Table of Contents
**This is an old revision of the document!**
Runes
Runes are objects that can be attached to items to add bonuses in addition to normal stats and enchants. You will need rune materials. See Acquiring Materials.
Age
| Description | Deity | Metal | Notes |
|---|---|---|---|
| Reduce the age of a creature by a percent of current age | Fo | Electrum | Creature of Aged or older, non-pregnant only, any rune resource type |
Color
| Description | Deity | Metal | Notes |
|---|---|---|---|
| Random color | Jackal | Adamantine | Color stays if rune changed, another color rune changes color |
Damage
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 10% less damage taken, 10% less weight | Scavenger* | Brass | Item |
| 10% less QL loss from repairing, 10% less damage taken | Savenger | Gold | Item |
| 5% less decay, 5% less damage taken | Fo | Steel | Item |
| 5% less damage taken, 5% wind speed (any item) | Libila | Steel | Item |
| 10% less damage taken | Vynora | Steel | Item |
| 10% less damage taken, 10% less decay | Scavenger* | Steel | Item |
Decay
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 5% less enchant decay, 5% Enchant Success | Fo | Adamantine | Item |
| 10% less enchant decay | Libila | Adamantine | Item |
| 7.5% vehicle Speed, 5% Less decay | Vynora | Adamantine | Item |
| 10% enchant success, 10% less decay | Scavenger* | Adamantine | Item |
| 5% higher gather QL, 5% less enchant decay | Magranon | Bronze | Item |
| 10% more quality when imped, 10% less enchant decay | Scavenger* | Bronze | Item |
| 5% higher improve chance, 5% Less Decay on contents | Jackal | Copper | Item |
| 5% raking/harvesting, 5% less decay (any item) | Jackal | Iron | Item |
| 5% less fuel usage, 5% less decay | Vynora | Iron | Item |
| 10% reduced size, 10% less enchant decay | Scavenger* | Iron | Item |
| 5% increased volume, 5% less decay on contents | Libila | Silver | Item |
| 10% less decay on contents | Vynora | Silver | Item |
| 10% increased volume, 10% less decay on contents | Scavenger* | Silver | Item |
| 5% less decay, 5% less damage taken | Fo | Steel | Item |
| 10% less decay | Jackal | Steel | Item |
| 5% reduced decay, 5% more wind speed (any item) | Magranon | Steel | Item |
| 10% less damage taken, 10% less decay | Scavenger* | Steel | Item |
Enchant
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 5% less enchant decay, 5% Enchant Success | Fo | Adamantine | Item |
| 10% less enchant decay | Libila | Adamantine | Item |
| 10% enchant success, 10% less decay | Scavenger* | Adamantine | Item |
| 5% higher gather QL, 5% less enchant decay | Magranon | Bronze | Item |
| 10% more quality when imped, 10% less enchant decay | Scavenger* | Bronze | Item |
| 10% reduced size, 10% less enchant decay | Scavenger* | Iron | Item |
| 10% enchant success | Fo | Seryll | Item |
| 5% enchant success, 5% less QL loss from repairing | Jackal | Seryll | Item |
| 5% shatter resistance, 5% enchant success | Vynora | Seryll | Item |
| 10% enchant success, 10% shatter resistance | Scavenger* | Seryll | Item |
Fuel
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 10% less fuel usage | Fo | Iron | Item |
| 5% less fuel usage, 5% less decay | Vynora | Iron | Item |
Gather
| Description | Deity | Metal | Notes |
|---|---|---|---|
| “Okay” Glow, 5% higher gather QL | Libila | Brass | Item |
| 10% higher gather QL | Libila | Bronze | Item |
| 5% higher gather QL, 5% less enchant decay | Magranon | Bronze | Item |
Glow
| Description | Deity | Metal | Notes |
|---|---|---|---|
| “Decent” Glow | Jackal | Brass | Item, Always Hot |
| “Okay” Glow, 5% higher gather QL | Libila | Brass | Item |
| “Slight” Glow, 7.5% more quality when imped | Vynora | Brass | Item |
| “Okay glow”, 5% skill level bonus | Fo | Silver | Item |
| “Okay glow”, 7.5% increased volume | Jackal | Silver | Item |
Improve
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 5% more quality when imped, 5% higher gathering QL | Fo | Brass | Item |
| 10% more quality when imped | Magranon | Brass | Item |
| “Slight” Glow, 7.5% more quality when imped | Vynora | Brass | Item |
