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Trio Runes; LostMagic Basics
Topic Started: May 20 2011, 09:31 AM (628 Views)
Naggy
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Trio Runes are an interesting addition to the spell list that allow you to combine not two, but three different runes together to create some of the most powerful spells in the game. They follow patterns similar to duo runes, the only key difference being that not every pattern is going to work.

As a rule of thumb, repeating the same rune three times is always going to work, and of course the 1-2-3 and the 3-2-1 pattern for a single element will work as well. Aside from that, there are a few other patterns of which you should be aware. I'll start with the Elder Dragon spells.

Similar to the duo rune wyrm spells, the Elder Dragon spells release a large elemental dragon that inflicts a lot of damage to tight clusters of enemies. It is essentially a powerful chain lightning spell, but the main problem people have is remembering how to cast them. They don't really follow any typical pattern, so for a long time everybody thought there was just no rhyme or reason to them. It wasn't until we finally realized that there was, in fact, a very simple way to memorize their combinations. It goes like this:

Fire > Light > Wind > Water > Dark > Earth > Fire

View these elements in terms of a loop. Fire starts the chain, then the next is light, and so on until you get to earth which of course loops back to fire. It is a little bit difficult explaining this concept, so I'll just use a few examples.

Let's say you wanted to cast Wind God. To do so, you would find the element you want to cast and then go back two in the chain. So looking at wind, that would mean two runes before it in the chain would be fire. This is the first rune in the combination. From there, just add the next in line which is light, and finally draw the final one which is wind. The level for the runes you draw is 1-1-3 so that means the rune combination for wind god is fire1; light1; wind3; .

I'll go ahead and post the Elder Dragon rune combinations here:

391: Blaze God = dark1; + earth1; + fire3;
Summons a blazing Elder Dragon to heat things up…
392: Ice God = light1; + wind1; + water3;
Summons an icy Elder Dragon to cool things down…
393: Sky God = fire1; + light1; + wind3;
Summons a blustery Elder Dragon to blow enemies away…
394: Stone God = water1; + dark1; + earth3;
Summons a craggy Elder Dragon to crush your enemies…
395: Flash God = earth1; + fire1; + light3;
Summons a shining Elder Dragon to bring back peace…
396: Dark God = wind1; + water1; + dark3;
Summons a shady Elder Dragon to blanket your enemies in darkness...

--

We see this pattern applied in another trio rune sequence as well. The following combinations don't appear to be your typical lv 2 trio rune patterns, but they are actually all grouped according to the pattern I listed above for the Elemental God spells. Fire, Light, and Wind are grouped together, and so are Water, Dark, and Earth. You can pretty much cast these in any order to come up with different spells provided they are all level 2 runes. Here are the combinations for the level 2 runes that follow this pattern:

379: Death Gamble = wind2; + light2; + fire2;
Unleash a terrifying array of spells upon one unlucky unit!
380: Water Lord = earth2; + dark2; + water2;
Unleashes bubbles in all directions. A mighty beast of water!
381: Clip Wings = light2; + fire2; + wind2;
Powerful magic that only works on flying units.
382: Falling Sky = dark2; + water2; + earth2;
Summons a horde of meteorites that drop onto the target area.
383: Life Thread = fire2; + wind2; + light2;
Heals the target unit but reduces the HP of other allies.
384: Death Rain = water2; + earth2; + dark2;
A black rain falls and damages all it touches. Wide-spread and powerful!

--

There are a few more trio rune patterns that are a bit more straightforward. In terms of level 3 trio runes (all runes in the combination being level 3), there is the opposites pattern. This one gives you the dance spells. You simply start with a level 3 element, then draw its opposite level 3 element, then draw the original again. Here are the combinations to the dance spells:

361: Fire Dance = fire3; + water3; + fire3;
Imbues the wand with fire magic to smash an enemy. Touch your target.
362: Ice Dance = water3; + fire3; + water3;
Imbues the wand with ice magic to smash an enemy. Touch your target.
363: Wind Dance = wind3; + earth3; + wind3;
Imbues the wand with wind magic to smash an enemy. Touch your target.
364: Earth Dance = earth3; + wind3; + earth3;
Imbues wand with earth magic to smash an enemy. Touch your target.
365: Light Dance = light3; + dark3; + light3;
Imbues wand with light magic to smash an enemy. Touch your target.
366: Dark Dance = dark3; + light3; + dark3;
Imbues the wand with dark magic to smash an enemy. Touch your target.

