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Weapons (Rune Factory Tides of Destiny)

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Fighting

Generally most melee weapons have a ground combo that you can perform by repeatedly pressing the Attack Button. Each attack you perform consumes a certain amount of Rune Points. Constant training under one weapon however, reduces the amount of Rune Points you consume per strike, and also increases your Max RP and possibly your sub-stats(?). As you build up weapon experience, more attack options are unlocked in this order. All weapons also have an Air-Specific Combo you can perform.

You must raise that weapons specific skill in order to learn the following techniques.

  • Charge Attack (Hold Attack and Release after attaining a charge) Performs a Launcher-type attack that launches enemies struck into the air followed by an automatic leap into the air where you can continue to press Attack to begin an Aerial Combo.
  • Dash Attack (Run for a few moments and then press Attack or cancel an Attack into an Evade and press Attack immediately) Does exactly what it means, allowing you to charge into a quick strike. Allows you to engage enemies from a distance or allow you to make hit and runs.
  • Aerial Special A+B(Wii Controls) Technique. (PS3 = X+Triangle) After jumping into the Air, you can press both buttons to perform a Special Technique. Each weapon differs(?)
  • Dual Swords : Performs multiple slashes while coming back to the ground and ending with a short ranged blast to the direction you are facing.
  • Katana : Performs a Dive Attack.
  • Ultimate/Final Technique After completing a Basic Ground Combo, continue to press the Attack Button to initiate the Ultimate/Final Technique. You can see this Technique in the Tutorial when Adel uses his Dual Swords.

Rune abilities

Can be bought from Joe's shop on holidays and Thursday from Noon to 6 pm. There are 3 rune ability levels The first level rune abilities cost 1000G. The second level rune abilities cost 5000G. The third level rune abilities cost 10000G.(The staff's final rune ability costs 25000G)

Dual Blades

Dual Swords : Begins performing insanely fast low damaging attacks in a small AoE around him/her followed by a first spin that pulls enemies towards him/her and finishing with an extremely rapid windmill that launches all enemies into the air afterwards. During the Ultimate/Final Technique, Aden/Sonia is Invulnerable and once the Technique begins, you cannot cancel it ( Feel free to stop pressing the Attack Button once it begins ).

Rune Abilities

Rune Ability 1: Wind Blast

A sword technique that releases a tornado shockwave.

Rune Ability 2: Dual Dash

A heroic sword technique that requires both hands

  • user feedback : Slowly leaps forward, dealing damage to everything you walk into. Not very impressive.

Rune Ability 3: Whirling Blades

A crosscut followed by spinning attack with a finalrising blow

  • user feedback :Is like the Ultimate Tech except lacks invulnerability, much slower, and deals more damage. Damage is weaker than Basic Combo, but Stronger and Slower than Ultimate Tech.

Longsword

Are slower than dual blades and spears however they have a wide area of attack.

Rune Abilities

Rune Ability 1: Zensword

A sweeping attack that affects a large area, making it easy to use

  • user feedback : It only covers about 180 degrees in front of you and the shockwaves it produces are weak.

Rune Ability 2: Thunder Wave

A broad wave of energy that strikes the area in front of you

  • user feedback : Very useful; it knocks enemies in the area and hits hard.

Rune Ability 3: Lightning storm

Sends a storm of lightning blasting out in front of you

Spear

Have a long reach but are very limited in the area they strike

Rune Abilities

Rune Ability 1: Rapid Strike

Stab your enemies multiple times and finish with a charging attack

  • user feedback : This is one of the best rune abilities. I can do a lot of damage very quickly and the ending charge strike usually gets you to safety while knocking enemies in the air

Rune Ability 2: Tornado chase

Spin your spear and perform a charging attack

  • user feedback : Didn't fin it useful as the spinning doesn't cover a large area

Rune Ability 3: Stinger Rage

This Technique unleashes am extremely long shockwave forward

  • user feedback : It has such a narrow wave of attack that its only useful on large enemies and also it tends to push them out of its range

Katana

Almost all of the Katanas are elemental.

Rune Abilities

Rune Ability 1: Storm of strikes Perform high speed cuts. The final strike launches enemies into the air.

  • user feedback: It's a rather weak barrage of attack; the only power is in the final strike which is difficult to aim.

Rune Ability 2: Sonic Wave

Blast out a shockwave that will knock enemies into the air.

  • user feedback: This is good for keeping enemies at bay, but it,s not very effective.

Rune Ability 3: dodge strike

Dodge back while releasing a shockwave forward. user feedback : The shockwave this releases is similar to the shockwave in the second longsword rune ability, however, it is much stronger. The back step isn't worth much compared to the escape dash that you can do in battle

Axe/Hammer

Axes and hammers are used the same way in battle... Hammers have a higher stun rate, though, and axes tend to have a special effect on certain monsters (ie Beast Killer)

Rune Abilities=

Rune Ability 1:Grand march

Charge forward while raining blows around you.

  • user feedback: This move helps you cut through the crowd.

Rune Ability 2:Spinning strike

A charging spinning attack. The final blow sends foes flying.

  • user feedback: The spin is like the dash attack and the final blow is like a homerun swing.

Rune Ability 3: Killer Quake

Jump and pound your weapon into the ground creating wide shockwaves

Staff/Magic

Each staff does different types of magic. Staves do get a dash attack however its just dashing and using your wands magic (part 1 of combo). Staves get Charge Attack, Dash Attack, and Air Special Attack, but no Ultimate Technique. You learn Powerful Magic quicker than Ultimate Technique though, and is often more powerful than an Ultimate Technique. (Powerful Magic at Staff Level 9 I think).

Staves

Fire Wand

Shoots fireballs that kind of home in on your enemies

Wind rod

Shoots a sickle of wind anywhere your pointing

Earth rod

Makes a short wave of up bursts from the grand

Bubble Wand

Shoots bubble that penetrate enemies hitting anyone in there path

Hell rod

Fires a slow-spreading Tri-shot of fire, Fires a slow-spreading Quad-shot of fire, Finishes with a self-circling AoE Fire curtain.

Legendary Staff [God End Magic]

Fires a shaft of light in front of you, than a bi-secting light that starts in front, and turns to the sides before finishing the combo with 4 lights, turning around you. Powerful Magic summons an orb of light above you that rains down several photon bullets at enemies.

Air Combo is exactly the same. Aerial Special Technique is a staff-plant straight down, launching everyone around you in a small AoE.


Rune Abilities

All of the staff abilities are passive as long as your holding a staff the rune ability equipped will be in effect.

Staff Rune Ability 1 Stealth

When cast, it creates a fog around you to hide you from monsters

  • Note : Stealth doesn't seem to really help. Counter isn't very effective, as it only counters melee attacks at a chance, and returns only a fragment of the monster's attack back. Fleet Foot is the best choice to use, as you can use the additional movement speed to evade the attack entirely, distance yourself from the monster, and attack. Plus, the movement speed boost passive helps when running around dungeons or town.

Staff Rune Ability 2 Counter

Will some times reflect melee damage that would have hit you back on to it's attackers.

Staff Rune Ability 3 Fleet foot

Increase Movement Speed. As long as this Rune Ability is equipped, you have increased movement speed while holding a Staff.