Runes: Difference between revisions

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|Beauty||Your physical attacks deal emotional damage equal to 1d4 + your Charisma modifier, but you no longer deal physical damage. This damage cannot crit.||
|Beauty||Your physical attacks deal emotional damage equal to 1d4 + your Charisma modifier, but you no longer deal physical damage. This damage cannot crit.||
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|Bloodless||You become immune to bleed, poison, and disease damage, and the physical damage from critical hits is reduced by 30%.||Does not work with Bloodmage.
|Bloodless||You take half damage from bleed, poison, and disease damages, and the physical damage from critical hits is reduced by 30%. Reckless Assault no longer self-harms.||Does not work with Bloodmage.
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|Bloodmage||Your arcane spell casts are infinite but cost health equal to 30 plus 6 per spell level. Blood Apostle spells also deal bleed damage to enemies instead of physical.||
|Bloodmage||Your arcane spell casts are infinite but cost health equal to 30 plus 6 per spell level. Blood Apostle spells also deal bleed damage to enemies instead of physical.||
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|Phoenix||Converts half of fire damage dealt into Radiant damage.||
|Phoenix||Converts half of fire damage dealt into Radiant damage.||
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|Pledge||Lightning, Poison, Fire and Hellfire Damage is reduced by 50%.||
|Pledge||Lightning, Fire and Hellfire Damage is reduced by 50%.||
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|Predator||After leaving stealth, gain +2 AB, +4 physical damage, and +1 APR for 1 round. Shadeling is enhanced 10%.||
|Predator||After leaving stealth, gain +2 AB, +4 physical damage, and +1 APR for 1 round. Shadeling is enhanced 10%.||

Revision as of 00:47, 27 December 2024

Runes & Runecrafting

What Are Runes?

Runes are significant words of power that, when shaped into a proper combination, give extremely potent effects to the blood who happens to make (or buy) them. They can shape the way one approaches combat, empower already existing powers, twist one's capabilities into a new form, or something entirely strange or unseen. Runes are very difficult to research, requiring banks of jink, warehouses of arcane dust and a proper greybeard bonebox to fit them all together into a good combination, as it's not just randomly fitting runes onto an item... or is it? Very rarely, some lone, barmy, grimy rich enchanter begins their journey to discover the runes, but most are discovered and researched by crafting guilds, pouring resources and jink into finding the latest, bleeding edge rune before the others.


Remember, berk, knowledge is power.


The Rune Workbench in the Tower of Mysticism


What are Runes Mechanically?

Runes and runecrafting are a two-sided crafting system: research of runes and actual crafting of runic gear. You make rune words (namely in the Tower of Mysticism (colloquially known as Tabor's Tower or the Wizard's Tower) in Tradegate) on the Runes crafting bench, which you then slot into suitable gear with rune slots. While seemingly simple, the system has many hidden complexities. The system is very resource and gold intensive and is meant for a lategame progression.


Research of Runes

Runes are made from 39 possible individual rune words, arranged in a combination. However, not every rune word combination gives a rune that has a mechanical effect, in fact, many of them lack an actual effect. Runes can be made out of 2, 3 or 4 word combinations. Runes from 4 words are currently not implemented. Rune researchers individually test out all possible combinations, spending resources to try to discover actual runes which have a mechanical effect. Due to the cost and resource effort, as well as sheer number of possible combinations, rune research is usually done as a collaborative effort via in-character crafting guilds. The system doesn't memorize anything mechanically, you learn the actual combinations through trial and error, which you can repeat, keep to yourself, share or even sell. If you are dedicated to the research, it is heavily advised that you write down both your successes and failures in eg. a spreadsheet so you know where your research is headed. In fact, for 3 rune slots with 39 rune words, there are 59319 possible combinations, which is a very difficult (and expensive) task for a single person.


You will know you succeeded when the item you slot in the rune words has the rune name and the effect written in its description... but how does one even research the runes in practice?


Crafting of Runic Gear

When you either know of a guaranteed combination or you wish to research a rune combination, you must first craft an item from any of the crafting professions (Leatherworking, Platemail, Tailoring or Weaponsmithing). Runes will not work on jewelry. The material chosen must be Rune for as many rune slots you wish to have, eg. for a three rune slot item, you cannot have any other property other than the rune slots themselves as the Primary, Secondary and Tertiary material is Rune. Then, you use the rune words you had made and you slot them into the crafted item. If the combination is suitable, the rune will have an effect. If not, the trial and error continues. Rune words can be removed and reused up to a point where they are "stuck".


