- Nov 4, 2003
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1.10s beta runeword miniguide
[highlight]
1.10s beta runewords summary
[/highlight]
This is a comparison of selected runewords which differ in the 1.10s beta and 1.10final and later. I will indicate 1.10 final and later (1.11, 1.12, 1.13) as 1.10+ in the following. This info used to be in the wiki but since I can't find it there, this is a summary as there have been some questions coming up. One thing to make sure to keep straight is that there are two 1.10 betas: 1.10a and 1.10s. These are the 1.10s runewords. The main attraction of 1.10a is the +2 BKWB ring, described in this other miniguide. Do not get confused between the two 1.10 betas!
There is a great deal of helpful info about earlier versions:
Jaedhann's guide to time travel which links to many resources
Thyiad's sticky about versions
There are four runewords which had much better stats in 1.10s than in the final 1.10 and later versions that people generally consider as being worth the trouble. It is much harder to get decent rune wealth in the earlier versions, so that is something to consider.
[highlight]Call To Arms[/highlight]
The big differences are in the OSkill warcry levels:
1.10s beta:
level 5-15 Battle Orders
level 5-20 Battle Command
level 10-13 Battle Cry
with a +2 to all skills (which affects OSkills, including warcries)
instead of
1.10+
level 1-6 Battle Orders
level 2-6 Battle Command
level 1-4 Battle Cry
with a +1 to all skills
1.10+
Note: don't get confused about 1.10a Call to Arms. That one has the same nice mods as 1.10s but requires different runes:
Amn + Ral + Mal + Ist in 1.10a. It will work fine in 1.10a (and is a lot less expensive there as no Ohm is required) but if brought forward to any later version, it stops working altogether (except for the innate rune mods, but that's not what anyone wants it for.)
[highlight]Crescent Moon[/highlight]
The big differences here are better CtC percentage:20% for Static Field instead of 7% as well as better ED% (220-260% instead of 180-220%)
[highlight]Bramble[/highlight]
The huge difference here is the +poison skill damage. A huge range (+69-207%) for the 1.10s beta and a much smaller and narrower one for the final: (+25-50%)
[highlight]Delirium[/highlight]
The biggest difference here is the CtC Confuse: 33% in the 1.10s beta version, versus 11% in the final. The other CtC are also higher, but Confuse is the main one. Given that the final version Confuse triggers pretty often, the beta one just goes off nonstop, it seems.
[highlight]
1.10s beta runewords summary
[/highlight]
This is a comparison of selected runewords which differ in the 1.10s beta and 1.10final and later. I will indicate 1.10 final and later (1.11, 1.12, 1.13) as 1.10+ in the following. This info used to be in the wiki but since I can't find it there, this is a summary as there have been some questions coming up. One thing to make sure to keep straight is that there are two 1.10 betas: 1.10a and 1.10s. These are the 1.10s runewords. The main attraction of 1.10a is the +2 BKWB ring, described in this other miniguide. Do not get confused between the two 1.10 betas!
There is a great deal of helpful info about earlier versions:
Jaedhann's guide to time travel which links to many resources
Thyiad's sticky about versions
There are four runewords which had much better stats in 1.10s than in the final 1.10 and later versions that people generally consider as being worth the trouble. It is much harder to get decent rune wealth in the earlier versions, so that is something to consider.
[highlight]Call To Arms[/highlight]
The big differences are in the OSkill warcry levels:
1.10s beta:
level 5-15 Battle Orders
level 5-20 Battle Command
level 10-13 Battle Cry
with a +2 to all skills (which affects OSkills, including warcries)
instead of
1.10+
level 1-6 Battle Orders
level 2-6 Battle Command
level 1-4 Battle Cry
with a +1 to all skills
Code:
Call to Arms 1.10s
5 socket Weapons
Amn + Ral + Mal + Ist + Ohm in 1.10s (does work if brought forward)
+2 All Skills
+40% Increased Attack Speed
+250-290% Enhanced Damage (varies)
Adds 5-30 Fire Damage
7% Life Stolen Per Hit
+5-20 To Battle Command Varies)
+5-15 To Battle Orders (varies)
+10-13 To Battle Cry (varies)
Prevent Monster Heal
Replenish Life +12
+30% Better Chance Of Getting Magical Items
1.10+
Code:
Call To Arms final
5 Socket Weapons
Amn + Ral + Mal + Ist + Ohm
+1 To All Skills
+40% Increased Attack Speed
+250-290% Enhanced Damage (varies)
Adds 5-30 Fire Damage
7% Life Stolen Per Hit
+2-6 To Battle Command (varies)*
+1-6 To Battle Orders (varies)*
+1-4 To Battle Cry (varies)*
Prevent Monster Heal
Replenish Life +12
30% Better Chance of Getting Magic Items
Note: don't get confused about 1.10a Call to Arms. That one has the same nice mods as 1.10s but requires different runes:
Amn + Ral + Mal + Ist in 1.10a. It will work fine in 1.10a (and is a lot less expensive there as no Ohm is required) but if brought forward to any later version, it stops working altogether (except for the innate rune mods, but that's not what anyone wants it for.)
