Must know special ability Inscription 2
Please note, you can only have one of each level 2 rune equipped.
Rage - +500 strength in battle.
Grace - +600 speed in battle.
Health - +500 vitality in battle.
Constitution - +500 toughness in battle.
Endurance - +500 stamina in battle.
Knowledge - +50 intelligence
Willpower - +50 determination
Personality - +50 charisma
Combat - +10 exp to battles and +5 exp to spars.
Energy - Ki attacks do 1% more damage
Might - Physical attacks do 1% more damage.
Training - All training adds an extra +1 to stats.
Technique - +1 SP to master training per week.
Restoration - Increases the effects of healing items and the ability Heal by +10% effectiveness.
Fortune - Increase zeni from side jobs by 50.
Inscription 3 Runes
Must know special ability Inscription 3
These runes may be inscribed on weapons and gloves. They have a 10% chance of hitting (roll 1d10 on the dice roller
. A 10 is a critical).
Scorching - Reduces toughness by 15% for 6 performed actions made against you.
Freezing- Causes you to lose 1 action on your next post. Capped at 2 stacks.
Clouding - Lowers all traits by 40% for your next 8 performed actions.
Shadow - Deals +10% damage Lawful Good upon any successful hit.
Holy - Deals +10% damage Chaotic Evil upon any successful hit.
Debilitating - Decreases strength by 15% for your next 6 performed actions.
Energy Stealing - Steals 2% ki.
Grooved - Increases prepared weapon technique slots by 2.
Toxic - Increases ki drain by +25% for your opponent's next 6 performed actions (i.e. a move that would take 20% ki now takes 25%).