Rather than requiring a material, rune slots instead cost 100 additional Arcane Dust per slot added.

Quick Run-down (TL;DR)

  • Make an Item with Slots for Runes (Material is Rune)
  • Make Rune Words in Tower of Mysticism
  • Slot Runes into the Item
  • If researching, write down successes and failures
  • Repeat as necessary

Rune Words

Ali Eld Tir Nef Eth Ith Hof Tal Ral Ort Thu Amn Sol Sha Dol Com Hel Iol Lum Fal Pul Num Lem Umn Mal Ist Gul Ber Vex Ohm Sur Lok Jah Sur Cha Zod Ket Kek Bur

List of Runes

The list is non-exhaustive, intended to only show Runes but not their combinations. Runes may be missing until the list is updated. Additionally, since Runes are a continuous research effort by many different people, many of these runes may or may not be found by anyone.

Note: Some of the Runes may currently not work as intended, such as damage conversion Runes. Best inform yourself before seeking out specific Runes.
Note: The following lists are SPOILERS if you want to explore Runes yourself.


[Generously provided by the Sigil Enchanting Society and Signcroft Artisan's Guild]


List of Active Guilds/Characters and Their Discovered Runes

These lists are up to date and maintained by the very characters discovering runes. New ones might appear or old ones might disband, they are listed here purely for practicality and ease of access. If you or your guild would like to be listed here, please inform the Loremaster (Wiki) Team.


The lists below are the general list of all Runes unrelated to discovery.

2-Word Runes

Rune Name Description
Abyss Strong Magic Damage is reduced, the portion reduced is converted to a smaller amount of corruption damage.
Change When hit, you have a 10% chance to apply one of four beneficial, or one of two lesser detrimental effects to yourself.
Chaos Changes physical damage into a random damage element.
Cruelty Strong piercing attacks have their damage slightly reduced and that reduced portion is converted into bleed damage.
Decay You take 25% reduced blight and curse damage.
Dominion Strong bludgeoning attacks have their damage slightly reduced, and the amount reduced is converted into a lesser amount of emotional damage.
Furor Deal an additional 1d4 Chaotic damage against Lawful targets.
Haven You take 25% reduced Eldritch and Entropy damage.
Justice Deal an additional 1d4 Law Damage against Chaotic Target.
Malady Reduces the damage of strong acid attacks slightly, and converts the amount reduced into an equal amount of curse damage.
Mercy You no longer deal physical damage. Any divine damage you deal is doubled and converted into healing.
Opposition When fighting a lawful or chaotic opponent with a bludgeoning weapon; your total damage is reduced by 40%, but 20% is converted into law or chaos damage.
Paradise When hit, you have a 4% chance to heal for 4% of your max health. (Has no feedback, nor VFX.)
Prudence When hit, 3% chance to give your attacker a 33% chance to miss for 12 seconds.
Radiance Converts slashing damage into a slightly lesser amount of radiant damage.
Revelry When hit you have a 3% chance to gain haste for 3 rounds. (Has no feedback, nor VFX.)
Storm Converts your Fire damage into a slightly larger amount of Lightning Damage.
Strength Converts half of piercing damage into bludgeoning damage.
Wisdom When hit you have a 3% chance to daze the attacker for 1 round.

