The RuneShift Codex
Items
Charms, relics, consumables, and cursed treasures for your next build.
Development-build reference. Includes discoverable characters, bosses, and items; browsing may reveal spoilers. Progress and unlocks remain in the game.
61 entries

Aegis Shard
You start every battle behind a barrier that takes 4 damage before your HP does.

Amber Bead
Your Lightning matches deal 10% splash damage to every other enemy.

Andvaranaut
Each rising block has a 10% chance to carry 2 gold. Match one to claim it, and a random block is cursed for 10s. Tap to hurl every coin and curse on the board at one enemy: 50 Sun damage per coin, 70 per curse.

Aurora's Breath
Tap it to sweep every freeze, ignite and curse off the grid in one gust.

Bedrock Sigil
Your Earth matches deal +2 damage per rune cleared.

Berserker Helm
Tap to rampage for 8s. Blocks clear and fall faster, every match links into one running chain, and each match extends the rampage by 0.1s per block. You take 50% more damage while it lasts. Outside a chain, each match has a 1% chance to refresh a charge.

Bloodspark Rune
Every point of damage you take feeds +0.4 Ability charge.

Boar-Hide Wrap
Basic strikes from Elites land on you for 12% less.

Bottled Storm
Uncork it and Lightning falls on every enemy left standing.

Brine Sigil
Your Water matches deal +2 damage per rune cleared.

Carrion Tithe
You take back 4 HP every time an enemy falls.

Cinder Focus
Fire runes come up on the rising row more often.

Cinderbloom
Your Fire matches have a 10% chance to burst, shattering the blocks around them.

Draupnir
While your Ability bar is full, 100% of the charge you keep earning banks into the ring instead, up to one full bar. Tap to pour it back into your Ability.

Driftwood Totem
Your Water matches have a 15% chance to Drench another rune.

Eir's Blessing
Healing runes surface more often while you carry it.

Ember Coal
Your Fire matches have a 10% chance to set the enemy Burning.

Ember Sigil
Your Fire matches deal +2 damage per rune cleared.

Fáfnir's Avarice
+25% gold gained. For every 10 gold you carry you deal 1% more damage and take 1% more.

Frost Vial
Frostbounds every enemy for 5s, freezing their strike timers. Elites are only affected for 60% of the duration.

Frozen Tear
Your Frost matches have a 6% chance to leave the enemy Frostbound.

Giant's Heart
You carry +15 maximum HP for the rest of the run.

Ginnungagap Shard
Tap into the Void for 12s. While empowered, you are able to swap blocks vertically and all damage becomes the Void type. Each row you raise has a 7% chance to refresh a charge, though never while the window is open.

Gullinbursti's Effigy
Each match has a 15% chance to loose a boar at the frontmost enemy for 100 Earth damage. Tap to start a 10s stampede: every match looses a boar, and each boar that kills during it heals you 20 HP.

Hag's Heart
Healing blocks give you +2 HP each.

Hailshard Focus
Frost runes come up on the rising row more often.

Halo Sigil
Your Sun matches deal +2 damage per rune cleared.

Healing Potion
Drink it to close your wounds.

Iron Skin Tonic
Grants a 30 HP barrier for the rest of this battle.

Iron Troll-Nail
Your matches hit Elites for 8% more.

Kindling Chime
Every foe you slay feeds your Ability 4% of a charge. Summons ring it for nothing.

Leváteinn Splinter
Tap to open a 10s window where every match also clears the four blocks around it, each adding 10 Fire splash damage. Each Fire block you clear has a 4% chance to refresh a charge.

Lightning Focus
Lightning runes come up on the rising row more often.

Lightning Rod
Every 4 seconds it arcs lightning into a random enemy, and every Lightning rune you match makes that arc bite harder for the rest of the run.

Lucky Stone
Your Earth matches have a 10% chance to raise a little stone barrier around you.

Naudiz Brand
Every match curses one random block for 10s, dealing 2 damage if it detonates. Clearing a cursed block multiplies that match's damage by 2×.

Plunderer's Purse
You pocket +10 gold every battle you clear.

Predator's Gaze
Your matches lock onto the toughest enemy on the field and stay there until it falls. Tap for a 10s window where all damage dealt to the target is increased by 20%. Each chain step landing on it has a 4% chance to refresh a charge.

Reroll Stone
You get +1 free reroll at every shop before prices kick in.

Rime Sigil
Your Frost matches deal +2 damage per rune cleared.

Rime-Cursed Ring
+10 damage for every Frost block you clear. Every few seconds, a random Frost block on your own grid freezes.

Rowan Ward
Walk into a battle holding an Elite and you start behind a barrier worth 6 damage.

Salt Pouch
Your Burn and Frostbound bite 15% deeper into Elites.

Slayer's Edge
You hit badly wounded enemies for 20% more.

Smoke Bomb
Flee from the current wave of the battle. No loot or kill credit is granted, and it does not work on elites or bosses.

Solstice Charm
Your Sun matches have a 15% chance to leave an Elite Sunstruck.

Spark Sigil
Your Lightning matches deal +2 damage per rune cleared.

Static Capacitor
Every chain step builds +1 Ability charge, and deeper steps build more.

Stonebound Focus
Earth runes come up on the rising row more often.

Stoneskin Pendant
Basic strikes land on you for 10% less.

Sunray Focus
Sun runes come up on the rising row more often.

Sunstone
Your Sun matches have a 6% chance to Bless a block into a healing block.

The Sanguine Horn
Your Ability deals 50% more damage and heals you for 2% of the damage it deals. Nothing else can heal you — not blocks, not potions, not passives.

The Sundered Heart
Start every fight at 50% of max HP, and with +50% Ability charge.

Thunderlink
Chains you build deal +10% more damage.

Thunderstone
Tap to send a bolt arcing through every matchable Lightning block on the grid for 35 damage each, then into the enemy. Each chain step has a 4% chance to refresh a charge.

Tidewater Focus
Water runes come up on the rising row more often.

Trickster's Token
You walk into every fight with your Ability bar already 25% full.

Valkyrie's Boon
If you fall to 0 HP, the feather burns away and you heal to 50% of max HP.

Vital Ring
You take back 4 HP at the end of every battle.

Warding Stave
Freeze, ignite, and petrify lose 20% of their bite, and curses give you 20% longer to break them.
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