Crafting and the potential for Runes in it

I have not scoured the forum to see if a similar idea is suggested, but I feel like the use of Runes, for how much of a focus was put into their implementation and the expectations regarding them, have been vastly underutilized as a “new” mechanic for crafting/replacing traditional mechanics.

Suggestion: Utilize the Reforger.
Example: Implement a system in which 3 separate runes (Glacial, Desert, Storm) can be fused into a new Omen-like item that can affect the probability of a mod based on Affix pools (the combination above would be “Elemental”), rather than Affix Types.

Lesser Runes (depending on how it’s implemented) could be reforged into a lesser “Runeword” (just for continuity) and be applied to Augments.
Normal Runes could be forged into “Runewords” for Exalts.
Greater Runes can be forged into “Runewords” for Chaos Or for exalts which will cull the lowest 2-3 tiers regardless.

Depending on how it’s implemented, you could go multiple ways of how it’s affecting the currency. It could be as simple as “More Likely” or Cull all Affix pools except a specific grouping designated by GGG.

If implemented this way, it will remove the need to segregate rune tiers to Acts/Cruel/Endgame and add different options to expand upon including potentially expanding this into Soul Core crafting and Talisman crafting in the same vein.

With the expansion of Runes, Soul cores, and talismans moving laterally rather than expanding to merge into something new, I feel like it’s a pretty simple addition into the game.

On top of that, with the introduction of the blank Rune from acts, you could add Blank Runes into Expedition or some form of addendum Kalguur content to come later and make a craftable rune - something similar to flasks where at best it can get 2 affixes etched into them with Arcanist’s Etchers which are currently underused due to the nature of how they interact with magic equipment.

And if none of this feels right, feels too strong or too weak.. let us craft with Runes.

Example: You have a life rune and a Desert rune in your chest. You’re planning to change what Rune is in there to a glacial to cover a small amount of cold res you need. Your chest also has a Prefix and a Suffix open.

What Can happen in this scenario is it can be slammed with an Exalt, and those runes get consumed to apply a fixed amount of “more likely” or weight changes to the Life and Fire affix pools.

Again, you’d be given a bit more control of your crafting which is one of the biggest complaints, but not so much that you’re printing tri-res. This method also allows influencing of the less used Omens such as Double affix omens if they’re used in conjunction - hoping for a life roll and a fire roll all at once.

I feel like utilizing the Runes in a crafting sense as a consumable will help at least give alternate crafting methods and depth to the current set-and-forget rune system currently in place.

A lot of this is coming from reading about peoples crafting woes and the patch notes, Podcasts and interviews regarding Runes and their place in them. I truly do think these features could be pretty quickly implemented and already utilize existing systems that currently are in use.

Thank you and Rue is a Cat.
Last edited by Taou#6225 on May 27, 2025, 11:48:06 AM
Last bumped on May 27, 2025, 11:37:38 AM
TLDR; Make runes not only semi-consumable (consumed only when swapping to a different rune) but fully consumable in crafting-specific ways that function inside the current tools and options given. Make use of the plethora of rune options you have and start merging them for crafting purposes.

Edit on main post for Context: Arcanist’s Etchers connected to Magic equipment as far as Staves, Scepters and Wands, so Spell focused.

Rue continues to be a cat.
Last edited by Taou#6225 on May 27, 2025, 11:39:33 AM

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