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Runemaster Skill Tree

Table of Contents

  1. Flame Rush
  2. Frost Wall
  3. Runebolt
  4. Glyph of Dominion
  5. Runic Invocation

Flame Rush (Level 5 Skill)


Beta Decay

Flame Rush now also casts a Static Orb in the opposite direction. This effect consumes mana equal to a portion of Static Orb's mana cost.

  • Max Points: 1
  • Stats:
    • Static Orb In Opposite Direction
    • Static Orb Mana Consumption: 80%
  • Related Skills & Ailments: Static

Blazeborn

Flame Rush deals more damage (multiplicative with other modifiers) in a larger area.

  • Max Points: 5
  • Stats:
    • Damage: +6% per point
    • Area: +12% per point

Blazing Flux

Flame Rush costs less mana and has a shorter cooldown. These effects are doubled if you have enough uncapped fire resistance.

  • Max Points: 3
  • Stats:
    • Mana Efficiency: +9% per point
    • Increased Cooldown Recovery Speed: 3% per point
    • Double Effects With 150% Uncapped Fire Res

Branding Cold

Flame Rush now inflicts Brand of Subjugation to enemies you pass through. The Brand does not stack but deals a large amount of cold damage over time and it deals more damage (multiplicative with other modifiers) per your chance to chill.

  • Max Points: 1
  • Stats:
    • Brand of Subjugation On Pass Through
    • Brand of Subjugation Damage Per 1% Chill Chance: +2%
  • Related Skills & Ailments: 

Breath of Fire

Whenever you hit an enemy with Fireball during Flame Rush it causes a Runic Burst around the target.

  • Max Points: 1
  • Stats:
    • Runic Burst On Fireball During Rush
  • Related Skills & Ailments: 

Celestial Guidance

All buff effects from the Flame Rush tree persist afterwards for a portion of the time equal to the duration you spent in Flame Rush.

  • Max Points: 3
  • Stats:
    • Buffs Persist After Flame Rush
    • Buff Duration Equal To Time In Flame Rush: 15% per point

Ember Wake

Every 0.4 seconds during Flame Rush you create a Rune Ember, up to a maximum. Every 0.25 seconds while not in Flame Rush you fire a Rune Ember at a nearby enemy if you have any.

  • Max Points: 1
  • Stats:
    • Rune Embers During Flame Rush
    • Maximum Rune Embers: 15
    • Fire Rune Embers While Not In Flame Rush
  • Related Skills & Ailments: Rune Ember

Energy Equivalence

Flame Rush's base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage. Fire Resistance Shred chance from all sources is converted to Lightning Resistance Shred for Flame Rush and effects related to Fire Shred now depend on Lightning Shred instead. Swaps Flame Rush's Fire tag for a Lightning tag.


Epilogue

You cast Runic Invocation when you exit Flame Rush, if you have it on your action bar. This effect consumes mana equal to a percentage of Runic Invocation's mana cost.

  • Max Points: 1
  • Stats:
    • Runic Invocation On Exit
    • Runic Invocation Mana Consumption: 125%
  • Related Skills & Ailments: Runic Invocation

Fiery Overload

You are granted the Frenzy buff for a short duration when you end Flame Rush.

  • Max Points: 2
  • Stats:
    • Frenzy Duration On Exit (seconds): 1 per point
  • Related Skills & Ailments: Frenzy

Fire Eater

Whenever you pass through an ignited enemy you gain ward and consume all your ignite stacks on that enemy. Consuming your ignite stacks this way grants you ward per your ignite stack on them, but they don't deal their remaining damage.

  • Max Points: 1
  • Stats:
    • Ignited Enemy Ward Gain On Pass Through: +24
    • Ward Gain Per Ignite On Pass Through: +12
    • All Ignites Consumed
    • No Remaining Ignite Damage
  • Related Skills & Ailments: Ignite

Flaring Coals

Rune Embers deal more damage (multiplicative with other modifiers).

  • Max Points: 4
  • Stats:
    • Rune Ember Damage: +15% per point
  • Related Skills & Ailments: Rune Ember

Gas Powered

Whenever you pass through a Frost Wall during Flame Rush it causes the explosion to deal damage in a much larger area and its chance to critically hit is doubled.

  • Max Points: 1
  • Stats:
    • Area: +75%
    • Double Crit Chance
  • Related Skills & Ailments: Frost Wall

Glyph of Intention

Flame Rush now casts Glyph of Dominion at the target location instead of channeling and Flame Rush ends when reaching the Glyph. This effect consumes mana equal to a portion of Glyph of Dominion's mana cost.

  • Max Points: 1
  • Stats:
    • Glyph of Dominion At Target Location
    • No Longer Channeled
    • Ends On Glyph of Dominion
    • Glyph of Dominion Mana Consumption: 110%
  • Related Skills & Ailments: Glyph of Dominion

Guidance of Flames

Casting Fireball and then using Flame Rush in the same direction within 2 seconds causes that Flame Rush to deal more damage (multiplicative with other modifiers) in a larger area and grants you mana on cast.

  • Max Points: 3
  • Stats:
    • Flame Rush Buff In Fireball Direction
    • Damage: +25% per point
    • Area: +25% per point
    • Mana Gain: +5 per point
  • Related Skills & Ailments: Fireball

Keen Ignition

Rune Embers now pierce enemies.

  • Max Points: 1
  • Stats:
    • Rune Embers Pierce
  • Related Skills & Ailments: Rune Ember

Living Embers

Casting Flame Rush creates additional Rune Embers.

  • Max Points: 3
  • Stats:
    • Additional Rune Embers On Cast: +1 per point
  • Related Skills & Ailments: Rune Ember

Lunar Protection

You gain ward per second during Flame Rush and you gain a burst of ward when Flame Rush ends.

