Idle Runner Wiki
Everything that drives your hero — powers, gear, enemies, economy.
Getting started
First Run Basics
Your hero fights on its own — auto-firing at the enemies that close in and meleeing the ones that reach it. You spend Leaves on in-run boosts; permanent progress carries over between runs.
Unlock Roadmap
New modules unlock as you play — Workshop, Equipment, Powers, Runes, the Forge, the Campaign pass and deeper Worlds each appear at a clear milestone.
First Week Guide
What to focus on — and what to skip — in your first days: Workshop priorities, first Diamonds, the Campaign, companions and the offline-earnings clock.
Big Numbers
What K, M, B … and the letters past them really mean.
Combat
Combat HUD
Everything on the run screen: currencies, wave bar, HP block, boost tabs, spell orbs and the pause menu.
Worlds and Unlocks
Twelve worlds, each far harder and far more rewarding. Worlds 2-6 unlock at wave 100 of the previous one; the act worlds have their own gates.
Waves, Bosses & Runs
How waves advance, when bosses spawn, and what counts as a run.
Enemy Types
Every enemy, what it does, and how to counter it.
Enemy Scaling
Why enemies suddenly feel much tougher on higher waves and worlds.
Why Did I Die?
Reading the death screen and fixing the weakness that killed you.
Combat Stats Explained
What every offense, defense and damage-over-time stat actually does.
Progression
Boost Bar (In-Run Upgrades)
The leaf-funded upgrades you buy DURING a run — temporary power that resets each run.
Workshop
Permanent coin-bought upgrades that persist between runs.
Powers
Automatic abilities that fight for you. Continuous powers run all the time; windowed powers cycle between active and cooldown.
Powers+: Aether Upgrades
Permanent upgrades for your active powers, bought with Aether.
Spells and Mana
Auto-cast abilities powered by mana that your own playstyle generates. Unlocked through the Awakening tree.
Mana Archetypes
Five mana colors: four charge from your actions — crits, dodges, kills and boss hits — while Dark (Blood) charges from the healing you generate.
Passive Skills
Permanent account bonuses that unlock themselves when your lifetime stats hit their requirements. All tiers stack.
Runes
Open Rune Stones with diamonds, level the runes you like to 50, and equip them into rune slots.
Rune Category Synergies
Equipped runes add their levels together by category; reach a threshold and a flat bonus switches on.
Gear
Equipment Basics
Four gear slots with flat stats, rarity-driven bonus modifiers, item levels and artifact sockets.
Merge and Salvage
Merge duplicates into stronger items; salvage the rest into Essence. Auto-salvage keeps your inventory clean.
Artifact Crafting
Craft artifacts in the Forge from enemy materials, merge three of a kind to raise their tier, and forge a Legendary from three Tier III.
Artifact Socketing
Socket crafted artifacts into equipped gear. Effects apply only while the host item is equipped; duplicate effects are blocked.
Jewelry
Rings and amulets unlocked by Awakening. They add passive bonuses or proc effects that trigger from combat events.
Jewelry Cuts
Every ring and amulet has three alternative Cuts that reshape its power. Cuts open at Awakening 4.
Cinderburst and Overkill
How Cinderburst measures excess killing damage and which killing hits can trigger it.
Sparkburst
How the crit-triggered fire blast works, why you see an explosion instead of a projectile, and what damage class it deals.
Upgrades, Rerolls & Loadouts
Sharpening one item, rerolling its power or modifiers, and saving full builds.
Legendary Artifacts
The crafting endgame above the regular tiers.
Materials & Sources
Which enemy drops which crafting material, and where caps apply.
Craft
Spend an artifact to change one item.
Economy
Offline Earnings
A small top-up for time spent NOT in a run — capped, and never a main income source.
Currencies
Leaves fuel the current run; Coins, Diamonds, Materials, Essence and War Spoils build permanent progress.
Diamonds
The premium currency. Daily chest, ads and quests give a steady free income; spend it on permanent power.
Quests
Daily, weekly and story goals that pay diamonds and Campaign XP. Targets scale with your best wave.
Campaign Pass
The seasonal 35-tier reward track with a free and a premium row — tiers 31-35 are a bonus lane with small diamond and material rewards.
Leaves vs Coins
Two basic currencies: one resets every run, one is forever.
Leaf Furnace
A late-game sink that burns surplus leaves into other currencies.
Daily Chest & Ads
Free recurring rewards and how ad bonuses work.
Shop & Purchases
Diamond packs, quality-of-life perks, cosmetics and purchase restore.
Skins
Hero looks that add a permanent, stacking coin bonus once unlocked.
Quality of Life Pack
A one-time purchase that bundles convenience and insight features.
Instant Rewards (No Ads)
Claim your ad rewards with one tap and hide banners — your diamonds are unchanged.
Endgame
Eternal Sanctum
Time-gated rituals that grow permanent stat upgrades over real time — even while you are away. Stake coins for a chance to shorten them, or spend diamonds to rush them.
Rune Ascension
Once every rune is maxed and you have Awakening I, raise runes to Tier II and Tier III for secondary bonuses and, except for Endurance, a stronger main stat.
Rune Inscriptions
From Awakening V, maxed runes keep growing past level 50 with diamonds. Every level costs a little more and adds a little less.
Companions
Collectible creatures. Every companion you OWN adds +5% coins and its trained DPS bonus — both stack across your whole collection, equipped or not.
War Banners
One active banner (a second slot can be bought) whose effect rises linearly to full strength at wave 1,000. Bought and upgraded with War Spoils.
Awakening
The long-term endgame ladder: 10 levels (I to X), each demanding a longer list of permanent account milestones.
Awakening Requirements
What each Awakening asks of you: how the condition checklist works, and the full rune ladder from AW III to AW VIII.
Awakening Tree and AP
Spend AP on a radial talent tree: spells, companion powers, ascension paths and stat nodes.
Companion Training
How companions level up and what training unlocks.
Ascension
Spend coins to push already-maxed workshop upgrades past their limit, usually +1% each. Levels 81-100 also strengthen the whole stat. An Awakening perk, nothing resets.
TrialsUPDATED
Tournaments where your league plays the same arena and competes for the best wave.
Public Ranking
Who reached the highest wave in a single run, per world and run type, over the last 7 or 30 days.
The Watch
A team that fights a boss together - one wound per player per day.
Night Runs: Sparks, Flames and the LanternUPDATED
The Awakening 5 endgame: burn a Flame to turn a run into a Night Run, and keep a permanent bonus for how deep you got.
Worlds 7+: The Act
From World 7 on the game changes rhythm: 100-wave chapters, Wards and, from World 8, inherent Corruption.
Corruption
The inherent hostility of Worlds 8+: it rises on its own every 300 waves — enemies hit harder, healing weakens, materials drop richer.
Celestial Wards
W7+ ward carriers mitigate ONE of your damage classes at a time — the other two always hit full.
Act Materials & Attunement
Celestial Filament and Echo Shard — the W7+ materials that fuel permanent Artifact Attunement ranks.
Memory Waves
Twice per chapter, World 8+ thaws a wave from the original world it echoes — a nostalgia beat with normal rewards.
Heartwood Matriarch
The World 8 boss: she heals herself on a timer, and the way to stop her is standing right in front of you.
Account
Account and Cloud Save
Sign in to back up your save to the cloud and restore it on any device.
Offline and Background Play
Minimize the game and the run keeps going: the engine simulates your fight and catches up when you return.
Stats Explained
Lifetime stats, run stats and the Detailed Stats screen.
Run History & Replay
Watch your last run play back, and compare the record of every run.