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.
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.
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. |