Dungeon Defenders: Awakened

Dungeon Defenders: Awakened

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DDA Runes Guide
By Theoran
Documented list of all available runes and where to get them for Dungeon Defenders: Awakened.
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Introduction



Runes were introduced during the November 17, 2022 Update[forums.dungeondefenders.com] of Dungeon Defenders: Awakened. Runes are a new feature that allow you to augment heroes and their defenses. Runes drop from normal enemies at all levels of play as well as from victory chests. Each act has its own pool of which runes drop from enemies, and each map has a smaller subset of that act pool that drop in the form of a guaranteed drop from the victory chest.

Runes are a consumable item and in order to unlock the rune you must purchase it using gold. Once unlocked you can assign the rune to its corresponding hero. To assign a rune, go to your hero stats, then go to runes, click inside on of the circles and then press E to assign a rune. I'll add screenshots and better directions soon.

All runes are hero and defense tower specific. As an example, an Apprentices' Bouncing Magic rune will only augment his Magic Missile defense. The Apprentices' Bouncing Magic rune cannot be applied to any other hero than an Apprentice. If you have multiple Apprentices you can assign that rune to each of them.

The following guide lists all available runes, their information per level, and where they are favored to drop. Also, yes, the Series EV's level 1 Strengthened Field rune is the same as a level 8 Strengthened Field rune.

The March 18, 2023 Update[forums.dungeondefenders.com] added runes for the new hero, Guardian, as well as new runes for the Monk, Series EV, Summoner, and Warden.



A spreadsheet version of this can be found here[docs.google.com].
An Excel spreadsheet version can be grabbed from my Dropbox here[www.dropbox.com].
Apprentice Runes
Rune:
Arcane Blast
Ability/Defense:
Arcane Surge
Favored Map:
Act 4-2: The Outpost
1/8
Arcane Surge becomes a ranged piercing projectile which deals 175% of secondary attack damage.
2/8
Arcane Surge becomes a ranged piercing projectile which deals 250% of secondary attack damage.
3/8
Arcane Surge becomes a ranged piercing projectile which deals 325% of secondary attack damage.
4/8
Arcane Surge becomes a ranged piercing projectile which deals 400% of secondary attack damage.
5/8
Arcane Surge becomes a ranged piercing projectile which deals 700% of secondary attack damage.
6/8
Arcane Surge becomes a ranged piercing projectile which deals 1,000% of secondary attack damage.
7/8
Arcane Surge becomes a ranged piercing projectile which deals 1,300% of secondary attack damage.
8/8
Arcane Surge becomes a ranged piercing projectile which deals 2,500% of secondary attack damage.

Rune:
Bouncing Magic
Ability/Defense:
Magic Missile
Favored Map:
Act 3-2: Royal Gardens
1/8
Magic Missile projectiles Deal 10% more damage and bounce up to 2 additional targets.
2/8
Magic Missile projectiles Deal 20% more damage and bounce up to 2 additional targets.
3/8
Magic Missile projectiles Deal 30% more damage and bounce up to 3 additional targets.
4/8
Magic Missile projectiles Deal 40% more damage and bounce up to 3 additional targets.
5/8
Magic MissIle projectiles Deal 50% more damage and bounce up to 3 additional targets.
6/8
Magic Missile projectiles Deal 60% more damage and bounce up to 4 additional targets.
7/8
Magic Missile projectiles Deal 70% more damage and bounce up to 4 additional targets.
8/8
Magic Missile projectiles Deal 80% more damage and bounce up to 5 additional targets.

Rune:
Elemental Discharge
Ability/Defense:
Magic Blockade
Favored Map:
Act 4-3: The Keep
1/8
Magic blockade deals area of effect damage when attacked dealing 200% of Max Defense Health as damage, the damage type is a rotating damage type with a cooldown of 3 seconds.
2/8
Magic blockade deals area of effect damage when attacked dealing 300% of Max Defense Health as damage, the damage type is a rotating damage type with a cooldown of 3 seconds.
3/8
Magic blockade deals area of effect damage when attacked dealing 400% of Max Defense Health as damage, the damage type is a rotating damage type with a cooldown of 3 seconds.
4/8
Magic blockade deals area of effect damage when attacked dealing 500% of Max Defense Health as damage, the damage type is a rotating damage type with a cooldown of 2 seconds.
5/8
Magic blockade deals area of effect damage when attacked dealing 750% of Max Defense Health as damage, the damage type is a rotating damage type with a cooldown of 2 seconds.
6/8
Magic blockade deals area of effect damage when attacked dealing 1,000% of Max Defense Health as damage, the damage type is a rotating damage type with a cooldown of 2 seconds.
7/8
Magic blockade deals area of effect damage when attacked dealing 1,100% of Max Defense Health as damage, the damage type is a rotating damage type with a cooldown of 1 second.
8/8
Magic blockade deals area of effect damage when attacked dealing 1,250% of Max Defense Health as damage, the damage type is a rotating damage type with a cooldown of 1 second.

Rune:
Explosive Striker
Ability/Defense:
Deadly Striker Tower
Favored Map:
Act 1-2: Ancient Mines
1/8
Deadly striker projectiles now also explode on hit, dealing 25% of tower damage to nearby enemies with a cooldown of 7 seconds.
2/8
Deadly striker projectiles now also explode on hit, dealing 40% of tower damage to nearby enemies with a cooldown of 7 seconds.
3/8
Deadly striker projectiles now also explode on hit, dealing 50% of tower damage to nearby enemies with a cooldown of 6 seconds.
4/8
Deadly striker projectiles now also explode on hit, dealing 65% of tower damage to nearby enemies with a cooldown of 6 seconds.
5/8
Deadly striker projectiles now also explode on hit, dealing 80% of tower damage to nearby enemies with a cooldown of 6 seconds.
6/8
Deadly striker projectiles now also explode on hit, dealing 100% of tower damage to nearby enemies with a cooldown of 5 seconds.
7/8
Deadly striker projectiles now also explode on hit, dealing 150% of tower damage to nearby enemies with a cooldown of 4 seconds.
8/8
Deadly striker projectiles now also explode on hit, dealing 200% of tower damage to nearby enemies with a cooldown of 3.5 seconds.

Rune:
Focus Flame
Ability/Defense:
Flameburst Tower
Favored Map:
Act 3-4: The Summit
1/8
Flameburst Tower projectiles no longer explode, but tower damage is increased by 25%.
2/8
Flameburst Tower projectiles no longer explode, but tower damage is increased by 50%.
3/8
Flameburst Tower projectiles no longer explode, but tower damage is increased by 75%.
4/8
Flameburst Tower projectiles no longer explode, but tower damage is increased by 100%.
5/8
Flameburst Tower projectiles no longer explode, but tower damage is increased by 200%.
6/8
Flameburst Tower projectiles no longer explode, but tower damage is increased by 300%.
7/8
Flameburst Tower projectiles no longer explode, but tower damage is increased by 400%.
8/8
Flameburst Tower projectiles no longer explode, but tower damage is increased by 800%.
Apprentice Runes (continued)
Rune:
Pulsator
Ability/Defense:
Lightning Tower
Favored Map:
Act 1-5: Magus Quarters
1/8
When the Lightning Tower fires off, it also deals 100% of tower damage to all enemies within range with less damage the further away they are from the tower starting after half way.
2/8
When the Lightning Tower fires off, it also deals 200% of tower damage to all enemies within range with less damage the further away they are from the tower starting after half way.
3/8
When the Lightning Tower fires off, it also deals 250% of tower damage to all enemies within range with less damage the further away they are from the tower starting after half way.
4/8
When the Lightning Tower fires off, it also deals 300% of tower damage to all enemies within range with less damage the further away they are from the tower starting after half way.
5/8
When the Lightning Tower fires off, it also deals 400% of tower damage to all enemies within range with less damage the further away they are from the tower starting after half way.
6/8
When the Lightning Tower fires off, it also deals 800% of tower damage to all enemies within range with less damage the further away they are from the tower starting after half way.
7/8
When the Lightning Tower fires off, it also deals 1,200% of tower damage to all enemies within range with less damage the further away they are from the tower starting after half way.
8/8
When the Lightning Tower fires off, it also deals 1,500% of tower damage to all enemies within range with less damage the further away they are from the tower starting after half way.

