The Spirit Book is a weapon held in the hand that casts spells instead of swinging. It has four pages, one for each element (Fire, Water, Earth and Wind). Each page you open has four attacks and one support spell, and every spell is paid for with your loose Spirits of that page's element, never with stamina. A new book's pages are blank: you open them at the Spiriting Table.
CONTENTS
Making a book
Spirit Books are made at the Crafting Table (WEAPONS). They come in five woods; each wood stands for a metal tier and is fitted with that metal, which sets how strong the book is and how many tiers it holds.
| Book | Made from | Power multiplier | Tiers in all (most on one page) |
|---|---|---|---|
| Oak (stone) | 4 Wood, 2 Hide, 1 Stone | 1× | 4 (1) |
| Beechwood (bronze) | 4 Beechwood, 2 Hide, 1 Copper Ore | 1.25× | 6 (3) |
| Ironwood (iron) | 4 Ironwood, 3 Hide, 1 Iron Ore | 1.5× | 9 (4) |
| Rimewood (steel) | 4 Rimewood, 3 Hide, 1 Iron Ore, 1 bone (any) | 1.8× | 13 (5) |
| Ghostwood (endurium) | 4 Ghostwood, 3 Hide, 1 Endurium | 2.2× | 20 (5) |
Each recipe also costs a few spirits of all four elements. Every book gets tier I in all four elements first, so every page can be opened; the rest of its tiers are shared out at random between the elements when it is made, as on any weapon. An Oak book can open all four pages but take none past tier I; a Ghostwood book can take all four pages to tier V. A book never wears out and has no edge.
Opening a page
Put the book on the Spiriting Table and bind 50 spirits of an element into it. That opens that element's page and wakes its tier I. Until you have 50 of that element, the table won't open it. The first time a book is on the table, a short window explains this.
After the page is open, binding more of the same element wakes its higher tiers, as on any weapon. A page's tiers wake at these totals bound in that element:
| Tier | I | II | III | IV | V |
|---|---|---|---|---|---|
| Spirits bound in that element | 50 | 56 | 66 | 82 | 106 |
A book keeps room for the pages you haven't opened yet, so one page can't fill all of its spirit room.
With no page open, attacking or using the support only shakes the book, and the first few times a message says its pages are blank.
Casting
Hold the book and turn to an open page. Every page works the same way:
| Input | What it casts | Cost |
|---|---|---|
| click or F | The basic spell. Presses in a row (each within 0.9 s of the last) count as a combo, and the third is a stronger spell. | 1 (the third: 2 or 3) |
| click or F while running | The running spell. | 3 |
| click or F in the air (Space first) | The jump spell. | 3 |
| Hold right-click or R, aim, let go | The support spell, cast on a ring on the ground. | 10 |
- Every cost is in spirits of the page's element (Water spells cost Water spirits, and so on), taken from your loose spirits, never from the spirits bound in the book. Without enough, the book shakes and "not enough Water spirits" (or the element you need) shows.
- The basic spells aim the way you face or point, and turn toward the nearest foe roughly that way.
- Support spells: holding right-click or R shows a ring you can move up to 110 px (about 7 tiles) away with the pointer, the movement keys or stick, or by dragging off the touch button; let go to cast it there. If you don't move it, it lands on you. Everyone in the ring is affected: you, your friends and your companions. A support spell never raises anyone who is down.
- Each support spell has its own wait before it can be cast again, separate from the other pages'. The wait shows in the corner (and round the touch button).
- The support ring's radius is 32.4 px (about 2 tiles) before tiers and traits.
- Spells can land critical hits, as weapon blows do.
- Spells break what blades break: a dungeon's pots, torches, crystals and cracked walls, grass, bushes and the like. Boulder Drop and the Spike Ramp also break rock.
- Under water, every page's basic and running spells still cast, except Fire's: Fire spells and Kindle just shake the book.
Turning pages
With two or more pages open, you can turn between them. Only open pages are turned to.
- Keyboard: press the TURN PAGE key (G unless you've changed it) for the next page. Hold it and scroll the wheel to turn either way.
- Controller: flick the right stick right or up for the next page, left or down for the one before.
- Touch: flick the special button quickly toward ATTACK for the next page, or away from it for the one before. Holding the button still aims the support spell as usual.
Turning a page closes the book and opens it again in the new element's colours. Its cover shows the page that is open.
