Runes
The eighteen rune families, how rune levels scale, and how setting, combining, attunement and runewords work.
Runes are carved stones that fall from slain creatures. Set into a socket on a piece of equipment by a guild merchant, a rune gives a lasting bonus while that piece is worn or wielded. No class is barred from any rune, though the equipment holding it keeps its own requirements.
A rune's name gives its level. Its effects grow with that level, each from the level where it first appears. The five levels are:
| Level | Name |
|---|---|
| 1 | Cracked |
| 2 | Carved |
| 3 | Gleaming |
| 4 | Radiant |
| 5 | Perfect |
The eighteen families#
Every rune belongs to one of eighteen families. The number in brackets after each effect is the first rune level that gives it; from there it grows by one step a level. A stat steps by one point, a percentage by one percent, health and spell points by twenty, stamina by eight and armor class by ten.
| Family | Rune | What it gives |
|---|---|---|
| Gar | Rune of Might | Strength (1), damage percent (2), critical damage percent (3) |
| Vel | Rune of Grace | Agility (1), accuracy percent (2), dodge percent (3) |
| Thal | Rune of Fortitude | Constitution (1), maximum health (2), armor class (3) |
| Mir | Rune of Insight | Wisdom (1), maximum spell points (2), spell damage (3) |
| Ael | Rune of Brilliance | Intelligence (1), magic spell bonus (2), spell damage (3) |
| Fen | Rune of Presence | Charisma (1), threat (2), shop prices (3) |
| Lux | Rune of Fortune | Luck (1), experience percent (2), world drop percent (3) |
| Wyn | Rune of Vitality | Maximum stamina (1), critical chance percent (2), stamina per style swing (4) |
| Zor | Rune of Flame | Heat resistance (1), heat spell bonus (2) |
| Keth | Rune of Frost | Cold resistance (1), cold spell bonus (2) |
| Rath | Rune of Storm | Shock resistance (1), shock spell bonus (2) |
| Vex | Rune of Shadow | Void resistance (1), void spell bonus (2), lifesteal percent (3) |
| Rin | Rune of the Bulwark | Blunt and cutting resistance (1), thrusting and pierce resistance (2), trauma resistance (3) |
| Mor | Rune of Venom | Poison resistance (1), poison spell bonus (2), disease resistance (3) |
| Syl | Rune of the Mind | Psionic resistance (1), psionic spell bonus (2), sonic resistance (3) |
| Kaz | Rune of Corrosion | Acid resistance (1), acid spell bonus (2), gas resistance (3) |
| Sol | Rune of Radiance | Holy resistance (1), magic resistance (2), maximum health and spell points (3) |
| Dur | Rune of Iron | Armor class (1), travel stamina percent (2), water resistance (3) |
A Perfect Rune of Might gives +5 strength, +4% damage and +3% critical damage. A
Perfect Rune of Fortitude gives +5 constitution, +80 maximum health and +30
armor class. ooc <rune> shows exactly what a rune gives at its level and what
it gains at higher ones.
Some effects depend on what holds the rune. Presence raises the threat you draw when set in a weapon, and lowers it when set in armor or jewelry. Vitality lowers the stamina a fighting style costs, never a plain swing's, and never takes a style below the cost of a plain swing. A Rune of Iron's travel discount never takes a journey below the cost of an easy road.
Finding runes#
Runes drop from slain creatures 2% of the time up to creature level 50, and 3% from level 51. Rune drops roll apart from the ordinary loot. A kill ten or more levels beneath you gives none.
When a rune drops, its level leans hard toward the bottom. Across the five levels the weights run 55, 27, 12, 5 and 1, shared out over whatever levels the creature can give. Weak creatures cannot give high runes at all.
| Creature level | Highest rune it can drop |
|---|---|
| 1 to 10 | Cracked |
| 11 to 30 | Carved |
| 31 to 50 | Gleaming |
| 51 to 70 | Radiant |
| 71 and above | Perfect |
A Perfect rune is about one rune in a hundred from the hardest creatures, and runes are a rare drop to begin with.
Combining#
Three runes of the same family and level forge into one rune of the next level
with combine <rune>. Name one; the command finds the other two in your
inventory. The three are used up, and the forging costs gold coins from your
purse, rising steeply with the level made.
| Forging | Cost |
|---|---|
| Three Cracked into one Carved | 2,205 gold |
| Three Carved into one Gleaming | 8,405 gold |
| Three Gleaming into one Radiant | 18,605 gold |
| Three Radiant into one Perfect | 32,805 gold |
Perfect runes cannot be combined further.
