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Combining

What it is

On the Fusion Altar you can fuse two effect runes into a new fused rune. Every pair of the ten elements has a rune of its own, and so does every element with itself: 55 in all. On top of those, 40 signature fusions come from particular pairs of runes.

How to get it

  1. Put an effect rune in each side socket.
  2. Put an Amethyst Shard in the middle.
  3. Take the result. It costs 3 XP levels (free in Creative).
  • Any effect of an element counts. Ember works as well as Fire.
  • Fused runes count too, as the element their tooltip shows. Firestorm is a Fire effect, so Firestorm with any Frost effect makes Steam.
  • Ranks carry over. The new rune takes the lower rank of the two you put in.

Read the grid by row and column: Fire with Wind makes Firestorm, Fire with Fire makes Conflagration.

  Fire Frost Storm Wind Earth Life Void Arcane Time Blood
Fire Conflagration Steam Plasma Firestorm Magma Phoenix Pyre Hellmouth Starfire Everburn Bloodboil
Frost Steam Absolute Zero Hail Blizzard Glacier Frostbloom Black Ice Rime Seal Cryostasis Frostbite
Storm Plasma Hail Thunderhead Tempest Magnetize Surge Riftbolt Stormweave Stormclock Heartstopper
Wind Firestorm Blizzard Tempest Updraft Downdraft Zephyr Warp Skyglyph Recoil Crimson Mist
Earth Magma Glacier Magnetize Downdraft Monolith Bloom Sinkhole Geode Fossilize Bonespur
Life Phoenix Pyre Frostbloom Surge Zephyr Bloom Lifebloom Lifesteal Soulbond Second Wind Transfusion
Void Hellmouth Black Ice Riftbolt Warp Sinkhole Lifesteal Singularity Nullify Entropy Devour
Arcane Starfire Rime Seal Stormweave Skyglyph Geode Soulbond Nullify Prismatic Burst Timesteal Hemomancy
Time Everburn Cryostasis Stormclock Recoil Fossilize Second Wind Entropy Timesteal Chronoshift Reckoning
Blood Bloodboil Frostbite Heartstopper Crimson Mist Bonespur Transfusion Devour Hemomancy Reckoning Sanguine Rite
Elements Makes Does
Fire + Wind Firestorm Sets targets alight for 6 seconds and deals 5 damage, and the fire leaps to every enemy within 2 blocks of them (2 damage), then a moment later to those within 2 blocks of those (1.5).
Fire + Frost Steam A scalding burst of steam: 5 damage and Blindness for 3 seconds, and a cloud hangs where it burst: everything in it is blinded and left wet.
Fire + Earth Magma The ground under the target turns to magma for 4 seconds: 2 damage a second to every enemy standing on it, and the pool widens as it burns.
Storm + Wind Tempest A lightning strike for 8 damage, and a gale that hurls targets far away; where they come down a second bolt strikes for 4.
Storm + Fire Plasma 10 damage, half of it ignoring armour, and the target is ionised for 5 seconds: the next storm damage it takes conducts as if it were wet.
Storm + Frost Hail Five hailstones of 2 damage each, each staggering the target, and Slowness II for 4 seconds.
Frost + Earth Glacier Freezes targets in place for 2 seconds (1 second on players). The ice spreads: up to 3 other enemies within 2.5 blocks freeze for 1 second, and when it cracks everything frozen takes 2.
Life + Void Lifesteal 5 damage, and you heal for what it dealt. For 6 seconds everything the target suffers, from anyone, heals you for a quarter of it.
Wind + Void Warp You and the first creature hit swap places through the void, and you come out unseen for a second. An enemy is left pulled and reeling: Slowness II and Nausea for 2 seconds.
Life + Earth Bloom Regeneration II for 6 seconds, plants grow around the first 3 allies it touches, and allies near them catch Regeneration I for 5.
Life + Storm Surge Speed I and Strength I for 8 seconds; the blows you land in that time arc on to a nearby enemy for 2 (four arcs at most).
Arcane + Void Nullify Strips an enemy’s good effects, or an ally’s bad effects. Vexes, and spirit wolves and shades that aren’t yours, dissolve.
Fire + Life Phoenix Pyre Wreathes allies in healing flame for 6 seconds: Regeneration I and Fire Resistance, and every second enemies within 2 blocks of them are set alight and take 1 damage. The first time an ally falls under 35% health the pyre flares: 6 health, and 4 damage to enemies within 3 blocks.
