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+ | {{Other uses|Runes (disambiguation)}} |
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⚫ | Runes are applied to weapons or armor to add a bonus to that item. There is no cost associated with adding or removing runes, and runes can be reused after removal. This makes it easy to tailor equipment to meet particular challenges. Runes come in five tiers of power in ''Origins'', from Novice to Grandmaster, or seven tiers of power in ''Awakening'', from Novice to Paragon. |
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⚫ | There are two different types of runes: [[Weapon runes (Origins)|weapon runes]] and [[Armor runes (Awakening)|armor runes]]. Weapon Runes are available in ''Origins'' and ''Awakening'', while Armor Runes are only available in ''Awakening'' and the [[Downloadable content (Origins)|DLC]] [[Golems of Amgarrak]]. |
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⚫ | Runes are applied to weapons or armor to add a bonus to that item. There is no cost associated with adding or removing runes, and runes can be reused after removal. This makes it easy to tailor equipment to meet particular challenges. Runes come in five tiers of power in ''Origins'', from Novice to Grandmaster, or seven tiers of power in ''Awakening'', from Novice to Paragon. |
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− | ! align="left" | Tier Name |
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[[Runecrafting]] is a new [[skill]] introduced in ''Awakening'' that gives Wardens the knowledge to make their own weapon and armor runes. |
[[Runecrafting]] is a new [[skill]] introduced in ''Awakening'' that gives Wardens the knowledge to make their own weapon and armor runes. |
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− | ==Weapon Runes== |
+ | == Weapon Runes == |
− | {{Main|Weapon |
+ | {{Main|Weapon runes (Origins)}} |
− | Weapon Runes can be applied to certain [[weapons]] to provide permanent bonuses to that weapon's effects. There are nine types of [[Weapon Runes]], each of which provides a different effect. Generally these are offensive effects, such as fire damage, slow, or paralysis, though weapons can also offer bonuses to physical or spell resistances. |
+ | Weapon Runes can be applied to certain [[Weapons (Origins)|weapons]] to provide permanent bonuses to that weapon's effects. There are nine types of [[Weapon Runes]], each of which provides a different effect. Generally these are offensive effects, such as fire damage, slow, or paralysis, though weapons can also offer bonuses to physical or spell resistances. |
Runes fire independently. Thus, multiple Runes of Paralysis will increase the paralysis chance. While an effect like Paralysis or Slow is active, the same kind of effect cannot be triggered again and the duration of the effect is not extended. |
Runes fire independently. Thus, multiple Runes of Paralysis will increase the paralysis chance. While an effect like Paralysis or Slow is active, the same kind of effect cannot be triggered again and the duration of the effect is not extended. |
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Items increasing elemental damage will increase elemental damage from runes as well. |
Items increasing elemental damage will increase elemental damage from runes as well. |
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− | Each weapon has a certain number of rune slots, depending on the [[ |
+ | Each weapon has a certain number of rune slots, depending on the [[material]] from which it is made. For example, iron weapons have no slots while most dragonbone items offer three. |
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− | ==Armor Runes== |
+ | == Armor Runes == |
− | {{Main|Armor |
+ | {{Main|Armor runes (Awakening)}} |
− | Armor Runes were introduced in ''Awakening'' and can be applied to certain chest |
+ | Armor Runes were introduced in ''Awakening'', and can be applied to certain chest armor to provide bonuses to that armor. There are five types of Armor Runes, each of which provides a different effect. Generally, these are defensive effects, such as extra armor, elemental resistances, or a chance to avoid missile attacks, although there are some that increase base attributes (constitution and willpower). |
These runes are : |
These runes are : |
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− | *Stout – increases Constitution |
+ | * Stout – increases Constitution |
− | *Barrier – increases Armor |
+ | * Barrier – increases Armor |
− | *Reservoir – increases Willpower |
+ | * Reservoir – increases Willpower |
− | *Tempest – increases Missile Evasion |
+ | * Tempest – increases Missile Evasion |
− | *Immunity – increases Elemental Resistances (Fire, Ice and Lightning) |
+ | * Immunity – increases Elemental Resistances (Fire, Ice, and Lightning) |
− | *Evasion - increases chance to dodge attacks by 5% |
+ | * Evasion - increases chance to dodge attacks by 5% |
− | *Endurance - reduces fatigue by 5% |
+ | * Endurance - reduces fatigue by 5% |
− | *Amplification - increases Fire, Cold, Electricity, Nature and Spirit damage by 5% |
+ | * Amplification - increases Fire, Cold, Electricity, Nature, and Spirit damage by 5% |
− | *Diligence - eliminates extra damage from flank attacks |
+ | * Diligence - eliminates extra damage from flank attacks |
− | Some chest armor comes with slots for runes. Not all armors provide rune slots. Tier 6 armor offers two rune slots while those of Tier 7 or higher offer three. |
+ | Some chest armor comes with slots for runes. Not all armors provide rune slots. Tier 6 armor offers two rune slots, while those of Tier 7 or higher offer three. |
− | ===Pseudo-Armor Runes Bug=== |
+ | === Pseudo-Armor Runes Bug === |
