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Skills (or Spells) are heroes' special abilities that must be activated manually. Their effects are mostly limited to either buffing the hero, damaging or weakening enemies.

Most skills consume Mana, with a few exceptions which use Life Points or Gold.

Learning New Skills

Skill Shop

Skill Shop

Each hero starts with one skill slot filled with an unique skill that other heroes cannot learn. The hero can learn up to three skills. The second skill slot unlocks at level 4 and the third at level 7.

Skills can only be learned at a Skill shop for a small amount of Gold, as long as the hero meets their requirements. Skills can be forgotten to make room for new ones.

Important: If you kill all monsters on the floor you get a reward. If you level up to level 4, most of the times one of your rewards will be a Skill Trainer. So be aware to meet the prerequisites when finishing the room.

List of Hero Skills

Below are the unique skills each hero starts the game with.

Adventurer's Roar

Adventurers Roar
  • Prerequisites: Guy's starting skill
  • Mana Mana Cost: 2 points
  • Effect: Temporarily reduce monster ATK by the number of locked tiles on screen + 1. Last for three moves.
  • Strategy: To take the most advantage of this skill, try to scout as much as possible the current dungeon. As you reveal monsters, it'll lock the tiles around it. The minimum ATK (damage) of a monster is 1 point. At later levels, its usefulness is reduced, as monster ATK is much higher, and revealing too many monsters at a time might result in an unbeatable combo.

Butcher

Butcher
  • Prerequisites: Azar's starting skill
  • Mana Mana Cost: 3 points
  • Effect: Decreases monster's ATK and Life by 50%, increases chances of it dropping Heart of Life when killed.

Dragon's Breath

Dragons Breath
  • Prerequisites: Balerio's starting skill
  • Mana Mana Cost: 3 points
  • Effect: Deals 100% of current ATK breath damage to 1-3 target(s).

Holy Judgement

Holy Judgement
  • Mana Mana Cost: 4 points
  • Effect: Deal 20% of your ATK to all creatures on screen. For every monster on the screen, increases the damage dealt by 20%, and recovers HP
  • Strategy: The damage is based on your attack so it is recommended you equip a strong two-handed weapon before casting.
    Since the damage increases for every additional monster on the screen you may want to reveal more tiles on early floor. Still works further down but be aware that many elites with dangerous skills can appear.
    Good for avoiding debuffs like Weak and Erosion. (AoE kills will never apply debuffs or buffs)

Passionate Persuasion

Passionate Persuasion
  • Prerequisites: Lilith's starting skill
  • Mana Mana Cost: 3
  • Effect: Randomly adds a creature's ATK to your own for 3 turns.
  • Strategy: Great if there's a single high damage, high health monster on the screen. Synergizes well with her passive.

Polymorph

Polymorph
  • Prerequisites: Svafa's starting skill
  • Mana Mana Cost: 4 mana
  • Effect: Turns a monster into a sheep, reducing its attack and life to 50%.
  • Strategy: It has lots of uses. You may use it to restore your life to pick up Heart of Life that you find in the dungeon. You may also use it on monsters with unpleasant skills, like whose giving you Curse or Erosion debuff. You do not need to engage them right after you cast Polymorph.

Shapeshift

Shapeshift
  • Prerequisites: Merlyn's starting skill
  • Mana Mana Cost: 3 points
  • Effect: Transform into a random creature for next 4 moves.

Unstoppable Riot

Unstoppable Riot
  • Mana Mana Cost: 3
  • Effect: Deals 50% (of current ATK) damage to you and all visible creatures.
  • Strategy: Useful to avoid Debuffs like Erosion since enemies that are killed passively (via damage transfer, aoe, bounces etc) don't apply their Debuff.
    Be careful with your own health and make sure you have a way to heal up. Just like Debuffs mana on kills and health on kills won't be applied. Since most Debuff monsters have weak attk, you may want to reduce them to a low health and then just finish them off unarmed or with a weak weapon equipped.
    To maximize damage you can switch to a high damage weapon.
    Useful for Situations with lots of low health ranged creatures at once.

Vampire Gnash

Vampire Gnash
  • Prerequisites: Hogg's starting skill
  • Mana Mana Cost: 3 points
  • Effect: Attacks absorb 100% ATK damage to your life and will not miss. Lasts for 3 moves.
    Contrary to the description it only lasts for 2 moves.
  • Strategy: Great for self-healing. Make sure you are doing more damage than you are taking.

