Ward Ref /78
Runic Ward
Runic Ward is a last line of protection, absorbing fatal damage instead of your Life. If you take damage that would cause your Life to reach 0 while you have Runic Ward, you will drop to 1 Life and your Runic Ward will take the remaining damage. You will still die if you do not have enough Runic Ward to absorb the remaining damage. Runic Ward does not protect against Life loss that is not caused by taking damage.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled.
Runic Ward constantly regenerates at a default rate of 5% per second.
Monsters can also have Runic Ward. While a monster has Runic Ward, it cannot be Culled.
Requires: Level 60, 64 Str
+(50—100) to maximum Runic Ward
(200—300)% increased Armour
Requires: Level 60
(100—150)% increased Charges per use
Regenerate (2.5—5)% of maximum Runic Ward per second during Effect
Requires: Level 50
(200—300)% increased Amount Recovered
70% reduced Recovery rate
(50—60)% reduced Charges
Lose 5% Life per second while you have no Runic Ward during Effect
Emergent Possibility
Limited to: 1 Ancient Augment
Requires: Level 60
Runemastered Torment Club
Physical Damage: 44-73
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65, 114 Str
Runemastered Runic Fork
Requires: Level 65, 114 Int
+300 to maximum Runic Ward
Veridical Chain
Requires: Level 52
+(30—40) to maximum Runic Ward
Runemastered Veridical Chain
Requires: Level 65
(15—20)% increased maximum Runic Ward
Runemastered Heavy Belt
Runemastered Heavy Belt
Requires: Level 65
Has (1—3) Charm Slot
(20—30)% increased Stun Threshold
(20—40)% increased Runic Ward Regeneration Rate
Runemastered Heavy Belt
Runeforged Fists of Stone
local hand wraps player level to use [0]
Has +2 to Evasion Rating per player level
Has +1 to maximum Energy Shield per player level
Has +1 to maximum Runic Ward per player level
local level requirement override [1]
Has +1 to maximum Energy Shield per player level
Has +1 to maximum Runic Ward per player level
local level requirement override [1]
Runeforged Flowing Raiment
Energy Shield: 76
Base Movement Speed: -0.03
Runic Ward: 236
Requires: Level 70, 121 Int
(30—40)% increased Runic Ward Regeneration Rate
Runeforged Kalguuran Forgehammer
Physical Damage: 59-99
Critical Hit Chance: 5%
Attacks per Second: 1.45
Weapon Range: 1.3
Requires: Level 65
Has 3 Sockets
+(100—150) to maximum Runic Ward
Warding Quarterstaff
Physical Damage: 51-85
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 65, 127 Dex, 50 Int
+(30—50) to maximum Runic Ward
Runemastered Warding Quarterstaff
Physical Damage: 51-85
Critical Hit Chance: 10%
Attacks per Second: 1.6
Weapon Range: 1.4
Requires: Level 65, 127 Dex, 50 Int
+(30—50) to maximum Runic Ward
Runemastered Warding Quarterstaff
Physical Damage: 51-85
Critical Hit Chance: 15%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 65, 127 Dex, 50 Int
+(30—50) to maximum Runic Ward
Runemastered Warding Quarterstaff
Physical Damage: 85-141
Critical Hit Chance: 10%
Attacks per Second: 1.4
Weapon Range: 1.4
Requires: Level 65, 127 Dex, 50 Int
+(30—50) to maximum Runic Ward
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Ring: +(37—49) to maximum Runic Ward
Amulet: (6—10)% increased maximum Runic Ward
Belt: (15—20)% increased Runic Ward Regeneration Rate
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Stack Size: 1 / 10
Removes a random modifier and augments a Rare item with a new guaranteed modifier
Weapons: +(51—74) to maximum Runic Ward
Lesser Ward Rune
Stack Size: 1 / 10
Armour: +15 to maximum Runic Ward
Ward Rune
Greater Ward Rune
Perfect Ward Rune
Lesser Charging Rune
Stack Size: 1 / 10
Armour: 8% increased Runic Ward Regeneration Rate
Armour: Regenerate 10 Runic Ward per second
Charging Rune
