Sat down with Rune for the first time today and wound up playing through 2.5 realms (Grim Coast, The Island pamphlet, Hollow). (Have played even more before edits.) Enjoyed the game but have yet to see any items that would tempt me away from my Sword/Shield/Amulet of Dawn/Fate's Foe combo. The loadout was extremely effective but also encouraged me to turtle where possible to regain Health via Amulet. Milking that as much as I did felt cheesy enough that I might consider a nerf there: maybe limited uses per fight? (If you clarified that a player must use dice results and apply Harm when possible, that would also make this strat less effective.) That said, I have a few questions about the intended function of some mechanical elements. Some of them pertain to specific realms, so I'll post those in the relevant thread.
- Starting Runes - Getting Started instructs the player to choose one Rune, but the Runes section explains that the player can equip three. What's the intention here? Does the player unlock additional "Rune slots" by defeating Rune Lords (up to a max of three)? And is the player considered to have access to the starting Runes they did not choose whenever they become capable of equipping more?
- Multiple Harms - When multiple instances of harm target the same enemy (different weapons, Fate's Fury Rune, etc.), does the enemy's Block value apply only once against the total Harm (rather than against each instance)? I'm assuming so since all Harm is dealt simultaneously (in the same way that all enemy damage is summed against the Engraved before Block is applied).
- Enemies w/ Multiple Ranges - If any enemy's attack lists multiple ranges (I encountered this when facing the Rune Lord of the Iron Vale), which determines their movement?
jason78ka: For what it's worth, I assume 4 belongs to the row 2 attack of the mercenary. Otherwise, there'd be no reason for two icons on that row.