Dread Templar

Dread Templar

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Cursory Overview of Gold Rune Mechanics
By FrozenFirebug
The in-game descriptions of some Gold Runes don't always adequately reflect what they do.

I will be explaining their (sometimes hidden) mechanics which I have observed while playing, to the best of my knowledge.
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Player Runes
Steel Bone (User Buff)
• Reduces damage taken per hit by exactly 1.

Peace of Mind (Bullet Time Buff)
• Roughly doubles bullet time meter refilled on kills.
♦ Tip: Good synergy with the "Neo" rune.

Four Leaf Clover (User Buff)
• Increases the chance of certain other runes' on hit / on kill effects proccing.
♦ 40% -> 55% for "Fatality" rune.
♦ 40% -> 55% for "Recall" rune.
♦ 25% -> 45% for "Lucky Arrow Bag" rune.

Rapid (User Buff)
• Does exactly what it says on the tin - renders you immune to slows, and slightly buffs movespeed.
♦ Tip: Speed boost is slight, but significant enough to make disengaging melee enemies easier just by backpedalling.

Shadow (User Buff)
• For a VERY brief instant upon pressing your dash button, you will be invulnerable to damage.
• Does NOT offer invulnerability frames for the entire duration of the dash, nor for any period following it.
♦ Tip 1: Extremely hard to time against projectiles - dashing into them if they aren't a hair's width away from you to begin with will still make you take damage. Try strafing instead.
♦ Tip 2: Most useful against fighting melee units who have an area of effect attack, if you intend to utilize melee yourself. Similarly intuitive if you intend to get the most from the "Zealot" or "Cutter" SSG runes. Otherwise, it's better to just run away or dodge, rather than tempt fate.
Katana Runes
Bloodthirsty (Katana Slash Buff)
• Katana melee kills give you Inferno Gauntlet ammo proportional to the health value of the unit you killed.
• Katana melee kills heal you for 1 HP.
• Drastically buffs katana melee damage (from what I can tell, it straight up doubles it).
• Makes your swords red.
♦ Tip 1: Even though it consumes 100 ammo per shot, you can activate the Inferno Gauntlet with even 1 ammo. This makes melee combat with this rune well worth the risk.
♦ Tip 2: Any kills your "Son of Djookholu" rune minion gets count as melee kills.

Lightning Spear (Katana Throw Buff)
• Killing an enemy with your katana throw will stun all adjacent enemies in a decently large AOE for 3 seconds, similarly to your Trap Launcher.
• Does NOT increase katana throw damage.
• Does NOT increase trap launcher lightning damage.
• Stun duration is NOT increased by silver runes which "increase the effect of the Trap Launcher"
• Lightning effect is actually weaker damage-wise compared to the Trap Launcher, contrary to anything the description implies.
• Covers your swords in lightning.
♦ Tip: Even if you max out your katana's throwing damage, it isn't going to kill anything lategame in one hit. Soften up enemies prior to throwing so it isn't wasted.

Recall (Katana Throw Buff)
• Does exactly what it says on the tin - you have a decent (40%) chance of your throwing katana returning to your hand upon getting a kill with it.
♦ Chance is increased to 55% with the "Four Leaf Clover" rune.

Weakness (Katana Throw Buff)
• Makes your swords purple.
• Very slightly debuffs enemy health on katana throw, by about 20%.
♦ Health debuff does not function as raw damage. Thrown katanas will have more benefit if used up front, rather than as a finisher. That being said, time to kill against most hit targets is not significantly reduced compared to what you get from hitting them with a normal katana throw. Up to you if it's worth it to utilize this instead of just shooting the enemy until it dies.

Melee Body (Katana Buff)
• User takes 40% less damage from all sources when katanas are drawn.
♦ Works even when your throwing katana is recharging and you've been reduced to your fists.
Sidearm Runes
Hellscream (Pistols Replacement)
• Replaces your pistols with a pair of stronger, slower, piercing projectile handcannons that don't have to reload. Deals about 3x pistol damage per hit and consumes 4 pistol ammo per shot.
♦ Tip: The main reason you would choose this over other runes in the same slot is for comboing with other burst damage weapons.

Bubble Gun (Pistols Replacement)
• Reskinned Hellscreams that deal about 3x the damage (9x pistol damage) and only consume 1 ammo per shot.
♦ Overpowered joke weapon.

