The Codex

The full rulebook.

Every number behind Rune, in one place. Tab through whatever you want to understand first. You never need any of this to play, but it is all here when you do.

Evening Lock-In

The main event. Work through your Dailies and Weeklies during the day, then hit LOCK IN when done. This commits the day, awards XP, updates streaks, and triggers everything downstream: HP changes, quest progress, honor checks.

Morning Reckoning

Opens at dawn. The Dailies you set on a morning cadence (your choice, or suggested by us at setup) come up here to review and lock in. One thing to know: the Morning Reckoning seals the previous night, so it records yesterday's date.

The Six Skills
StrengthLifts, sets, PRs StaminaSteps, runs, rides NutritionTargets, food quality RecoverySleep, rest, mobility DisciplineShowing up, abstinence IntelligenceReading, learning

Base XP per completed Daily or Weekly
Completed20 XP
New personal record+50 XP bonus
Hit a Weekly's target+100 XP bonus

Metrics ride under a Weekly. They record your numbers and PRs, and the Weekly they belong to carries the XP.


How streaks move (per skill)
Full day+1
Weekly's target hit+2 at the week's turn
Partial dayHolds it flat
Bad dayBreaks it

The Scroll of Resurrection absorbs one break. Safe Harbor pauses the clock entirely.

Day quality (you get the better one)
Perfect day1.5×
Strong day1.25×
Partial day1.0× base
Streak, gear and Ember stack on top
Streak 15+ days+30% per skill
Grows at2%/day, caps at 15 days
Legendary gear+10% all skills
Ember Draught1.5× that lock-in

Maximum stack
Without consumable~2.15×
With Ember Draught~3.2×
Three HP States
Healthy · 25 to 100

Full raid damage. All titles and honors fire on unlock.

Wounded · 1 to 24

Half raid damage. XP and HP regen normally. Titles queue until you reach 25.

Fallen · 0

No raid damage. No titles. Two consecutive full days earn one streak increment.


HP per day
Full day+5 HP
Partial (50 to 99%)No change
Bad day (under 50%)-10 HP

Streak regen bonus (stacks on base)
6 to 14 days+1 HP
15 to 29 days+2 HP
30+ days+3 HP (up to +8/day total)
Gear: every set carries its own stats

Cloth buys output, plate buys survivability. A heavy hero wins long fights by staying Healthy, not by hitting harder. Each cell reads damage multiplier / share of every raid bite absorbed.

TierClothLeatherHeavy
Uncommon · 250 gold1.30× / 10%1.00× / 25%0.85× / 45%
Rare · 2,000 gold1.40× / 18%1.08× / 33%0.90× / 53%
Epic · 6,000 gold1.50× / 25%1.15× / 40%0.94× / 60%
Legendary · 15,000 gold1.59× / 32%1.22× / 47%0.98× / 67%

No gear (Tattered Rags, the free starter default): 0.8× damage and nothing absorbed.

Main Quests

The core story arc. The moment you complete one, the next is ready. You always have a main quest to walk toward. Milestone moments that mark real thresholds in your journey. Some are offered once only and decline permanently if refused.


Side Quests

A new one arrives every one to five days: skill challenges, nudges toward skills you have not picked yet, and one-off discoveries. Rune tracks progress where it can. Finish one and the next opens.


Trials

Repeatable challenges for the skills you are already training: complete a Weekly four times, or hold a three-day streak. Unlike the rest of side quests, a Trial comes back around once you clear it, so there is always another one waiting.


The Wanderer's Path

Eight self-reported challenges. Things only you can assess: cook every meal from scratch, have a conversation that challenged your thinking. Complete all eight to earn the Wanderer title.


Dawnbreaker  LEGENDARY QUESTLINE

Pick a Metric where you chase a personal record, lock in your current best, and beat it by 10% within the quest window. Reward: the Dawnbreaker title and the right to buy legendary gear. Pays 1,000 gold on completion. And the road does not end there. The main arc ends with a deed, not a purchase. Five steps. The last one is fought together.


Party Quests

Challenges your whole party takes on together: everyone showing up the same day, a full party perfect day, or a combined training total. Win them and your party earns XP, levels up, and unlocks harder raid bosses.

How it runs

The party leader picks a boss from the raid board. Party level gates the tiers: Common at level 2, Rare at level 4, Epic at level 6. Raids need at least two members. The window runs 4 to 10 days depending on the boss. Every member who locks in deals damage. Every day, the boss bites back. Drain its HP before time runs out. Boss HP scales to your party size.

Damage formuladay completion % × 10 × gear × HP mod, + pet
Healthy1.0× mod
Wounded0.5× mod
Fallen0 damage

How much you track never matters. A finished day is a finished day, and base output caps at 10 damage. Gear and a battle pet raise it from there.