Fire + Void Hellmouth Opens a pit of black fire for 3 seconds that drags enemies within 3 blocks toward it and burns those at its core for 2 damage a second, then caves in for 4 damage.
Fire + Arcane Starfire Five motes of starfire seek up to five enemies within 6 blocks: 2 damage each, and they burn for 3 seconds.
Fire + Time Everburn Sets targets alight for 5 seconds with a fire that burns two and a half times as fast (1.5 more damage a second), and rekindles once for 3 more when it goes out.
Fire + Blood Bloodboil 3 damage, and for 5 seconds the target’s blood boils: each time it’s hurt it takes 2 more fire damage (up to 5 times).
Frost + Wind Blizzard A blizzard howls 3 blocks around where it lands for 4 seconds, walking 6 blocks the way you faced: enemies in it are slowed (Slowness II), chilled and take 1.5 damage a second.
Frost + Life Frostbloom Regeneration II for 5 seconds, and for 8 seconds anything that strikes the ally is frozen stiff (Slowness III for 2 seconds) and heals them a point (4 at most).
Frost + Void Black Ice Freezes targets for 1.5 seconds (1 on players) and leaves them weak (Weakness II for 5 seconds). One that dies in the next 5 seconds shatters: 4 damage to enemies within 3 blocks, which turn brittle in their turn.
Frost + Arcane Rime Seal Writes a frost seal 3 blocks across on the ground for 6 seconds. An enemy that stands in it for a second freezes solid for 1.5 seconds (1 on players) and takes 3 damage, once each.
Frost + Time Cryostasis Seals an ally in ice for 2 seconds (4 at most, however it’s extended): they can’t move, cast or be hurt, and heal 6 health while they wait. When it opens it bursts: enemies within 3 blocks are thrown back, take 3, and are slowed and left brittle. Not again on the same creature for 10 seconds.
Frost + Blood Frostbite 3 damage, then 1 damage a second for 5 seconds as the cold sets in (Slowness I, then II, then III); at the end the target freezes for a second and a half.
Storm + Earth Magnetize Magnetizes a target for 4 seconds: enemies within 5 blocks are drawn to it, and any that touch it are shocked for 3 damage (once a second).
Storm + Void Riftbolt A black bolt for 7 damage that tears the target through a rift up to 5 blocks away, left in Darkness for 3 seconds.
Storm + Arcane Stormweave Marks up to 4 enemies within 6 blocks; a moment later lightning weaves between them all: 4 damage each, and 1 more for every other one caught in the web; a target alone takes 2 more.
Storm + Time Stormclock 4 damage, and lightning strikes the same spot again 2 and 4 seconds later: 3 damage to enemies within 1.5 blocks each time.
Storm + Blood Heartstopper 5 damage, and for 6 seconds the target’s heart skips every 2 seconds: a stumble, a lurch, then a full stop (a quarter, half, then one and a half seconds of stun).
Wind + Earth Downdraft Slams every airborne enemy within 6 blocks to the ground: 4 damage, and 1 more for every block it fell (up to 6). Flyers lose their lift. With nothing in the air it pins whoever stands under it (Slowness III for a second, 2 damage).
Wind + Life Zephyr A warm breeze that clears the air: allies within 4 blocks get Speed I, Jump Boost I and Regeneration I for 10 seconds, and it blows away blindness, darkness, nausea and slowness.
Wind + Arcane Skyglyph Writes a wind glyph where it lands for 10 seconds: an ally who steps on it is launched high and forward, an enemy thrown back 4 blocks.
Wind + Time Recoil Hurls targets 5 blocks back; 2 seconds later the wind snaps them back to where they stood, for 5 damage.
Wind + Blood Crimson Mist A red mist 3 blocks around where it lands for 5 seconds: enemies in it bleed for 2 damage a second, allies in it heal 1.5 health a second and are hidden from monsters more than 4 blocks away.
Earth + Void Sinkhole The ground gives way: enemies within 3 blocks are dragged to its middle and pinned for 2 seconds (Slowness IV, no jumping), then crushed for 6 damage.
