By continuing to browse this website or by clicking on the X, you consent to the use of cookies that enable us to collect site-visit statistics and offer you videos, share buttons, personalized ads, and a chat feature. Learn more and set cookie preferences X

Browse forums 
Ankama Trackers
Score : 1685

The Ultimate Runes and Smithmagic Guide

By monsterslam - MEMBER - June 16, 2018, 11:07:14
UPDATED AS OF : 28 September, 2018


Runes have became an important part of improving characters, and with the different types of runes, the different ways to use or obtain them, it could get very confusing really easily, therefore I decided to make this guide to make it as simple and fully detailed as possible. So, here we go:

• Introduction:

Runes are used to improve items by certain stats or effects that benefit characters in combat significently, there are 3 types of runes:

1. Normal runes.
2. Special/Exquisite runes (or better known as Metamorfos).
3. Relic and epic runes.

I will go down and explain everything about them all in detail.

Table of Content:

[RG-1] Normal Runes:
  • [RG-1-1] Obtaining:
  • [RG-1-2] Rune Levels and Qualities:
  • [RG-1-3] Usage:
  • [RG-1-4] Rune slots and their effects:
  • [RG-1-5] Slot levels of runes and improving them:
  • [RG-1-6] Different types of support stats:
  • [RG-1-7] Tips:
[RG-2] Special/Exquisite Runes (or Metamorfos):
  • [RG-2-1] Obtaining:
  • [RG-2-2] Usage:
  • [RG-2-3] Their effects:
  • [RG-2-3*] Special Exquisite Runes/Metamorfos:
  • [RG-2-4] Notes:
  • [RG-2-5] Tips:
[RG-3] Relic and Epic Runes:
  • [RG-3-1] Obtaining:
  • [RG-3-2] Usage:
  • [RG-3-3] Their effects:
  • [RG-3-3-1] Epic runes:
  • [RG-3-3-2] Relic Runes:
  • [RG-3-4] Notes:
  • [RG-3-5] Tips:
[RG-4] General Tips:
[RG-5] Summary:

**To jump to a specific part, press Ctrl+F, and type its section number**
[RG-1] Normal Runes:

Normal runes should be a good start if you're a beginner to improving equipment, regardless of item rarity or level, and they give pretty basic yet useful bonuses.

[RG-1-1] Obtaining: Those runes are the easiest to obtain, you get them from many sources, which are:

- Shattering items, and obtaining powder, 100 powders of one level and rarity/quality (I will call them level and quality from now on, I will explain them in a bit) will create a rune using runic recyclers.

- Dropping them from mimics from fights (Runic mimics) which appear randomly, the level of the runes is based on the level of mobs being fought, the quality is random, and you may be very unlucky and not drop any runes from them.

- Winning them from end of season (end of month) chest rewards, as whole runes or as a good amount of powder.

- Some runes could be dropped from Moon Island mobs (to be specific, glossy and sparkling exquisite runes).

- Simply buying them from others.

Now let's talk about how they work and how you can use them:

[RG-1-2] Rune levels and qualities: Normal runes have both levels and qualities; in total there are 13 levels and 4 qualities for runes.

a. The levels of the runes imply which runes you can use on items with specific levels. The levels are:

- Coarse runes, for levels 1-20
- Basic runes, for levels 21-35
- Imperfect runes, for levels 36-50
- Fragile runes, for levels 51-65
- Rustic runes, for levels 66-80
- Raw runes, for levels 81-95
- Solid runes, for levels 96-110
- Durable runes, for levels 111-125
- Refined runes, for levels 126-140
- Precious runes, for levels 141-155
- Exquisite runes, for levels 156-170
- Mystical runes, for levels 171-185
- Eternal runes, for levels 186-200 (highest level rune)

b. The qualities are basic (coloured white), glossy (coloured green), sparkling (coloured orange) and perfect runes (coloured yellow).

You can obtain different rune levels or qualities by improving runes. That is done by having 2 of the same rune/powder of the same level and quality together at a runic recycler. Examples: If you want an exquisite rune, you can use two precious runes if you own them and make it. If you want a sparkling rune, you can use two glossy runes if you own them to make it.
To make it a little simpler, start from the target rune you need to obtain, then keep doubling the runes of lower level or lower quality gradually until you reach the runes you will start with.

You can also obtain rune powders from crushing equipment, depending on the rarity and level of the equipment. The level of the powder depends on the level range of the crushed equipment. Unusual equipment give basic powder, rare give glossy, mythical give sparkling, and lastly legendary, souvenirs, epics and relics all give perfect powder. Note that epics give a lot more perfect powder than legendary and souvenir equipment, and relics give even more powders than epics.

