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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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Screenshots

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