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Cords

What it is

A Cord makes you a caster. You wear it in its own slot. It sets how many spells you keep, how many runes each spell holds, how strong those runes can be and how much mana you have. Without one you can’t cast, meditate or see ley lines.

Cord Sockets per spell Spells Rune tiers it fires Max mana Mana a second
Twine Cord 3 1 I 100 5
Copper Cord 5 2 I and II 150 6
Amethyst Cord 8 3 I to III 225 7
Echo Cord 12 4 I to IV 300 8

Mana Crystals, Heart Circles, enchantments, potions and ley lines all add on top of the Cord’s mana. See Mana. A passive spell holds two runes on any Cord.

How to get it

Every Cord is crafted, and each one after the first is made from the one before. None are found in chests.

Cord Recipe
Twine Cord 3 String over a Blank Rune (shaped)
Copper Cord Twine Cord, 4 Copper Ingots, 1 Amethyst Shard
Amethyst Cord Copper Cord, 4 Amethyst Shards, 2 Gold Ingots
Echo Cord Amethyst Cord, 2 Echo Shards, 1 Netherite Scrap

A Blank Rune is 4 Cobblestone around 1 Lapis Lazuli and makes 4. Echo Shards come from ancient cities, so the Echo Cord is a late-game goal.

Upgrading is just crafting the next Cord and putting it on:

  • Your spells stay. Runes and spells are saved on you, not the Cord. New sockets and rows simply open up.
  • Your mana pool grows at once. Current mana then refills toward the new maximum.
  • Enchantments, anvil names and anvil history carry over to the new Cord.

Some Heart Circles need a better Cord: the 3rd needs Copper or better, the 5th Amethyst or better, and the 8th an Echo Cord. Lesson spells also need an Echo Cord.

Wearing each Cord earns an advancement: Tied On (Twine), Copper Wire (Copper), Singing Stone (Amethyst) and Echoes of the Deep (Echo).

How to use it

The Cord slot is just above the offhand slot in your inventory. Shift-click a Cord to move it in or out. In creative, the slot is in the Survival Inventory tab.

  • The Cord is kept when you die, along with your runes, spells, Heart Circles and cooldowns. You come back with an empty mana pool.
  • Taking the Cord off stops casting, fizzles a charge you’re holding and stops passives.
  • The first time you wear any Cord, you learn Self, Bolt and Push, your mana fills, and spell 1 is set to Bolt · Push.

Rune tiers. Every rune has a tier from I to IV, shown in its tooltip.

Tier Needs Usual source
I any Cord Crafted: a Blank Rune plus the rune’s own items
II Copper Cord or better Crafted, plus 2 Lapis Lazuli and a Gold Ingot
III Amethyst Cord or better Crafted, plus a Mana Crystal and a Diamond
IV Echo Cord Never crafted: bosses, dungeon vaults and rare places

Runes of the world are only found in their own places, fused runes are made at the Fusion Altar, innate runes wake in your heart, and a Knot takes the tier of its strongest rune.

Quiet runes. Your Cord never deletes what you’ve threaded. A rune that can’t fire stays in its socket but goes quiet, marked with a small red corner. The spell is cast without it. A rune goes quiet when:

  • it’s too strong for your Cord,
  • it sits past your Cord’s last socket,
  • you haven’t learned it,
  • it came from an add-on that’s no longer installed.

Wear a smaller Cord and its missing spell rows lock (“Needs a Copper Cord”), keeping their runes. Put the bigger Cord back on and everything wakes up exactly as it was. If your selected spell is on a locked row, R casts the next spell you can use.

The fifth spell. The Tome of the Fifth Page, in its gear slot or your offhand, gives you one more spell on any Cord. Its row has a violet number. See Casting Gear.

Enchanting. Cords take enchantments from a table, an anvil or books. Seven enchantments go on Cords only:

Enchantment Levels Effect
Reservoir I to III +25 max mana per level
Wellspring I to III +25% mana regeneration per level
Siphon I to II +2 mana per creature your spell hits, per level (up to 16 a cast)
Potency I to III Spells hit 8% harder per level
Celerity I to III Cooldowns 8% shorter per level
Thrift I to III Spells and passives cost 7% less per level
Persistence I to II Spell effects last 20% longer per level

More on Enchantments.

Tips and counterplay

  • Read a caster’s wrist. Everyone wears their Cord as a band on the right wrist, with a bead for each rune of the ready spell in that rune’s colour. The beads light up while they charge and flare when they cast. Change the beads’ look on the Cord screen’s Cosmetics page.
  • Enchant early. Enchantments follow the Cord up every upgrade, so nothing is wasted.
  • What each Cord opens:
You want You need at least
Fire, Frost, Burst, Beam, Shield, Widen, Pierce, Quicken, a second spell Copper Cord
Split, Lightning, Explode, Zone, Rain, Homing, Chain, Orbit, fused runes, spells longer than 5 runes Amethyst Cord
Domain, Stasis, Sonic Boom and other Tier IV runes, four spells of twelve runes Echo Cord

Type to find a guide, rune or recipe.