Stack Size: 1 / 10
Requires: Level 15
Armour: 12% increased Runic Ward Regeneration Rate
Armour: Regenerate 15 Runic Ward per second
Greater Charging Rune
Stack Size: 1 / 10
Requires: Level 30
Armour: 16% increased Runic Ward Regeneration Rate
Armour: Regenerate 20 Runic Ward per second
Perfect Charging Rune
Stack Size: 1 / 10
Requires: Level 50
Armour: 20% increased Runic Ward Regeneration Rate
Armour: Regenerate 25 Runic Ward per second
Warding Rune of Reinforcement
Warding Rune of Protection
Warding Rune of Disintegration
Stack Size: 1 / 10
Requires: Level 15
Warding Rune of Symbiosis
Stack Size: 1 / 10
Limited to: 1
Requires: Level 30
Warding Rune of Stability
Stack Size: 1 / 10
Requires: Level 30
Warding Rune of Glancing
Stack Size: 1 / 10
Requires: Level 30
Warding Rune of Heart
Stack Size: 1 / 10
Limited to: 1
Requires: Level 30
Body Armours: 1% more Runic Ward Regeneration rate per 2% of maximum Runic Ward lost from Hits Recently, up to 100% more
Warding Rune of Nourishment
Warding Rune of Annihilation
Stack Size: 1 / 10
Limited to: 1
Requires: Level 30
Martial Weapon: Attacks spend 5% of your maximum Runic Ward if possible to gain that much added Physical damage
Warding Rune of Armature
Stack Size: 1 / 10
Limited to: 1
Requires: Level 45
Warding Rune of Obsession
Stack Size: 1 / 10
Limited to: 1
Requires: Level 45
Warding Rune of Equinox
Stack Size: 1 / 10
Limited to: 1
Requires: Level 45
Caster Weapon: 40% less Mana Regeneration Rate, Mana Recovery from Regeneration is also applied to Runic Ward
Warding Rune of Hollowing
Stack Size: 1 / 10
Limited to: 1
Requires: Level 45
Runemastered Spiritbone Crown
Armour: 116
Energy Shield: 32
Runic Ward: 113
Requires: Level 65, 50 Str, 50 Int
(25—50)% increased Runic Ward Regeneration Rate
+250 Intelligence Requirement
100% reduced Duration of Curses on you
Runemastered Crucible Tower Shield
Grants Skill: Raise Shield
Block chance: 26%
Armour: 100
Base Movement Speed: -0.03
Runic Ward: 100
Requires: Level 65, 91 Str
Supports Attacks, causing a Runic Shockwave to erupt under enemies they Heavy Stun. The Shockwave costs Runic Ward, and will not Trigger if you do not have enough Runic Ward.
While active, areas of intense runic energy are revealed to you. Standing over them grants you a powerful Spell damage boost but constantly drains your Runic Ward. Running out of Runic Ward causes the energy to temporarily dissipate.
Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical damage based on their Runic Ward cost. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.
Supports Attacks you use yourself, causing them to Consume Fully Broken Armour on enemies to fire a nova of runic Projectiles at the cost of Runic Ward. The Projectiles cannot Hit the enemy from which they originated. Cannot support skills that Consume Broken Armour.
Spends all your Ward to gain a short-duration Buff that causes you to Block all Blockable Hits and apply Parried to enemies from which you've Blocked a Hit. This Buff is removed if you are Heavy Stunned. While this Buff is active, you cannot be Light Stunned, but Blocking too much damage may Heavy Stun you.
Build Glory by spending Runic Ward. When you have maximum Glory, you may call down a mass of Verisium from the sky, dealing high damage at the targeted location and summoning a Temporary Minion. Targeting close to you will cause you to jump back as you cast. Consumes a Verisium Infusion, if possible, to increase the number of Minions summoned .
Sacrifice a portion of your Life to recover Runic Ward. Runic Ward recovered by this Skill can Overflow.
Spend Runic Ward to cause damaging Ice-Crystal spears to erupt from the ground around you. These spears can be destroyed for an explosion of Cold damage.
