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Runes of the world and Attunement

What it is

Runes of the world can’t be crafted. Each one is found only in its own places: structure chests, lands you attune to, dungeons and bosses, world events and fishing. A few more are taught by study. What each rune does is listed on Runes of the World. Every rune by category is on the Rune Codex.

The tooltip on one says “Can’t be crafted: a rune of the world, found only in its own places”, and names where it comes from. Learn it like any rune: hold it and right-click.

The Grimoire has a section, Runes of the world, that counts how many you know. It lists every place. Runes you know show by name, and the rest show as hints. See The Grimoire and Feats.

Tier still matters:

  • Tier II needs a Copper Cord or better.
  • Tier III needs an Amethyst Cord.
  • Tier IV needs an Echo Cord.

How to get it

Kind of place Runes
Vanilla structures 21
Lands, by Attunement 15
Wildercord’s dungeons and bosses 10
World events 5
Fishing 2
Lessons you study 6

Servers can make rune finds more or less common. The chances below are the defaults.

Vanilla structures

Each chest gets one extra roll for the structure’s rune, on top of its normal loot. When a structure has two runes, the lower-tier one is more likely.

Structure Chance per chest Runes
Ancient cities 20% Echolocate (5 in 7), Resonant Shriek (2 in 7)
Ocean monuments 50% from each Elder Guardian (monuments have no chests) Tidecall
Trial chambers 12% of a vault’s rare rewards Trial Key
Ominous trial vaults 25% of an ominous vault’s rare rewards Trial Key (5 in 7), Vortex (2 in 7)
Stronghold libraries 25% Infest or If Wounded, equally
Desert pyramids 20% Sandstorm
Jungle temples 30% Vinelash or Snare, equally
Igloo basements 50% Remedy
Pillager outposts 25% Warcry
Woodland mansions 25% Fangs (5 in 7), If Outnumbered (2 in 7)
Trail ruins About 1 brush in 13 of their ordinary suspicious sand and gravel Ancient Seed
Shipwrecks (the treasure chest) 20% Undertow
Buried treasure 30% Treasure Sense
Bastion remnants 25% in the treasure room, 8% in most other chests Tusk Charge
Nether fortresses 20% Blazecall
End cities 20% Shulkershell
Ruined portals 15% Portalfall

Attunement

A player meditating with a Blank Rune while a green magic circle turns around them

Fifteen lands each hold a rune. You draw it out with a Blank Rune.

  1. Wear a Cord and hold a Blank Rune in either hand.
  2. Go to the right biome at the right moment (see the table).
  3. Sneak and stand still on the ground to meditate.
  4. Keep still for 20 seconds. The blank fills in four stages, then one Blank Rune becomes the land’s rune.

If you move, stand up or switch items, the attunement breaks and you start over. If nothing happens, the Blank Rune tells you what is still missing, such as height or weather.

Each land gives you its rune once per in-game day (20 minutes of play). Sleeping doesn’t speed this up. Each land rests on its own timer, and the Grimoire shows when each one is ready.

Land When Rune Tier
Cherry Grove At night, under a full moon, under open sky Moonpetal II
Ice Spikes While snow is falling on you Hoarfrost III
Deep Dark Within about 4 blocks of sculk (any sculk block: sculk, veins, sensors, shriekers or catalysts) Hush II
Mushroom Fields Any time Sporebloom II
Badlands (plain, eroded or wooded) or Emberwood Reach Around noon (from mid-morning to mid-afternoon on the day clock), under open sky Sunscorch III
Swamp or Luminous Reedlands While rain is falling on you Mire II
Lush Caves Any time Glowvine I
Mangrove Swamp Any time Rootsnare II
Dripstone Caves or Belowkeeper Hollows Any time Stalactite II
Jagged, Frozen or Stony Peaks, Snowy Slopes, Groves, Windswept Hills / Gravelly Hills / Forests, or Windscar Highlands Standing at height 200 or higher Summit Wind III
Soul Sand Valley Any time Soulfire III
Warped Forest Any time Warp Step II
Crimson Forest Any time Blood Moss II
Basalt Deltas Any time Basalt Surge III
The End’s outer islands (highlands, midlands, small islands and barrens) Any time Starlight Tether III

Craft Blank Runes from 4 Cobblestone around 1 Lapis Lazuli. One craft makes 4. See Items and Crafting.