3-Word Runes

Rune Name Description Notes
Abracadabra A level 10 Arcane Trickster becomes unseen for 1 round after entering stealth.
Alliance Your spell damage no longer harms you or your allies.
Anima Blade A Weapon Master's Ki Focus also grants cosmic damage equal to the AB bonus.
Anima Veil A Weapon Master's Ki Focus also grants immunity to fear and concealment equal to 10x the AB bonus.
Annihilation The death of every nearby enemy increases all of your damage by 0.03%, up to a maximum of 15%, resetting upon your death. The stacks reset only upon dying and do not reset when the item is taken off. However, when the item is not worn, the benefit is removed and further stacks cannot be gathered until the item is reequipped. A total of 500 nearby enemy deaths is needed for the maximum bonus of 15%, which requires lengthy dungeoning or places such as the Blight of Ysgard, of course without dying.
An Exchange of Burdens Your healing from spells and abilities is doubled, but you take half of all damage you heal for.
Ascendancy Reduce most non-physical damage by 5.
Bait Gain 1d6 sneak attack. Defensive Stance no longer decreases movement speed. Challenging Shout is now an aura that can be toggled.
Beast 1% chance on attack to Summon an Ally from the Beastlands for 60 Seconds. You can have more then one ally at a time.
Beauty Your physical attacks deal emotional damage equal to 1d4 + your Charisma modifier, but you no longer deal physical damage. This damage cannot crit.
Bloodless You take half damage from bleed, poison, and disease damages, and the physical damage from critical hits is reduced by 30%. Reckless Assault no longer self-harms. Does not work with Bloodmage.
Bloodmage Your arcane spell casts are infinite but cost health equal to 30 plus 6 per spell level. Blood Apostle spells also deal bleed damage to enemies instead of physical.
Bramble When hit store a stack of brambles, up to 10, when you next deal a source of damage you deal an additional 3 piercing per stack.
Change When hit you have a 10% chance to apply one of Four Beneficial or one of Two Lesser Detrimental Effects to yourself. Has no feedback, nor VFX.
Companion Your animal companion and summons gain additional physical abilities equal to your combined mental abilities divided by four. These stats are hard stats and are not subject to the +12 cap. Companion does not affect the animal companion's scaling, as it is applied after.
Constrict Enemies that you successfully bind with Hold Monster and Mass Hold Monster take 10d10 force damage per round.
Cosmic Might Elemental spell damage deals an additional 20% cosmic damage.
Crazed Your barbarian Rage is extended by an additional 10 seconds and Frenzy by an additional 3 seconds.
Decimate Your critical threat range is decreased by 2 but your critical hit multiplier is increased by 1. Lowest threat range is 20.
Decoy As you enter stealth, briefly create a decoy of yourself that explodes with 10d10 emotional damage when harmed. 2 minute cooldown. Animus Shroud always triggers this rune.
Doom Your attacks have a 1% chance to polymorph your target into a random creature for a round.
Elusive Each time you are attacked, gain 1% chance to dodge. This stacks up to 10% and resets upon a successful Dodge. Has no feedback, nor VFX.
Enigma 8% Damage Reduction. Every damage type.
Eternal You heal for 100% of the last instance of damage taken over 6 rounds. This does not stack. Taking a new instance of damage during the 6 rounds will reset the effect, healing you only for the last applied damage.
Evasion Each time you are hit, you gain a stack of Evasion. Each stack of Evasion gives you +1 Dodge AC for 18 seconds. This effect stacks up to 8 times.
Exalted Resilience Taking damage increases your DI for that damage type by 1% for 5 rounds. Adaptive Skin is enhanced 10%. Most non-physical damages.
Fealty You may dominate an additional enemy.
Flicker Any fire damage taken causes you to rapidly cauterize, regenerating for 10 per second for 6 seconds. After thirty seconds the fire burns you for 50 hellfire damage. Capable of critical hit.
Fury After taking physical damage, your next attack deals an additional 20% physical damage. The damage bonus from Blood and Fury is increased by 2.
Gladiator When below 20% max HP, your attacks heal you instead of doing damage.
Gloomwalker While stealthed, you take half damage from most sources.
Godbleeder Your attacks deal .3% of the target's max HP as additional physical damage, up to 20.
Grace Once a round, taking damage heals you for double your charisma modifier.
Grandmaster Every third strike deals additional physical damage equal to half of your two highest ability modifiers combined. Sequence Mastery is enhanced 10% and Form Mastery lasts an additional 10 seconds.
Hallowed You're immune to curse, corruption, and evil damage while Divine Shield is active. Lay on Hands heals an additional 25 HP per paladin level over 5 rounds. Heal includes Divine Champion levels. Regen: (25 x paladin level) / 5
