Weapons

Spellbook

Last updated: September 27, 2026

Spellbook ability set, combos and tips.

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Recent Updates
  1. 6 tiers (Normal–Epic): ability values updated, tiers/mastery section and Normal Spellbook recipe added. Fire Ball no longer ignites; Burning Area, Fire Field, Fire Strike descriptions updated.

The Spellbook is a caster weapon that fights with fire spells. Its damage comes from spells, not normal attacks: fireballs, burning areas, fire walls and meteors deal very high damage from afar. Most of its spells need a cast, so you need to stay at a safe distance.

The Spellbook's abilities are on the cards at the end of the page; hover over one to see its description, mana, range and times. Pick one from each row with Weapon Aweakings.

Ability damage and healing grow with your weapon's tier; the cards list all 6 tiers in order: Normal / Ruin / Might / Force / Power / Epic.

Tiers and mastery

  • The Spellbook comes in 6 tiers: Normal, Ruin, Might, Force, Power, Epic. Normal has no sub-levels; every tier from Ruin to Epic has sub-levels I–V, which raise ability values by +0% / +10% / +20% / +30% / +40%.
  • Your Spellbook mastery grows with the experience you earn while wielding it, from level 1 (Normal) to 6 (Epic). A Normal Spellbook needs no mastery; equipping Ruin needs level 2, Might 3, Force 4, Power 5 and Epic 6.
  • Experience needed for the next level: 5,000 / 22,000 / 68,000 / 185,000 / 500,000.
  • Normal Spellbook recipe (Leatherworking): 16 Cotton + 8 Iron Ingot. Higher tiers need 32 Cotton + 16 Ingots of that tier (e.g. Ruin Cotton, Ruin Ingot) plus 1 Black Crystal, and your Leatherworking mastery must have reached that tier. Catalysts drop from creatures of that tier.
  • New characters can pick a Normal weapon from the New Player Gift at the start.

Ignite

  • Burning Area, Fire Field and Fire Strike ignite the target: true damage every second for 3 seconds.
  • Most spells have a cast time; moving during the cast cancels the spell.
  • Fire Field creates a fire wall enemies can't pass; use it to cut off escape or to protect yourself.
  • If Fire Fall hits at least one enemy, its cooldown is halved.

Combos

  • Single target: pressure with Fire Ball → deal big damage with Meteor Strike.
  • Area control: cut the enemies' path with Fire Field → deal group damage with Flame Tornado and Fire Fall.
  • Constant pressure: from a safe spot, turn into a Flame Gargoyle with Fire Strike and hit the target every half second.

Tips

  • Cast times leave you exposed; you are stronger with a protector (Maul, Halberd) in front of you.
  • If your opponent has a silence (Cutter Knife, Knife Punishment, Holy Place), cast your long spells after they have used it.
  • Meteor Strike costs 60 mana; keep an eye on your mana.

Abilities