  • Max Points: 3
  • Stats:
    • Ward Per Second: +30 per point
    • Ward Burst after Flame Rush: +60 per point

Magma Starter

Flame Rush now casts Volcanic Orb that is attached to you and only detonates when you end Flame Rush, alongside any other active Volcanic Orbs. This effect consumes mana equal to a portion of Volcanic Orb's mana cost.

  • Max Points: 1
  • Stats:
    • Creates Volcanic Orb
    • Volcanic Orb Detonates On Exit
    • Detonates Other Volcanic Orbs
    • Volcanic Orb Mana Consumption: 110%
  • Related Skills & Ailments: Volcanic Orb

Manafused Current

Flame Rush deals more damage (multiplicative with other modifiers) per 40 current mana.

  • Max Points: 3
  • Stats:
    • Damage Per 40 Current Mana: +1% per point

Mark of the Forbidden Flame

Whenever you pass through an ignited enemy with Flame Rush, instead of gaining ward per stack of ignite on the enemy and consuming your ignite stacks without dealing damage, you lose 12 ward per stack of ignite and the ignite stacks instantly deal their remaining damage on the enemy. If you do not have enough ward for this effect, a percentage of your remaining health is consumed instead, up to a maximum. Ignite stacks consumed this way deal more damage (multiplicative with other modifiers) per point of intelligence.

  • Max Points: 1
  • Stats:
    • Ward Consumed Per Ignite: -12
    • % Of Current Health Consumed Per Ignite Without Ward: 1%
    • Maximum % Of Current Health Consumed: 40%
    • Instant Ignite Damage
    • Fire Damage Per 2 Intelligence: +1%
  • Related Skills & Ailments: Ignite

Runic Eclipse

You take less damage (multiplicative with other modifiers) during Flame Rush. This effect is doubled against damage over time effects.

  • Max Points: 3
  • Stats:
    • Damage Taken: -6% per point
    • Doubled Against DoTs
  • Related Skills & Ailments: Rune Ember

Signet of Ash

You now have a chance to create a Rune Ember on kill during Flame Rush and you create Rune Embers faster during Flame Rush.

  • Max Points: 4
  • Stats:
    • Rune Ember On Kill: +10% per point
    • Rune Ember Frequency During Flame Rush: +25% per point
  • Related Skills & Ailments: Rune Ember

Smolder and Burn

Flame Rush now applies Fire Resistance Shred on enemies it passes through.

  • Max Points: 5
  • Stats:
    • Fire Shred Stacks On Pass Through: +1 per point
  • Related Skills & Ailments: Shred Fire Resistance

Snowballing

Flame Rush's base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. Lightning Resistance Shred chance from all sources is converted to Cold Resistance Shred for Flame Rush and effects related to Lightning Shred now depend on Cold Shred instead. Swaps Flame Rush's Lightning tag for a Cold tag.


Solar Rush

You travel faster and further with Flame Rush.

  • Max Points: 3
  • Stats:
    • Speed and Range: +7% per point

Frost Wall (Level 15 Skill)


Amplified Currents

After Frost Wall has existed for a short duration, its outer Pillars cast Lightning Blast more often, up to a maximum, every time an enemy passes through the wall.

  • Max Points: 2
  • Stats:
    • Lightning Blast Frequency: +10% per point
    • Maximum Frequency Bonus: 80% per point
    • Duration Before Effect (seconds): 0.2
  • Related Skills & Ailments: Lightning Blast

Arcane Mosaic

Frost Wall casts Runebolt more often.

  • Max Points: 5
  • Stats:
    • Runebolt Frequency: +15% per point
  • Related Skills & Ailments: Runebolt

Arch of Rimefrost

Frost Wall deals more damage (multiplicative with other modifiers) and has a higher chance to freeze enemies.

  • Max Points: 3
  • Stats:
    • More Damage: +4% per point
    • Freeze Rate Multiplier: +20% per point

Aspirant's Arrival

After you pass through your Frost Wall your next Runic Invocation or Glyph of Dominion cast within 5 seconds is empowered. An empowered spell cast this way, costs less mana (multiplicative with other modifiers) and it also deals more damage (multiplicative with other modifiers) for each second the wall has existed, before you walk through it.


Biting Limit

Frost Wall has a chance to inflict a stack of Frostbite to enemies inside the wall every 0.25 seconds.

  • Max Points: 4
  • Stats:
    • Frostbite Chance Every 0.25 Seconds: +50% per point
  • Related Skills & Ailments: Frostbite

Boosted Kickoff

Frost Wall now grants the Haste and Frenzy buffs for a short duration, up to a maximum, when you and your allies when they first pass through the wall. The maximum duration is equal to Frost Wall's age plus 1 second.

  • Max Points: 3
  • Stats:
    • Frenzy Duration (seconds): 2 per point
    • Haste Duration (seconds): 2 per point
    • Max Duration Equals Wall Age
  • Related Skills & Ailments: 

Brand the Invaders

Frost Wall now inflicts Brand of Trespass to enemies inside the wall. This Brand does not stack, but deals a large amount of fire damage over time. Brand of Trespass deals more damage equal to your ignite chance.

  • Max Points: 1
  • Stats:
    • Brand of Trespass On Enemy Pass Through
    • Damage Per Ignite Chance: +1%
  • Related Skills & Ailments: 

Charged Pylons

Frost Wall's outer Pillars cast Lightning Blast at nearby enemies every other second. This effect consumes mana equal to Lightning Blast's mana cost.

