Overview
Runes are magical inscriptions carved directly into weapons, armor, and shields by specialists called Runescribers. They provide combat-focused enhancements distinct from Magic Items, which grant capabilities and utility.
Equipment Slots
Each piece of equipment has 4 inscription slots. Runes consume slots based on their tier:
- T1 rune: 1 slot
- T2 rune: 2 slots
- T3 rune: 3 slots
- T4 rune: 4 slots
Socketable Equipment:
- Weapons (any category)
- Armor (any type)
- Shields (any size)
Not Socketable:
- Magic Items (already enchanted)
- Artifacts (unique items)
- Any equipment not listed above
Inscription Process 📝
TODO
Weapon Runes
| Rune Name | Restrictions | Description |
|---|---|---|
| Elemental Damage | - | Add Fire/Ice/Shock/Acid/Poison damage to attacks |
| Critical Range | - | Expand critical hit range |
| Critical Bleed | - | Critical hits cause Persistent Bleed |
| Armor Penetration | - | Ignore target’s DR |
| Vampiric | - | Heal HP on successful attacks |
| Knockback | - | Push targets on hit |
| Range Extension | Ranged only | Increase weapon range with special effects |
| Flurry | - | Reduce AP cost of second attack |
Elemental Damage
Add typed damage to weapon attacks. Choose Fire, Ice, Shock, Acid, or Poison when inscribing.
| Tier | Effect |
|---|---|
| T1 | +1d6 [type] damage |
| T2 | +2d6 [type] damage |
| T3 | +3d6 [type] damage |
| T4 | +4d6 [type] damage + special rider |
| T4 Riders by Type: |
- Fire: Target takes 4 Persistent Fire damage per round
- Ice: Target Slowed for 1 round
- Shock: Target loses 1 AP next turn
- Acid: Each hit reduces target’s DR by 1 for remainder of combat (cumulative)
- Poison: Target takes 4 Persistent Poison damage per round
Special: Can also be applied to shields for typed Shield Bash damage.
Critical Range
Expand critical hit range on attacks.
| Tier | Effect |
|---|---|
| T1 | Critical range ≤06 |
| T2 | Critical range ≤07 |
| T3 | Critical range ≤08 |
| T4 | Critical range ≤09 |
| Note: Stacks with Critical Focus perk. |
Critical Bleed
Critical hits cause Persistent Bleed damage.
| Tier | Effect |
|---|---|
| T1 | Critical hits cause 5 Persistent Bleed |
| T2 | Critical hits cause 8 Persistent Bleed |
| T3 | Critical hits cause 11 Persistent Bleed |
| T4 | Critical hits cause 14 Persistent Bleed |
Armor Penetration
Ignore target’s damage reduction.
| Tier | Effect |
|---|---|
| T1 | Ignore 1 DR |
| T2 | Ignore 2 DR |
| T3 | Ignore 3 DR |
| T4 | Ignore 4 DR |
Vampiric
Heal HP on successful weapon attacks.
| Tier | Effect |
|---|---|
| T1 | Heal 1d4 HP per hit |
| T2 | Heal 2d4 HP per hit |
| T3 | Heal 3d4 HP per hit |
| T4 | Heal 4d4 HP per hit |
Knockback
Push targets on successful hits. Player chooses direction and distance (including 0).
| Tier | Effect |
|---|---|
| T1 | Push target up to 1 hex |
| T2 | Push target up to 2 hexes |
Range Extension
Increase weapon range with additional effects at higher tiers. Ranged weapons only.
| Tier | Effect |
|---|---|
| T1 | +2 hex range |
| T2 | +4 hex range; attacks don’t reveal position when hidden |
| T3 | +6 hex range; critical range expands by 1 when attacking beyond weapon’s base range |
| T4 | +8 hex range; critical range expands by 2 when attacking beyond weapon’s base range |
Flurry
Reduce action point cost of second attack each round.
