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Everyday Rune Packs

What they are

Not every rune is for fighting. Six families of everyday runes help with the rest of your life in the world: camping and travel, fishing, farming, mining and building, exploring, and looking after your friends.

Pack What it’s for Runes
Hearth Gentle, long-lasting comforts for camp and road 48
Tide Fishing, the shore and life on the water 48
Farmstead Fields, animals, the kitchen, bees and trees 48
Delving Mining, masonry, light, levers and storage 48
Wayfarer’s Finding your way, reading the world, villagers 46
Support Healing, guarding and calming foes without harm 46

On top of these, the hearth pack brings 17 everyday links and 36 modifiers that fit these runes to the job.

None of these runes deals damage. The support pack can hold, push or calm an enemy, but never hurts it.

Every rune here is an ordinary rune: learn it, thread it on your Cord, and cast it like any other. Its family and element pages list the full numbers, recipe and modifiers, and the Rune Codex lists every rune in the game. In the Rune Catalog, the Use filter (Farming, Fishing, Mining, Building, Exploring, Travel, Support, Passive) finds them fast.

How to get them

  • Crafting. Every Tier I to III rune in these packs has a recipe, like any other crafted rune. See Tiers.
  • Chests. Each pack turns up in the chests of the places that would use it. Village chests are the main source, listed per pack below.
  • New sites. The chests of the farm sites hold farmstead and hearth runes, water sites hold Tide runes, mine sites hold delving runes, and roadside sites hold hearth and Wayfarer’s runes.
  • Tier IV runes are never crafted. Homeward, Ocean’s Favor, Cloche, Feast Day, Motherlode, Delvemark, Grace, Aegis, Accord and Citadel only come from loot, as noted below.

Hearth runes

Comforts for camp and the long road. Their timers are long (often 5 or 10 minutes), and casting one again only refreshes the time, it never stacks. 14 of them can sit in a passive slot.

Where to find them: plains, taiga and snowy village houses (home comforts), cartographer chests and shipwreck map chests (road runes, including Homeward), and toolsmith and temple chests (craft runes).

Rune Tier What it does
Slowburn I Hunger drains half as fast for 10 minutes. Can be a passive.
Warm Cloak I You can’t freeze for 10 minutes, even in powder snow. Can be a passive.
Waymark I A pillar of light only you can see, from 160 blocks, for 10 minutes. Up to 3 at once.
Gravefinder I Pale motes point the way to where you last died, for a minute.
Orbcall I Experience orbs within 10 blocks drift to you for 5 minutes. Can be a passive.
Whistle I Your pets within 48 blocks that aren’t sitting or leashed come to you.
Deepwarn I Warns you of lava below or a long drop ahead, for 5 minutes. Can be a passive.
Camp Ward II Wards an 8-block camp for 5 minutes: monsters that appear inside fade at once. One per caster.
Hollow Pocket II Opens your own 9-slot pocket. What you keep there stays yours, even through death.
Nightwatch II A bell warns you when a monster within 16 blocks starts hunting you, for 10 minutes. Can be a passive.
Stillwell II For 5 minutes, standing still for 3 seconds slowly refills your mana, up to 12.
Lodestar II Sets your lodestar where it lands, or at your feet.
Homeward IV Hold still for 3 seconds to return to your lodestar, in the same world and within 2000 blocks. Moving or getting hurt breaks it. 2-minute rest.

Tide runes

Runes for anglers and sailors. They change how long you wait for a bite and how lucky you are, never what the fishing loot itself is.

Where to find them: village fisher chests, small and big underwater ruins, and shipwreck supply chests. Some of them (Angler’s Lure, Bait Blessing, Reeling Tide, Bobber Bell, Water Reading, Tackle Mend, School Sight, Shoal Herd, Storm Glass, Fathom, Ice Auger and Drift Net) can also come up on a fishing line. See Fishing for runes.

