The Spiriting Table is where you bind the spirits you collect into your gear. Binding spirits of one element wakes that element's tiers in the item, and each tier gives it a new ability. Waking two elements together wakes a pairing, a stronger effect of its own. Binding is permanent: spirits you bind stay in the item.
CONTENTS
Getting started
- Build a Spiriting Table from the TECHNOLOGY page of the B menu. Its cost is on its own page.
- Stand at it and press E to open it.
- Pick the item at the top of the window. It starts on what you hold, but you can pick anything you carry that takes spirits, worn or in your pack.
- You need loose spirits to offer. You get them by felling trees, breaking rocks, defeating creatures, fishing and more. See Spirits.
What can take spirits
- Weapons: the Sword, Greatsword, Daggers, War Hammer, Bow and Blade Staff.
- Tools: the Mattock, Fishing Pole, Hoe, Watering Can and Sickle.
- The six made raincoats: Runner's, Tank's, Warrior's, Courier's, Olympian's and Farmer's. See Raincoats.
- Every piece of Companion Gear.
- The Spirit Book.
Charms, lanterns, packs, arrows and the plain yellow raincoat you start with cannot take spirits.
How binding works
- Choose an element and offer spirits into it. Each offer moves spirits from your own supply onto the table; you can take them back until you bind. You can also pick a tier card to offer exactly what that tier needs.
- The window shows what would wake: each new tier and any new pairing.
- Press BIND and confirm. The spirits go into the item for good, and each ability that wakes is announced.
An item stops taking spirits when an element reaches the deepest tier it has, or when its room (the total number of spirits it can hold) is full. The table tells you which of the two is in the way.
Tiers
Each element has up to five tiers, I to V. A tier wakes when that element's total bound in the item reaches the number below. The numbers are totals, not extra amounts.
| Tier | Spirits of that element bound | Needed past the tier before |
|---|---|---|
| I | 4 | 4 |
| II | 10 | 6 |
| III | 20 | 10 |
| IV | 36 | 16 |
| V | 60 | 24 |
Every tier has three possible abilities. Which one your item has was rolled when it was made, so two swords of the same metal can have different abilities at the same tier. The table shows your item's own abilities for every tier it can reach. Abilities add up: tier III gives its own ability on top of tiers I and II.
On gear that has a power stat, each of the first four tiers you wake (in any elements) also gives 6% more power, so up to 24%.
How deep each element goes
An item's metal sets how many tiers it has in total and how deep any one element may go. How those tiers are shared between the four elements is rolled when the item is made, so some items run deep in one or two elements and others are spread thin. Tiers an element did not get are shown sealed. An element with no tiers at all cannot take spirits.
| Metal | Tiers in all four elements | Deepest tier in one element | Room to start |
|---|---|---|---|
| Stone | 4 | II | 85% of what waking every tier takes |
| Bronze | 6 | III | 70% |
| Iron | 9 | IV | 70% |
| Steel | 13 | V | 70% |
| Endurium | 20 (V in every element) | V | 70% |
Because the room usually starts below what waking everything would take, you have to choose which tiers to wake. Traits that add spirit room (Potential, Hungry, Ancient) raise it, but never past what waking every tier would take. See Traits and Metal Tiers.
Pairings
A pairing wakes when two elements are both at tier II or higher (10 spirits of each). Every kind of gear has six pairings, one for each pair of elements. They are always the same for that kind of gear; they are not rolled. The Resonant trait makes the numbers in a weapon's pairings stronger.