Rune:
Target Mana Bomb
Ability/Defense:
Mana Bomb
Favored Map:
Act 3-5: Glitterhelm Caverns
1/8
Mana Bomb becomes a ground targeted ability that can be casted at upto 200 range.
2/8
Mana Bomb becomes a ground targeted ability that can be casted at upto 300 range.
3/8
Mana Bomb becomes a ground targeted ability that can be casted at upto 450 range.
4/8
Mana Bomb becomes a ground targeted ability that can be casted at upto 600 range.
5/8
Mana Bomb becomes a ground targeted ability that can be casted at upto 800 range.
6/8
Mana Bomb becomes a ground targeted ability that can be casted at upto 1,500 range.
7/8
Mana Bomb becomes a ground targeted ability that can be casted at upto 2,000 range.
8/8
Mana Bomb becomes a ground targeted ability that can be casted at upto 2,500 range.
Guardian Runes
Rune:
Deadly Gaze
Ability/Defense:
Obelisk
Favored Map:
Act 5-4: Castle Armory
1/8
The Obelisk will apply a DoT to enemies within the circle dealing 10% tower damage every second.
2/8
The Obelisk will apply a DoT to enemies within the circle dealing 15% tower damage every second.
3/8
The Obelisk will apply a DoT to enemies within the circle dealing 25% tower damage every second.
4/8
The Obelisk will apply a DoT to enemies within the circle dealing 35% tower damage every second.
5/8
The Obelisk will apply a DoT to enemies within the circle dealing 50% tower damage every second.
6/8
The Obelisk will apply a DoT to enemies within the circle dealing 70% tower damage every second.
7/8
The Obelisk will apply a DoT to enemies within the circle dealing 85% tower damage every second.
8/8
The Obelisk will apply a DoT to enemies within the circle dealing 100% tower damage every second.

Rune:
Divine Absorption
Ability/Defense:
Holy Bulwark
Favored Map:
Act 4-4: Foundries and Forges
1/8
The Holy Bulwark now heals 1% of damage received from the towers it is protecting. It will not heal from damage it receives directly.
2/8
The Holy Bulwark now heals 2.5% of damage received from the towers it is protecting. It will not heal from damage it receives directly.
3/8
The Holy Bulwark now heals 4% of damage received from the towers it is protecting. It will not heal from damage it receives directly.
4/8
The Holy Bulwark now heals 6% of damage received from the towers it is protecting. It will not heal from damage it receives directly.
5/8
The Holy Bulwark now heals 8% of damage received from the towers it is protecting. It will not heal from damage it receives directly.
6/8
The Holy Bulwark now heals 10% of damage received from the towers it is protecting. It will not heal from damage it receives directly.
7/8
The Holy Bulwark now heals 12.5% of damage received from the towers it is protecting. It will not heal from damage it receives directly.
8/8
The Holy Bulwark now heals 20% of damage received from the towers it is protecting. It will not heal from damage it receives directly.

Rune:
Empowering Friendship
Ability/Defense:
Empowering Shrine
Favored Map:
Act 3-2: Royal Gardens
1/8
The Empowering Shrine gives an addition 1% hero damage for each player inside the area of effect.
2/8
The Empowering Shrine gives an addition 2% hero damage for each player inside the area of effect.
3/8
The Empowering Shrine gives an addition 3.5% hero damage for each player inside the area of effect.
4/8
The Empowering Shrine gives an addition 6% hero damage for each player inside the area of effect.
5/8
The Empowering Shrine gives an addition 7.5% hero damage for each player inside the area of effect.
6/8
The Empowering Shrine gives an addition 8.5% hero damage for each player inside the area of effect.
7/8
The Empowering Shrine gives an addition 10% hero damage for each player inside the area of effect.
8/8
The Empowering Shrine gives an addition 15% hero damage for each player inside the area of effect.

Rune:
Flaming Owl
Ability/Defense:
Owl Perch
Favored Map:
Act 2-1: Tornado Valley
1/8
The Owl Perch owl applies a fire DoT onto enemies dealing 10% tower damage every second for 3 seconds.
2/8
The Owl Perch owl applies a fire DoT onto enemies dealing 15% tower damage every second for 3 seconds.
3/8
The Owl Perch owl applies a fire DoT onto enemies dealing 25% tower damage every second for 3 seconds.
4/8
The Owl Perch owl applies a fire DoT onto enemies dealing 35% tower damage every second for 4 seconds.
5/8
The Owl Perch owl applies a fire DoT onto enemies dealing 50% tower damage every second for 4 seconds.
6/8
The Owl Perch owl applies a fire DoT onto enemies dealing 65% tower damage every second for 4 seconds.
7/8
The Owl Perch owl applies a fire DoT onto enemies dealing 75% tower damage every second for 4 seconds.
8/8
The Owl Perch owl applies a fire DoT onto enemies dealing 100% tower damage every second for 5 seconds.
Guardian Runes (continued)
Rune:
Paralyzing Smite
Ability/Defense:
Divine Judgement
Favored Map:
Act 5-3: Forsaken Temple
1/8
Enemies hit by Divine Judgement are now stunned for 1 seconds.
2/8
Enemies hit by Divine Judgement are now stunned for 2 seconds.
3/8
Enemies hit by Divine Judgement are now stunned for 3 seconds.
4/8
Enemies hit by Divine Judgement are now stunned for 4 seconds.
5/8
Enemies hit by Divine Judgement are now stunned for 5 seconds.
6/8
Enemies hit by Divine Judgement are now stunned for 6 seconds.
7/8
Enemies hit by Divine Judgement are now stunned for 8 seconds.
8/8
Enemies hit by Divine Judgement are now stunned for 10 seconds.

Rune:
Radiant Outbreak
Ability/Defense:
Holy Cannon
Favored Map:
Act 3-5: Glitterhelm Caverns
1/8
The Holy Cannon has a 5% chance to transfer the DoT stacks to 1 nearby enemies when a enemy dies.
2/8
The Holy Cannon has a 10% chance to transfer the DoT stacks to 1 nearby enemies when a enemy dies.
3/8
The Holy Cannon has a 17.5% chance to transfer the DoT stacks to 1 nearby enemies when a enemy dies.
4/8
The Holy Cannon has a 25% chance to transfer the DoT stacks to 2 nearby enemies when a enemy dies.
5/8
The Holy Cannon has a 30% chance to transfer the DoT stacks to 2 nearby enemies when a enemy dies.
6/8
The Holy Cannon has a 35% chance to transfer the DoT stacks to 2 nearby enemies when a enemy dies.
7/8
The Holy Cannon has a 45% chance to transfer the DoT stacks to 2 nearby enemies when a enemy dies.
8/8
The Holy Cannon has a 60% chance to transfer the DoT stacks to 3 nearby enemies when a enemy dies.

Rune:
Retribution Aura
Ability/Defense:
Divine Protection
Favored Map:
Act 4-2: The Outpost
1/8
While Devine Protection is active 20% of damage received is reflected back at enemies.
2/8
While Devine Protection is active 30% of damage received is reflected back at enemies.
3/8
While Devine Protection is active 50% of damage received is reflected back at enemies.
4/8
While Devine Protection is active 100% of damage received is reflected back at enemies.
5/8
While Devine Protection is active 150% of damage received is reflected back at enemies.
6/8
While Devine Protection is active 250% of damage received is reflected back at enemies.
7/8
While Devine Protection is active 500% of damage received is reflected back at enemies.
8/8
While Devine Protection is active 1,000% of damage received is reflected back at enemies.
Huntress Runes
Rune:
Blazing Fire
Ability/Defense:
Inferno Trap
Favored Map:
Act 3-5: Glitterhelm Caverns
1/8
Applies Fire damage over time and deals 25% tower damage every second for 3 seconds.
2/8
Applies Fire damage over time and deals 35% tower damage every second for 3 seconds.
3/8
Applies Fire damage over time and deals 50% tower damage every second for 3 seconds.
4/8
Applies Fire damage over time and deals 75% tower damage every second for 3 seconds.
5/8
Applies Fire damage over time and deals 100% tower damage every second for 3 seconds.
6/8
Applies Fire damage over time and deals 125% tower damage every second for 3 seconds.
7/8
Applies Fire damage over time and deals 150% tower damage every second for 3 seconds.
8/8
Applies Fire damage over time and deals 200% tower damage every second for 3 seconds.

Rune:
Blinding Darts
Ability/Defense:
Poison Dart Tower
Favored Map:
Act 2-5: Endless Spires
1/8
Enemies hit by the Poison Dart Tower have a 10% to become blinded for 5 seconds.
2/8
Enemies hit by the Poison Dart Tower have a 15% to become blinded for 5 seconds.
3/8
Enemies hit by the Poison Dart Tower have a 20% to become blinded for 5 seconds.
4/8
Enemies hit by the Poison Dart Tower have a 25% to become blinded for 5 seconds.
5/8
Enemies hit by the Poison Dart Tower have a 35% to become blinded for 5 seconds.
6/8
Enemies hit by the Poison Dart Tower have a 40% to become blinded for 5 seconds.
7/8
Enemies hit by the Poison Dart Tower have a 50% to become blinded for 5 seconds.
8/8
Enemies hit by the Poison Dart Tower have a 70% to become blinded for 5 seconds.

