Glyphs
A glyph is a real item you slot into a spell to change how it works. Glyphs are slotted into spells, not into gear.
Slots. The number of glyph slots on a spell depends on its trained rank:
| Trained rank | 5 | 10 | 15 | 20 |
|---|---|---|---|---|
| Slots | 1 | 2 | 3 | 4 |
Four is the maximum. The Signature Spell keystone (Keystones) gives one chosen spell an extra slot inside that cap, and one rare unique grants a fifth (Unique items). Buff and summon spells have only one slot. You may put only one glyph of each kind in a spell, and its tags must fit. You can swap glyphs even in combat; the new one takes effect at the next cast, and a glyph removed in combat cannot be put back for 30 seconds.
Kinds of glyph (every strong effect carries a price):
- Brutality: more damage, more mana cost.
- Focus: more single-target damage, less area.
- Wide Burst: a bigger area, less damage.
- Twin Cast: an extra projectile at another target.
- Arc: a chain to a nearby monster.
- Infusion: converts physical damage to an element.
- Kindling: extra damage as an element.
- Swiftcasting: shorter cooldown.
- Efficiency: cheaper mana.
- Precision: critical chance and damage.
- Siphon: life leech.
- Potency: stronger healing and buffs.
Tiers. Glyphs have five tiers, each stronger. Higher tiers drop only from higher-level monsters.
Getting glyphs. They drop from monsters, boss kills give guaranteed ones, Falcon rifts yield extra (Falcon Rifts (Oberon)), and the spells window sells tier 1 glyphs for gold. Orbs do not work on glyphs yet (not yet in the game).
Tradeable when not slotted. Glyphs never add spell rank.
Related: Spell ranks, The Wrackline and Gullrest Camp.