| 10% more quality when imped, 10% less enchant decay | Scavenger* | Brass | Item |
| 5% higher improve chance, 5% Less Decay on contents | Jackal | Copper | Item |
| 5% higher improve chance, 5% Increased rarity chance | Magranon | Copper | Item |
| 7.5% higher improve chance | Vynora | Copper | Item |
| 10% higher improve chance, 10% less QL loss from repairing | Scavenger* | Copper | Item |
| 5% skill level bonus, 5% more quality when imped | Jackal | Glimmersteel | Item |
| 5% usage speed, 5% more quality when imped | Vynora | Glimmersteel | Item |
| 5% increased rarity chance, 5% higher improve chance | Libila | Tin | Item |
| 10% increased rarity chance, 10% higher improve chance | Scavenger* | Tin | Item |
Rarity
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 5% increased rarity chance, 5% less damage taken | Fo | Tin | Item |
| 5% increased rarity chance, 5% higher improve chance | Libila | Tin | Item |
| 10% increased rarity chance | Vynora | Tin | Item |
| 10% increased rarity chance, 10% higher improve chance | Scavenger* | Tin | Item |
Repair
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 10% higher improve chance, 10% less QL loss from repairing | Scavenger* | Copper | Item |
| 10% less QL loss from repairing, 10% less damage taken | Scavenger* | Gold | Item |
| 5% less QL loss from repairing, 5% usage speed | Fo | Lead | Item |
| 10% less QL lost when repaired | Magranon | Lead | Item |
| 5% less QL lost when repaired, 5% increased volume | Vynora | Lead | Item |
| 5% enchant success, 5% less QL loss from repairing | Jackal | Seryll | Item |
| 5% shatter resistance, 5% less QL loss from repairing | Libila | Seryll | Item |
Size*
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 10% reduced size | Jackal | Gold | Item |
| 5% reduced size, 5% less weight | Magranon | Gold | Item |
| 10% reduced size, 10% less enchant decay | Scavenger* | Iron | Item |
| 5% increased size, 5% vehicle speed (any item) | Magranon | Zinc | Item |
| 10% less weight , 10% increased size | Scavenger* | Zinc | Item |
Skill
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 10% skill level bonus | Fo | Glimmersteel | Item |
| 5% skill level bonus, 5% more quality when imped | Jackal | Glimmersteel | Item |
| 5% usage speed, 5% skill level bonus | Magranon | Glimmersteel | Item |
| “Okay glow”, 5% skill level bonus | Fo | Silver | Item |
| 10% raking/harvesting | Fo | Gold | Item |
| 5% raking/harvesting, 5% less weight (any item) | Libila | Gold | Item |
| 5% raking/harvesting, 5% less decay (any item) | Jackal | Iron | Item |
Speed
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 10% vehicle Speed | Magranon | Adamantine | Item |
| 7.5% vehicle Speed, 5% Less decay | Vynora | Adamantine | Item |
| 10% wind Speed | Fo | Bronze | Item |
| 7.5% wind Speed, 5% Vehicle Speed | Vynora | Bronze | Item |
| 10% usage speed | Libila | Glimmersteel | Item |
| 5% usage speed, 5% skill level bonus | Magranon | Glimmersteel | Item |
| 5% usage speed, 5% more quality when imped | Vynora | Glimmersteel | Item |
| 10% usage speed, 10% shatter resistance | Scavenger* | Glimmersteel | Item |
| 5% less QL loss from repairing, 5% usage speed | Fo | Lead | Item |
| 5% reduced volume, 5% usage speed | Libila | Lead | Item |
| 10% reduced volume, 10% usage speed | Scavenger* | Lead | Item |
| 5% less damage taken, 5% wind speed (any item) | Libila | Steel | Item |
| 5% reduced decay, 5% more wind speed (any item) | Magranon | Steel | Item |
| 5% less weight, 5% vehicle speed (any item) | Jackal | Zinc | Item |
| 5% increased size, 5% vehicle speed (any item) | Magranon | Zinc | Item |
Spell
| Description | Deity | Metal | Notes |
|---|---|---|---|
| Goat Shape | Jackal | Bronze | Single Use |
| Charm Animal | Fo | Copper | Single Use |
| Locate | Libila | Copper | Single Use |
| Reveal Creatures | Vynora | Gold | Single Use |
| Light Token | Libila | Iron | Single Use |
| Sunder | Magranon | Iron | Single Use |
| Refresh | Jackal | Tin | Single Use |
| Mole Senses | Magranon | Tin | Single Use |
| Morning Fog | Fo | Zinc | Single Use |
| Mend | Vynora | Zinc | Single Use |
Volume*