Winter Chill

Winter Chill
  • Prerequisites: Morte's starting skill
  • Mana Mana Cost: 5 points
  • Effect: Freezes a monster for 2 turns and makes it carry mana.
  • Strategy: You may want to save this skill for monsters with particularly high attack.

List of Shop Skills

This skills can be learned in a Skill Shop for 10 gold each.

Block

Block
  • Prerequisites: Intelligence 3
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 3 points
  • Effect: Blocks 3 regular attacks. Carries over to next dungeon, but not into the bonus arena. Despite description only blocks 2 attacks.
  • Strategy: This spell is great against the monsters whose attack damage is equal to your life points, or simply monsters with high-damage ranged attack.

    God of War drains mana on entering a new dungeon, so cast this spell before leaving the dungeon if you have this God and enough mana to do so.

    This skill works very well with equipment that rebounds damage based on your armor (typically 50%): the monsters still take damage, but the amount of armor stays the same.

Blood Sacrifice

Blood Sacrifice
  • Prerequisites: Intelligence 3, Stamina
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 0 points
  • Effect: Sacrifice 7% of maximum life in return for a 50% ATK increase in the next move.
  • Strategy: This skill needs caution and some math skills so you can calculate the trade-off. Also, make sure your Hit chance is close to 100% to avoid wasting life points.

    Synergies greatly with WeightstoneWeightstone (guaranteed hit), GrinderGrinder (guaranteed crit) and God of Vengeance (refills Life when entering new dungeon).

    Caution: You can kill yourself if you use this skill at low health.

Conversion

Conversion
  • Prerequisites: Stamina 5, Intelligence 3
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 4 points
  • Effect: Absorbs all damage done to the player and converts to life. Lasts for two moves. Effective in the current dungeon only.
  • Strategy: This is a great skill for fighting enemies with high attack and/or multiple attacks per round. For best effect do not use when at full health. Less viable for high dodge/block builds, as enemies need to hit you to trigger the effects.

Fireball

Fireball
  • Prerequisites: Intelligence 4
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 2 points
  • Effect: Throw a fireball at a monster causing damage by (50% Weapon ATK + Intelligence)
  • Strategy: Cheap to cast making it a good damage source for a caster type character or for a fighter to kill ranged attackers.

    Make sure to swap to a nice high damage two-hand weapon before casting to maximize damage.

Fit for Battle

Fit for Battle
  • Prerequisites: Intelligence 2
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 2 points
  • Effect: Increases your ATK by 100% and enable you to break locked tiles. Last for one move.
    Note: You actually get only one attack, but it will let you break 1 locked tile (red X) and still attack - will disappear if you make any other move.
  • Strategy: Gives a nice attack boost for tough fights. Incredibly potent synergy with AoE damage skills like Immortal Fire.

Flash

Flash
  • Prerequisites: Intelligence 3
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 2 points
  • Effect: Increases Dodge by 50% for the next move.
  • Strategy: The duration is too short to really be all that useful. Mildly useful against multiple ranged enemies.

Heal

Heal
  • Prerequisites: Intelligence 5
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 3 points
  • Effect: Heals the character for (10% maximum life + Stamina * 2).
  • Strategy: Healing in a rogue-like is always welcome. This can also help to pick Heart of Life with full Life bar to increase it.

Immortal Fire

Immortal Fire
  • Prerequisites: Intelligence 7
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 4 points
  • Effect: Deals (weapon ATK + 30% of life lost) fire damage to all revealed monsters and grants immortality for the next 3 moves.
  • Strategy: This has the potential to be the ultimate last resort spell, combining direct damage and the effects of the CrossCross item. The major problem with this approach is that in order to maximize the damage you need to be nearly dead already. That being said, with two-handed weapons and synergizing skills, the AoE is powerful in its own right.

    It is recommended to use it is as a "Cross on demand" spell to fight the elite monsters with Overlord trait (ATK = hero's HP), but it is still very expensive to cast. Save it for the bosses or when you like everything on screen to die.

Intervention

File:Intervention.png
  • Prerequisites: Strength 4, Intelligence 3
  • Gold Cost to Learn: 9 gold
  • Mana Mana Cost: 3 points
  • Effect: Blocks 3 physical attacks.

Mercenary Assault

Cannon Expense
  • Prerequisites: Unknown
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 3 points
  • Effect: Causes 200 damage that's averaged out to on-screen monsters. Costs 500 gold.
  • Strategy: This skill is great if you have already purchased all the upgrades and have gold to spare.

