Ability Runes
Unlock Your Potential Through Ancient Power
Ability runes are mystical artifacts that grant humanoids access to extraordinary powers and combat techniques.
Alpha Build Limitations
Abilities in the current alpha build do not feature special animations or visual effects. Full animation systems and enhanced visual feedback will be implemented in the complete release version.
Rune Mastery System
To harness the power of an ability rune, characters must meet specific prerequisites:
- Attribute Requirements: Each rune demands minimum attribute thresholds that reflect the physical, mental, or spiritual demands of the ability
- Tier Progression: Higher-tier runes require corresponding character advancement, ensuring abilities scale appropriately with player progression
- Attunement Process: Runes can be unequipped, but doing so afflicts the character with rune exhaustion debilitating condition that prevents any further rune modifications for 7 days
This system ensures that powerful abilities remain meaningful rewards for character development while maintaining balanced progression throughout your journey.
Ability Runes Catalog
The following runes are organized by archetype and tier, obtainable through dungeons and quests.
Warrior Archetype
Warrior abilities focus on tanking, crowd control, team support, and devastating melee attacks, making them excellent frontline fighters and protectors.
Tier I
Pull
Target: Entity Target
Cooldown: 80s
Cast Time: Instant
Distance: 6 tiles
Pulls target toward the caster or pulls caster toward immovable targets. Has 2 charges.
Requirements: Strength: 15, Stamina: 10
Taunt
Target: Entity Target
Cooldown: 20s
Cast Time: Instant
Distance: 8 tiles
Forces enemy to target the caster, interrupting their current action. Has 2 charges.
Requirements: Strength: 15, Stamina: 5, Agility: 5
Bash
Target: Entity Target
Cooldown: 60s
Cast Time: 1s
Distance: 2 tiles
Stuns target for 5 seconds. 50% more effective when wielding a shield.
Requirements: Strength: 10, Stamina: 10, Agility = 5, Melee weapon
Tier II
Clean Cut
Target: Entity Target (Plus shape area)
Cooldown: 120s Cast Time: 2.5s Uses: 3 Distance: Melee range
Powerful attack (2× damage) on primary target and normal damage to adjacent enemies. Has 3 charges.
Requirements: Strength: 23, Agility: 14, Melee weapon
Block
Target: Self
Cooldown: 80s
Cast Time: Instant
Distance: Self
Blocks incoming attacks with damage reduction. Enhanced effectiveness when using a shield.
Requirements: Strength: 12, Stamina: 25, Melee weapon
Tier III
Vulture Strike
Target: Entity Target
Cooldown: 60s
Cast Time: 0.5s
Uses: 2 Distance: 7 tiles
Delivers a strike (0.8× damage modifier) that immobilizes the target for 12 seconds. Has 2 charges.
Requirements: Strength: 25, Stamina: 10, Agility: 15, Melee weapon
War Shout
Target: Self (6 tile radius)
Cooldown: 180s
Cast Time: Instant
Distance: Self
Applies offensive and defensive enchantments to all allied units in area for 40 seconds.
Requirements: Stamina: 20, Strength: 15, Spirit: 15
Tier IV
Knockout
Target: Entity Target
Cooldown: 400s
Cast Time: Instant
Uses: 3 Distance: Melee range
Devastating attack that knocks target back 8 tiles and stuns them for 30 seconds.
Requirements: Strength: 40, Agility: 22, Melee weapon
Protection
Target: Entity Target
Cooldown: 160s
Cast Time: 1
Distance: 8 tiles
Applies defensive enchantment to self and links with target to transfer portion of their damage taken.
Requirements: Strength: 15, Stamina: 27, Spirit: 20, Melee weapon
Tier V
Toughness
Target: Self
Cooldown: 300s
Cast Time: Instant
Distance: Self
Reduces incoming damage for a duration, making the warrior significantly more durable and immune debuff status effect.
Requirements: Stamina: 45, Strength: 15, Agility: 15, Melee weapon
Fortress
Target: Self (6 tile radius)
Cooldown: 180s
Cast Time: Instant
Distance: Self
Enhances all allied units in area and knocks back/stuns enemies (10 tiles knockback, 10s stun).