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 10% less volume | Jackal | Lead | Item |
| 5% reduced volume, 5% usage speed | Libila | Lead | Item |
| 5% less QL lost when repaired, 5% increased volume | Vynora | Lead | Item |
| 10% reduced volume, 10% usage speed | Scavenger* | Lead | Item |
| “Okay glow”, 7.5% increased volume | Jackal | Silver | Item |
| 5% increased volume, 5% less decay on contents | Libila | Silver | Item |
| 10% increased volume | Magranon | Silver | Item |
| 10% increased volume, 10% less decay on contents | Scavenger* | Silver | Item |
Weight
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 10% less damage taken, 10% less weight | Scavenger* | Brass | Item |
| 5% raking/harvesting, 5% less weight (any item) | Libila | Gold | Item |
| 5% reduced size, 5% less weight | Magranon | Gold | Item |
| 5% less weight, 5% vehicle speed (any item) | Jackal | Zinc | Item |
Wind
| Description | Deity | Metal | Notes |
|---|---|---|---|
| 10% wind Speed | Fo | Bronze | Item |
| 7.5% wind Speed, 5% Vehicle Speed | Vynora | Bronze | Item |
| 5% less damage taken, 5% wind speed (any item) | Libila | Steel | Item |
| 5% reduced decay, 5% more wind speed (any item) | Magranon | Steel | Item |
Acquiring Materials
Runes are made with rift materials.
Northlands PVP Zone
Rift materials can only be acquired in the PVP zone in the center 1024×1024 of the Northlands map. When you kill a creature in the PVP zone there is a 3% chance that a rift node will appear upon the creature's death, with an equal chance for it to be a wood, crystal or stone node. For multiple attackers, the 3% chance gets rolled for each player participating in combat.
Rift Nodes
When a rift node appears, you must use the appropriate tool and action to harvest rift materials from the node.
| Rift node | Tool Used | Action | Action Skill |
|---|---|---|---|
| Wood Node aka “plant” | Hatchet | Cut Down | Woodcutting |
| Crystal Node aka “crystal” | Pickaxe | Prospect | Prospecting |
| Stone Node aka “stone” | Pickaxe | Mine | Stonecutting |
Crafting Runes
Which Material?
Note the deity, rift material, and lump needed per the tables above.
- Most tools that have metal heads but wooden handles are considered to be metal.
- Most wooden tools that do not have metal in their construction are considered to be wood.
- Most vehicles are made of wood.
Skill Required?
The skill needed to make a rune is based on the rift material used.
| Rift Material | Item Type | Skill Used In Creation |
|---|---|---|
| Rift Wood | Wood | Fine Carpentry |
| Rift Crystal | Metal | Jewelry Smithing |
| Rift Stone | Stone, Pottery, Cloth, Leather | Stonecutting |
Crafting
Have the following items in inventory, based on the rune you want to create per the tables above.
- Rift material
- Lump
It may be necessary to combine rift material into a larger stack. Be mindful of the quality of the rift materials you are combining as the result is an average of quality of all items being combined.
Use rift material and lump in the crafting window (B), or activate one item and right click the other to Create a rune. Select the correct deity.
Upon successful creation of a rune, 0.2kg rift material is used, and one lump. If you fail it consumes 0.01kg.
Attaching Runes
- Attach chance depends on your Soul Depth skill and the quality of the rune.
- You need manage permission on a vehicle to be able to attach a rune. Players on a settlement must have improve/repair and pickup permissions.
To attach a rune, double click it in inventory to activate it, then right click the item you want to attach it to. Note the Attach menu option which gives you the percent chance of attaching the rune. If it is low, you may want to ask a skilled player to attach the rune for you.
Removing Runes
The Dispel spell can remove a rune, but the item must not be bound (Mythmoor-specific).
Notes
- Runes cannot be attached to unfinished items. They can only be attached to completed items.
- You can only attach one rune at a time to an item.
- If you attach a rune to an item with an existing rune the old rune is replaced with the new one (upon success).