[RG-1-3] Usage: To use a rune, you drag and drop it in a rune slot on your equipment of your choice.

Keep in mind when you want to use a rune on an item, the level of the rune has to be less than or equal to the level of the item you want to use it on, for example you have a level 67 item, to use a rune on it, the rune level should be rustic, and you cannot use fragile runes or less. Obviously you could confuse names because they are a lot, but you can easily figure out the lowest level rune you can use by seeing its level (it shows the level of the rune in the market board/item interface). There's no restriction for rune quality for usage. You can use normal runes on any item of any rarity and level, as long as the rune used is the equipment's level range or higher.

[RG-1-4] Rune slots and their effects:

Different equipment give different bonuses from runes depending on the slot type of the equipment; hats, rings and weapons have attack slots (known by their red colour lining) which increase elemental mastery by 1 for each slot level, shields, cloaks, epaulettes, breastplates, and amulets have defense slots (known by their blue colour lining) which increase elemental resistance by 1 for each slot level, belts and boots have support slots (known by their green colour lining) which increase lock, dodge, initiative or health points by 2 (for lock, dodge and initiative) or 4 (for health points) for each slot level.
Normal rune slots, Defense on the left, Attack in the middle, and Support on the right.

[RG-1-5] Rune slot levels and improving them:

You might be wondering what I mean by slot levels of the runes. Basically, when you use a rune in a slot, the rune gives you a certain amount of slot levels depending on the rune quality; when using:
- a basic rune on a slot, it will allocate 1 slot level, therefore 1 elemental damage/1 elemental resistance/2 lock, dodge or initiative stats (4 for health points).
- a glossy rune on a slot, it will allocate 2 slot levels, therefore 2 elemental damage/2 elemental resistance/4 lock, dodge and initiative stats (8 for health points).
- a sparkling rune. it will allocate 2 or 3 levels (randomly).
- a perfect rune, it will allocate 3 levels.

Now, once you used runes on your items, you need to improve them to their maximum slot level. When you click on a not fully improved rune, it will open the improvement interface, which shows which runes or smithmagic hammers you own and can use to improve the slot level, and the fee cost to improve it. There are 1 or 2 slots in the improvement interface, 1 which requires a rune or a smithmagic hammer, and the other slot requires only runes. Each slot level improvement requires you to obtain certain levels of runes and qualities depending on the item's level and the current slot level, or alternatively you can use smithmagic hammers in 1 slot in the interface if you have them (smithmagic hammers are obtained from drops, the game shop or bought from others).

You will also have to pay some fee along the runes you will use which increase the higher the slot level, so keep some kamas with you when you need to increase them. Important Note: The fee is dependant on the level of the equipment being runed, their rarity and the slot level; the higher the rune level and slot level, and the better the rarity, the greater the fee. Also note that souvenir (level 200 only), epic and relic equipment have the same fee cost as legendary equipment of the same level. For reference, see the formula used to calculate the fee cost.

[Courtesy of LazyPhoror-Phaeris: the following formula describes how much exactly do the fees cost:

UC = 2^(IL / 30)*100*SL*IR, where:
• UC - upgrade fee cost
• IL - item level
• SL - slot level (the slot level you want to upgrade into, not the current slot level)
• IR - item rarity (1.0 for Legendary, Souvenir, Epic and Relic, 0.8 for Mythical, 0.6 for Rare, 0.4 for Uncommon now called Unusual, 0.2 for Common).

Note that decimal digits are not taken into account for the result. Source]

• If you start from level 1:

- you need 1 glossy rune or a smithmagic hammer to proceed to slot level 2, also to proceed from slot level 2 to 3.

- you need 2 glossy runes or 1 smithmagic hammer and 1 glossy rune to proceed from 3 to 4 and 4 to 5.

- you need 2 sparkling runes or 1 smithmagic hammer and 1 sparkling rune to proceed from slot level 5 to 6, and 6 to 7.

- you need 2 perfect runes or 1 smithmagic hammer and 1 perfect rune to proceed from slot level 7 to 8, 8 to 9 and 9 to 10.
Improvement interface, for slot levels 1 and 2.
Improvement interface for slot levels 3 and 4.
Improvement interface for slot levels 5 and 6.

Notice the increase in fee price.

• You can also use a higher quality and/or level rune than needed in certain slot levels, for example you can use sparkling or perfect runes at slot levels 1-4. Let's take level 156-170 equipment as an example for the rune levels that could be used; all runes required from level 1-5 are glossy exquisite (or higher level) runes, 5-7 require sparkling exquisite (or higher level) runes, and 7-10 require perfect exquisite (or higher level) runes. Obviously it's not very efficient to use better runes than required to improve a slot level. In case of level 200 equipment, they can only use eternal runes for usage and upgrading.