[highlight]Crescent Moon[/highlight]
The big differences here are better CtC percentage:20% for Static Field instead of 7% as well as better ED% (220-260% instead of 180-220%)
Code:
Crescent Moon 1.10s beta
3 Socket Axes/Swords/Polearms
Shael + Um + Tir
-35% To Enemy Lightning Resistance
Ignore Targets Defence
+220-260% Enhanced Damage (varies)
20% Chance To Cast Level 13 Static Field On Striking
10% Chance To Cast Level 17 Chain Lightning On Striking
+20% Increased Attack Speed
25% Chance Of Open Wounds
+9-11 Magic Absorb (varies)
+2 To Mana After Each Kill
Level 18 Summon Spirit Wolf (30 Charges)
Code:
Crescent Moon 1.10+
3 Socket Axes/Swords/Polearms
Shael + Um + Tir
-35% To Enemy Lightning Resistance
Ignore Target's Defense
+180-220% Enhanced Damage (varies)
7% Chance To Cast Level 13 Static Field On Striking
10% Chance To Cast Level 17 Chain Lightning On Striking
+20% Increased Attack Speed
25% Chance of Open Wounds
+9-11 Magic Absorb (varies)
+2 To Mana After Each Kill
Level 18 Summon Spirit Wolf (30 Charges)
[highlight]Bramble[/highlight]
The huge difference here is the +poison skill damage. A huge range (+69-207%) for the 1.10s beta and a much smaller and narrower one for the final: (+25-50%)
Code:
Bramble 1.10s
Body Armor
Ral + Ohm + Sur + Eth
+69-207% To Poison Skill Damage (varies)
+50% Faster Hit Recovery
+300 Defence
Level 15-21 Thorns Aura When Equipped (varies)
Increase Maximum Mana 5%
+13 Life After Each Kill
+5% To Maximum Cold Resist
+30% Fire Resist
+100% Poison Resist
Level 13 Spirit of Barbs (33 Charges)
Code:
Bramble 1.10+
Body Armor
Ral + Ohm + Sur + Eth
+25-50% To Poison Skill Damage (varies)
+50% Faster Hit Recovery
+300 Defense
Level 15-21 Thorns Aura When Equipped (varies)
Increase Maximum Mana 5%
+13 Life After Each Kill
Regenerate Mana 15%
+5% To Maximum Cold Resist
+30% Fire Resist
+100% Poison Resist
Level 13 Spirit of Barbs (33 Charges)
[highlight]Delirium[/highlight]
The biggest difference here is the CtC Confuse: 33% in the 1.10s beta version, versus 11% in the final. The other CtC are also higher, but Confuse is the main one. Given that the final version Confuse triggers pretty often, the beta one just goes off nonstop, it seems.
Code:
Delirium 1.10s
3 Socket Helm
Lem + Ist + Io
1% Chance To Cast Level 50 Delirium When Struck
10% Chance To Cast Level 14 Mind Blast When Struck
20% Chance To Cast Level 13 Terror When Struck
33% Chance To Cast Level 18 Confuse On Striking
+2 All Skills
+261 Defence
+10 To Vitality
+50% Extra Gold From Monsters
+25% Chance Of Getting Magical Items
Level 17 Attract (60 Charges)
Code:
Delirium final
3 Socket Helm
Lem + Ist + Io
1% Chance To Cast Level 50 Delirium (morph) When Struck
6% Chance To Cast Level 14 Mind Blast When Struck
14% Chance To Cast Level 13 Terror When Struck
11% Chance To Cast Level 18 Confuse On Striking
+2 To All Skills
+261 Defense
+10 To Vitality
+50% Extra Gold From Monsters
+25% Better Chance of Getting Magic Items
Level 17 Attract (60 Charges)
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