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WARSHIP GUIDES

Runes

Runes enhance your equipment with special abilities and effects. Each rune has its own rarity, levels and compatible items, allowing you to customize your tools, weapons, armor and artifacts.


Obtaining Runes

Runes are obtained from the Witch at Spawn. Her hut is located directly behind the Furniture District.

Every 7 days, the Witch refreshes her selection with 7 random runes at randomly selected levels. You may order as many as you wish over time, but the Witch can prepare only 7 orders at once. Every order requires money, experience, special ingredients, and preparation time.

You do not need to remain online while a rune is being prepared. Return to the Witch after the timer has finished and collect it whenever you are ready.

Applying Runes

Place the target item in your inventory, then drag the rune onto it. The rune's tooltip shows its application success chance. A successful attempt adds the rune to the item; a failed attempt destroys the rune.

Important: application chance and activation chance are different. Application chance decides whether the rune attaches to the item. The percentages below show how often the attached rune's effect can activate during gameplay. Always read each rune before applying it, because two copies of the same rune may not have the same application chance.

Levels and Activation Chances

Most runes become more reliable at higher levels. A range such as 10% (I) → 30% (III) means the effect has a 10% activation chance at level I and a 30% chance at level III. Intermediate levels sit between those values. Guaranteed trigger means the effect works whenever its stated condition is met, while Always active means the item grants a continuous passive effect while the item is equipped or held, as described in its entry.

Some effects also become stronger, last longer, affect a wider area, or recover faster as their level increases. Short recovery periods prevent the same rune from activating repeatedly without a pause. Each entry describes when the effect works and any recovery time before it can activate again.


Upgrading and Recycling

Matching runes can be combined through the Witch to create a higher-level rune. Unwanted runes can be recycled into Dust, which can then be used during upgrading. Check the required runes and Dust before confirming, since the required materials are consumed by the process.


Rune Tiers

Runes are divided into six rarity tiers: Basic, Prime, Rare, Epic, Legendary, and Divine. Tier represents rarity and general power, while level controls the strength or reliability of that specific rune.


Basic Runes

Reliable starter runes with straightforward farming, utility, mobility, and combat bonuses. There are 10 runes in this rarity.

Rune Levels Applies To Activation Details
Replanter I only Hoes Guaranteed trigger Replants crops when you break them. Checked when a relevant block is broken with the enchanted tool.
Smelting I–III Pickaxes 30% (I) → 60% (III) Chance to smelt mined blocks. Checked when a relevant block is broken with the enchanted tool.
Experience I–V Tools 15% (I) → 75% (V) Chance to get more experience from ores. Checked when a relevant block is broken with the enchanted tool. Its recovery time changes from 1 second at I to 5 seconds at V.
Forcefield I–V Swords 20% (I) → 36% (V) Chance to push away your opponent. Checked when the enchanted weapon hits a player or mob. Its recovery time changes from 12 seconds at I to 13 seconds at V.
Slayer I–IV Swords, Axes 25% (I) → 75% (III) Increases damage dealt to Passive Mobs. Checked when the enchanted weapon hits a mob. After activating, it needs 2 seconds before it can activate again.
Springs I–III Boots Always active Gives jump boost. Works continuously while the enchanted item is equipped.
Extinguish I–III Leggings 20% (I) → 60% (III) Chance to extinguish yourself when on fire. Checked when the wearer is hit by an eligible attacker.
Double Strike I–III Swords 8% (I) → 19% (III) A chance to strike a mob twice. Checked when the enchanted weapon hits a player or mob. After activating, it needs 15 seconds before it can activate again.
Replenish I–III Pickaxes 30% at every level Chance to restore food while mining. Checked when a relevant block is broken with the enchanted tool.
Crouch I–III Armor 10% (I) → 15% (III) Reduce damage taken when crouching. Checked when the wearer is hit by an eligible attacker. Its recovery time changes from 1 second at I to 0 seconds at III.

Prime Runes

Improved utility and combat runes that introduce stronger effects and more specialized playstyles. There are 16 runes in this rarity.

