % chance that slain enemies release a health globe.
    • Hydra Rune Effect - Cloud spreads and seeks out nearby enemies.
    • Force Rune Effect - Increases duration of life drain effect.
    • Striking Rune Effect - Enemies receive Arcane damage while affected.


Hex Field Skills

The Hex Field tree skills focus on altering reality in order to allow an alchemist to finish his enemies faster and easier. Once a hex field is cast, the glyph representing that hex field floats at the center and projects a faint boundary for the area of effect. Multiple hex fields can be cast -so long as they are not of the same type -but cannot overlap their effects. If a new hex field overlaps an older one, the new one will cancel the effects of part the old hex field it overlaps. Skill rune boosts that affect the caster or allies stats/attack or adds an effect the the enemy only apply while they are within the field.

Active Skills:

  • Crisis- Active Skill. Lowers physical resistance of enemies within field and increases chance of critical strike.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Enemies slain within field increase caster and allies' attack damage by % for X seconds.
    • Hydra Rune Effect - Caster and allies attack X more times with each attack (like Paladin's Zeal).
    • Force Rune Effect - Increases the critical strike damage of caster and allies.
    • Striking Rune Effect - Enemies are knocked back when the field is initially casted.
  • Dyscrasia - Active Skill. Enemies within field have lower elemental resistances.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Enemies slain within field increase the caster's elemental resistances by % for 10 seconds.
    • Hydra Rune Effect - The field sends out a wave attack of X random elemental damage every 3 seconds.
    • Force Rune Effect - Enemies' elemental resistances take X seconds to return to previous state after field dissipates.
    • Striking Rune Effect - Enemies are slowed by %.
  • Vulken's Wrath - Active Skill. Enemies receive regular Fire damage and cannot heal. Bodies of slain enemies cannot be used in any way.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Enemies slain withing field restore X life to caster.
    • Hydra Rune Effect - Field multiplies and spreads out as smaller fields for X seconds when original field dissipates.
    • Force Rune Effect - Affected area continues to burn for X seconds after field dissipates.
    • Striking Rune Effect - Field deals extra Fire damage when initially casted.
  • Violent Demise - Active Skill. Enemies that die within field explode. Spirits of dead attack other enemies with % of former attack strength.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Enemies slain by dead spirit increase spirit's duration by X seconds.
    • Hydra Rune Effect - Slain enemy has % chance to release 2 spirits.
    • Force Rune Effect - Increases the attack of spirits.
    • Striking Rune Effect - Enemies receive X Physical damage when health is below 10%.
  • Empathy - Active Skill. Enemies in field receive % of melee or ranged damage they inflict.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - When enemy dies within field, all other enemies within field receive % damage of killing blow.
    • Hydra Rune Effect - Field slowly expands for duration.
    • Force Rune Effect - Caster's damage recieved is reduced by %, this does not reduce the damage received by enemies for attacking caster.
    • Striking Rune Effect - Enemies receive X physical damage when crossing border of field.
  • Archeus - Active Skill. Enemies are pulled towards center of field. After 5 seconds, center explodes and deals Arcane damage to all enemies within field.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Enemies slain within field release magic missiles at % of field damage that move outward.
    • Hydra Rune Effect - Field releases 3 additional after-explosions that decrease in damage by %.
    • Force Rune Effect - Increases damage done to demon and undead class enemies.
    • Striking Rune Effect - Enemies receive X Arcane damage when trying to leave field.
  • Chaos - Active Skill. Enemies within field lose special abilities, magic resistance, and suffer resource burn.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Enemies slain within field store X mana to caster.
    • Hydra Rune Effect - Enemies withing field attack each other.
    • Force Rune Effect - Enemies receive % damage of their own spell damage.
    • Striking Rune Effect - Enemies are silence for X seconds when field is initially casted.


Phenomenon Skills

The Phenomenon tree skills covers a wide array of natural Phenomena that the Alchemists have studied. In understanding the nature of these Phenomena, a skilled alchemist can channel them himself, unleashing untold destruction onto his enemies. Skill runes add the most noticeable gameplay variations to this tree.

Active Skills:

  • Ignis Fatuus- Active Skill. Fire carries caster towards target, explosion deals Fire damage upon landing.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies become fireballs that are levitated towards random nearby enemy to deal X Fire damage.
    • Hydra Rune Effect - Caster randomly attacks enemies in path with weapon before landing.
    • Force Rune Effect - Increases size and damage of landing explosion.
    • Striking Rune Effect - Burn area lingers for X seconds at takeoff and landing areas.
  • Aurora- Active Skill. Deals lightning damage with chance of stunning for as long as button is held.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies release charged bolts.
    • Hydra Rune Effect - Increases the range of effect.
    • Force Rune Effect - Increases the damage over time when uninterrupted.
    • Striking Rune Effect - Increases the chance to stun enemies and the stun duration.
  • Combustion - Active Skill. Sets enemy on fire for a time, deals constant Fire damage.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies release burst of flame.
    • Hydra Rune Effect - Adds % chance that when burning enemy comes in contact with another enemy, other enemy is ignited for 1/2 duration.
    • Force Rune Effect - Burning enemy leaves wake of fire that lasts for X seconds.
    • Striking Rune Effect - Other enemies in range receive % Fire damage over time.
  • Mark of Judgement - Active Skill. Glowing mark follows enemy, other enemies are attracted to glow. After 3-5 seconds, marked enemy is struck with Lighting damage.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies' corpses repel enemies, effect lasts X seconds.
    • Hydra Rune Effect - Chain lightning spreads to nearby enemies.
    • Force Rune Effect - Increases damage by %, enemy is electrified for X seconds.
    • Striking Rune Effect - Lightning strike stuns nearby enemies.
  • Salt Crystals - Active Skill. Field of crystals spread in direction cast, deals Physical damage, enemy are block by pillars.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies turn into pillars of salt (colored white) that attract other enemies to attack.
    • Hydra Rune Effect - Increases spread of field.
    • Force Rune Effect - Increases damage and adds knockback.
    • Striking Rune Effect - Increases chance of critical strike.
  • Prima Materia - Active Skill. Tendrils seek out enemies and deal Physical damage.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies have % chance to release 3 more tendrils.
    • Hydra Rune Effect - Tendrils attack enemy multiple times.
    • Force Rune Effect - Increases damage.
    • Striking Rune Effect - Adds % chance to lower enemies' armor by 50%.
  • Elemental - Active Skill. Summons one elemental: Sylph, Gnome, Undine, or Salamander. Can only have one elemental at a time.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies add X seconds to Elemental's duration.
    • Hydra Rune Effect - Increases movement speed and attack speed of Elemental.
    • Force Rune Effect - Increases chance of critical strike and critical strike damage.
    • Striking Rune Effect - Elemental releases wave of damage upon being summoned and dispelled.
  • Sanctum Moleculae - Active Skill. Molecule splits into particles that radiate in zigzag pattern, deals Arcane damage.
    • Energy Rune Effect - Lowers cost of skill.
    • Viper Rune Effect - Slain enemies release X additional particles.
    • Hydra Rune Effect - More particles released.
    • Force Rune Effect - Particles pierce enemies, dealing X less damage each time.
    • Striking Rune Effect - Enemies silenced for X seconds when struck.