Harmony Your bard song verses are empowered by 25%. Choruses last an additional round and Crescendos by an additional 3 seconds.
Harvest The death of every nearby enemy heals you for 2% of your max HP.
Hoarfrost Cold spell damage applies 2% cold and physical vulnerability, and 5% movement speed decrease for 5 rounds, up to a maximum of 20% vulnerability.
Horde Take 2% reduced damage and deal 2% increased damage. Every nearby ally with this runeword grants an additional 1%.
Ice Converts half of cold damage dealt into an equal amount of cosmic damage.
Incinerate Dealing fire damage to an enemy below 15% max HP doubles the fire damage. Immolate is enhanced 10%.
Insight You heal for half of any magic damage taken.
Ki Flow Striking an enemy builds up a charge of ki energy. At 25 charges, the ki flows through you in a powerful burst of energy that grants you +50% movement speed, +4 AB, and +1 APR for 2 rounds.
Ki Master Weapon Masters with Devastating Critical increase their physical damage by 10% and an additional 20% against crit immune targets.
Lazy Your summons gain standard wards, including +5 to armor and natural AC, +12 to abilities, and immunity to death magic. The +12 bonus to ability scores is soft capped. Removing the rune will remove the effect from the summon, but reequipping it will not return the buff, as it is applied when summoned.
Lust Your attacks deal additional bludgeoning damage equal to how much higher your charisma modifier is than the target's modifier.
Madness Dealing and taking damage grants a 5% chance for both you and your target to gain up to +5 AB and up to +2 APR at the cost of up to -5 AC for 2 rounds. Madness tends to favor those that embrace it.
Mage Your Mage Bolt fires 150% as many bolts and increases the critical strike chance of each bolt by 5%.
Malediction When you're below half health, your attackers take 1d6 curse damage.
Malice The effects of your 'Melee Weapon Mastery' feat are increased. Piercing applies vulnerability three times as fast, Bludgeoning applies AC decrease twice as fast, and Slashing deals double bleed damage.
Mortal Coil Sets your Constitution to 3. You gain Immunity to Critical Strikes, Sneak Attacks, Death Attacks, Level Drain and Ability Drain.
Mosaic Convert 10 Slashing Damage into 4d4+3 Good/Evil/Chaos/Evil damage.
Necrotic Deal an additional 20% damage as blight damage to enemies below 25% max HP.
Oath Increases the effect of Bodyguard from 35% to 50%. Banner of Vigor lasts an additional 2 rounds.
One Fateful Event that Depends on Countless Others Each time you land a critical strike, you gain a stack of Rending. Each two stacks of Rending causes your attacks to deal +1 Bleed damage, and stacks up to 20 times. When you are crit, lose all stacks of Rending. At 20 stacks of rending, your next crit will deal an additional 50 bleed damage and clear all stacks of Rending.
Oni You cannibalize the essence of enemies you kill. When you fall below 30% health, you expend them to heal 5 HP for each over 3 rounds. Dying releases any stolen essence. Max essence is 100. Regen: (5 x essence) / 3
Pacifist Your strikes no longer deal physical damage but grant +2 dodge AC for 3 rounds.
Passion Reduces most sources of damage by 40%, but coverts 80% of that damage into Emotional Damage.
Phoenix Converts half of fire damage dealt into Radiant damage.
Pledge Lightning, Fire and Hellfire Damage is reduced by 50%.
Predator After leaving stealth, gain +2 AB, +4 physical damage, and +1 APR for 1 round. Shadeling is enhanced 10%.
Pride 4% chance to gain 100% concealment for 3 seconds after taking damage.
Prodigy Regenerate .5% of your maximum mana each round.
Pyre Killing an enemy with fire damage causes them to burst into flames that deals the fire damage to other nearby enemies.
Quickening Once a round, taking damage heals you for 5% of your missing health over 2 rounds. Every 25 enemies killed increases the percentage by 1%, up to 15%. Dying resets the count. Unyielding Resolve is enhanced 10%. There can be only one.
Reckless Each time you deal non-critical physical damage you gain 1 stack of recklessness, up to 30 stacks. Each stack of recklessness increases your weapon's base damage by +1 until you deal a critical hit. This damage does not apply to that critical hit.
Reconstitute Heal 10% of all incoming damage instantly and an additional 15% over 3 rounds. If below 30% health, these values are doubled.
Revenge When you die, explode and deal 10d20 curse damage to all nearby enemies. If it kills an enemy, revive to 1 HP. 2 minute cooldown.
Ronin 15% of your damage is converted into a temp HP shield that persists for 1 round. Physical attacks only. Shields stack. Convert does mean 15% reduced damage.
Ruin When damaging a full health enemy, also deal 10% max HP entropic damage, up to 75.
Sacrificial Lamb If you would take lethal damage and have a summon, your summon dies instead and transfers its health to you. 60s cooldown. Does not work for henchmen.