Rune:
Chance Grenade
Ability/Defense:
Grenade Toss
Favored Map:
Act 3-1: Arcane Library
1/8
Grenade Toss has a 10% chance to spawn another grenade upon killing an enemy.
2/8
Grenade Toss has a 20% chance to spawn another grenade upon killing an enemy.
3/8
Grenade Toss has a 30% chance to spawn another grenade upon killing an enemy.
4/8
Grenade Toss has a 40% chance to spawn another grenade upon killing an enemy.
5/8
Grenade Toss has a 50% chance to spawn another grenade upon killing an enemy.
6/8
Grenade Toss has a 60% chance to spawn another grenade upon killing an enemy.
7/8
Grenade Toss has a 70% chance to spawn another grenade upon killing an enemy.
8/8
Grenade Toss has a 80% chance to spawn another grenade upon killing an enemy.

Rune:
Extra Spikey
Ability/Defense:
Thunder Spike Trap
Favored Map:
Act 3-1: Arcane Library
1/8
Thunder Spike Trap now has 5% chance to reset it's cooldown when it hits on enemy.
2/8
Thunder Spike Trap now has 10% chance to reset it's cooldown when it hits on enemy.
3/8
Thunder Spike Trap now has 15% chance to reset it's cooldown when it hits on enemy.
4/8
Thunder Spike Trap now has 20% chance to reset it's cooldown when it hits on enemy.
5/8
Thunder Spike Trap now has 25% chance to reset it's cooldown when it hits on enemy.
6/8
Thunder Spike Trap now has 35% chance to reset it's cooldown when it hits on enemy.
7/8
Thunder Spike Trap now has 40% chance to reset it's cooldown when it hits on enemy.
8/8
Thunder Spike Trap now has 50% chance to reset it's cooldown when it hits on enemy.

Rune:
Focus Fire
Ability/Defense:
Primary Attack
Favored Map:
Act 1-3: Lava Mines
1/8
Repeated attacks on the same target increase Primary Attack Damage by 5%. Stacking 10 times, it is removed upon hitting a new enemy or after 3 seconds.
2/8
Repeated attacks on the same target increase Primary Attack Damage by 10%. Stacking 10 times, it is removed upon hitting a new enemy or after 3 seconds.
3/8
Repeated attacks on the same target increase Primary Attack Damage by 15%. Stacking 10 times, it is removed upon hitting a new enemy or after 3 seconds.
4/8
Repeated attacks on the same target increase Primary Attack Damage by 20%. Stacking 10 times, it is removed upon hitting a new enemy or after 3 seconds.
5/8
Repeated attacks on the same target increase Primary Attack Damage by 25%. Stacking 10 times, it is removed upon hitting a new enemy or after 3 seconds.
6/8
Repeated attacks on the same target increase Primary Attack Damage by 30%. Stacking 10 times, it is removed upon hitting a new enemy or after 3 seconds.
7/8
Repeated attacks on the same target increase Primary Attack Damage by 35%. Stacking 10 times, it is removed upon hitting a new enemy or after 3 seconds.
8/8
Repeated attacks on the same target increase Primary Attack Damage by 40%. Stacking 10 times, it is removed upon hitting a new enemy or after 3 seconds.
Huntress Runes (continued)
Rune:
Noxious Fumes
Ability/Defense:
Poison Trap
Favored Map:
Act 1-4: Alchemical Labs
1/8
Poison Trap is now limited to 4 targets but causes those enemies to take 25% more damage.
2/8
Poison Trap is now limited to 4 targets but causes those enemies to take 50% more damage.
3/8
Poison Trap is now limited to 5 targets but causes those enemies to take 75% more damage.
4/8
Poison Trap is now limited to 5 targets but causes those enemies to take 100% more damage.
5/8
Poison Trap is now limited to 6 targets but causes those enemies to take 125% more damage.
6/8
Poison Trap is now limited to 6 targets but causes those enemies to take 150% more damage.
7/8
Poison Trap is now limited to 7 targets but causes those enemies to take 175% more damage.
8/8
Poison Trap is now limited to 7 targets but causes those enemies to take 200% more damage.


Rune:
Shell Shocked
Ability/Defense:
Explosive Trap
Favored Map:
Act 2-3: The Ramparts
1/8
Enemies are slowed by 5% and deal 5% reduced damage for 0.2 seconds.
2/8
Enemies are slowed by 10% and deal 10% reduced damage for 0.3 seconds.
3/8
Enemies are slowed by 15% and deal 15% reduced damage for 0.5 seconds.
4/8
Enemies are slowed by 20% and deal 20% reduced damage for 0.75 seconds.
5/8
Enemies are slowed by 25% and deal 25% reduced damage for 1 second.
6/8
Enemies are slowed by 30% and deal 30% reduced damage for 1.25 seconds.
7/8
Enemies are slowed by 30% and deal 30% reduced damage for 1.5 seconds.
8/8
Enemies are slowed by 30% and deal 30% reduced damage for 2 seconds.
Monk Runes
Rune:
Berserker Aura
Ability/Defense:
Enrage Aura
Favored Map:
Act 2-3: The Ramparts
1/8
Enrage Aura increases the damage enraged enemies deal by 5%.
2/8
Enrage Aura increases the damage enraged enemies deal by 10%.
3/8
Enrage Aura increases the damage enraged enemies deal by 20%.
4/8
Enrage Aura increases the damage enraged enemies deal by 35%.
5/8
Enrage Aura increases the damage enraged enemies deal by 50%.
6/8
Enrage Aura increases the damage enraged enemies deal by 75%.
7/8
Enrage Aura increases the damage enraged enemies deal by 100%.
8/8
Enrage Aura increases the damage enraged enemies deal by 150%.

Rune:
Exploding Aura
Ability/Defense:
Stength Drain Aura
Favored Map:
Act 5-3: Forsaken Temple
1/8
Enemies killed within the Strength Drain Aura explode, dealing 2.5% of their max health as AOE damage to surrounding enemies.
2/8
Enemies killed within the Strength Drain Aura explode, dealing 3.5% of their max health as AOE damage to surrounding enemies.
3/8
Enemies killed within the Strength Drain Aura explode, dealing 5% of their max health as AOE damage to surrounding enemies.
4/8
Enemies killed within the Strength Drain Aura explode, dealing 6.5% of their max health as AOE damage to surrounding enemies.
5/8
Enemies killed within the Strength Drain Aura explode, dealing 8% of their max health as AOE damage to surrounding enemies.
6/8
Enemies killed within the Strength Drain Aura explode, dealing 10% of their max health as AOE damage to surrounding enemies.
7/8
Enemies killed within the Strength Drain Aura explode, dealing 12.5% of their max health as AOE damage to surrounding enemies.
8/8
Enemies killed within the Strength Drain Aura explode, dealing 15% of their max health as AOE damage to surrounding enemies.

Rune:
Lightning Strikes
Ability/Defense:
Electric Aura
Favored Map:
Act 1-4: Alchemical Labs
1/8
Every 5 Seconds, the Electric Aura deals 100% to a single enemy with in range.
2/8
Every 5 Seconds, the Electric Aura deals 200% to a single enemy with in range.
3/8
Every 5 Seconds, the Electric Aura deals 300% to a single enemy with in range.
4/8
Every 5 Seconds, the Electric Aura deals 600% to a single enemy with in range.
5/8
Every 4 Seconds, the Electric Aura deals 800% to a single enemy with in range.
6/8
Every 3 Seconds, the Electric Aura deals 1,000% to a single enemy with in range.
7/8
Every 2 Seconds, the Electric Aura deals 1,600% to a single enemy with in range.
8/8
Every 2 Seconds, the Electric Aura deals 2,000% to a single enemy with in range.

