Weapon's Runes - Guide

Introduced in Act 7, Runes are passive upgrades linked to your equipment — like the orange (BCard) effects on gear, they work automatically without being activated. Weapon runes boost your offense; every carve resolves as a success, fail, or ruined, and the effect you get is random. Here's the whole loop at a glance:
Weapon runes work exactly like Armor Runes — same carving NPC, same success/fail/ruin system. The difference: weapons hold 5 effects (armor holds 3) and have their own effect and power lists, shown below.
Where to Carve
To carve a rune you need hero level c30. Talk to the Rune Carver below. If you don't like the
effects you rolled, a
Rune Removal Hammer lets you wipe them and start over.


Rune of Fortune Scroll — pre-apply it for a 1,000,000 Gold buffer against a ruined rune. Sold by Logotor.
Repair Rune Anvil — repairs gear whose rune was ruined so you can keep carving, for 10,000,000 Gold. Sold by Logotor.
Rune Removal Hammer — wipes the current effects if you don't like the roll, letting you start the rune over.
Rune Effects
Each rune effect is added randomly with every carve — you can't choose it. Rolling the same effect again amplifies it. You can hold up to 5 different effects; once all 5 slots are filled, further carves amplify one of the existing effects (up to level 6).
Effects are added at random when carving. Rolling the same effect again amplifies it — up to level 6.
Carving Odds & Cost
Every carve resolves as success, fail (nothing happens) or ruined. A ruin doesn't cost you
any rune levels — it flags the weapon and blocks further carving until one
Repair Rune Anvil clears
it. Set your current and target level below and the simulator works out the average and worst-case
cost of the run.
| Shopping list for +0 → +9 | Best case | Typical | Worst case |
|---|---|---|---|
| Upgrade gold | 1.59kk | 11.38kk | 34.6kk |
| Consumable gold | 9kk | 35.69kk | 104kk |
| Total gold | 10.59kk | 47.07kk | 138.6kk |
Loa Runic Powder | 195× | 966× | 2880× |
Moritius Obsidian | 195× | 966× | 2880× |
Black Titanium Bar | 57× | 342× | 1007× |
Beast King Horn Fragment | 1× | 14× | 41× |
Magic Divine Crystal | 3× | 19× | 55× |
Rune of Fortune Scroll1kk ea. | 9× | 36× | 104× |
Gold and materials are spent on every attempt, win or lose, and so is the protection scroll. Total gold prices the scrolls at their NPC cost, because over a long run those outweigh what the window charges — the farmed materials aren't priced. Rows marked ★ need a rarer milestone material. A pity of n means the (n + 1)-th consecutive miss at that level is a guaranteed success — and it rescues a ruin too, since the forced result overwrites the roll. Pity lives on the item and is bound to the account that built it, so handing a half-pitied piece to someone else wipes the counter.Per-level breakdown (+0 → +9)
Step Success Fail Ruin Pity Cost / attempt +0 → +1 100% — — —
15×
1×
3k+1 → +2 90% 10% — 1
15×
1×
16k+2 → +3 79% 17% 4% 2
15×
20×
1×
1×
99k+3 → +4 65% 30% 5% 3
15×
1×
55k+4 → +5 45% 49% 6% 5
15×
1×
110k+5 → +6 25% 68% 7% 10
30×
19×
1×
1×
280k+6 → +7 20% 72% 8% 14
30×
1×
220k+7 → +8 15% 76% 9% 20
30×
1×
310k+8 → +9 7% 83% 10% 40
30×
18×
1×
1×
1×
500k
Because a ruin only costs you a repair — never carve levels — this is pure arithmetic, not a gamble.
A
Rune of Fortune Scroll is spent on every carve; an
Repair Rune Anvil is only spent when you
ruin, and it costs 10× as much. So protection pays off once the ruin chance passes roughly 1 in 10:
- Up to +8 the ruin chance is under 10% — carving unprotected is cheaper.
- From +8 onward ruins are frequent enough that scrolls come out ahead, and the gap widens fast.
Flip the Protection control above to compare the totals for your own range.
Rune Powers
Rune Powers are special effects obtained — instead of a normal effect — randomly every 3 carves. Like effects, powers stack when rolled again; a weapon can hold a maximum of 2 powers. The chance to trigger a power scales with its level (e.g. a level 4 power has a 4% chance):

Fire resistance is decreased by 5.
Every 2 seconds HP is reduced by (Level * 10).
Below level 4 the chance of getting a bad effect is increased by 10%.
| Effect | L1 | L2 | L3 | L4 | L5 | L6 |
|---|---|---|---|---|---|---|
| Fire resistance is decreased by × | 5 | 7 | 10 | 15 | 25 | 30 |
| Below level 4 the chance of getting a bad effect is increased by ×% | 10 | 15 | 20 | 25 | 35 | 50 |
× marks the value that grows as you level this power.