Rune Levels Applies To Activation Details
Planter I–II Hoes Player-controlled Plant seeds in a 3x3 area by shift+right-clicking. Activated by right-clicking while holding the enchanted item. Its recovery time changes from 4 seconds at I to 3 seconds at II.
Potato Planter I–II Hoes Player-controlled Plant potatoes in a 3x3 area by shift+right-clicking. Activated by right-clicking while holding the enchanted item. Its recovery time changes from 4 seconds at I to 3 seconds at II.
Carrot Planter I–II Hoes Player-controlled Plant carrots in a 3x3 area by shift+right-clicking. Activated by right-clicking while holding the enchanted item. Its recovery time changes from 4 seconds at I to 3 seconds at II.
Berserk I–V Swords, Axes 4% (I) → 20% (V) Chance of strength and mining fatigue. Checked when the enchanted weapon hits a player or mob. Its recovery time changes from 8 seconds at I to 4 seconds at V.
Bloodfeast I–IV Swords, Axes 14% (I) → 26% (IV) Chance to regain hunger while fighting. Checked when the enchanted weapon hits a player or mob. After activating, it needs 2 seconds before it can activate again.
Deepdraw I–III Fishing Rod 20% (I) → 60% (III) Get more exp from fishing. Checked when the player catches something while fishing. After activating, it needs 8 seconds before it can activate again.
Frostbite I–III Armor 10% (I) → 20% (III) Can cause slowness to attacker when defending. Checked when the wearer is hit by an eligible attacker. After activating, it needs 6 seconds before it can activate again.
Virus I–III Bow, Crossbow 6% (I) → 35% (III) A chance of giving poison effect. Checked when a fired projectile hits a player or mob. After activating, it needs 2 seconds before it can activate again.
Venomous I–IV Armor 6% (I) → 12% (IV) Chance to give poison to your attacker. Checked when the wearer is hit, including eligible projectile hits. After activating, it needs 6 seconds before it can activate again.
Reforged I–V Weapons and tools 20% (I) → 55% (V) Protects weapons and tools durability, items will take longer to break. Checked while mining and when fighting mobs with the enchanted item.
Wither I–V Armor 9% (I) → 21% (V) A chance to give the wither effect. Checked when the wearer is hit by an eligible attacker. After activating, it needs 3 seconds before it can activate again.
Perish I–V Bow, Crossbow 9% (I) → 21% (V) A chance to give the wither effect. Checked when a fired projectile hits a player or mob. After activating, it needs 3 seconds before it can activate again.
Ragdoll I–IV Armor 8% (I) → 32% (IV) Chance to be pushed back when getting hit. Checked when the wearer is hit by an eligible attacker. After activating, it needs 4 seconds before it can activate again.
Blunt Force I–III Axes 10% (I) → 20% (III) Chance to strike with great force. Checked when the enchanted weapon hits another player. After activating, it needs 5 seconds before it can activate again.
Balanced Landing I–III Boots 30% (I) → 80% (III) When taking fall damage, gain a short haste effect. Checked when the wearer takes fall damage. Its recovery time changes from 20 seconds at I to 10 seconds at III.
Leech I–IV Swords 5% (I) → 20% (IV) Have a chance to gain saturation and remove your opponent's saturation when you hit them. Checked when the enchanted weapon hits another player. Its recovery time changes from 5 seconds at I to 2 seconds at IV.

Rare Runes

Specialized runes with meaningful defensive, offensive, and control effects. There are 21 runes in this rarity.