Rune:
Mystical Repair
Ability/Defense:
Tower Boost
Favored Map:
Act 1-3: Lava Mines
1/8
Tower Boost Slowly Repairs Defenses for 1% of max tower heallth every second.
2/8
Tower Boost Slowly Repairs Defenses for 2% of max tower heallth every second.
3/8
Tower Boost Slowly Repairs Defenses for 3% of max tower heallth every second.
4/8
Tower Boost Slowly Repairs Defenses for 4% of max tower heallth every second.
5/8
Tower Boost Slowly Repairs Defenses for 5% of max tower heallth every second.
6/8
Tower Boost Slowly Repairs Defenses for 6% of max tower heallth every second.
7/8
Tower Boost Slowly Repairs Defenses for 7% of max tower heallth every second.
8/8
Tower Boost Slowly Repairs Defenses for 8% of max tower heallth every second.
Monk Runes (continued)
Rune:
Rejuvenating Aura
Ability/Defense:
Healing Aura
Favored Map:
Act 2-5: Endless Spires
1/8
Leaving Heal Aura applies a heal over time, that heals 1% of Max HP every second for 1.5 seconds.
2/8
Leaving Heal Aura applies a heal over time, that heals 1% of Max HP every second for 2 seconds.
3/8
Leaving Heal Aura applies a heal over time, that heals 2% of Max HP every second for 2 seconds.
4/8
Leaving Heal Aura applies a heal over time, that heals 3% of Max HP every second for 2 seconds.
5/8
Leaving Heal Aura applies a heal over time, that heals 4% of Max HP every second for 3 seconds.
6/8
Leaving Heal Aura applies a heal over time, that heals 5% of Max HP every second for 3 seconds.
7/8
Leaving Heal Aura applies a heal over time, that heals 7.5% of Max HP every second for 4 seconds.
8/8
Leaving Heal Aura applies a heal over time, that heals 10% of Max HP every second for 5 seconds.

Rune:
Sluggish Aura
Ability/Defense:
Ensnare Aura
Favored Map:
Act 2-2: Tornado Highlands
1/8
Ensnare Aura reduces enemy damage by 5% while ensnared.
2/8
Ensnare Aura reduces enemy damage by 7.5% while ensnared.
3/8
Ensnare Aura reduces enemy damage by 9% while ensnared.
4/8
Ensnare Aura reduces enemy damage by 12% while ensnared.
5/8
Ensnare Aura reduces enemy damage by 15% while ensnared.
6/8
Ensnare Aura reduces enemy damage by 17.5% while ensnared.
7/8
Ensnare Aura reduces enemy damage by 20% while ensnared.
8/8
Ensnare Aura reduces enemy damage by 25% while ensnared.

Rune:
Warrior Monk
Ability/Defense:
Hero Boost
Favored Map:
Act 5-2: The Lost Metropolis
1/8
Hero Boost now increases yours and other melee heroes Critical Bonus by 50% and Crit Chance by 1%.
2/8
Hero Boost now increases yours and other melee heroes Critical Bonus by 25% and Crit Chance by 5%.
3/8
Hero Boost now increases yours and other melee heroes Critical Bonus by 50% and Crit Chance by 10%.
4/8
Hero Boost now increases yours and other melee heroes Critical Bonus by 75% and Crit Chance by 15%.
5/8
Hero Boost now increases yours and other melee heroes Critical Bonus by 100% and Crit Chance by 20%.
6/8
Hero Boost now increases yours and other melee heroes Critical Bonus by 200% and Crit Chance by 25%.
7/8
Hero Boost now increases yours and other melee heroes Critical Bonus by 300% and Crit Chance by 30%.
8/8
Hero Boost now increases yours and other melee heroes Critical Bonus by 400% and Crit Chance by 50%.
Rouge Runes
Rune:
Boom Boom Boom
Ability/Defense:
Inferno Device
Favored Map:
Act 1-1: The Deeper Well
1/8
Enemies explode for 40% device damage when the inferno device expires.
2/8
Enemies explode for 80% device damage when the inferno device expires.
3/8
Enemies explode for 120% device damage when the inferno device expires.
4/8
Enemies explode for 160% device damage when the inferno device expires.
5/8
Enemies explode for 200% device damage when the inferno device expires.
6/8
Enemies explode for 2$0% device damage when the inferno device expires.
7/8
Enemies explode for 280% device damage when the inferno device expires.
8/8
Enemies explode for 320% device damage when the inferno device expires.

Rune:
Broadhead Rounds
Ability/Defense:
Ranged Attacks
Favored Map:
Act 3-4: The Summit
1/8
Ranged Attacks causes Targets to bleed for 20% of attack damage per second for 3 Seconds
2/8
Ranged Attacks causes Targets to bleed for 40% of attack damage per second for 3 Seconds
3/8
Ranged Attacks causes Targets to bleed for 60% of attack damage per second for 4 Seconds
4/8
Ranged Attacks causes Targets to bleed for 80% of attack damage per second for 4 Seconds
5/8
Ranged Attacks causes Targets to bleed for 100% of attack damage per second for 5 Seconds
6/8
Ranged Attacks causes Targets to bleed for 120% of attack damage per second for 5 Seconds
7/8
Ranged Attacks causes Targets to bleed for 140% of attack damage per second for 5 Seconds
8/8
Ranged Attacks causes Targets to bleed for 160% of attack damage per second for 6 Seconds

Rune:
Multiple Marks
Ability/Defense:
Favored Map:
Act 1-2: Ancient Mines
1/8
Increases max number of Marked targets by 1.
2/8
Increases max number of Marked targets by 2.
3/8
Increases max number of Marked targets by 3.
4/8
Increases max number of Marked targets by 4.
5/8
Increases max number of Marked targets by 5.
6/8
Increases max number of Marked targets by 6.
7/8
Increases max number of Marked targets by 7.
8/8
Increases max number of Marked targets by 8.

Rune:
Poison Dagger
Ability/Defense:
Swift Assault Dagger
Favored Map:
Act 4-1: The Mill
1/8
Swift Assault Dagger deals 20% of dagger damage every second for 3 Seconds to the enemy hit.
2/8
Swift Assault Dagger deals 40% of dagger damage every second for 3 Seconds to the enemy hit.
3/8
Swift Assault Dagger deals 60% of dagger damage every second for 4 Seconds to the enemy hit.
4/8
Swift Assault Dagger deals 80% of dagger damage every second for 4 Seconds to the enemy hit.
5/8
Swift Assault Dagger deals 100% of dagger damage every second for 5 Seconds to the enemy hit.
6/8
Swift Assault Dagger deals 120% of dagger damage every second for 5 Seconds to the enemy hit.
7/8
Swift Assault Dagger deals 150% of dagger damage every second for 5 Seconds to the enemy hit.
8/8
Swift Assault Dagger deals 200% of dagger damage every second for 6 Seconds to the enemy hit.

Rune:
Spin-To-Win
Ability/Defense:
Carnage
Favored Map:
Act 1-1: The Deeper Well
1/8
Carnage consumes -50% mana and does 50% of the original damage.
2/8
Carnage consumes -50% mana and does 75% of the original damage.
3/8
Carnage consumes -50% mana and does 85% of the original damage.
4/8
Carnage consumes -50% mana and does 100% of the original damage.
5/8
Carnage consumes -50% mana and does 125% of the original damage.
6/8
Carnage consumes -50% mana and does 150% of the original damage.
7/8
Carnage consumes -50% mana and does 175% of the original damage.
8/8
Carnage consumes -50% mana and does 200% of the original damage.
Rouge Runes (continued)
Rune:
Static Shock
Ability/Defense:
Arcing Device
Favored Map:
Act 3-2: Royal Gardens
1/8
For 3 seconds after Arcing Device is active deal 20% device damage in an AOE around the Rogue.
2/8
For 3 seconds after Arcing Device is active deal 40% device damage in an AOE around the Rogue.
3/8
For 3 seconds after Arcing Device is active deal 60% device damage in an AOE around the Rogue.
4/8
For 3 seconds after Arcing Device is active deal 80% device damage in an AOE around the Rogue.
5/8
For 3 seconds after Arcing Device is active deal 100% device damage in an AOE around the Rogue.
6/8
For 3 seconds after Arcing Device is active deal 120% device damage in an AOE around the Rogue.
7/8
For 3 seconds after Arcing Device is active deal 140% device damage in an AOE around the Rogue.
8/8
For 3 seconds after Arcing Device is active deal 160% device damage in an AOE around the Rogue.