- If a color rune is replaced with anything other than a color rune, the existing color rune values remain while the new rune is also applied. A color rune replaces the old color rune's settings.
- Glow effect runes cannot be attached to items that can be lit.
- Volume runes increase the volume of a container, to hold more items that already fit in the container.
- Size runes increase the size of the container to hold bigger items than already fit. The amount of dye needed to color an item is also increased. Volume will also increase by ~15%.
- Runes can be attached to weapon heads and spear heads. The rune will stay upon completion of the item.
- Scavenger refers to runes that can only be acquired from Archaeology using the Restoration skill.
- Age runes only work on Aged (12 months) or older creatures. Creature age is reduced by a percentage of the current age. Pregnant creatures cannot have their age reduced.
- Skill level bonus reduces the distance of the skill's value from 100 by the specified percentage, but only for the purpose of random skill checks, increasing the higher quality ore mined on average, but not the maximum quality.
Size and Volume Runes
Full credit to the forum members who tested and posted this info. I'm posting it here on the wiki for posterity.
Investigation on Size and Volume Runes
What are the effects of size and volume runes on containers?
- The obvious part first: Volume runes change the volume a container can hold.
- A pottery jar holds 2kg of water. A pottery jar with a +5% Volume rune will hold 2.1kg of water. A pottery jar with a +10% volume rune will hold 2.2kg of water.
- It seems the volume is multiplied by (1+RuneValue)
- Obvious the second: Size rune reduce the size of a container, allowing it to fit into other containers
- Size runes also change the volume a container can hold.
- A pottery bowl holds 9kg of water. A pottery bowl wit a 10% size reduction rune holds 6.561kg of water.
- It seems the Volume is multiplied by (1+RuneValue)³
- Size runes change the volume a container takes up inside another container
- If you put the 10% size reduction pottery bowl inside a unruned pottery bowl, it takes up about 6.57l of volume.
- The volume containers take up is modified the same way as the volume they can hold.
- Volume runes affect the volume a container takes up inside another container in the same way the +10% Volume jar from earlier takes up 2.2l of Volume inside a pottery bowl.
- Here also the volume containers take up is modified the same way as the volume they can hold.
- Volume runes do not seem to change the size of items that containers can accept. I could not find an example where a container with increase Volume runes accepted items that its unruned counterpart rejected.
The conclusions I take from all this:
- Size runes are more effective at increasing container volume than volume runes a 5% size increase rune adds about 15% to the volume.
- A 10% size rune would add about 33% to volume, though it is only available as scavenger rune
* There is no volume gained inside containers by filling it with different runed containers. Containers always take up the same amount of space that is available inside them (excluding the Bulk storage options).
If anyone has experiences that contradict any of my findings please let me know. Also if someone can name a combination of containers where the usage of volume runes makes sense.
I did not have any increase size or decrease volume containers at hand. I merely assume their behavior from their counterpart.
Borstaskor:
- Some containers have their volume based on their size while some have a static volume which can only be changed using a volume rune.
Arno:
Both the size and volume runes will change the volume. Their volume is calculated from the x, y and z (in cm) dimensions of an item. Multiplying those sizes and dividing by 1000 will give you the volume in liters.
For most items, size runes will have a bigger impact on their volume than volume runes. The volume will be calculated using the size modified by the rune. For most items the volume change for size runes is about (1+RunePercent)³ while it is (1+RunePercent) for volume runes. So +5% size rune can change volume by 15% and a -10% size rune can change the volume by 27%.
For small items, the +volume rune can have more impact than +size runes on volume. The size rune effect affects the x, y and z dimensions by adding the percentage and then rounding down to the nearest integer. This rounding down will have a big impact on small dimensions. For example, a baking stone has sizes x=15, y=25, z=35. Applying a +5% size rune will change this to x=15.75, y=26.25, z=36.75, which is x=15, y=26, z=36 after rounding down. The volume changes by less than 7% because the x-size did not change, the y-size has a change of 4% and the z-size has a change of less than 3%.
Containers usually have the same external and internal volumes. So to fit more items in a large (magical) chest, it is best to use a size rune.
Some containers have specified internal sizes. Only volume runes will change their internal and external volume. Some examples are forges, ovens, most vehicles and measuring jugs. The size runes will allow you to put larger items inside (like a bsb in a wagon), but it will not affect internal or external volume. The volume rune changes both internal and external volume.