Hurricane (SMGs Replacement)
• Replaces your SMGs with dual miniguns, which fire about FOUR TIMES (4X) as fast, deal 20% more damage per bullet consumed, and don't have to reload. It's a direct upgrade, spare for the minor fact it fires a minimum of 3 bullets per click as opposed to 2.
• Increases total bullet ammo capacity by 100.
♦ Strongest weapon in the game for the brief period you'll be able to fire it.
♦ Tip: Silver runes which buff your Inferno Gauntlets' ammo capacity also buff your bullet capacity. You'll want to use those if you intend to use this.

Bullet Storm (Sidearm Buff)
• Does exactly what it says on the tin - makes you not have to reload your SMGs or pistols.
♦ Made redundant by "Hurricane".

Ammunition Depot (Sidearm Buff)
• Does exactly what it says on the tin - increases your bullet ammo pool by 200.

Neo (Pistols Buff)
• Pistols will deal 4.5-5.0x damage and not consume ammo during bullet time.
♦ Tip: Decently strong early-mid game gimmick and boss killer if you use other bullet-time buffing runes.
Shotgun Runes
Sniper Shotgun (Pump Shotgun Buff)
• ̶D̶o̶e̶s̶ ̶e̶x̶a̶c̶t̶l̶y̶ ̶w̶h̶a̶t̶ ̶i̶t̶ ̶s̶a̶y̶s̶ ̶o̶n̶ ̶t̶h̶e̶ ̶t̶i̶n̶.̶ Makes the pump shotgun your bread and butter weapon you will use always for everything ever.

Zealot (Super Shotgun Buff)
• Increases SSG damage by about 33% if you're within close proximity of at least 2 enemies.
♦ This rune is intrinsically hard to test the radius and effects of, but the damage buff did not seem to scale beyond 33%, even when surrounded by 5 enemies.

I Live Again (Super Shotgun Buff)
• Reduces Super Shotgun damage by 33%, but lets you fire twice in rapid succession, only consuming 1 shell per shot.
♦ Good ammo efficiency, if you intend to caveman your way through the game using only one weapon.

Combo Shoot (Shotguns Buff)
• For about one second after hitting an enemy with the Super Shotgun, your Pump Shotgun will deal approximately 3.0x its normal damage to them.
• Only works for one pump shotgun hit, subsequent ones deal normal damage even if fired within the 1 second window.
♦ Seems to be bugged on occasion. Initially thought it did nothing because of this.

Frost Banshee (Pump Shotgun Replacement)
• Increases pump action shotgun damage by 50% and slows targets for 2 seconds.
• Consumes 2 shells per shot.
♦ Tip 1: Slowing enemies makes them much more approachable for melee combat.
♦ Tip 2: Crazy synergy with the "Lethal" rune.
♦ Tip 3: Consider buffing your shell capacity if you intend to use this just for the (de)buffs.

Cutter (Super Shotgun Replacement)
• Switches out the SSG for the Cutter, a close range lasergun that rapidly fires wide, piercing projectiles.
• Has a shell capacity of 9, consuming 3 for each shot.
• Each shot deals the same damage as a point blank SSG blast, has no falloff within its effective range, and can reliably hit multiple things at once.
• Range is remarkably short. Projectile phases out of existence very quickly.
♦ Tip: This weapon is extremely powerful, but not very ammo efficient, and subjects you to danger. Use it wisely.
Black Bow Runes
The Archer (Bow Buff)
• Landing multiple hits in a short period of time will almost exponentially increase their damage dealt.
• First hit does 1.0x damage. Second hit does 1.5x damage. Third hit does 2.5x damage. Fourth hit, and every hit thenceforth continuing the chain will deal 3.5x damage.
• You don't need to hit the same target repeatedly for the buff to take effect, it'll carry over to other monsters.
• You must land subsequent hits within 3 seconds of the previous hit in order for the chain to continue.
• Missing a shot will NOT reset the chain.
♦ Charging your bow after the initial shot will reduce overall DPS - aim for face and spam left click as fast as humanly possible for speed kills against non-boss monsters. Most reliable in Bullet Time.
♦ Tip: Maybe obvious, but increase your arrow capacity to get the most out of this rune.

Blast (Bow Buff)
• Just about doubles the single target impact damage of an unupgraded bow, and adds a splash radius which hits adjacent enemies
• Explosion will damage you for about 7 damage if you're caught up in it.
♦ "Steel Shield" rune further reduces this self damage to 0-1.

