Spellbook
Spellbook ability set, combos and tips.
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Recent Updates
- 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
Throw a fireball at the target enemy, dealing 107 / 120 / 134 / 150 / 168 / 188 magic damage.
Moving cancels the ability.
Ignite a burning blast at the target location for 5 seconds, dealing 30 / 34 / 38 / 43 / 48 / 54 magic damage every 0.5s in a 4m radius.
Ignites enemies, dealing 4 / 8 / 16 / 24 / 32 / 40 true damage per second over 3 seconds.
Moving cancels the cast.
Create a 7m-wide fire wall in front of you that stays active for 4–6 seconds.
Ignites every enemy that touches it, dealing 4 / 8 / 16 / 24 / 32 / 40 true damage per second for 3 seconds.
Enemies cannot pass through the fire wall.
After the cast time, you transform into a Flame Gargoyle.
Every 0.5s (5 times) you hurl a fireball at the enemy, dealing 98 / 110 / 123 / 138 / 155 / 174 magic damage.
Ignites the target, dealing 4 / 8 / 16 / 24 / 32 / 40 true damage per second over 3 seconds.
Moving cancels the ability.
Hurl a massive fireball at the target enemy, dealing 594 / 665 / 745 / 834 / 934 / 1046 magic damage.
Moving cancels the ability.
After 1 second, call down a Rain of Fire at the target location, dealing damage in a 4m radius.
Deals 357 / 400 / 448 / 502 / 562 / 629 magic damage to all enemies hit.
If it hits at least one enemy, this ability's cooldown is reduced by 50%.
Moving cancels the cast.
Summon a Flame Tornado at the target location — 3m radius, lasting 5 seconds.
Deals 120 / 140 / 164 / 191 / 221 / 255 magic damage every 0.5s to enemies inside it.
Moving cancels the ability.