Reedlands share the swamp’s daily attunement rest, Windscar shares the peaks’ rest, Belowkeeper Hollows share the dripstone caves’ rest, and Emberwood Reach shares the badlands’ rest. Walking across a biome border does not give a second rune before that rest ends. Rain, noon sky and altitude requirements still apply in the regional biomes.

Dungeons and bosses

Each dimension dungeon keeps its own runes in its vault. Its boss carries a Tier IV rune.

Place Runes How
The Ember Sanctum vault Cinderbrand (5 in 9), Ashen Veil (2 in 9), Kindled (2 in 9) One in each of the two vault chests, and a 35% chance of a second
The Cinder Warden Cinderheart (Tier IV), and 50% one of the Sanctum’s three To its killer
The Astral Observatory vault Constellation or Eclipse, equally One in each of the two vault chests, and a 35% chance of a second
The Star-Eater Starmaw (Tier IV), and 50% Constellation or Eclipse To its killer
The Drowned Scriptorium vault If Wet (5 in 7), Drowning Word (2 in 7) One in each of the two vault chests, and a 35% chance of a second
The Tide Scribe Tidewrit (Tier IV), and 50% If Wet or Drowning Word To its killer

World events

Event Runes How
Fallen stars Starshard Most stars hold a Tier III rune, usually Starshard
Rift sieges Riftcall, Unstable A closed rift’s Tier III runes are usually one of these
The Riftcaller Unstable, plus 50% Riftcall or Unstable When a player kills it
Mana storms Manaburn, Manatide Starting with your 10th cast under a storm, a surge can drop one into your pack. You get one per storm

Fishing

Runes only come up in open water: a clear stretch at least 5 blocks across with nothing around the bobber. That’s the same rule vanilla uses for treasure. A small pond or an ice hole never gives a rune.

In a treasure catch: about 4 in 11 treasure catches are a rune, and about 1 in 11 is a Torn Page. Luck of the Sea and a Potion of Luck raise your treasure chance.

Rune Tier Share of treasure runes
Tidehook (found only by fishing) II about 1 in 11
Current (found only by fishing) II about 1 in 11
Tidebreath, Chill, Icicle, Icepath, Shock, Feather Fall, Night Eye, Swift, Heal, Collect, Leap I about 1 in 20 each
Bubble, Frost, Thunderclap, Jolt, Pull, Grapple, Levitate, Wave II about 1 in 32 each
Freeze, Lightning III about 1 in 80 each: a rare catch

Magic waters: sometimes a rune comes up tangled in your line, on top of your catch.

  • 12% under a mana storm
  • 5% on or near a ley line
  • 5% in a thunderstorm

These chances stack, up to 20% per catch. Luck of the Sea doesn’t affect them. Tidehook and Current are more likely here, each about 1 in 6.

Your first fished rune earns the Reeled In feat.

Now and then elsewhere

  • Archive libraries: the Hall of Shelves chest in an Archive has a small chance of Echolocate, Infest, Fangs, Treasure Sense or If Wounded.
  • Runebound Adepts: 8% to drop Vinelash, Undertow, Blazecall, Portalfall or Warcry.

Lesson runes

Six runes in the Grimoire’s list come from study, not from finding them. You earn the feat, collect the lesson, then study it with the right Heart Circle active.

Rune How
Relay Lectern lesson in an Archive
Tollgate After the Cinder Warden’s Tempered feat
Reweave After the Tide Scribe’s Low Tide feat
Lifeline After the Star-Eater’s Starbreaker feat
Excise After Heartwood (Root Guardian)
Conduit After Grounded (Storm Conductor)

How to use it

Learn the rune, then add it to a Cord like any other. Because these runes can’t be crafted, a spare copy is valuable. Trade it to the Runesmith or rank it up at the Fusion Altar.

