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 NameRestrictionsDescription
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 ExtensionRanged onlyIncrease 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.

TierEffect
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.

TierEffect
T1Critical range ≤06
T2Critical range ≤07
T3Critical range ≤08
T4Critical range ≤09
Note: Stacks with Critical Focus perk.

Critical Bleed

Critical hits cause Persistent Bleed damage.

TierEffect
T1Critical hits cause 5 Persistent Bleed
T2Critical hits cause 8 Persistent Bleed
T3Critical hits cause 11 Persistent Bleed
T4Critical hits cause 14 Persistent Bleed

Armor Penetration

Ignore target’s damage reduction.

TierEffect
T1Ignore 1 DR
T2Ignore 2 DR
T3Ignore 3 DR
T4Ignore 4 DR

Vampiric

Heal HP on successful weapon attacks.

TierEffect
T1Heal 1d4 HP per hit
T2Heal 2d4 HP per hit
T3Heal 3d4 HP per hit
T4Heal 4d4 HP per hit

Knockback

Push targets on successful hits. Player chooses direction and distance (including 0).

TierEffect
T1Push target up to 1 hex
T2Push target up to 2 hexes

Range Extension

Increase weapon range with additional effects at higher tiers. Ranged weapons only.

TierEffect
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.

TierEffect
T2Second attack costs 2 AP instead of 3

Armor Runes

Rune NameRestrictionsDescription
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.

TierEffect
T1Resist 3 [type]
T2Resist 6 [type]
T3Resist 9 [type]
T4Resist 12 [type]

Mobility

Reduce armor penalties to Agility, Thievery, Spellcasting, and Athletics. Cannot reduce penalties below 0.

TierEffect
T1Reduce armor penalties by 5
T2Reduce armor penalties by 8
T3Reduce armor penalties by 12
T4Reduce armor penalties by 15

Regeneration

Heal HP at the start of your turn in combat.

TierEffect
T1Heal 1 HP per turn
T2Heal 2 HP per turn
T3Heal 3 HP per turn
T4Heal 4 HP per turn

Protection vs Blind

Protection against Blinded status effect.

TierEffect
T1Advantage on saves vs Blinded
T2Immunity to Blinded

Protection vs Slow

Protection against Slowed status effect.

TierEffect
T1Advantage on saves vs Slowed
T2Immunity to Slowed

Protection vs Stun

Protection against Stunned status effect.

TierEffect
T1Advantage on saves vs Stunned
T2Immunity to Stunned

Protection vs Fright

Protection against Frightened status effect.

TierEffect
T1Advantage on saves vs Frightened
T2Immunity to Frightened

Protection vs Poison

Protection against Poisoned status effect.

TierEffect
T1Advantage on saves vs Poisoned
T2Immunity to Poisoned

Protection vs Paralysis

Protection against Paralyzed status effect.

TierEffect
T1Advantage on saves vs Paralyzed
T2Immunity to Paralyzed

Reaction Enhancement

Gain extra Reaction Points per round.

TierEffect
T2+1 RP per round
T3+2 RP per round

Efficient Dodge

Reduce cost or improve effectiveness of Dodge reactions.

TierEffect
T2First Dodge per round costs 0 RP
T4First Dodge per round costs 0 RP and gains Advantage

Shield Runes

Rune NameRestrictionsDescription
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.

TierEffect
T1Shield Bash +1d4 damage
T2Shield Bash +2d4 damage
T3Shield Bash +3d4 damage, knock target back 1 hex
T4Shield 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.

TierEffect
T1Enemies take 1 damage when attacking you
T2Enemies take 2 damage when attacking you
T3Enemies take 4 damage when attacking you
T4Enemies take 7 damage when attacking you

Anchoring

Immunity to forced movement effects (including unwilling teleportation) while wielding shield.

TierEffect
T2Immune to forced movement and knockback