Idle Runner Wiki

Everything that drives your hero — powers, gear, enemies, economy.

Getting started

Combat

Progression

Gear

Economy

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.

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