Sword
| Pairing | Elements | What it does |
|---|---|---|
| Steamcutter | Fire + Water | Every cut leaves a cloud of scalding steam that burns whatever stays in it. |
| Magma Heart | Fire + Earth | Foes it kills erupt, and everything near them burns. |
| Firestorm | Fire + Wind | The last strike of the combo throws a crescent of flame and spins all the way round. |
| Frostbite | Water + Earth | Each cut has a 25% chance to freeze a foe solid, and everything it cuts is slowed. |
| Stormcall | Water + Wind | Every cut that lands sends lightning on to 2 more foes. |
| Avalanche | Earth + Wind | Foes it kills crack the ground in a ring, and the last strike of the combo repeats. |
Greatsword
| Pairing | Elements | What it does |
|---|---|---|
| Geyser | Fire + Water | Cuts leave scalding steam, and each cut of a charged spin has a 25% chance to heal 20 health. |
| Meteor | Fire + Earth | Plunges deal double damage, and foes it kills erupt in fire. |
| Inferno Cyclone | Fire + Wind | Charged spins throw a wheel of fire and turn once more. |
| Glacier | Water + Earth | Each cut has a 35% chance to freeze a foe solid, and nothing knocks you back. |
| Tempest Wheel | Water + Wind | Spins pull foes into the blade, and every cut sends lightning on to 1 more foe. |
| Worldsplitter | Earth + Wind | Charged spins end in a big quake and reach 40% wider; plunges crack a much wider ring. |
Daggers
| Pairing | Elements | What it does |
|---|---|---|
| Boiling Blood | Fire + Water | Every cut can make a foe bleed and leaves scalding steam behind. |
| Obsidian Fangs | Fire + Earth | Foes they kill erupt, and cuts from behind deal double damage. |
| Cinder Whirl | Fire + Wind | The whirl bounces 2 more times and sets everything it cuts on fire. |
| Hemlock | Water + Earth | Each cut has a 20% chance to freeze a foe solid, and the other dagger often follows your cut. |
| Shadow Storm | Water + Wind | Cuts send lightning on to 1 foe close by, and you are often untouchable as you strike. |
| Rockfang | Earth + Wind | The last strike of the combo cuts twice, and foes they kill crack the ground in a ring. |
War Hammer
| Pairing | Elements | What it does |
|---|---|---|
| Geyser | Fire + Water | Every blow throws up scalding steam, and its quakes can heal you. |
| Volcano | Fire + Earth | Its quakes burn, every pound sends out a second, wider ring, and kills erupt. |
| Thunderclap | Fire + Wind | Every blow sends lightning on to 3 more foes. |
| Permafrost | Water + Earth | Each blow has a 40% chance to freeze a foe solid, and dazes last twice as long. |
| Maelstrom | Water + Wind | Its quakes pull foes in and throw them high. |
| Tectonic | Earth + Wind | Its quakes reach twice as far and last three times as long. |
Bow
| Pairing | Elements | What it does |
|---|---|---|
| Steam Arrows | Fire + Water | Arrows burst into scalding steam where they hit. |
| Meteor Shower | Fire + Earth | Arrows fly burning, and a full draw brings a rain of arrows down. |
| Comet | Fire + Wind | Arrows fly burning and go through 2 foes. |
| Frost Arrows | Water + Earth | Each arrow has a 35% chance to freeze a foe solid, and arrows pin what they hit in place. |
| Storm Arrows | Water + Wind | Every arrow that lands sends lightning on to 3 more foes. |
| Earthshatter | Earth + Wind | Arrows burst where they land and bounce on to the next foe. |
Blade Staff