Power
Each page has its own power, and each spell hits for its own share of that power (its multiplier). A page's power is:
(2.6 + 0.75 for each tier past I) × the wood's multiplier
So a page at tier V hits 115% harder than at tier I. Traits, the Augmentation Table and the page's own damage picks raise it further.
| Book | Power at tier I | Power at tier V |
|---|---|---|
| Oak | 2.6 | can't reach V (tier I only) |
| Beechwood | 3.25 | can't reach V (at most tier III: 5.13) |
| Ironwood | 3.9 | can't reach V (at most tier IV: 7.28) |
| Rimewood | 4.68 | 10.08 |
| Ghostwood | 5.72 | 12.32 |
These are before traits and picks. How far a page can actually go depends on how the book's tiers were shared out when it was made: the book's card shows each page's limit.
The Water page
Water spells soak what they hit: a soaked foe is 15% slower for 3 s. Its support heals.
| Spell | Input | Cost | What it does |
|---|---|---|---|
| Tidebolt | click or F | 1 | A bolt of water that flies about 155 px and bursts on what it hits: 0.9× power. |
| The Wave | third click or F in a row | 2 | A fan-shaped wall of water that rolls out 155 px over 0.7 s and shoves foes back: 1.3× power. |
| Riptide | click or F while running | 3 | You gather for a moment, then surge forward on a curling wave, sweeping foes aside: 1.5× power. It leaves a wet streak that slows foes, and a splash and puddle where it ends. |
| Downpour | click or F in the air | 3 | Water gathers into a ball under you and you crash down on it: 1.8× power to foes close in, 80% of that further out (34 px reach), knocking them back. It leaves a puddle for 3 s that slows foes. |
| Mending Tide | right-click or R | 10 | A geyser bursts up in the ring and rains over it. Everyone in it is healed 25% of their health over 4 s. Wait: 12 s. |
The Fire page
Fire spells set what they hit burning for 3 s. Its support gives more damage.
| Spell | Input | Cost | What it does |
|---|---|---|---|
| Fire Whip | click or F | 1 | A lash of flame 78 px long (about 5 tiles) sweeps across in front of you, then back on the next press: 0.8× power. Each foe it catches gets a cinder (up to 3, for 8 s). |
| Flare-up | third click or F in a row, with cindered foes within 220 px | 2 | Every cindered foe erupts in a pillar of fire: 0.6× power for each cinder on it, burning. Foes standing close to it are caught in the blast too. With no cindered foes near, the third press is another lash. |
| Fire Wheel | click or F while running | 3 | You fling a wheel of fire that rolls ahead for 3 s, through foes (1.2× power, burning; it can strike the same foe again after 0.5 s), bouncing off walls and leaving a line of fire that burns for 3 s. At most 3 wheels at once. |
| Sunburst | click or F in the air | 3 | You hang for 0.45 s gathering a small sun, which bursts into 8 fireballs landing in a ring 48 px (3 tiles) round you: 1.0× power each, burning. Then you drift down. |
| Kindle | right-click or R | 10 | The ring bursts into flame. Everyone in it is kindled for 8 s: 25% more damage, every blow sets what it hits on fire, and chill melts away. Wait: 15 s. |
The Earth page
Earth spells pierce and stun. Its support shields.
| Spell | Input | Cost | What it does |
|---|---|---|---|
| Spike Shot | click or F | 1 | A spike of rock flies 80 px (5 tiles) and pierces every foe in its way: 1.0× power. Walls, trees and the land stop it. |
| Spike Eruption | third click or F in a row | 3 | Spikes drill up through a fan 128 px (8 tiles) long and 60° wide for 1.5 s. Everything in it is struck every 0.3 s: 0.4× power a strike, 5 strikes. |
| Spike Ramp | click or F while running | 3 | A ramp of rock bursts up under you; you ride up it and fly off the top at 1.5× your running speed. What stood where it rose is struck (1.2× power), thrown up and stunned 1 s. |
| Boulder Drop | click or F in the air, or during the ramp's flight | 3 | Stones tear up and gather into a boulder over your head (0.55 s), and you hurl it 32 px ahead. It explodes where it hits: 1.8× power and stunned 1 s in the middle, its shards 0.6× power out to 32 px round it. |
| Stoneward | right-click or R | 10 | Giant spikes burst up round the ring and their plates fly to everyone in it: a shield of 20% of their health for 8 s. While it holds, blows hit the shield instead of you and nothing knocks you back. A blow bigger than what's left breaks it, and the rest lands. Wait: 15 s. |
The Wind page
Wind spells push foes about. Its support makes you faster.