Earth + Arcane Geode Crystal armour: Resistance II for 5 seconds, and anything that strikes the ally is cut by crystal shards for 2 damage and left cracked (every spell hits it 20% harder for 5 seconds).
Earth + Time Fossilize The target turns slowly to stone: Slowness I, II, then III over 3 seconds, then it’s stone, held for 2 seconds (1 on players), brittle while it stands (every spell hits it 20% harder), and cracked for 6 damage.
Earth + Blood Bonespur Spurs of bone burst from the ground under up to 4 enemies within 4 blocks: 5 damage each, and they bleed for 3 seconds.
Life + Arcane Soulbond Binds you and an ally for 10 seconds: any damage either of you takes is split between you. The bond breaks beyond 16 blocks.
Life + Time Second Wind For 20 seconds, the first blow that would kill the ally leaves them at 4 health instead, with Regeneration II and Speed II for 4 seconds and a gust that shoves enemies away. Once death has been cheated (by this or any other spell), it isn’t again on them for a minute.
Life + Blood Transfusion You give up to 4 of your own health (never below 2), and the ally heals three times what you gave and is cured of one harmful effect.
Void + Time Entropy The target unravels: 1, 1.5, 2, 2.5 and 3 damage over 5 seconds, straight through armour, and each wound strips a point of its armour until it ends.
Void + Blood Devour 5 damage, and 1 more for every tenth of its health the target is missing (up to 10). If it kills, you feed: 10 mana and 4 absorption (twice a cast at most).
Arcane + Time Timesteal Steals up to 2 of the target’s good effects, with the time they had left (at most 30 seconds), and gives them to you. With nothing to steal it steals a moment: the target drags, and you are quickened, for 2 seconds.
Arcane + Blood Hemomancy 4 magic damage, and 1 more for every 1.5 health you’re missing (up to 8 more). Under half health you heal a quarter of what it deals.
Time + Blood Reckoning For 4 seconds, every wound the target takes is counted; then half of it comes due again at once (at most 12), and half of what comes due heals you (at most 6).
Fire Conflagration Sets targets alight for 6 seconds, and every burning enemy within 6 blocks flares up for 4 damage (1 more for each other one flaring, up to 3) and burns 2 seconds longer.
Frost Absolute Zero Slowness IV for 3 seconds. A target showing signs of cold (slowed, brittle, frozen skin, held) freezes solid and takes damage for each: 4.5 for one, 7 for two, 9.5 for three, 12 for four, and is held 1.5 to 3 seconds (half as long on players), then not again until 3 seconds after it thaws.
Storm Thunderhead A thundercloud gathers over the target for 4 seconds and strikes an enemy within 4 blocks of it every second: 2 damage, and the rain soaks it so the bolt conducts.
Wind Updraft Hurls enemies within 2.5 blocks high into the air, where every spell hits them harder; a moment later a downdraft smashes them back down for 4 damage.
Earth Monolith A pillar of stone bursts up under the target: 8 damage, and it’s thrown 3 blocks into the air; where it lands, 3 more to whatever is there. The pillar crumbles after 4 seconds.
Life Lifebloom Heals 4, then 1 a second for 5 seconds; when it fades it bursts, healing every ally within 3 blocks for 3.
Void Singularity A black hole opens where it lands for 2.5 seconds, drawing in enemies within 5 blocks and swallowing arrows and bolts, then bursts: 6 damage (1 more for each thing swallowed, up to 5), and they’re flung outward.
Arcane Prismatic Burst 5 damage, and 4 more for every mark on the target (burning, frozen, windswept, pulled, soaked, wet, cracked, shadowed, bleeding or exposed), up to 5, each used up and passed on to up to 3 enemies within 4 blocks: up to 25.
Time Chronoshift Turns an ally’s clock forward: their other spells come off cooldown 3 seconds sooner, a third of the mana they spent in the last 5 seconds comes back (30 at most), and they get Haste I and Speed I for 5 seconds.
Blood Sanguine Rite You pay 3 of your own health (never your last; more with Amplify, Overcharge and a crowd) for 12 damage that ignores armour.