• Each slot level improvement adds 1 damage/resistance stat to the attack/defense slots, and 2 lock, dodge or initiative stats to the support slots (4 in case of health). The maximum slot level of all rune slots is 10, therefore 10 damage for an attack slot, 10 resistance for a defense slot, and 20 lock/dodge/initiative or 40 health points for a support slot.

[RG-1-6] Different types of support stats:

For support slots, you could get lock, dodge, initiative or health points randomly when using a rune, but if you want to change it to something specific, you can use smithhammers (not to be confused with smithmagic hammers). To use a smithhammer, you double click it and then click on the support rune you want to change.

They are: Smithhammer of Lock, Smithhammer of Dodge, Smithhammer of Initiative, and Smithhammer of Vitality.

Smithhammer of Vitality changes a support slot to give health points, Smithhammer of Lock changes it to give lock, etc..

[RG-1-7] Tips:

1. When you want to use a rune, you need to bear in mind 2 things: the level of the rune (compared to the equipment level you will use it on), and its quality. Do not use a rune that's too high level for a lower level item with a big level gap between them. For quality, ALWAYS use a glossy rune, as using a glossy rune gives 2 slot levels, and you need another glossy rune to improve the slot level to 3 (in total 2 glossy runes). If you use a sparkling rune (which requires 2 glossy runes to be made), you may randomly get 2 or 3 slot levels, which means: 1. you're lucky as it would have made no difference if you land on 3 (in total 2 glossy runes).  2. you waste an extra glossy rune if you land on 2, to achieve 3 slot levels (in total 3 glossy runes). Don't try your luck with sparkling runes. If you use a perfect rune (which requires 4 glossy runes to be made), you will land on 3 slot levels, which you could've done with only 2 glossy runes.

2. Usually it's cheaper to use runes on multiple rune slots than runing 1 single slot and improving it.

3. Make sure you use support rune stats that suit your needs.

4. Upgrade your runes at your equipment's lowest possible rarity to reduce fee costs.

5. You do not obtain more powder when crushing items with used runes.

6. Emblems, pets and mounts cannot be runed.
[RG-2] Special/Exquisite Runes (or better known as Metamorfos):

These runes are 1 step ahead of normal runes, you shouldn't really bother about them unless you become familiar with the usual stats and/or secondary stats. Those give more specialized stats that you could choose from to suitably improve your character in a significant manner in terms of what they can do.

[RG-2-1] Obtaining:

You can obtain them from Metamorfrags (basically fragements of metamorfos) and rare harvesting professions' resources (see their recipes for reference), and you obtain the Metamorfrags from doing steles in dungeons (steles are extra effects applied at the boss room, usually buffs to mobs and boss, or a handicap to players, to make the fight more difficult for metamorfrags and equipment rewards. Currently there are only 3 steles in dungeon boss rooms, therefore 3 different metamorfrags). You can alternatively buy the metamorfrags, the rare resources or the metamorfos themselves from others.

[RG-2-2] Usage:

You use them just like smithhammers; you double click them then click on the rune of your choosing and it will change it to an exquisite rune that has specialized stats. Be advised there's a level restriction to them, as the equipment levels have to be 150 or higher. You can't use all metamorfos on any rune, some of them require to be used on specific rune slots. They don't have any extra slot levels nor they reset the current slot level of the normal rune used, so it will keep the slot level of the original rune when you use one. Keep in mind if the normal rune wasn't max'ed out, then the applied exquisite rune will require improving to obtain better stats' bonuses.

[RG-2-3] Their effects: These are the metamorphos currently in the game, their effects and what rune slots they require:

- Distance: +2 distance mastery per slot level (max. 20), requires an attack rune slot.
- Precision: +2 single target mastery per slot level (max. 20), requires an attack rune slot.
- Destruction: +2 area of effect mastery per slot level (max. 20), requires an attack rune slot.
- Melee: +2 melee mastery per slot level (max. 20), requires an attack rune slot.
- Audacity: +2 critical mastery per slot level (max. 20), attack slot.
- Sneakiness: +2 rear mastery per slot level (max. 20), attack slot.
- Fury: +3 berserk mastery per slot level (max. 30), attack slot.
- Altruism: +3 heals (healing mastery) per slot level (max. 30), attack slot.
- Determination: +5 force of will at max slot level (not sure how does it progress as you increase the slot level, assuming it's 1 willpower every 2 levels), support rune slot.
- Life: +5 health points per slot level (max. 50), defense slot.

