Expensive Runewords Are Not End Game

June 28, 2026

There’s nothing quite like finding your first Ber rune(s). You cube it, you make Enigma, and suddenly your character can teleport. Or Infinity and you remove those boring immunities. The power spike is real, the satisfaction is real, and for a moment you feel like you’ve beaten the game.

But here’s the thing: you haven’t. You’ve just reached the mid game. And I think treating runewords like Enigma, Infinity, or Faith as the final goal is one of the reasons ladders feel short and the end game feels flat.

Why we love expensive runewords

Let’s be fair — the appeal is obvious.

I get it. I’m not saying the feeling is wrong. I even believe this is good: that moment where you are about to get them, or just got them, feel great ! But the feeling is misleading us about where these items sit in the progression curve. In order for the late game to shine, too!

Why this became a problem

The problem isn’t that runewords are good. The problem is that they’re so good that nothing else competes.

What would a better end game look like?

I believe a better end game would be one where runewords are still good, but not the only option. This would mean:

How to get there

The good news is that the fixes don’t require reinventing the game — they’re targeted changes that open up space for other items to matter.

Exemple of changes that would help (we don’t need to implement all of them):

None of these changes delete your runewords or make them useless. Infinity stays, Enigma stays, Faith stays — they just stop being the only answer. If you pick Infinity, you won’t also get Templar’s Might. If you run an A3 merc, you can’t have Defiance + Fanaticism + Might all at once. It’s about meaningful choices instead of aura-stacking.

And that’s the whole point. When there’s more than one answer, the end game gets a lot more interesting — and a lot longer.