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Runes and Eternal Artefacts
Divinity: Original Sin 2

Runes and Eternal Artefacts

Learn how to craft and use Runes and Eternal Artefacts in Divinity: Original Sin 2. Discover their bonuses and effects on weapons and armour.

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Learn how to craft and use Runes and Eternal Artefacts in Divinity: Original Sin 2. Discover their bonuses and effects on weapons and armour.

Runes

Certain chest armours, weapons, shields, and amulets, along with a handful of other unique items, have slots which hold one or more runes. Runes can be found, bought, or crafted and have different effects depending on whether they are placed into a weapon, armour, or accessory.

Medium size runes can be crafted by combining two small runes with Pixie Dust. Large size runes can similarly be crafted by combining medium runes. Crafting giant size runes requires Superior Pixie Dust.

Combining a rune with a Mystical Rune Frame applies the modifier "Mystical..." and typically provides a bonus to a skill. Combining a rune with a Rune Frame of Power applies the modifier "...of Power" and provides a bonus to an attribute, which is dependent on the size of the rune.

Once placed in equipment, runes may be freely removed.

Rune Effects by Type and Size:

  • Source Orb: Weapon: Venomous Aura; Armour: Mass Cleanse Wounds; Accessory: Evasive Aura.
  • Flame Rune:
    • Mystical...: Weapon: +1 Ranged; Armour: +1 Huntsman; Accessory: +1 Pyrokinetic.
    • Small: Weapon: +9% damage as Fire damage; Armour: +5% Fire resistance; Accessory: +3% Critical Chance.
    • Medium: Weapon: +11% damage as Fire damage; Armour: +7% Fire resistance; Accessory: +4% Critical Chance.
    • Large: Weapon: +13% damage as Fire damage; Armour: +9% Fire resistance; Accessory: +5% Critical Chance.
    • Giant: Weapon: +15% damage as Fire damage; Armour: +11% Fire resistance; Accessory: +6% Critical Chance.
    • ...of Power: +1-3 INT.
  • Frost Rune:
    • Mystical...: Weapon: +1 Single-Handed; Armour: +1 Leadership; Accessory: +1 Hydrosophist.
    • Small: Weapon: +9% damage as Water damage; Armour: +5% Water resistance; Accessory: +0.25 Movement.
    • Medium: Weapon: +11% damage as Water damage; Armour: +7% Water resistance; Accessory: +0.5 Movement.
    • Large: Weapon: +13% damage as Water damage; Armour: +9% Water resistance; Accessory: +0.75 Movement.
    • Giant: Weapon: +15% damage as Water damage; Armour: +11% Water resistance; Accessory: +1 Movement.
    • ...of Power: +1-3 INT.
  • Masterwork Rune:
    • Mystical...: Weapon: +1-3 WIT; Armour: +1-3 CON; Accessory: +1-3 MEM.
    • Small: Weapon: +9% damage as Physical damage; Armour: +9% maximum Physical Armour; Accessory: +9% maximum Magic Armour.
    • Medium: Weapon: +11% damage as Physical damage; Armour: +11% maximum Physical Armour; Accessory: +11% maximum Magic Armour.
    • Large: Weapon: +13% damage as Physical damage; Armour: +13% maximum Physical Armour; Accessory: +13% maximum Magic Armour.
    • Giant: Weapon: +15% damage as Physical damage; Armour: +15% maximum Physical Armour; Accessory: +15% maximum Magic Armour.
    • ...of Power: +1-3 STR.
  • Rock Rune:
    • Mystical...: Weapon: +1 Two-Handed; Armour: +1 Warfare; Accessory: +1 Geomancer.
    • Small: Weapon: +9% damage as Earth damage; Armour: +5% Earth resistance; Accessory: +9% maximum Vitality.
    • Medium: Weapon: +11% damage as Earth damage; Armour: +7% Earth resistance; Accessory: +11% maximum Vitality.
    • Large: Weapon: +13% damage as Earth damage; Armour: +9% Earth resistance; Accessory: +13% maximum Vitality.
    • Giant: Weapon: +15% damage as Earth damage; Armour: +11% Earth resistance; Accessory: +15% maximum Vitality.
    • ...of Power: +1-3 STR.
  • Thunder Rune:
    • Mystical...: Weapon: +1 Dual-Wielding; Armour: +1 Scoundrel; Accessory: +1 Aerotheurge.
    • Small: Weapon: +9% damage as Air damage; Armour: +5% Air resistance; Accessory: +3% Dodging.
    • Medium: Weapon: +11% damage as Air damage; Armour: +7% Air resistance; Accessory: +4% Dodging.
    • Large: Weapon: +13% damage as Air damage; Armour: +9% Air resistance; Accessory: +5% Dodging.
    • Giant: Weapon: +15% damage as Air damage; Armour: +11% Air resistance; Accessory: +6% Dodging.
    • ...of Power: +1-3 FIN.
  • Venom Rune:
    • Mystical...: Weapon: +1 Perseverance; Armour: +1 Summoning; Accessory: +1 Necromancer.
    • Small: Weapon: +9% damage as Poison damage; Armour: +5% Poison resistance; Accessory: +5% Accuracy.
    • Medium: Weapon: +11% damage as Poison damage; Armour: +7% Poison resistance; Accessory: +8% Accuracy.
    • Large: Weapon: +13% damage as Poison damage; Armour: +9% Poison resistance; Accessory: +11% Accuracy.
    • Giant: Weapon: +15% damage as Poison damage; Armour: +11% Poison resistance; Accessory: +13% Accuracy.
    • ...of Power: +1-3 FIN.

Eternal Artefacts

You can combine Eternal Artefacts with gear to add bonuses and resistances. There are two different types: the larger type combines with armour and accessories while the smaller combines with weapons (but not staves or wands). Note that once combined, you cannot remove an Artefact so make sure that you use them on gear that you're going to keep.

Warning: You will also find objects called "Ancient Artefacts" which look identical to Eternal Artefacts but which have no value or use.

Eternal Artefact Bonuses:

  • Weapon: +25% of weapon damage as Air damage; Inflict Shocked for 1 turn (15% chance).
  • Chest Armour: +10% Air resistance.
  • Headwear: +2 FIN; +1 Huntsman.
  • Gloves: +2 CON; +10% Earth resistance.
  • Leggings: +1 Polymorph; +10% Air resistance.
  • Boots: +1 Thievery; +0.1 Movement.
  • Amulet: +10% Fire resistance; +2% Critical chance; +5% Dodge.
  • Ring: +10% Poison resistance; +1 Scoundrel.
  • Belt: +2 STR; +1 Warfare.

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