Ambassador Cera enchants weapons and armor for you in the Vigil's Keep throne room. Any time you find or buy a rune, check back with Ambassador Cera to see about slotting the rune in your present equipment. You can use a rune if your weapon or armor has an open slot.
When you speak to Cera, the rune interface shows you which weapons and armor have rune slots in your inventory, who wields the weapon or wears the armor, and the available runes with which to enchant. Simply drag the rune into the open weapon or armor slot to add its ability to the item. If you want to make a change, drag the active rune back to the rune inventory section and add a new rune to the weapon or armor.
There are seven rune categories, which increase in potency with each level: novice, journeyman, expert, master, grandmaster, masterpiece, and paragon. A novice flame rune, for example, grants +1 fire damage, while a grandmaster flame rune gives +5. See the following charts for weapon, armor, and special rune powers.
Weapon Rune Powers
| Rune Name | Ability |
|---|---|
| Cold Iron | Damage vs. Spirits |
| Dweomer | Spell Resistance |
| Flame | Bonus Fire Damage |
| Frost | Bonus Cold Damage |
| Hale | Bonus Physical Resistance |
| Lightning | Bonus Electrical Damage |
| Paralyze | Chance to Root Target |
| Silverite | Damage vs. Darkspawn |
| Slow | Reduce Movement Speed |
Armor Rune Powers
| Rune Name | Ability |
|---|---|
| Barrier | Increases Armor |
| Immunity | Cold, Electricity, Fire Resistance |
| Reservoir |
Increases Willpower
|
| Stout |
Increases Constitution
|
| Tempest | Defense Against Missiles |
Special Rune Powers
| Rune Name | Ability |
|---|---|
| Amplification | Increase Cold, Fire, Lightning, Nature, and Spirit Damage +5 |
| Diligence | Flank Immunity |
| Elemental | Deals Chromatic Damage (+1 all damage types at once) |
| Endurance | Fatigue Reduction |
| Evasion | Increases Dodge Chance |
| Intensifying | Increases Crit Chance and Crit Damage |
| Menacing | Increases Hostility |
| Momentum | Grants Haste |
As you collect runes and add them to your weapons and armor, parcel them out based on party needs and class specialties. The damage-based runes generally go to DPS characters or the tank. Hale and barrier, of course, go to a tank, while dweomer and reservoir tend to go on mages (they tend to draw the return fire from enemy spellcasters in the rear and need the extra mana).
Paralyze and slow runes are excellent on a tank or DPSer weapon to keep the enemy in place while they wallop on them. Special runes can go anywhere, based on your characters' tactics and your play style. As with everything, play to your party members' strengths and mind their weaknesses. If your tank keeps getting hurt by ranged fire, naturally give him the tempest rune.
Weapon Runes
| Name | Bonuses |
|---|---|
| Novice Cold Iron Rune | Damage +1 vs. Spirits |
| Novice Dweomer Rune | +2% Chance to Ignore Hostile Magic |
| Novice Flame Rune | +1 Fire Damage |
| Novice Frost Rune | +1 Cold Damage |
| Novice Hale Rune | +5 Physical Resistance |
| Novice Lightning Rune | +1 Electricity Damage |
| Novice Paralyze Rune | Chance of Paralysis |
| Novice Silverite Rune | Damage +1 vs. Darkspawn |
| Novice Slow Rune | Chance to Reduce Movement Speed |
| Journeyman Cold Iron Rune | Damage +2 vs. Spirits |
| Journeyman Dweomer Rune | +4% Chance to Ignore Hostile Magic |
| Journeyman Flame Rune | +2 Fire Damage |
| Journeyman Frost Rune | +2 Cold Damage |
| Journeyman Hale Rune | +10 Physical Resistance |
| Journeyman Lightning Rune | +2 Electricity Damage |
| Journeyman Paralyze Rune | Chance of Paralysis |
| Journeyman Silverite Rune | Damage +2 vs. Darkspawn |
| Journeyman Slow Rune | Chance to Reduce Movement Speed |
| Expert Cold Iron Rune | Damage +3 vs. Spirits |
| Expert Dweomer Rune | +6% Chance to Ignore Hostile Magic |
| Expert Flame Rune | +3 Fire Damage |
| Expert Frost Rune | +3 Cold Damage |
| Expert Hale Rune | +15 Physical Resistance |
| Expert Lightning Rune | +3 Electricity Damage |
| Expert Paralyze Rune | Chance of Paralysis |
| Expert Silverite Rune | Damage +3 vs. Darkspawn |