  • Max Points: 1
  • Stats:
    • Lightning Blast Every 2 Seconds
    • Lightning Blast Mana Consumption: 100%
  • Related Skills & Ailments: Lightning Blast

Chilled Touch

You deal more damage (multiplicative with other modifiers) to chilled enemies while you have an active Frost Wall.

  • Max Points: 2
  • Stats:
    • Damage Buff To Chilled Enemies: +7% per point
  • Related Skills & Ailments: Chill

Crackling Barrier

Frost Wall's base cold damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to cold damage. For Frost Wall, chill chance from all sources is converted to Slow, and Frostbite chance from all sources is converted to Shock. Swaps Frost Wall's Cold tag for a Lightning tag.

  • Max Points: 1
  • Stats:
    • Cold -> Lightning Conversion
    • Chill -> Slow
    • Frostbite -> Shock
  • Related Skills & Ailments: 

Crystals of Protection

Frost Wall now grants you and your allies ward and mana when they first pass through the wall. These effects are doubled if the wall is placed at least 2 meters away from you.

  • Max Points: 4
  • Stats:
    • Ward Gain: 20 per point
    • Mana Gain: 3 per point
    • Bonuses Doubled With Distant Wall

Flames Unchained

Whenever an enemy passes through your Frost Wall, you have a chance to cast Fireball towards them. This effect consumes mana equal to Fireball's mana cost.

  • Max Points: 3
  • Stats:
    • Fireball Chance On Enemy Pass Through: 15% per point
  • Related Skills & Ailments: Fireball

Frigid Domination

Frost Wall deals additional spell damage equal to a portion of your freeze rate multiplier.

  • Max Points: 2
  • Stats:
    • Spell Damage Per 20% Freeze Rate Multiplier: +1 per point

Frozen Throne

Frost Wall's initial freeze has increased duration, and the wall deals more damage over time to frozen enemies (multiplicative with other modifiers). This does not affect ailments or subskills.

  • Max Points: 1
  • Stats:
    • Initial Freeze Increased Duration: +25%
    • Damage To Frozen: +25%

Glyph of Direfrost

The Runic Detonations deal more damage (multiplicative with other modifiers) in a larger area if you are facing away from the wall when the detonations occur.

  • Max Points: 1
  • Stats:
    • Detonations Damage: +10%
    • Detonations Area: +50%
  • Related Skills & Ailments: Runic Detonation

Heaping Cold

If you haven't cast Frost Wall in the past 15 seconds, it has no mana cost and deals more damage (multiplicative with other modifiers).

  • Max Points: 5
  • Stats:
    • No Mana Cost
    • Damage: +15% per point

Howling Rift

When you cast Frost Wall while having an existing wall active with more than half its duration remaining, the existing wall is moved to the new target location instead of being replaced and you gain mana equal to half the Frost Wall’s mana cost.

  • Max Points: 1
  • Stats:
    • Frost Wall Moves
    • Mana Regain On Wall Replacement: 50%

Lightning Rod

One of Frost Wall's Pillars now casts Lightning Blast at nearby enemies when you first pass through the wall. This effect consumes mana equal to Lightning Blast's mana cost.

  • Max Points: 4
  • Stats:
    • Pylon Casts Lightning Blast
    • Enemy Targets: 1 per point
    • Lightning Blast Mana Consumption: 100%
  • Related Skills & Ailments: Lightning Blast

Marching Winter

Frost Wall is larger and lasts longer.

  • Max Points: 5
  • Stats:
    • Area: +12% per point
    • Duration: +6% per point

Prepared Wards

You now cast Flame Ward on you or your allies (excluding their minions) that pass through your Frost Wall, if it has existed for at least 0.2 seconds. Frost Wall now has a cooldown, which it shares with Flame Ward. Using one will put the other on cooldown.

  • Max Points: 1
  • Stats:
    • Flame Ward On Ally Pass Through
    • Cooldown Duration (Seconds): 12
    • Cooldown Shared with Flame Ward
  • Related Skills & Ailments: Flame Ward

Protection of the Apostate

You are granted ward whenever enemies pass through the wall for the first time.

  • Max Points: 3
  • Stats:
    • Ward Gain On Enemy Pass Through: 5 per point

Purifying Gate

Frost Wall now cleanses negative ailments on you and your allies when they first pass through the wall.

  • Max Points: 1
  • Stats:
    • Cleanses Negative Ailments On Pass Through

Pyroglass

Frost Wall's base cold damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to cold damage. For Frost Wall, chill chance from all sources is converted to Ignite, and Frostbite chance from all sources is converted to Fire Resistance Shred. Swaps Frost Wall's Cold tag for a Fire tag.


Runic Conclusion

Frost Wall now creates three Runic Detonations shortly after you pass through it, dealing spell cold damage to nearby enemies.

  • Max Points: 1
  • Stats:
    • Frost Wall Detonation After 0.3 Seconds
  • Related Skills & Ailments: Runic Detonation

Shattered to Pieces

The Runic Detonations from Runic Conclusion intensify, destroying the wall in the process and deals more damage (multiplicative with other modifiers) in a larger area.

  • Max Points: 1
  • Stats:
    • Detonations Damage: +60%
    • Detonations Area: +50%
  • Related Skills & Ailments: Runic Detonation

Shelter of the Chef

Whenever an enemy passes through the wall for the first time, and after it has existed for 0.2 seconds, you gain ward equal to a small portion of the enemy's maximum health, up to a maximum amount of ward per enemy.

  • Max Points: 1
  • Stats:
    • Enemy Health To Ward Ratio: 1%
    • Maximum Ward Per Enemy: 200

The Dark Cold

Frost Wall deals more damage over time (multiplicative with other modifiers) per second the wall has existed. This does not affect ailments or subskills.

