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. Log training, nutrition and daily habits throughout the day. Hit "Lock It 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 routines 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 routine
Routine completed20 XP
New personal record+50 XP bonus
Hit weekly session target+100 XP bonus
Multipliers (all stack together)
Perfect day1.5×
Strong day1.25×
Partial day1.0× base
Streak 15+ days+30% per skill
Grows at2%/day, caps at 15 days
Legendary gear+10% all skills
Ember Draught+1.5× 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)
Armor Classes
Heavy45% absorb · 0.7× damage
Leather25% absorb · 1.0× damage
Cloth10% absorb · 1.3× damage

Gear Tiers & Prices
Poor (Tattered Rags)Free · starter default
Uncommon500 gold
Rare2,000 gold
Epic6,000 gold
Legendary15,000 gold

Tier combat bonuses (on top of class base)
Rare+8% damage, +8% absorb
Epic+15% damage, +15% absorb
Legendary+22% damage, +22% absorb
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 routine 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 personal-record routine, lock in your current best, and beat it by 10% within the quest window. Reward: the Dawnbreaker title and Dawnbreaker Regalia, a unique item set. Pays 1,000 gold on completion.


Party Quests

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

How it runs

The party leader picks a boss. Your party level determines which ones are available. The window runs 5 to 7 days. Every member who locks in deals damage. Every day you don't lock in, the boss hits back. Drain its HP before time runs out. Boss HP scales to your party size.

Damage formularoutines × 8 × gear × HP mod
Healthy1.0× mod
Wounded0.5× mod
Fallen0 damage

Victory

Gold, XP across all active skills, a title (Rare and Epic bosses only), and +20 HP restored. Shared by all members who dealt at least one day of damage.

Defeat

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

Boss Catalog
BossTierDaysGateHP/day
Stone SentinelCommon5Lv22
Ironclad WardenRare7Lv43
Duskmaw TyrantEpic7Lv65
Party

Up to four 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 XPFrom party quests only
Party levelGates raid bosses

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
Perfect day+25 gold
Party quest win+150 gold / member
Solo quests50 to 1,000 gold
Raid victoryScaled to contribution
Dawnbreaker quest1,000 gold

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


Consumables (from Calder, the Wandering Merchant)
Scroll of ResurrectionAbsorbs one streak loss
Token of RespitePre-declares a rest day. Streak holds.
Elixir of ForgetfulnessChanges a routine target cleanly
Ember Draught1.5× XP on your next lock-in
⚓  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.

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 session 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 session +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 roles, one active at a time

A role is a job you set your active pet to, not something fixed to a species. Any pet can run any role, so pick the one that fits your 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 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