Requirements: Stamina: 25, Strength: 30, Spirit: 20, Melee weapon
Berserker Archetype
Berserker abilities emphasize raw damage output, life-stealing mechanics, and aggressive combat styles that reward taking risks for massive damage potential.
Tier I
Whirlwind
Target: Self Cast
Cooldown: 80s
Cast Time: 0.5s Uses: 3
Performs a spinning attack hitting all enemies in a 2-tile radius around the caster, dealing 125% damage.
Area of Effect: Circle (2 tiles radius)
Requirements: Stamina: 5, Strength: 15, Agility: 5, Melee weapon
Armor Pierce
Target: Entity Target
Cooldown: 120s Cast Time: 0.5s Distance: 1 tile
Uses: 3
Attacks a target dealing 50% damage and applying a defensive break effect that reduces their damage reduction.
Requirements: Stamina: 5, Strength: 10, Agility: 10, Melee weapon
Tier II
Life Strike
Target: Entity Target
Cooldown: 180s Cast Time: 0.7s
Uses: 3
Strikes a target dealing 100% damage and healing the caster for 200% of the damage dealt.
Requirements: Strength: 10, Agility: 22, Intelligence: 5, Melee weapon
Charge
Target: Entity Target
Cooldown: 80s
Cast Time: Instant
Uses: 2 Distance: 6 tiles
Charges toward a target dealing 50% damage and immobilizing them for 10 seconds upon impact.
Requirements: Strength: 20, Agility: 17, Melee weapon
Tier III
Adrenalin Rush
Target: Self Cast
Cooldown: 80s
Cast Time: 0.5s
Uses: 2
Temporarily increases movement speed and offensive capabilities for a limited duration.
Requirements: Strength: 20, Agility: 15, Spirit: 15
Vertical Slash
Target: Tile Target
Cooldown: 180s
Cast Time: 2.5s
Performs a devastating frontal cone attack dealing 350% damage to all enemies in the area.
Area of Effect: Forward cone (5x2 tiles)
Requirements: Strength: 25, Agility: 25, Melee weapon
Tier IV
Tiger Pierce
Target: Tile Target
Cooldown: 240s
Cast Time: 3s
Unleashes a piercing cone attack dealing 250% damage with maximum armor penetration and applying defensive break.
Area of Effect: Circle (5 tiles)
Requirements: Strength: 22, Agility: 40, Melee weapon
Ground Shake
Target: Self Cast
Cooldown: Variable
Cast Time: Variable
Creates a massive ground-shaking attack that damages and immobilizes all enemies in a large radius around the caster.
Area of Effect: Circle (8 tiles radius)
Requirements: Melee weapon
Tier V
Hammer Smash
Target: Tile Target
Cooldown: 240s
Cast Time: 3.5s Distance: 10 tiles
Charges to target location and creates a devastating area attack that stuns and damages all enemies in the impact zone.
Area of Effect: Circle (4 tiles radius)
Requirements: Strength = 45, Spirit = 15, Agility = 15, Melee weapon
Rage
Target: Self Cast
Cooldown: 600s
Cast Time: 1.5s
Enters a berserk state granting life steal, chance to break enemy defenses, and chance to stun on attacks.
Requirements: Strength: 30, Agility: 25, Spirit: 20, Melee weapon
Rogue Archetype
Rogue abilities focus on mobility, stealth, precision strikes, and debuff effects, excelling at hit-and-run tactics and single-target elimination.
Tier I
Poison Blades
Target: Self
Cooldown: 120s
Cast Time: Instant
Usages: 2 Distance: Self
Enchants weapons with poison, causing attacks to apply poison damage over time. Has 2 charges.
Requirements: Strength: 5, Agility: 15, Intelligence: 5, Melee weapon
Sprint
Target: Self
Cooldown: 120s
Cast Time: 0.1s Usages: 2 Distance: Self
Increases movement speed for a duration. Has 2 charges for quick repositioning.
Requirements: Stamina: 12, Agility: 13,
Tier II
Leg Strike
Target: Entity Target
Cooldown: 120s
Cast Time: 0.5s
Distance: 3 tiles
Attacks enemy legs dealing damage (0.5×, 2× if backstab) and immobilizing them for 6 seconds.
