- For rune references in other Dragon Age titles, see Runes.
Weapon runes can be enchanted into some weapons to provide bonuses to the effects of those weapons.
Runes can be applied to (or removed from) equipment by Bodahn Feddic's son, Sandal, at the party camp in Dragon Age: Origins or Ambassador Cera at the Vigil's Keep in Dragon Age: Origins - Awakening. Adding and removing runes is free, and runes can be reused after removal. This makes it easy to customize equipment.
In Origins the warden can donate weapon runes of any grade except grandmaster to the Circle of Magi or templar factions. Doing so strengthens these factions for The Final Battle. To donate runes place them in the Allied Supply Crates in the party camp.
Some weapons have one or more rune slots. The number depends on the material they're made of. For example, iron weapons have no slots while most dragonbone items have three.
There are nine types of Weapon Runes. Most grant offensive bonuses, like fire damage or slowing or paralysis enemies; though some grant bonuses to physical or spell resistances.
Some runes paralyze their target and others slow them. While the effect of one of this runes is active, the same kind of effect (slowing or paralyzing) cannot be triggered again in the target, and the duration of the effect is not extended.
When a weapon that deals magic damage is enchanted with a rune that grants a bonus to the same type of magic damage the effects add up. For example, if a magical sword that deals 3 fire damage is enchanted with a rune that gives a +2 fire damage bonus, the enchanted sword deals 5 fire damage. This includes damage against a type of creatures, like undead or darkspawn.
List[]
Cold Iron[]
Novice Cold Iron Rune | Effects:
+2 damage vs. undead |
Journeyman Cold Iron Rune | Effects:
+4 Damage vs. Undead |
Expert Cold Iron Rune | Effects:
+6 Damage vs. Undead |
Master Cold Iron Rune | Effects:
+8 Damage vs. Undead |
Grandmaster Cold Iron Rune | Effects:
+10 Damage vs. Undead |
Masterpiece Cold Iron Rune | Effects:
+12 damage vs undead |
Paragon Cold Iron Rune | Effects:
+14 damage vs. undead |
Dweomer[]
Novice Dweomer Rune | Effects:
+2% spell resistance |
Journeyman Dweomer Rune | Effects:
+4% Spell Resistance |
Expert Dweomer Rune | Effects:
+6% Spell Resistance |
Master Dweomer Rune | Effects:
+8% Spell Resistance |
Grandmaster Dweomer Rune | Effects:
+10% Spell Resistance |
Masterpiece Dweomer Rune | Effects:
+12% spell resistance |
Paragon Dweomer Rune | Effects:
+14% spell resistance |
Flame[]
Novice Flame Rune | Effects:
+1 Fire Damage |
Journeyman Flame Rune | Effects:
+2 fire damage |
Expert Flame Rune | Effects:
+3 Fire Damage |
Master Flame Rune | Effects:
+4 Fire Damage |
Grandmaster Flame Rune | Effects:
+5 Fire Damage |
Masterpiece Flame Rune | Effects:
+6 Fire Damage |
Paragon Flame Rune | Effects:
+7 Fire Damage |
Frost[]
Novice Frost Rune | Effects:
+1 Frost Damage |
Journeyman Frost Rune | Effects:
+2 Frost Damage |
Expert Frost Rune | Effects:
+3 Frost Damage |
Master Frost Rune | Effects:
+4 Frost Damage |
Grandmaster Frost Rune | Effects:
+5 Frost Damage |
Masterpiece Frost Rune | Effects:
+6 Frost Damage |
Paragon Frost Rune | Effects:
+7 Frost Damage |
Hale[]
Novice Hale Rune | Effects:
+5% Physical Resistance |
This is an old Tevinter symbol for endurance. |
Journeyman Hale Rune | Effects:
+10% Physical Resistance |
This is an old Tevinter symbol for endurance. |