Rune Levels Applies To Activation Details
Corrosive Coating I–IV Chestplates 10% (I) → 25% (IV) Demolish any weapon with the use of this enchantment. When hit, your opponent's sword will lose more durability than normal. Checked when the wearer is hit by an eligible attacker. Its recovery time changes from 5 seconds at I to 2 seconds at IV.
Imprison I–III Swords 5% (I) → 15% (III) Ensure your Foe doesn’t escape by disabling their Enderpearls. Checked when the enchanted weapon hits another player. After activating, it needs 10 seconds before it can activate again.
Reinforced I–IV Chestplates Guaranteed trigger Reinforce your armour with magic so that you take less damage from behind. Checked when the wearer is hit, including eligible projectile hits.
Harvest I–IX Hoes 13% (I) → 100% (IX) Chance to harvest in 3x3 area. Checked when a relevant block is broken with the enchanted tool.
Jelly Legs I–II Boots 25% (I) → 50% (II) Chance to negate fall damage. Checked when the wearer takes fall damage.
Famine I–IV Weapons 12% (I) → 22% (IV) A chance to give your opponent the hunger effect. Checked when the enchanted weapon hits another player. After activating, it needs 8 seconds before it can activate again.
Beastslayer I–IV Swords, Axes 25% (I) → 75% (III) Increases damage dealt to Hostile Mobs. Checked when the enchanted weapon hits a mob. After activating, it needs 2 seconds before it can activate again.
Blackout I–III Swords 15% (I) → 25% (III) A chance of causing blindness when attacking. Checked when the enchanted weapon hits another player. After activating, it needs 5 seconds before it can activate again.
Serpents Fang I–III Swords, Axes 11% (I) → 35% (III) A chance of giving poison effect. Checked when the enchanted weapon hits a player or mob. After activating, it needs 2 seconds before it can activate again.
Shockwave I–V Chestplates 10% (I) → 50% (V) Chance to push back your attacker when your health is low. Checked when the wearer is hit by an eligible attacker. After activating, it needs 4 seconds before it can activate again.
Arrow Break I–VI Axe 8% (I) → 50% (VI) Chance for arrows to bounce off you while holding item with this enchant. Checked when the wearer is hit by a projectile. Its recovery time changes from 8 seconds at I to 10 seconds at VI.
Guardian Curse I–II Armor 13% (I) → 17% (II) Chance to give your enemy mining fatigue. Checked when the wearer is hit by an eligible attacker. After activating, it needs 15 seconds before it can activate again.
Ice Aspect I–III Swords 15% (I) → 31% (III) A chance of causing the slowness effect on your enemy. Checked when the enchanted weapon hits a player or mob. After activating, it needs 2 seconds before it can activate again.
Marksman I–IV Crossbow 13% (I) → 32% (IV) Increases damage dealt with Crossbows. Checked when a fired projectile hits a player or mob. After activating, it needs 3 seconds before it can activate again.
Confuse I–IV Swords 12% (I) → 18% (IV) Chance to give nausea effect. Checked when the enchanted weapon hits another player. Its recovery time changes from 6 seconds at I to 8 seconds at IV.
Heavy I–V Armor 4% (I) → 21% (V) Decreases damage from enemy bows by 2% per level. Checked when the wearer is hit, including eligible projectile hits. After activating, it needs 4 seconds before it can activate again.
Tank I–IV Armor 5% (I) → 16% (IV) Chance to decrease damage from enemy axes by 2% per level. Checked when the wearer is hit by an eligible attacker. After activating, it needs 3 seconds before it can activate again.
Swordsman I–V Armor 7% (I) → 15% (V) Chance to reduce incoming damage while wielding a sword by up to 22% at max level. Checked when the wearer is hit by an eligible attacker. After activating, it needs 4 seconds before it can activate again.
Aegis I–III Boots 40% (I) → 70% (III) Chance to gain speed when taking fall damage. Checked when the wearer takes fall damage. After activating, it needs 3 seconds before it can activate again.
Magnet I–III Swords 15% (I) → 40% (III) Your attack pulls players towards you. Checked when the enchanted weapon hits another player. After activating, it needs 5 seconds before it can activate again.

Epic Runes

Powerful runes that can noticeably change combat, gathering, and movement. There are 19 runes in this rarity.

