Runebound adds in a new mechanic to combat, binding runes to your weapons, granting you new abilities to use in solo or co-op PVE.
You can use the new Binding Table to bind a rune to your weapon, giving you access to a new ability that uses runic energy. The abilities range from a passive crit chance or elemental damage resistance to active rockfall attacks or the ability to heal allies, but they all cost runic energy. Every rune has its own way to generate runic energy, sometimes active, such as attacking mobs, sometimes passive, like being near fire.
One rune not enough for you? You can make runic weapons or an Apprentice Staff that can have two runes at once, and those two runes share energy. But making runic weapons needs Runic Ingots, which require you to sacrifice some of your runes. Late-game, you can even make the Runic Staff, capable of using three runes with a boost to power and energy efficiency.
How do you even get runes? Simple, you can find them in chests in most vanilla structures, from high-level cleric villagers, or occasionally as drops from specific mobs. Simple, not easy though, as runes are fairly uncommon, and each rune can only generate in specific structures, sometimes requiring you to go to the Nether or the End for the rune you want.
In addition to runes for your weapons, Runebound also adds in three new tiered weapon types, sabers, battleaxes, and glaives, from iron to netherite tiers. All of them are balanced for use with Better Combat to specialize in attack speed, damage, or reach. You may find that some runes pair better with certain weapons than others.
Notes:
Using a rune's ability will usually temporarily reduce or even stop generation of runic energy, especially passive generation.
All passive rune abilities can be toggled off with a keybinding.
Runebound considers all players to be allies, as such, runes that apply benefits in an AOE, such as Ehwaz, will target all players.
Player animations in screenshots are from daedelus_dev's Better Combat mod.
6/5/2026:
Initial release