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TOPIC: Questions about Runestone Fitting Base

Questions about Runestone Fitting Base 4 years 9 months ago #1

I'm working on an Epic TrueGrind-level Ranger build that includes some runestones. Specifically I have:

  • Asher's +5 Viper Strike Fang, Qty 2
  • Runestone Fitting Base, Qty 2
  • Viper Runestone
  • Decay Runestone, Qty 2

In my mind the Viper Runestone applies to my whole character (ranged and melee attacks) and the Decay Runestones apply to each weapon, using the Runestone Fitting Bases. Does each Decay Runestone affect only one Melee weapon? Do I therefore need to use one per melee weapon as described? Is this just noted on the party card as an extra +1 to melee damage? How would it be recorded if I only spent one runestone for one weapon?

Or do I get +2 to melee damage for equipping two of the Decay Runestones?
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Last edit: by Kirk Bauer.

Questions about Runestone Fitting Base 4 years 9 months ago #2

The runestone affects both weapons but I’m not sure about using 2 of the same named runestones............
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Questions about Runestone Fitting Base 4 years 9 months ago #3

Bob Chasan wrote: The runestone affects both weapons but I’m not sure about using 2 of the same named runestones............

If only there was a place we could find that.

tokendb.com/token/runestone-fitting-base/

A Runestone Fitting Base allows a character to benefit from the same Rare runestone more than once, so long as the player turns in the appropriate number of runestones before the adventure. E.g., if a player turned in two Venom Runestones and used one Runestone Fitting Base, all the hits made by the melee weapon the base was attached to would deal +2 Poison damage. If that player attacked with a different melee weapon, it would only deal +1 Poison damage.
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Questions about Runestone Fitting Base 4 years 9 months ago #4

Yeah, I did check TokenDB, but basically if you have two melee weapons (Monk or Ranger) and apply a runestone to only one weapon, there is basically no way for the coach to record this on the party card. I'm curious how it should be recorded.

I also tried tdcharactercreator.com and equipping two Decay Runestones gave a total of +2 to melee damage, which is probably a bug but I wanted to confirm.
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Questions about Runestone Fitting Base 4 years 9 months ago #5

Kirk Bauer wrote: Yeah, I did check TokenDB, but basically if you have two melee weapons (Monk or Ranger) and apply a runestone to only one weapon, there is basically no way for the coach to record this on the party card. I'm curious how it should be recorded.

I also tried tdcharactercreator.com and equipping two Decay Runestones gave a total of +2 to melee damage, which is probably a bug but I wanted to confirm.


I think a runestone grants +1 melee damage, not +1 melee damage to an attached weapon.

Otherwise you'd have the same question without any runestones and a mundane monk or ranger build - there is no way to denote or tell which weapon is "the one with the runestone" - so you get the benefit on the party card and on both pucks.

If Grind wanted to be super particular about this I guess they could, but suppose you had an empty handed monk sliding empty pucks - how would you tell which wan was the one with +1 damage?

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Questions about Runestone Fitting Base 4 years 9 months ago #6

Matthew Hayward wrote:

Kirk Bauer wrote: Yeah, I did check TokenDB, but basically if you have two melee weapons (Monk or Ranger) and apply a runestone to only one weapon, there is basically no way for the coach to record this on the party card. I'm curious how it should be recorded.

I also tried tdcharactercreator.com and equipping two Decay Runestones gave a total of +2 to melee damage, which is probably a bug but I wanted to confirm.


I think a runestone grants +1 melee damage, not +1 melee damage to an attached weapon.

Otherwise you'd have the same question without any runestones and a mundane monk or ranger build - there is no way to denote or tell which weapon is "the one with the runestone" - so you get the benefit on the party card and on both pucks.

If Grind wanted to be super particular about this I guess they could, but suppose you had an empty handed monk sliding empty pucks - how would you tell which wan was the one with +1 damage?


With the runestone fitting base, it does only work with the single weapon, not all melee damage. BUT, since it gets recorded on the party card, it will usually get applied even if you switch weapons (or have a second weapon).

Kirk, when you put two of them in the character builder, it assumes you apply them both to your main weapon. This is likely because doing so results in the best stats for the party card. For non-grind, the party card simply shows the better of your two weapon stats (or ive heard it might only use your main hand, which is usually the better). So, equipping 1 runestone to each weapon is no different than only equipping one runestone to your main weapon only.