Lucky Arrow Bag (Bow Buff)
• Hitting an arrow shot has a slight (25%) chance of returning an arrow to your quiver.
♦ Chance is increased to 45% with "Four Leaf Clover" rune.
♦ Presently bugged. If you fire from a full quiver and the effect procs, it will not return the spent arrow.

Execute (Bow Buff)
• Deals roughly 3.5x damage against enemies with half health or less.
♦ This is your boss killer. Quiver-dumping fully charged arrows on an adequately damaged boss will hurt them severely.

Ninja Master: Strike (Bow & Katana Buff)
• Slightly buffs damage of bow and katanas. About 30% for the bow and katana throws, and 15% for katana slashes.
♦ Only use this if you intend to melee enemies or get the most from katana throw specials. Other bow options do more.
Trap Launcher Runes
Pumpkin Curse (Trap Launcher Buff)
• Deals 2.25x damage, and reduces enemy health by 20%. Straight upgrade to the normal trap launcher.
• Damage is NOT increased by silver runes which "increase the effect of the Trap Launcher". However, like the default trap launcher, stun duration is.
♦ Health debuff does not function as raw damage. Has more benefit if used to initiate a fight.

Explosion Trap (Trap Launcher Replacement)
• Trap launcher projectiles now emit 8 explosions in rapid succession upon activation, but don't stun. Each of these explosions deals about half the damage of a normal trap, for a total of 4.0x base damage when unbuffed.
• Unlike every other trap launcher option, the raw damage is in fact increased by silver runes which "increase the effect of the Trap Launcher".
• Each explosion deals 1 self damage to the player, which is not reduced by "Steel Shield".

Son of Djookholu (Trap Launcher Replacement)
• Does not directly damage or stun, but sets up a rooted turret where you aim, that fires once per second and deals about the same damage of an un-upgraded pump shotgun blast for each projectile it shoots off.
• Turret does not draw enemy fire or take damage, but eventually fades out after 30 seconds.
• You can set up multiple turrets at once.
• Consumes 2 ammo per shot, but can be fired with 1 ammo left.
• Turret damage and duration are NOT increased by silver runes which "increase the effect of the Trap Launcher"
• Turret firing rate is NOT increased by silver runes which "increase the firing rate of the Trap Launcher".
♦ As already mentioned, this has great synergy with the "Bloodthirsty" katana rune, since turret kills count as melee kills, giving you Inferno Fist ammo and restoring 1 HP.

Damage Reduction Shield (Trap Launcher Replacement)
• Does not directly damage or stun, but sets up a barrier of protection for 6 seconds. Reduces damage taken by 40% when you stand in its radius.
• Radius, damage resistance buff, and duration are NOT increased by silver runes which "increase the effect of the Trap Launcher"
♦ Damage resistance does not stack with "Melee Body" at all.
Rocket Launcher Runes
Powder Kegs Are Not Toys (Rocket Launcher Buff)
• Does exactly what it says on the barrel.
♦ Which admittedly isn't much since some levels hardly have barrels, if at all, and blowing them up isn't even guaranteed to give you anything.

Steel Shield (Rocket Launcher Buff)
• Reduces self damage from all of your weapons by 85%.
• Does not reduce self damage taken from barrels.
♦ Tip: Only use this over "Icicle" if you plan on buffing your splash radius, or using the "Blast" rune for the Black Bow.

Icicle (Rocket Launcher Buff)
• Reduces rocket launcher self damage by 100%.
• After hitting the ground or an enemy, a massive barrage of icicles will spawn and slowly fly forward from the detonation point.
• Effect lingers briefly, meaning enemies can walk into it and take damage after the initial detonation.
• If even a single icicle touches an enemy, it will deal the same damage as a direct rocket blast. Each enemy struck will only be damaged once, regardless of how many icicles they touch.
• It is either impossible to hit the same enemy with both a direct blast and an icicle, or there is no additional damage from doing so. To reiterate, single target damage remains unchanged.
♦ Silver runes which increase rocket splash radius do not affect the initial detonation, nor the length or width of the icicle barrage cone.
♦ Tip 1: The "Firebug" enemy has a shield which renders it immune to Inferno Rocket & Tri-Rocket damage. Icicle rockets completely cut through this shield, even on direct hits.
♦ Tip 2: Consider shooting at your feet if you're swarmed by multiple parallel enemies, or don't trust your aim.

Fire Wasp (Tri-Rocket Buff)
• Tri-Rocket missles become heatseeking.
• Visual is not required, blind fire works.
• Rockets may not all go toward the same target.