Rune:
Toxicity Overload
Ability/Defense:
Noxious Device
Favored Map:
Act 4-4: Foundries and Forges
1/8
Noxious Device has 15% to Enrage enemies for 2 Seconds when noxious expires.
2/8
Noxious Device has 20% to Enrage enemies for 2 Seconds when noxious expires.
3/8
Noxious Device has 25% to Enrage enemies for 2 Seconds when noxious expires.
4/8
Noxious Device has 35% to Enrage enemies for 2 Seconds when noxious expires.
5/8
Noxious Device has 40% to Enrage enemies for 3 Seconds when noxious expires.
6/8
Noxious Device has 50% to Enrage enemies for 3 Seconds when noxious expires.
7/8
Noxious Device has 65% to Enrage enemies for 4 Seconds when noxious expires.
8/8
Noxious Device has 80% to Enrage enemies for 5 Seconds when noxious expires.
Series EV Runes
Rune:
Chance Grenade
Ability/Defense:
Grenade Toss
Favored Map:
Act 3-1: Arcane Library
1/8
Grenade Toss has a 10% chance to spawn another grenade upon killing an enemy.
2/8
Grenade Toss has a 20% chance to spawn another grenade upon killing an enemy.
3/8
Grenade Toss has a 30% chance to spawn another grenade upon killing an enemy.
4/8
Grenade Toss has a 40% chance to spawn another grenade upon killing an enemy.
5/8
Grenade Toss has a 50% chance to spawn another grenade upon killing an enemy.
6/8
Grenade Toss has a 60% chance to spawn another grenade upon killing an enemy.
7/8
Grenade Toss has a 70% chance to spawn another grenade upon killing an enemy.
8/8
Grenade Toss has a 80% chance to spawn another grenade upon killing an enemy.

Rune:
Decoy-GR
Ability/Defense:
Decoy
Favored Map:
Act 2-2: Tornado Highlands
1/8
Decoy now shoots along with the hero at the same direction deaiing 20% of hero damage.
2/8
Decoy now shoots along with the hero at the same direction deaiing 40% of hero damage.
3/8
Decoy now shoots along with the hero at the same direction deaiing 60% of hero damage.
4/8
Decoy now shoots along with the hero at the same direction deaiing 80% of hero damage.
5/8
Decoy now shoots along with the hero at the same direction deaiing 100% of hero damage.
6/8
Decoy now shoots along with the hero at the same direction deaiing 150% of hero damage.
7/8
Decoy now shoots along with the hero at the same direction deaiing 200% of hero damage.
8/8
Decoy now shoots along with the hero at the same direction deaiing 250% of hero damage.

Rune:
Electric Shock
Ability/Defense:
Proton Beam
Favored Map:
Act 2-1: Tornado Valley
1/8
Proton Beam has a 15% chance to shock and stun enemies for 0.25 seconds.
2/8
Proton Beam has a 20% chance to shock and stun enemies for 0.25 seconds.
3/8
Proton Beam has a 20% chance to shock and stun enemies for 0.25 seconds.
4/8
Proton Beam has a 25% chance to shock and stun enemies for 0.25 seconds.
5/8
Proton Beam has a 25% chance to shock and stun enemies for 0.35 seconds.
6/8
Proton Beam has a 30% chance to shock and stun enemies for 0.5 seconds.
7/8
Proton Beam has a 35% chance to shock and stun enemies for 0.75 seconds.
8/8
Proton Beam has a 40% chance to shock and stun enemies for 1 seconds.

Rune:
Full Coverage
Ability/Defense:
Plasma Defense System
Favored Map:
Act 5-1: The Bazaar
1/8
Plasma Defense System Increases Defense Range by 25% which will also increase the size of the deadzone.
2/8
Plasma Defense System Increases Defense Range by 35% which will also increase the size of the deadzone.
3/8
Plasma Defense System Increases Defense Range by 50% which will also increase the size of the deadzone.
4/8
Plasma Defense System Increases Defense Range by 75% which will also increase the size of the deadzone.
5/8
Plasma Defense System Increases Defense Range by 100% which will also increase the size of the deadzone.
6/8
Plasma Defense System Increases Defense Range by 125% which will also increase the size of the deadzone.
7/8
Plasma Defense System Increases Defense Range by 150% which will also increase the size of the deadzone.
8/8
Plasma Defense System Increases Defense Range by 200% which will also increase the size of the deadzone.

Rune:
Immobilizing Ray
Ability/Defense:
EV Energy Cannon
Favored Map:
Act 5-4: Castle Armory
1/8
Each hit of the Energy Cannon now applies a 1% slow that stacks and lasts 1 seconds.
2/8
Each hit of the Energy Cannon now applies a 1% slow that stacks and lasts 2 seconds.
3/8
Each hit of the Energy Cannon now applies a 2% slow that stacks and lasts 2 seconds.
4/8
Each hit of the Energy Cannon now applies a 3% slow that stacks and lasts 2 seconds.
5/8
Each hit of the Energy Cannon now applies a 3% slow that stacks and lasts 3 seconds.
6/8
Each hit of the Energy Cannon now applies a 4% slow that stacks and lasts 3 seconds.
7/8
Each hit of the Energy Cannon now applies a 4% slow that stacks and lasts 5 seconds.
8/8
Each hit of the Energy Cannon now applies a 5% slow that stacks and lasts 5 seconds.

Rune:
Immolation
Ability/Defense:
Heat Cannon
Favored Map:
Act 3-3: The Promenade
1/8
Heat Cannon applies a fire DoT onto enemies dealing 50% tower damage every second for 3 seconds.
2/8
Heat Cannon applies a fire DoT onto enemies dealing 80% tower damage every second for 3 seconds.
3/8
Heat Cannon applies a fire DoT onto enemies dealing 100% tower damage every second for 3 seconds.
4/8
Heat Cannon applies a fire DoT onto enemies dealing 120% tower damage every second for 4 seconds.
5/8
Heat Cannon applies a fire DoT onto enemies dealing 150% tower damage every second for 4 seconds.
6/8
Heat Cannon applies a fire DoT onto enemies dealing 175% tower damage every second for 4 seconds.
7/8
Heat Cannon applies a fire DoT onto enemies dealing 200% tower damage every second for 4 seconds.
8/8
Heat Cannon applies a fire DoT onto enemies dealing 250% tower damage every second for 5 seconds.
Series EV Runes (continued)
Rune:
Overdrive
Ability/Defense:
Overclock Beam
Favored Map:
Act 2-1: Tornado Valley
1/8
Overclock Beam gives towers 50% more damage, this effect is reduced by 13% for each additional defense the overclock beam buffs beyond the first. Ignoring Ensnare, Reflects, Gas, Healing Aura, Strength Drain and Enrage.
2/8
Overclock Beam gives towers 60% more damage, this effect is reduced by 15% for each additional defense the overclock beam buffs beyond the first. Ignoring Ensnare, Reflects, Gas, Healing Aura, Strength Drain and Enrage.
3/8
Overclock Beam gives towers 75% more damage, this effect is reduced by 19% for each additional defense the overclock beam buffs beyond the first. Ignoring Ensnare, Reflects, Gas, Healing Aura, Strength Drain and Enrage.
4/8
Overclock Beam gives towers 95% more damage, this effect is reduced by 24% for each additional defense the overclock beam buffs beyond the first. Ignoring Ensnare, Reflects, Gas, Healing Aura, Strength Drain and Enrage.
5/8
Overclock Beam gives towers 100% more damage, this effect is reduced by 25% for each additional defense the overclock beam buffs beyond the first. Ignoring Ensnare, Reflects, Gas, Healing Aura, Strength Drain and Enrage.
6/8
Overclock Beam gives towers 125% more damage, this effect is reduced by 31% for each additional defense the overclock beam buffs beyond the first. Ignoring Ensnare, Reflects, Gas, Healing Aura, Strength Drain and Enrage.
7/8
Overclock Beam gives towers 175% more damage, this effect is reduced by 44% for each additional defense the overclock beam buffs beyond the first. Ignoring Ensnare, Reflects, Gas, Healing Aura, Strength Drain and Enrage.
8/8
Overclock Beam gives towers 250% more damage, this effect is reduced by 63% for each additional defense the overclock beam buffs beyond the first. Ignoring Ensnare, Reflects, Gas, Healing Aura, Strength Drain and Enrage.