Tips and counterplay

  • Carry a stack of Blank Runes. Each attunement uses one.
  • Plan for the timed lands. A full moon comes once every eight nights. Snow or rain must be falling on you, so stand under open sky.
  • Nine lands work at any time: mushroom fields, lush caves, mangrove swamps, dripstone caves, the End’s outer islands, and four Nether biomes.
  • Meditating also speeds up your mana regeneration, so the wait isn’t wasted.
  • For fishing, the best spot is a ley line under a mana storm, which gives 17% per catch.
  • Hunt Runebound Adepts for the structure runes you’re missing.

Every found rune of the world

  Rune Tier Kind Where to find it
  Rune Tier Kind Where to find it
Ancient Seed I Life effect Trail ruins (brushing)
Ashen Veil III Fire effect Ember Sanctum vault; the Cinder Warden
Basalt Surge III Earth effect Attunement: basalt deltas
Blazecall II Fire effect Nether fortresses; Runebound Adepts
Blood Moss II Blood effect Attunement: crimson forest
Cinderbrand II Fire effect Ember Sanctum vault; the Cinder Warden
Cinderheart IV Fire effect The Cinder Warden
Constellation III Shape Astral Observatory vault; the Star-Eater
Current II Frost effect Fishing in open water
Drowning Word III Frost effect Drowned Scriptorium vault; the Tide Scribe
Echolocate II Void effect Ancient cities; Archive libraries
Eclipse III Void effect Astral Observatory vault; the Star-Eater
Fangs II Arcane effect Woodland mansions; Archive libraries
Glowvine I Life effect Attunement: lush caves
Hoarfrost III Frost effect Attunement: ice spikes
Hush II Void effect Attunement: deep dark
If Outnumbered III Link Woodland mansions
If Wet II Link Drowned Scriptorium vault; the Tide Scribe
If Wounded II Link Stronghold libraries; Archive libraries
Infest II Earth effect Stronghold libraries; Archive libraries
Kindled III Modifier Ember Sanctum vault; the Cinder Warden
Manaburn II Arcane effect Mana storms (a surge after 10 casts)
Manatide III Arcane effect Mana storms (a surge after 10 casts)
Mire II Earth effect Attunement: swamp
Moonpetal II Life effect Attunement: cherry grove
Portalfall II Void effect Ruined portals; Runebound Adepts
Remedy II Life effect Igloo basements
Resonant Shriek III Void effect Ancient cities
Riftcall III Void effect Rift sieges; the Riftcaller
Rootsnare II Life effect Attunement: mangrove swamp
Sandstorm III Earth effect Desert pyramids
Shulkershell III Void effect End cities
Snare II Shape Jungle temples
Soulfire III Fire effect Attunement: soul sand valley
Sporebloom II Life effect Attunement: mushroom fields
Stalactite II Earth effect Attunement: dripstone caves
Starlight Tether III Arcane effect Attunement: the End’s outer islands
Starmaw IV Void effect The Star-Eater
Starshard III Arcane effect Fallen stars
Summit Wind III Wind effect Attunement: mountain peaks, slopes, groves or windswept hills, at height 200 or higher
Sunscorch III Fire effect Attunement: badlands
Tidecall III Frost effect Ocean monuments (Elder Guardians)
Tidehook II Frost effect Fishing in open water
Tidewrit IV Frost effect The Tide Scribe
Treasure Sense I Arcane effect Buried treasure; Archive libraries
Trial Key II Modifier Trial chamber vaults; ominous vaults
Tusk Charge II Earth effect Bastion remnants
Undertow II Frost effect Shipwrecks; Runebound Adepts
Unstable III Modifier Rift sieges; the Riftcaller
Vinelash II Life effect Jungle temples; Runebound Adepts
Vortex III Shape Ominous vaults
Warcry II Blood effect Pillager outposts; Runebound Adepts
Warp Step II Void effect Attunement: warped forest

Type to find a guide, rune or recipe.