All Hytale runes: spell runes like Fireball and Charged Shot with damage, mana cost and cooldown, plus every support rune and its effects.
Launch a fireball that explodes on impact.
| Impact explosion (radius 2.5) | Fire 28 |
|---|
Hold to charge a freezing bolt. Charging progressively reduces movement speed. Release to fire. A fully charged bolt briefly freezes the first target, then splits into icicles.
| Charge stage 1 | Water 12 |
|---|---|
| Charge stage 2 | Water 24 |
| Charge stage 3 | Water 38 |
| Full charge | Water 55 |
- Hold to charge (you move slower while charging)
- Freezes from charge stage 3; a full charge splits into icicles in 3 directions
Imbue your sword with elemental wind. Your next three sword strikes launch a piercing arc of wind.
| Wind slash (up to 3) | Wind 10 |
|---|
- For 8 seconds, your next 3 sword attacks launch piercing wind slashes
Strike the ground, sundering the earth and launching foes into the air with a stone spike.
| Slam | Earth 15 |
|---|---|
| Rock spikes (radius 3) | Earth 35 |
- Launches enemies into the air with a rock spike
Launch a chain that draws all targets near its impact point to you and briefly slows them.
| Chain hit | Physical 3 |
|---|
- Pulls enemies near the impact point and slows them for 0.8 seconds
Imbue your weapon with poison for 8 seconds. Melee and ranged hits apply up to three stacks, each dealing 2 poison damage per second for 6 seconds.
| Poison (1 stack, per second) | Poison 2 |
|---|
- Poisons your weapon for 8 seconds
- 1 stack per hit (max 3); poison lasts 6 seconds
Gain 30% more physical, elemental, and projectile damage for 8 seconds, but become more vulnerable to weapon and elemental attacks.
- +30% physical, elemental and projectile damage for 8 seconds
- You take more damage in return
Makes the ability larger and its direct hits stronger, but slows its projectiles.
- Projectile size+150%
- Area of effect+60%
- Damage+40%
- Projectile speed-50%
- Mana cost+60%
The ability's projectiles split on their first hit. Split projectiles become smaller and deal less damage with each split or ricochet. Charged Shot requires full charge.
- Split projectile damage-30%
- Split projectile size-30%
- Split projectile area-30%
- Cooldown+20%
- Splits+2
- Mana cost+25%
- Projectiles split on their first hit (Charged Shot: full charge only)
The ability's projectiles bounce between enemies, dealing less damage with each bounce or split. Charged Shot requires full charge.
- Projectile speed+40%
- Split projectile damage-20%
- Cooldown+30%
- Bounces+2
- Mana cost+25%
- Projectiles bounce between enemies (Charged Shot: full charge only)
Use the ability more often for less mana. Its projectiles move faster, but direct hits deal less damage and effects wear off sooner.
- Cooldown-30%
- Projectile speed+40%
- Damage-25%
- Mana cost-20%
- Duration-20%
The ability costs less mana, but its direct hits deal less damage.
- Damage-20%
- Mana cost-25%
Effects applied by the ability last longer.
- Duration+50%
- Mana cost+30%
- Cooldown+60%
Ability hits apply Rend, wounding enemies for 6 seconds. Wounded enemies take 2 physical damage per second and have 15% less physical resistance.
- Damage-20%
- Cooldown+25%
- Mana cost+20%
- On hit: Rend for 6 s – 2 physical damage per second and -15% physical resistance
Ability hits apply Wither, weakening enemies for 2 seconds. Weakened enemies deal 15% less physical, elemental, and projectile damage and move 10% slower.
- Damage-30%
- Cooldown+30%
- Mana cost+20%
- On hit: Wither for 2 s – enemy damage -15% and movement speed -10%
Increases the direct-hit damage of the supported ability.
- Damage+50%
Converts the supported ability's damage to Wind.
- Elemental→ Wind
Converts the supported ability's damage to Lightning.
- Elemental→ Lightning
* Damage and other numbers are base values from the game data. Runes marked as work in progress ([TMP]) may change.