Guide · Runes

Write your power

Equipment rune capacity, activation sequences, the complete alphabet, and seven current runewords.

How it works

The runic cycle

A sequence built hit by hit

  1. Learn runes found in the inventory.
  2. Build a sequence outside a dungeon.
  3. Every eligible successful primary hit activates the next rune.
  4. An exact sequence charges its runeword.
  5. The next eligible hit triggers the word and restarts the cycle.
Reference damageThe hit’s offensive value before target defences

It includes the roll, critical hit, and offensive multipliers. Each derived runic effect is then mitigated separately by Armour or its matching resistance.

Equipment

Active sequence capacity

Capacity rules by grade
GradeRequired piecesMaximum capacity
Basic11
Soldier22
Knight33
Noble44
Runic77
Infernal55

Seven slots count

Right hand, left hand when holding a shield, head, torso, hands, feet, and belt contribute.

Capacity for each grade is limited by both equipped pieces and its cap. The best result is kept: seven Runic pieces open seven runes, while Infernal currently caps at five.

Library

The 26 runes

A

Assault

The primary hit deals 10% additional damage.

B

Barrier

Increases Armour by 10% for 3 seconds.

C

Celerity

Increases attack speed by 10% for 3 seconds.

D

Decline

Reduces the target’s Armour by 10% for 3 seconds.

E

Energy

Restores 10% of maximum Energy.

F

Fire

Deals 15% reference damage as fire.

G

Frost

Deals 10% as cold and slows by 10% for 3 seconds.

H

Haemorrhage

Deals 20% bleed damage over 5 seconds; applications stack.

I

Insight

Adds 5 critical-chance points to the primary hit.

J

Judgement

Deals 20% more damage below 50% target Health.

K

Fracture

The next basic attack always hits and ignores all reductions.

L

Life

Restores 10% of maximum Health.

M

Might

Increases Strength by 5 for 3 seconds.

N

Negation

Reduces all incoming damage by 10% for 3 seconds.

O

Wave

Deals 20% physical damage to other enemies within 2 m.

P

Poison

Deals 20% poison damage over 5 seconds; applications stack.

Q

Quintessence

Amplifies the next numerical value from one rune by 35%.

R

Rage

Adds 50% to the hit, then the hero takes 25% of reference damage.

S

Support

Restores 5% of maximum Health and Energy.

T

Thunder

Deals 6% damage to up to two nearby enemies.

U

Urgency

Increases movement speed by 10% for 3 seconds.

V

Vigour

Increases Vitality by 5 for 3 seconds.

W

Will

Increases Intelligence by 5 for 3 seconds.

X

Protection

Adds 5 block points for 3 seconds.

Y

Echo

After 0.5 seconds, repeats 20% reference damage without triggering a proc.

Z

Zeal

Reduces all active skill cooldowns by 1 second.

Combinations

The 7 runewords

I · C · E

Frozen Strike

+30% reference damage as cold and a 25% slow for 3 seconds.

A · S · H

Ash Wound

75% burn over 5 seconds. A target that dies while burning explodes for 30% within 2 m.

H · E · A · L

Restoration

Immediately restores 20% of the hero’s maximum Health.

F · I · R · E

Firestorm

100% fire damage within 3 m, then 40% burn damage over 4 seconds.

D · E · A · T · H

Death Sentence

+75% to the hit, then executes a surviving non-boss target at or below 30% Health.

P · O · I · S · O · N

Poison Nova

100% poison damage over 5 seconds within 2 m; applications stack independently.

I · N · F · E · R · N · O

Inferno

200% fire damage within 3 m, then 100% burn damage over 5 seconds.