Rune Types

In Tower of the Arch Mage there are 6 different types of Runes.

Range Runes, Offensive Runes, Defensive runes, Cloud Runes, Block Runes and Artifacts.

Every spell must have a Range Rune in it for it to function. Without a Range rune the spell will delete itself. This is a good way to get rid of a spell quickly without deselecting every rune. Once a Range rune has been selected you can fill up the spell slots with as many other different kinds of offensive and defensive runes as you like. You can add more than one block and cloud rune but they are not more effective than just one of them unless they have particular modifers.

Range Runes


On the diagram to the right you can see various numbers relating to the rune creation screen.

1. How much Flux this rune costs to use.

2. How many Tiles are effective. This is useful with certain range spells as to working out whether it will hit you or not.

3. Where the spell will attack. The purple dot is where you stand and the orange dots are where the spell will hit.

4. Properties such as Fixed and spark greatly effect the way the spell will work. See Rune Properties for more info.

5. Spell modifiers. These increase or decrese FP costs or Power. If placing more than one of the same runes the modifers will only work once.

6. The list of runes you can select.

7. These are the spell slots. You can increase how many you can use by putting points into the Perception stat upon leveling up.

Offensive Runes
Offensive Runes are runes designed to do damage to the target. On the diagram to the right the following numbers represent:

1: Spell slots. Unlike Ranged runes an offensive rune can be placed multiple times (up to 7) in the same spell. The raw flux and damage power will be added onto the spell each time but other effects will not stack.

2. Flux cost. This will add on to the total flux of the spell each time you add a rune.

3. Damage power will add on to the total power of the spell with each new rune (even if it's the same one multiple times).

4. The properties of the offensive spell. These can add on various effects which may poison burn or weaken the enemy in various ways. If the offensive rune induces a status it will most likely stop doing damage and focus the power of the spell on the status effects unless combined with the Fire Property. See Rune Properties for more details.

5. Spell modifiers will only trigger once. So if you add on the same rune again you won't get the modifier twice. However if each rune is different you will get the modifier for each rune. See Rune Modifiers for more details.