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Runes
MaksyKun edited this page Jul 25, 2026
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5 revisions
Runes are socketable potion-style effects such as speed, strength, jump, luck, resistance, and absorption.
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Settings: modules/runes/settings.yml
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Items: rune_absorp.yml, rune_jump.yml, rune_luck.yml, rune_resist.yml, rune_speed.yml, rune_strength.yml in modules/runes/items/
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Merchant: modules/runes/merchant.yml
- 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
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.
- The bundled socket failure settings can destroy the target item. Review target/source destruction and socket wiping before launch.
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general.stack-levelschanges 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: defaultSee Modules and Commands and Permissions.