--

This last group of trio runes is kind of the black sheep pattern. That is to say that it has a grouping entirely of its own so it would be easier just to memorize the individual spells here. In case you are looking for a pattern, I can give it to you. Instead of taking the Fire-Light-Wind and Water-Dark-Earth pattern, the spells in this section are grouped according to this pattern: Wind-Dark-Fire and Earth-Light-Water. These spells all have a 3-2-1 pattern as well, so the first rune in the combination will be level 3 and the last will be level 1. I would just memorize them if I were you because they are counter intuitive to the level 2 trio rune pattern.

Here are the combinations for each of the black sheep patterns:

385: Death Bullet = wind3; + dark2; + fire1;
Unleashes a powerful magic missile, smashing enemies to pieces.
386: Big Freeze = earth3; + light2; + water1;
A powerful combination that freezes enemies and crushes them with ice.
387: Free Lift = dark3; + fire2; + wind1;
Tosses enemy units into the air and then smashes them back to the ground.
388: Insane Rock = light3; + water2; + earth1;
A massive quake that affects all ground units. No effect on flyers.
389: Love Song = water3; + earth2; + light1;
Activates a circle of benevolent rain which restores HP.
390: Gold Song = fire3; + wind2; + dark1;
Causes all units on the field to fall into a deep peaceful sleep.

--

If you can master the trio runes, you will have a significantly higher chance of winning as they provide you with some incredible options to use in a duel. These spells really aren't that difficult to get the hang of. I would recommend looking through the spell list and finding a few spells you want to try out and then practice them often. Use them in story mode until you feel confident that you can cast them, and then try to think of ways you would be able to integrate them into your gameplay style! You just have to practice and you'll get it.
"Getting a BA will set you up for success." -Ancient Proverb
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Naggy
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I'll go ahead and list the combinations for all of the trio runes here in case you like this format better.