Requirements: Strength: 17, Agility: 20, Melee weapon
Precision Slash
Target: Entity Target
Cooldown: 120s
Cast Time: 0.5s
Distance: 3 tiles
Deals precise damage (1.5×) with massive backstab bonus (4×). Has 2 charges.
Requirements: Agility: 20, Strength: 12, Melee weapon
Stealth
Target: Self
Cooldown: 120s
Cast Time: 0.5s
Distance: Self
Becomes invisible to enemies for a duration, allowing for positioning and surprise attacks. Has 2 charges.
Requirements: Agility: 25, Stamina: 12
Tier III
Dagger Throw
Target: Entity Target
Cooldown: 120s
Cast Time: 0.5s
Distance: 8 tiles
Throws daggers that bounce between 3 targets within 5 tiles, applying slow, defensive break, and offensive break effects.
Requirements: Agility: 30, Strength: 20, Melee weapon
Shadow Step
Target: Entity Target
Cooldown: 120s
Cast Time: 1.5s
Distance: 8 tiles
Teleports behind target enemy, applies offensive enchantment, and delivers a powerful attack (3× damage modifier). Has 2 charges.
Requirements: Strength = 10, Agility = 30, Intelligence = 10, Melee weapon
Tier IV
Shadow Strike
Target: Tile Target (3x3 area)
Cooldown: 450s
Cast Time: 0.5s
Distance: 10 tiles
Teleports to target location, deals damage (2.5× modifier) to enemies in area, and removes all buffs from targets.
Requirements: Agility: 32, Strength: 20, Intelligence: 10, Melee weapon
Shadow Mark
Target: Entity Target
Cooldown: 240s
Cast Time: 1.5s
Distance: 4 tiles
Marks target enemy, healing all units when damaging marked target.
Requirements: Agility: 40, Intelligence: 22, Melee weapon
Tier V
Dagger Dance
Target: Entity Target
Cooldown: 360s
Cast Time: 0.5s
Distance: 8 tiles
Performs a deadly dance, leaping between 5 enemies within 4 tiles, dealing damage (2.5× modifier) and stealing their buffs.
Requirements: Agility: 35, Strength: 15, Intelligence: 15, Spirit: 10, Melee weapon
Poison Smoke
Target: Area Effect (5 tile radius)
Cooldown: 720s
Cast Time: 3s
Distance: 10 tiles
Creates a poison cloud that lasts 60 seconds, reducing movement speed and hit rate of enemies within the area.
Requirements: Agility: 55, Intelligence: 20, Melee weapon
Archer Archetype
Archer abilities excel in precise ranged combat, mobility through movement, trap deployment, and strategic positioning for maximum damage effectiveness.
Tier I
Heavy Arrow
Target: Entity Target
Cooldown: 120s
Cast Time: 2s
Distance: +3 tiles
Fires a powerful arrow dealing 2.5× damage, slowing the target and knocking them back 6 tiles.
Requirements: Agility: 15, Spirit: 5, Intelligence: 5, Ranged weapon
Vulnerability Mark
Target: Entity Target
Cooldown: 240s
Cast Time: 1.5s
Distance: +8 tiles
Marks target with vulnerability that increases damage taken with each hit, stacking up to a maximum threshold.
Requirements: Agility: 15, Intelligence: 5, Strength: 5, Ranged weapon
Tier II
Precision Shot
Target: Entity Target
Cooldown: 120s
Cast Time: 1.5s
Distance: +3 tiles
Fires a precise shot dealing 2.5× damage and stunning the target.
Requirements: Strength: 15, Agility: 22, Ranged weapon
Trap
Target: Self Cast
Cooldown: 360s
Cast Time: 0.5s
Immobilizes all nearby enemies for 10 seconds.
Area of Effect: Circle (4 tiles radius) Requirements: Agility: 25, Stamina: 12
Tier III
Poison Mark
Target: Entity Target
Cooldown: 240s
Cast Time: 2.5s
Distance: +8 tiles
Marks target with poison that stacks damage and healing reduction over time. Inflicts nature damage over time.
