Browse the reviewed Task Bar Hero runes by branch and effect. Each Rune page records its exact node key, level-by-level value, cost, tree position, prerequisite, and immediate unlocks for the verified game release. Start with the reviewed links below, use the Rune Planner to total an upgrade target, or read the Best Runes guide for goal-based priorities.
Reviewed for the current game version
Explore 21 verified Rune nodes
These pages cover the three roots, progression, loot, offline rewards, Cube resources, automation, slots, and universal combat stats. Each page includes verified effects, costs, and tree connections.
Reviewed nodes open a detail page. Muted nodes keep the full path visible while their page data is being checked. The server-rendered list remains available without this interactive view.
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How to use the Task Bar Hero Rune database
The Task Bar Hero Rune tree contains 197 distinct nodes in the current verified dataset. A repeated display name does not mean two records are interchangeable. For example, Rune of War appears at several positions with different node keys, effects, costs, prerequisites, and maximum levels. This directory therefore uses stable, key-prefixed URLs such as 1-rune-of-war and 405-rune-of-war. The numeric prefix is part of the identity and prevents one node from overwriting another.
Use the directory search when you know a name or effect family. Category filters separate the Wealth and Growth branches, while the node page supplies the facts that a short card cannot: every level effect, the cost at that level, the graph depth and coordinates, the prerequisite nodes, and the nodes unlocked next. A Rune page is linked only after its effects, costs, and tree connections have been reviewed for the current game version. More Rune pages are being verified as that review is completed.
Core, Wealth, and Growth Rune branches
Core: the tree entrance
Rune of War is the root recorded at depth zero. It provides an all-hero attack damage effect and opens the routes toward Rune of Wealth and Rune of Growth. Treat it as the entry point when tracing prerequisites; later nodes with the same name can use percent effects or additional levels and must be evaluated separately.
Wealth: loot and account utility
The Wealth side includes gold, chest drop multipliers, inventory and storage, offline rewards, automatic chest opening, Cube Alchemy gold, Cube EXP, chest capacity, and stage-wave utility. It is not simply a “gold branch.” A farming goal, a storage bottleneck, and an offline account can favor different nodes even when all three sit on the same side of the tree.
Growth: experience and combat reach
The Growth side covers EXP, hero and skill slots, armor, movement speed, attack damage, attack speed, and additional Cube effects. These nodes can improve account progression or every hero at once. Compare the precise effect and path cost instead of assuming the deepest combat node is always the next efficient purchase.
Read effects and costs level by level
A Rune can have one, three, five, or more recorded levels. The level table on each page keeps the effect text beside the cost for that exact step. The displayed value is taken from the normalized game data; it is not a score invented by this wiki. When an effect says “increased,” “additional,” “unlock,” or “maximum capacity,” preserve that wording because those mechanics are not necessarily interchangeable.
For planning, decide the target level before adding costs. Reaching level three means paying levels one, two, and three, not only the third row. The Rune Planner performs that cumulative sum and shows the target effect. It does not yet calculate the costs of every prerequisite node, because a saved account may already own part of the path. Use prerequisite links and enter owned progress explicitly rather than treating the entire tree as unpurchased.
Trace prerequisites and unlocks without guessing
The Rune tree is stored as a directed graph. A prerequisite points toward the current node; an unlock points away from it. Every path is checked against the same game version as its level and cost rows. This matters when an update moves a node or changes what it unlocks. A screenshot from an older version may still show the right name while describing the wrong route.
Some nodes share an icon or translated title. Stable external keys keep their edges separate. One upstream node is present without a connected edge in the verified source; the database preserves it as an isolated node rather than inventing a prerequisite. That approach makes an absence clear and prevents a visually plausible but false path from appearing in the planner or a Rune guide.
Choose a Rune priority from the current bottleneck
There is no single best Rune for every account. If a player is actively farming boxes, Rune of Exploration and Rune of Conquest address different chest sources. If the game spends long periods offline, Rune of Repose first enables offline rewards before the Hoarding and Training nodes improve their gold or EXP sides. If inventory friction is stopping long sessions, Storage, Expansion, or automatic-opening nodes may create more practical value than another small combat increment.
Combat priorities also depend on the problem. Rune of the Shield provides armor, Rune of the Gale provides movement speed, Rune of War provides damage, and Rune of Frenzy provides attack speed. These effects cannot be collapsed into one universal ranking without a damage model, hero setup, stage target, and owned path. The Best Runes guide groups them by objective and explains the limits of each recommendation.
Versioned Rune data and verification status
Every Rune page shows the game version and the date its data was last verified. Before a page is added, we check its stable node number, level effects, costs, category, coordinates, prerequisites, and unlocks together. The interface presents the in-game effect wording while keeping the version information visible for comparison after an update.
Twenty-one Rune nodes have been reviewed for the current game version. More Rune pages are being verified. A node becomes available when its identity, effects, costs, levels, prerequisites, and unlocks agree with the current data. Until then, related paths may show the unavailable node by name and number without a link, so players can understand where it belongs without relying on an incomplete page.