The Winter Forge now fully support custom runes. Meaning you can imbue
blank runes with the bonus of your chance, and freely pass it from one
item to another. Didn't you wish one day of an Armor Penetration rune,
or of a Spellpower rune ?
We'll explain here how to get such a rune, and go over the few rules
to keep in mind.
First, runes are restricted to three unique magical property. This restriction is purely enforced for balance sake, and can not be changed in the addon configuration options. One enchanted, runes can be freely swapped from one item to another ; coupled with the possibilities of TWF Enchantment things would get too far to easy if one could create runes with an "unlimited" number of properties.
That being said, let's get started.
Obviously, you need a blank rune first. You may want to disenchant one rune
hoping it won't be destroyed in the process. You may use the anvil to wipe the
property of an existing rune (but why would you ?). Or, last
but not least, you could simply create a blank rune via the anvil or the
Item Creation skill.
We'll follow that route here, since it's by far the most logical.
So ! Grab your favorite anvil and select "Create" :
Then take the usual path in the dialog :
And here goes your very own blank rune :
Having a blank rune may be fancy, but it won't get you very far against the Darkspawn.
You still need to enchant it. The good news is, there is no difference between inscribing
bonuses on a rune or any other item. So you can basically follow the inscription guide if you're not sure
how to do this.
Once your rune is enchanted with at least one magical property. You can now leave it in
Sandal capable hands, and reap the benefits :
Finally, I would like to explain the mechanism TWF use. Because it may save you
trouble, especially since this couldn't be tested intensively.
The Dragon Age engine doesn't actually preserve the information of runes when
saving games. It only remember the base resource the runes were from, and recreate
the runes from scratch upon loadings. Obviously, we don't want that here, as anything
customized through The Winter Forge rely on moving away from the base item resource...
So. Custom runes embedded in your items are saved just once you are done working with
Sandal (or presumably any addon related enchanter) and not at any other
moment. Then again : it doesn't mean custom runes left in your inventory or party chest
would be reverted to their blank default, since they will be saved by the engine as long
they are not currently embedded.
When the game loads, you rune are finally re-enchanted and renamed to your likings. This
process should be safe, however please understand the game engine places restriction on
the repetitive tasks made by addon scripts. If you create several hundreds custom items
and runes, some of those may not be correctly restored when the game loads.
It's not much of an issue for items - they would only lose their name or heraldry - but could
be one for runes as properties would be lost as well. Still, unless you fancy creating hundreds
of items and rune with TWF, you shouldn't be affected.