Travel
Conjuration holds most of Runic's travel. Nearly all of it runs on one idea: a signature names a place, and any rune carrying the same signature can reach it. Pick four signature blocks for a destination, build them into a Waypoint, and every Teleporter, arch, or Personal Teleport with those four blocks leads there.
The travel network at a glance
| Rune | What it does | Stays after use |
|---|---|---|
| Waypoint | Names a destination with its signature. | Yes |
| Teleporter | Carries you to the Waypoint sharing its signature. | Yes |
| Master Teleporter | A Teleporter whose signature stays, so you can change destinations. | Yes |
| Personal Teleport | Carries you once to a Waypoint, then burns away. | No |
| Viatorem's Arch | An upright gateway to a Waypoint or to a twin arch. | Yes |
| Transport Rings | A pair of pads that ferry everyone standing on them. | Yes |
| Stargate and Dial Home Device | A ring you dial by address. | Yes |
| Warp | Sends everyone in its cabin through stone to the next open space. | No |
| Recall | Binds an item that brings you home. | No |
| Freightpoint, Freight Teleporter, Bundle Courier | Ship items, while you stay put. | Varies |
Waypoints and Teleporters
The Your first runes walkthrough builds a Waypoint and a Teleporter step by step. In short:
- Build a Waypoint at the destination with four signature blocks on its inner cross, and right-click its heart. Waypoint attuned (Tier 2). Travelers who match this signature will arrive here.
- Build a Teleporter anywhere with the same four signature blocks, each in the same compass direction. The first touch forges the link and turns the signature blocks to stone. The teleporter drinks the signature and waits.
- Touch the Teleporter again to travel. The world folds around you.
The Teleporter remembers its Waypoint from then on. The Master Teleporter keeps its signature blocks: swap them for another set and its destination follows. Its corners take Tier blocks, where the Teleporter's corners stay empty.
The Personal Teleport is a small three-by-three drawing with lit redstone torches at its corners. It carries you once to the Waypoint sharing its signature, and the whole drawing burns away with you. If the trip fails, the drawing is restored.
Rules every trip follows
- Tier. A rune reaches a destination of its own Tier or lower. The destination waypoint (Tier 4) outclasses this rune (Tier 2) — rebuild it from higher-Tier blocks. The same rule holds for Transport Rings, arches, and freight.
- Distance. A Waypoint answers from anywhere in its world, however far.
- Worlds. Travel between worlds works unless the server turns off
teleport.cross-world. This signature leads to another world, and such travel is forbidden here. - Ownership. A signature belongs to the first mage who attunes a Waypoint with it. Pick different signature blocks if another mage holds yours. See Signatures and keys.
- Landing. A Waypoint sets travelers down beside itself, on the side with room to stand. See Where travelers arrive.
- Wards. A Teleport Ward stops travel runes inside it from waking, and turns away arrivals too.
When a Waypoint is broken, the next trip toward it finds it gone. The destination waypoint lies broken — its attunement fades away.
Viatorem's Arch
An upright gateway, five wide and six tall, that you walk through. It has two forms:
- Gold feet with an iron keystone open onto the Waypoint that shares the signature. The arch drinks the signature — step through to travel.
- Iron feet with a gold keystone open onto another arch with the same signature. Only two arches stay awake on one signature. The arch drinks the signature — it will open only to a matching arch.
Wake or sleep an arch by clicking its keystone, by marking the keystone with an Automation Designator, or with redstone. A redstone signal turning on wakes the arch, and turning off puts it to sleep. The arch awakens. / The arch sleeps.
Transport Rings
Transport Rings are a pair of nine-by-nine floor pads that share a signature. Clear the six layers of space above each pad, then right-click the gold heart to attune it. Transport Rings drink the signature and wait (Tier 3). Two pads at most share one signature.
Step onto the pad and right-click the ring to ride. The Transport Rings begin to turn. Rings rise, and everyone and everything inside the pad, up to six blocks high, travels to the partner pad. Riders stay mounted on their horses, boats, and minecarts.
Pads of equal Tier trade places, so whoever waits on the far pad comes back the other way. A higher-Tier pad sends its load one way to a lower one, and a lower-Tier pad cannot reach a higher one. This pad (Tier 2) cannot reach the far pad (Tier 4).
After a trip the rings rest for twenty seconds, and three seconds after a failed one. The rings rest for 12s.
Stargates
- Upright
- Flat
- Air or a Tier 0 block × 20Leave these as air, or fill them with Tier 0 blocks such as dirt or stone.
- Activation blockThe glowing cell is the one to click.
Keys
- Chiseled Stone Bricks × 19stays after use
- Redstone Lamp × 9stays after use
- Stone Brick Stairs × 12needs a particular block state · stays after use
- Diamond Block × 7all 7 hold the same block, set the same way · stays after use
- Any block with a Tier of 1 or more × 7Tier 1 or higher; a Tier 0 block reads as empty · stays after use
Takes any of 1193 blocks
/runic buildplaces Acacia Log. - Lapis Lazuli Block × 8all 8 hold the same block, set the same way · stays after use
- Blue Ice × 24all 24 hold the same block, set the same way · stays after use
- Redstone Block × 12all 12 hold the same block, set the same way · stays after use
- Beacon × 1stays after use
- Any block, or none × 2optional: an empty cell works too · stays after use
Takes any of 1193 blocks
/runic buildplaces Stone Brick Stairs.
- Air or a Tier 0 block × 20Leave these as air, or fill them with Tier 0 blocks such as dirt or stone.
- Activation blockThe glowing cell is the one to click.
