Rune Classic

Rune Classic

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Weapons and Rune Powers
By Hans Brotmeister
A guide to weapon stats, rune powers and weapon locations
   
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Introduction
Rune Classic has an impressive number of weapons which all have different attack animations, speed and Rune Powers. The sheer variety of weapons can be confusing at times, especially when deciding on which weapon to use. While there's no telling which attack speed and attack animation you will be most comfortable with this guide will explain the damage differences and different Rune Powers of the weapons as well as where to find each weapon. At the very bottom of the guide there's a checklist showing the order in which you find all the weapons and in which level you find them. This refers to the easy difficulty setting. Since there are more enemies on higher settings it can be possible to get a weapon slightly earlier when playing on those. If you have trouble finding a particular weapon please refer to the location description in that weapon's guide section. Also, please tell me if you find any differences based on difficulty level.

This guide covers all weapons available in Rune Classic. Most weapons are one-handed and can be used together with a shield. The two-handed weapons cannot. There are 15 real weapons in the game: 5 swords, 5 maces/hammers and 5 axes. There are also 3 improvised weapons. Those can be used as a weapon but unlike real weapons they don't stay on the player character. They will be dropped if another weapon is drawn or if the character picks something up.

If you have any tips or advice on how to improve the guide please let me know.
Viking Short Sword

Damage: Low
Rune Power: Vampiric Attack
Rune Power Cost: Low

First Obtained:
Level 2 - The Ships' Graveyard
You start with this weapon.

Re-obtained:
Level 13 - Lair of the Torfar-Kolla
Sticking in the ground right in front of you as the level begins. There is another one around the pillar behind you.


Vampiric Attack:
Every hit restores missing life. The lifegain is however not instant but delayed, so it is possible to die in the time window between hitting and enemy and actually gaining life.

The Viking Short Sword is the weakest weapon in the game. It does the same amount of damage as an unlit torch. While its speed and attack animation are useful in some cases it should almost exclusively be used for gaining life using its Rune Power. Regardless of the low damage Vampiric Attack can be extremely useful, especially on hard difficulty.
Roman Sword

Damage: Medium
Rune Power: Blaze
Rune Power Cost: Medium

First Obtained:
Level 9 - Eliudnir: Hel's Chamber
At the beginning of the level when you leave the hallway and enter the room with the fire pit in the floor you will see an enemy carrying the Roman Sword on the other side of the room. You can find another Roman Sword in the room following the next hallway. It is mounted on the wall above a lever.

Re-obtained:
Level 14 - The Gates of Thorstadt: Hlora's Pass
After you make it past the part with the falling rocks you'll directly face an iron gate with a campfire in front of it. Beside the campfire is a wooden crate with the Roman Sword in it.


Blaze:
Increases damage to medium. Every hit causes a fire nova to emanate from the user, damaging nearby enemies and setting them on fire.
Viking Broad Sword

Damage: High
Rune Power: Ally
Rune Power Cost: Medium

First Obtained:
Level 17 - Grottintanna: Vessel Of Blood
After you smashed through one gate using a pillar and another gate with a little help you reach a small courtyard with two enemies. The entrance into the next building is guarded by a third enemy wielding a Viking Broad Sword.


Ally:
If the user hits an enemy they become their ally and fight for them. They don't follow the user around and stay in their respective area though. The effect wears off after a set time but does not end prematurely if the weapon is sheated or lost. This rune power is useless in PvP.

On dedicated multiplayer servers the Viking Broad Sword instead has the rune power Vampiric Attack, just like the Viking Short Sword.
Dwarven Work Sword
Two-handed Weapon


Damage: High
Rune Power: Lightning
Rune Power Cost: High

First Obtained:
Level 22 - Dwarven Mountain Retreat at Gustr
When you climb the dam with the windmill-like construction you will encounter one enemy wielding a Dwarven Work Sword.


Lightning:
Damage increases to Very High. Every hit sets off a chain lightning that damages nearby enemies.

Dwarven Battle Sword
Two-handed Weapon


Damage: Very High
Rune Power: Avalanche
Rune Power Cost: Very High

First Obtained:
Level 28 - The Castle Entrance
When you reach the poisonous lake with a path leading to the castle you are attacked by an enemy wielding a Dwarven Battle Sword.


Avalanche:
Every swing creates falling boulders in front of the user. Getting hit by the boulders kills most enemies instantly.
Rusty Mace

Damage: Medium
Rune Power: Blast
Rune Power Cost: Low

First Obtained:
Level 2 - The Ships' Graveyard
The Rusty Mace is lying right by the lake at the beginning next to a skeleton.