Sockets#
Only a guild merchant sets a rune; players cannot set their own unless they
are merchants. Bring the rune and the piece to a merchant at the mender's bench
in the Mender's Workshop off Merchant Way, and agree the fee before the work
starts. The list fee is 12 gold a rune, and a merchant may ask up to 2
platinum; tariff workshops shows today's prices. Merchants can set runes from
level 5. A plain item name means the piece you are wearing before one in your
pack.
A set rune never comes out again, so choose its home with care. The practice stone from a guild lesson is the one exception to the merchant rule: ask the trainer who gave it about the rune, and the trainer sets it.
Sockets are rolled when a world drop is made, from its quality; see world drops. How many an item can hold depends on its slot.
| Sockets | Slots |
|---|---|
| 3 | Body armor, two-handed weapons |
| 2 | Head, shield, legs, one-handed weapons |
| 1 | Shoulders, back, undershirt, arms, forearms, hands, waist, feet, ring, amulet, necklace, trinket |
| 0 | Bracelet, codpiece |
A merchant of level 90 can also have the guild's gem cutters open one more socket in a weapon or piece of armor, up to that slot's limit. Each piece can have a socket cut only once, the piece must not be worn, and the list price is 550 platinum. The new socket is empty; setting a rune in it is separate work.
Rune bonuses count only while the item is worn or wielded.
Ceilings#
Every effect has a ceiling, the most all your runes together can give. Attunement and runeword bonuses count toward it.
| Effect | Ceiling |
|---|---|
| Any stat, and luck | +20 |
| Maximum health, maximum spell points | +250 each |
| Maximum stamina | +100 |
| Armor class | +150 |
| Damage percent | +20% |
| Accuracy percent, critical chance percent | +25% each |
| Critical damage percent | +30% |
| Dodge percent | +10% |
| Lifesteal percent | +5% |
| Stamina per style swing | 2 less |
| Travel stamina percent | 25% less |
| Experience percent | +15% |
| World drop percent, shop prices | 25% each |
| Threat drawn, threat shed | 30% each |
| Spell damage, all types | +10 |
| Any one resistance | +25% |
| Any one spell bonus | +25 |
A rune is never wasted against these limits. If every effect a rune offers is already at its ceiling, the merchant cannot set it and the rune stays with you. A rune that still adds anything at all can be set.
Attunement#
Three or more set runes of one family, worn together, strengthen that family's bonus by a quarter; five or more strengthen it by half. The boost is applied before the ceilings, so it can carry you to a ceiling but not past one.
Attunement rewards repeating a family; mixing families gives you more kinds of effect. Check your totals against the ceilings before choosing another rune.
Runewords#
If the runes filling every socket of one item spell a known sequence, in order, the item becomes a runeword and gives a named bonus on top of the runes' own. Both the socket order and the kind of item must match the table. The runeword takes effect when its last rune is set.
| Runeword | Sequence | Item | Bonus |
|---|---|---|---|
| Warlord | Might, Grace, Vitality | Weapon | +2% damage, +2% critical chance |
| Spellblade | Brilliance, Iron | Weapon | +2 spell damage, +2% accuracy |
| Gravewhisper | Shadow, Venom, Mind | Weapon | +1% lifesteal, +2 void spell bonus |
| Juggernaut | Fortitude, Bulwark, Iron | Armor | +20 armor class, +2% blunt, cutting and thrusting resistance |
| Stormheart | Storm, Frost, Flame | Armor | +3% heat, cold and shock resistance |
| Sentinel | Fortitude, Presence, Iron | Armor | +4% threat drawn, +10 armor class |
| Silver Tongue | Presence, Fortune | Jewelry | 3% better shop prices |
| Ghostwalk | Presence, Shadow | Jewelry | 4% less threat drawn |
| Prospector | Fortune, Fortune | Any | +2% world drop chance, +2% experience |
A finished runeword adds its name to the item. runes <item> shows it.
Command summary#
| Command | What it does |
|---|---|
runes |
Your rune totals against their ceilings, attunement, runewords and sockets |
runes <item> |
One piece: each socket and what is in it |
settings runes |
Choose how runes is laid out |
combine <rune> |
Forge three matching runes into the next level |
ooc <rune> |
Full detail on one rune |
socket <rune> into <item> for <client> |
Merchants: set a client's rune for good |
socket <item> for <client> |
Merchants of level 90: cut a new socket |