| Spell | Input | Cost | What it does |
|---|---|---|---|
| Gale Boomerang | click or F | 1 | A crescent of wind loops out 64 px (4 tiles) and back to you in 1 s: 0.8× power to each foe going out, and again coming back. The next press loops the other way. Walls stop it. |
| Tornado | third click or F in a row | 3 | A tornado travels about 6 tiles over 2 s, sweeping up what it passes and carrying it along: 0.3× power every 0.25 s. Where it ends, it flings them out to the sides, stunned 1 s. |
| Gale Dash | click or F while running | 3 | You dash 96 px (6 tiles) in a moment, through foes, untouchable while it lasts. Then the wind bursts out to both sides all along the line: 1.0× power, foes thrown 2 tiles aside and stunned 0.5 s. Walls and water stop the dash. |
| Updraft | click or F in the air | 3 | A second, higher jump into a 3 s hover. You can drift, and a vortex on the ground follows under you, drawing foes in: 0.25× power every 0.25 s. Then you float down. |
| Tailwind | right-click or R | 10 | A whirlwind rises in the ring and its ribbons wrap everyone in it: 30% faster on foot and 20% faster attacks for 8 s. Wait: 15 s. |
Tiers
Each tier of a page is rolled as one of three picks when the book is made, as on any weapon (see Spiriting Table). On every page, tier I raises power or the page's own effect, tier II improves its support spell, tier III changes a spell, tier IV saves spirits or earns them, and tier V is a big one. The Thrift picks never bring a cost under 1.
Water
| Tier | Picks (one of three) |
|---|---|
| I | Deep Current: Water spells hit 15% harder. Wide Tide: Mending Tide's ring is 20% wider. Long Soak: foes stay soaked 2 s longer. |
| II | Tidal Heart: Mending Tide heals 10% more of their health. Cleansing Tide: Mending Tide also clears poison and chill. Wellspring: Mending Tide is ready 3 s sooner. |
| III | Twin Bolts: each Tidebolt splits into two. Whirlpool: the Wave leaves a whirlpool for 2 s that pulls foes to its middle. Undertow: Riptide carries you 30% farther and drags the foes it hits along with you. |
| IV | Thrift: each Water spell costs 1 spirit less. Spring Spirits: foes its water defeats give 3 Water spirits. Mending Rain: Downpour's splash heals you and friends in it 5% of their health. |
| V | Tsunami: the Wave goes twice as far and twice as wide, and carries foes with it. High Tide: Water spells hit 30% harder. Font: Mending Tide heals 20% more and is ready in half the time. |
Fire
| Tier | Picks (one of three) |
|---|---|
| I | Searing: Fire spells hit 15% harder. Long Lash: the Fire Whip reaches 20% farther. Hot Embers: what its fire hits burns 2 s longer. |
| II | Fierce Kindle: Kindle gives 10% more damage. Lasting Kindle: Kindle lasts 3 s longer. Quick Kindle: Kindle is ready 3 s sooner. |
| III | Steam Burst: fire on a soaked foe bursts into steam: 50% more damage, and it scalds foes within 2 tiles. Twin Wheels: the Fire Wheel rolls out as two wheels, angled apart. Tinder: Flare-up hits 30% harder and cinders stack to 5. |
| IV | Thrift: each Fire spell costs 1 spirit less. Ember Spirits: foes its fire defeats give 3 Fire spirits. Bright Sun: Sunburst throws 4 more fireballs. |
| V | Phoenix Page: once every 60 s, a blow that would knock you down instead bursts you into flame: you stay up with 30% health, and foes around you catch fire. Inferno: Fire spells hit 30% harder. Wildfire: Kindle lasts 4 s longer and gives 10% more damage. |
Earth
| Tier | Picks (one of three) |
|---|---|
| I | Heavy Stone: Earth spells hit 15% harder. Long Shot: Spike Shot flies 25% farther. Stunning: what its stone stuns stays stunned 0.5 s longer. |
| II | Thick Plates: Stoneward shields 5% more of their health. Long Ward: Stoneward lasts 3 s longer. Quick Ward: Stoneward is ready 3 s sooner. |
| III | Shrapnel: a Spike Shot that hits a foe or a wall bursts into 4 shards. Mud: soaked foes its stone hits are stuck in place for 1.5 s. Spike Trail: the Spike Ramp leaves a line of spikes behind it that rise under foes. |
| IV | Thrift: each Earth spell costs 1 spirit less. Geode Spirits: foes its stone defeats give 3 Earth spirits. Long Eruption: Spike Eruption lasts 0.6 s longer (2 more strikes). |
| V | Meteor: Boulder Drop's boulder is twice the size and its blast 50% wider, and the rim of its crater stuns. Bedrock: Earth spells hit 30% harder. Living Rock: each blow Stoneward's plates take throws a spike at the attacker. |
Wind
| Tier | Picks (one of three) |
|---|---|
| I | Keen Wind: Wind spells hit 15% harder. Far Throw: the Gale Boomerang flies 25% farther. Long Dash: the Gale Dash goes 30% farther. |
| II | Swift: Tailwind makes you another 10% faster on foot. Long Tailwind: Tailwind lasts 3 s longer. Quick Tailwind: Tailwind is ready 3 s sooner. |
| III | Twin Boomerangs: each throw sends a second boomerang, angled off. Fan the Flames: its wind on a burning foe spreads the fire to foes within 2 tiles. High Updraft: Updraft holds you 1 s longer and its vortex is 30% wider. |
| IV | Thrift: each Wind spell costs 1 spirit less. Breeze Spirits: foes its wind defeats give 3 Wind spirits. Vacuum: the Tornado pulls foes and dropped things in toward it. |
| V | Hurricane: the Tornado lasts twice as long, grows as it goes, and flings what it catches. Gale Force: Wind spells hit 30% harder. Second Wind: Tailwind also refills the stamina of everyone in it, and lasts 4 s longer. |
A page's damage picks raise only that page's spells.
