Addition to runematch after a bit of experimenting:
There are five characteristics that can be altered, positive and negative effect cancel each other out, so if you have all 5 runes, you have neither any advantage or any of drawbacks (in theory at least - see below). Effects of each rune are paired randomly, it is possible to get a neutral combination in one rune (maybe that should be fixed?)
Effects:
Damage dealt (red) - good: strength, bad: weakness.
Movement speeed (yellow) - good: speed, bad: slow.
Damage received (blue) - good: defense, bad: vulnerability.
HP change when damaging others (purple) - good: vampire, bad: empathy.
Change base HP (green) - good: vitality (175), bad: venom (60). Your health will rise or fall accordingly.
having both venom and vitality sets your base HP at 90 instead of notmal 100. Probably a bug
I noted colors, because you can tell, what each rune does by inspecting its colors. Color of the ball indicates good effect, color of the line indicates bad effect.
There are five characteristics that can be altered, positive and negative effect cancel each other out, so if you have all 5 runes, you have neither any advantage or any of drawbacks (in theory at least - see below). Effects of each rune are paired randomly, it is possible to get a neutral combination in one rune (maybe that should be fixed?)
Effects:
Damage dealt (red) - good: strength, bad: weakness.
Movement speeed (yellow) - good: speed, bad: slow.
Damage received (blue) - good: defense, bad: vulnerability.
HP change when damaging others (purple) - good: vampire, bad: empathy.
Change base HP (green) - good: vitality (175), bad: venom (60). Your health will rise or fall accordingly.
having both venom and vitality sets your base HP at 90 instead of notmal 100. Probably a bug
I noted colors, because you can tell, what each rune does by inspecting its colors. Color of the ball indicates good effect, color of the line indicates bad effect.

