Runes

In short, runes are power up items that will make your unit stronger. There are currently 6 slots available in the game. When you equip a certain set of runes, you will get bonus stat effects. For example, if you equip 2 Energy runes, you will get the set bonus of HP +15%. Some set effects require 2 to get a bonus while others require 4. Below is a quick table to show you the effects and where to get them.

Rune table

Name Pic Set Effect Set Pieces Drop Locations
Energy Energy HP +15% 2 » Garen Forest
» Giant's Keep
Fatal Fatal Atk Power +35% 4 » Mt. Siz
» Giant's Keep
Blade Blade Critical Rate +12% 2 » Kabir Ruins
» Giant's Keep
Swift Swift Attack Speed +25% 4 » Mt. White Ragon
» Giant's Keep
Focus Focus Accuracy +20% 2 » Telain Forest
» Giant's Keep
Despair Despair Stun Rate +25% 4 » Giant's Keep
Guard Guard Defense +15% 2 » Hydeni Ruins
» Dragon's Lair
Endure Endure Resistance +20% 2 » Tamor Desert
» Dragon's Lair
Revenge Revenge Counterattack +15% 2 » Faimon Volcano
» Dragon's Lair
Rage Rage Critical Damage +40% 4 » Necropolis
Violent Violent Get Extra Turn +22% 4 » Dragon's Lair
Will Will Harmful Effect Immunity +1 turn 2 » Aiden Forest
» Necropolis
Nemesis Nemesis ATK Gauge +4% (for every 7% HP lost) 2 » Ferun Castle
» Necropolis
Shield Shield Ally Shield 2 turns (15% of HP) 2 » Vrofagus Ruins
» Dragon's Lair
Vampire Vampire Life Drain +35% 4 » Mt. Runar
» Necropolis
Destroy Destroy Enemy Max Hp-4%(30% Damage Dealt) 2 » Chiruka Remains
» Necropolis

Rune Options Available

Slots 2, 4 and 6 are available to be customized the most based on your monster needs.

Rune Slot Options Available
1 ATK
2 ATK/ATK (%)/DEF/DEF (%)/HP/HP (%)/Spd
3 DEF
4 ATK/ATK (%)/DEF/DEF (%)/HP/HP (%)/Crit Rate (%)/Crit Dmg (%)
5 HP
6 ATK/ATK (%)/DEF/DEF (%)/HP/HP (%)/Resistance (%)/Accuracy (%)

Innate Rune Stats

Runes can have an innate stat located right under the main stat. This stat is random unfortunately. This stat will never power up no matter what +X you have it at.

Stat Title Bonus
ATK Ferocious 2-15
ATK(%) Powerful 1-6%
DEF Sturdy 2-15
DEF(%) Durable 1-6%
HP Strong 53-203
HP(%) Tenacious 1-6%
Spd Quick 1-4
Cri Rate(%) Fatal 1-6%
Cri Dmg(%) Cruel 1-6%
Resistance(%) Resistant 1-6%
Accuracy(%) Intricate 1-8%

Power-up Cost

Runes can be strengthened by powering-up using mana. The cost of powering-up does not depend on the rarity or type of rune - it only depends on the grade and level of the rune. For example, the cost of powering-up a 1-Star Normal Guard Rune is the same as powering-up a 1-Star Legendary Energy Rune. The mana is spent regardless of the success or failure of the rune power-up attempt. Failing to power-up a rune will not downgrade or destroy the rune.

The following table lists the cost of attempting to power-up a rune.

Cost to
+1 100 150 225 330 500 720
+2 175 300 475 680 950 1,475
+3 250 450 725 1,030 1,400 2,200
+4 400 700 1,075 1,480 1,925 3,050
+5 550 950 1,425 1,930 2,450 3,900
+6 775 1,275 1,875 2,455 3,175 4,875
+7 1,000 1,600 2,325 2,980 3,900 5,850
+8 1,300 2,025 2,850 3,680 4,750 6,975
+9 1,600 2,450 3,375 4,380 5,600 8,100
+10 2,000 3,000 4,075 5,205 6,600 9,350
+11 2,400 3,550 4,775 6,030 7,600 10,600
+12 2,925 4,225 5,600 6,980 8,850 11,975
+13 3,450 4,900 6,425 7,930 10,100 13,350
+14 4,100 5,700 7,375 9,130 11,600 14,850
+15 4,750 6,500 8,325 10,330 13,100 16,350

Removing Runes

Although Runes must be bound to monsters before they can be used, they can still be removed at a cost of Mana Stones. Once removed, the rune will go back into the player's inventory and can be equipped again on a monster. Like the power-up cost, the cost of removing a rune only depends on the grade of the rune.

The following table shows the costs of removing a Rune from a monster.

Grade Cost
1,000
2,500
5,000
10,000
25,000
50,000