Signature fusions

Some pairs of particular runes make a rune of their own instead of their elements’ fusion. Chill with Shock makes Frostwire, while Chill with Jolt, or Icicle with Shock, still makes Hail. They cost the same as any combine, and the altar’s panel says Signature fusion.

The last column shows the element fusion each one replaces. Any other runes of those two elements still make it.

Runes Makes Counts as Tier Mana Does Instead of
Chill + Shock Frostwire Storm III 18 Chills each target (Slowness II for 4 seconds); a moment later a current races through every chilled or frozen enemy within 6 blocks of it, 6 at most: 5 damage each, 7 to one frozen solid. Hail
Bubble + Fire Seethe Fire III 16 Traps each target in a bubble of boiling water for 2 seconds (1 fire damage every half second), then it bursts into scalding steam: 4 damage to every enemy within 2.5 blocks, blinded for 2 seconds and left soaked. Steam
Grow + Blink Bloomstep Life III 14 Steps you through a door of blossoms to where the spell landed (up to 32 blocks). Grass and flowers spring up where you left and where you arrive, and you and your allies within 3 blocks of where you arrive get Regeneration I for 5 seconds. Lifesteal
Launch + Explode Skyburst Fire III 20 Flings each target high into the air (3 at most); at the top of its flight it explodes and rains fire down: 7 damage to it and every enemy within 3 blocks of it or beneath it, setting them alight, and the wind that carried it fans the flames (Wildfire). Never breaks blocks. Firestorm
Heal + Countdown Stitchtime Life III 16 Heals the ally 4 and stitches the next 4 seconds: every wound they take meanwhile is counted, and when the time is up it all heals back at once (12 at most). Second Wind
Venom + Leech Parasite Blood III 16 Plants a parasite in each target for 6 seconds: Poison I, and every second it drains 1 health from it into you. If its host dies with it inside, it leaps to the nearest enemy within 6 blocks for the time it had left (once). Transfusion
Windcut + Bleed Razorgale Wind III 18 A whirl of blades round where it lands: every enemy within 3 blocks is cut for 2 and left bleeding; half a second later the gale comes back round for 2 more, tearing every wound open (Rupture). Crimson Mist
Primer + Stasis Doomclock Time IV 28 Sets a clock ticking on each target (3 at most) for 3 seconds: every blow it takes meanwhile (up to four a second) winds it 2 tighter, 12 at most. At zero it bursts: 8 damage and all it was wound, to it and every enemy within 3 blocks (an enemy takes one burst a cast). Never breaks blocks. Everburn
Shadowstep + Lightning Thunderstep Storm III 18 You come down as a bolt of lightning where the spell landed (up to 24 blocks), right behind the first enemy it hit: 8 damage to every enemy within 2.5 blocks of you, stunned for half a second. On Self it strikes where you stand. Riftbolt
Smite + Regrowth Halo Arcane III 18 A halo crowns the ally for 8 seconds: every 1.5 seconds it smites an enemy within 6 blocks of them (whoever hurt them, or else the nearest) for 3 holy damage (tripled against undead), and the ally heals 1 each time. Soulbond
Thunderclap + Tremor Thunderquake Earth III 20 The ground booms like thunder: three shockwaves roll out from where it lands over a second, reaching 2, 4 and 6 blocks. Each strikes every enemy it reaches for 4 and tosses it up, so the nearer, the harder: 12 at the heart. Magnetize
Starfall + Meteor Cometfall Arcane IV 32 A comet streaks down on the point a second later: 16 damage to every enemy within 4 blocks, setting them alight, and five shards of it scatter into the nearest other enemies within 10 blocks for 4 each. Never breaks blocks. Starfire
Reflect + Foresight Riposte Time III 16 For 10 seconds the ally sees the next 2 blows coming: each is sidestepped, and answered at once with the blow’s own damage (4 to 12) to whoever struck. Timesteal
Summit Wind + Sandstorm Dust Devil Wind IV 26 A dust devil touches down where it lands and chases the nearest enemy for 5 seconds. Enemies within 2 blocks of it are caught up and whirled round it, blinded and scoured for 3 damage a second; when it blows out it flings them high. Downdraft
Hex + Resonance Malison Void III 16 4 damage and a curse for 8 seconds: your spells hit it 25% harder, and it’s shadowed. If it dies cursed, the curse passes on, 5% stronger each time (up to 45%), for the time it had left, to up to 3 enemies within 6 blocks of it. Nullify
Coldsnap + Stalactite Avalanche Frost III 18 Snow and ice crash down round where it lands: 6 damage to every enemy within 3 blocks (half again on a bare head), buried in snow (Slowness III for 3 seconds). Drifts of snow lie where it fell for 10 seconds. Glacier
Strata Rise + Fire Cinder Bulwark Fire III 16 Raises a cracked, glowing wall. Enemies brushing against it take 2 magic damage once per cast. Lasts eight seconds and drops nothing. Magma
Strata Rise + Grow Root Bulwark Life III 16 Raises a living root wall that gives nearby allies brief Regeneration I. Lasts eight seconds, respects land protections and drops no wood. Bloom
Tidal Lift + Fire Boiling Surge Fire III 19 Lifts nearby real water through a scalding arc, returning each source afterwards. Each enemy takes 5 damage once and two seconds of Weakness. Original steam curls trace the crest. Steam
Tidal Lift + Shock Thunder Tide Storm III 19 Suspends real borrowed water inside electrical rings and drives it forward. Each enemy takes 5 damage once, is soaked and slowed for one second. Water returns safely. Hail
