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.
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.
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.
Full raid damage. All titles and honors fire on unlock.
Half raid damage. XP and HP regen normally. Titles queue until you reach 25.
No raid damage. No titles. Two consecutive full days earn one streak increment.
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.
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.
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.
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.
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.
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.
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.
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.
Fewer than half the raid days: -15 HP (reduced by armor). Showed up consistently: -5 HP. No gold, no title.
| Boss | Tier | Days | Gate | HP/day |
|---|---|---|---|---|
| Stone Sentinel | Common | 5 | Lv2 | 2 |
| Ironclad Warden | Rare | 7 | Lv4 | 3 |
| Duskmaw Tyrant | Epic | 7 | Lv6 | 5 |
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.
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 cannot be purchased with real money. It is earned, not bought.
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.
No break and no growth. They simply pause until you raise anchor.
Your HP stays exactly where it is. The home screen shows your anchor line in place of the HP bar.
No damage taken, and your party never pays a penalty for your time off.
A true pause. Nothing accrues and nothing decays.
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.
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.
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.
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.
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.
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.
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.
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.
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.
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