| Tier | Effect |
|---|---|
| T2 | Second attack costs 2 AP instead of 3 |
Armor Runes
| Rune Name | Restrictions | Description |
|---|---|---|
| Elemental Resistance | - | Resist specific damage type |
| Mobility | - | Reduce armor penalties |
| Regeneration | - | Heal HP each turn |
| Protection vs Blind | - | Protection against Blinded status |
| Protection vs Slow | - | Protection against Slowed status |
| Protection vs Stun | - | Protection against Stunned status |
| Protection vs Fright | - | Protection against Frightened status |
| Protection vs Poison | - | Protection against Poisoned status |
| Protection vs Paralysis | - | Protection against Paralyzed status |
| Reaction Enhancement | - | Gain extra Reaction Points |
| Efficient Dodge | - | Free or advantaged Dodge reactions |
Elemental Resistance
Resist specific damage type. Choose Fire, Ice, Shock, Acid, or Poison when inscribing.
| Tier | Effect |
|---|---|
| T1 | Resist 3 [type] |
| T2 | Resist 6 [type] |
| T3 | Resist 9 [type] |
| T4 | Resist 12 [type] |
Mobility
Reduce armor penalties to Agility, Thievery, Spellcasting, and Athletics. Cannot reduce penalties below 0.
| Tier | Effect |
|---|---|
| T1 | Reduce armor penalties by 5 |
| T2 | Reduce armor penalties by 8 |
| T3 | Reduce armor penalties by 12 |
| T4 | Reduce armor penalties by 15 |
Regeneration
Heal HP at the start of your turn in combat.
| Tier | Effect |
|---|---|
| T1 | Heal 1 HP per turn |
| T2 | Heal 2 HP per turn |
| T3 | Heal 3 HP per turn |
| T4 | Heal 4 HP per turn |
Protection vs Blind
Protection against Blinded status effect.
| Tier | Effect |
|---|---|
| T1 | Advantage on saves vs Blinded |
| T2 | Immunity to Blinded |
Protection vs Slow
Protection against Slowed status effect.
| Tier | Effect |
|---|---|
| T1 | Advantage on saves vs Slowed |
| T2 | Immunity to Slowed |
Protection vs Stun
Protection against Stunned status effect.
| Tier | Effect |
|---|---|
| T1 | Advantage on saves vs Stunned |
| T2 | Immunity to Stunned |
Protection vs Fright
Protection against Frightened status effect.
| Tier | Effect |
|---|---|
| T1 | Advantage on saves vs Frightened |
| T2 | Immunity to Frightened |
Protection vs Poison
Protection against Poisoned status effect.
| Tier | Effect |
|---|---|
| T1 | Advantage on saves vs Poisoned |
| T2 | Immunity to Poisoned |
Protection vs Paralysis
Protection against Paralyzed status effect.
| Tier | Effect |
|---|---|
| T1 | Advantage on saves vs Paralyzed |
| T2 | Immunity to Paralyzed |
Reaction Enhancement
Gain extra Reaction Points per round.
| Tier | Effect |
|---|---|
| T2 | +1 RP per round |
| T3 | +2 RP per round |
Efficient Dodge
Reduce cost or improve effectiveness of Dodge reactions.
| Tier | Effect |
|---|---|
| T2 | First Dodge per round costs 0 RP |
| T4 | First Dodge per round costs 0 RP and gains Advantage |
Shield Runes
| Rune Name | Restrictions | Description |
|---|---|---|
| Bash Enhancement | - | Improve Shield Bash damage and effects |
| Retribution | - | Damage enemies who attack you |
| Anchoring | - | Immunity to forced movement |
Bash Enhancement
Improve Shield Bash damage and knockback effects.
| Tier | Effect |
|---|---|
| T1 | Shield Bash +1d4 damage |
| T2 | Shield Bash +2d4 damage |
| T3 | Shield Bash +3d4 damage, knock target back 1 hex |
| T4 | Shield Bash +4d4 damage, knock target back 2 hexes |
| Special: Shields can also use Elemental Damage weapon runes for typed Shield Bash damage. |
Retribution
Enemies who attack you (hit or miss) automatically take damage.
| Tier | Effect |
|---|---|
| T1 | Enemies take 1 damage when attacking you |
| T2 | Enemies take 2 damage when attacking you |
| T3 | Enemies take 4 damage when attacking you |
| T4 | Enemies take 7 damage when attacking you |
Anchoring
Immunity to forced movement effects (including unwilling teleportation) while wielding shield.
| Tier | Effect |
|---|---|
| T2 | Immune to forced movement and knockback |