Wind Steps + Frost Rime Causeway Frost III 16 Condenses wind into an ascending three-wide ice causeway. Lasts eight seconds, leaves no farmable ice and cushions allies when it fades. Blizzard
Wind Steps + Shock Thunder Walk Storm III 16 Builds five copper-lit wind stepping stones. Each enemy touching a stone takes 2 magic damage once per cast; allies receive slow falling before expiry. Tempest
Basinfill + Grow Springbed Frost III 14 Pours one safe Basinfill vessel, then grows up to eight existing bank crops or moist Moonreed buds by one stage. The new water must hydrate their soil. Never creates plants or opens mature Moonreed without pollinators. Once per paid cast. Frostbloom
Ember + Collect Cinder Sieve Fire III 12 Consumes one carried coal or charcoal to furnace-process up to sixteen visible loose inputs within four blocks. Only commits when complete outputs fit your inventory. Preserves owned, delayed and protected drops; grants no XP. Once per paid cast. Hellmouth
Fireward + Cleanse Ashen Mercy Life III 16 Extinguishes an ally and removes harmful conditions, converting only actual conditions removed into at most four restored health. Gives five seconds of heat protection. At most eight allies, once per target and paid cast; clean targets receive no healing. Phoenix Pyre
Root + Foresight Clockroot Earth III 16 Roots remember safe ground for four seconds. A foe fleeing more than two blocks is returned once if its original floor and route are still safe, loaded and permitted. Refuses bosses, anchored or mounted targets and warded arenas. At most eight foes per paid cast; eight-second target rest. Fossilize
Levitate + Anchor Skylatch Wind III 14 Lifts an ally about one block and holds vertical height for four seconds while lateral movement remains free. Crouch to release into two seconds of gentle descent. Refuses ceilings, flight abilities, anchors and warded arenas. At most eight allies per paid cast; eight-second target rest. Warp
Harvest + Windcut Thresherwind Wind III 12 Three travelling shear lanes harvest up to nine mature crops ahead of the impact. Replants only by consuming a real seed from each crop’s drops. Collects this harvest, preserves full-inventory leftovers, respects loaded land and claims. Once per paid cast. Zephyr
Reflect + Collect Nullcatch Void III 20 An open mirror pocket catches one hostile front projectile over three seconds. One payment buys one capture; rear, allied, reflected and ownerless attacks pass. No stored attack or refund. Nullify
Shock + Countdown Second Bell Time III 16 Two visible electrodes ring after one and two seconds. Leaving the marked spot evades the second discharge. Two targets at most, eight total damage per payment after bonuses; no movement hold. Stormclock
Bleed + Reveal Red Ledger Blood III 18 Three visible blood gates measure ordinary movement over three seconds. Moving one block spends a gate for a small cut. Standing still avoids all cuts; teleports do not count. Six total damage per payment after bonuses. Hemomancy
Manaburn + Stasis Quietus Arcane III 20 A visible short escrow waits for one newly cast hostile magic projectile, closes on it and taxes up to eight of its player’s current mana. No hit, free ammunition or mana reward; old and reflected spells pass. Timesteal
Leech + Barrier Blood Escrow Blood III 14 Spend up to three actual health, never below four, to buy one ally a six-second absorption chamber. Crouching or an existing ward refuses. One gift per payment; no refund or renewal. Hemomancy
Frostward + Cleanse Frost Molt Frost III 14 Peel an actual frozen condition into one three-second ice plate. It stops one ordinary projectile of six damage or less; larger, bypass and other attacks pass. Clean allies cannot mint a plate; crouching sheds it. Frostbloom
Regrowth + Time Skip Pulse Ferry Life III 18 One sap parcel visits two different wounded eligible allies within four blocks on separate beats. Each receives at most three actual healing, six total. Crouching refuses a visit. No overheal or repeated recovery. Second Wind
Light + Rewind Last Lantern Arcane III 18 Record one allied player’s safe ground for six seconds. Their next fresh crouch requests one safe return within eight blocks. Invalid floor, route, dimension or permission refuses. No health rewind or forced return. Timesteal
Bubble + Collect Pocket Current Frost III 16 Water envelopes carry up to sixteen ready, permitted loose items into your own tracked chest. Both halves need ownership and permission; full slots, foreign drops, locks and loot tables refuse without item loss. Black Ice
Span + Grapple Wayline Arcane III 18 Latch a short line to owned safe ground within six blocks. Hold forward for a bounded two-second tow; crouch to release. Normal collision remains, no one else is moved, and no flight ability is granted. Nullify
Light + Zipper Night Seam Void III 12 Inspect beyond at most three owned ordinary stone cells for one open-ground and nearby-threat clue. No blocks change, no one moves, and protected, special, block-entity, warded or unloaded walls refuse. Nullify
Prospect + Treasure Sense Shard Compass Arcane III 12 Offer one carried raw iron, copper or gold sample to locate a nearby matching loaded permitted deposit with an accessible side. A successful find spends the sample and points a short graded pebble route; refusal preserves it. Never mines or creates rewards. Geode