While active, Hitting with an Attack will spend Runic Ward to summon a Verisium Manifestation, a short-lived Temporary Minion that rapidly Attacks nearby enemies, ignoring commands. Enemies will not directly engage these Minions, and can pass through them.
While active, enemies you Stun or kill have a chance to generate a Runic Ward Remnant. These Remnants can Overflow your Runic Ward.
Supports any Skill that deals damage. Enemies you kill with supported Skills have a chance to drop a Verisium Infusion Remnant.
Spend all your Runic Ward to summon Temporary Wardbound Casters. These Minions target nearby enemies with damaging Cold Spells.
Spend Runic Ward to create a Verisium volcano that deals damage on initial eruption and Triggers Ice Fragments.
Spend Runic Ward to create a number of Hazardous Runes in a cone in front of you, which arm after a time. After arming, these Runes will activate when enemies step on them, exploding to deal Attack damage and apply Electrocution buildup.
Expend a large amount of Runic Ward to instantly create a short-lived copy of yourself that uses a Socketed Skill once, then vanishes. This Skill's cost is equal to the total cost of Socketed Skills. The copy cannot perform Channelled, Remote, Cooldown or Conditional Skills, or summon Minions.
Supports any skill that Hits enemies, causing inflicted Ignites to deal more damage but the skill to gain a Runic Ward cost.
Channel to create a protective bubble all around you, Blocking Hits against you. While Channelling this Skill, you cannot be Light Stunned by Hits you Block, and damage you take from Hits is also removed from Runic Ward. Blocking Hits this way causes you to accumulate Heavy Stun buildup. You cannot recover Runic Ward while this Skill is active.
Supports Slams you use yourself, allowing them to spend large amounts of Runic Ward to become Runically Boosted. Runically Boosted Slams are Empowered with extra Physical damage and create a rune the first time they hit an enemy. The rune erupts in an Aftershock after a duration. Cannot support Channelling Skills.
Supports Persistent Buff Skills, causing you to lose Runic Ward and heal nearby allies based on the Ward lost. Healing done is split between allies who are not on full Life.
Supports skills that can Empower a specific number of other skills, causing them to apply to more skill uses.
Pour your Runic Ward into conjuring blades. For the duration of the Buff, these blades fall on enemies Hit by your Projectile Attacks.
Supports Attacks you use or Trigger yourself, causing them to cost Runic Ward to use but deal additional Physical and Cold damage based on their Runic Ward cost, in addition to causing Physical damage to Contribute to Freeze buildup. Cannot Support Channelling Skills, Sustained Skills, or Skills without a cost.
Quality
Quality grants small bonuses to an item depending on the type of item, up to a default maximum of 20%.
Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
Martial Weapons gain 1% more Physical damage per Quality.
Armours gain 1% more Armour, Evasion, Energy Shield and Runic Ward per Quality.
Rings and Amulets have a number of possible quality types that provide bonuses to specific modifiers on the item.
Flasks gain 1% more Life and Mana recovery per Quality.
Charms gain 1% increased duration per Quality.
Skill Gems or equipment that grant Skills grant a specific bonus to their Skill based on their Quality.
Honour
Honour is an additional resource you have to manage within the Trial of the Sekhemas. A percentage of the damage you take from enemies in the Trial will be taken from your Honour. If your Honour reaches zero then the Trial is failed.
Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward. Your maximum Mana is also added if you have [passive_keystone_mind_over_matter|Mind Over Matter].
Your starting and maximum Honour are the sum of your maximum Life, Energy Shield and Runic Ward. Your maximum Mana is also added if you have [passive_keystone_mind_over_matter|Mind Over Matter].
Low Runic Ward
You are on Low Runic Ward if you have 35% of your maximum Runic Ward or less.
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Runic Ward
When you run out of life, your Runic Ward will kick in, sustaining your body until your life can return.
It effectively acts as an extra life pool.
Of course, when you take enough damage to run out of that, you will still die.
Every single piece of armor in the game can be upgraded by Runeforging, even Uniques.
Wikis Content is available under CC BY-NC-SA 3.0 unless otherwise noted.























































