Elden Ring: How Invader Rune Rewards Actually Work

Invading in Elden Ring isn't just about sweaty duels or trolling gank squads-it can also be a wholesome act of generosity. Plenty of players invade with Elden Ring Runes themed builds (like your Soul of Cinder cosplay) and intentionally lose to gift runes to newer or struggling Tarnished.

But here's the big question: how many runes do hosts actually get when they kill an invader? The answer is simpler-and more consistent-than most rumors suggest.

The Big Myth: "Do They Get My Carried Runes?"

Let's clear this up immediately.

Hosts do NOT receive the runes you're carrying at the time of invasion.

If you invade with 5 million runes in your pocket, the host will not get those when they defeat you.

Those runes behave normally:

You drop them at the spot where you die

You can reclaim them later (unless you die again)

They are invisible and inaccessible to the host

So if your goal is charity, there's no need to hoard runes before invading.

What Actually Determines the Rune Reward?

When a host (or their co-op phantom) defeats an invader, the rune reward is calculated based on the invader's level, not their inventory.

The key rule:

The host receives a fixed percentage of the runes required for the invader's next level.

That's it. No randomness. No inventory check. No scaling based on NG+ cycles.

This system exists to:

Prevent rune exploits

Keep PvP rewards consistent

Encourage fighting higher-level invaders for better payouts

Why Your Level Matters More Than Anything Else

Because rune rewards scale off your level, your effectiveness as a "rune donor" depends entirely on how expensive your next level-up is.

Example (simplified):

A low-level invader (RL 30) provides a small rune payout

A high-level invader (RL 150+) provides a much larger payout

A max-level invader gives a very noticeable chunk of runes

If you truly want to help hosts:

Invade at a higher Rune Level

Stay within invasion brackets that still match with real players

Avoid over-leveling to the point where matchmaking becomes rare

Does Anything Modify the Rune Reward?

Nope. Several common assumptions are false:

Great Runes - don't affect PvP rune rewards

Golden Scarab - does not increase runes from killing invaders

Multiplayer scaling - co-op phantoms don't reduce the payout

How you die - falling, self-destructing, or being killed all pay the same

As long as the host gets the kill credit, the reward is granted.

Best Practices for "Charity Invading"

If you're roleplaying the Soul of Cinder and want your invasion losses to feel meaningful, here's how to optimize it:

1. Invade at a Thoughtful Level

Rune Levels between 120-150 are ideal:

High rune payout

Very active PvP pools

Plenty of mid-to-late-game hosts who can use the runes

2. Make the Fight Memorable

Use thematic gear and spells

Gesture before and after combat

Let the host land the final blow

This turns the invasion into a story moment, not just free currency.

3. Don't Worry About Your Rune Count

Since carried runes don't transfer:

Spend them before invading

Or ignore them entirely

Your level does all the work.

Final Verdict: How Much Are You Really Giving?

To sum it up:

Hosts do not get your stored runes

Hosts do get a percentage of the runes required for your next level

Higher-level invaders = bigger rewards

Intentional losses are a legitimate way to help other players

So yes-your plan works. A high-level Soul of Cinder intentionally falling in battle is genuinely one of the most efficient and cheap Elden Ring Runes stylish ways to give back in the Lands Between.

Praise the flame… and praise good PvP manners. 

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