Requirements: Intelligence: 20, Agility: 30, Ranged weapon
Rapid Pace
Target: Self Cast
Cooldown: 320s
Cast Time: Instant
Temporarily increases attack speed for a limited duration.
Requirements: Strength: 15, Agility: 35, Ranged weapon
Tier IV
Arrow Volley
Target: Tile Target
Cooldown: 800s
Cast Time: 3.5s
Distance: +25 tiles
Rains arrows in a large area, dealing 250% damage and slowing enemies by reducing their movement speed.
Area of Effect: Circle (6 tiles radius)
Requirements: Intelligence: 20, Agility: 42, Ranged weapon
Backstep
Target: Self Cast
Cooldown: 300s
Cast Time: Instant
Instantly moves 6 tiles backward, removes slow and immobilize effects, and reduces all other ability cooldowns by 300 seconds.
Requirements: Spirit: 12, Agility: 40, Intelligence: 10,
Tier V
Snipe
Target: Entity Target
Cooldown: 720s
Cast Time: 5s
Distance: +35 tiles
Charges a devastating shot dealing 6× damage with guaranteed hit and maximum armor penetration. Projectile travels at double speed.
Requirements: Intelligence: 20, Agility: 55, Ranged weapon
Multishot
Target: Self Cast
Cooldown: 600s
Cast Time: Instant
Temporarily enhances attacks to fire 2 additional projectiles with 40% damage for a limited duration.
Requirements: Spirit: 15, Strength: 15, Agility: 45, Ranged weapon
Mage Archetype
Mage abilities center around elemental magic, area-of-effect spells, and battlefield control through powerful ranged attacks and magical manipulation.
Tier I
Fireball
Target: Area Effect (2 tile radius)
Cooldown: 320s
Cast Time: 7s
Distance: 12 tiles
Launches a magical projectile that deals fire damage (3.5× modifier) and applies defensive break effect. Has 50% chance to set targets on fire.
Requirements: Intelligence: 20, Spirit: 5, Magic weapon
Enchant
Target: Area Effect (2 tile radius)
Cooldown: 320s
Cast Time: 5s
Distance: 8 tiles
Enhances friendly units in a small area with offensive enchantment, increasing their damage output for a duration.
Requirements: Intelligence: 10, Spirit: 15, Magic weapon
Tier II
Teleport
Target: Tile Target (3x3 area)
Cooldown: 520s
Cast Time: 2s
Distance: 50 tiles
Instantly transports the caster and nearby friendly units in a 3x3 area to the target location. Ignores obstacles and range limitations.
Requirements: Intelligence: 20, Agility: 12
Static Electricity
Target: Area Effect (5x1 line)
Cooldown: 520s
Cast Time: 2s
Distance: 15 tiles
Creates static electricity fields that deal electrical damage (2× modifier) and stun enemies for 6 seconds. Fields persist for 60 seconds.
Requirements: Intelligence: 20, Agility: 12, Magic weapon
Fast Cast
Target: Self
Cooldown: 240s
Cast Time: Instant Distance: Self
Applies a buff that reduces casting time for subsequent spells. Single use per cooldown period.
Requirements: Intelligence: 15, Stamina: 15
Tier III
Frost Nova
Target: Self (5 tile radius)
Cooldown: 600s
Cast Time: 0.5s
Distance: 5 tiles
Creates an explosive burst of frost around the caster that deals water damage (1× modifier) and freezes enemies.
Requirements: Intelligence: 35, Spirit: 15, Magic weapon
Thunder
Target: Area Effect (2 tile radius)
Cooldown: 320s
Cast Time: 1.5s
Distance: 20 tiles **Usages: ** 3
Calls down lightning that deals electrical damage (1× modifier). Has 3 charges: normal damage at 1 charge, immobilizes for 5s at 2 charges, stuns for 5s at 3 charges. Has 20% chance to ignite targets.
Requirements: Intelligence: 30, Agility: 20, Magic weapon
Tier IV
Blizzard
Target: Area Effect (14 tile radius)
Cooldown: 7 days
Cast Time: 20s
Distance: 75 tiles
Creates a massive blizzard that persists for 2 hours, dealing continuous water damage and severely slowing enemies. Can freeze targets. Ignores obstacles.
