Runes are a category of powerup added in Skulltag. Unlike those of powerup spheres, runes’ powers have a permanent duration, but only one rune may be held by a player at any one time. Picking up a different rune will automatically replace any rune that the player already had. Because of their permanence, runes typically grant only half as much power as an analogous sphere. In the Cooperative and Survival game modes, runes will persist between levels.
Doubles the damage done by the player.
Halves all damage done to the player.
Allows the player to pick up all health items until his maximum health is reached. This results in medikits’ healing him beyond 100%, for example. On top of this, the carrier of this rune has his maximum health and maximum armour set to 250%.
Increases (up to doubling) the player’s attack speed.
Note that Rage literally divides the duration of every frame of the player’s attack sequence by two. Unlike normal integer division (always rounding down to the next integer), halved durations are rounded up; therefore, any weapon with an odd duration in its attacking states will be sped up by a factor less than two.
These are the approximate factors by which sustained fire is sped up for each weapon:
BFG10k: 2.000 (1.750 for charging alone)
At no additional ammo cost the player fires three shots instead of one; one straight and the other two at 45 degree angles.
Slowly regenerates the player’s health at a rate of 5 points per second up to his base health (as increased by max. health bonuses).
75% of the damage done to the player is inflicted upon the attacker, rounded down. Full damage is still done to the player.
Gives half of the damage done by the player back to him as health.
Doubles the player’s jump velocity (quadrupling jumping height).
Doubles the player’s speed.