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Innate runes

10 runes that nobody can craft, find or trade. When you form your 1st Heart Circle, one of them wakes in your heart, chosen at random, and it’s yours alone. It grows stronger with every Heart Circle you form. Your Grimoire shows which one you have.

Blood Thread

Tier I · Blood · Harms enemies · 10 mana · needs any Cord

Threads everything hit together (4 at most) for 8 seconds: 40% of any damage one of them takes is dealt to each of the rest (three times a second at most).

How to get it: Never crafted or found: one innate rune wakes in each caster’s heart at the 1st Heart Circle, chosen at random.

Modifiers that work on it: Extend, Frugal, Steady, Magnetic, Sowing, Furrowing, Fertile, Torchset, Ore Sensing, Sunlit, Fleecing

Borrowed Time

Tier I · Time · Helps you and your allies · 14 mana · needs any Cord

Heals the damage you took in the last 5 seconds, as much as you’re missing. Over the next 10 seconds it comes back with a fifth on top, but never kills you, unless you slay a monster.

How to get it: Never crafted or found: one innate rune wakes in each caster’s heart at the 1st Heart Circle, chosen at random.

Modifiers that work on it: Frugal, Steady, Magnetic, Sowing, Furrowing, Fertile, Torchset, Ore Sensing, Sunlit, Fleecing

Fortune

Tier I · Life · Helps you and your allies · 10 mana · needs any Cord

For 10 seconds, every hit you deal has a 1 in 4 chance to strike for double, and a kill has a 1 in 4 chance to drop extra experience.

How to get it: Never crafted or found: one innate rune wakes in each caster’s heart at the 1st Heart Circle, chosen at random.

Modifiers that work on it: Extend, Frugal, Steady, Magnetic, Sowing, Furrowing, Fertile, Torchset, Ore Sensing, Sunlit, Fleecing

Gale Mantle

Tier I · Wind · Helps you and your allies · 10 mana · needs any Cord

For 12 seconds, jump again in midair to dash the way you’re steering (up to 3 dashes), shoving aside whoever you pass.

How to get it: Never crafted or found: one innate rune wakes in each caster’s heart at the 1st Heart Circle, chosen at random.

Modifiers that work on it: Extend, Frugal, Steady, Magnetic, Sowing, Furrowing, Fertile, Torchset, Ore Sensing, Sunlit, Fleecing

Kindling

Tier I · Fire · Harms enemies · 7 mana · needs any Cord

3 fire damage and a stack of Kindling. The fifth stack ignites: 14 damage in a 3-block burst, and everything the burst reaches starts at two stacks.

How to get it: Never crafted or found: one innate rune wakes in each caster’s heart at the 1st Heart Circle, chosen at random.

Modifiers that work on it: Amplify, Frugal, Linger, Overcharge, Execute, Trial Key, Kindled, Unstable, Thirst, Belated, Steady, Magnetic, Sowing, Furrowing, Fertile, Torchset, Ore Sensing, Sunlit, Fleecing

Mirrorfrost

Tier I · Frost · Helps you and your allies · 12 mana · needs any Cord

Casts back the last spell that hit you in the past 30 seconds, as your own at 70% power. A spell cast back can’t be cast back again.

How to get it: Never crafted or found: one innate rune wakes in each caster’s heart at the 1st Heart Circle, chosen at random.

Modifiers that work on it: Frugal, Steady, Magnetic, Sowing, Furrowing, Fertile, Torchset, Ore Sensing, Sunlit, Fleecing

Phantom

Tier I · Void · Helps you and your allies · 12 mana · needs any Cord

Leaves an afterimage of you that every monster within 16 blocks turns on for 4 seconds, then it bursts for 8 damage, and 1 more for every 6 it took.

How to get it: Never crafted or found: one innate rune wakes in each caster’s heart at the 1st Heart Circle, chosen at random.

Modifiers that work on it: Extend, Frugal, Steady, Magnetic, Sowing, Furrowing, Fertile, Torchset, Ore Sensing, Sunlit, Fleecing

Stoneform

Tier I · Earth · Helps you and your allies · 12 mana · needs any Cord

For 8 seconds: no knockback, 20% less damage, and every blow you take from an attacker sends out an aftershock (at most once a second).

How to get it: Never crafted or found: one innate rune wakes in each caster’s heart at the 1st Heart Circle, chosen at random.

Modifiers that work on it: Extend, Frugal, Steady, Magnetic, Sowing, Furrowing, Fertile, Torchset, Ore Sensing, Sunlit, Fleecing

Stormheart

Tier I · Storm · Helps you and your allies · 12 mana · needs any Cord

For 10 seconds, whatever hurts you (a blow of 2 or more) is struck by lightning (at most once a second).

How to get it: Never crafted or found: one innate rune wakes in each caster’s heart at the 1st Heart Circle, chosen at random.

Modifiers that work on it: Extend, Frugal, Steady, Magnetic, Sowing, Furrowing, Fertile, Torchset, Ore Sensing, Sunlit, Fleecing

Twin Star

Tier I · Arcane · Helps you and your allies · 12 mana · needs any Cord

Your next spell within 6 seconds is cast twice.

How to get it: Never crafted or found: one innate rune wakes in each caster’s heart at the 1st Heart Circle, chosen at random.

Modifiers that work on it: Frugal, Steady, Magnetic, Sowing, Furrowing, Fertile, Torchset, Ore Sensing, Sunlit, Fleecing

Type to find a guide, rune or recipe.