Rune:
Strengthened Field
Ability/Defense:
Reflect Field
Favored Map:
Act 4-2: The Outpost
1/8
Reflect Field is now a blockade, allowing enemies to attack it, also while also reflecting projectiles back at sender. Reflected projectiles still cause damage to the blockade.
2/8
Reflect Field is now a blockade, allowing enemies to attack it, also while also reflecting projectiles back at sender. Reflected projectiles still cause damage to the blockade.
3/8
Reflect Field is now a blockade, allowing enemies to attack it, also while also reflecting projectiles back at sender. Reflected projectiles still cause damage to the blockade.
4/8
Reflect Field is now a blockade, allowing enemies to attack it, also while also reflecting projectiles back at sender. Reflected projectiles still cause damage to the blockade.
5/8
Reflect Field is now a blockade, allowing enemies to attack it, also while also reflecting projectiles back at sender. Reflected projectiles still cause damage to the blockade.
6/8
Reflect Field is now a blockade, allowing enemies to attack it, also while also reflecting projectiles back at sender. Reflected projectiles still cause damage to the blockade.
7/8
Reflect Field is now a blockade, allowing enemies to attack it, also while also reflecting projectiles back at sender. Reflected projectiles still cause damage to the blockade.
8/8
Reflect Field is now a blockade, allowing enemies to attack it, also while also reflecting projectiles back at sender. Reflected projectiles still cause damage to the blockade.
Squire Runes
Rune:
Critical Rage
Ability/Defense:
Blood Boil
Favored Map:
Act 3-4: The Summit
1/8
Blood Boil adds 5% to your Critical Chance.
2/8
Blood Boil adds 7.5% to your Critical Chance.
3/8
Blood Boil adds 10% to your Critical Chance.
4/8
Blood Boil adds 12.5% to your Critical Chance.
5/8
Blood Boil adds 15% to your Critical Chance.
6/8
Blood Boil adds 20% to your Critical Chance.
7/8
Blood Boil adds 35% to your Critical Chance.
8/8
Blood Boil adds 50% to your Critical Chance.

Rune:
Ethereal Blades
Ability/Defense:
Slice N' Dice
Favored Map:
Act 5-2: The Lost Metropolis
1/8
Slice N' Dice Blockade is no longer a no longer a blockade, allowing enemies pass through it, but its damage is increased by 5%.
2/8
Slice N' Dice Blockade is no longer a no longer a blockade, allowing enemies pass through it, but its damage is increased by 10%.
3/8
Slice N' Dice Blockade is no longer a no longer a blockade, allowing enemies pass through it, but its damage is increased by 15%.
4/8
Slice N' Dice Blockade is no longer a no longer a blockade, allowing enemies pass through it, but its damage is increased by 20%.
5/8
Slice N' Dice Blockade is no longer a no longer a blockade, allowing enemies pass through it, but its damage is increased by 30%.
6/8
Slice N' Dice Blockade is no longer a no longer a blockade, allowing enemies pass through it, but its damage is increased by 40%.
7/8
Slice N' Dice Blockade is no longer a no longer a blockade, allowing enemies pass through it, but its damage is increased by 60%.
8/8
Slice N' Dice Blockade is no longer a no longer a blockade, allowing enemies pass through it, but its damage is increased by 75%.

Rune:
Phantom Ball
Ability/Defense:
Bowling Ball Tower
Favored Map:
Act 2-4: The Throne Room
1/8
Bowling Ball Tower now spawns a large phantom bowling ball that pierces enemies and does 25% increased damage.
2/8
Bowling Ball Tower now spawns a large phantom bowling ball that pierces enemies and does 50% increased damage.
3/8
Bowling Ball Tower now spawns a large phantom bowling ball that pierces enemies and does 75% increased damage.
4/8
Bowling Ball Tower now spawns a large phantom bowling ball that pierces enemies and does 100% increased damage.
5/8
Bowling Ball Tower now spawns a large phantom bowling ball that pierces enemies and does 150% increased damage.
6/8
Bowling Ball Tower now spawns a large phantom bowling ball that pierces enemies and does 200% increased damage.
7/8
Bowling Ball Tower now spawns a large phantom bowling ball that pierces enemies and does 250% increased damage.
8/8
Bowling Ball Tower now spawns a large phantom bowling ball that pierces enemies and does 300% increased damage.

Rune:
Piercing Upgrade
Ability/Defense:
Sniper Tower
Favored Map:
Act 2-4: The Throne Room
1/8
Pierces an additional enemy and scales damage by 10%.
2/8
Pierces an additional enemy and scales damage by 12.5%.
3/8
Pierces an additional enemy and scales damage by 15%.
4/8
Pierces an additional enemy and scales damage by 30%.
5/8
Pierces an additional enemy and scales damage by 40%.
6/8
Pierces an additional enemy and scales damage by 50%.
7/8
Pierces an additional enemy and scales damage by 80%.
8/8
Pierces an additional enemy and scales damage by 100%.

Rune:
Poisoned Tipped Spears
Ability/Defense:
Harpoon Tower
Favored Map:
Act 4-4: Foundries and Forges
1/8
The Harpoon Tower projectiles now also poison their targets dealing 35% of normal damage every second for 1 second.
2/8
The Harpoon Tower projectiles now also poison their targets dealing 50% of normal damage every second for 2 seconds.
3/8
The Harpoon Tower projectiles now also poison their targets dealing 100% of normal damage every second for 2 seconds.
4/8
The Harpoon Tower projectiles now also poison their targets dealing 150% of normal damage every second for 3 seconds.
5/8
The Harpoon Tower projectiles now also poison their targets dealing 200% of normal damage every second for 3 seconds.
6/8
The Harpoon Tower projectiles now also poison their targets dealing 225% of normal damage every second for 3 seconds.
7/8
The Harpoon Tower projectiles now also poison their targets dealing 250% of normal damage every second for 4 seconds.
8/8
The Harpoon Tower projectiles now also poison their targets dealing 300% of normal damage every second for 4 seconds.
Squire Runes (continued)
Rune:
Shield Explosion
Ability/Defense:
Shield Throw
Favored Map:
Act 3-3: The Promenade
1/8
Shield Throw explodes on hit, dealing 50% of it's normal damage to all nearby enemies and increases number of Bounces by 5.
2/8
Shield Throw explodes on hit, dealing 65% of it's normal damage to all nearby enemies and increases number of Bounces by 5.
3/8
Shield Throw explodes on hit, dealing 80% of it's normal damage to all nearby enemies and increases number of Bounces by 5.
4/8
Shield Throw explodes on hit, dealing 100% of it's normal damage to all nearby enemies and increases number of Bounces by 5.
5/8
Shield Throw explodes on hit, dealing 125% of it's normal damage to all nearby enemies and increases number of Bounces by 5.
6/8
Shield Throw explodes on hit, dealing 145% of it's normal damage to all nearby enemies and increases number of Bounces by 5.
7/8
Shield Throw explodes on hit, dealing 175% of it's normal damage to all nearby enemies and increases number of Bounces by 5.
8/8
Shield Throw explodes on hit, dealing 200% of it's normal damage to all nearby enemies and increases number of Bounces by 5.

Rune:
Spike Trap
Ability/Defense:
Spike Blockade
Favored Map:
Act 5-1: The Bazaar
1/8
Every 3 seconds when the Spike Blockade is attacked it shoots out 5 piercing projectiles damaging enemies for 15% Tower Health each.
2/8
Every 3 seconds when the Spike Blockade is attacked it shoots out 5 piercing projectiles damaging enemies for 35% Tower Health each.
3/8
Every 2 seconds when the Spike Blockade is attacked it shoots out 5 piercing projectiles damaging enemies for 55% Tower Health each.
4/8
Every 2 seconds when the Spike Blockade is attacked it shoots out 5 piercing projectiles damaging enemies for 100% Tower Health each.
5/8
Every 2 seconds when the Spike Blockade is attacked it shoots out 5 piercing projectiles damaging enemies for 125% Tower Health each.
6/8
Every 1 seconds when the Spike Blockade is attacked it shoots out 5 piercing projectiles damaging enemies for 175% Tower Health each.
7/8
Every 1 seconds when the Spike Blockade is attacked it shoots out 5 piercing projectiles damaging enemies for 200% Tower Health each.
8/8
Every 1 seconds when the Spike Blockade is attacked it shoots out 5 piercing projectiles damaging enemies for 250% Tower Health each.
Summoner Runes
Rune:
Flash Buff
Ability/Defense:
Flash Heal
Favored Map:
Act 1-5: Magus Quarters
1/8
Defenses within Flash Heal gain 10% Attack rate and 10% Power for 1 Seconds.
2/8
Defenses within Flash Heal gain 10% Attack rate and 20% Power for 1 Seconds.
3/8
Defenses within Flash Heal gain 10% Attack rate and 35% Power for 2 Seconds.
4/8
Defenses within Flash Heal gain 20% Attack rate and 45% Power for 2 Seconds.
5/8
Defenses within Flash Heal gain 20% Attack rate and 60% Power for 3 Seconds.
6/8
Defenses within Flash Heal gain 20% Attack rate and 75% Power for 3 Seconds.
7/8
Defenses within Flash Heal gain 25% Attack rate and 80% Power for 4 Seconds.
8/8
Defenses within Flash Heal gain 25% Attack rate and 100% Power for 5 Seconds.

