Spellcraft

A spell is just the runes on your Cord, read from left to right. There are no fixed spells to unlock. You pick
the runes and their order, and the Cord screen tells you what you’ve made before you cast it.
Looking for a rune? In game, open the Rune Catalog from your
Cord screen with Ctrl+B. Every rune, sorted the way the Codex sorts them, is on the
Rune Codex page, and the farming, fishing, mining, exploring and support
runes are gathered on Everyday Rune Packs.
The rules at a glance
- Wear a Cord in the Cord slot, just above your offhand. Without one you can’t cast.
- A Cord holds spells. Each spell is a row of sockets. A better Cord has more sockets, more spells and
takes stronger runes.
- Learn runes by using a rune item. A learned rune can go in any spell, as often as you like.
- Runes come in four families. Shapes (teal) say where the spell goes. Effects (their element’s colour) say
what happens. Modifiers (gold) change the rune to their left. Links (violet) make the rest of the spell happen
later.
- Spells cost mana, then recharge: about a second for every 20 mana, from half a second to twenty seconds.
- Tap
R to cast at once, or hold it to charge for up to 40% more power.
- Friendly fire is off. Harmful effects never touch you, your party, your pets or your team. Helpful effects
only touch you and those allies.
- You grow stronger by forming Heart Circles, now up to
Circle XX, and by absorbing Mana Crystals, up to 100 of them.
The pages
Building and casting
| Page |
What’s in it |
| Cords |
The four Cords, their recipes and the Cord enchantments. |
| The Cord Screen |
Where you build spells: the Codex, threading runes, the readout, names, codes and the Grimoire. |
| Rune Catalog |
Browse every rune by family, element and use, and see what goes well with each one (Ctrl+B). |
| How a Spell Is Read |
Groups, modifiers, links, cost and cooldown, with worked examples. |
| Builds to Try |
Ready-made spells to copy and learn from. |
| Casting |
Tapping, charging, overchannelling, rhythm, switching spells and the HUD. |
| Magic Circles |
Reading any spell, or a monster’s attack, from its circle. |
| Passive Spells |
Always-on spells that cost mana every second. |
| Loadouts |
Save your whole Cord under a name and swap setups. |
| Spell Mastery |
Ranks, traits, sigils and spoken names for the spells you use most. |
Combat magic
| Page |
What’s in it |
| Shields and Parrying |
Shield’s layered circles, what breaks them, and parrying a spell. |
| Element Reactions |
The right element on the right mark. |
| Creature Affinities and Climate |
Weaknesses, resistances, the Bestiary and how the place you fight in changes each element. |
| Imbuing and Glyphs |
Storing a spell in a weapon, armour or a block. |
| Overcasting and Wild Magic |
Casting past your mana, and what a surge can do. |
| Circle Disciplines |
Twelve circle runes that trade radius, speed, duration or power. |
| Physical Magic |
Real walls, steps and thrown water, their fusions, and weaving many effects. |
Secrets and lore
Lesson spells
Lesson spells are learned from a book or study, not a rune item. Each needs its lesson, an Echo Cord and a set
number of active Heart Circles, and uses exactly the runes the lesson names. Your Grimoire keeps every lesson
you’ve copied.
Shared and world magic
| Page |
What’s in it |
| Camp Concord |
A private camp warning and a willing, lossy mana gift. |
| Basinfill |
Fill a small enclosed hole with lasting water. |
| Root Carry |
Move a young root between soil patches without resetting its growth. |
Words used everywhere
| Word |
Means |
| Socket |
One place for a rune on a spell’s row. Twine Cords have 3 per spell, Echo Cords 12. |
| Codex |
Every rune you’ve learned, listed in the Cord screen. |
| Group |
A shape and the effects after it. A spell can have several groups. |
| Segment |
The part of a spell between two links. Each link starts a new segment that fires later. |
| Readout |
The plain-English explanation of a spell at the bottom of the Cord screen. |
| Tier |
How strong a rune is, I to IV. A Cord only fires runes up to its own tier. |
| Quiet |
A rune that’s threaded but won’t fire right now. It’s kept, not lost. |
| Power |
How hard an effect lands. Amplify, charging and Heart Circles raise it. |
| Cooldown |
How long a spell takes to be ready again. Each spell has its own. |
| Upkeep |
What a passive spell costs in mana every second. |
| Loadout |
Your whole Cord saved under a name, to load again later. |