Battleworld
  • Battleworld: Your Journey Begins
  • 1M $TAUNT Airdrop Overview
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  • Introduction
    • Why Battleworld?
    • Technology
  • Battleworld Backstory
    • Lore
    • Warrior Races
    • White Hairs
    • Scales
    • Squids
    • Undeath
    • Humans
  • ACOLYTE WARRIORS
    • Introduction
    • Minting Your Acolyte
    • Genesis Acolyte Population
    • Black Magic Acolyte Population
    • Generation and Collection
    • Acolyte Rarity
    • Archetypes
    • Renegades
    • Outsiders
  • Genesis Skull Pass
    • Introduction and Minting
    • Pass Benefits
  • Tournaments
    • Introduction
  • Battleworld - Alpha Launch
    • Alpha Launch
    • Blood Battle Tournaments
    • Runes
    • Styles
    • Strikes
    • Finishers
    • Ultimates
    • Spirit
    • Warrior XP
    • Blood Temple
  • Battleworld - Beta
    • Beta Release
    • Engage-to-Earn
    • Tournaments
    • Quickening
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    • Arena Ownership
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On this page
  • Rune Activation Logic
  • Rune Activation Effects
  • Future Preview of Runes
  1. Battleworld - Alpha Launch

Runes

Runes 2.0 was released in January 2023

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Last updated 1 year ago

Providing users with skill-based decisions is a priority for Taunt Battleworld. Runes are tactical choices that Contenders make for their warriors prior to fighting in Brawls.

Runes, if activated, can provide buffs to a player's warrior or nerfs to the opposing warrior. The activation of runes is dependent on the choices of both players.

During the tournament registration process, players select a Rune choice for their warrior, and that selection will persist in every Brawl throughout that tournament. Down the line, we are aiming to evolve this choice into a round-level decision.

There are a total of 5 rune choices:

  • Mind

  • Spirit

  • Energy

  • Body

  • Death

Runes interact with one another according to this diagram:

Rune Activation Logic

  • By default, runes are activated

  • However, if a player (e.g. Player A) selects a rune that precedes the other (e.g. Player B) according to the rune diagram, then only the preceding rune becomes activated (e.g. Player A)

  • Example:

    • Player A selects Spirit, and Player B selects Energy

    • Because Spirit precedes Energy, only the Spirit rune is activated.

  • If both players select the same rune, then both runes are activated

With each season, Rune activation logic will be shuffled (i.e. the order of the Runes)

Rune Activation Effects

Every rune choice has its own activation effect, and that effect can be further amplified if the Race of the warrior matches with the associated Rune.

This table describes the Races and their associated Runes:

Rune
Associated Races

Mind

Squids, Decentral Games

Spirit

Humans, Floyd Mayweather, Cris Cyborg, Andy Ruiz Jr

Energy

White Hairs, Mad Rabbits Riot Club

Body

Scales, Super Yeti

Death

Undeath

This table describes the rune activation effects:

Rune
Activation Effect

Mind

Slight buff to both projectiles and kicks. Receives increased buff If warrior is Squid, Decentral Games

Spirit

Slight buff to both kicks and punches. Receives increased buff If warrior is Human, Floyd Mayweather, Cris Cyborg, Andy Ruiz Jr

Energy

Buff to projectiles. Receives increased buff If warrior is White Hairs, Mad Rabbits Riot Club

Body

Buff to kicks. Receives increased buff If warrior is Scales, Super Yeti

Death

Buff to punches. Receives increased buff If warrior is Undeath

Future Preview of Runes

We want this choice for users to be engaging and involve a bit of game theory. Eventually, Runes will evolve from a tournament-level choice to a round-level choice where users will be able to select a Rune prior to every round in their fight, along with data on their opponent’s historical rune selections for that warrior.