  • Max Points: 5
  • Stats:
    • Damage Over Time Per Second Of Existence: +3% per point

Wall of Glyptic Art

Frost Wall now casts Runebolt in the original target direction the Wall was cast. The element of the bolts match the element of the Wall, regardless of Runebolt's tree. This effect consumes 2 mana per projectile and does not cast if you are at negative mana.

  • Max Points: 1
  • Stats:
    • Casts Runebolt In Target Direction
    • Mana Consumption: 2
  • Related Skills & Ailments: Runebolt

Runebolt (Level 30 Skill)


Amplified Cascade

If your last three direct casts were all Runebolt, then any further cast of it becomes tri-elemental (fire, lightning and cold). Tri-elemental Runebolt deals more damage (multiplicative with other modifiers) and applies all the effects of the Attuned Recovery node. Once you directly cast another skill, Runebolt loses all of these effects.

  • Max Points: 1
  • Stats:
    • Runebolt Becomes Tri-Elemental
    • Damage With Tri-Elemental: +50%
    • Health Gain With Tri-Elemental: 25
    • Ward Gain With Tri-Elemental: 15
    • Mana Gain With Tri-Elemental: 2
  • Related Skills & Ailments: Runebolt

Arcane Overcharge

Runebolt has a chance to shoot additional projectiles in a volley in front of you.

  • Max Points: 5
  • Stats:
    • Extra Projectiles Chance: +20% per point
    • Extra Projectiles: +2

Arcane Restoration

Directly casting Runebolt and hitting at least one enemy has a chance to grant you mana.

  • Max Points: 4
  • Stats:
    • Mana Gain Chance: +25% per point
    • Mana Gain: 12

Arcanist

Runebolt has increased cast speed and it has a chance to grant you the Haste buff for a short duration.

  • Max Points: 4
  • Stats:
    • Cast Speed: +4% per point
    • Haste Chance: +4% per point
    • Haste Duration: 1 per point
  • Related Skills & Ailments: Haste

Attuned Recovery

Directly casting Runebolt and hitting at least one enemy grants you health if it was a Fire Bolt, ward if it was a Lightning Bolt and mana if it was a Cold Bolt.

  • Max Points: 3
  • Stats:
    • Health Gain with Fire Bolt: 25 per point
    • Ward Gain with Lightning Bolt: 15 per point
    • Mana Gain with Cold Bolt: 2 per point
  • Related Skills & Ailments: 

Awakened Runestone

Every second while channeling a skill, your nearest Runestone has a chance to cast Runebolt towards your target.

  • Max Points: 4
  • Stats:
    • Chance to cast Rune Bolt: 25% per point
  • Related Skills & Ailments: Runestone

Blazing Fire

The Lightning Bolt's base lightning damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to lightning damage. Shock chance from all sources is converted to ignite for Runebolt and effects related to shock now depend on ignite instead. Swaps the Lightning Bolt's Lightning tag for a Fire tag.

  • Max Points: 1
  • Stats:
    • Lightning -> Fire Damage
    • Shock -> Ignite Chance
  • Related Skills & Ailments: 

Cosmic Tapestry

Each stack of Runeweave also grants your Runic Invocation additional critical strike chance.

  • Max Points: 3
  • Stats:
    • Runic Invocation Crit Chance per stack: +1% per point
  • Related Skills & Ailments: Runic Invocation

Cryomantic Bolt

Runebolt deals more cold damage (multiplicative with other modifiers).

  • Max Points: 3
  • Stats:
    • Cold Damage: +10% per point

Devastator

Runebolt now explodes when it reaches its target location or when hitting enemies or obstacles, dealing damage of the corresponding element in an area.


Dissolve and Conquer

Each stack of Runeweave also grants you more elemental damage (multiplicative with other modifiers) per stack of armor shred on the target up to a maximum.

  • Max Points: 1
  • Stats:
    • Elemental Damage per stack of Armor Shred: +0.5%
    • Maximum Damage Boost per stack of Runeweave: 7%
  • Related Skills & Ailments: Shred Armor

Echomancy

Runebolt is now cast in a sequence with the same order of your most recent Runic Invocation

  • Max Points: 1
  • Stats:
    • Rune Bolt Sequence as Recent Runic Invocation
  • Related Skills & Ailments: Runic Invocation

Efficient Experiment

Runebolt now randomly selects the element with each cast rather than by combo order. Directly casting Rune Bolt now has a chance to double cast if the previous cast was a different type. The chance is based on the amount of Glyph of Chaos you have in your crafting inventory.

  • Max Points: 1
  • Stats:
    • Chance to Double Cast Per 5 Glyph of Chaos: 1%
    • Maximum Chance to Double Cast: 20%

Focused Runewords

Casting Runebolt now randomizes the runes of your Runic Invocation.

  • Max Points: 1
  • Stats:
    • Runic Invocation Runes Randomization on Cast
  • Related Skills & Ailments: Runic Invocation

Frost Spikes

The Lightning Bolt's base lightning damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to lightning damage. Shock chance from all sources is converted to Chill for Runebolt and effects related to shock now depend on chill instead. Swaps the Lightning Bolt's Lightning tag for a Cold tag.

  • Max Points: 1
  • Stats:
    • Lightning -> Cold Damage
    • Shock -> Chill Chance
  • Related Skills & Ailments: 

Fulminating Bolt

Runebolt deals more lightning damage (multiplicative with other modifiers).

  • Max Points: 3
  • Stats:
    • Lightning Damage: +6% per point

Ice Shard

The Fire Bolt's base fire damage is converted to cold. Consequently this damage scales with increases to cold damage, but not increases to fire damage. Ignite chance from all sources is converted to Chill for Runebolt and effects related to ignite now depend on chill instead. Swaps the Fire Bolt's Fire tag for a Cold tag.

