Runes
Every rune type, its value range at each rank, how to get runes and how Exalted runes work.
How runes work
- Each of your sets has 8 rune sockets, one per equipment slot, plus 1 skin socket shared by every set.
- A set can hold at most 3 runes of the same type.
- A rune’s rank is the rank of the item it came from. Higher ranks give much stronger runes.
- Its value is rolled once, between 80% and 120% of the base for its rank, and never changes. Runes cannot be upgraded or merged. To get a better roll, find a new rune.
- Salvaging a rune you do not need pays
Embers.
Getting runes
Runes drop when you salvage Epic or higher gear, and from Forge crafts. The chance grows with the item’s rank, and S-Tier items are three times as likely to drop one:
| Salvaged item rank | Rune chance | S-Tier item |
|---|---|---|
| Epic | 0.2% | 0.5% |
| Greater Epic | 0.3% | 1% |
| Ascended Epic | 0.6% | 1.9% |
| Legendary | 1.3% | 3.8% |
| Elder Legendary | 2.6% | 7.7% |
| Ancient Legendary | 3.8% | 11.5% |
| Celestial | 7.7% | 23% |
| Ethereal | 15.4% | 46.1% |
| Divine | 20% | 60% |
| True Divine | 20% | 60% |
| Exalted Divine | 20% | 60% |
Stat runes
The Chance column is how likely a new rune is to be that type. Pick a rank to see the range a rune of that rank can roll.
| Rune | Chance | Epic | Greater Epic | Ascended Epic | Legendary | Elder Legendary | Ancient Legendary | Celestial | Ethereal | Divine | True Divine | Exalted Divine |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Damage Rune | 4.5% | 1.6-2.4% | 2-2.9% | 2.4-3.6% | 2.9-4.4% | 3.5-5.3% | 4.3-6.5% | 5.3-7.9% | 6.4-9.6% | 12.3-18.5% | 16.6-25% | 20.3-30.5% |
| Critical Chance Rune | 4.5% | 0.6-1% | 0.8-1.2% | 1-1.4% | 1.2-1.7% | 1.4-2.1% | 1.7-2.6% | 2.1-3.2% | 2.6-3.9% | 4.9-7.4% | 6.7-10% | 8.1-12.2% |
| Critical Damage Rune | 4.5% | 1.4-2% | 1.7-2.5% | 2-3% | 2.5-3.7% | 3-4.5% | 3.7-5.5% | 4.5-6.7% | 5.5-8.2% | 10.5-15.7% | 14.1-21.2% | 17.3-25.9% |
| Attack Speed Rune | 4.5% | 1-1.5% | 1.2-1.8% | 1.5-2.2% | 1.8-2.7% | 2.2-3.3% | 2.7-4% | 3.3-5% | 4-6% | 7.7-11.6% | 10.4-15.6% | 12.7-19.1% |
| Max HP Rune | 4.5% | 1.4-2% | 1.7-2.5% | 2-3% | 2.5-3.7% | 3-4.5% | 3.7-5.5% | 4.5-6.7% | 5.5-8.2% | 10.5-15.7% | 14.1-21.2% | 17.3-25.9% |
| Armor Rune | 4.5% | 1.2-1.8% | 1.5-2.2% | 1.8-2.7% | 2.2-3.3% | 2.7-4% | 3.2-4.9% | 4-5.9% | 4.8-7.2% | 9.2-13.9% | 12.5-18.7% | 15.2-22.9% |
| HP Regeneration Rune | 4.5% | 1-1.5% | 1.2-1.8% | 1.5-2.2% | 1.8-2.7% | 2.2-3.3% | 2.7-4% | 3.3-5% | 4-6% | 7.7-11.6% | 10.4-15.6% | 12.7-19.1% |
| Life Steal Rune | 4.5% | 0.8-1.2% | 1-1.5% | 1.2-1.8% | 1.5-2.2% | 1.8-2.7% | 2.2-3.2% | 2.6-4% | 3.2-4.8% | 6.2-9.2% | 8.3-12.5% | 10.2-15.2% |
| Dodge Chance Rune | 4.5% | 0.4-0.5% | 0.4-0.7% | 0.5-0.8% | 0.7-1% | 0.8-1.2% | 1-1.5% | 1.2-1.8% | 1.4-2.2% | 2.8-4.2% | 3.7-5.6% | 4.6-6.9% |
| Move Speed Rune | 4.5% | 0.6-0.8% | 0.7-1% | 0.8-1.3% | 1-1.5% | 1.2-1.9% | 1.5-2.3% | 1.8-2.8% | 2.3-3.4% | 4.3-6.5% | 5.8-8.7% | 7.1-10.7% |
Ability runes
An Ability Damage or Ability Cooldown rune boosts one specific ability, named on the rune. They only help when you take that ability in your run.
