Quote Originally Posted by Unregistered View Post
I didn't realize the runes either until I was about level 20-something. I'd have been using them but not correctly.

Any Runes with these words work together:
Fire (needs two equipped) - Fire immunity
Frost (Needs two equipped) - Frost immunity
Lightning (Needs two Equipped) - Lightning Immunity
Venom (Needs two Equipped) - Venom Immunity
Cure (Needs 4 Equipped) - Heals 300 HP Each Round
Blessing (Needs 2 Equipped) - Immune to first melee attack
Enraged (Needs 4 Equipped) - Increases ATK by sacrificing 50% HP
Rampage (Needs 2 Equipped) - 50% chance to double attack
Zone ( 2 or 4 Equipped) - Increases all Allies Hp by either 4% or 10%
Guard (2 or 4 Equipped) - All Elemental Resist +10 or 30
Sacrifice (2 Equipped) - Transfers Life point damage to equipped character
Pierce (2 Equipped) - -100 ATK to melee target
Provocation (2 Equipped) - -100 ATK to melee attacker

You can only Equip 4 runes so you'll need to pick which ones you want which character to use.

SWITCHING is easy. Click on a Rune slot and press REPLACE when you pick a rune. UP is to upgrade it in exchange for gold.

As for Characters, it just depends on what you want in your team. I'd recommend using character of the same race. HOLY, HUMAN, DEMON, ELF. Teams with multiple same RACE or CLASS will boost their stats. TWO CHARACTERS that are pretty much metagame must haves are PANDORA (SR HUMAN MAGE) and SALEOS (SSR DEMON GUARD) They can be obtained pretty easily through the lucky chance game that pops up during the month. They important because they can revive your characters allowing you to continue the fight and turn a losing battle into a winning one. Another one would be ATHENA however, her war of Salvation event ended, you'd have to wait for the next time she pops up to be able to get her. She has an ability to draw an extra card from the deck making for larger plays faster.

As for stats to look for in RUNES, the Light Damage effect listed on character cards like priest's heal effect are affected by HOLY DAMAGE on RUNES. Why is it like that? I don't know, it was confusing as hell to me when I found out about it. Everything else is pretty much as it sounds like. Just make sure you equip your runes with stats that makes sense for those characters. And as for different LEVEL STARS, as you guessed it, the more stars the higher the bonus stats can get though for some fucked up reason all the stats won't always increase per level up. (What's up with that?)

Slot Tip: Almost 90% of the time when you get the second spinner, you'll almost always get a Life Potion despite the 1 out of 8 options they give you. Not a DEW of Life or GOLD, you something you can actually use regularly, a LIFE POTION, something you use every three times you increase your HP. It's useless is my point as everything else takes WAY longer to farm.

HOPE this was SOMEWHAT useful.
Correction

Enraged - increase ATK by 50% missing HP
Rampage - 50% chance to increase ATK by 50% (doesn't stack)

Addition

Provocation rune set effect won't activate if the attacker missed, so think about it before equipping it on cards with Evasion skill.

like how the light bonus = holy damage the same goes to dark bonus = dark damage

Runes' % attrs except atk% and hp% is off by 2 decimal places (ex. taken healing effect +1500% it's actually +15%)