Re-obtained:
Level 17 - Grottintanna: Vessel Of Blood
After you accidentally make a pile of wooden boxes collapse an enemy will break through a gate thus opening up a new way for you. Climb onto the wooden cart and pull yourself up into the room above. To the left there is a weapon rack with a Rusty Mace. The mace is fairly hidden since it is partially behind the rack.


Blast:
Upon hitting the ground the weapon emits a shock wave that knocks nearby enemies back.
Bone Club

Damage: High
Rune Power: Sonic Blast
Rune Power Cost: Low

First Obtained:
Level 6 - Helgrind: A Gate Of Hel
Right after you use the hanging cages to cross the first chasm an enemy carrying a Bone Club comes jumping down.

Re-obtained:
Level 13 - Lair of the Torfar-Kolla
When you go into the direction you are facing at the beginning of the level. You'll see a high ledge on the right. You can get there by jumping to the rope from the ledge on the left. (The ledge where you'll find a Hand Axe)


Sonic Blast:
Every swing creates a narrow sonic wave that goes straight from the user and deals medium damage to enemies.
Trial Pit Mace

Damage: High
Rune Power: Spirit
Rune Power Cost: Medium

First obtained:
Level 13 - Lair of the Torfar-Kolla
At the beginning of the level, after you crawl to a narrow space and deal with some smaller enemies coming out of holes in the wall you come directly across the Trial Pit Mace. It is lying on the ground next to a skeleton and a shield.


Spirit:
Makes the user temporarily invisible to enemies. Incredibly useful against dangerous enemies. This power is useless in PvP.

On dedicated multiplayer servers the Trial Pit Maze instead has the rune power Blaze, just like the Roman Sword.
Dwarven Work Hammer
Two-handed Weapon


Damage: Very High
Rune Power: Earth Attack
Rune Power Cost: High

First Obtained
Level 22 - Dwarven Mountain Retreat at Gustr
After you follow the river you come across a small cave where an enemy is guarding a switch. He wields a Dwarven Work Hammer.


Earth Attack:
Hitting the ground launches three small flaming boulders in a fan-like pattern from the user. They deal medium damage.
Dwarven Battle Hammer
Two-handed weapon


Damage: Very High
Rune Power: Stone
Rune Power Cost: High

First Obtained:
Level 25 - Hornbori: Outside the Dwarven Forge Towers
The first enemy you encounter after making it out of the water and climbing up the chain at the beginning of the level is wielding a Dwarven Battle Hammer.


Stone:
Hits turn enemies to stone, rendering them helpless.
Hand Axe

Damage: Medium
Rune Power: Flame
Rune Power Cost: Low

First Obtained:
Level 5 - Underworld River Caverns
At a campfire with two lizards in it.

Re-obtained:
Level 13 - Lair of the Torfar-Kolla
If you run into the direction your facing at the beginning of the level the axe can be found on a ledge to your left, next to a skeleton.


Flame:
Every hit sets enemies on fire, applying a damage over time effect. This is extremely useful against undead with the ability to regenerate.
Goblin Axe

Damage: Medium
Rune Power: Unlimited Throw
Rune Power Cost: Low

First Obtained:
Level 8 - Vargeisa: Fires of Hel
When you are in the room where the lava is slowly rising you come across one enemy standing on a ledge and carrying a Goblin Axe. When you climb up the chain a few moments later you will come through a small cave with another enemy armed with the axe.

Re-obtained:
Level 13 - Lair of the Torfar-Kolla
The first enemy you encounter when you climb out of the pit carries a Goblin Axe.


Unlimited Throw:
Every swing hurls a magical axe forwards. The magical axes deal high damage. (more than normal strikes with the Goblin Axe)
Viking Axe

Damage: High
Rune Power: Shield
Rune Power Cost: Low

First Obtained:
Level 14 - The Gates of Thorstadt: Hlora's Pass
When you reach the gates of Thorstadt a single strong enemy will approach you. He carries a Viking Axe.
It might be possible to obtain the axe a little earlier when you leave the caves and see two enemies fleeing and one of them getting buried by an avalanche. The one buried by the avalanche carries a Viking Axe. However, the chances to get that one are slim.