  • Max Points: 1
  • Stats:
    • Fire -> Cold Damage
    • Ignite -> Chill Chance
  • Related Skills & Ailments: 

Imbued Runestone

If you have 3 Runes from Runic Invocation when you create a Runestone, the Runes are consumed to instead create an Imbued Runestone that fires three bolts. An Imbued Runestone's explosion has 100% more area of effect and damage. This effect has a 20 second cooldown. When you cast Runic Invocation the remaining cooldown is reduced by 20% per Rune in the Invocation.

  • Max Points: 1
  • Stats:
    • Additional Runebolt Casts: 1
    • Area: 100%
    • Explosion Damage: 100%
    • Imbued Effect Cooldown: 20s
  • Related Skills & Ailments: 

Inscription of Momentum

When Runebolt passes through a Frost Wall it is intensified dealing more damage (multiplicative with other modifiers) and gains increased projectile speed.

  • Max Points: 1
  • Stats:
    • Damage through Frost Wall: +30%
    • Projectile Speed through Frost Wall: +30%
  • Related Skills & Ailments: Frost Wall

Jolting Spark

The Fire Bolt's base fire damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to fire damage. Ignite chance from all sources is converted to Shock for Runebolt and effects related to ignite now depend on shock instead. Swaps the Fire Bolt's Fire tag for a Lightning tag.

  • Max Points: 1
  • Stats:
    • Fire -> Lightning Damage
    • Ignite -> Shock Chance
  • Related Skills & Ailments: 

Kinetic Breach

Runebolt deals additional physical damage per point of strength of you or your nearby ally with the highest amount of strength.

  • Max Points: 1
  • Stats:
    • Physical Spell Damage per Strength from Nearby Ally: +1

Lightning Spear

The Cold Bolt's base cold damage is converted to lightning. Consequently this damage scales with increases to lightning damage, but not increases to cold damage. Chill chance from all sources is converted to Shock for Runebolt and effects related to chill now depend on shock instead. Swaps the Cold Bolt's Cold tag for a Lightning tag.

  • Max Points: 1
  • Stats:
    • Cold -> Lightning Damage
    • Chill -> Shock Chance
  • Related Skills & Ailments: 

Orderly Conduit

Runebolt gains additional effects for each unique Rune you have. Multiple Runes of the same type does not stack the effect. Rah Rune: Runebolt has a chance to ignite enemies. Gon Rune: Runebolt has a chance to shock enemies. Heo Rune: Runebolt has a chance to inflict Frostbite on enemies.

  • Max Points: 3
  • Stats:
    • Ignite Chance with Rah Rune: +15% per point
    • Shock Chance with Gon Rune: +15% per point
    • Frostbite Chance with Heo Rune: +15% per point
  • Related Skills & Ailments: 

Punch Through Metal

Runebolt hits have a chance to shred enemy armor.

  • Max Points: 5
  • Stats:
    • Armor Shred Chance: +20% per point
  • Related Skills & Ailments: Shred Armor

Pyromantic Bolt

Runebolt deals more fire damage (multiplicative with other modifiers).

  • Max Points: 3
  • Stats:
    • Fire Damage: +6% per point

Runestone

Directly casting Runebolt now creates a Runestone in front of you if you do not currently have one nearby instead of casting a Runebolt. If you have a nearby Runestone, directly using Runebolt now casts two bolts from the Runestone towards the target. After several seconds Runestone consumes mana to explode.

  • Max Points: 1
  • Stats:
    • Runestone On Cast Instead Of Runebolt
    • Rune Bolts from Runestone: 2
    • Runestone Duration (seconds): 8
    • Explosion Mana Consumption: 20
  • Related Skills & Ailments: Runestone

Runeweaver

Casting Runebolt and hitting at least one enemy grants you a stack of Runeweave up to a maximum.

  • Max Points: 3
  • Stats:
    • Maximum Runeweave Stacks: 1 per point
    • Increased Mana Regen per stack: 4%
    • Mana Spent Gained As Ward per stack: 40%
    • Runeweave Duration (seconds): 3

Runic Evocation

Runebolt now shoots in a cone and the projectiles seek out enemies.

  • Max Points: 1
  • Stats:
    • Auto Targets
    • Projectiles in Cone

Searing Dart

The Cold Bolt's base cold damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to cold damage. Frostbite chance from all sources is converted to ignite for Runebolt and effects related to Frostbite now depend on ignite instead. Swaps the Cold Bolt's Cold tag for a Fire tag.

  • Max Points: 1
  • Stats:
    • Cold -> Fire Damage
    • Frostbite -> Ignite Chance
  • Related Skills & Ailments: 

Supercharged Bolt

Runebolt's chance to shoot extra projectiles from the Arcane Overcharge node and the amount of projectiles are doubled while standing in a Glyph of Dominion.

  • Max Points: 1
  • Stats:
    • Double Extra Projectiles Chance
    • Extra Projectiles: +2
  • Related Skills & Ailments: Glyph of Dominion

Torrent of Evocation

Runebolt's combo is now cast in a reversed order.

  • Max Points: 1
  • Stats:
    • Reverses order of Rune Bolt Combo

Wrecking Ball

The explosion from Devastator deals damage in a larger area per uncapped resistance of the corresponding element.

  • Max Points: 1
  • Stats:
    • Increased Area per Uncapped Resistance: 1%

Glyph of Dominion (Level 35 Skill)


Amplified Expanse

Glyph of Dominion deals damage in a larger area.

