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Deep runes
Down in the Deep the rock remembers, and now and then a Grown you kill there leaves a deep rune: a small stone with a power cut into it. Every piece you wear has a socket for one. Set a rune at any anvil and the piece carries it for as long as you wear it.

The runes
There are eight kinds, each in seven tiers, I to VII. A rune adds its value to you while the piece that holds it is worn and not broken.
| Kind | Adds | I | II | III | IV | V | VI | VII |
|---|---|---|---|---|---|---|---|---|
| Stone | armour | 1 | 1.5 | 2 | 3 | 4 | 5 | 6 |
| Heart | life | 6 | 10 | 15 | 22 | 30 | 40 | 50 |
| Might | damage | 0.5% | 0.8% | 1.2% | 1.6% | 2.1% | 2.7% | 3.5% |
| Swift | speed | 0.5% | 0.8% | 1.1% | 1.5% | 1.9% | 2.4% | 3% |
| Wing | flight | 3% | 5% | 7% | 9% | 12% | 15% | 20% |
| Keen | critical chance | 0.3% | 0.5% | 0.7% | 1% | 1.3% | 1.7% | 2.2% |
| Lamp | light | 10% | 15% | 20% | 30% | 40% | 50% | 60% |
| Delver | digging speed | 3% | 5% | 7% | 10% | 13% | 17% | 22% |
A rune is worth more the higher its tier: a tier I sells for 40 gold at the Trade Post, each tier three times the one before.
Where they come from
The Deep gives them, and the deeper you are, the better the tier:
| Where | Tier |
|---|---|
| The Twenty: the Ember Sea to the Still Dark | I |
| The Grey Fold to the Echo Wells | II |
| The Blackwater Steps to the Wormways | III |
| The Glass Canyon to the Burning Stair | IV |
| The Bloodroot Tangle to the Threshold | V |
| The Descent: the Bone Gardens, the Drowned Halls, the Clockwork Under-city | VI |
| The Descent: the Crystal Cathedrals and below | VII |
- A Grown you kill in the Deep: 1.5%.
- An elite: 6%.
- A great one of the Deep (the Twenty's and the bands'): always.
- A rift's side way that shows a deep rune over its arch: one, if you take that way's reward, of tier I to V by how hard and how deep the rift is (Rooms that pay).
- A chest of the Deep, the first time it is opened: 25%.
The kind is chance. Chapter V of the reborn's story also ends with a tier-VII rune (Chapters for the reborn).
The socket
Every piece in a wear slot has one socket: the helm, the armour, the boots, the ring, the amulet and the wings.
- At any anvil, open the Forge (F, or a right click on the anvil).
- Put the piece in the middle (it must be in your bag or worn) and the rune in the stone slot. The box says what it will do.
- Press Forge. Setting a rune always works and takes the rune from your bag. With Quick forge on it is done at once.
- A piece that holds a rune shows it in the Forge, with Take out: taking it out is free and gives it back to your bag.
- Setting a new rune in a piece that holds one gives the old one back to your bag.
- A piece's tooltip says what its socket holds, or Socket: empty. A rune's own tooltip says where it can go.
- A socket belongs to the piece: if you carry two of the same piece, keep one in a chest while you set a rune in the other.
- The rune goes where the piece goes: into a chest, or to another player in a trade. Sold at the Trade Post, a piece gives you its rune back first.
Tips
- Six pieces, six runes. Runes of one kind add up: six Heart runes VII are 300 life.
- Dig deeper for better ones. A tier VII is worth 729 tier I's at the Trade Post: the bands at the bottom of the world are where they are.
- See Digging deeper for everything else the depth gives, and The Twenty for its bands.