| Pairing | Elements | What it does |
|---|---|---|
| Steam Wheel | Fire + Water | Every strike leaves scalding steam, and each Skyfall strike has a 15% chance to heal 20 health. |
| Magma Edges | Fire + Earth | Enemies it kills erupt, and its strikes burn. |
| Firestorm | Fire + Wind | Skyfall's spin burns what it hits and strikes 3 more times. |
| Frostbite | Water + Earth | Each strike has a 20% chance (1 in 5) to freeze an enemy solid. |
| Stormcall | Water + Wind | Strikes send lightning on to 1 enemy close by. |
| Avalanche | Earth + Wind | Enemies it kills crack the ground, and Skyfall's shockwave reaches 40% farther. |
Mattock
| Pairing | Elements | What it does |
|---|---|---|
| Hot Spring | Fire + Water | Its chops scald foes in steam, and every tree it fells heals 20 health. |
| Forgefall | Fire + Earth | Any rock its metal can work breaks in one blow, and often gives ore. |
| Firestorm | Fire + Wind | It cuts every tree in reach, and trees it fells set the trees around them burning. |
| Deep Roots | Water + Earth | Its edge never dulls, and stumps come out in one chop. |
| Downpour | Water + Wind | Spirits from its trees are doubled, and 40% of hits deal double damage. |
| Avalanche | Earth + Wind | It fells 4 trees at once, and each gives 3 more logs. |
Fishing Pole
| Pairing | Elements | What it does |
|---|---|---|
| Hot Spring | Fire + Water | Every catch heals 20 health and repairs 3 line durability. |
| Forge Lure | Fire + Earth | Gear comes up twice as often, and 30% more often with spirits in it. |
| Will-o-Wisp | Fire + Wind | Spirits it hooks come in pairs, each holding twice as many. |
| Anchor Line | Water + Earth | A worn line holds at full strength, and the hook sets itself half the time. |
| Downpour | Water + Wind | 40% of catches come up doubled, and catches give spirits. |
| Lodestone | Earth + Wind | Ore and treasure come up twice as often, and +50% luck. |
Raincoats
All six made raincoats share these pairings.
| Pairing | Elements | What it does |
|---|---|---|
| Steam Veil | Fire + Water | When you are hit, a cloud of scalding steam bursts round you. |
| Magma Hide | Fire + Earth | Half the damage of every blow burns back at whoever hit you. |
| Kindled Stride | Fire + Wind | +10% speed, and the coat glows as you go. |
| Mossback | Water + Earth | You heal 0.3% a second, and +10% defense. |
| Riptide | Water + Wind | A 1 in 8 chance a blow misses you, and +8% speed. |
| Sandstorm | Earth + Wind | When you are hit, everything close to you is dazed. |
Companion gear
Most companion armour shares these pairings. The rabbit's robes and the raven's mantle have their own, and the deer's tack has different first three. Each piece's page lists them.
| Pairing | Elements | What it does |
|---|---|---|
| Steam Guard | Fire + Water | Your companion heals 1% of its health a second, and +10% power. |
| Forged Fury | Fire + Earth | +15% power, and it takes 10% less damage. |
| Wildfire | Fire + Wind | +15% power, +10% speed. |
| Mossplate | Water + Earth | It heals 1.5% of its health a second. |
| Mistweave | Water + Wind | +15% speed, +15% pace. |
| Sandstorm | Earth + Wind | Whatever hits it is dazed. |
What each element gives
Each tier's three choices are different for every kind of gear, but each element leans the same way within a kind. Your item's page at the table shows the exact abilities it rolled.
