The adventurer's handbook

Runecrafting Guide

Your route from first steps to mastery.

Gathering & production · Both worlds

Master Runecrafting

Runecrafting converts essence at rune altars into supplies for Magic. Plan essence, access and return travel before judging a rune by XP alone.

World 1: 50× normal XP. World 2: 100× normal XP. Reference values below show base XP and the normal world-scaled amount, before any activity-specific modifiers.

Before you begin

  • Rune Mysteries access and rune or pure essence as appropriate
  • Matching altar access such as a talisman or tiara
  • Pouches and routes only after meeting their own requirements

Click the skill in your in-game Skills tab to inspect its guide. Check equipment, quests and supplies before leaving the bank.

Your training route

From first steps to mastery

These level bands are recommendations, not extra unlock requirements. Where an option unlocks partway through a band, keep using the earlier method until you reach it.

  1. Levels1–14

    Air, mind, water and earth runes

    Start with air at 1, mind at 2, water at 5 or earth at 9. Bring essence to the matching altar and use a manageable bank route.

  2. Levels14–27

    Fire and body runes

    Fire unlocks at 14 and body at 20. Choose based on altar travel and the runes you need, rather than only the small XP difference.

  3. Levels27–44

    Cosmic and chaos runes

    Cosmic starts at 27 and chaos at 35. Access to the relevant area or route still matters; prepare for danger if using a Wilderness approach.

  4. Levels44–65

    Nature runes, then law runes at 54

    Nature runes support alchemy. Law runes support travel, but their altar route and access requirements must be met.

  5. Levels65–77

    Death runes when their access is unlocked

    The level requirement is 65, but quest and altar access still apply. Continue nature or law runes if those routes fit your account better.

  6. Levels77–99

    Accessible high-level altars or efficient lower runes

    Blood-rune crafting has an altar and quest access requirement beyond its level. Nature runes gain a multiple-rune milestone at 91; extra runes do not mean extra XP per essence.

Field notes

  • A rune being defined in the level table is not a promise of unrestricted access to its altar.
  • Astral runes require the relevant Lunar access; do not confuse level 40 with quest completion.
  • The reference table shows base XP per essence, not per stack of finished runes.

Requirements & XP

14 entries

Use this reference alongside the training route. A level requirement alone does not replace the correct tools, ingredients, location or quest access.

LevelMethod / rewardBase XPDetails
1Air rune5Per essence; altar and quest access still required.
2Mind rune5.5Per essence; altar and quest access still required.
5Water rune6Per essence; altar and quest access still required.
9Earth rune6.5Per essence; altar and quest access still required.
14Fire rune7Per essence; altar and quest access still required.
20Body rune7.5Per essence; altar and quest access still required.
27Cosmic rune8Per essence; altar and quest access still required.
35Chaos rune8.5Per essence; altar and quest access still required.
40Astral rune8.7Per essence; altar and quest access still required.
44Nature rune9Per essence; altar and quest access still required.
54Law rune9.5Per essence; altar and quest access still required.
65Death rune10Per essence; altar and quest access still required.
77Blood rune10.5Per essence; altar and quest access still required.
90Soul rune11Per essence; altar and quest access still required.

XP values checked against Serenity's skill definitions. Success, resource availability and banking time vary; the table does not promise an hourly training rate.

Your next chapter

Level 99 requires 13,034,431 XP. Keep useful supplies for your other skills, track your progress on the highscores and use ::titles to browse mastery titles.