Rune Tier What it does
Angler’s Lure I Halves the wait for a bite on your bobber, leaving at least 1 second.
Bait Blessing I Luck for 60 seconds (Luck II with Amplify), so better catches come a little more often.
Bobber Bell I For 60 seconds your bobber rings and splashes when a fish bites.
Water Reading I Tells whether your bobber sits in open water (needed for treasure) and whether rain is speeding up bites.
Reeling Tide I Reels in your bobber. A biting fish is caught as usual.
Skimstep II Run across water for 15 seconds. Crouch to sink.
Fair Wind II In a boat, sail the way you look for 10 seconds.
Wreck Sense II Underwater chests and barrels, and suspicious sand and gravel within 20 blocks, shine for 15 seconds.
Diving Bell III Under water, a glass-walled pocket of air for 15 seconds.
Ocean’s Favor IV Water Breathing, Dolphin’s Grace, Conduit Power and Night Vision for 120 seconds. Found only in big underwater ruins.

Farmstead runes

Runes for fields, herds, the kitchen, beehives and woodland. Every block they change respects land claims, and the runes that use items (seeds, saplings, food) take them from your own inventory.

Where to find them: plains, savanna and taiga village houses, and shepherd and butcher chests.

Rune Tier What it does
Tillage I Tills the dirt and grass in a 5-by-5 patch into farmland, as a hoe would.
Sow I Plants seeds from your inventory into the empty farmland of a 5-by-5 patch.
Fleece I Shears every woolly sheep within 5 blocks.
Ripen II Moves each crop, stem, berry bush and nether wart in a 5-by-5 patch one stage on.
Dewkeep II A mist keeps a 5-by-5 patch of farmland wet for 60 seconds, even far from water.
Scarecrow III For 20 seconds, shoos rabbits, foxes and monsters out of a 5-block spot. Pets and farm animals stay.
Courtship III Up to 6 grown farm animals within 5 blocks fall in love at once.
Hearthcook III Cooks up to 8 raw food items in your inventory, as a smoker would.
Coppice III Fells the tree you strike (up to 32 logs) and replants the stump with a sapling from your inventory.
Cloche IV A glass of quickened time over a 5-by-5 patch for 30 seconds: plants under it grow much faster.
Feast Day IV A harvest feast: 6 hunger, 6 seconds of Saturation and 10 seconds of Regeneration I for everyone it reaches.

Delving runes

Runes for miners and builders: digging, masonry, lighting, flipping levers and sorting chests. They follow land claims and protection, and what they mine drops as a pickaxe would.

Where to find them: village toolsmith, mason and temple chests. Motherlode and Delvemark come only from the vault chests of the great dungeons, such as the Archive and the Ember Sanctum.

Rune Tier What it does
Plumb Line I Digs a shaft up to 8 deep. Stops a block above lava, water or a drop.
Deepsound I Tells you the nearest ore up to 16 blocks below, and how deep.
Plankway I Lays a lasting bridge up to 12 long, from planks or stone in your pack.
Stair Delve II Carves a stair 5 steps down the way you face. Stops short of lava, water or a drop.
Silklift II Mines the block hit whole, as Silk Touch would.
Lava Seal II Nearby lava sets: still lava to obsidian, flowing lava to cobblestone.
Torchfall II Sets up to 6 torches from your pack on the darkest floor nearby.
Chest Sort II Tidies the chest, barrel or shulker box you hit.
Ore Pluck III Mines up to 8 exposed ores within 4 blocks.
Delvemark IV Marks your spot for 10 minutes. Cast again within 128 blocks and hold still 2 seconds to go back.
Motherlode IV Mines up to 16 ores within 3 blocks with Fortune II (III with Amplify).

Wayfarer’s runes

Runes for explorers: bearings, readings of the land and sky, structure senses, and help with villagers, brewing and enchanting. They never hurt anything and never make free loot. The structure senses share a 30-second rest.

Where to find them: village cartographer, temple and shepherd chests, shipwreck map chests, ruined portals, Nether fortresses and stronghold corridors. Relic Sense and Steady Brush can also turn up when you brush desert pyramid sand.

Rune Tier What it does
Spawn Bearing I Tells which way the world spawn lies and roughly how far.
Relic Sense I Suspicious sand and gravel within 12 blocks glow for 20 seconds.
Appraise I Reads a villager: their trade, level and how many trades are sold out.
Village Sense II Senses the nearest village: which way and roughly how far.
Steady Brush II With a brush in hand, brushes up to 3 suspicious blocks at once.
Lapis Thrift II Your next enchantment within 60 seconds gives one lapis back.
Lava Crust II The lava around the point hardens to basalt for 20 seconds.
Gold Parley II Piglins within 12 blocks forget their anger at you. Brutes stay angry.
Stronghold Compass III In the Overworld, tells which way the nearest stronghold lies, but never how far.
Trade Renew III A villager restocks every offer. Once a day per villager.
Haggle III Villagers give you their Hero of the Village prices for 20 seconds.

