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Shadow materials

What it is

Void spells gather torn folds, closing shells and hungry silhouettes in front of your hands, while the casting circle stays behind your shoulders. Learn the shapes and you can tell Void spells apart in a fight. The shape you thread still decides where the spell acts.

A hook has a direction

Grapple assembles a dark hook and trailing cloth in front of the caster

Grapple gathers a hook with a trailing tether. Collect draws loose shards into a cloth pocket. Gravity Well pulls fragments toward a heavy fold.

Read what crosses the dark

What you see Runes
Paired folds and displacement Blink, Warp, Warp Step, Riftcall
Pressure pulses and sculk Sonic Boom, Echolocate, Resonant Shriek
Shells closing around space Infinity, Anchor, Shulkershell, Hush
Jaws and teeth Hollow, Hex, Devour, Starmaw
Running hounds Shades
Humanoid remnants Phantom, Shadowstep
Staggered haze and breath Dragon Breath

Runes in the same row still do different things. See the Void runes for effects and costs.

Fused spells keep their ingredients

Blackflame carries ember, Warp carries wind, Entropy carries time, Devour carries blood and Malison carries arcane fragments. Minimal visual quality still shows these ingredients.

Self acts where you stand

Shulkershell closes around the player as a Self ward

Thread Self for a ward on yourself; it does not launch a projectile. Shulkershell trades movement for protection. Veil hides you, Infinity slows nearby enemies and Anchor holds you fast.

Tips

  • Warp Step pulls you back after 3 seconds. Sneak to stay where you landed.
  • Blink and Warp check for a safe arrival, and Zipper won’t open a wall that isn’t yours. Leave clear footing for the move you want.

Type to find a guide, rune or recipe.