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MaksyKun edited this page Jul 25, 2026 · 5 revisions

Runes

Runes are socketable potion-style effects such as speed, strength, jump, luck, resistance, and absorption.

Files

  • Settings: modules/runes/settings.yml

  • Items: rune_absorp.yml, rune_jump.yml, rune_luck.yml, rune_resist.yml, rune_speed.yml, rune_strength.yml in modules/runes/items/

  • Merchant: modules/runes/merchant.yml

  • Bundled resources on GitHub

Commands and permissions

  • runes merchant [player] — divinity.runes.cmd.merchant / .merchant.others
  • Socket GUI — divinity.runes.gui.user and .gui.merchant
  • Shared item commands and reload — divinity.admin

Configuration and example

socketing.failure.destroy-target is true in the bundled defaults, so a failed socketing attempt destroys the target unless you change it. socket-display, effect, and target-requirements define a rune.

Administrator notes

  • The bundled socket failure settings can destroy the target item. Review target/source destruction and socket wiping before launch.
  • general.stack-levels changes how repeated effects behave; test it with vanilla effects, beacons, consumables, and class skills.
  • If the merchant is enabled, verify Vault prices and separate user/merchant GUI permissions.
  • Test each equipment requirement, duplicated rune IDs, all success-rate forms, failure, and extraction.
items/rune_speed.yml — bundled speed rune
material: PRISMARINE_SHARD
name: Rune of Speed
tier: rare
level:
  min: 1
  max: 3
uses-by-level:
  '1': 1
success-rate-by-level:
  '1': '75'
  '2': '30 * %ITEM_LEVEL%'
  '3': '30:50'
socket-display: '&bRune: Speed %ITEM_LEVEL_ROMAN%'
effect: SPEED
target-requirements:
  type:
    - boots
  level:
    '1': '10'
    '2': '20'
    '3': '30'
  module:
    - '*'
  socket: default

See Modules and Commands and Permissions.

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