Runesmith is a Dwarfs melee infantry unit in Total War: Warhammer. Forged Runes give the Runesmiths power to enhance allied weapons and armour, and nullify enemy magic to harmless lights.
Description[edit | edit source]
Runesmiths work spells with their hammercraft, binding the Winds of Magic into mighty runes of power. They are a suspicious lot and jealously protect the secrets kept in their anvils and hammers, guarding the knowledge that allows them to make magic items - weapon, armour, rings and talismans - of greater potency than items wrought by any other mortal race. In battle, Runesmiths aid their side by dampening enemy magic - earthing spells harmlessly before they can wreak havoc amongst the Dwarfs. They do this in the same manner as they capture the Winds of Magic to forge magic items, and they often bring along rune-covered talismans to aid in this endeavour. Many Runesmiths bear weapons and armour of their own crafting, and they are eager to show their comrades exactly how effective they can be. Whether by some gift of Grugni, or perhaps as a side effect of centuries of beating white-hot metal, when a Runesmith feels the rage of battle, his weapons, and those of friendly foes around him, begin to glow and radiate heat as if remembering the forgefires from which they were created. This aura of power has proven effective in helping blades penetrate the armoured or toughened hides of any foe.
Abilities[edit | edit source]
- ↑ Armoured: Armoured units can block damage from any source apart from Armour-Piercing damage.
- ↑ Runic Magic: This unit can bind the Winds of Magic into powerful runes which can be activated during deployment or battle.
Active abilities[edit | edit source]
- Stand Your Ground!
- Rune of Hearth & Home
- Rune of Oath & Steel
- Rune of Negation
- Rune of Wrath & Ruin
Items[edit | edit source]
Strategy[edit | edit source]
Runesmiths are like the wizards of the Dawi. They serve to provide utility to a Dwarf army similar to how a Wizard would in another army. They are slightly less essential than a wizard, as the Dawi have an innate magic resistance and can honestly be tough enough to outlast an enemy's augments/hexes. That being said, it is impossible to go wrong with have a Runesmith in an army. They provide a variety of augments and hexes that help shore up the Dawi's strengths (Rune of Negation/Rune of Oath and Steel) and reduce their weaknesses (Rune of Wrath and Ruin/Forgefire).
Actions[edit | edit source]
This Hero can perform the following actions on the campaign map:
- Awareness (Requires skill)
- Modifies the success chance of enemy Hero actions against the parent army by -25%
- Embed Hero
- Embeds the Hero into the army, joining it in battle
- Runic Seal
- Modifies the success chance of enemy Hero actions against settlements in the local province by -25%
- Block Magic
- Modifies the Winds of Magic power reserve for the target army by -10
- Positive outcome base chance: 45%
- Kills the target character
- Positive outcome base chance: 25%
- Runic Protection
- Damage Settlement
- Inflicts damage upon all buildings in the target settlement
- Positive outcome base chance: 45%
- Cleanse Corruption
Some of these actions can be improved by putting points into the relevant skills in the character's campaign skill tree.
Skill Tree[edit | edit source]
Standalone Skills[edit | edit source]
- Ancestral Grudge
- Weapon Strength: +3% when fighting against Greenskins
- Weapon Strength: +8% when fighting against Greenskins
- Weapon Strength: +15% when fighting against Greenskins
- Relentless (Requires rank 11)
|Rune of Hearth & Home|
|Character's aura leadership effect: +5|
|Rune of Oath & Steel||Damping||Strike the Runes||Forgefire|
|Grants the ability Rune of Oath & Steel||Enemy Winds of Magic power reserve: -2 (local region)||Cooldown: -3% to Rune abilities (Hero's army)||Grants the ability Forgefire|
|Rune of Wrath & Ruin|
|Grants the ability Rune of Wrath & Ruin|
|Rune of Striking||Rune of Might||Rune of Parrying||Master Rune of Fury|
|Melee attack: +6||Weapon strength: +6%||Melee defence: +6||Charge bonus: +5|
|Rune of Negation|
|Grants the ability Rune of Negation|
|Rune of Shielding|
|Runic Seal action: Enemy Hero success chance is modified by an additional -10%|
|Rune of Fortitude||Stalwart Rune||Rune of Warding||Ancestor Rune|
|Public Order: +1 (local province)||Growth: +8 (local province)||Reduction in Chaos and Vampiric corruption: +1 (local province)||Runic Protection action: Chaos and Vampiric corruption are reduced by an additional +1 (foreign province)|
|Rune of Preservation|
|Wound recovery time -1|
|Master Rune of Valaya||Master Rune of Immolation||Rune of Spellbreaking||Master Rune of Breaking|
|Enemy Winds of Magic power reserve: -2 (local region)||Damage Settlement action: Additional 5% damage caused||Grants the ability to perform the Awareness action.
Awareness: Reduces the success chance of enemy Hero actions against the parent army
|Block Magic action: Winds of Magic power reserve is modified by an additional -2 (foreign army)|
|-5||15%||Enemy hero success chance is modified by an additional -5%||-5|
|Assassinate action: Additional 7% chance of killing target|