How to use it

  • Fused runes are Tier III and need an Amethyst Cord or better. Doomclock, Cometfall and Dust Devil are Tier IV and need an Echo Cord.
  • They can’t be crafted or found. Fusing is the only way.
  • They take modifiers like any effect, can be ranked up, and can be fused again as their own element.
  • The first one of each you make goes into your Grimoire. Ones you haven’t found show as ??? + ??? with a hint of their elements.

Exact weaving

Use an Amethyst Block in the middle instead of a shard to keep the exact effects you put in, instead of getting the grid’s fusion.

  • A weave holds 2 to 8 effects. You can add to an existing weave.
  • 3 or 4 effects make it at least Tier III; 5 to 8 make it Tier IV.
  • It costs 3 XP levels for each extra effect, and its mana is the full cost of everything inside.

Imprinting your innate

Sneak and use a Blank Rune on the altar to imprint your awakened innate onto it. It costs the Blank Rune and 3 XP levels. A weave holding your innate is Tier IV, and only you can use it. Two different innates can’t be woven together.

See Physical magic for more.

Tips and counterplay

  • Fuse what you have spare. Any effect of the right element works, so use the cheap ones.
  • Mind the lower rank. Fusing a rank III rune with a rank I rune gives rank I.
  • Hunting signatures? Your Grimoire shows the two elements of each one you’re missing.
  • Signature (your first) and Hallmarks (five) are advancements for signature fusions.
  • To fit a whole spell into one socket, tie a Knot.

Type to find a guide, rune or recipe.