What the tower pays you for climbing it. Two kinds — Light and Dark — and one of them is on your side while the other is pointed at everything that isn't.
The runes are finished; the way you get them is not. All 63 runes on this page are built and working, and the Rune Seer reads them as described. What is missing is a source: dungeon clears stopped dropping Dusted Runes when the reward system was rebuilt around Galleons, and a new source has not been decided yet. Runes already in your hands are unaffected.
A rune is a permanent piece of magic you earn from dungeons — the reason to climb the tower more than once.
Runes are not bought. They are not in a crate and they are not on the store. The only source is a dungeon clear, and the better the tier you clear, the more of them you come out with.
Every rune carries the tier of the run that produced it, so a rune out of a tier 90 tower is not the same object as one out of tier 1 — the tier scales how often it fires.
A Dusted Rune is a rune nobody has read yet — raw material, not a finished thing. The Seer turns one into a real rune.
Nothing currently drops them. Dusted Runes used to be part of a dungeon payout. When the dungeon reward system was rebuilt around Galleons, rune drops came out with it and have not been given a new source yet — so at the moment there is no way to earn one in normal play. Runes you were already holding are untouched and work exactly as they always did, and the Seer will still read them.
This is temporary and deliberate: where runes come from is being decided as part of the new reward system rather than bolted back onto the old one. Keep anything you have.
They do not stack. Each Dusted Rune is its own item, because each one is a separate reading waiting to happen — six of them is six trips to the Seer, not one.
The witch on Dungeon Island. Bring her a Dusted Rune and she reads it.
Click her holding one and she turns it into a Light Rune or a Dark Rune — 50/50, and it is her choice, not yours. One rune per click.
Why you don't get to pick. A Seer you could ask for exactly what you wanted would just be a shop, and the rune you were owed would stop being a result. The coin flip is the point: what you have to work with is what the tower gave you.
The tier the Dusted Rune was earned at carries through the reading, so a tier 90 dusted rune becomes a tier 90 Light or Dark rune.
Her name is on the item, but the item is not the name. What a rune is and what tier it holds live inside it, not in its title — renaming one on an anvil changes nothing about what it does.
The split is not "healing versus damage". It is who the rune is pointed at.
Helps you and your faction. Sustain, support and the sort of quality of life that makes a long session easier — and it reaches your faction members, not just you.
For example: a rune that means you never have to eat again.
Hurts mobs and enemy players. Offence, aimed outward. A Dark rune never does anything to your own side.
For example: Mob Finder — a 10% chance, on a cast, of the spell finding a mob on its own.
Both kinds come out of the same Dusted Rune and the same Seer. Which one you get is the coin flip above, so a collection is built by clearing dungeons, not by choosing a path.
Some runes aim for you. This is the rule all of them follow, and it is worth knowing before you are surprised by one.
When a rune takes over the aiming of a cast, it finds its target wherever you happen to be looking — you do not have to have the crosshair on anything. It takes the nearest mob, or the nearest enemy, depending on what the rune is for.
It will never pick a faction member. Your own faction is excluded from every rune that chooses a target. A rune that homed onto the person you are raiding with would be worse than no rune at all.
Runes that trigger "on cast" mean the cast — the guided bolt that deals damage. The blast, the wind charge that shoves people around, is a different action and runes do not ride on it. If you are not sure which is which, the Casting spells section explains both.
Every rune in the game, what it does, and how often it fires. All of these are built and working — the only open question is where new ones come from.
Chance is the tier-1 number. A rune carries the tier it was read at, and a higher tier scales how often it fires, never what it does — the top of the ladder is 1.6× the chance shown here. Nothing stacks with itself, nothing works in a safe zone, and a duplicate is replaced by the higher tier.
Two pearl runes do nothing right now. Pearlkeeper shortens the ender pearl cooldown and Anchor's Return ends it early — and as of 5 September 2026 there is no pearl cooldown left to shorten. Both are listed below because they are still in the game and would work again the moment a cooldown came back. Pearl Return is unaffected: it refunds the pearl itself.
Passive runes are always on. The rest fire on a chance when a wand cast lands.