Roar (Tri-Rocket Buff)
• Tri-Rocket now fires 5 missles per shot, but consumes 4 ammo instead of 3.
♦ Cone of fire is significantly wider to where you can't even hit some targets point blank with the additional rockets, if you're aiming for direct hits.
♦ However, if you shoot at an enemy's feet from close to medium range, they will take full damage from all 5 mini-rockets, which is around 10% more than an Inferno Rocket deals. This actually makes Roar the best option for close range single target DPS, since the Tri-Rocket has no self damage, fires quicker, and consumes less ammo compared to the Inferno Rocket.

As of February 6th 2023, the rune previously known as "5" has been renamed to "Roar", with a minor improvement to its ammo consumption (5 to 4).
Inferno Revolver Runes
Fatality (Inferno Revolver Buff)
• Revolver now has a decent (40%) chance of instagibbing non-boss monsters.
♦ Chance is increased to 55% with the "Four Leaf Clover" rune.
♦ There is one exception to the rule - an enemy that revives itself unless gibbed in its weakened state. When this effect procs, it instantly brings said unit to its weakened state, but does not kill it outright. You still have to shoot it again with a weapon capable of gibbing to kill it.

Lethal (Inferno Revolver Buff)
• Does exactly what it says on the tin - double damage against frozen and stunned targets.
♦ Tip: Crazy synergy with "Frost Banshee".

Cerberus (Inferno Revolver Buff)
• Every pull of the trigger now fires 3 bullets in rapid succession.
• Silver runes which affect the firing rate of the revolver do not speed up the 3 round burst itself, but reduce the delay before the following burst.
♦ Tip: Might as well use this one for boss fights, since you can't slow, stun, or instagib bosses.
Inferno Fist Runes
Vampire (Inferno Fist Buff)
• Damaging enemies with either of your Inferno Fists will restore a MASSIVE amount of health to the player, proportional to the damage dealt.
♦ Tip: Works best with the left-handed magenta gauntlet if you're just aiming to keep your health pool up while consuming minimum superweapon ammo.

Boss Killer (Inferno Fist Buff)
• Does exactly what it says on the tin - turns bosses into a joke. Damage is roughly 3.0x the default.
♦ Tip: Perhaps unintended, but silver charms which increase Inferno Gauntlets' blast radius also buff their damage. This buff stacks with Boss Killer to hilarious effect.
Closing.
Hope this has been of some help to someone. If I am factually wrong about any of this information, or you have raw numerical data I neglected to mention, feel free to bring it to my attention.

Thanks for reading.
14 Comments
Xan 27 Jul @ 5:52am 
It sucks that you can’t equip banshee/cutter, or hellscreams/hurricane at the same time….
Mr. Lambert 16 Mar @ 1:52pm 
Lord almighty, I had been using steel bone thinking 'What could be better than damage reduction?' only to find out thanks to your guide that it does essentially nothing. Thanks for telling me how useless this upgrade is. Seems like almost like the developer trolling players.
Neutral Effect 4 May, 2023 @ 5:38am 
"Icicle" can be used to shoot enemies through walls, to an extent. The projectiles itself will not go through them (obviously), but the damage cone will affect even enemies hidden behind terrain. It's quite reliable and one of few ways to deal with enemies outside of our LoS.
FrozenFirebug  [author] 16 Feb, 2023 @ 5:07am 
Fire rate runes affect how fast you can deploy them - Ammo capacity runes affect how many you can deploy.
Storm 16 Feb, 2023 @ 2:38am 
So Son of Djookholu is not upgradable by any means? Feels like a waste of two silver slots then...
FrozenFirebug  [author] 8 Feb, 2023 @ 5:20am 
Added/updated some info regarding trap launcher, rocket launcher, and black bow runes. Hopefully done now.
FrozenFirebug  [author] 1 Feb, 2023 @ 7:57pm 
Updated guide again. The effects of the 4-leaf clover were significantly overstated.
ZlatanTheCrow 1 Feb, 2023 @ 6:41pm 
thanks, I found how to access it after asking lol
FrozenFirebug  [author] 1 Feb, 2023 @ 3:42pm 
Halloween side area in Episode 1.
There are a few guides up on how to activate it.
ZlatanTheCrow 1 Feb, 2023 @ 11:31am 
how do you get the pumpkin rune? that's clearly the best upgrade for the trap launcher because it still stuns enemies