[RG-2-3*] Special Exquisite Runes/Metamorfos: The following metamorfos give you specific states that you obtain during fights, they increase in level per slot level:

- Influence: +1 Critical level per slot level (max. 10 Critical levels), attack rune slot.
- Robustness: +1 Robustness level per slot level (max. 10 Robustness levels), attack rune slot.
- Acuity: +1 Acuity level per slot level (max. 10 Acuity levels), any rune slot.
- Velocity: +1 Velocity level per slot level (max. 10 Velocity levels), any rune slot.
- Vivacity: +1 Vivacity level per slot level (max. 10 Vivacity levels), any rune slot.

• These states can accumulate to give the following bonuses:

1. 10 Critical levels: +1% critical hit (max. 10% critical hits, therefore max. 100 Critical levels).
2. 10 Robustness levels: +1% block (max. 10% block, therefore max. 100 Robustness levels).
3. 60 Acuity levels: +1 range (max. 1 range).
4. 90 Velocity levels: +1 MP (max. 1 MP).
5. 140 Vivacity levels: +1 AP (max. 1 AP).

[RG-2-4] Notes:

1. As you can see, to be able to benefit from the bonuses of Influence, Robustness, Acuity, Velocity and Vivacity, you are required to use their respective metamorfo hammers on at least 1 rune slot (Influence/Robustness) or more (Acuity/Velocity/Vivacity). This is not very difficult to achieve with Acuity, Velocity, and Vivacity as you can use them on any rune slot.

2. For such bonuses you obtain from the metamorfos, you will lose the original stats of the runes unless you use smithhammers to turn them back to normal (that's why I didn't mention the existence of smithhammer of damage or resistance yet; as they contribute nothing with normal runes, but you can use them optionally on attack/defense slots with exquisite runes if you wish to turn them back to normal. You can use the support smithhammers to turn any of the exquisite runes in support slots back to normal runes as well). You can alternate between normal runes' stats or exquisite runes' stats using metamorfos or smithhammers, as many times as you want for any rune slot.

3. Be advised that to be able to create Acuity, Velocity or Vivacity metamorfos from metamorfrags, you need to obtain or have someone who obtained their recipes to create them, which are dropped from Moon Island mobs or eternal tier (level 186-200 content) Zinit mobs. Either recipe levels have the same drop rate from their respective mobs.

4. There are 2 metamorfo recipe levels, each for their respective rare profession resources' level range; Moon Island recipes (handyman profession level 115) and eternal tier Zinit recipes (handyman profession level 125). Both recipe levels create the same metamorfo hammers, and each do not require to be used on equipment of their level ranges (still minimum level 150 for both recipes). Only difference between them is the rare profession resources required to make the metamorfos.

5. Exquisite rune improvements act exactly the same as normal rune improvements; you still require normal runes of specific levels and qualities to improve an exquisite rune at a certain slot level.

[RG-2-5] Tips:

1. It seems that having Determination rune at slot level 9 also gives 5 willpower, so it's not necessary to reach slot level 10.

2. There are a total of 25 rune slots across all equipment. For the metamorfos that can be applied to any rune; choose wisely which runes you want to give up for the bonus(es) you desire from the metamorfos.

3. Craft the metamorfo hammers using Moon Island recipes as much as you can, as their rare resources are usually cheaper than Zinit rare resources.
[RG-3] Relic and Epic Runes:

Lastly, relic and epic runes. Just when you thought metamorfos are specialized, these runes took it a step further. You should consider using those only when you're familiar with most game mechanics. These runes apply certain states that only appear/apply at the start, or during combat, which benefit the players, sometimes with certain conditions. You could say they act just like passives.

[RG-3-1] Obtaining:

Those runes are obtained from end of season (end of month) chest rewards only, which makes them pretty rare compared the other 2 rune types and more valuable most of the time. Some of these runes are only obtained from the end of season chest rewards of ultimate bosses only. Again, you can also buy any of them. Another way of obtaining them is from the "Pouch of Epic and Relic Runes", which can be obtained by a handyman recipe. The recipe requires you to obtain "Stasis rune fragment" resources, and polished precious stones. The stasis rune fragment resource can be obtained from recycling items obtained from the end-of-season chests of dungeons or ultimate boss chests at a machine in Astrub. Once you obtain the pouch, you can obtain any random epic or relic rune from it upon usage.

[RG-3-2] Usage:

Obvious from their names, these runes can only be applied to epics and relics, but it's not that simple; to be able to use an epic/relic rune, you are required to "upgrade" your epic or relic, by collecting mainly Ogrest Tears (Once Ogrest is calm for the month, you can obtain them from random mobs, random environmental quests or the Tear Collector quest from Mod'Ule in your haven bag), and also collecting other resources respective to the relic or epic level and the monster group you can obtain the epic or relic from. Once "upgraded", you can then add an epic or relic rune in an extra slot, meaning you can't use epic or relic runes on normal rune slots, but in an extra slot you unlock when you upgrade said epics or relics. Note that you can't use normal runes (therefore also metamorfos) in that new slot. In case you already used an epic or relic rune, but you would like to change it to another one, that's not an issue as you can replace them with other epic or relic runes. You drag and drop the rune on the extra slot you unlocked, or you replace a current one by also dragging and dropping the new rune on the extra slot, and you will be given a message for rune usage. You will not obtain the old epic/relic rune back if replaced, be warned. Furthermore, epic or relic runes do not require to be improved for better bonuses, you just use them on an epic or relic, and you have a state that's applied in combat. There's also no level restriction to them, you can use any rune on any epic or relic of any level.
A recipe to upgrade an epic.
Once upgraded, you will see a new rune slot special for epic/relic runes.
Once a epic/relic rune is used, you will see the applied state above on your current states.

[RG-3-3] Their effects: These are the epic and relic runes that currently exist in the game, their states' effects and their conditions (if there's any):

[RG-3-3-1] Epic runes:
- Epic Surgical Precision Rune, applies "Precise": At the start of combat, +20% heals are performed if the bearer has 1 range or less.
- Epic Measure Rune, applies "Measured": At the start of combat, +10% critical hits if the bearer has 40% block or more.
- Epic Inflexibility Rune, applies "Inflexible": At the start of combat, +20% damage is inflicted on targets if the bearer has 10 AP or less.
- Epic Steadfast Rune, applies "Constant": At the start of combat, +10% damage is inflicted on targets if the bearer has 10% critical hits or less.
- Epic Unraveling Rune, applies "Unraveling": At the start of combat, 50% of value of the total critical mastery is converted into elemental mastery.
- Epic Rune of Anatomy, applies "Anatomy": At the start of combat, all elemental mastery is decreased by 50%, then it takes the highest elemental mastery and converts it into rear mastery at the rate of: (1 elemental mastery = 1.3 rear mastery).
- Epic Rune of Positioning Knowledge, applies "Positioning Knowledge": At the start of combat, +50 elemental resistance and -100 rear resistance for the bearer.
- Epic Rune of Herculean Strength, applies "Herculear Strength": 150% of level value is converted into lock and dodge if the state bearer has an odd number of AP at the start of combat.
- Epic Rune of Brutality, applies "Brutality": If the state bearer has more area mastery than melee mastery, their melee mastery is added to their area mastery. The melee mastery is not lost.
- Epic Rune of Robust Health, applies "Robust Health": At the start of combat, the state bearer loses -40% of health points, but gains +30% heals and armour received.

[RG-3-3-2] Relic Runes:
- Brazier Relic Rune, applies "Brazier": At the start of combat, at the start of every turn, 50% of level value is converted into 2 secondary masteries (different each turn):
• Turn 1: melee and single target masteries.
• Turn 2: distance and single target masteries.
• Turn 3: distance and area of effect masteries.
• Turn 4: melee and area of effect masteries.
After turn 4, the masteries' bonuses are repeated from turn 1.
- Powerhouse Relic Rune, applies "Robust": 50% of level value is converted as barrier against distance damage, permanently during the fight.
- Smashmouth Relic Rune, applies "Smashell": At the start of every turn, the first spell that inflicts damage removes 30% of the target's armor.
- Confidence Relic Rune, applies "Trust": +20% block at the start of combat. If the bearer hasn't received any heals during the current turn, they will keep the bonus next turn, otherwise the bonus will vanish next turn.
- Alternation Relic Rune, applies "Alternation": If the bearer has used only one element to deal damage during a turn, they gain +15% elemental mastery to their other elements the following turn.
- Alternation Relic Rune II, applies "Alternation II": If the bearer uses one element to deal damage, they will receive +10% elemental mastery to their other elements for the next spell.
- Relic Rune of Heartbreaking Blood, applies "Heartbreaking Blood": In odd turns, the bearer inflicts +30% damage, but suffers 15% of the damage they inflict in total.
- Relic Rune of Excess, applies "Excess": -10% damage inflicted. After casting 10 spells, the state bearer inflicts 100% damage on the next spell cast (on the 11th counted spell), with the condition that the first 10 spells cost at least 1 AP.
- Relic Rune of Flame Aura, applies "Flame Aura": For every time the state bearer receives spell damage in close combat, they gain +10 levels of Flaming (stackable).
- Relic Rune of Guard Up, applies "Guard Up": -30% damage received for the state bearer during their own turn.