Requirements: Intelligence: 40, Spirit: 22, Magic weapon
Ward
Target: Self
Cooldown: 800s
Cast Time: 0.5s
Distance: Self
Creates a protective barrier around the caster that reflects a percentage of incoming damage back to attackers for a duration.
Requirements: Intelligence: 20, Stamina: 12, Spirit: 30, Magic weapon
Tier V
Meteor
Target: Area Effect (8 tile radius)
Cooldown: 10 days
Cast Time: 25s
Distance: 75 tiles
Summons a devastating meteor that crashes down dealing massive fire damage (4.5× modifier). Has 50% chance to set targets on fire. Ignores obstacles.
Requirements: Intelligence: 55, Strength: 25, Magic weapon
Protective Field
Target: Area Effect (7 tile radius with 3 tile gap)
Cooldown: 1200s
Cast Time: 6s
Distance: 25 tiles
Creates a large protective field that shields multiple allies from damage for 40 seconds. Provides area-wide protection for friendly units.
Requirements: Intelligence: 30, Spirit: 45, Magic weapon
Priest Archetype
Priest abilities specialize in healing, protective enchantments, crowd control through sleep and fear effects, and powerful restoration magic for sustained team survival.
Tier I
Heal
Target: Area Effect (2 tile radius)
Cooldown: 320s
Cast Time: 6s
Distance: 12 tiles
Heals friendly units in a small area for 5× healing multiplier based on caster's offensive stats.
Requirements: Stamina: 10, Spirit: 15, Magic weapon
Void Blast
Target: Entity Target
Cooldown: 320s
Cast Time: 3s
Distance: 12 tiles
Launches a projectile that deals damage (2× modifier) and applies fear effect to the target.
Requirements: Intelligence: 10, Spirit: 15, Magic weapon
Tier II
Regeneration
Target: Entity Target
Cooldown: 420s
Cast Time: 1s
Distance: 12 tiles
Applies regeneration effect to target ally, healing them over time based on caster's offensive stats. Has 3 charges.
Requirements: Stamina: 17, Spirit: 20, Magic weapon
Guardian Field
Target: Entity Target
Cooldown: 320s
Cast Time: 1s
Distance: 12 tiles Usages: 2
Applies defensive enchantment to target ally, increasing their defensive capabilities for a duration. Has 2 charges.
Requirements: Strength: 15, Spirit: 22, Magic weapon
Tier III
Hollow
Target: Self (4 tile radius)
Cooldown: 320s
Cast Time: 0.5s
Distance: Self
Creates a fear aura around the caster that affects all enemies within range, causing them to flee in terror.
Requirements: Intelligence: 25, Spirit: 25, Magic weapon
Blink
Target: Tile Target Cooldown: 320s Cast Time: 0.5s Distance: 15 tiles Usages: 2
Instantly teleports the caster to target location and reduces cooldowns of other abilities by 100s. Has 2 charges.
Requirements: Spirit: 30, Agility: 20,
Tier IV
Heal Nova
Target: Self (4 tile radius)
Cooldown: 520s
Cast Time: 5s
Distance: Self
Heals all friendly units around the caster (5× healing multiplier) and applies regeneration effect to each target.
Requirements: Intelligence: 20, Spirit: 30, Stamina: 12, Magic weapon
Lullaby
Target: Area Effect (3 tile radius)
Cooldown: 320s
Cast Time: 2.5s
Distance: 12 tiles
Puts enemies in target area to sleep for a duration, rendering them unable to act.
Requirements: Spirit: 45, Stamina: 17, Magic weapon
Tier V
Guardian Shield
Target: Entity Target
Cooldown: 320s
Cast Time: 1s
Distance: 12 tiles Usages: 2
Provides target ally with damage reduction, endurance bonus, and protective effects for a duration. Has 2 charges.
Requirements: Spirit: 45, Stamina: 30, Magic weapon
Resurrection
Target: Entity Target
Cooldown: 1200s
Cast Time: 30s
Distance: 5 tiles
Revives target with 50% of maximum health and vitality. Has 3 charges.
Requirements: Stamina: 20, Agility: 20, Spirit: 55, Magic weapon
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