Runic Forging¶
At the Runic Anvil a piece of equipment is reworked with alloys and glyphs. Every action spends the item's potential and azurite dust. Without a main glyph an action forges the item anew; alloys steer which properties it gets, glyphs change the item or the rules of the action. Alloys are smelted from special ores.
The anvil¶
The Runic Anvil is built with the hammer near a workbench. Its stages open slots for alloys and glyphs (Runic Anvil: 1, Iron Vise: 2, Silver Matrix: 3); Runic Vise adds one of your own, up to 4 in all.
Its stock keeps alloys, glyphs, azurite dust and divine dust, one slot each with no limit: Ctrl+click moves one between the stock and the slots. Several players can use one anvil at once and see each other's choices.
Potential¶
Potential: every piece of equipment that can have a rarity has 100, whatever its rarity; an item that never had potential written on it counts as full. Unique items, jewels, runes and items of fixed rarity have none. The item must be identified and not corrupted. Nothing restores spent potential.
Cost of an action¶
Every action at the anvil costs 15 potential plus the potential of each alloy and glyph in it, and 30 Azurite Dust plus each one's dust; valuable and very valuable glyphs also take Divine Azurite Dust. Dust comes from the anvil's stock first and the rest from your bag; alloys and glyphs come from the stock.
critical craft = ⌈cost ÷ 2⌉
A critical craft costs half the potential, rounded up. Its chance is 5%, plus the runic crafting nodes of the craft tree, which also reduce the cost.
With the Glyph of Delay, 30% of actions spend no potential at all; the critical craft is rolled only when that fails. Dust and the alloys and glyphs are spent either way.
An action needs its whole cost still left on the item. With Last Touch any potential left is enough, and the item ends at zero. At zero, runic crafting is closed; the item keeps working.
| Alloys and glyphs (potential) | Cost | Critical craft | Actions from full potential |
|---|---|---|---|
| 0 | 15 | 8 | 6 |
| 3 | 18 | 9 | 5 |
| 5 | 20 | 10 | 5 |
| 10 | 25 | 13 | 4 |
| 20 | 35 | 18 | 2 |
| 35 | 50 | 25 | 2 |
Forging¶
An action without a main glyph forges the item: every prefix and suffix is replaced and the item becomes rare (rarity) with 3 prefixes and 3 suffixes. A sealed property stays. The properties that fit the item must be enough for a full forging. Alloys work only here.
How alloys weight the roll¶
Each alloy favours the properties of its theme. For the item on the anvil the game takes the share s of the forge pool's weight those properties hold, and multiplies their weight so that they come to about 35% of the rolls:
| Theme's share of the pool | Multiplier | Share with the alloy |
|---|---|---|
| 1% | ×25 | 20.16% |
| 2% | ×25 | 33.78% |
| 5% | ×10.23 | 35% |
| 10% | ×5 | 35.71% |
| 20% | ×5 | 55.56% |
| 40% | ×5 | 76.92% |
A property in the themes of several alloys adds their multipliers: 1 + (×₁ − 1) + (×₂ − 1)…, so at least ×9 with two alloys and ×13 with three (×5 each).
Glyph of the Depths: properties of weight 300 or less, the rare ones, are ×3 as likely, on top of the alloys.
An alloy with no property for this item cannot be used: the anvil says so and nothing is spent. The Forge button's tooltip shows each alloy's share before and after.