Pacing
One raid at a timePer party
Beaten boss returnsAfter 21 days
Between raids2 quiet days

Victory

Gold and XP scaled to your contribution, plus 20 HP restored. Then the Spoils roll: every eligible member rolls for a bonus consumable. Common bosses 15%, Rare 25%, Epic 40%. Eligible means you fought at least half of your expected days: below that bar you keep your gold and XP share, but no drops, no titles, no pet.

Defeat

Fewer than half the raid days: -15 HP (reduced by armor). Showed up consistently: -5 HP. No gold, no title.

Every boss pays differently

Every boss carries one reward identity, shown on its card before your party commits. The rule behind the board: richer rewards are bought with risk. A boss that pays more demands more, a tighter window, a harder bite, or a near-perfect party. No boss is simply better. You pick what your party needs right now. And one boss exists above the board entirely. It cannot be picked. It must be summoned. The main arc ends there.

Balanced

The reference point. Standard gold and XP for its tier.

Bounty

Pays extra gold, lighter XP. For a party saving toward its next gear tier.

Trophy

Pays extra XP, lighter gold. For pushing skill levels.

Cache

Modest gold and XP, but a guaranteed item drop for every eligible member. The only sure way to earn certain consumables.

Crown

A permanent grant on top of the pay: a title worn under your name, or, on one boss in the deep, the hunt for a pet that exists nowhere else.


Drops and the chase

Spoils are the luck layer: every victory gives each eligible member a personal roll for a bonus consumable, and higher tiers roll better. Titles are permanent and only the hardest bosses carry them. The raid pet is a personal chase: your drop chance rises with every kill of its keeper until it becomes a guarantee. And some bosses are tuned beyond what base damage can beat. The board marks them: gear up or bring a pet.


The Wanted Poster

In town, the poster names one threat: your active raid boss, or the strongest fight your party can actually win right now. It only ever posts winnable hunts. Take the bounty, fell that boss in a raid, and claim the purse.

Party XP80 / 140 / 200 / 320 by tier
Gold60 / 100 / 150 / 250 per member
Repeat markA boss you have claimed before pays half
Untaken killStill counts on the poster's tally
Left hangingA bounty lapses after 14 days
Party

Up to five players. Shared party level, shared quests, shared raids. Join with an invite code. Your party sees your daily lock-in status and your HP state. Showing up for each other is the whole point.

ChronicleShared activity feed
Party levelGates raid bosses, fed by party XP

Party XP
Evening lock-in+5 per member
Party quest win40 to 250
Raid victory200 / 350 / 500 by tier
Bounty claimed80 to 320 by tier
Full houseEveryone locks in the same day: +50 party XP and a party streak of its own

Honors

Titles you equip under your name. Achievements you keep permanently. Both require HP at 25 or above: cross a threshold while Wounded or Fallen and the honor queues. It fires the moment you recover.

Gold Faucets (you earn by doing)
Every Daily or Weekly done1 gold
Rest daysPay nothing
New personal record+4 gold, every time you beat it
Perfect day (both windows)+25 gold, once per day
Solo quests50 to 1,000 gold
Party quest wins100 to 400 gold per member, by quest
Raid victory100 to 600 gold by boss, scaled to your share (more in the deep)
Bounties60 to 250 gold per member, by tier
Tideline scrapSold at the blacksmith (see The Tideline)

Gold cannot be purchased with real money. It is earned, not bought.


Calder's Wares (a rotating shelf)

His rhythm: first visit on your 5th lock-in day, back every 21, staying about 3 days, with 4 or 5 wares on the shelf at a time. He never stocks everything at once.

WareGoldWhat it does
Ember Draught501.5× XP on your next lock-in
Potions of Absorption90 / 180 / 350Three tiers, at party level 2 / 4 / 6. Blunt a boss's daily bite for one raid.
Wardstone100Softens the HP cost of one bad day
Glowcap Satchel100Feeds your familiar on the days you are away
Scroll of Resurrection150Absorbs one streak loss. Hold one at a time.
Elixir of Forgetfulness250Changes a Weekly's target cleanly
A place you raise, not a menu

Your town starts as a clearing with a campfire, lit at the end of onboarding. Every building is a door to a real system, and every raise is caused by something you did. Nothing appears on a timer.

The living world
The nameYours to give at the town's first raise
The hourThe scene follows your real local time
The inn's lampBurns while a Safe Harbor is active
The wanted posterShows the live boss and your party's kill tally
The squareYour pets wander it
The fireNever goes out
The empty lotsThe town is not finished, and neither are you
How the town rises
You...The town raises...
Lock in for the first timeYour home, and the pet den stands lit: your first familiar waits inside
Hold 250 gold at your peakThe blacksmith (first gear within reach)
Reach 7 evening lock-in daysAldric's archive, already stocked with your record
Join a partyThe party house
Reach party level 2A raid boat moors; the wanted poster goes up
Reach day 14The inn (Safe Harbor lives here)
Calder visitsHis wagon stands in the square
GraduateThe Crossroads marker at the town's edge
The loop

Tap HEAD OUT, then actually move: walk, run, ride. Movement comes from Apple Health. No GPS and no location tracking, ever. Indoor workouts do not count. The tide only rewards the outside world.

