Runemaster Overview for Last Epoch (Patch 1.0)

Last updated on Mar 06, 2024 at 00:00 by GhazzyTV and Lavender

Welcome to our Last Epoch Runemaster build guide for the Mage class. Here you will learn everything about the Runemaster playstyle, passives, skills and strengths or weaknesses to conquer the world of Eterra.

TABLE OF CONTENTS OF THIS PAGE
1.

Runemaster Overview

A savant who tamed the power of raw arcane, weaving its chaos with the art of runes. The Runemaster infuses magic into offensive and protective wards that devastate those who trespass them, ensnaring his foes, raising walls at his whim.

Runemaster Class Icon Last Epoch

The Runemaster is one of three Mastery classes that can be chosen from the base class of Mage. The Runemaster uses magical runes to harness the elemental powers of Fire, Frost, and Lightning. These runes can be utilized in dozens of different ways, allowing the player to truly create their own unique builds, not only through skill selection, but also through their rotation. Differing orders of elemental casts can completely change the spells used for Runemaster, making this Mastery one of the most unique in the entire genre.

Gain access to the best Runemaster builds below!

2.

Runemaster Skills

Upon unlocking the Runemaster Mastery, you'll gain access to your Mastery-specific skill, Runic Invocation Icon Runic Invocation. While not specific to the Void Knight, the Mastery Tree comes with four skills that are unlocked by placing a certain amount of points into the Tree itself. All three Sentinel Masteries can use these as long as they hit the requirements to do so, however both Runebolt Icon Runebolt and Glyph of Dominion Icon Glyph of Dominion are both out of reach due to their location in the Passive Tree for both Sorcerer and Spellblade.

2.1.

Runic Invocation

Description Passive: Whenever you directly use an elemental skill, gain one Rune of the corresponding element. For channelled skills you gain one Rune per second instead.
Active: Consume all of your active Runes to cast a unique Invocation based on the combination and order of Runes consumed. The last Rune in the sequence determines the damage type. Casting a fire skill grants a Rah Rune, casting a lightning skill grants a Gon Rune, casting a cold skill grants a Heo Rune.
Scaling Tags Lightning, Cold, Fire, Spell, Intelligence
Possible Damage Types Fire, Cold, Lightning
Base Cooldown 0 seconds
Base Mana Cost 15 Mana
2.2.

Flame Rush

Description You turn into a ball of flame and launch yourself in the target direction. The longer you hold down the key, the slower you move, but the larger and more damaging the explosion is when you stop channeling. You take 40% less damage during Flame Rush.
Scaling Tags Fire, Spell, Movement, Traversal, Area, Intelligence
Possible Damage Types Fire, Cold, Lightning
Base Cooldown 3.5 seconds
Base Mana Cost 22 Mana
2.3.

Frost Wall

Description Creates a wall of frost which persists for 6 seconds. Enemies inside the wall take cold damage over time and receive a stack of chill every 0.25 seconds. You can have up to one active Frost Wall at a time. Enemies that reach the wall at least 0.2 seconds after it's been created are frozen for twice as long as the wall has existed, up to a 2 second freeze duration. Bosses cannot be frozen in this way.
Scaling Tags Cold, Spell, Damage over Time, Area, Intelligence
Possible Damage Types Fire, Cold, Lightning
Base Cooldown 0 seconds
Base Mana Cost 35 Mana
2.4.

Runebolt

Description A combo spell that fires piercing projectiles. The first part of the combo is fire, the second is lightning, and the third is cold.
Scaling Tags Lightning, Cold, Fire, Spell, Intelligence
Possible Damage Types Void
Base Cooldown 0 seconds
Base Mana Cost 3 Mana
2.5.

Glyph of Dominion

Description Places a lightning glyph on the ground that grows over time. Deals lightning damage over time and slows in its area. At full size it detonates, dealing large amounts of lightning damage to enemies within its area. You can have a maximum of one Glyph at a time by default.
Scaling Tags Lightning, Spell, Intelligence
Possible Damage Types Fire, Lightning
Base Cooldown 0 second
Base Mana Cost 30 Mana
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