Glyphs¶
Glyphs change the item or the rules of an action at the Runic Anvil (how it works). Valuable and very valuable glyphs also cost Divine Azurite Dust.
| Glyph | Effect | Kind | Potential | Azurite dust | Divine dust | Drops from | |
|---|---|---|---|---|---|---|---|
| Glyph of Brokkr The hammer leaves a new layer of perfection in the metal. |
+1 permanent quality; existing properties are kept | Main | 15 | 15 | 30 | Ashlands | |
| Glyph of Three Knots Three runes hold their shape better than many weak signs. |
Forging gives 4 properties instead of 6, one fewer on each side; the best available tier is twice as likely | Support | 8 | 10 | 10 | Meadows | |
| Glyph of the Norns Two threads of fate; the smith holds on to the better one. |
Property values are rolled twice within their tier, the better roll is kept | Support | 5 | 5 | — | Black Forest | |
| Glyph of the Depths Deep veins draw rare runes to them. |
Rare properties are three times as likely | Support | 5 | 10 | 10 | Swamp | |
| Glyph of Echo The echo of a hammer blow returns part of the metal. |
35% chance to keep each other alloy and glyph of the action; this glyph is always spent | Support | 4 | 10 | 10 | Mountain | |
| Glyph of the Void The metal leaves room for one more rune. |
25% chance to add a phantom socket beyond the item's socket limit | Main | 35 | 15 | 30 | Deep North | |
| Glyph of Memory One old sign survives the fire. |
Forging keeps one random existing property | Support | 10 | 15 | 30 | Plains | |
| Unbinding Glyph of Prefixes It unties the first knot of the runic weave. |
Removes one random prefix | Main | 5 | 5 | — | Swamp | |
| Unbinding Glyph of Suffixes It unties the last knot of the runic weave. |
Removes one random suffix | Main | 5 | 5 | — | Swamp | |
| Glyph of Cleansing The heat wipes away the old weave and leaves a base for a new design. |
Removes all prefixes and suffixes; everything else on the item is kept | Main | 10 | 5 | — | Black Forest | |
| Sifting Glyph The weakest rune is the first to yield to the heat. |
Removes one property of the weakest tier | Main | 10 | 15 | 30 | Plains | |
| Glyph of Tempering The next tempering strengthens one of the surviving runes. |
One random property rises one tier | Main | 10 | 10 | 10 | Mistlands | |
| Glyph of the Last Heat The last fire either completes the weave or burns its reserve away. |
50%: every property rises one tier. Otherwise all remaining potential burns out | Main | 20 | 15 | 30 | Mistlands | |
| Glyph of Delay Part of the heat freezes between the hammer's blows. |
30% chance not to spend the action's potential | Support | 2 | 5 | — | Mountain | |
| Glyph of Ascension It opens the metal to more intricate runic patterns. |
+5 item level, up to the supported limit | Main | 10 | 5 | — | Swamp | |
| Reinforcing Glyph It binds the material with an invisible runic weave. |
Maximum durability ×1.25, again with every use; wear is kept as a share | Main | 5 | 5 | — | Black Forest |
What goes with what, and the chances: glyph rules.
Where glyphs drop¶
Glyphs drop from chests, elite enemies and bosses; ordinary enemies drop none. Each kill or chest rolls once, at its source's chance; a hit gives one glyph, picked by weight among those its biome has opened. A glyph opens in its first biome and stays open after it. The biome is the one the loot's level belongs to; a boss without a level counts as its own biome.
| Source | Chance of a glyph |
|---|---|
| Boss | 50% |
| Elite enemy, 2★ or more | 12% |
| Elite enemy, 1★ | 6% |
| Dungeon chest | 10% |
| Chest above ground | 3% |
Which glyph it is, once one drops, by biome:
| Glyph | Weight | Meadows | Black Forest | Swamp | Mountain | Plains | Mistlands | Ashlands | Deep North |
|---|---|---|---|---|---|---|---|---|---|
| 10 | — | — | — | — | — | — | 0.26% | 0.26% | |
| 140 | 100% | 9.09% | 5.05% | 4.42% | 3.98% | 3.68% | 3.67% | 3.66% | |
| 100 | — | 6.49% | 3.61% | 3.15% | 2.84% | 2.63% | 2.62% | 2.62% | |
| 80 | — | — | 2.89% | 2.52% | 2.27% | 2.1% | 2.1% | 2.09% | |
| 100 | — | — | — | 3.15% | 2.84% | 2.63% | 2.62% | 2.62% | |
| 5 | — | — | — | — | — | — | — | 0.13% | |
| 50 | — | — | — | — | 1.42% | 1.31% | 1.31% | 1.31% | |
| 500 | — | — | 18.05% | 15.77% | 14.2% | 13.14% | 13.11% | 13.09% | |
| 500 | — | — | 18.05% | 15.77% | 14.2% | 13.14% | 13.11% | 13.09% | |
| 500 | — | 32.47% | 18.05% | 15.77% | 14.2% | 13.14% | 13.11% | 13.09% | |
| 300 | — | — | — | — | 8.52% | 7.88% | 7.86% | 7.85% | |
| 250 | — | — | — | — | — | 6.57% | 6.55% | 6.54% | |
| 35 | — | — | — | — | — | 0.92% | 0.92% | 0.92% | |
| 300 | — | — | — | 9.46% | 8.52% | 7.88% | 7.86% | 7.85% | |
| 150 | — | — | 5.42% | 4.73% | 4.26% | 3.94% | 3.93% | 3.93% | |
| 800 | — | 51.95% | 28.88% | 25.24% | 22.73% | 21.02% | 20.97% | 20.94% |
The chance of a given glyph is its source's chance times its share here: from a boss, 50% × the share.
Data from Path of Valheiman 6.0.6, extracted 2026-11-09.