Runes & Difficulty Guide
Last Updated:June 9, 2025|Changelog
Wizards of Legends 2 is simple to learn but tough to master. While the base game is plenty challenging, dedicated players can select one of six escalating difficulties, culminating in the fearsome Dead Mage difficulty. Each difficulty is activated by equipping a specific number of Positive and Negative Runes, metaprogression rewards unlocked by defeating Elemental Bosses. The enhanced challenges provide slightly more lucrative rewards, but at the end of the day, pursuing the highest difficulties is mostly a matter of pride. This Runes & Difficulty Guide details the requirements and rewards for taking on increased difficulty, as well as some general recommendations about which Runes are more beneficial or less punishing.
Runes Overview
There are 8 Positive and 5 Negative Runes used to enhance and improve the challenges of each run. With the exception of Apprentice, the lowest difficulty, each difficulty specifies the number of Positive and Negative Runes that must be socketed in order to begin the run. For example, the Elementalist difficulty requires 2 Positive and 2 Negative Runes to start.
To unlock Runes, you must first play the game at the base difficulty (probably a few times). The currency used to unlock both Positive and Negative Runes, as well as to upgrade Positive Runes for greater benefit, is called Arcane Chromo. This currency drops one at a time from Elemental Bosses that occur in the second stage of each zone. That means there are a maximum of 3 Arcane Chromos available per run, and unlocking Runes, their upgrades, and even higher difficulties takes some time. Speak to Nazradin, the Trials Warden, in town to shop for runes or change difficulties.

List of Runes & Notable Synergies
Be sure to select Positive Runes that synergize with your loadout and overall strategy. For example, you may take Heartstone of Healing and Monster Mash to counteract the low starting health pool from Fall. Maybe you're looking to get some early upgrades by leveraging the starting gold from Trial Funds and discounted shops from Illusionary Offer. Perhaps your build is based around unleashing your Signature Skill's Ultimate, in which case Orb Catcher and Rune of Fury further this goal.
Generally, Danger Zone is considered to be one of the more favorable Negative Runes. Even though this buff to traps is considerable, many of the other Negative Runes apply buffs to all monsters and result in consistent pressure throughout the run. It's also worth noting that Sickness Rune is among the least punishing Negative Runes when using the Fall Medallion, as you have constant health regeneration when out of combat.
Positive Runes
- Trial Funds
- Heartstone of Healing
- Pit Lord
- Orb Catcher
- Rejuvenating Portal
- Illusionary Offer
- Rune of Fury
- Monster Mash
Negative Runes
- Fortified Foes
- Danger Zone
- Painful Pact
- Sickness Rune
- Relentless Foes
Difficulty Overview
Increasing difficulty in Wizard of Legends 2 is more about challenging yourself and less about efficiently unlocking new content. While higher difficulties grant an incremental increase in Chaos Gem generation, and that does result in faster unlocks for Medallions, Arcana, and starting Relics, the step up in difficulty is often disproportionate to the reward. Additionally, you are generally gated by the availability of Arcane Chromos and unlocking Runes to complete everything the game has to offer, rather than Chaos Gems. As such, there's no harm in waiting to take on greater difficulties until you are ready.

Speak to Nazradin, the Trials Warden in town to shop for runes or change difficulties. On Elementalist difficulty, you have 2 positive and 2 negative runes. The picture above demonstrates an example Rune setup that synergizes with the Fall medallion, leveraging the health-boosting combination of Heartstone of Healing and Monster Mash while largely ignoring the downside of Sickness Rune.
List of difficulties & Rewards
Any difficulty beyond the base Apprentice requires you to equip a specific number of Positive and Negative Runes. In exchange, you are granted increased Chaos Gem generation throughout the run. As expected, difficulty trends from entirely Positive Runes to completely Negative Runes by the time you reach Dead Mage. Oftentimes, the most "efficient" choice is one of the middle difficulties that allows you to balance limited upsides with manageable downsides.
Difficulty | Positive Runes | Negative Runes | Reward |
---|---|---|---|
Apprentice | 0-3 | 0 | None |
Adept | 2 | 1 | 10% more Chaos Gems |
Elementalist | 2 | 2 | 20% more Chaos Gems |
Wizard | 1 | 3 | 30% more Chaos Gems |
Arch Wizard | 1 | 4 | 40% more Chaos Gems |
Dead Mage | 0 | 5 | 50% more Chaos Gems |
Summary
The baseline difficulty of Wizard of Legends 2 is tough to start and can be upgraded to outright vicious at your own peril. Runes give you some flexibility in the challenges and boons presented in a run, but the maximum difficulty, Dead Mage, presents you with all of the risk and none of the upside. It's fine to take on increased difficulty at your own pace, as the heightened challenges often outpace the rewards.
- Unlock and upgrade Runes using Arcane Chromos, acquired from defeating Elemental Bosses
- Each difficulty past Apprentice requires a certain number of Positive and Negative Runes to be equipped
- Speak to Nazradim to unlock, upgrade, and equip Runes and select your Difficulty
Credits
Written by: IBoilerUp
Reviewed by: Tenkiei