Glyph rules¶
One main glyph per action replaces forging with its own change. Support glyphs change how an action rolls or what it costs:
| Glyph | Kind | Works with | Effect |
|---|---|---|---|
| Main | instead of forging | +1 permanent quality; existing properties are kept | |
| Support | forging | Forging gives 4 properties instead of 6, one fewer on each side; the best available tier is twice as likely | |
| Support | forging, Glyph of Tempering, Glyph of the Last Heat | Property values are rolled twice within their tier, the better roll is kept | |
| Support | forging | Rare properties are three times as likely | |
| Support | any action | 35% chance to keep each other alloy and glyph of the action; this glyph is always spent | |
| Main | instead of forging | 25% chance to add a phantom socket beyond the item's socket limit | |
| Support | forging | Forging keeps one random existing property | |
| Main | instead of forging | Removes one random prefix | |
| Main | instead of forging | Removes one random suffix | |
| Main | instead of forging | Removes all prefixes and suffixes; everything else on the item is kept | |
| Main | instead of forging | Removes one property of the weakest tier | |
| Main | instead of forging | One random property rises one tier | |
| Main | instead of forging | 50%: every property rises one tier. Otherwise all remaining potential burns out | |
| Support | any action | 30% chance not to spend the action's potential | |
| Main | instead of forging | +5 item level, up to the supported limit | |
| Main | instead of forging | Maximum durability ×1.25, again with every use; wear is kept as a share |
- Glyph of Echo: each other alloy and glyph of the action is kept at 35%; the Echo itself is always spent. It needs another alloy or glyph.
- Glyph of the Void: 25% chance of a phantom socket; the cost is paid either way. The item must be able to have sockets.
- Glyph of the Last Heat: 50% chance that every property that can rise a tier does; otherwise all the item's remaining potential burns away.
- Glyph of Ascension: +5 item level, up to 246, the Deep North's level.
- Reinforcing Glyph: maximum durability ×1.25 with each use (counted up to 40 uses); the item keeps its share of durability.
- Glyph of Three Knots: forging gives 2 prefixes and 2 suffixes; the best tier the item can reach is ×2 as likely.
- Glyph of Memory: forging keeps one random property of the item.
- Sifting Glyph: removes a property of the weakest tier, a random one among equals.
- A sealed property is never removed or changed; the Glyph of Cleansing is refused on an item that has one.
What is refused¶
The anvil checks an action before anything is paid. When one of these applies, the action is refused with its reason and nothing is spent:
- Only one main glyph per action
- Each alloy and glyph can be used once per action
- Not enough open slots on this anvil
- Alloys only change forging; remove them or the main glyph
- … has no properties to favour on this item
- This glyph only works with forging
- The Glyph of the Norns needs an action that rolls property values
- The Glyph of Echo needs another alloy or glyph to keep
- The Glyph of Memory needs a property to keep
- This item has no potential left
- Not enough potential: … needed, … left
- Unique items cannot be crafted with runes
- This item cannot be crafted with runes
- This item cannot become rare
- Not enough properties fit this item for a full forging
- This item cannot have sockets
- No property can rise a tier at this item level
- The item is already at the highest item level
- This item has no durability
- A sealed property cannot be removed
Phantom socket¶
The Glyph of the Void may open a phantom socket beyond the item's usual limit of sockets. It takes what an ordinary socket takes and stays through punches, reforging and repairs.
On the craft tree¶
The Runecarver's nodes and masteries for runic crafting:
| Name | Type | Effect | |
|---|---|---|---|
| Rare affixes | Craft notable | 10% increased rune-crafted affix rarity | |
| Rare affixes | Craft node ×3 | 4% increased rune-crafted affix rarity | |
| Higher affix tiers | Craft notable | 10% increased rune-crafted affix tier | |
| Higher affix tiers | Craft node ×3 | 4% increased rune-crafted affix tier | |
| Runic forging | Craft node ×3 | +2% chance for a runic action to cost half the potential 2% reduced potential cost of runic actions |
|
| Runic forging | Craft notable | +5% chance for a runic action to cost half the potential 5% reduced potential cost of runic actions |
|
| Ascendant Rune | Craft mastery option | +10% chance that a property added by a rune rises one tier When a rune adds or raises a property, it has a chance to rise one tier more as a separate step, beyond the item's level limit. You see a second flash, hear a chime and read "+1 affix tier". |
|
| Perfect Inscription | Craft mastery option | +10% chance that a property rolled by a rune takes the highest value of its tier A property rolled by a rune (Fate included) has a chance to take the highest value of its tier. |
|
| Last Touch | Craft mastery option | Runic crafting can overspend an item's potential while any potential remains; the rest drops to zero. | |
| Runic Vise | Craft mastery option | +1 capacity when crafting with runes One more alloy or glyph slot at the Runic Anvil, on top of the anvil's own slots. |
Data from Path of Valheiman 6.0.6, extracted 2026-11-09.