343: Fire King = fire1; + fire1; + fire1;
A mighty Trio Rune, the ultimate fire ball attack.
344: Ice King = water1; + water1; + water1;
A mighty Trio Rune, the ultimate ice shard attack.
345: Wind King = wind1; + wind1; + wind1;
A mighty Trio Rune, the ultimate wind blade attack.
346: Earth King = earth1; + earth1; + earth1;
A mighty Trio Rune, the encircling walls of earth.
347: Life King = light1; + light1; + light1;
A mighty Trio Rune, it restores the HP of the target.
348: Dark King = dark1; + dark1; + dark1;
A mighty Trio Rune, it curses the status of the target.
349: Final Fire = fire2; + fire2; + fire2;
A long-lost Trio Rune. Causes a great flaming explosion in a set area.
350: Final Ice = water2; + water2; + water2;
A long-lost Trio Rune. Causes a mighty water explosion in a set area.
351: Final Storm = wind2; + wind2; + wind2;
A long-lost Trio Rune. Causes a mighty wind explosion in a set area.
352: Final Rumble = earth2; + earth2; + earth2;
A long-lost Trio Rune. Causes a mighty earth explosion in a set area.
353: Final Shine = light2; + light2; + light2;
A long-lost Trio Rune. Causes a mighty light explosion in a set area.
354: Final Dark = dark2; + dark2; + dark2;
A long-lost Trio Rune. Causes a mighty dark explosion in a set area.
355: Earth Explode = fire3; + fire3; + fire3;
Warms an area, turning ground to magma and ice to shallows.
356: Frozen Time = water3; + water3; + water3;
Lowers the temperature across the entire field, freezing enemies solid.
357: Flight = wind3; + wind3; + wind3;
Wind magic that moves you with speed to an accessible location.
358: Big Drop = earth3; + earth3; + earth3;
Drops a massive boulder onto the target area. This is going to hurt!
359: High Bless = light3; + light3; + light3;
Creates a zone that boosts ally status. Positioning is the key!
360: Evil Bless = dark3; + dark3; + dark3;
Creates a zone that lowers enemy status. Lure them in!
361: Fire Dance = fire3; + water3; + fire3;
Imbues the wand with fire magic to smash an enemy. Touch your target.
362: Ice Dance = water3; + fire3; + water3;
Imbues the wand with ice magic to smash an enemy. Touch your target.
363: Wind Dance = wind3; + earth3; + wind3;
Imbues the wand with wind magic to smash an enemy. Touch your target.
364: Earth Dance = earth3; + wind3; + earth3;
Imbues wand with earth magic to smash an enemy. Touch your target.
365: Light Dance = light3; + dark3; + light3;
Imbues wand with light magic to smash an enemy. Touch your target.
366: Dark Dance = dark3; + light3; + dark3;
Imbues the wand with dark magic to smash an enemy. Touch your target.
367: The Berserk = fire3; + fire2; + fire1;
Drives allies inside the target area berserk. Set off the flames of hatred.
368: Flood = water3; + water2; + water1;
Summons a mammoth flood. Touch the screen to activate, then swim!
369: Wind Lord = wind3; + wind2; + wind1;
Unleashes blades of wind in all directions. A mighty beast of wind!
370: Barrier = earth3; + earth2; + earth1;
Makes a single ally invincible, but stops them from moving.
371: Fairy Trick = light3; + light2; + light1;
Bends light and hides a unit from enemy eyes. Touch one unit.
372: Life Shine = dark3; + dark2; + dark1;
Absorbs HP from all enemies and gives them to the user or an ally.
373: Last Rage = fire1; + fire2; + fire3;
The last resort! Turns all allies into raging berserkers.
374: Winter Wall = water1; + water2; + water3;
A mighty Trio Rune that forms walls of ice around the target area.
375: Gather = wind1; + wind2; + wind3;
Uses the power of the wind to draw all units close to the user.
376: Invincible = earth1; + earth2; + earth3;
Makes multiple allies invincible but stops them from moving.
377: Hidden Veil = light1; + light2; + light3;
Hides allies within a circle from enemy sight. Great for hide-and-seek.
378: Big Brawl = dark1; + dark2; + dark3;
Turns both allies and enemies into berserkers. Let the chaos ensure!
379: Death Gamble = wind2; + light2; + fire2;
Unleash a terrifying array of spells upon one unlucky unit!
380: Water Lord = earth2; + dark2; + water2;
Unleashes bubbles in all directions. A mighty beast of water!
381: Clip Wings = light2; + fire2; + wind2;
Powerful magic that only works on flying units.
382: Falling Sky = dark2; + water2; + earth2;
Summons a horde of meteorites that drop onto the target area.
383: Life Thread = fire2; + wind2; + light2;
Heals the target unit but reduces the HP of other allies.
384: Death Rain = water2; + earth2; + dark2;
A black rain falls and damages all it touches. Wide-spread and powerful!
385: Death Bullet = wind3; + dark2; + fire1;
Unleashes a powerful magic missile, smashing enemies to pieces.
386: Big Freeze = earth3; + light2; + water1;
A powerful combination that freezes enemies and crushes them with ice.
387: Free Lift = dark3; + fire2; + wind1;
Tosses enemy units into the air and then smashes them back to the ground.
388: Insane Rock = light3; + water2; + earth1;
A massive quake that affects all ground units. No effect on flyers.
389: Love Song = water3; + earth2; + light1;
Activates a circle of benevolent rain which restores HP.
390: Gold Song = fire3; + wind2; + dark1;
Causes all units on the field to fall into a deep peaceful sleep.
391: Blaze God = dark1; + earth1; + fire3;
Summons a blazing Elder Dragon to heat things up…
392: Ice God = light1; + wind1; + water3;
Summons an icy Elder Dragon to cool things down…
393: Sky God = fire1; + light1; + wind3;
Summons a blustery Elder Dragon to blow enemies away…
394: Stone God = water1; + dark1; + earth3;
Summons a craggy Elder Dragon to crush your enemies…
395: Flash God = earth1; + fire1; + light3;
Summons a shining Elder Dragon to bring back peace…
396: Dark God = wind1; + water1; + dark3;
Summons a shady Elder Dragon to blanket your enemies in darkness...
"Getting a BA will set you up for success." -Ancient Proverb
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Necrolord
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Orkus
This is very helpful. I have trouble remembering trio runes. I'll use this when I get another game. But mostly, I just use Trio runes to cause havoc and see how many guys I can kill at once. I once killed The Water Sage with a Death Bullet or one of those fire meteorites (don't know the name) in one shot.
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Naggy
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Yeah, one of my favorite things about this game is the large amount of unique spells you can play around with. Even if some aren't as good as the others, they're still fun to use in certain scenarios.

A lot of the flashier ones actually aren't very good, but its fun to go out of your way to make them viable with buffs and such.

By the way Necrolord, if you ever have any questions or want something explained in depth, feel free to use the FAQs Topic. I haven't updated the Getting Started board in awhile, but I actually really enjoy explaining things so please feel free to ask questions. I'd like to get this board completely filled up with questions ranging from common questions to advanced or situational ones.

Suggestions are appreciated! Thanks man.
"Getting a BA will set you up for success." -Ancient Proverb
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