ID: wh_main_dwf_cha_rune_smith_0


Support Specialist
1 1000 250
Runic Magic
Armour 120
Leadership 70
Speed 32
Melee Attack 40
Melee Defence 30
Weapon Strength 320
Charge Bonus 16


Unit Description

Forged Runes give the Runesmiths power to enhance allied weapons and armour, and nullify enemy magic to harmless lights.

Historical Description

Runesmiths work spells with their hammercraft, binding the Winds of Magic into mighty runes of power. They are a suspicious lot and jealously protect the secrets kept in their anvils and hammers, guarding the knowledge that allows them to make magic items - weapon, armour, rings and talismans - of greater potency than items wrought by any other mortal race. In battle, Runesmiths aid their side by dampening enemy magic - earthing spells harmlessly before they can wreak havoc amongst the Dwarfs. They do this in the same manner as they capture the Winds of Magic to forge magic items, and they often bring along rune-covered talismans to aid in this endeavour. Many Runesmiths bear weapons and armour of their own crafting, and they are eager to show their comrades exactly how effective they can be. Whether by some gift of Grungni, or perhaps as a side effect of centuries of beating white-hot metal, when a Runesmith feels the rage of battle, his weapons, and those of friendly foes around him, begin to glow and radiate heat as if remembering the forgefires from which they were created. This aura of power has proven effective in helping blades penetrate the armoured or toughened hides of any foe.



The fires of a Runesmith’s forge burn brighter and hotter, its blessing upon an ally’s weapons increasing their potency.

Rune of Negation

The secret of this powerful rune was given to a Runelord by Valaya herself, insulating all under its auspices with protection from magic.

Rune of Oath & Steel

Armour inscribed with the Rune of Oath and Steel will not bend or buckle.

Rune of Wrath & Ruin

As the Runelord hammers upon the Anvil of Doom, he shapes the Rune of Wrath and Ruin - causing the earth to crack, venting forth fire and sulphur.



This unit provides a leadership bonus to nearby allies. Units within range of both the Lord's aura and an encouraging unit will receive the larger of the two bonuses.

Hide (forest)

This unit can hide in forests until enemy units get too close.

Strengths & Weaknesses


Armoured units can block damage from any source apart from Armour-Piercing damage.

Runic Magic

This unit can bind magic into powerful runes which can be activated during battle.

Detailed Stats

Battle Entity Stats
Unit Size Small
Unit Type Man
Hit Points 8
Walk Speed 1.50
Run Speed 3.20
Acceleration 3.00
Deceleration 4.00
Charge Speed 4.10
Ch. Dist. to Commence Run 35.00
Ch. Dist. to Adopt Pose 30.00
Ch. Dist. to Pick Target 25.00
Turn Speed 120
Strafe Speed 1.00
Land Unit Stats
Unit Category Melee Infantry
Unit Class Command
Move Action Points 2100
Melee Attack 40
Melee Defence 30
Charge Bonus 16
Melee (Dismounted)
Visibility Range 40 - 1500
Spot Tree Distance 60
Spot Scrub Distance 60
Rank Depth 1
Morale 70
Bonus Hit Points 3900
Unit Stats
Unit Caste Hero
Unit Weight Heavy
Unit Group Support Specialist
Unit Group Parent Heroes
Recruitment Turns 1
Recruitment Cost 1000
Upkeep Cost 250
Unit Size 1
Melee CP 550
Missile CP


Melee Weapon
Weapon Size Medium
Weapon Type Axe
Bonus vs Cavalry
Bonus vs Large
Bonus vs Infantry
Weapon Damage 230
Weapon AP Damage 90
Building Damage 150
Armour Value 120
Missile Block Chance 0