Mist Exchange

Mist Exchange
  • Prerequisites: Intelligence 3, Stamina 6
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 5 points
  • Effect: Sacrifices 50% of your current life to reduce the life of every monster in the mist by 50%.
  • Strategy: This spell is bad. You might be able to use it if you have Soul HourglassSoul Hourglass or really good healing gear to offset the damage, but it is still too costly to cast on purpose.

Mist Shield

Mist Shield
  • Prerequisites: Intelligence 4
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 4 points
  • Effect: Add the number of revealed tiles to your armor shield. Effective in current dungeon only.
  • Strategy: For obvious reasons, this skill is better used after scouting most of the dungeon floor. It does not say in the description, but it only lasts for 3 moves, and its effect does not carry on to the next dungeon floor.

Multicast

Multicast
  • Prerequisites: Intelligence 6
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 4 points
  • Effect: Deals fire damage to a single enemy with 60% chance to inflict double damage, 30% chance to inflict triple damage, and 12% to inflict x8 damage.
  • Strategy: This is a great spell for dealing with ranged elites like Ogres if you do not already have a Rebound effect on your armor.

Piercing wind

Piercing Wind
  • Prerequisites: ???
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 3 points
  • Effect: Removes the shield of 1-5 random monsters on the screen.
  • Strategy: This is useful against elite monsters with strong armor or with the skill to double all monsters' armor, however the randomness reduces its effective usage, and usually when you meet such monster, you should already have a bow or wand/staff to attack ignoring the armor, so this skill is rather limited to use on lower levels.

Power Absorption

Power Absorption
  • Prerequisites: Intelligence 2
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 3 points
  • Effect: Grants +4 ATK. Each wounded monster on the screen grants additional +2 ATK. Lasts for 3 turns.
    Note: Only works with melee weapons.
  • Strategy: The maximum amount of monsters that can appear on a level is around 10, which means ~24 damage. Might be good for builds that bounce/chain attacks around the room hurting several mobs at one time, but does not seem to work for elemental attacks. Very good with Alexander's skill Holy Judgement.

Prophet

Prophet
  • Prerequisites: Int 4
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 2 points
  • Effect: Shows location of 1-5 monsters or traps on the map.
  • Strategy: A good spell if you worship the God of War, as you can dump your mana into it at the start of a dungeon before your mana disappears.

Reflection

Reflection
  • Prerequisites: Intelligence 3, Dexterity 6
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 4 points
  • Effect: Rebounds any attack for the next two moves. Effective in current dungeon only.
  • Strategy: This is a great spell for dealing with ranged attackers if you do not already have a Rebound effect on your armor. It might not be enough to kill them in a single cast, but it can buy you some turns to get closer to finish the job.

Revenge

Revenge
  • Prerequisites: Unknown
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 2 points
  • Effect: Returns double the damage received to a monster.
  • Strategy: Better to use against enemies with high attack and life maybe combined with Conversion. Does not work if enemies' attack or counter attack misses or is blocked.

Skull Storm

Skull Storm
  • Prerequisites: Intelligence 5
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 3 points
  • Effect: Launches (3 + number of corpses) shadow arrows into random monsters. Each arrow inflicts 30% ATK in element damage.
  • Strategy: Best used after most of the monsters are dead on the level to finish the last big monster because the more remains are on the floor the more arrows spread across fewer monsters on screen.

Soul Shield

Soul Shield
  • Prerequisites: Intelligence 4
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 5 points
  • Effect: Converts all your soul points and adds them to your shield. Effective in current dungeon only.
  • Strategy: Good as a last resort spell to boost your shield for Rebounding ranged attacks or to survive in a fight with a heavy hitting elite, but the high Soul and Mana cost makes it impractical for frequent use.
    Effect does not carry on to the next dungeon floor, but does into bonus arenas.

Summon

Summon
  • Prerequisites: Intelligence 6
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 4 points
  • Effect: Summons a creature to take damage on your behalf. Lasts for 5 turns.
  • Strategy: Great against the elites whose attack damage is equal to your life points.

Terrorblade

Terrorblade
  • Prerequisites: Intelligence 2
  • Gold Cost to Learn: 10 gold
  • Mana Mana Cost: 3 points
  • Effect: +4 ATK for 4 moves, if an enemy gets killed within these moves you get +2 ATK and the move counter refreshes. This bonus is cumulative and effective in current dungeon only.
    Only works with physical attacks (no wands).
  • Strategy: Very good for killing off several small monsters in a row when they are all on screen. The +2 bonus is cumulative, so start with monsters with lower life and work your way up.
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