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Wiki Systems Runes

Runes

The eighteen rune families, how rune levels scale, and how socketing, combining, attunement and runewords work.

Runes are carved stones that fall from slain creatures. Pressed into a socket on a piece of equipment, a rune grants a lasting bonus for as long as that piece is worn or wielded. No class is barred from any rune, so a spread of runes is one of the few parts of a character that is entirely your own choice.

A rune's power depends on its level and nothing else. The five levels are worn in the rune's name, and every effect moves by exactly one even step per level from the level it wakes at, so there are no surprises and no sudden jumps.

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 rune level at which that effect wakes; from there it grows by one step per level. A stat effect steps by one point, a percentage effect by one percent, health and spell power by twenty, stamina by eight and armour class by two.

Family Rune What it grants
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), armour class (3)
Mir Rune of Insight Wisdom (1), maximum spell power (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 power (3)
Dur Rune of Iron Armour class (1), travel stamina percent (2), water resistance (3)

A Perfect Rune of Might therefore gives +5 strength, +4 percent damage and +3 percent critical damage. A Perfect Rune of Fortitude gives +5 constitution, +80 maximum health and +6 armour class. Read any rune with ooc <rune> to see exactly what it grants at its current level.

Two effects care where they live. A Rune of Presence socketed into a weapon draws enemies' attention to you; the same rune in armour or jewellery turns their eyes away. A Rune of Vitality's deepest gift discounts the stamina cost of fighting styles only, never of a plain swing, and it can never take a style below the cost of a normal swing. A Rune of Iron's travel discount likewise never takes a journey below the cost of an easy road.

Finding runes#

Runes drop from slain creatures at 2 percent up to creature level 50, and 3 percent from level 51 upward. That is the only knob; runes do not come out of the ordinary loot categories. As with everything else, a kill ten or more levels beneath you yields nothing.

When a rune does drop, its level is weighted heavily toward the bottom. Across the five levels the weighting runs 55, 27, 12, 5 and 1, renormalised over whatever levels the creature is capable of yielding. Weak creatures simply cannot produce high runes at all.

Creature level Highest rune level obtainable
1 to 10 Cracked
11 to 30 Carved
31 to 50 Gleaming
51 to 70 Radiant
71 and above Perfect

A Perfect rune is therefore roughly a one-in-a-hundred rune off the very hardest creatures, on top of the rune drop being rare to begin with.

Combining#

Three runes of the same family and the same level forge into one rune of the next level with combine <rune>. The command finds the other two matching runes in your inventory itself; you only have to name one. The three are consumed and the forging costs gold, rising steeply with the level produced.

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. The steady flood of low runes from everyday hunting is what feeds the forge.

Sockets#

A socket is permanent housing, not consumption. socket <rune> into <item> fills the first empty socket; unsocket <item> <number> frees the rune again, whole and unharmed, for a fee of fifty gold per point of the rune's form. Use runes <item> to see the socket numbers.

Sockets are rolled when a world drop is created, from its quality. How many an item can hold at most depends on its slot.

Sockets Slots
3 Body armour, 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

Socketed bonuses only count while the item is worn or wielded. runes on its own lists every socketed rune you have equipped, your attunement, and your running totals.

Ceilings#

Every effect has a ceiling, which is the most your entire outfit of runes can ever give you. Attunement and runeword bonuses count toward it.

Effect Ceiling
Any stat, and luck +20
Maximum health, maximum spell power +250 each
Maximum stamina +100
Armour class +30
Damage percent +20 percent
Accuracy percent, critical chance percent +25 percent each
Critical damage percent +30 percent
Dodge percent +10 percent
Lifesteal percent +5 percent
Stamina per style swing -2
Travel stamina percent 25 percent
Experience percent +15 percent
World drop percent, shop prices 25 percent each
Threat drawn, threat shed 30 percent each
Spell damage, all types +10
Any single resistance +25 percent
Any single spell bonus +25

You cannot waste a rune against these limits. If every effect a rune offers is already at its ceiling, socket refuses it and tells you so, and the rune stays in your hands for a better home. A rune that still adds anything at all is accepted.

Attunement#

A family answers devotion. Three or more socketed runes of one family, worn together, strengthen that family's contribution by a quarter; five or more strengthen it by half. The boost is applied before the ceilings, so it can carry you to a cap but not past one.

Spreading families wide buys variety and stacking one deep buys attunement. Where the trade stops paying is decided by the ceilings.

Runewords#

If the runes filling every socket of a single item spell a known sequence, in order, the item resonates into a runeword and grants a named bonus on top of what the runes themselves carry. The order matters, and so does the kind of item: words of war only wake in weapons, words of stone in armour, and quieter words in jewellery.

Runeword Sequence Host Bonus
Warlord Might, Grace, Vitality Weapon +2 percent damage, +2 percent critical chance
Spellblade Brilliance, Iron Weapon +2 spell damage, +2 percent accuracy
Gravewhisper Shadow, Venom, Mind Weapon +1 percent lifesteal, +2 void spell bonus
Juggernaut Fortitude, Bulwark, Iron Armour +4 armour class, +2 percent blunt, cutting and thrusting resistance
Stormheart Storm, Frost, Flame Armour +3 percent heat, cold and shock resistance
Sentinel Fortitude, Presence, Iron Armour +4 percent threat drawn, +2 armour class
Silver Tongue Presence, Fortune Jewellery 3 percent better shop prices
Ghostwalk Presence, Shadow Jewellery 4 percent quieter to enemies
Prospector Fortune, Fortune Any +2 percent world drop chance, +2 percent experience

In game the sequences are not written down anywhere common. Merchants trained in runeread trade in rumours of them, and when you strike one you will know: the runes flare as one and the item bears the word thereafter.

Command summary#

Command What it does
runes Show socketed runes, attunement and totals
runes <item> Show sockets and socket numbers on one item
socket <rune> into <item> Socket a rune into an empty socket
unsocket <item> <number> Free the rune in that socket, for gold
combine <rune> Forge three matching runes into the next level
ooc <rune> Full detail on one rune