Expert Hale Rune | Effects:
+15% Physical Resistance |
This is an old Tevinter symbol for endurance. |
Master Hale Rune | Effects:
+20% physical resistance |
This is an old Tevinter symbol for endurance. |
Grandmaster Hale Rune | Effects:
+25 Physical Resistance |
This is an old Tevinter symbol for endurance. |
Masterpiece Hale Rune | Effects:
+30 Physical Resistance |
This is an old Tevinter symbol for endurance. |
Paragon Hale Rune | Effects:
+35 Physical Resistance |
This is an old Tevinter symbol for endurance. |
Lightning[]
Novice Lightning Rune | Effects:
+1 Electrical Damage |
Journeyman Lightning Rune | Effects:
+2 Electrical Damage |
Expert Lightning Rune | Effects:
+3 Electrical Damage |
Master Lightning Rune | Effects:
+4 Electrical Damage |
Grandmaster Lightning Rune | Effects:
+5 Electrical Damage |
Masterpiece Lightning Rune | Effects:
+6 Electricity Damage |
Paragon Lightning Rune | Effects:
+7 electricity damage |
Paralyze[]
Novice Paralyze Rune | Effects:
5% chance of paralysis for 4s |
Journeyman Paralyze Rune | Effects:
5% chance of paralysis for 5s |
Expert Paralyze Rune | Effects:
5% chance of paralysis for 6s |
Master Paralyze Rune | Effects:
5% chance of paralysis for 7s |
Grandmaster Paralyze Rune | Effects:
5% chance of paralysis for 8s |
Masterpiece Paralyze Rune | Effects:
5% chance of paralysis for 9s |
Paragon Paralyze Rune | Effects:
5% chance of paralysis for 10s |
Slow[]
Novice Slow Rune | Effects:
Low chance to reduce movement speed |
The ancient Tevinter symbol for sloth. |
Journeyman Slow Rune | Effects:
Low chance to reduce movement speed |
The ancient Tevinter symbol for sloth. |
Expert Slow Rune | Effects:
Moderate chance to reduce movement speed |
The ancient Tevinter symbol for sloth. |
Master Slow Rune | Effects:
High chance to reduce movement speed |
The ancient Tevinter symbol for sloth. |
Grandmaster Slow Rune | Effects:
Highest chance to reduce movement speed |
The ancient Tevinter symbol for sloth. |
Masterpiece Slow Rune | Effects:
Chance to reduce movement speed. |
The ancient Tevinter symbol for sloth.. |
Paragon Slow Rune | Effects:
Chance to reduce movement speed. |
The ancient Tevinter symbol for sloth. |
Silverite[]
Novice Silverite Rune | Effects:
+2 damage vs. darkspawn |
Journeyman Silverite Rune | Effects:
+4 Damage vs. Darkspawn |
Expert Silverite Rune | Effects:
+6 Damage vs. Darkspawn |
Master Silverite Rune | Effects:
+8 Damage vs. Darkspawn |
Grandmaster Silverite Rune | Effects:
+10 Damage vs. Darkspawn |
Masterpiece Silverite Rune | Effects:
+12 damage vs. darkspawn |
Paragon Silverite Rune | Effects:
+14 damage vs. darkspawn |
Hybrid[]
Elemental Rune | Effects:
+2 damage from each element |
Intensifying Rune | Effects:
5% ranged critical chance 5% melee critical chance 20% critical/backstab damage |
No word precisely captures the meaning of this rune, but it is something like "bigger". |
Menacing Rune | Effects:
Increases Hostility |
Momentum Rune | Effects:
Increases Attack Speed |
Bugs[]
- There is a bug with runes vs. creature type (Cold Iron, Silverite) and passive resistance (Dweomer, Hale) Masterpiece and Paragon tier weapon runes. They are erroneously flagged as Armor Runes in Dragon Age: 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.
- This has been resolved with PC patch 1.04. Also resolved in the Ultimate Edition of the game.
- Hale, Dweomer, & Cold Iron still flagged as armor runes in Ultimate Edition patch 1.05.}}