I know grind likes to distinguish main and off hand, but how does this work if both weapons slid are the same? How do you know which is which?
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Questions about Runestone Fitting Base 4 years 9 months ago #7

In Grind we only track the to-hit differences between the two melee tokens, and it's usually easy to do because you see an orange token and a blue token and the numbers are 2 apart. But now we are talking about differences in damage which I don't know has ever come up before.

So to summarize (if it helps) can I equip 2 or 3 of the same runestone using the fitting bases? If so which melee weapon(s) do the damage bonuses apply to?
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Questions about Runestone Fitting Base 4 years 9 months ago #8

It’s a little bit of a Sleeze (limitation of time and room on the party card) that 1,2, or 3 runestones damage applies to whatever melee weapon you use.
Are you saying that you want the runestones to apply to one weapon and not another?
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Questions about Runestone Fitting Base 4 years 9 months ago #9

Matthew Hayward wrote: If Grind wanted to be super particular about this I guess they could, but suppose you had an empty handed monk sliding empty pucks - how would you tell which wan was the one with +1 damage?


Eric would write a "1" on one of them with a dry erase marker?
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Questions about Runestone Fitting Base 4 years 9 months ago #10

Kirk Bauer wrote: So to summarize (if it helps) can I equip 2 or 3 of the same runestone using the fitting bases? If so which melee weapon(s) do the damage bonuses apply to?

Yes, and it applies to both today (sleaze).

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Questions about Runestone Fitting Base 4 years 9 months ago #11

Bob Chasan wrote: It’s a little bit of a Sleeze (limitation of time and room on the party card) that 1,2, or 3 runestones damage applies to whatever melee weapon you use.
Are you saying that you want the runestones to apply to one weapon and not another?


I'm fine with it working any way, just trying to understand how it works. The TokenDB page for Runestone Fitting Base specifically states that it only applies the runestone to the one weapon it is attached to. That statement contradicts the reality that there is no way to record that on the party card (if the runestone affects the party cart).

Basically, for runestones that affect the party card, the text in TokenDB for Runestone Fitting Base is impossible to implement as stated. Here it is for reference:

This item allows a Rare runestone to be affixed to a single weapon, thus allowing that runestone’s power to take effect when that specific weapon is wielded.

A Runestone Fitting Base allows a character to benefit from the same Rare runestone more than once, so long as the player turns in the appropriate number of runestones before the adventure. E.g., if a player turned in two Venom Runestones and used one Runestone Fitting Base, all the hits made by the melee weapon the base was attached to would deal +2 Poison damage. If that player attacked with a different melee weapon, it would only deal +1 Poison damage.

A single character may equip up to two Runestone Fitting Bases. They may both be attached to the same weapon or to two different weapons.

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Questions about Runestone Fitting Base 4 years 9 months ago #12

Kirk Bauer wrote:

Bob Chasan wrote: It’s a little bit of a Sleeze (limitation of time and room on the party card) that 1,2, or 3 runestones damage applies to whatever melee weapon you use.
Are you saying that you want the runestones to apply to one weapon and not another?


I'm fine with it working any way, just trying to understand how it works. The TokenDB page for Runestone Fitting Base specifically states that it only applies the runestone to the one weapon it is attached to. That statement contradicts the reality that there is no way to record that on the party card (if the runestone affects the party cart).

Basically, for runestones that affect the party card, the text in TokenDB for Runestone Fitting Base is impossible to implement as stated. Here it is for reference:

This item allows a Rare runestone to be affixed to a single weapon, thus allowing that runestone’s power to take effect when that specific weapon is wielded.

A Runestone Fitting Base allows a character to benefit from the same Rare runestone more than once, so long as the player turns in the appropriate number of runestones before the adventure. E.g., if a player turned in two Venom Runestones and used one Runestone Fitting Base, all the hits made by the melee weapon the base was attached to would deal +2 Poison damage. If that player attacked with a different melee weapon, it would only deal +1 Poison damage.

A single character may equip up to two Runestone Fitting Bases. They may both be attached to the same weapon or to two different weapons.


There are many things in True Dungeon which require player responsibility such as hit points. Hopefully, players are honest when affecting those issues. Am I naïve enough to believe that every single player will adhere to the spirit of the game every single time? No. There is sleaze in a lot of different ways throughout the game. For example anything that one equips in an off hand to give a bonus to the main hand And then swapped out weapons.
Is there anyway to fix this? Of course however the trade-off is an in ordinate amount of time on the volunteers parts to check everything including the DM‘s in each room to verify that the correct weapon in the correct places are being applied. TPTB have decided that this trade-off is not so great that they’re willing to implement a strategy to deal with it. Does that mean that you can get away with it? Absolutely do you want to?
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