Keys
- Chiseled Stone Bricks × 31stays after use
- Redstone Lamp × 9stays after use
- Any block with a Tier of 1 or more × 7Tier 1 or higher; a Tier 0 block reads as empty · stays after use
Takes any of 1193 blocks
/runic buildplaces Acacia Log. - Beacon × 1stays after use
- Any block, or none × 2optional: an empty cell works too · stays after use
Takes any of 1193 blocks
/runic buildplaces Stone Brick Stairs. - Diamond Block × 7all 7 hold the same block, set the same way · stays after use
- Lapis Lazuli Block × 8all 8 hold the same block, set the same way · stays after use
- Blue Ice × 24all 24 hold the same block, set the same way · stays after use
- Redstone Block × 12all 12 hold the same block, set the same way · stays after use
A Stargate is an eleven-by-eleven ring, upright or laid flat. Nine chevron seats around the ring each hold an address block, and every seat may hold a different block. Chevrons 1 to 6 and Chevron 7 are required; Chevrons 8 and 9 are optional. Chevron 7 is always the centred lamp at the top, and it is unique: no other gate may share it. Chevron 7 is already claimed by another Stargate.
Right-click the beacon to raise the gate. The gate opens toward the face you clicked. The chevron blocks and the inner fill burn away, the ring remains, and the gate remembers its address. The Stargate locks into place. Gates must stand at least 400 blocks apart.
Dialing
- Air or a Tier 0 block × 27Leave these as air, or fill them with Tier 0 blocks such as dirt or stone.
- Activation blockThe glowing cell is the one to click.
Keys
- Any Wall × 9stays after use
Takes any of 32 blocks
- Blocks: Andesite Wall, Blackstone Wall, Brick Wall, Cinnabar Brick Wall, Cinnabar Wall, Cobbled Deepslate Wall, Cobblestone Wall, Deepslate Brick Wall, Deepslate Tile Wall, Diorite Wall, End Stone Brick Wall, Granite Wall, Mossy Cobblestone Wall, Mossy Stone Brick Wall, Mud Brick Wall, Nether Brick Wall, Polished Blackstone Brick Wall, Polished Blackstone Wall, Polished Cinnabar Wall, Polished Deepslate Wall, Polished Sulfur Wall, Polished Tuff Wall, Prismarine Wall, Red Nether Brick Wall, Red Sandstone Wall, Resin Brick Wall, Sandstone Wall, Stone Brick Wall, Sulfur Brick Wall, Sulfur Wall, Tuff Brick Wall, Tuff Wall
/runic buildplaces Cobblestone Wall. - Stone Bricks × 4stays after use
- Redstone Block × 4all 4 hold the same block, set the same way · stays after use
- Diamond Block × 1stays after use
- Stone Brick Stairs × 10needs a particular block state · stays after use
- Chiseled Stone Bricks × 9stays after use
- Redstone Lamp × 1stays after use
- Stone Brick Slab × 1needs a particular block state · stays after use
- Any block with a Tier of 1 or more × 7Tier 1 or higher; a Tier 0 block reads as empty · stays after use
Takes any of 1193 blocks
/runic buildplaces Acacia Log. - Any block, or none × 2optional: an empty cell works too · stays after use
Takes any of 1193 blocks
/runic buildplaces Stone Brick Stairs.
A gate is dialed from a Dial Home Device within 64 blocks of it. Set the DHD's Chevrons 1 to 6, and 8 and 9 if the destination uses them, to the destination's address. Set its Chevron 7 to your own gate's Chevron 7, then click the lamp. Each address seat needs a block of Tier 1 or higher. Chevron sequence engaged.
The chevrons lock one per second. When the seventh locks, the wormhole opens and holds for 38 seconds, then the gate rests for ten. Step through the dialing gate to travel. An incoming wormhole only receives. You cannot enter an incoming wormhole.
Warp
Warp sends everyone in its small cabin straight through stone to the next open space. It has six forms, one for each direction: up, down, north, east, south, and west. The direction you build is the direction you go. The whole rune is spent in the passage.
Higher Tier blocks search farther: 64 blocks at Tier 1, then 96, 128, 160, 192, 256, and 512 at Tier 7. No open space lies within this Tier's reach (64 blocks) — higher-Tier blocks search farther. Bedrock, barriers, and the void stop the search. The warp is sealed — bedrock, barrier, or the void bars the way.
Recall
Recall enchants a held item with homecoming. Build the pattern where you want to return, then right-click its redstone torch heart while holding the item. The item remembers that spot and carries four charges. Right-click with it anywhere and you return, landing on top of the spot. The world folds, and you are recalled.
Each trip spends one charge. Recall stays cold inside a Teleport Ward: The recall stays cold — a Teleport Ward holds the world still here.
A Recall bound on a Faith island follows the island when it moves, and so do beds and respawn anchors on it.
Freight
The freight network moves items, and you stay where you are.
- Build a Freightpoint with a chest at its heart and your signature. Sneak and right-click it to attune the chest. Freightpoint attuned. Matching freight will arrive in this chest.
- Build a Freight Teleporter with the same signature and a chest of its own. A plain click opens the chest. Sneak and right-click to send its whole cargo. Shipped 27 item(s) through the void.
- On 1.21 and newer, bind a bundle with Bundle Courier. Sneak and right-click with the bundle to send its contents to the Freightpoint sharing its signature.
Items that do not fit in the receiving chest stay behind. Nothing could be shipped (empty chest or full destination).
Other ways to move
- Bow of Translocation: loose an arrow and land where it strikes.
- Faithpoint and the Faith Transfer Portal carry whole islands. See Faith islands.
- Pegasus flies a Faith island across the sky.