Shield:
Creates a magical indestructable shield at the user's left arm. Other than being indestructable it works the same way as normal shields. As soon as the rune power effect ends the shield disappears.
Sigurd's Axe
Two-handed Weapon


Damage: High
Rune Power: Freeze
Rune Power Cost: High

First Obtained:
Level 20 - Loki Temple At Thorstadt
After you make it past the chamber with the giant statue a cutscene plays. Afterwards jump down from the ceiling beams and to the right. Someone will talk to you. Sigurd's Axe is directly next to him.


Freeze:
Hits freeze enemies, leaving them helpless.
Dwarven Battle Axe
Two-handed Weapon


Damage: Very High
Rune Power: Super Damage
Rune Power Cost: Very High

First Obtained:
Level 29 - The Tricksters Maze
The first enemy you encounter carries a Dwarven Battle Axe.


Super Damage:
Raises the damage to Extreme.
Torch
Improvised Weapon

Damage: Low
Rune Power: none

As long as the torch is lit every hit sets the enemy on fire and applies a damage over time effect that is especially useful against undead with the ability to regenerate. After a few hits the torch is extinguished but can be re-lit by pressing the use key next to a fire.

Severed Limb & Head
Improvised Weapon


Damage: Medium
Rune Power: none

Those have no real benefits but deal a surprisingly decent amount damage and are fun to use.
The Weapon Collector's Checklist
All weapons in the order in which you can find them. If you cannot find a specific weapon please refer that weapon's description above. This checklist was created by playing on easy difficulty setting. Since there are more enemies on higher difficulties some weapons can be obtainable slightly earlier there.

Viking Short Sword:
Level 2 - Ships' Graveyard

Rusty Mace:
Level 2 - Ships' Graveyard

Hand Axe:
Level 5 - Underworld River Caverns

Bone Club:
Level 6 - Helgrind: A Gate Of Hel

Goblin Axe:
Level 8 - Vargeisa: Fires of Hel

Roman Sword:
Level 9 - Eliudnir: Hel's Chamber

Viking Sword Short: (re-obtained)
Level 13 - Lair of the Torfar-Kolla

Hand Axe: (re-obtained)
Level 13 - Lair of the Torfar-Kolla

Bone Club: (re-obtained)
Level 13 - Lair of the Torfar-Kolla

Trial Pit Mace:
Level 13 - Lair of the Torfar-Kolla

Goblin Axe: (re-obtained)
Level 13 - Lair of the Torfar-Kolla

Roman Sword: (re-obtained)
Level 14 - The Gates of Thorstadt: Hlora's Pass

Viking Axe:
Level 14 - The Gates of Thorstadt: Hlora's Pass

Viking Broad Sword:
Level 17 - Grottintanna: Vessel Of Blood

Rusty Mace: (re-obtained)
Level 17 - Grottintanna: Vessel Of Blood

Sigurd's Axe:
Level 20 - Loki Temple At Thorstadt

Dwarven Work Hammer:
Level 22 - Dwarven Mountain Retreat at Gustr

Dwarven Work Sword:
Level 22 - Dwarven Mountain Retreat at Gustr

Dwarven Battle Hammer:
Level 25 - Hornbori: Outside the Dwarven Forge Towers

Dwarven Battle Sword:
Level 28 - The Castle Entrance

Dwarven Battle Axe:
Level 29 - The Tricksters Maze
End
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8 Comments
IVAN GOD 18 Jul, 2024 @ 1:21pm 
Very nice game!
DJ Raptor 15 Jan, 2019 @ 4:16pm 
Great guide, thx! :microraptor:
Hans Brotmeister  [author] 7 Oct, 2018 @ 4:18pm 
I am pretty sure that there are weapons you can permanently miss if you don't get them in the trial pit. I cannot tell which ones though.
JohnJSal 6 Oct, 2018 @ 9:37pm 
Excellent guide! Is it possible to miss weapons permanently? I think I may not have reacquired one or two of them after they were taken away in the trial pit.
Hans Brotmeister  [author] 1 Mar, 2015 @ 10:07pm 
Thanks for the suggestion. I am going to add that soon.
KiLLeR, eh 1 Mar, 2015 @ 7:12pm 
Very nice. Good to know what each Rune Power does without having to do a test run first and looking at the stats.

Perhaps out of the scope of this guide, but common locations for them would be nice. I was at least able to find out that I have 12/15 weapons for the Complete The Set achievement.
Hans Brotmeister  [author] 28 Feb, 2015 @ 9:42pm 
Thank you very much. :-)
Skiboosh 28 Feb, 2015 @ 6:15pm 
Nice guide. +1