Damage Types & Runes

Damage in Prominence II comes in three families (“powers”), tied to Rune items you collect as you play. The quest book ranks them by strength: Primordial (secondary/strong), Elemental (tertiary), and Decaying (powers of Death).

FamilyRunesRoleSource mod
Elemental Powers (tertiary)Arcane, Fire, Frost, LightningMage spell schools; Lightning drives weapons like ThunderwrathRunes (under Magic & Spells Mods)
Primordial Powers (secondary)Healing (Holy), SoulHoly heals/supports (Priests, Paladins); Soul combines with elementsRunes
Decaying Powers (Death)Unholy, BloodDeath Knight powers (Unholy bruiser/disease, Blood tank/sustain)Death Knights (under Core RPG & Combat Mods) — not the Runes mod

Building around one family — matching runes, gear, and talents together — is generally stronger than spreading thin across all of them.

How the powers combine

  • Astral Power = Arcane + Fire + Frost together — the endgame hybrid mage/spellblade path (Runic Invocations, Ekavar, Supernova). Take the Knowledge of Runes and Stars Fate.
  • Soul + element = hybrids: Soulfire and Soulfrost, used mainly by some artifacts (e.g. A’zhar is a Soulfire weapon, Frostmourne is Soulfrost).
  • Holy is the support element — healing and temporary shields cast from the Holy Book by Healers/Paladins.
  • Lightning is a specialist elemental power tied to weapons like the Thunderwrath artifact.

These families map directly onto the Mage archetype’s three elemental schools (Fire/Frost/Arcane), while Primordial feeds Healers/Paladins and Decaying feeds Death Knights.

Where runes come from

You obtain runes as drops/rewards while playing (the New Mechanics chapter has quests to obtain an Arcane/Fire/Frost/Healing/Soul rune, and an Unholy/Blood rune). Use the recipe viewer (U on a rune) to see exactly what accepts it. The Runes mod itself ships the six Elemental + Primordial runes (Arcane/Fire/Frost/Lightning/Healing/Soul); the Unholy and Blood runes are separate items from the Death Knights mod (unholy_stone / blood_stone).

Correction from earlier: the Decaying family’s Unholy and Blood runes are added by the separate Death Knights class mod, not by the Runes mod itself.

Common mistakes

  • Spreading across families. Pick one power family and stack it — mixing Fire spell power with Blood gear helps neither.
  • Assuming Unholy/Blood come from the Runes mod. They’re Death Knight items.
  • Ignoring Holy as “just healing.” Holy shields and support are a full role (Healer/Paladin), and Smite-flavored damage matters against the undead Hasturian bosses.

Anticipated questions

How many damage families are there? Three: Elemental, Primordial, Decaying.

What is Astral Power? The fusion of Arcane + Fire + Frost — the endgame hybrid-mage resource. See Combat & Stats.

What are Soulfire and Soulfrost? Hybrid powers made by combining the Soul power with Fire or Frost — used by certain artifacts (A’zhar, Frostmourne).

Which family should my build use? Mage → Elemental (pick one of Fire/Frost/Arcane, or all three for Astral). Healer/Paladin → Primordial (Holy). Death Knight → Decaying (Unholy/Blood).

Where do I get runes? As drops/quest rewards while playing; hover a rune and press U to see what uses it. Elemental/Primordial come from the Runes mod, Unholy/Blood from Death Knights.

Is Lightning its own school? Yes — an Elemental power, mostly relevant to Lightning weapons like Thunderwrath (and thematically to Valkyries).