Rune System

All of the Runes produced inside Rune Seeker come from a random combination of two types of Rune Shards - Creation and Absorption, with each type having 100 shards. In the first version, 100 Creation pieces will be combined with 100 Absorption pieces to create 10000 Runes with unique properties. The total number of Runes is practically infinite, but their uniqueness is kept in such a way that one commander would rarely meet another with the exact same Rune setup. The number of Rune Shards will be increased in accordance with Rune Seeker's roadmap and development progress.

Each player will enter battle with a set of Runes, composed of two different Rune shards of a different type from one another. The section below will elaborate on the two types of shards:

  • Creation - Spell and Unit Runes: applied to Units, to command the Unit to activate a special skill, attack, or enchantment spell (dealing damage to the opponent, or healing allies...)

  • Absorption - Terrain Rune: applied to a tile or terrain area, to transform the terrain or apply magical effects on it

Up to four Runes from the commander's rune set will show up in a random order during each round. The player has two options: either use all four in one round to receive four additional runes in the subsequent round, or use one, two, or three of them to leave open slots for potential new runes while retaining important runes for later stages.

Runes have two effects when used: Creation shards affect Units, while Absorption shards transform the terrain.

You might, for instance, possess a Rune that has the following effects:

  • Absorption - Devour: Unit inflicts damage on an enemy equal to 20% of its current health.

  • Creation - Wasteland: Removes any existing elemental properties from the targeted tile and prevents further casting of any spells on it.

The Rune system used by Rune Seeker is extremely varied, utilizing the endless possibilities from the Rune shard combination system to ensure flexibility and enable creative tactics on a variety of terrain and Unit compositions.

The Grand Terrain can be created, for instance, by placing Meteorite in the third box next to two Lava Terrain tiles to transform the selected Terrain into a Lava tile.

Rune Battle!

Runes will be deployed by both sides at the same time as this is a simultaneous turn-based strategy game. The system will give the decision-maker priority when two Runes are in conflict (for instance, when both sides use a Rune on the same tiles).

Being smart is not enough, you also need to be fast.

Rarity and capacity

Each Rune Shard is different, with different stats and unique effects. As a result, we will implement a rarity system. Commanders can find Rune Shards of varying rarity for their strategy through Dungeon Rewards, rolling Gachas, or trading with each other through the Marketplace.

However, each Rune Shard's power depends on a number of factors in addition to how rare or powerful it is:

  • Combining: because Rune Shards are randomly combined to form Runes, there will be many instances where players can create synergies between two different Rune Shards and increase the overall value of the Rune.

  • Capacity: Powerful Shards will consume more space, so a commander will have to sacrifice the number of Runes he carries into battle in exchange for quality.

Runes have different Capacities, so a commander needs to carefully consider the type of Runes he will bring, or bring Units with more capacity!