Rune Tiles

Recipe Instructions
Below, the ingredients are listed in the order, quantity, and sequence you need to add them to the pot.

The colour phases are:

[COMING SOON]

Template
Type some text here.

Attack
The following tiles are triggered when a specific type of attack is executed of a class and an enemy is hit with the attack.

Heal Tiles
The following tiles are used to indicate a specific type of heal behaviour of an class.

Hits Per Second
The hits per second tiles are triggered by counting how many times you hit any enemy every second. Damage over time hits like poison and affliction do not count. Somewhere on the background of the game it keeps track of how many times you hit an enemy every second. This is relative to nothing but some background clock ticking every second. Which will mean if you for example hit something every 0.8 seconds you will get the effect of the detected amount of hits per second varying. An example:
 * Background clock is on 0.3 seconds and you hit the enemy. That is a count of 1.
 * Clock comes on 1.0 second and gives you no tile because 1 hit each second does not exist.
 * Then You hit the enemy again on 1.1 seconds
 * And you hit any enemy again on 1.9 seconds. That is 2 hits so far in this second.
 * Clock hits 2.0 seconds and you get the ᛗ tile to proc (2 hits per second)

Attack Delay
Delay tiles are unlike hits per second tiles keeping track of how long you did not attack an enemy. This starts from 1 second not attacking.

Attacks Recieved
The following tiles are triggered by enemies damaging the player in some way.

Attack Multiple Targets
There is a special group of tiles that trigger if you hit X amount of enemies within 1 second. (Getting hit and blocking with warrior shield counts as hitting an enemy.)

Other tiles
The remaining tiles that don't have a category or their way of triggering is unknown.

Tileset 102: Rune Tileset Creation
Rune Tileset Artificing

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