  • Max Points: 3
  • Stats:
    • Area: +20% per point

Arcane Mirror

You and your allies gain additional resistances while standing on your Glyph.

  • Max Points: 3
  • Stats:
    • All Resistances On Glyph: +15% per point

Astral Extension

You can now place down up to two Glyphs of Dominion, but Glyph of Dominion costs more mana. When the first Glyph explodes the second one does too. The second explosion deals more damage (multiplicative with other modifiers) the further it is from the first one up to a maximum.

  • Max Points: 1
  • Stats:
    • Can Place Two Glyphs
    • Mana Cost: +10
    • Second Glyph Damage Per 1 Meter Distance: +10%
    • Maximum Damage Bonus: 60%
  • Related Skills & Ailments: Glyph of Dominion Explosion

Astromage

Glyph of Dominion deals more damage (multiplicative with other modifiers) and costs less mana.

  • Max Points: 5
  • Stats:
    • Damage: +4% per point
    • Mana Efficiency: +8% per point

Atomization

While standing on your Glyph you and your allies deal more damage over time (multiplicative with other modifiers) per stack of Armor Shred on the enemy, up to a maximum of 14 stacks.

  • Max Points: 1
  • Stats:
    • Damage Over Time Per Armor Shred: +1%
    • Maximum Damage Bonus: 14%
  • Related Skills & Ailments: Shred Armor

Attuned Shapes

Glyph of Dominion expands faster and lasts a shorter duration (both multiplicative with other modifiers) per amount of missing mana. This decreases the time before it reaches its full size to detonate.

  • Max Points: 1
  • Stats:
    • More Expansion Speed Per 3 Missing Mana: 1%

Burning Symbol

Glyph of Dominion ignites enemies on the Glyph every half second.

  • Max Points: 3
  • Stats:
    • Ignite Stacks Every 0.5 Seconds: +1 per point
  • Related Skills & Ailments: Ignite

Careful Drawings

Glyph of Dominion expands slower and lasts a longer (both multiplicative with other modifiers). This increases the time before it reaches its full size to detonate.

  • Max Points: 2
  • Stats:
    • Less Expansion Speed: 25% per point
    • More Duration: 25% per point

Charged Reflections

Glyph of Dominion is now cast at your current location and it grants you and your allies ward per second per your uncapped resistance while standing on your Glyph.

  • Max Points: 1
  • Stats:
    • Cast On You
    • Ward Per Second Per 5% Uncapped Resistances: +1

Doom Scribe

After Glyph of Dominion its full size it now has a short delay before it detonates.

  • Max Points: 4
  • Stats:
    • Delay Before Detonation (seconds): 1 per point

Evoker of Elements

You cast Elemental Nova in the middle of the Glyph if you stand inside it when the delay from Doom Scribe starts and you gain stacks of Fire Aura.

  • Max Points: 3
  • Stats:
    • Cast Elemental Nova When Delay Starts
    • Fire Aura Stacks: +2 per point
  • Related Skills & Ailments: 

Fan the Inferno

The ignite frequency from Burning Symbol is increased by your chance to ignite.

  • Max Points: 1
  • Stats:
    • Increased Ignite Frequency Per Ignite Chance: 1%
  • Related Skills & Ailments: Ignite

Flaming Scroll

Glyph of Dominion's base lightning damage is converted to fire. Consequently this damage scales with increases to fire damage, but not increases to lightning damage. Shock chance from all sources is converted to ignite for Glyph of Dominion and effects related to shock now depend on ignite instead. Swaps Glyph of Dominion's Lightning tag for a Fire tag. Ignite chance is halved for minions and other allies.

  • Max Points: 1
  • Stats:
    • Lightning -> Fire Damage
    • Shock -> Ignite Chance
    • Ignite Chance Halved for Allies
  • Related Skills & Ailments: 

Herald of Domination

The Glyph explosion deals more damage (multiplicative with other modifiers) per stack of slow on the target.


Mage's Decree

You and your allies gain increased area to spells and attacks while standing on your Glyph.

  • Max Points: 1
  • Stats:
    • Spells and Attacks Area on Glyph: +30%

Perfect Design

Glyph of Dominion has additional charges and all charges are refreshed whenever you directly cast Runic Invocation.

  • Max Points: 4
  • Stats:
    • Additional Charges: +1 per point
    • Charges Refresh on Runic Invocation
  • Related Skills & Ailments: Runic Invocation

Power Word: Devastation

Glyph of Dominion now consumes the Runes from Runic Invocation on cast to gain additional effects per Rune you have. Rah Rune: Glyph deals more damage in a larger area per Rune of this type. Gon Rune: Glyph detonates additional times during the delay per Rune of this type. Heo Rune: Glyph inflicts stacks of Frostbite per second per Rune of this type.

  • Max Points: 1
  • Stats:
    • Damage Per Rah Rune: +30%
    • Area Per Rah Rune: +30%
    • Detonations Per Gon Rune: +1
    • Frostbite Stacks Per Second Per Heo Rune: +5
  • Related Skills & Ailments: 

Power Word: Stun

Normal and Magic enemies have a chance to be stunned every half second while on your Glyph.

  • Max Points: 3
  • Stats:
    • Stun Chance On Glyph Every 0.5 Seconds: 10% per point

Runecarver's Domain

Glyph of Dominion expands faster and lasts a shorter duration (both multiplicative with other modifiers). This decreases the time before it reaches its full size to detonate.

  • Max Points: 3
  • Stats:
    • More Expansion Speed: 12% per point
    • Less Duration: 12% per point

Runes of Disintegration

Disintegrate deals more damage (multiplicative with other modifiers) and grants you ward per second if you start channelling it while standing on your Glyph.