| Rune | Kind | Chance | What it does |
|---|---|---|---|
| Emberward | Always on | — | Fire and lava do you no harm. |
| Hearthstone | Always on | — | You never grow hungry. |
| Surefooted | Always on | — | Half fall damage - but not while you are combat tagged. |
| Beacon of the Line | Always on | — | Haste for your faction within 30 blocks, inside your own claim. |
| Scholar | Always on | — | You keep half your experience when you die. |
| Tempered | Always on | — | Tools and armour stop at one durability instead of breaking. |
| Pearlkeeper | Always on | — | Your ender pearls come back four seconds sooner. |
| Sated | Always on | — | Good potion effects last half again as long on you. |
| Wandkeeper | Always on | — | Your wand comes back to you when you die. |
| Deep Diver | Always on | — | You breathe, see, mine and move freely underwater. |
| Tireless | Always on | — | You break blocks faster, and mining fatigue never takes. |
| Loremaster | Always on | — | Enchanting tables always offer their best. |
| Skyborne | Always on | — | Your own blast carries you a quarter further. |
| Grave Marker | Always on | — | For a minute after a player kills you, only you may take your drops. |
| Bloodrush | Always on | — | Your combat tag ends five seconds sooner. |
| Mender's Pulse | On a cast | 5% | When a cast lands, repairs your faction's armour within 30 blocks. |
| Warm Blood | On a cast | 5% | When a cast lands, heals your faction within 20 blocks. |
| Cleansing Wave | On a cast | 5% | When a cast lands, clears poison, wither and slowness from your faction. |
| Rallying Cry | On a cast | 4% | When a faction member near you is hit, they begin to heal. |
| Vigil | On a cast | 5% | When a faction member near you falls below four hearts, they are shielded. |
| Anchor's Return | On a cast | 6% | When an enemy hits you, your ender pearl may come back at once. |
| Pearl Return | On a cast | 8% | An ender pearl you throw may not be spent. |
| Last Stand | On a cast | 3% | A blow that would kill you may leave you standing. Once every ten minutes. |
| Homefire | On a cast | 8% | Taking a hit in your own claim may set you healing. |
| Featherlight | On a cast | 15% | A fall may cost you nothing at all. |
| Prospector's Luck | On a cast | 3% | An ore you mine may give up one more. |
| Tidewalker | Biome | — | You swim twice as fast in oceans, rivers and along the shore. |
| Frostborn | Biome | — | The cold cannot touch you, and snow speeds your step. |
| Verdant | Biome | — | Jungles and forests slowly heal you. |
| Hushed | Biome | — | Sculk never hears you. |
| Angler's Grace | Biome | — | Fish bite twice as quickly on rivers, shores and the open sea. |
| Steady Climb | Dungeon | — | Your first death in a run is forgiven by the reckoning. |
| Second Sun | Dungeon | 1% | A dungeon kill may heal your whole party to full. |
| Feast | Dungeon | 3% | A dungeon kill may fill your party's bellies. |
| Rally | Dungeon | 15% | When a party member falls, those still standing may begin to heal. |
| Guardian's Vow | Dungeon | 5% | A blow that would kill a party member may leave them standing. Once a run. |
| Depths' Favour | Dungeon | 5% | Clearing a floor may heal the whole party. |
| Long Climb | Dungeon | — | Your party never grows hungry inside a dungeon. |
| Ironclimb | Dungeon | — | The tower's mobs hurt you a fifth less. |
Dark runes add damage on the ground they name. Biome runes are switched off inside a dungeon, so the Tower set is the only thing that applies in there.
| Rune | Kind | Chance | What it does |
|---|---|---|---|
| Plains Wrath | Biome | 10% | Mobs and enemy players take more from you in plains. |
| Forest Wrath | Biome | 10% | Mobs and enemy players take more from you in forests. |
| Taiga Wrath | Biome | 10% | Mobs and enemy players take more from you in taigas. |
| Jungle Wrath | Biome | 10% | Mobs and enemy players take more from you in jungles. |
| Savanna Wrath | Biome | 10% | Mobs and enemy players take more from you in savannas. |
| Desert Wrath | Biome | 10% | Mobs and enemy players take more from you in deserts. |
| Badlands Wrath | Biome | 10% | Mobs and enemy players take more from you in badlands. |
| Swamp Wrath | Biome | 10% | Mobs and enemy players take more from you in swamps. |
| Ocean Wrath | Biome | 10% | Mobs and enemy players take more from you in oceans. |
| River Wrath | Biome | 10% | Mobs and enemy players take more from you in rivers. |
| Shore Wrath | Biome | 10% | Mobs and enemy players take more from you in shores. |
| Peak Wrath | Biome | 10% | Mobs and enemy players take more from you in peaks and hills. |
| Snow Wrath | Biome | 10% | Mobs and enemy players take more from you in snowy country. |
| Cave Wrath | Biome | 10% | Mobs and enemy players take more from you in caves. |
| Deep Dark Wrath | Biome | 10% | Mobs and enemy players take more from you in the deep dark. |
| Mushroom Wrath | Biome | 10% | Mobs and enemy players take more from you in mushroom fields. |
| Tower Wrath 1 | Tower | 10% | Mobs take more from you on level 1 of the tower. |
| Tower Wrath 2 | Tower | 10% | Mobs take more from you on level 2 of the tower. |
| Tower Wrath 3 | Tower | 10% | Mobs take more from you on level 3 of the tower. |
| Tower Wrath 4 | Tower | 10% | Mobs take more from you on level 4 of the tower. |
| Tower Wrath 5 | Tower | 10% | Mobs take more from you on level 5 of the tower. |
| Tower Wrath 6 | Tower | 10% | Mobs take more from you on level 6 of the tower. |
| Surge | Cast | 3% | A wand cast may land for double. |
| Crazy Cast | Cast | 1% | A wand cast may burst into ten, thrown all around you. |