The rhythm

After a 15-minute warm-up the finds start, one every few minutes, the gaps widening the longer you are out. Each find pings you as it happens. Get back, tally the haul, and sell the scrap at the blacksmith in one tap.

Morning TideThe first outing you settle each day carries one bonus find
What washes up
FindOddsWorth
Dross30%Worthless to the blacksmith, but a pet treat
Flotsamabout 55%1 gold
Oddments13%3 gold
Curiosabout 2%25 gold
Relics0.15%Named, once-each finds paying 80% of the cheapest gear set

The Stray

0.05%, once ever: something small follows you home from the tideline. A pet that exists nowhere else.

⚓  Drop Anchor

Life happens. Your streak waits. Going away or under the weather? Safe Harbor freezes your streaks across a date range you choose, so a week in Italy or a bout of flu never breaks or kills your progress. Harbored days leave the streak math entirely, so you come back exactly where you left off. No phantom debt, no catching up.

Two reasons, one freeze
⚓ AwayTravel, planned in advance
⚓ UnwellUnder the weather, sick

Your budget
Per year30 days
Shared poolAway and Unwell together
Set itA simple date picker in Settings
End earlyRefunds the unused days
While you are harbored
⚓ Streaks hold

No break and no growth. They simply pause until you raise anchor.

⚓ Health frozen

Your HP stays exactly where it is. The home screen shows your anchor line in place of the HP bar.

⚓ Shielded from raids

No damage taken, and your party never pays a penalty for your time off.

⚓ No XP either

A true pause. Nothing accrues and nothing decays.


Harbor vs the Scroll

Safe Harbor is the planned pause you set in advance. The Scroll of Resurrection is the unplanned save that absorbs a single streak loss you did not see coming. Different tools for different days.

Your first lock-in raises the pet den in your town, lit, and your first familiar waits inside for you to find and claim. Others wait in the Shop for gold. Two are never sold: one is won only in the deepest raid, and one, a stray, can only follow you home from the Tideline.

Every hero has one living pet at their side. You keep three things tended, it grows up on its own, and it can Fall and be brought back. Only the active pet's role is live, so the one you run is a real choice, and no familiar can out-carry your party.


The three tended stats
Pet HP · its health only

A separate stat from your own HP, never shared. Feeding restores +20, daily care or a lock-in with the pet active +5, capped at 100. It never drops from a missed workout, only from long neglect, and you are warned first.

Happiness · its mood

Feed +15, a forage return +10, daily presence +5, a lock-in +5. It ebbs 5 a day when ignored but never falls below 20, and rebounds the moment you care for it. A pet at or below 25 will not set out to forage until you feed it.

Bond · the slow relationship

Grows +2 a day on any care, once per day, and only ever climbs, never punished by a lapse. Roughly 50 care-days to max. Nascent, Steady, Deep, Bonded. It raises a role's ceiling a little and opens a second forage slot at Deep.


Growth stage · age, not a stat you manage

Your familiar ages on the number of distinct days you lock in after acquiring it, at most one day of credit per day. It is a per-pet clock that only climbs, so a Fall or a long lapse never makes it younger. It needs no pet chore, it grows from you simply showing up.

YoungYour first months of showing up
GrownMost of the journey, the pet you live with
ElderAround a year on · the "you stayed" flourish
Three callings, one active at a time

Each familiar has its own calling, fixed to the pet. The otter forages, the tortoise fights, the fox quickens your growth. Choosing which pet walks with you is choosing your perk for the week.

Forager

Send your pet out for 3, 6 or 12 hours. It returns with pet-food (1 / 2 / 4), a little gold (about 10 / 25 / 60), and a foraged provision that restores +2 / +3 / +5 of your own HP, one per run. Yields rise with Happiness and Bond, inside a cap.

Battle

While active and alive, your pet adds a small, capped share of your own raid damage (up to +10%), scaling with its growth stage. Core raids never need a pet, and it is always a fraction of your own effort, never the decider.

Growth

While active, your pet adds a small XP bonus on every lock-in, rising by growth stage to a hard cap of +5%, and warms the bond a touch faster. It only ever nudges your own progress, never combat or gold.

The Tideline stray carries a calling no other pet has: while it walks with you, your whole party finds +10% gold on everything, and your own outings turn up one extra find.


The Fall, and the way back

Decline comes only from neglecting the pet, never a missed workout, and it is slow and telegraphed. After about 10 days with no care (warm nudges at day 7 and day 10), Pet HP falls 10 a day. At 0 the familiar Falls: it goes dormant and its role stops. Come back and feed it and it wakes, HP restored to 30. Its growth stage is untouched, so it returns at the age it earned. A pet that missed you, never one you failed.

That is the whole rulebook. None of it is required reading. Roll a character and the game teaches you as you go.

Start your character