  • Max Points: 4
  • Stats:
    • Disintegrate Damage: +10% per point
    • Disintegrate Grants Ward Gain Per Second: +40 per point
  • Related Skills & Ailments: Disintegrate

Runic Dominance

Glyph of Dominion now has a cooldown, which is refreshed whenever you directly cast Runic Invocation. It also deals more damage (multiplicative with other modifiers) per rune from Runic Invocation, without consuming them.

  • Max Points: 1
  • Stats:
    • Damage Per Rune: +10%
    • Cooldown (seconds): +20
    • Cooldown Refreshes on Runic Invocation
  • Related Skills & Ailments: Runic Invocation

Sanctuary Threshold

Whenever you or your allies enters your Glyph of Dominion it cleanses ailments and grants the Haste buff for a short duration. Leaving and re-entering the same Glyph does not cause this effect to trigger again.

  • Max Points: 4
  • Stats:
    • Cleanses Ailments
    • Haste Duration (seconds): 1 per point
  • Related Skills & Ailments: Haste

Shocking Grasp

You and your allies gain additional Shock chance while standing on your Glyph.

  • Max Points: 4
  • Stats:
    • Shock Chance on Glyph: +20% per point
  • Related Skills & Ailments: Shock

Static Sparks

After casting Glyph of Dominion you gain Static Charges at an accelerating rate while standing still, until your Glyph detonates.

  • Max Points: 1
  • Stats:
    • Static Charges Per Second: +4
    • Additional Static Charges Per Second: +4
  • Related Skills & Ailments: Static

Tendrils of the Invoker

Your Lightning Blast now chains while you are standing on your Glyph, but consumes mana when cast this way while you are at positive mana.

  • Max Points: 3
  • Stats:
    • Lightning Blast Additional Chains on Glyph: +1 per point
    • Mana Consumed: 2 per point
  • Related Skills & Ailments: Lightning Blast

Vaporizing Realm

Glyph of Dominion deals more damage over time (multiplicative with other modifiers).

  • Max Points: 5
  • Stats:
    • Damage Over Time: +20% per point

Wreak Havoc

Glyph of Dominion's damage over time part deals more damage for each second it is active (multiplicative with other modifiers).

  • Max Points: 3
  • Stats:
    • Damage Over Time Every Second: +12% per point

Runic Invocation (Mastery Skill)


Adept Runescribing

Runic Invocation has a shorter cooldown.

  • Max Points: 4
  • Stats:
    • Increased Cooldown Recovery Speed: 8% per point

Arcane Battery

Your maximum Runic Energy is tripled, but bonuses per Runic Energy are halved. When you cast a skill you gain Runic Energy per mana spent.

  • Max Points: 1
  • Stats:
    • Triples Max Runic Energy
    • Runic Energy Bonuses Halved
    • Runic Energy Per 10 Mana: +1

Attuned Approach

Runic Invocation grants ward per Rune consumed and on direct casts you refund a portion of its mana cost.

  • Max Points: 4
  • Stats:
    • Ward Gain: +10 per point
    • Mana Refunded: 10% per point

Author of Arcana

Directly casting Runic Invocation now refunds its mana cost and it deals more damage (multiplicative with other modifiers), but it now has a cooldown when cast this way.

  • Max Points: 1
  • Stats:
    • Mana Refunded: 100%
    • Damage: +45%
    • Cooldown (seconds): +12

Consolidator

While you have 3 Runes and your combination of Runes changes without casting an Invocation, Runic Invocation's remaining cooldown is reduced.

  • Max Points: 1
  • Stats:
    • Cooldown Reduction When Rune Combination Changes: 6%

Copied Scrolls

Runic Invocation now has a chance to be repeated per stack of Runic Energy.

  • Max Points: 4
  • Stats:
    • Chance To Repeat Per Energy: 2.5% per point

Cosmic Mind

When you cast an Invocation using a sequence of three different Runes you gain ward per point of intelligence.

  • Max Points: 2
  • Stats:
    • Ward Gain Per Intelligence With Different Runes: 3 per point

Devastating Starfall

Runic Invocation deals more damage per type of Rune consumed.

  • Max Points: 2
  • Stats:
    • Damage Per Type Of Rune: +4% per point

Elemental Lore

Runic Invocation penetrates elemental resistances per point of Intelligence.

  • Max Points: 1
  • Stats:
    • Elemental Penetration Per 3 Intelligence: +1%

Elemental Starfield

Whenever you cast Runic Invocation, you also cast up to one of each type of Elemental Nova that you can cast directly. Each unique Rune you have when casting Runic Invocation represents different Elemental Nova. These Novas are cast with a 0.3 second interval. This effect consumes mana equal to Elemental Nova's mana cost.


Elementalist's Call

When you directly cast Runic Invocation, the next non-channeled elemental spell you cast penetrates enemy elemental resistance and deals damage in a larger area.

  • Max Points: 5
  • Stats:
    • Elemental Penetration: +4% per point
    • Area: +8% per point

Enigma

Whenever you directly cast an Invocation you blink to the target location first, but Runic Invocation now has a cooldown. Invocations cast this way automatically targets a random nearby enemy. Runic Invocation gains the Traversal tag.

  • Max Points: 1
  • Stats:
    • Blink Forward After Cast
    • Cooldown (seconds): +5
    • Becomes Traversal Skill

Glyphcarver's Dominance

Invocations that deal damage in an area now deal damage in a larger area.

  • Max Points: 3
  • Stats:
    • Area For Area Invocations: +20% per point

Immutable Order

Whenever you gain a Rune, instead of it depending on the type of skill cast, it always results in your sequence of Runes mirroring the first three skills on your action bar from left to right. This effect ignores skills that don't have an elemental tag.