Rune:
Heal Master
Ability/Defense:
Dark Elf Mage
Favored Map:
Act 4-3: The Keep
1/8
The Dark Elf Mage Minion can also heal nearby physical defenses and increases the healing by 1%.
2/8
The Dark Elf Mage Minion can also heal nearby physical defenses and increases the healing by 2%.
3/8
The Dark Elf Mage Minion can also heal nearby physical defenses and increases the healing by 3.5%.
4/8
The Dark Elf Mage Minion can also heal nearby physical defenses and increases the healing by 4%.
5/8
The Dark Elf Mage Minion can also heal nearby physical defenses and increases the healing by 5%.
6/8
The Dark Elf Mage Minion can also heal nearby physical defenses and increases the healing by 6%.
7/8
The Dark Elf Mage Minion can also heal nearby physical defenses and increases the healing by 7%.
8/8
The Dark Elf Mage Minion can also heal nearby physical defenses and increases the healing by 8%.

Rune:
Kobold Launcher
Ability/Defense:
Ogre
Favored Map:
Act 2-2: Tornado Highlands
1/8
Replaces Ogre snotball with kobold projectile that does 50% of snotball damage. Cooldown of 3 Seconds.
2/8
Replaces Ogre snotball with kobold projectile that does 75% of snotball damage. Cooldown of 3 Seconds.
3/8
Replaces Ogre snotball with kobold projectile that does 100% of snotball damage. Cooldown of 3 Seconds.
4/8
Replaces Ogre snotball with kobold projectile that does 200% of snotball damage. Cooldown of 3 Seconds.
5/8
Replaces Ogre snotball with kobold projectile that does 350% of snotball damage. Cooldown of 3 Seconds.
6/8
Replaces Ogre snotball with kobold projectile that does 600% of snotball damage. Cooldown of 3 Seconds.
7/8
Replaces Ogre snotball with kobold projectile that does 800% of snotball damage. Cooldown of 3 Seconds.
8/8
Replaces Ogre snotball with kobold projectile that does 1,000% of snotball damage. Cooldown of 3 Seconds.

Rune:
LifeLeech
Ability/Defense:
Archer Minion
Favored Map:
Act 3-3: The Promenade
1/8
Arrows have a heal the minion for a 1% of the max health but decreases max health by 5%.
2/8
Arrows have a heal the minion for a 2% of the max health but decreases max health by 7.5%.
3/8
Arrows have a heal the minion for a 3.5% of the max health but decreases max health by 10%.
4/8
Arrows have a heal the minion for a 4% of the max health but decreases max health by 10%.
5/8
Arrows have a heal the minion for a 5% of the max health but decreases max health by 15%.
6/8
Arrows have a heal the minion for a 6% of the max health but decreases max health by 15%.
7/8
Arrows have a heal the minion for a 7% of the max health but decreases max health by 20%.
8/8
Arrows have a heal the minion for a 10% of the max health but decreases max health by 25%.
Summoner Runes (continued)
Rune:
Pet Master
Ability/Defense:
Pet Boost
Favored Map:
Act 2-4: The Throne Room
1/8
Pet Boost now applies to nearby allies and increases their pet damage by 10%.
2/8
Pet Boost now applies to nearby allies and increases their pet damage by 15%.
3/8
Pet Boost now applies to nearby allies and increases their pet damage by 20%.
4/8
Pet Boost now applies to nearby allies and increases their pet damage by 25%.
5/8
Pet Boost now applies to nearby allies and increases their pet damage by 45%.
6/8
Pet Boost now applies to nearby allies and increases their pet damage by 60%.
7/8
Pet Boost now applies to nearby allies and increases their pet damage by 75%.
8/8
Pet Boost now applies to nearby allies and increases their pet damage by 100%.

Rune:
Reflective Screech
Ability/Defense:
Siren Minion
Favored Map:
Act 5-3: Forsaken Temple
1/8
Siren's Inner Radius is now 275 Units and now projects a reflective shield that reflects Projectiles.
2/8
Siren's Inner Radius is now 300 Units and now projects a reflective shield that reflects Projectiles.
3/8
Siren's Inner Radius is now 325 Units and now projects a reflective shield that reflects Projectiles.
4/8
Siren's Inner Radius is now 375 Units and now projects a reflective shield that reflects Projectiles.
5/8
Siren's Inner Radius is now 400 Units and now projects a reflective shield that reflects Projectiles.
6/8
Siren's Inner Radius is now 425 Units and now projects a reflective shield that reflects Projectiles.
7/8
Siren's Inner Radius is now 500 Units and now projects a reflective shield that reflects Projectiles.
8/8
Siren's Inner Radius is now 550 Units and now projects a reflective shield that reflects Projectiles.

Rune:
Spider's Poison
Ability/Defense:
Spider Minion
Favored Map:
Act 2-3: The Ramparts
1/8
Webbed enemies have a 25% to be posioned and recieve damage over time that deals 10% tower damage per second for 1 Seconds.
2/8
Webbed enemies have a 25% to be posioned and recieve damage over time that deals 25% tower damage per second for 1 Seconds.
3/8
Webbed enemies have a 25% to be posioned and recieve damage over time that deals 50% tower damage per second for 1 Seconds.
4/8
Webbed enemies have a 25% to be posioned and recieve damage over time that deals 60% tower damage per second for 2 Seconds.
5/8
Webbed enemies have a 35% to be posioned and recieve damage over time that deals 80% tower damage per second for 2 Seconds.
6/8
Webbed enemies have a 35% to be posioned and recieve damage over time that deals 100% tower damage per second for 2 Seconds.
7/8
Webbed enemies have a 50% to be posioned and recieve damage over time that deals 125% tower damage per second for 2 Seconds.
8/8
Webbed enemies have a 50% to be posioned and recieve damage over time that deals 150% tower damage per second for 3 Seconds.
Warden Runes
Rune:
Empowering Ring
Ability/Defense:
Mushroom Circle
Favored Map:
Act 5-4: Castle Armory
1/8
Warden and allies who walk through Mushroom Circle now gain 15% movement speed and 35% bonus damage which lasts for 3 seconds upon exiting.
2/8
Warden and allies who walk through Mushroom Circle now gain 25% movement speed and 40% bonus damage which lasts for 3 seconds upon exiting.
3/8
Warden and allies who walk through Mushroom Circle now gain 35% movement speed and 45% bonus damage which lasts for 3 seconds upon exiting.
4/8
Warden and allies who walk through Mushroom Circle now gain 40% movement speed and 60% bonus damage which lasts for 4 seconds upon exiting.
5/8
Warden and allies who walk through Mushroom Circle now gain 45% movement speed and 75% bonus damage which lasts for 4 seconds upon exiting.
6/8
Warden and allies who walk through Mushroom Circle now gain 50% movement speed and 95% bonus damage which lasts for 4 seconds upon exiting.
7/8
Warden and allies who walk through Mushroom Circle now gain 60% movement speed and 115% bonus damage which lasts for 4 seconds upon exiting.
8/8
Warden and allies who walk through Mushroom Circle now gain 75% movement speed and 150% bonus damage which lasts for 5 seconds upon exiting.

Rune:
Entangling Roots
Ability/Defense:
Roots of Purity
Favored Map:
Act 1-5: Magus Quarters
1/8
Applies 5% slow and 10% Tower Damage DoT to enemies within range.
2/8
Applies 7.5% slow and 15% Tower Damage DoT to enemies within range.
3/8
Applies 10% slow and 25% Tower Damage DoT to enemies within range.
4/8
Applies 12.5% slow and 40% Tower Damage DoT to enemies within range.
5/8
Applies 15% slow and 50% Tower Damage DoT to enemies within range.
6/8
Applies 20% slow and 75% Tower Damage DoT to enemies within range.
7/8
Applies 25% slow and 100% Tower Damage DoT to enemies within range.
8/8
Applies 30% slow and 200% Tower Damage DoT to enemies within range.

Rune:
Exploding Wisps
Ability/Defense:
Wisp Den
Favored Map:
Act 4-3: The Keep
1/8
Wisp Dens Explode dealing 35% damage upon attaching to a new target. Cooldown of 3 seconds.
2/8
Wisp Dens Explode dealing 50% damage upon attaching to a new target. Cooldown of 3 seconds.
3/8
Wisp Dens Explode dealing 60% damage upon attaching to a new target. Cooldown of 3 seconds.
4/8
Wisp Dens Explode dealing 80% damage upon attaching to a new target. Cooldown of 3 seconds.
5/8
Wisp Dens Explode dealing 100% damage upon attaching to a new target. Cooldown of 3 seconds.
6/8
Wisp Dens Explode dealing 125% damage upon attaching to a new target. Cooldown of 3 seconds.
7/8
Wisp Dens Explode dealing 150% damage upon attaching to a new target. Cooldown of 3 seconds.
8/8
Wisp Dens Explode dealing 200% damage upon attaching to a new target. Cooldown of 3 seconds.

