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Armor Runes - Guide

Just like weapons, armor can be carved to gain passive options and powers. Every carve resolves as a success, fail, or ruined — and the effects you get are random. Here's the whole loop at a glance:

1Take an armor to a Rune Carver NPC (hero level c30 required) and pay the gold + materials to carve.
2Each carve adds a random effect — or amplifies one you already have. Your armor holds up to 3 effects, each up to level 6.
3Every 3rd carve can roll a Rune Power instead (max 2 per armor) — the special defensive procs shown at the bottom.
Shared mechanics

Armor runes work exactly like Weapon Runes — same carving NPCs, same success/fail/ruin system. The difference: armor holds 3 effects (weapons hold 5) and has its own effect and power lists, shown below.

Where to Carve

To carve a rune you need hero level c30. Head to one of the Rune Carvers below. If you don't like the effects you rolled, a skill-icon Rune Removal Hammer lets you wipe them and start over.

Martas
Rune Carver
Martas
Olorun Village
Olorun VillageOlorun Village minimap
Quartermaster Marto
Rune Carver
Quartermaster Marto
Dragonveil — left side of the map
DragonveilDragonveil minimap
🛡️ Safety net — protect your gear
  • skill-icon Rune of Fortune Scroll — pre-apply it for a 1,000,000 Gold buffer against a ruined rune. Sold by Logotor & Quartermaster Marto.
  • skill-icon Repair Rune Anvil — repairs gear whose rune was ruined so you can keep carving, for 10,000,000 Gold. Sold by Logotor & Quartermaster Marto.
  • skill-icon Rune Removal Hammer — wipes the current effects if you don't like the roll, letting you start the rune over.

Rune Effects

The mechanics of armor rune effects follow the same path as weapons: every effect is added randomly — you can't choose it. Rolling the same effect again amplifies it, up to level 6.

Rune Effects
Gear can hold up to 3 different effects. Pick one to see how it scales from level 1 to 6.
13 Effects
Defense
Survivability
Evasion
All Defence Powers
Defense
Raises every defence power (melee, ranged & magic) by a flat amount.
Value at level 6
+300All Defence Powers · Lv 6
Scaling by level

Effects are added at random when carving. Rolling the same effect again amplifies it — up to level 6.

Carving Odds & Cost

As with any optimisation, a carve can be successful, unsuccessful, or ruined. If a rune is ruined you can't keep carving that armor until you repair it. Pick a target level below to see the odds and what it takes to get there.

Carving Odds & Cost
Drag to a target rune level to see the odds for that carve and an estimate of the total cost to reach it.
Target rune levelLv 9milestone
Success
7%
Fail
83%
Rune stays, no progress
Item damage
10%
Chance to ruin on fail
Pity
40
Guaranteed on attempt #41
Cost per attempt (Lv 9 carve)
Gold500k
Materials15×skill-icon Dragon Gem30×skill-icon Loa Runic Powder14×skill-icon Dratanium2×skill-icon Ancient Dragon Runestone
Estimated total to reach Lv 9 from scratch
Expected carves~36
Expected gold11.377kk
Expected materials482×skill-icon Dragon Gem1071×skill-icon Loa Runic Powder249×skill-icon Dratanium33×skill-icon Ancient Dragon Runestone

Estimate only. It assumes the pity counter guarantees a success on the (pity + 1)-th attempt at each level, and does not account for the item ruining. Real results vary with luck — use skill-icon Rune of Fortune Scroll and skill-icon Repair Rune Anvil to protect against ruins.

Rune Powers

Rune Powers are special effects obtained — instead of a normal effect — randomly every 3 carves. Like effects, powers stack when rolled again; an armor can hold a maximum of 2 powers. They activate on defence:

Armor Rune Powers
Pick a power, then step through its levels to see how each effect scales.
10 Powers
Power of Cleansing Armour
Buff5.0s
Effect at level 1

Blocks 1 bad effects up to level 4.

100% resistance to the effect: card-iconPower of Cleansing Armour (Level 1) and lower.

Scaling by level
EffectL1L2L3L4L5L6
Blocks × bad effects up to level 4112223

× marks the value that grows as you level this power.