Weapon Runes with effects vs. creature type (Cold Iron, Silverite) and passive resistance (Dweomer, Hale) from Masterpiece and Paragon tiers are erroneously flagged as armor runes in ''Awakening''. Cold Iron and Silverite do not trigger either with melee or ranged weapons when inserted into armor slots. However, both Dweomer and Hale grant the resistance bonuses normally. |
Weapon Runes with effects vs. creature type (Cold Iron, Silverite) and passive resistance (Dweomer, Hale) from Masterpiece and Paragon tiers are erroneously flagged as armor runes in ''Awakening''. Cold Iron and Silverite do not trigger either with melee or ranged weapons when inserted into armor slots. However, both Dweomer and Hale grant the resistance bonuses normally. |
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− | ==Hybrid Runes== |
+ | == Hybrid Runes == |
Some runes can be made by combining different types of runes. See the "Hybrid" heading for [[Weapon Runes#Hybrid|Weapon Runes]] and [[Armor Runes#Hybrid|Armor Runes]]. |
Some runes can be made by combining different types of runes. See the "Hybrid" heading for [[Weapon Runes#Hybrid|Weapon Runes]] and [[Armor Runes#Hybrid|Armor Runes]]. |
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− | ==Exploits== |
+ | == Exploits == |
− | ''' |
+ | '''Runecrafting''' can be used to generate gold. Refer to the [[Runecrafting#Exploits|Runecrafting - Exploits]] section for some strategies. |
− | ==Gallery== |
+ | == Gallery == |
<gallery widths="120"> |
<gallery widths="120"> |
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Runes_weapon.jpg|Weapon Rune Selection (Enchantment) |
Runes_weapon.jpg|Weapon Rune Selection (Enchantment) |
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</gallery> |
</gallery> |
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− | ==External |
+ | == External links == |
− | [http://dragonagenexus.com/downloads/file.php?id=1020 Unofficial Awakening Runes Fix] |
+ | * [http://dragonagenexus.com/downloads/file.php?id=1020 Unofficial Awakening Runes Fix] |
− | [[Category: |
+ | [[Category:Dragon Age: Origins runes]] |
− | [[Category:Items]] |
Revision as of 21:32, 20 November 2018
- For other uses, see Runes (disambiguation).
Runes are items with magical properties that can be used to enchant weapons in Dragon Age: Origins. Runes to enchant armor and the ability for the Warden to craft their own runes were introduced in Dragon Age: Origins – Awakening.
Description
There are two different types of runes: weapon runes and armor runes. Weapon Runes are available in Origins and Awakening, while Armor Runes are only available in Awakening and the DLC Golems of Amgarrak.
Runes can be applied to or removed from equipment by Bodahn Feddic's son, Sandal at the Party Camp in Origins, by Ambassador Cera at Vigil's Keep in Awakening or by a Rune Anvil in The Golems of Amgarrak.
Runes are applied to weapons or armor to add a bonus to that item. There is no cost associated with adding or removing runes, and runes can be reused after removal. This makes it easy to tailor equipment to meet particular challenges. Runes come in five tiers of power in Origins, from Novice to Grandmaster, or seven tiers of power in Awakening, from Novice to Paragon.
- Novice, Tier 1
- Journeyman, Tier 2
- Expert, Tier 3
- Master, Tier 4
- Grandmaster, Tier 5
- Masterpiece, Tier 6, Awakening only
- Paragon, Tier 7, Awakening only
Runecrafting
Runecrafting is a new skill introduced in Awakening that gives Wardens the knowledge to make their own weapon and armor runes.
Weapon Runes
- Main article: Weapon runes (Origins)
Weapon Runes can be applied to certain weapons to provide permanent bonuses to that weapon's effects. There are nine types of Weapon Runes, each of which provides a different effect. Generally these are offensive effects, such as fire damage, slow, or paralysis, though weapons can also offer bonuses to physical or spell resistances.
Runes fire independently. Thus, multiple Runes of Paralysis will increase the paralysis chance. While an effect like Paralysis or Slow is active, the same kind of effect cannot be triggered again and the duration of the effect is not extended.
Items increasing elemental damage will increase elemental damage from runes as well.
Each weapon has a certain number of rune slots, depending on the material from which it is made. For example, iron weapons have no slots while most dragonbone items offer three.
Armor Runes
- Main article: Armor runes (Awakening)
Armor Runes were introduced in Awakening, and can be applied to certain chest armor to provide bonuses to that armor. There are five types of Armor Runes, each of which provides a different effect. Generally, these are defensive effects, such as extra armor, elemental resistances, or a chance to avoid missile attacks, although there are some that increase base attributes (constitution and willpower).
These runes are :
- Stout – increases Constitution
- Barrier – increases Armor
- Reservoir – increases Willpower
- Tempest – increases Missile Evasion
- Immunity – increases Elemental Resistances (Fire, Ice, and Lightning)
- Evasion - increases chance to dodge attacks by 5%
- Endurance - reduces fatigue by 5%
- Amplification - increases Fire, Cold, Electricity, Nature, and Spirit damage by 5%
- Diligence - eliminates extra damage from flank attacks
Some chest armor comes with slots for runes. Not all armors provide rune slots. Tier 6 armor offers two rune slots, while those of Tier 7 or higher offer three.
Pseudo-Armor Runes Bug
Weapon Runes with effects vs. creature type (Cold Iron, Silverite) and passive resistance (Dweomer, Hale) from Masterpiece and Paragon tiers are erroneously flagged as armor runes in Awakening. Cold Iron and Silverite do not trigger either with melee or ranged weapons when inserted into armor slots. However, both Dweomer and Hale grant the resistance bonuses normally.
Hybrid Runes
Some runes can be made by combining different types of runes. See the "Hybrid" heading for Weapon Runes and Armor Runes.
Exploits
Runecrafting can be used to generate gold. Refer to the Runecrafting - Exploits section for some strategies.