Ember Runes wiki Play Ember Runes

Combat

The combat triangle

Armour is grouped by what it's made from, and each stops a different kind of attack best: metal turns aside a ranged shot, wool lets an arrow through but stops a spell, and leather stops neither a blade nor a bolt well. Choosing armour is a trade-off against what's fighting you, not a simple upgrade path.

Melee

Every melee weapon offers a handful of named styles (a sword's, for example, are Cleave, Hew, Run through and Ward), but they all lean on the same four stances underneath:

Stance Trains
Precise Attack
Forceful Strength
Guarded Defence
Balanced Attack, Strength and Defence together, a little more slowly

A blessed silver sickle (see Skills) hits the undead — skeletons, shamblers, wights, haunts, the drowned and the Rift's wraiths — 15% harder at the top of its blow. It is no better than a plain one against anything alive.

Ranged

Bows shoot arrows from seven tiles away and spend one arrow per shot. Three stances: Aimed sharpens your accuracy; Quick shoots a little faster, trading accuracy for speed; Far reaches out to nine tiles instead of seven, training some Defence alongside Ranged.

Magic

Spells are cast from the spellbook tab (the purple book): click a spell, then click a creature, and it is cast once from up to ten tiles away, whatever you're holding. Each spell spends its runes, whether or not the cast lands. A staff can cast one spell over and over: right-click the spell and choose Autocast, then fight with the staff's Cast style (or Cast warding, which shares the XP with Defence). An elemental staff stands in for every rune of its element.

There are twenty elemental spells so far, in four elements (Gale, Tide, Stone, Ember) and five tiers (Shot, Lance, Crash, Storm, Fury), from Gale Shot at level 1 to Ember Fury at 95. Every spell in a tier hits as hard as the strongest spell of that tier you can cast. The Spells page lists every spell with its runes, XP and damage, and where each rune comes from. That includes the curses, the binds, the spells cast on items, the teleports to the towns, the five spells cast through their own staff (Thought Dart, Scorch, Sunfall, Pyre and Wildclaw) with Charge, and the Send-to spells that send another player to a town if they say yes. Runes and staves are sold at the magic shops (Vell's Staves in Thornbury, Rook's Runes in Emberville, Merrow's Staves in Wickstead and Brenner's Staves in Kilnhold), bloom and oath runes at the Caravan Post in Sandreach, and creatures drop them too.

Prayer

Bury bones to train Prayer. Each prayer lends a share of your level in one combat skill while it's switched on, and drains your prayer points as it runs — pray at an altar in any church to refill them. Only one prayer boosting the same skill can be active at a time. A Prayer bonus on what you wear (a holy symbol gives 8) slows every drain by a thirtieth a point.

Prayer Level Boosts
Steady Hand 1 Attack +5%
Stone Skin 4 Defence +5%
Ox's Back 7 Strength +5%
Hawk's Eye 10 Ranged +5%
Clear Mind 13 Magic +5%
Sure Strike 16 Attack +10%
Iron Hide 19 Defence +10%
Bull's Heart 22 Strength +10%

Death

If your hitpoints run out, you black out and wake up somewhere safe — but whatever you were carrying is left lying where you fell, so it's worth banking anything you can't afford to lose before a fight you're not sure of.

Creatures

Roughly by combat level, and where you'll meet them:

Band Creatures Commonly found
Lowest Rats, hens, ducks, cows, rams, newts, spiders, marsh frogs, cave bats, goblins, wild boars Farms, fields and woods almost everywhere
Low Raiders, wolves, highwaymen, scorpions, skeletons The Mudfoot Stockade, the Cinderwaste, ruins and dungeon entrances
Mid Quarry brutes, rill lurkers, grave shamblers, sand stalkers Old mine workings, the Black Rill's banks, crypts, the Dunes
Mid-high Warchiefs, dune scorpions and raiders, delve rats, barrow wardens, sear bats, fen wights The Mudfoot Stockade, the Dunes, Deepdelve Mine, Ashbarrow Deep, the Searmouth, the Sallowfen
High Hollow crawlers, basalt crawlers, bog hags, delve haunts, drowned mourners, rift hounds, ash wights, the drowned ringer The Searmouth, the Sallowfen's far side, the Fen Hollows, Deepdelve Mine's gold vault, the Harrow
Highest Rift-sworn, sear drakes, rift wraiths The Rift under the Harrow, the Searmouth

See The World for more on where each of these places is.