| Gear | Fire | Water | Earth | Wind |
|---|---|---|---|---|
| Sword | Glow, strikes that deal 50% more damage, burning foes, Fire spirits from kills, a crescent of flame at tier V | Faster strikes, slowing foes, healing on hits and kills, a longer combo window, Water spirits, edge back from kills | More power, a longer-lasting edge (up to never dulling), no knockback, stronger plunges, quakes | Faster strikes, longer lunges and reach, a chance for double damage, a repeated last strike, cutting all round you |
| Greatsword | As the sword, plus faster charging, harder spins and a wheel of fire | As the sword, plus spins that pull foes in and heal | As the sword, plus spins that end in a quake | As the sword, plus faster charging, wider spins and extra spin turns |
| Daggers | Bleeding, burning, strikes that deal 50% more damage, Fire spirits | Faster strikes and hops, healing, untouchable strikes, more bounces for the whirl | Power, edge life, more damage from behind, a stronger whirl | Faster strikes, longer lunges, the other dagger following, a chance for double damage |
| War Hammer | Strikes that deal 50% more damage, burning quakes, aftershocks, Fire spirits | Faster swings and charging, healing, quakes that pull foes in | Power, bigger and longer quakes, half damage taken while swinging, no knockback | Faster swings and charging, foes thrown high, a chance for double damage |
| Bow | Burning arrows, arrows that go through foes, raining arrows, Fire spirits | Faster draw, poison, healing, slowing, arrows that land whole more often | Power, string life, bursting arrows, a chance to use no arrow | Faster draw and arrows, two or three arrows at once, arrows that curve to foes |
| Blade Staff | Burning, strikes that deal 50% more damage, Skyfall ready sooner and hitting harder | Faster strikes, slowing, healing, more Skyfall strikes | Power, edge life, stronger plunges, a wider Skyfall shockwave | Faster strikes, more reach, more Skyfall strikes, a chance for double damage |
| Mattock | Light, more logs, Fire spirits from trees, ore from rocks, burning trees and foes | Faster swings, healing from felled trees, edge back from trees, more and doubled spirits from trees | Chop power, edge life, more stone and logs, ore, one-chop rocks and stumps | Faster swings, more reach, cutting several trees at once, a chance for double damage |
| Fishing Pole | Shorter waits for a bite, Fire spirits, more ore, spirited gear, line repair | Longer to set the hook, faster reeling, healing from catches, two fish at once | Line strength, line life, more ore and gear, fewer fishbones | Faster reeling, longer casts, the hook setting itself, more spirits hooked, luck |
| Raincoats | Attack, glow, attackers catch fire, damage sent back, healing at low health | Swimming, speed, health, healing over time, a chance to avoid a hit | Defense, health, endurance, less knockback, damage sent back, half damage at low health | Speed, jump, stamina, cheaper stamina costs, creatures of the night notice you from closer |
| Companion gear | Power (or spell strength) | Health and healing over time | Less damage taken | Speed and pace |
| Hoe | Beds that grow faster, seeds that start part grown, Fire spirits | Beds that start watered and stay wet longer, seeds that are not used up | Finer crops, seeds and ore turned up, bumper crops | Working wider and faster, reaching further |
| Spirit Book | Each element is a page of spells. That element's tiers make its own spells stronger, cheaper or wider. See Spirit Book. | |||
The Spirit Book
The Spirit Book works a little differently. Each element is a page. Opening a page costs 50 spirits of that element at the table: the 4 for its tier I, plus 46 more to open the page. After that, its tiers II to V wake at the usual totals. The book's room counts each open page's first tier on top of the usual share. See Spirit Book.
Mending
Tools and weapons with an edge also get mended at the Spiriting Table. Mending fills the edge back to full. It costs the item's material and some spirits:
| Item | Material | Spirits |
|---|---|---|
| Stone Mattock, Bow or Fishing Pole | 2 Wood | 1 Water, 1 Earth |
| Stone Sword or Daggers | 2 Stone | 1 Water, 1 Earth |
| Stone Greatsword, War Hammer or Blade Staff | 3 Stone | 1 Water, 1 Earth |
| Bronze | 1 Copper Ore | 1 Water, 1 Fire |
| Iron | 1 Iron Ore | 2 Water, 2 Fire |
| Steel | 1 Iron Ore | 2 Water, 2 Fire |
| Endurium | 1 Endurium | 3 Water, 3 Fire |
Raincoats, companion gear, garden tools and the Spirit Book have no edge and never need mending.
Tips
- Plan before you bind. Spirits never come back out, and the room is limited, so pick the tiers and pairings you want most.
- Pairings only need tier II in two elements (20 spirits in all), so they are often the best value early on.
- A stone item has 85% room, so a first weapon can wake almost everything it has.
- Look at an item's rolled tiers before you choose which of two weapons to keep: the same tier can hold very different abilities.