Spell Book

Some staves do one thing. Others do whatever you have learned to do. This page is the second kind: every working the Mageโ€™s Guild teaches, what it asks of you, and where to get it.

Getting a staff

Adept staves carry no working of their own. They cast whatever you have bound to them, drawn from what you know, and they burn Soul Dust doing it.

The first one is the Mageโ€™s Guild Issue Staff, and Rowan the staffwright hands it to every recruit the Guild takes. To get there you have to be admitted: start beneath the stairway in the Rusty Spoon, pass the trials set there, and you are sent into the Guildโ€™s induction, which ends with Rowan, a staff, and your first working. The full route is on the Spells page. Once you have graduated, the Porter by the village spawn takes you to the Guild whenever you like.

The issue staff is level 12 and upgrades twice at the Enchantress, at levels 22 and 32. Four nature staves fall as legendary drops in the wild and climb further, each devoted to one school. Anastasia the Robewright, by the Guild benches, sells two more that never upgrade: the Novice staff at 12 to anyone the Guild counts Friendly, a touch better than the issue staff, and the Adept staff at 24 to the Honoured, between the issue staffโ€™s second and third rungs. Her robes carry a little potency and haste to match.

Soul Dust

Monsters that die fighting leave a little of whatever kept them going. Soul Dust drops from naturally spawned hostiles, never from spawners or farms, and it is the only thing a working costs. It cannot be made, only found.

It can be pressed. Four grains in a two-by-two crafting grid make one Dense Soul Dust, and one dense grain in a grid splits back into four. Costs run on a ladder of 1, 2, 3, 4, 8, 16 and 32, so anything from four up is whole dense grains: a 16-dust working is four dense. A working that costs four or more burns dense first and makes up the rest in loose. The cheap ones never touch your dense. Jupiter will show you the pressing herself, once you have flown her circuit and found her tomes.

Opening the book

Right-click an enchanting table while holding an adept staff. The book lists every working there is. The ones you know are shown in full and can be clicked to bind; the ones you do not are present but blank, so you can see there is more without seeing what. Click a working to bind it to the staff, then right-click to cast it.

Binding lives on the staff, not on you. A staff can hold one working at a time, and you can change it as often as you like. Its icon wears the workingโ€™s sigil so a bag of staves reads at a glance.

Some workings need something pointed at. Look at it and press F, the swap-hands key, which an adept staff borrows while you hold it. A rune appears over your mark that only you can see. Press F at nothing to let it go; it also slips if the target dies, leaves, goes out of range, or after thirty seconds.

Where workings come from

Two things have to be true before you can cast one: you have to have been taught it, and you have to be high enough level for it.

HowWhich workings
Opening the spell book for the first timeRush, Flash Heal
Rowan, during the Guild inductionLesser Shroud
Jupiter, by the Academy, after flying her Wind Chasers circuitGale Step
Jupiter again, after finding the five tomes on Ascension IslandLesser Mage Armor
Carter, for gold, once Bramwell the Academy guard has sent you to himDetect Hostiles, then Detect Ore
Archmage Xarath, from level 30, after his lesson and his test on Torii IslandSkeleton Warrior
Rowan, after Rhoswen the verdant guard sends you to Purgatory IsleEmpower
Maudra the Tomekeeper, by the benches, sells tomes for gold to Guild members: read one and it is yoursFlames, Distract, Shards of Ice, Mend, Mage Armor, Healing Burst, Arcane Torment, Blink, Stasis, Cleanse
Corvin the vampire, from level 26, after striking one of Torii Islandโ€™s dead with his FangDevour
Ysolde the vampire, at the end of the vampiresโ€™ chain, after the hill on Purgatory IsleShroud
Not yet taught in playEverything else, for now

Jupiterโ€™s circuit is a string of hoops round the Guildโ€™s islands and a lent staff with the wind already in it. Through every hoop inside fifty seconds and the step is yours; run out of time and you ask her again. Once you can fly, she sends you to Ascension Island, the high one past the Academy, where its keeper left five tomes behind. Tomes are bound to their owners and not to be touched, so the job is to find each one, come close enough to read the spine, and report it. All five and she teaches you the ward.

The Guild is opening its doors by degrees. The workings marked not yet will be taught through quests, tomes and the Guildโ€™s ranks as those arrive, and this page will say where as each one lands.

The workings

Every working belongs to a school. Healing, Sorcery and Trickery potency on your gear make that school cast harder; adaptive potency raises all three a little; spell haste shortens cooldowns. The book shows your own live numbers.