Pairings
Like every weapon, the book has six pairings, one for each pair of elements. A pairing wakes when both of its pages reach tier II, and they stack: a book with all four pages at tier II has all six. Each pairing changes the spells of both its pages, so you don't need to turn pages to use it.
| Pairing | Pages | What it does |
|---|---|---|
| Steam | Fire and Water | Water spells burn and Fire spells soak; foes that are soaked and burning take 25% more from the book. |
| Magma | Fire and Earth | Molten rock burns foes; Boulder Drop leaves 3 s of lava; Sunburst stuns for 0.5 s. |
| Firestorm | Fire and Wind | The Gale Boomerang and the Tornado burn; the Gale Dash leaves fire behind; the Fire Wheel rolls 50% farther. |
| Mire | Water and Earth | Water hits slow foes 40% for 3 s in mud; Earth hits then hold them in place for 1 s. |
| Stormcall | Water and Wind | Wind spells soak; a hit on a soaked foe arcs lightning to the 2 nearest foes. |
| Sandstorm | Earth and Wind | The wind's stones stun 1 in 4 hits; a foe the book throws into something is stunned 1 s. |
Traits
A book rolls Traits like any weapon, with a few differences:
- A trait's swing speed is the book's cast speed (3% a point), its reach widens the support rings (3% a point), and Frugal gives a chance a spell costs no spirits (4% a point, up to 40%).
- Traits about an edge never roll on a book (Sturdy, Dense, Masterwork, Ancient, Clumsy, Brittle, Hungry and Greedy).
- Power traits raise every page's power.
It also has nine traits of its own:
| Trait | Each point |
|---|---|
| Learned | Support spells 4% stronger. |
| Hasty | Support spells ready 3% sooner (up to 50%). |
| Echoing | 2% chance a basic spell (a Tidebolt, a Fire Whip lash, a Spike Shot or a Gale Boomerang) casts again for free. |
| Lingering | What its spells leave behind (puddles, lines of fire, cracks, the whirlpool, the crater) lasts 5% longer. |
| Farcasting | Its spells reach 3% farther. |
| Versatile | The first spell after a page turn hits 5% harder. |
| Wild | More power, weaker support spells. |
| Gentle | Stronger support spells, less power. |
| Arcane | Learned and Hasty together. |
Forged books
A fully spirited Spirit Book can be marked by a lair boss, as weapons and coats can (see Forged Gear). The mark goes to one page and changes that page's spells, so the book needs that page open: Earth for Troll Forged (Giggos), Fire for Stag Forged (the Hollow Stag), Wind for Lightning Forged (Fulgoria) and Water for Moss Forged (Silvetus). Rime Forged (Nivora) works across its pages. A mark can be moved with Bind the Echo.
Tips
- Keep plenty of loose spirits of your page's element: a fight with the book runs on them. Spirit-from-kills picks (tier IV) help a page pay for itself.
- Open a second page early: when one element runs low, turn to the other.
- Water's Mending Tide and Earth's Stoneward protect friends too, which makes the book a strong choice for Online Play.
- Combine soak and burn: with Steam, Fire on soaked foes hits harder; with the Fire tier III pick Steam Burst it hits harder still.