| Expert Slow Rune | Chance to Reduce Movement Speed |
| Master Cold Iron Rune | Damage +4 vs. Spirits |
| Master Dweomer Rune | +8% Chance to Ignore Hostile Magic |
| Master Flame Rune | +4 Fire Damage |
| Master Frost Rune | +4 Cold Damage |
| Master Hale Rune | +20 Physical Resistance |
| Master Lightning Rune | +4 Electricity Damage |
| Master Paralyze Rune | Chance of Paralysis |
| Master Silverite Rune | Damage +4 vs. Darkspawn |
| Master Slow Rune | Chance to Reduce Movement Speed |
| Grandmaster Cold Iron Rune | Damage +5 vs. Spirits |
| Grandmaster Dweomer Rune | +10% Chance to Ignore Hostile Magic |
| Grandmaster Flame Rune | +5 Fire Damage |
| Grandmaster Frost Rune | +5 Cold Damage |
| Grandmaster Hale Rune | +25 Physical Resistance |
| Grandmaster Lightning Rune | +5 Electricity Damage |
| Grandmaster Paralyze Rune | Chance of Paralysis |
| Grandmaster Silverite Rune | Damage +5 vs. Darkspawn |
| Grandmaster Slow Rune | Chance to Reduce Movement Speed |
| Masterpiece Cold Iron Rune | Damage +6 vs. Spirits |
| Masterpiece Dweomer Rune | +12% Chance to Ignore Hostile Magic |
| Masterpiece Flame Rune | +6 Fire Damage |
| Masterpiece Frost Rune | +6 Cold Damage |
| Masterpiece Hale Rune | +30 Physical Resistance |
| Masterpiece Lightning Rune | +6 Electricity Damage |
| Masterpiece Paralyze Rune | Chance of Paralysis |
| Masterpiece Silverite Rune | Damage +6 vs. Darkspawn |
| Masterpiece Slow Rune | Chance to Reduce Movement Speed |
| Paragon Cold Iron Rune | Damage +7 vs. Spirits |
| Paragon Dweomer Rune | +14% Chance to Ignore Hostile Magic |
| Paragon Flame Rune | +7 Fire Damage |
| Paragon Frost Rune | +7 Cold Damage |
| Paragon Hale Rune | +35 Physical Resistance |
| Paragon Lightning Rune | +7 Electricity Damage |
| Paragon Paralyze Rune | Chance of Paralysis |
| Paragon Silverite Rune | Damage +7 vs. Darkspawn |
| Paragon Slow Rune | Chance to Reduce Movement Speed |
Armor Runes
| Name | Bonuses |
|---|---|
| Novice Barrier Rune | Armor +1 |
| Novice Immunity Rune | Cold, Electricity and Fire Resistances +3 |
| Novice Reservoir Rune | Willpower +1 |
| Novice Stout Rune | Constitution +2 |
| Novice Tempest Rune | Defense against Missiles +2 |
| Journeyman Barrier Rune | Armor +2 |
| Journeyman Immunity Rune | Cold, Electricity, and Fire Resistances +6 |
| Journeyman Reservoir Rune | Willpower +2 |
| Journeyman Stout Rune | Constitution +4 |
| Journeyman Tempest Rune | Defense against Missiles +4 |
| Expert Barrier Rune | Armor +3 |
| Expert Immunity Rune | Cold, Electricity, and Fire Resistances +9 |
| Expert Reservoir Rune | Willpower +3 |
| Expert Stout Rune | Constitution +6 |
| Expert Tempest Rune | Defense against Missiles +6 |
| Master Barrier Rune | Armor +4 |
| Master Immunity Rune | Cold, Electricity, and Fire Resistances +12 |
| Master Reservoir Rune | Willpower +4 |
| Master Stout Rune | Constitution +8 |
| Master Tempest Rune | Defense against Missiles +8 |
| Grandmaster Barrier Rune | Armor +5 |
| Grandmaster Immunity Rune | Cold, Electricity, and Fire Resistances +15 |
| Grandmaster Reservoir Rune | Willpower +5 |
| Grandmaster Stout Rune | Constitution +10 |
| Grandmaster Tempest Rune | Defense against Missiles +10 |
| Masterpiece Barrier Rune | Armor +6 |
| Masterpiece Immunity Rune | Cold, Electricity, and Fire Resistances +20 |
| Masterpiece Reservoir Rune | Willpower +6 |
| Masterpiece Stout Rune | Constitution +12 |
| Masterpiece Tempest Rune | Defense against Missiles +12 |
| Paragon Barrier Rune | Armor +7 |
| Paragon Immunity Rune | Cold, Electricity, and Fire Resistances +25 |
| Paragon Reservoir Rune | Willpower +7 |
| Paragon Stout Rune | Constitution +14 |
| Paragon Tempest Rune | Defense against Missiles +14 |
Special Runes
| Name | Bonuses |
|---|---|
| Amplification Rune | Increases all damage types +5% |
| Diligence Rune | Flank Immunity |
| Elemental Rune | Enhances chromatic damage, which is +1 for all damage types |
| Endurance Rune | Fatigue Reduction +1 |
| Evasion Rune | Chance to Dodge Attacks +5% |
| Intensifying Rune | Crit Damage +20% |
| Menacing Rune | Increase hostility |
| Momentum Rune | Haste |