  • Max Points: 1
  • Stats:
    • Rune Gain Depend On Skills On Action Bar

Inscribed Patterns

Runes now provide you with passive effects while you have them. 

Rah Rune: Grants increased mana regeneration per Rune of this type. 

Gon Rune: Grants ward per second per Rune of this type. 

Heo Rune: Grants a higher chance to freeze enemies per Rune of this type.

  • Max Points: 3
  • Stats:
    • Increased Mana Regen per Rah Rune: 2% per point
    • Ward Gain Per Second per Gon Rune: +4 per point
    • Freeze Rate Multiplier per Heo Rune: +8% per point

Interlude

During the leap you also cast the Invocation corresponding to your first two Runes, consuming its mana cost. Your Invocation must have at least two runes for this effect to occur.

  • Max Points: 1
  • Stats:
    • Auto Cast 2 Rune Invocation

Mastery of the Invoker

When you consume Runes with a skill other than Runic Invocation you have a chance to also cast the corresponding Invocation for those runes.

  • Max Points: 3
  • Stats:
    • Invocations Chance On Other Skill Use: 6% per point

Prologue

During the leap you also cast the Invocation corresponding to your first Rune, consuming its mana cost. Your Invocation must have at least one rune for this effect to occur.

  • Max Points: 1
  • Stats:
    • Auto Cast 1 Rune Invocation

Rune Powercore

While you have 3 runes and your combination of runes changes without casting an invocation, you gain Runic Energy.

  • Max Points: 1
  • Stats:
    • Gain Runic Energy While At 3 Runes: +1

Rune Slinger

Runic Invocation has increased cast speed and when directly casting an Invocation you gain ward equal to a portion of your current mana.

  • Max Points: 3
  • Stats:
    • Cast Speed: +5% per point
    • Current Mana Gained As Ward: 5% per point

Runic Energizer

Each unique Invocation you directly cast causes Runic Energy to accumulate faster until you repeat an Invocation.

  • Max Points: 1
  • Stats:
    • Runic Energy Accumulation Speed: +20%
    • Accumulation Speed Resets On Repeat Invocation

Runic Energy

Every second you go without casting a Runic Invocation you gain a stack of Runic Energy up to a maximum. Invocations consume all Runic Energy to deal more damage (multiplicative with other modifiers) per Runic Energy.

  • Max Points: 5
  • Stats:
    • Runic Energy Stacks Per Second: +1
    • Damage Per Stack Of Runic Energy: +2%
    • Maximum Stacks Of Runic Energy: 3 per point

Scrivener's Haste

You gain Runes faster while channeling. You gain a burst of ward based on your maximum mana when your number of runes increases from channeling.

  • Max Points: 3
  • Stats:
    • Faster Rune Gain while Channeling: 35% per point
    • Ward Gained per 10 Max Mana: 1 per point

Spell Cascade

When you directly cast Runic Invocation with at least 12 Runic Energy you also proc a random equipped non-channeling skill of the same element as each of the Runes consumed. This effect consumes these skills' mana costs and puts them on cooldown (excluding movement skills and skills that are currently on cooldown). These skills are cast at 0.24 second intervals after the Invocation.

  • Max Points: 1
  • Stats:
    • Cast Random Equipped Skill With 12 Energy
    • Consumes Chosen Skill's Mana Cost
    • Puts Chosen Skill On Cooldown

Stride to Safety

When you directly cast Runic Invocation you leap backwards a short distance, hovering in the air for a moment. In this state you take less damage and directly casting Runic Invocation deals more damage (both multiplicative with other modifiers). The effect of Enigma no longer works when taking this node. Runic Invocation gains the Movement tag.

  • Max Points: 3
  • Stats:
    • Leap Backwards On Cast
    • Damage Taken: -12% per point
    • Direct Cast Damage: +5% per point

Transcriber of Power

After casting Runic Invocation you gain additional spell damage and cast speed for a short duration. The buff duration scales with amount of Runes consumed.

  • Max Points: 4
  • Stats:
    • Spell Damage with Buff: +8
    • Cast Speed with Buff: +8%
    • Buff Duration (seconds) per Rune: 1 per point

Unbridled Ruin

Runic Invocation deals more damage (multiplicative with other modifiers) per Rune consumed.

  • Max Points: 4
  • Stats:
    • Damage Per Rune Consumed: +3% per point

Warmage's Initiative

When you directly cast Runic Invocation now leap forwards instead of backwards. The effect of Enigma no longer works when taking this node. Runic Invocation gains the Movement tag.

  • Max Points: 1
  • Stats:
    • Leap Forwards On Cast

Word of Heorot

Invocations that include at least one Heo Rune have a chance to chill enemies and have a higher chance to freeze them.

  • Max Points: 4
  • Stats:
    • Chill Chance With Heo Rune: +20% per point
    • Freeze Rate Multiplier With Heo Rune: +60% per point
  • Related Skills & Ailments: Chill

Word of Lagon

Invocations that include at least one Gon Rune have a chance to shock enemies and have a higher chance to critically hit enemies.

  • Max Points: 3
  • Stats:
    • Shock Chance With Gon Rune: +20% per point
    • Critical Strike Chance With Gon Rune: +3% per point
  • Related Skills & Ailments: Shock

Word of Rahyeh

Invocations that include at least one Rah Rune have a chance to ignite enemies and deal additional spell fire damage.

  • Max Points: 4
  • Stats:
    • Ignite Chance With Rah Rune: +20% per point
    • Spell Fire Damage With Rah Rune: +6 per point
  • Related Skills & Ailments: Ignite