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Runes and Unlocks in Dead Cells: Opening New Routes

Updated 2026-10-15T00:00:00.000Z Source Community mechanics documentation; exact figures to be verified against the game's own data By
Data status: This page explains mechanics and decision rules. Where a precise number matters we say so and mark it, rather than guessing.

What runes are

Runes are travel powers you unlock once and keep forever. Each rune opens a kind of obstacle that was closed before.

One grows a vine you can climb, and another lets you cling to walls. A third throws your head to reach a distant switch.

Where they come from

Runes drop from set places in the world, often tied to a boss or a hidden room. You find each one once.

After that, any run can use it from the start. That is why early exploration pays off later.

Blueprint unlocks

Most gear is unlocked by handing blueprints to the Collector. A blueprint joins future runs only after you bank it.

Some blueprints are rare drops from specific enemies. Others sit behind the runes you earn.

Unlock order

Grab runes when you can reach them, since they widen every route. Blueprint unlocks come second and build your gear pool over time.

Next: Biome routing and How a run works.

Frequently asked questions

Do I keep runes between runs?

Yes. A rune unlocks once and stays for every later run, so any attempt can use it from the start.

How do I unlock new weapons?

Hand blueprints to the Collector. A weapon appears in future runs only after you bank its blueprint.

What is the best rune to get first in Dead Cells?

The vine rune, because it opens vertical routes early. Each rune widens your path options for every later run.

Do blueprints carry over in Dead Cells?

Yes, once you hand them to the Collector. A banked blueprint joins your future gear pool and stays unlocked.

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