Support runes

Runes that heal, guard, help a party, and calm or hold enemies without hurting them. Bosses shrug off most of the calming ones.

Where to find them: village temple, plains house, weaponsmith and armorer chests, pillager outposts and igloos. The Tier IV wards also drop from raiders: Ravagers can drop Citadel or Aegis, and Pillagers rarely drop Accord or Grace. Grace also turns up in temple chests.

Rune Tier What it does
Worst First I Heals the most hurt ally within 8 blocks (you too) for 6.
Mending Mist II A 4-block mist for 8 seconds: allies inside heal 1 each second.
Managift II Gives up to 20 of your mana to each ally player hit; they get three quarters of it.
Stillbind II Holds the target in place for 3 seconds without harm. Bosses are only slowed.
Pacify II The creature forgets its target for 6 seconds; harming it ends this.
Keepsafe II For 10 minutes the block hit can’t be broken by anyone outside your party, nor by explosions.
Guardlink III For 15 seconds, 40% of an ally’s damage comes to you instead.
Hexguard III Refuses the next harmful effect that would land within 20 seconds.
Sanctuary III A 6-block circle for 30 seconds where no monster spawns, and monsters inside are nudged out.
Faithful III For 5 minutes, a killing blow leaves your pet at 1 health. Once per 10 minutes.
Grace IV For 60 seconds, a killing blow leaves the target at 2 health with Resistance III. Never on a boss.
Aegis IV You and allies within 6 blocks take half damage and none from missiles for 6 seconds.
Accord IV Enemies within 16 blocks are pacified for 10 seconds, and no monster spawns there.
Citadel IV An 8-block ward for 60 seconds: no explosion damage to blocks, outside missiles drop at the edge, allies take 20% less damage.

For party play, see Parties.

The hearth pack also has 17 links and 36 modifiers made for these runes. All of them can be crafted, and they turn up in plains, taiga, savanna, snowy and desert village house chests.

Conditions (10 links): the rest of the spell fires only if something is true. If Night, If Day, If Raining, If Underground, If Alone, If Near Ally, If Unhurt, If Holding Tool, If Brimming (more than half your mana) and If In Fields (farmland within 4 blocks). If the condition isn’t met, the rest doesn’t fire and you get back the mana that part cost.

Watchers (7 links): the rest of the spell waits for something you do, then fires where it happened.

Watcher Waits up to For
On Mine 30 seconds The next block you mine
On Harvest 1 minute The next ripe crop you pick
On Catch 2 minutes Your next catch with a rod
On Sprint 15 seconds You starting to sprint
On Splash 30 seconds You entering water
On Mount 30 seconds You riding something
On Wake 10 minutes You waking from a bed

You can have up to 8 watchers waiting at once. Setting another one replaces the oldest.

Modifiers (36) change a rule rather than a number. Each one can go on an effect only once, and one that can’t work on the effect, or clashes with another, is refused with a message saying why. They come in three groups:

  • Gathering: what happens to the blocks an effect breaks. Tidy sends drops into your pack, Replanting replants crops, Veinfollow follows an ore vein (up to 8 more blocks), Timbering fells the logs above (up to 24 more), and Magnetic pulls nearby items to you. Kilned (smelted drops), Silken (Silk Touch) and Windfall (Fortune III) each decide what a block drops, so an effect can only take one of them.
  • Tending: extra care where the spell lands, like Sowing, Furrowing, Fertile, Mending, Nourishing, Purifying and Matchmaking.
  • Targeting: who the effect lands on and how hard, like Culling (monsters only), Hallowed (undead only), Triage (the most hurt only), Gentle (skips farm animals, pets and villagers), Sparing (skips other players and their pets), and Inward or Selfless (only one of the two per effect). Steady stops an effect breaking any block and makes it 10% cheaper.

Full details: Links and Modifiers.

Tips

  • Pair a world rune with a field shape such as Furrow, Seedbed or Shaft to work a whole row, bed or shaft at once. See Shapes.
  • A watcher such as On Mine or On Harvest lets a spell wait and fire right where you’re working.
  • Hearth runes marked “Can be a passive” are worth a passive slot on long trips.

Type to find a guide, rune or recipe.