WorkingSchoolLevelCostCooldownTargetLearned from
Detect HostilesTrickery814sYourself, 30-block sweepCarter, 250 gold
RushTrickery1228sYourselfFirst opening
Lesser Mage ArmorTrickery12116sYourselfJupiter
Detect OreTrickery1214sYourself, 12-block waveCarter, 500 gold
Lesser ShroudTrickery12112sYourself, 10sRowan
Gale StepTrickery1212sYourselfJupiter
Flash HealHealing14410sAnyone but a monsterFirst opening
FlamesSorcery14310sA cone along your gaze, held up to 4sTome, 900 gold
DistractTrickery14220sYour mark, creatures onlyTome, 900 gold
Shards of IceSorcery16312sYour mark, 1.5s channelTome, 1200 gold
MendHealing1814sA friendly player, or yourselfTome, 1500 gold
EmpowerSorcery20425sYourself, next 5 strikesRowan
Mage ArmorTrickery22220sYourselfTome, 2200 gold
Healing BurstHealing22210sYou and allies within 8 blocksTome, 2200 gold
BlinkTrickery2428sYourselfTome, 2600 gold
Arcane TormentSorcery24416sNearest hostiles, 2 to 4s channelTome, 2600 gold
CleanseHealing26312sYour mark, or yourselfTome, 3000 gold
StasisTrickery26314sNext melee targetTome, 3000 gold
DevourSorcery26nonein the swingAnything under a fifth of its healthCorvin
Skeleton WarriorSorcery28830sConjures a servant, 3s channelXarath
ImplosionSorcery301630sEverything around you, 2s channelNot yet
Healing AllayHealing30845sConjures a servant, 3s channelNot yet
Greater Mage ArmorTrickery32424sYourselfNot yet
Sorcerer AllaySorcery341645sConjures a servant, 3s channelNot yet
ShroudTrickery36340sYourself, 20sYsolde
AnnihilatorSorcery401660sConjures a servant, 3s channelNot yet
SanctuaryHealing42860sA sphere at the cast spot, 6sNot yet
DecoyTrickery44830sWhere you stand, 12sNot yet
StarfallSorcery461640s8 blocks around your mark, 10sNot yet

Costs are in Soul Dust; the cooldown is before haste and the staffโ€™s own floor. Sorted by level, so the page reads as the road ahead.

What each one does

Trickery wins fights the other two never notice happening.

  • Detect Hostiles: every enemy within thirty blocks answers at once with a click from where it stands. Direction and rough distance, one snapshot.
  • Rush: Speed V for three seconds. Potency holds it longer.
  • Lesser, standard and Greater Mage Armor: a ward that eats nine tenths of every hit before your armor sees it, until its budget or its clock runs out. Fifty health over ten seconds, seventy-five over twelve, or a hundred and ten over fourteen.
  • Detect Ore: a listening wave out to twelve blocks. Iron, diamond and ancient debris each sing as it crosses them; the delay says how far.
  • Lesser Shroud: for ten seconds ordinary creatures cannot find you. Anything with a declared allegiance sees straight through it, and any damage you deal tears it.
  • Distract: for eight seconds the marked creature cannot hold you in its mind, and drifts toward something else to resent.
  • Gale Step: a hard shove along your gaze with two soft seconds to land it. The staffโ€™s cooldown floor is what you feel here.
  • Blink: sixteen blocks of not being where you were, along your gaze. It will not pass through walls.
  • Stasis: hold a second to load the staff; your next swing freezes what it hits solid, two seconds base and up to six with potency. Elites shrug it, bosses refuse it.
  • Shroud: twenty seconds of the wilds counting you as theirs.
  • Decoy: a false you, wearing your face and gear, that every hostile within twelve blocks is taunted onto for twelve seconds.

Healing keeps other people alive, which is harder and better thought of than keeping yourself alive.

  • Flash Heal: six to ten health to whoever you have marked, at once. Healing ignores PvP consent; you can mend anyone.
  • Mend: a second of care over somebodyโ€™s whole inventory, fifteen to twenty-five durability back on every damaged thing in it.
  • Healing Burst: you and every clanmate or party member within eight blocks mend four to nine health each.
  • Cleanse: strips every ailment it knows the name of, puts the fire out, and leaves a moment of regeneration.
  • Healing Allay: a small kind thing that circles you and mends when you run low. It tends; it does not fight.
  • Sanctuary: six seconds where the world is not allowed in. Hostiles cannot enter, arrows from outside die at the shell.

Sorcery is the loud school. It will not pretend otherwise.

  • Flames: hold to pour flame along your gaze for up to four seconds; everything hostile in the cone burns every half second.
  • Shards of Ice: hold a second and a half and three shards circle you; release and they fly at your mark, shattering soft blocks on the way.
  • Empower: your next five landed melee blows within twenty seconds carry the workingโ€™s weight, plus seventy percent at base.
  • Arcane Torment: hold and motes gather, three by two seconds and five by four; released, each hunts prey of its own choosing.
  • Skeleton Warrior: three seconds of asking and a warrior answers, dressed to your strength, fighting whatever fights you.
  • Implosion: two seconds of gathering, then a shockwave that breaks blocks and hurts everything living from one purse, dying with distance.
  • Sorcerer Allay: a small cruel thing that hangs at spell range and burns your quarry with firebolts.
  • Annihilator: a wall with a grudge. Its roar drags every enemy within sixteen blocks onto itself.
  • Starfall: for ten seconds an eight-block region around your mark is under falling stars, each homing on a hostile of its own choosing.
  • Devour: not cast, carried. Bound to your staff, it makes the swing hungry: anything under a fifth of its health takes five times the blow, and a killing blow drinks eight to sixteen health back, more the more was left. Half of all that against players. No Soul Dust, ever.

Conjured servants answer to Q while you hold the staff: aggressive, defensive or passive, and they follow you between fights.