Rune Levels Applies To Activation Details
Lucky I–III Fishing Rod 45% (I) → 75% (III) Chance to increase luck while fishing. Activated by right-clicking while holding the enchanted item. After activating, it needs 12 seconds before it can activate again.
Permafrost I–V Swords 10% (I) → 18% (V) Chance slow and bleed opponents. Checked when the enchanted weapon hits a player or mob. Its recovery time changes from 12 seconds at I to 13 seconds at V.
Greatsword I–V Sword 15% (I) → 55% (V) Multiplies damage against players who are wielding a Bow at the time they are hit. Checked when the enchanted weapon hits another player. After activating, it needs 2 seconds before it can activate again.
Bowmaster I–IV Bow, Crossbow 10% (I) → 40% (IV) Multiplies damage against players who are wielding a Sword at the time they are hit. Checked when a fired projectile hits another player. After activating, it needs 2 seconds before it can activate again.
Timber I only Axes Guaranteed trigger Chance to break a tree in one hit. Checked when a relevant block is broken with the enchanted tool. After activating, it needs 5 seconds before it can activate again.
Cleave I–VII Axes 4% (I) → 15% (VII) Damages players within a radius that increases with the level of enchant. Checked when the enchanted weapon hits another player. Its recovery time changes from 8 seconds at I to 14 seconds at VII.
Arrow Deflect I–IV Armor 15% (I) → 45% (IV) Chance to prevent enemy arrow from dealing damage. Checked when the wearer is hit by a projectile. After activating, it needs 6 seconds before it can activate again.
Evade I–V Armor 7% (I) → 27% (V) Chance to evade the enemy, chance increases when sneaking. Checked when the wearer is hit by an eligible attacker. After activating, it needs 8 seconds before it can activate again.
Piercing I–V Bows 13% (I) → 37% (V) Inflicts more damage. Checked when a fired projectile hits a player or mob. After activating, it needs 3 seconds before it can activate again.
Archer I–IV Bow 13% (I) → 32% (IV) Increases damage dealt with bows. Checked when a fired projectile hits a player or mob. After activating, it needs 3 seconds before it can activate again.
Safeguard I–II Armor 10% (I) → 15% (II) Chance to gain Damage Resistance when defending. Checked when the wearer is hit by an eligible attacker. After activating, it needs 5 seconds before it can activate again.
Disintegrate I–IV Swords 12% (I) → 46% (IV) Chance to deal extra durability damage to all enemy armor with every attack. Checked when the enchanted weapon hits another player. After activating, it needs 2 seconds before it can activate again.
Shatter I–III Axes 12% (I) → 39% (III) Chance to deal extra durability damage to all enemy armor with every attack. Checked when the enchanted weapon hits another player. After activating, it needs 2 seconds before it can activate again.
Longbow I–IV Bow 12% (I) → 33% (IV) Greatly increases damage dealt to enemy players that have a bow in their hands. Checked when a fired projectile hits another player. After activating, it needs 4 seconds before it can activate again.
Netherling I–III Swords 25% (I) → 75% (III) Double damage to mobs in Nether. Checked when the enchanted weapon hits a mob.
Turbo I–III Boots Always active Added speed when equipped. Works continuously while the enchanted item is equipped.
Inquisitive I–IV Swords 30% (I) → 45% (IV) Chance to increase EXP drops from mobs. Checked when the player kills a mob with the enchanted item. After activating, it needs 4 seconds before it can activate again.
Life Essence I–III Armor 3% (I) → 9% (III) Chance to regain half a heart when you receive damage. Checked when the wearer is hit by an eligible attacker. After activating, it needs 15 seconds before it can activate again.
Propulsion I only Wings artifact Player-controlled Allows firework rockets to boost your wings while gliding. Requires Glide I on the Wings artifact before this rune can be applied.

Legendary Runes

High-impact runes with strong abilities, usually balanced by stricter conditions or recovery time. There are 16 runes in this rarity.