[RG-3-4] Notes:
1. For "Precise", "Measured", "Constant" and "Inflexible", buffs or debuffs during combat do not alter the conditions to activate or deactivate their bonuses. Again, they act like passives. If you do not meet the conditions outside combat, they will not activate.

2. The other remaining 50% of critical mastery is not lost from "Unraveling".

3. To avoid confusion, "Anatomy" takes away 50% the total amount of elemental masteries of all your elements. After all of them are halved, it chooses your highest elemental mastery then multiplies its value by 1.3. The final result is the amount of rear mastery you will gain. (Example: You have 1800 fire mastery, 1700 air mastery, 1500 water mastery, 200 earth mastery. The state will take away half of all of them, so you will end up with 900 fire mastery, 850 air mastery, 750 water mastery, and 100 earth mastery. Then the state picks your highest elemental mastery, which is fire in this example, and multiplies its value by 1.3 (900*1.3=1170). The final resultant value (1170) is the amount of rear mastery you will gain.). The remaining 50% of the highest mastery (after the 50% decrease) will not be lost for being converted into rear mastery. **Thank you Soutji for explanation**

4. "Brutality" takes the number of whatever your melee mastery is, and adds it to your area mastery, so nothing is converted; it's an additional area mastery with no melee mastery loss.

5. "50% of level value" means it takes the value of: (Your Level/2), the resultant value is the value of the bonus stats given. Example: you're level 172, if you use powerhouse relic rune, you will gain 86 barrier against distance damage (172/2 = 86). While "150% of level value" is: (Your Level*1.5)

6. For "Brazier" and "Herculean Strength", The level value converted into secondary masteries or lock and dodge is not split. Example: if you're level 150 and using brazier relic rune, you will gain 75 secondary masteries for both of them, not 37.5 for each. Another example: If you're level 100 and using epic rune of herculean strength, you will get both 150 lock and 150 dodge, not 75 for each, if you meet its condition of activation.

7. For "Trust", fight mechanic-based heals (like Flaxhid's Sanctuary totem heals) count as heals and therefore do not meet its condition of activation. If you lost the bonus but not receive heals the next turn, you will obtain the bonus again after that next turn (i.e. you get the bonus back in a turn whenever you don't receive heals from its preceding turn).

8. For "Alternation", after using 1 element in a turn, then also using only 1 element the following turn (with active bonus), the turn afterwards will also have an active bonus but for different elements. This means that using 1 element in a turn with an active bonus doesn't consume it for the next turn (Example for clearance: First turn you use fire only, so next turn you will get a 15% mastery bonus for all elements except for fire. Second turn you use water spells only [which benefit from the bonus you triggered the first turn]. Third turn you will obtain a 15% mastery bonus to all elements except for water, and so on..). Weapons can benefit from the mastery bonus AND also trigger it the same way as spells (if the weapon deals chromatic damage, see below in tips). **Special Thanks to Johnsonxii for explanation, testing and proof**

9. For "Alternation II", after using a spell of a specific element and gaining +10% elemental mastery bonus to the other elements for the next spell cast, the bonus is NOT consumed after casting that next spell. The bonus will re-apply after casting that next spell but not the element of that next spell, in other words you can keep alternating between the elements of each spell you cast to maintain specific bonuses your whole turn, until the turn ends (Example for clearance: First spell you cast is of fire element, therefore you get a 10% mastery bonus to all elements except fire, then you use a water spell [which benefits from the buff you triggered with the first spell], after casting that water spell, you will obtain another 10% mastery bonus to all elements except water). There will be no bonus present in the current turn from its preceding turn. Also if you use a spell of an element, then use the same or another spell of the same element, you will not consume the bonus nor stack it; it will remain a +10% mastery bonus for all elements except the element you used, after the 2 spell casts. Weapons benefit from the bonus, but do not trigger it to switch the bonus to other elements (Example for clearance: Let's say your highest 2 masteries are fire and water, and they're equal, and your weapon deals chromatic damage [which deals damage in the element of highest mastery]. First spell you cast in your turn is a fire spell, so you get a +10% mastery bonus for all your elements except for fire for your next spell cast. But, it's not necessary for it to be a spell cast to benefit from the bonus; if you try using your weapon [which will deal water damage, since it's now higher than fire because of the mastery bonus], you will benefit from the mastery bonus, as your weapon will deal higher damage in water, but bear in mind that won't change the buff for the next spell cast/weapon usage to be +10% mastery bonus to all elements except water; it will remain the first buff which is a +10% mastery bonus to all elements except for fire. It will act as if you never cast or used another element after the first spell. If you use another spell of another element [that's not fire] after using your weapon, let's say water, your bonus will change to +10% mastery bonus to all elements except for water, and so on..).  **Special Thanks to Johnsonxii for explanation, testing and proof**

10. For "Flame Aura", the Flaming levels obtained from the state can also stack with Flaming levels obtained from other sources than the state itself (spells that give Flaming stacks).