Sanctuary After taking physical damage your block skill is increased by 50 for 3 Seconds. The HP threshold for Sibylline Sanctum is increased by 10% and Stasis lasts 50% longer.
Saturated Increases your maximum mana by 20%.
Savant You have a 30% chance to not consume mana, 25% chance to halve your mana cost, but a 5% chance to consume double mana.
Scourge Your physical strikes steal 1% physical DI for 3 rounds.
Shadow Rush You gain 300% movement speed when in stealth.
Shadow Shroud Taking damage makes you unseen and grants you +100% movement speed for 3 rounds. 2 minute cooldown. Phase Shift lasts an additional round.
Shock Wave Electrical spell damage applies -1 AC for 5 rounds, up to a maximum of -7 AC.
Slayer Sweeping Strikes deals 20% more damage.
Solar Ward Reduce eldritch damage by 50%. Your attacks also deal 1d10 radiant damage to undead.
Spirit Bond You take all the damage done to your nearby allies instead of them and heal for 30% of it over 2 rounds. Player allies only. Applied as unresistable damage. This can kill you.
Stealth Reduces the cooldown of the Hide ability by 3 Seconds. Nightstalker lasts an additional 3 seconds.
Stone Lotus Wholeness of Body heals an additional 30 HP per monk level over 2 minutes. Also gain physical DI equal to 1% per monk level during this time. Iron Shroud and Iron Body last 50% longer. Regen: (30 x monk level) / 20
Sunder Your non-critical attacks and misses on a target increase your AB against that target by +1 for 18 seconds. This effect stacks.
Swift Haste and Mass Haste have 5x duration.
Temper Gain +1 attack bonus for 6 seconds after taking physical damage.
Tempest Arcane Vortex, Elemental Incarnate, and Elemental Blast damages are all doubled, while Mage Bolt is given 50% more damage.
Tenacious Lower most incoming damage by 40% when below 20% max HP.
The Erroneous Assumption That There Will Be A Tomorrow When an attack would drop you below 5% HP, you have a 95% chance to ignore that attack and returning to full health. Can trigger once per rest. 5% chance to immediately die.
The Final Moment of Acceleration You gain 1.5% damage for each 10% movement speed you have above 100%.
The Imagined Contents of a Span of Time Between When an Event was Supposed to Occur, and When it Finally Did Heal for 25% of the physical damage you take. After a random amount of time take 25% the healed damage in one single chunk.
The Improbable Collusion of Two Unrelated Perils If on the same attack both you and an enemy would land critical hits, the enemy explodes into a fireball that deals damage to all nearby enemies.
The Indemonstrable Theory That Yesterday Ever Existed You are immune to the effects of gold and experience loss on death. You retain the memory of your death. A Hardcore Character may respawn safely with this rune item equipped. If equipped, this item has a 30% chance of being destroyed on respawn. This chance increases to 100% for hardcore characters.
The Sensation of Having Carried Out a Painstaking Task for No Particular Reason This rune doesn't do anything. Maybe it does though?
Tiger Your unarmed strikes deal an additional 1d6 slashing damage and your movement speed is increased by 50%.
Titan You deal .015% increased physical damage per natural hit point and take .5% reduced physical damage per strength modifier. Natural refers to your class health (dX) combined with your buffed Constitution (including Toughness), but not Temporary HP.
To Become Fire Rather Than Be Burned You gain 100% Fire immunity. All fire damage you deal heals double to your target after a short delay.
Torrent Spell damage deals double damage but all mana costs are doubled.
Tortoise You become mostly invulnerable to harm for 4 seconds after taking damage, but you suffer -15 AB and 35% spell failure for the duration. 12s cooldown. Augmented Shell is enhanced 10%.
Treachery Backstab deals 60% additional physical damage instead of 30%. The cooldown for Cheapshot is reduced by 2 rounds.
Tyranny Converts all divine damage into slightly more corruption damage. The gaze of gods may yield additional damage. Each DM in the area adds d6 damage.
Tyrant When you take lethal damage, you pit your will against your attacker. If your conviction is inexorable, steal 20% of their health. 60s cooldown.
Vampire Heal 5% of all Damage you deal.
Void Blade Your attacks deal 3 eldritch damage to you and 6 to your target. Voidslash deals an additional 5 damage.
War Double Hit has a 5% higher chance to trigger. Banner of the Warlord lasts and additional 10 seconds. Warchief's Roar lasts and additional 15 seconds.
Wealth Pay to win. ???
Wind Dancer Converts your dodge chance to your physical damage percentage if you haven't taken physical damage in the last 30 seconds, or adds 5% to your dodge chance if you have. The cooldown for Wind Slash is reduced by 3 rounds.
Writ Upon the Heavens Half electrical damage is converted into divine damage.

4-Word Runes

Not implemented yet.