(replaced dead link with archived version + called section "External Link" (instead of "References")) |
(Added information about how weapons with existing enchantments, such as +x damage to darkspawn or +2 fire damage, have their existing enchantments enhanced by runes of the same type as their enchantment.) Tag: Visual edit |
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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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+ | Weapons that already have an elemental damage enchantment will have said enchantment enhanced by each rune of the same element to the degree of the rune's power. For example, a [https://dragonage.fandom.com/wiki/Keening_Blade Keening Blade] enchanted with three Grandmaster Frost Runes will have its existing +3 cold damage enchantment increased to +18. This damage is dealt separately from the rune damage so each swing of the weapon will be able to deal up to 33 cold damage. This also works for silverite and cold iron runes. |
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{{Bug|DAO|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 (Awakening)|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. '''EDIT''': this has been resolved with PC patch 1.04. Also resolved in the Ultimate Edition of the game. '''EDIT EDIT''': Hale, Dweomer, & Cold Iron still flagged as armor runes in Ultimate Edition patch 1.05.}} |
{{Bug|DAO|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 (Awakening)|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. '''EDIT''': this has been resolved with PC patch 1.04. Also resolved in the Ultimate Edition of the game. '''EDIT EDIT''': Hale, Dweomer, & Cold Iron still flagged as armor runes in Ultimate Edition patch 1.05.}} |
Revision as of 01:14, 20 June 2019
- For other uses, see Runes (disambiguation).
Weapon runes can be applied to certain weapons to provide permanent bonuses to that weapon's effects.
Runes can be applied to (or removed from) equipment by Bodahn Feddic's son, Sandal at the party's camp in Dragon Age: Origins or Ambassador Cera at the Vigil's Keep in Dragon Age: Origins - Awakening. 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.
In Origins, runes of any grade except Grandmaster can also be used to enhance the Mages or Templars prior to The Final Battle, by placing them in the Allied Supply Crates in the party camp.
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 Dragonbone items offer 3. There are nine types of weapon runes, each of which provides a different effect, such as increased damage. Runes come in one of 5 tiers of power, from Novice to Grandmaster. Two additional tiers are available in the Awakening expansion, Masterpiece and Paragon.
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 time of the effect is not extended).
Items increasing elemental damage will increase elemental damage from runes as well.
Weapons that already have an elemental damage enchantment will have said enchantment enhanced by each rune of the same element to the degree of the rune's power. For example, a Keening Blade enchanted with three Grandmaster Frost Runes will have its existing +3 cold damage enchantment increased to +18. This damage is dealt separately from the rune damage so each swing of the weapon will be able to deal up to 33 cold damage. This also works for silverite and cold iron runes.
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 |