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. 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.
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.
Metrics ride under a Weekly. They record your numbers and PRs, and the Weekly they belong to carries the XP.
The Scroll of Resurrection absorbs one break. Safe Harbor pauses the clock entirely.
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.
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.
| Tier | Cloth | Leather | Heavy |
|---|---|---|---|
| Uncommon · 250 gold | 1.30× / 10% | 1.00× / 25% | 0.85× / 45% |
| Rare · 2,000 gold | 1.40× / 18% | 1.08× / 33% | 0.90× / 53% |
| Epic · 6,000 gold | 1.50× / 25% | 1.15× / 40% | 0.94× / 60% |
| Legendary · 15,000 gold | 1.59× / 32% | 1.22× / 47% | 0.98× / 67% |
No gear (Tattered Rags, the free starter default): 0.8× damage and nothing absorbed.
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 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.
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 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.
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.
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.
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.
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.
Fewer than half the raid days: -15 HP (reduced by armor). Showed up consistently: -5 HP. No gold, no title.
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.
The reference point. Standard gold and XP for its tier.
Pays extra gold, lighter XP. For a party saving toward its next gear tier.
Pays extra XP, lighter gold. For pushing skill levels.
Modest gold and XP, but a guaranteed item drop for every eligible member. The only sure way to earn certain consumables.
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.
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.
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.
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.
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.
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.
| Ware | Gold | What it does |
|---|---|---|
| Ember Draught | 50 | 1.5× XP on your next lock-in |
| Potions of Absorption | 90 / 180 / 350 | Three tiers, at party level 2 / 4 / 6. Blunt a boss's daily bite for one raid. |
| Wardstone | 100 | Softens the HP cost of one bad day |
| Glowcap Satchel | 100 | Feeds your familiar on the days you are away |
| Scroll of Resurrection | 150 | Absorbs one streak loss. Hold one at a time. |
| Elixir of Forgetfulness | 250 | Changes a Weekly's target cleanly |
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.
| You... | The town raises... |
|---|---|
| Lock in for the first time | Your home, and the pet den stands lit: your first familiar waits inside |
| Hold 250 gold at your peak | The blacksmith (first gear within reach) |
| Reach 7 evening lock-in days | Aldric's archive, already stocked with your record |
| Join a party | The party house |
| Reach party level 2 | A raid boat moors; the wanted poster goes up |
| Reach day 14 | The inn (Safe Harbor lives here) |
| Calder visits | His wagon stands in the square |
| Graduate | The Crossroads marker at the town's edge |
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.
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.
| Find | Odds | Worth |
|---|---|---|
| Dross | 30% | Worthless to the blacksmith, but a pet treat |
| Flotsam | about 55% | 1 gold |
| Oddments | 13% | 3 gold |
| Curios | about 2% | 25 gold |
| Relics | 0.15% | Named, once-each finds paying 80% of the cheapest gear set |
0.05%, once ever: something small follows you home from the tideline. A pet that exists nowhere else.
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.
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.
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.
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.
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.
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.
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.
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.
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