- Ability Damage can roll for: Elemental Orbit, Elemental Aura, Dreadgaze, Pierce Ray, Kratos and Phantom Shuriken.
- Ability Cooldown can roll for: Dreadgaze, Pierce Ray, Kratos and Phantom Shuriken.
| Rune | Chance | Epic | Greater Epic | Ascended Epic | Legendary | Elder Legendary | Ancient Legendary | Celestial | Ethereal | Divine | True Divine | Exalted Divine |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Ability Damage Rune | 20% | 2.4-3.6% | 2.9-4.4% | 3.6-5.4% | 4.4-6.6% | 5.3-8% | 6.5-9.7% | 7.9-11.9% | 9.6-14.5% | 18.5-27.7% | 25-37.4% | 30.5-45.7% |
| Ability Cooldown Rune | 11.8% | 1-1.4% | 1.2-1.8% | 1.4-2.1% | 1.7-2.6% | 2.1-3.2% | 2.6-3.9% | 3.2-4.8% | 3.9-5.8% | 7.4-11.1% | 10-15% | 12.2-18.3% |
Talent and element runes
Talent Damage boosts the damage of your class talents. Element runes boost the direct hits of skills of that element. They do not boost damage over time ticks, and they are switched off in the Arena.
| Rune | Chance | Epic | Greater Epic | Ascended Epic | Legendary | Elder Legendary | Ancient Legendary | Celestial | Ethereal | Divine | True Divine | Exalted Divine |
|---|---|---|---|---|---|---|---|---|---|---|---|---|
| Talent Damage Rune | 13.6% | 1.2-1.8% | 1.5-2.2% | 1.8-2.7% | 2.2-3.3% | 2.7-4% | 3.2-4.9% | 4-5.9% | 4.8-7.2% | 9.2-13.9% | 12.5-18.7% | 15.2-22.9% |
| Fire Damage Rune | 1.8% | 1.6-2.4% | 2-2.9% | 2.4-3.6% | 2.9-4.4% | 3.5-5.3% | 4.3-6.5% | 5.3-7.9% | 6.4-9.6% | 12.3-18.5% | 16.6-25% | 20.3-30.5% |
| Frost Damage Rune | 1.8% | 1.6-2.4% | 2-2.9% | 2.4-3.6% | 2.9-4.4% | 3.5-5.3% | 4.3-6.5% | 5.3-7.9% | 6.4-9.6% | 12.3-18.5% | 16.6-25% | 20.3-30.5% |
| Poison Damage Rune | 1.8% | 1.6-2.4% | 2-2.9% | 2.4-3.6% | 2.9-4.4% | 3.5-5.3% | 4.3-6.5% | 5.3-7.9% | 6.4-9.6% | 12.3-18.5% | 16.6-25% | 20.3-30.5% |
| Lightning Damage Rune | 1.8% | 1.6-2.4% | 2-2.9% | 2.4-3.6% | 2.9-4.4% | 3.5-5.3% | 4.3-6.5% | 5.3-7.9% | 6.4-9.6% | 12.3-18.5% | 16.6-25% | 20.3-30.5% |
| Shadow Damage Rune | 1.8% | 1.6-2.4% | 2-2.9% | 2.4-3.6% | 2.9-4.4% | 3.5-5.3% | 4.3-6.5% | 5.3-7.9% | 6.4-9.6% | 12.3-18.5% | 16.6-25% | 20.3-30.5% |
Exalted runes
Exalted Divine runes (Exalted runes for short) are the strongest runes in the game.
- They can roll from Forge crafts once you have cleared chapter 35. The chance grows with your Forge level.
- Each counted Exalted rune gives +25% final Damage and Max HP, on top of everything else.
- Up to 6 count, with at most 3 of the same type.
- Chapters 40, 41 and 42 need 3, 4 and 6 of them socketed in your current set.
- In the Arena the +25% bonus is switched off, but the rune’s normal stat still counts.
- Salvaging an Exalted rune pays no Embers.
Tips
- Fill every socket. Even a low-rank rune is free power, and you can swap it out later.
- Divine is the big jump. A rune from Divine gear is almost twice as strong as one from Ethereal gear. Still, salvage a Divine item only when no merge can use it.
- Mind the stat caps. Dodge Chance stops at 50%, Critical Chance at 100% and Move Speed at +100%. Attack Speed past 2.5× counts only a quarter. See Battle Mechanics.
- Match ability runes to your build. An ability rune for a skill you never pick does nothing, except that an Exalted one still gives its +25% final Damage and Max HP.
- Plan for chapter 40. Once you have cleared chapter 35, keep crafting in the Forge: the Exalted runes you collect there are what opens the last chapters.






