Socket real runes and route a circuit
Verify stored graph choices and finite trigger behavior.
Prerequisites: at least two distinct player-made runes and owned equipment to socket them into. Earn each rune recipe’s displayed profession level and inputs or arrange a real player purchase. This path is blocked until those supplies exist; it does not grant runes.
Step by step
Tick a step after observing the expected result. Saved on this device only.
01Socket the first real rune
In Character & builds use Runes / Socket on an owned equipment item, choose an available rune and leave Remove unchecked. Repeat for a second distinct rune, respecting three sockets per item.
Each rune moves out of carried stock into the actual object. No rune is copied.
02Equip the socketed objects
Equip the owned objects and open Rune routing.
Only runes in currently equipped objects are eligible for the circuit.
03Propose one link
Select the two nodes, choose a parent and a different child, then Propose link. Choose Review circuit and inspect the graph before committing.
The proposal alone does not change the saved circuit. A committed valid graph persists.
04Test a graph rejection
On dedicated test equipment, propose a cycle or a total exceeding the displayed strain allowance, then submit for validation.
Cycles, repeated links, unavailable nodes and strain beyond 24 are refused without removing owned runes.
05Observe a real encounter
Enter an earned encounter with the circuit equipped. Review round history when its triggering conditions occur.
A child waits for every parent to trigger earlier in the same round. Links do not create recursive or unlimited triggers.
06Remove a rune and reconcile
After the encounter, remove one socketed rune using Socket with Remove checked. Reconfigure the circuit to the remaining equipped runes before another encounter.
The same rune returns to your bag. A stale circuit cannot silently use a rune no longer equipped.