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
- Put an effect rune in each side socket.
- Put an Amethyst Shard in the middle.
- 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.