Rune:
Focus Blossom
Ability/Defense:
Beaming Blossom
Favored Map:
Act 4-1: The Mill
1/8
Beaming Blossom does additional 5% damage for each attack made against the same enemy, stacking up to 3 times.
2/8
Beaming Blossom does additional 10% damage for each attack made against the same enemy, stacking up to 3 times.
3/8
Beaming Blossom does additional 10% damage for each attack made against the same enemy, stacking up to 4 times.
4/8
Beaming Blossom does additional 15% damage for each attack made against the same enemy, stacking up to 4 times.
5/8
Beaming Blossom does additional 15% damage for each attack made against the same enemy, stacking up to 5 times.
6/8
Beaming Blossom does additional 20% damage for each attack made against the same enemy, stacking up to 5 times.
7/8
Beaming Blossom does additional 20% damage for each attack made against the same enemy, stacking up to 6 times.
8/8
Beaming Blossom does additional 25% damage for each attack made against the same enemy, stacking up to 7 times.
Warden Runes (continued)
Rune:
Raging Shrooms
Ability/Defense:
Shroomy Geyser
Favored Map:
Act 5-2: The Lost Metropolis
1/8
Enemies hit by Shroomy Geyser have a 10% chance of becoming Enraged for 3 seconds.
2/8
Enemies hit by Shroomy Geyser have a 10% chance of becoming Enraged for 4 seconds.
3/8
Enemies hit by Shroomy Geyser have a 15% chance of becoming Enraged for 4 seconds.
4/8
Enemies hit by Shroomy Geyser have a 20% chance of becoming Enraged for 5 seconds.
5/8
Enemies hit by Shroomy Geyser have a 25% chance of becoming Enraged for 5 seconds.
6/8
Enemies hit by Shroomy Geyser have a 30% chance of becoming Enraged for 6 seconds.
7/8
Enemies hit by Shroomy Geyser have a 35% chance of becoming Enraged for 6 seconds.
8/8
Enemies hit by Shroomy Geyser have a 40% chance of becoming Enraged for 7 seconds.


Rune:
Sludge Pool
Ability/Defense:
Sludge Launcher
Favored Map:
Act 5-1: The Bazaar
1/8
Sludge Launcher Leaves a pool of sludge at hit location, 5% slowing and dealing 5% tower damage to enemies within lasting 3 seconds. Cooldown of 6 Seconds.
2/8
Sludge Launcher Leaves a pool of sludge at hit location, 10% slowing and dealing 10% tower damage to enemies within lasting 3 seconds. Cooldown of 6 Seconds.
3/8
Sludge Launcher Leaves a pool of sludge at hit location, 15% slowing and dealing 15% tower damage to enemies within lasting 4 seconds. Cooldown of 6 Seconds.
4/8
Sludge Launcher Leaves a pool of sludge at hit location, 20% slowing and dealing 20% tower damage to enemies within lasting 4 seconds. Cooldown of 5 Seconds.
5/8
Sludge Launcher Leaves a pool of sludge at hit location, 25% slowing and dealing 25% tower damage to enemies within lasting 4 seconds. Cooldown of 5 Seconds.
6/8
Sludge Launcher Leaves a pool of sludge at hit location, 30% slowing and dealing 30% tower damage to enemies within lasting 4 seconds. Cooldown of 5 Seconds.
7/8
Sludge Launcher Leaves a pool of sludge at hit location, 35% slowing and dealing 35% tower damage to enemies within lasting 5 seconds. Cooldown of 5 Seconds.
8/8
Sludge Launcher Leaves a pool of sludge at hit location, 40% slowing and dealing 40% tower damage to enemies within lasting 5 seconds. Cooldown of 5 Seconds.

Rune:
Yum Yum Seed
Ability/Defense:
Sprout Seeds
Favored Map:
Act 4-1: The Mill
1/8
Sprout Seeds on-pickup gives a Healing over time for 50% of Max Health every second for 5 seconds.
2/8
Sprout Seeds on-pickup gives a Healing over time for 10% of Max Health every second for 5 seconds.
3/8
Sprout Seeds on-pickup gives a Healing over time for 12.5% of Max Health every second for 5 seconds.
4/8
Sprout Seeds on-pickup gives a Healing over time for 15% of Max Health every second for 5 seconds.
5/8
Sprout Seeds on-pickup gives a Healing over time for 17.5% of Max Health every second for 5 seconds.
6/8
Sprout Seeds on-pickup gives a Healing over time for 20% of Max Health every second for 5 seconds.
7/8
Sprout Seeds on-pickup gives a Healing over time for 25% of Max Health every second for 5 seconds.
8/8
Sprout Seeds on-pickup gives a Healing over time for 30% of Max Health every second for 5 seconds.
11 Comments
Theoran  [author] Apr 26, 2023 @ 7:53am 
The April 25th, 2023 Hotfix updated a couple of runes.

- Guardian rune, Radiant Outbreak description updated
- Guardian rune, Flaming Owl corrected misspelled word
- Summoner rune, Reflective Screech description updated
- Spreadsheets linked in the introduction updated with above updates
Theoran  [author] Apr 23, 2023 @ 9:36pm 
The following changes have been made to the guide:

- Huntress and Series EV Chance Grenade rune information updated to reflect changes made in the last patch
- Guardian Paralyzing Smite rune updated to reflect changes made in the last hotfix

Spreadsheets linked in the introduction updated as well. :ddaapprentice:
Theoran  [author] Apr 22, 2023 @ 9:16pm 
The following changes have been made to the guide:

- New hero, Guardian, runes added
- Monk rune Exploding Aura added
- Monk rune, Mystical Repair icon updated to new icon
- Series EV rune Immobilizing Ray added
- Summoner rune Reflective Screech added
- Warden rune Empowering Ring and Raging Shrooms added
gagadoliano Apr 22, 2023 @ 12:31pm 
there are new runes from the new update:gearthumbsup:
Theoran  [author] Apr 15, 2023 @ 5:26pm 
To give Everyone an idea of run times. I tracked rune drops when I was trying to get all runes to 8/8.

From Dec 8 - Dec 27, in survival or mixed mode massacre I completed 4,304 waves
I had 87 7/8 runes drops and 35 8/8 runes drop.

Maps that were easy to farm runs on are:
Act 1-2 Ancient Mines
Act 1-4 Alchemical Labs (boss weapons and accessories as an added bonus)
Act 2-2 Tornado Valley
Act 2-4 Throne Room (boss weapons and accessories as an added bonus)
Act 3-2 Royal Gardens
Act 3-4 The Summit (boss weapons and accessories as an added bonus)
Act 4-4 Foundries and Forges
Act 4-3 The Keep (boss weapons and accessories as an added bonus)
Act 5-1 The Bazaar

If you can't farm the boss maps, farm the others because Act 1 runes only drop on Act 1 maps, etc, so farm the Act the drops the rune you are going for and if you don't have a 7/8 or 8/8 Overdrive rune, then Act 2 should be the Act you farm heavy until you get an Overdrive rune.
Theoran  [author] Apr 15, 2023 @ 5:26pm 
I believe in the game UI they show 0/0. When looking at runs, click on the the rune and the rank will be show to the right. On the picture below, you can see that I have click on the Overdrive Rune and it is Godly aka 8/8.

https://steamcommunity.com/sharedfiles/filedetails/?id=2962922262
Asian Girl LOVER Apr 15, 2023 @ 5:12pm 
how lvl up runes? in my game say 0/0 lvl after unlock and never change
Theoran  [author] Dec 25, 2022 @ 9:50pm 
The following changes have been made to the guide:

- Apprentice rune Target Mana Bomb added info for the remaining missing levels.
- Apprentice rune Explosive Striker rune named incorrectly. Was named Stiker instead of Striker.
- Summoner rune Pet Master 7/8 description corrected. Changed value from 750% to 75%.
Theoran  [author] Dec 2, 2022 @ 8:56am 
The following changes have been made to the guide:

- Apprentice rune Target Mana Bomb added infor for levels 3, 6, & 7
- Rouge rune Toxicity Overload changed from Act 1-4: Alchemical Labs to Act 4-4: Foundries and Forges
- Summoner rune Heal Master changed from Act 2-3: The Ramparts to Act 4-3: The Keep
- Summoner rune Spider's Poison changed from Act 4-3: The Keep to Act 2-3: The Ramparts
Theoran  [author] Nov 23, 2022 @ 7:25am 
:gearthumbsup: