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ON-icon-skill-Dark Magic-Rune Prison.png Rune Prison
Line Dark Magic
Line Rank 20 Cost 3510 Magicka
Cast Time Instant Duration 3 seconds
Target Enemy
Range 28 meters
Morphs
Morph ON-icon-skill-Dark Magic-Rune Cage.png Rune Cage
Deals damage when effect completes.
ON-icon-skill-Dark Magic-Defensive Rune.png Defensive Rune
Cast spell on self, stunning the next enemy who attacks you.
Notes
Magicka/Stamina Cost is based on a character of Level 50 Champion Points160. Damage values are based on Max Magicka/Stamina 7958, Max Health 8744, and Weapon/Spell Damage 1037.
Rune Prison: Cost: [3780 / 3690 / 3600 / 3510] Magicka.
Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. This stun cannot be blocked.
Rune Cage: Imprison an enemy in a constricting sphere of dark magic. After a short duration they are stunned for 3 seconds. Deals [2326 / 2351 / 2377 / 2401] Magic Damage if the stun lasts the full duration. This stun cannot be blocked.
Defensive Rune: Duration: [60 / 80 / 100 / 120] seconds, Target: Self.
Place a rune of protection on yourself for [1 / 1.3 / 1.7 / 2] minutes. While active, the next enemy to attack you is imprisoned in a constricting sphere of dark magic, stunning them after a short delay for 3 seconds. This stun cannot be blocked.

Rune Prison conjures a sphere of dark magic to disorient an enemy. The duration of the effect is fairly long for a crowd control ability. The Rune Cage morph will do damage if it lasts the entire time. Defensive Rune is cast on yourself and applies the effect to the next enemy who attacks you.

NotesEdit

  • Defensive Rune was previously called Weakening Prison, with the same effect. Presumably it was changed to avoid confusion with the Encase morphs.

Patch NotesEdit

* Persistence: Fixed an issue this passive ability. It now properly increases the duration of the Rune Prison ability.
* Rune Cage: This ability will no longer break due to damage over time. Each rank of Rune Cage now increases the disorient duration.
  • Weakening Prison: This ability now puts an aura of protection on you that lasts for one minute. The first player character to attack you during that one minute will be put in a Rune Prison. Each additional rank increases the duration of the aura by 20 seconds.
* Rune Prison: This ability and its morphs are no longer 30-second disorients. Instead, they are 2.5-second stuns that cannot be blocked or dodged, and they can be placed on multiple targets. This ability and its morphs can also no longer be cast on a crowd-control immune enemy, and we increased the cost of this ability and its morphs by approximately 75%.
  • Defensive Rune: The buff applied by this morph will no longer be consumed when you are attacked by a crowd-control immune enemy.
  • Rune Cage: This morph now deals damage to the enemy if the stun lasts its full duration.
  • The Defensive Rune morph continues to place a buff on you that will stun the next enemy that damages you.
    • Developer Notes: We wanted to separate the function of abilities into more distinct roles. Crystal Shards was overloaded since it had high damage, instant cast, stun, reduced cost. Now if the sorcerer wants a stun they have to either go through a cast time or deal reduced damage.
* Fixed an issue where the following abilities and their morphs could not be cast against blocking enemies:
* Fixed an issue where the following abilities (and their associated morphs) could not be cast against an enemy player with the Shield Wall ability active:
* Rune Prison: Increased the duration of the stun applied by this ability and its morphs to 5 seconds from 2.5 seconds.
  • Rune Cage: This morph now deals its damage when the stun ends (i.e.: if it is broken early or if the ability ends naturally), instead of when the stun completes.
* Decreased the duration of the stun applied by this ability and its morphs to 3.5 seconds from 5 seconds.
  • This ability and its morphs can now be dodged.
  • Rune Cage:
    • Decreased the damage done from this ability by approximately 20%.
    • This ability now only deals damage if the stun lasts for its full duration.
      • Developer Comment: We have more changes planned for this ability in a future patch that will improve the messaging of when the stun will apply.
* Reduced the duration of this ability to 2 seconds from 3.5 seconds.
* Fixed an issue where you could still attempt to cast abilities like Petrify or Rune Prison against enemies that were immune to crowd control from the Unstoppable ability or Unstoppable potions.
  • This ability and its morphs now stun the target after 1.2 seconds; a new visual effect will display on the target to indicate this effect. The initial application of this effect cannot be dodged, but if the target is dodging after 1.2 seconds they will avoid the stun.
  • Increased the duration of the stun to 3 seconds from 2 seconds.
  • Rune Cage: Increased the damage done if the target fails to use Break Free before the stun ends by approximately 22%.
    • Developer Comment: We wanted to clearly telegraph when this stun is coming since it doesn’t use a projectile to indicate when it applies. You should now have some time to respond or prepare defenses.
* Defensive Rune (morph): Fixed an issue where this ability's stun could ignore Line of Sight or range.