Cord enchantments
What it is
Cords take seven enchantments of their own: three for your mana and four for your spells. They only go on Cords and only work on the one you wear. Any combination fits on one Cord. For protection against spells, see Warding on Defending Against Magic.
| Enchantment | Levels | Per level | At max | How common |
|---|---|---|---|---|
| Reservoir | I-III | +25 max mana | +75 | common |
| Wellspring | I-III | +25% mana regeneration | +75% | common |
| Siphon | I-II | +2 mana back per creature your spell hits (up to 16 a cast) | +4 a creature | rarest |
| Potency | I-III | Spells 8% stronger | +24% | uncommon |
| Celerity | I-III | Cooldowns 8% shorter | 24% shorter | uncommon |
| Thrift | I-III | Spells and passives cost 7% less | 21% less | uncommon |
| Persistence | I-II | Spell effects last 20% longer | 40% longer | uncommon |
How to get it
- Enchanting table, like a tool.
- Anvil: an enchanted book on your Cord, or two Cords combined.
- Librarian villagers sell them as books.
- Enchanted books in chests.
Upgrading a Cord at a crafting table keeps its enchantments, name and anvil history.
How to use it
- Reservoir and Wellspring add to your mana pool and regeneration. Wellspring adds to the other boosts (meditating, Clarity, ley lines).
- Siphon counts each creature you could harm that your spell hits. One cast shares one limit of 16, even if it echoes or goes off twice. Imbued items and glyphs never Siphon.
- Potency strengthens everything a spell does: damage, healing, pushes. It multiplies with your Heart Circles: Potency III with twenty circles makes spells about twice as strong (1.24 × 1.60).
- Celerity multiplies with Flow (5th Circle, 15%): together about 35% shorter.
- Thrift multiplies with Archmage (8th Circle, 15%): together about 33% cheaper. A discount always saves at least 1 mana, and it never weakens a Shield.
- Persistence lengthens buffs, slows, burns and Shields: anything with a duration.
The HUD and Cord screen show each spell’s cost and cooldown after every discount.
Tips and counterplay
- Early on, Reservoir and Wellspring are cheapest and help most.
- Siphon shines with spells that hit crowds: a Burst that hits eight enemies with Siphon II gives back the full 16.
- Thrift also cuts passive upkeep.