11. For "Guard Up", the bonus will not remain after the state bearer finishes their turn. The bonus only activates during the bearer's turn only and not any other turn.

12. Note that Prismatic Dofus or Meridia Insignia can also be upgraded and use relic runes, but they will still not have any normal rune slots.

13. Metamorfos cannot be used on epic/relic runes. They can only be used on runes in normal rune slots (as you can't use normal runes in epic/relic rune slots).

[RG-3-5] Tips:
1. When using relic rune of excess, after casting 10 spells and you obtain the +100% damage inflicted for next spell buff, DO NOT use a spell that doesn't directly deal damage. Any spell cast with the presence of that buff will consume it.

2. When using alternation relic rune, you can keep using 1 element per turn to keep a consistent buff for 2 elements every 2 turns, 1 each turn, but I don't recommend it as it's heavily limiting your spell casts. When using alternation relic rune II, you can alternate between elemental mastery bonuses as long as you use different elements for every cast, which is not hard to achieve compared to the first alternation rune.

3. When using alternation relic rune and alternation relic rune II, please be advised that when using Stasis, Light or Chromatic damaging spells, the element of damage dealt will count as one of either: a. The target's lowest element resistance if using Stasis damage. - b. Your highest element mastery if using Light or Chromatic damage (if 2 or 3 of your best elements are equal and include fire, chromatic or light damage will count as fire damage). Note that "Alternation" (not "Alternation II") will not activate if you attack 2 targets using Stasis damage with different lowest element resistance (As in a target has fire as lowest element resistance while another has water as lowest element resistance, for example, because first target will count as fire damage while second target will count as water).
[RG-4] General Tips:

1. Just like gear, use normal runes, metamorfos and epic/relic runes that will give your character the most benefit that suits your build and liking. Different combination of normal runes, metamorfos and epic/relic runes could produce incredible character performances and/or stats.

2. For any type of rune (Normal, exquisite or epic/relic runes), make sure you use runes on equipment you will use again in the future/always use. Rune improvement fee costs or runes themselves cannot be obtained back after usage/after upgrading/from crushing equipment. Bear in mind that equipment values increase the better and more suitable the runes used on them are.

3. Reduce costs when obtaining or using any rune type (using previous tips mentioned before); invest in more efficient decisions.
[RG-5] Summary:

Let's recap:

• Runes have 3 types, each give their own bonuses and are used in different ways. Use each type to suit your build and playstyle.
• Normal runes have both their own levels (rune levels), and their effectiveness levels (rune slot levels). The former implies which rune can be used on specific equipment levels, the latter implies how improved the rune is.
• Normal runes use normal rune slots, metamorfos apply their effects on normal runes, and epic/relic runes use their own slots through epic/relic upgrades.
• Normal runes can be improved, and metamorfos take on their slot levels, but epic/relic runes do not require improvement.
• You can alternate between what stat bonuses the runes in normal slots give using smithhammers and metamorfos.
• Normal runes and metamorfos directly give stat bonuses (with the exception of the special metamorfos), while special metamorfos and epic/relic runes give states that indirectly give stat bonuses at the start of/during combat, sometimes with conditions.
• The special metamorfos' states apply more stat bonuses the more they accumulate, while epic/relic runes directly apply states that act like passives.

I would like to end this here, I don't have much to say. I only wish that this would help people understand how runes work more easily now and how to use them in the most efficient way possible for them. If you have anything to comment on guide, let me know here, or message me on discord.

1. As of update "1.60 - Shards of Stasis", "rune gem slots" and "rune gem levels" no longer possess the "gem" term, therefore I renamed them to "normal rune slots" and "rune slot levels". If there's any confusion in the guide, shout out to me to explain anything or modify anything to make it easier to understand.

2. Please let me know if there's any type of confusion about how the alternation runes work.

Best of luck,

14 0
Reactions 28
Score : 8271

Looks good.
Don't forget to add the new epic/relic runes once 1.6 comes.

Can I level up Metamorfo runes just like normal runes or do i have to max it BEFORE converting them?

