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.
- Runecrafting for the Dragon Age: Awakening skill
- Weapon runes (Dragon Age II)
- Armor runes (Dragon Age II)
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. Both rune types are available in Dragon Age II.
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. In Dragon Age II runes are again added by Sandal in Hightown by the Merchant's Guild.
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.
(Note that in Dragon Age II, a rune cannot be removed and reused. Also, applying a new rune to a runed item will destroy the existing one.)
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Weapon Runes Edit
- Main article: Weapon Runes
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.
Armor Runes Edit
- Main article: Armor Runes
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 Edit
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 Edit
Runcrafting can be used to generate gold. Refer to the Runecrafting - Exploits section for some strategies.