Rune Levels Applies To Activation Details
Backstab I–V Swords 5% (I) → 21% (V) Chance to deal additional damage when attacking from behind. Checked when the enchanted weapon hits another player. Its recovery time changes from 1 second at I to 5 seconds at V.
Fiery Barrage I–V Bows 3% (I) → 15% (V) Shoot out a barrage of fiery arrows upon attack. Checked when a fired projectile hits another player. Its recovery time changes from 5 seconds at I to 1 second at V.
Vampire I–III Swords 7% (I) → 15% (III) A chance to heal you for up to 3hp a few seconds after you strike. Checked when the enchanted weapon hits a player or mob. After activating, it needs 4 seconds before it can activate again.
Hardened I–III Armor 25% (I) → 45% (III) Chance to recover durability when damaged by players. Checked when the wearer is hit by an eligible attacker. After activating, it needs 7 seconds before it can activate again.
Angelic I–V Armor 9% (I) → 34% (V) Heals when damaged. Checked when the wearer is hit by an eligible attacker. Its recovery time changes from 7 seconds at I to 15 seconds at V.
Divert I–V Armor 12% (I) → 20% (V) Chance of poisoning opponent and gaining regeneration. Checked when the wearer is hit by an eligible attacker. Its recovery time changes from 20 seconds at I to 25 seconds at V.
Unholy I–V Armor 2% (I) → 10% (V) Defend with weakness and wither effects. Checked when the wearer is hit by an eligible attacker. After activating, it needs 40 seconds before it can activate again.
Titan I–VI Chestplates 5% (I) → 20% (VI) Chance to receive less damage. Checked when the wearer is hit by an eligible attacker. After activating, it needs 7 seconds before it can activate again.
Barbarian I–IV Axes 8% (I) → 25% (IV) Chance to inflict more axe damage. Checked when the enchanted weapon hits a player or mob. After activating, it needs 8 seconds before it can activate again.
Lucid I–III Armor 15% (I) → 35% (III) Chance to cure blindness and gain night vision when hit. Checked when the wearer is hit by an eligible attacker. After activating, it needs 5 seconds before it can activate again.
Sniper I only Bow Guaranteed trigger Headshots with bows deal double damage. Checked when a fired projectile hits a player or mob. After activating, it needs 5 seconds before it can activate again.
Launch I–III Swords 20% (I) → 35% (III) Launch yourself by right-clicking. Activated by right-clicking while holding the enchanted item. Its recovery time changes from 15 seconds at I to 10 seconds at III.
Grindstone I–III Weapons Guaranteed trigger Drastically Increases XP and Mob Drops! Checked when the player kills a mob with the enchanted item. Its recovery time changes from 180 seconds at I to 30 seconds at III.
Tunnel I–IX Pickaxes, Shovels 13% (I) → 100% (IX) Chance to break blocks in a 3x3 radius. Checked when a relevant block is broken with the enchanted tool.
Wingguard I only Wings artifact Always active Prevents your wings from breaking when their durability is depleted.
Glide I only Wings artifact Player-controlled Allows your wings to be used for gliding.

Divine Runes

The rarest class of runes, offering exceptional survival, disruption, and damage abilities. There are 13 runes in this rarity.

Rune Levels Applies To Activation Details
Torrent I–IV Boots 15% (I) → 60% (IV) Unleash heavy blows to those that challenge you in water. Checked when the enchanted weapon hits another player. Its recovery time changes from 5 seconds at I to 2 seconds at IV.
Whiffed I–III Bows 3% (I) → 9% (III) When it activates, arrows that are slightly off will hit your opponent for more damage. Checked when a fired projectile hits another player. Its recovery time changes from 5 seconds at I to 3 seconds at III.
High I–III Tools Always active Allows you to swing your tools faster. Works while the enchanted item is held.
Recoil I–V Armor 5% (I) → 17% (V) Absorb enemy damage and reflect it back. Checked when the wearer is hit by an eligible attacker. After activating, it needs 5 seconds before it can activate again.
Ward I–IV Armor 3% (I) → 10% (IV) A chance to absorb enemy damage. Checked when the wearer is hit by an eligible attacker. After activating, it needs 5 seconds before it can activate again.
Trickster I–IV Armor 6% (I) → 15% (IV) When hit you have a chance to teleport directly behind your opponent. Checked when the wearer is hit by an eligible attacker. After activating, it needs 5 seconds before it can activate again.
Armored I–IV Armor 4% (I) → 10% (IV) Decreases damage from enemy swords by 2% per level. Checked when the wearer is hit by an eligible attacker. After activating, it needs 8 seconds before it can activate again.
Immortal I–IV Armor 12% (I) → 31% (IV) Chance to prevent your armor from taking durability damage. Checked when the wearer is hit by an eligible attacker. After activating, it needs 40 seconds before it can activate again.
Neutralize I–II Bow, Crossbow 2% (I) → 4% (II) Chance to disarm opponent. Checked when a fired projectile hits another player. After activating, it needs 20 seconds before it can activate again.
Phoenix I–III Chestplates 1% (I) → 3% (III) Chance to revive yourself when killed. Checked when the wearer would receive a lethal hit. After activating, it needs 20 seconds before it can activate again.
Fuddle I–III Swords 5% (I) → 9% (III) Disorganize opponent's hotbar. Checked when the enchanted weapon hits another player. After activating, it needs 15 seconds before it can activate again.
Aquaman I–IV Boots 6% (I) → 15% (IV) Deal double damage while in water. Checked when the enchanted weapon hits a player or mob. After activating, it needs 3 seconds before it can activate again.
Cushion I only Wings artifact Always active Slows your descent and prevents fall damage.