Also, you might want to add that the upgrade fee scales with item-level so it is cheaper to upgrade runes BEFORE upgrading the (end-game)-item to it's final version.

1 -1
Score : 1685

Thanks for your suggestion.

To answer your question, you can level up metamorfo runes like normal runes no problem, you don't have to max out normal runes before using metamorfos. Basically all metamorfo hammers do is change what stats the runes give you, the runes behave the same when upgrading them.

0 -1
Score : 6915

You might also want to include the formulas for the rune-upgrade-cost and the amount of powder per shatter.

0 -1
Score : 1685

I've thought powder obtained from shattering items is completely random as I never got to observe a pattern in powder obtained.

If you can find the formula for the rune upgrade fee, feel free to share it and I will add it to the main post. Regardless, I don't think it's really necessary as it makes no difference to when I say the lower the quality and level of your item, the less the cost.

0 -1
Score : 312

Just scanned it. looks like it contains all the infos. will start reading and studying it. THANKS!

1 -1
Score : 24

For alteration Runes I-II its 10-%15% of that elements percent dmg? I.e. if i have 1750 water dmg and 1600 fire dmg if i use water my fire dmg will gain 160 fire dmg(1600*.10) if im using alteration II? And for Alteration II do the buffs stack? like if i use water i gain 10% in all my other elements, but then i use fire do i gain an ADDITIONAL 10% to air and earth or just gain 10% in water?

0 0
Score : 2460

You get 10%in the other eles until you use a spell. This means it will not stack multiple times.

0 -1
Score : 6915

I threw together a quick spreadsheet for calculating the cost of putting in runes, from the formula Rozie provided:

You can use that, if you'd like to.


0 0
Score : 46

One question for "Alternation II", does triggered attack gain +10% elemental mastery bonus?

E.g  In tick turn, Xelor uses Aging(2nd wind skill), then Hand(1st fire skill) which triggers wind attack,  then Hand(1st fire skill) which triggers wind attack
For this 5 attacks(3 by users, 2 by triggers) , what is the bonus like, 1 or 2 below?

1. Aging, Hand(get 10% bonus), triggerd wind(get 10% bonus), Hand(get 10% bonus), triggerd wind(get 10% bonus), next non-wind skill will get 10% bonus 
2.  Aging, Hand(get 10% bonus), triggerd wind, Hand, triggerd wind, next non-fire skill will get 10% bonus 

Another question for "Robust Health", how does HP caculate with "Intelligence Health Points"?
E.g, I have basicly 5000HP and I add 40 "Intelligence Health Points"(that is 160%), then I carry  "Robust Health". What is my final HP, 1 or 2 below?

1. 5000 * (100% + 160%) * (100% - 40%) = 7800
2. 5000 * (100% + 160% - 40%) = 11000

0 0
Score : 1685
First question answer: That would be first option, the buff would apply all the time if you keep alternating the elements as you mentioned.
Second question answer: I am unsure, so I can't give a definitive answer.

[Siu] gave an official answer in another thread.
0 0
Score : 3842

I got a question for unraveling cuase recently I used it and my crit mastery was cut in half I thought it would remain the same while half of it would be added to elem mastery and it says on the guide that 50% of crit mastery is not lost.

0 -1
Score : 1685

I wrote "the remaining 50% is not lost", as in the amount of critical mastery after reduction, not "adds extra elemental mastery with 50% critical mastery value without conversion."

0 0
Score : 1295

Hi there, I have a question regarding the metamorfo runes.
more specifically its about changing the rune stats.

if I interpret your point right ([RG-2-4] Notes: Point 2), we are able to change the stats from lets say, precision into distance by several steps.
1) Lets say I have an item fully runed +20 precision
2) I change the metamorfo rune back into normal one with smithhammer (dmg/resist/support smith hammers), but it will retain the max rune stats
3) I change it to my other preference stat with metamorfo rune such as distance
4) I have my item now max runed with +20 distance

do I have the steps and understanding correct here?


Enceladon|2019-01-09 08:17:30
I don't think you have to do it that way. If you have a precision rune in an item and want to change it distance rune, just use the distance metamorfo on that slot, I don't think that you have to turn it to normal in steps between.

monsterslam|2019-01-10 03:56:49
Like Enceladon said, you don't need to change the rune to a normal one then another metamorfo, you can directly change metamorfos from one to another by using the metamorfo hammers directly.

biggrin Thanks for the help. work perfectly. love the guide too btw, monsterslam!
0 -1
Score : 4315

I don't think you have to do it that way. If you have a precision rune in an item and want to change it distance rune, just use the distance metamorfo on that slot, I don't think that you have to turn it to normal in steps between.

1 -1
Respond to this thread