Spiriting Table

GUIDESPIRITS

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
  1. Getting started
  2. What can take spirits
  3. How binding works
  4. Tiers
  5. Pairings
  6. What each element gives
  7. The Spirit Book
  8. Mending
  9. Tips

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.
You can look at any item's tiers, pairings and traits from your pack (its TIERS AND PAIRINGS button), but you can only bind spirits or mend at a Spiriting Table.

What can take spirits

Charms, lanterns, packs, arrows and the plain yellow raincoat you start with cannot take spirits.

How binding works

  1. 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.
  2. The window shows what would wake: each new tier and any new pairing.
  3. 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.

TierSpirits of that element boundNeeded past the tier before
I44
II106
III2010
IV3616
V6024

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.

MetalTiers in all four elementsDeepest tier in one elementRoom to start
Stone4II85% of what waking every tier takes
Bronze6III70%
Iron9IV70%
Steel13V70%
Endurium20 (V in every element)V70%

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

PairingElementsWhat it does
SteamcutterFire + WaterEvery cut leaves a cloud of scalding steam that burns whatever stays in it.
Magma HeartFire + EarthFoes it kills erupt, and everything near them burns.
FirestormFire + WindThe last strike of the combo throws a crescent of flame and spins all the way round.
FrostbiteWater + EarthEach cut has a 25% chance to freeze a foe solid, and everything it cuts is slowed.
StormcallWater + WindEvery cut that lands sends lightning on to 2 more foes.
AvalancheEarth + WindFoes it kills crack the ground in a ring, and the last strike of the combo repeats.

Greatsword

PairingElementsWhat it does
GeyserFire + WaterCuts leave scalding steam, and each cut of a charged spin has a 25% chance to heal 20 health.
MeteorFire + EarthPlunges deal double damage, and foes it kills erupt in fire.
Inferno CycloneFire + WindCharged spins throw a wheel of fire and turn once more.
GlacierWater + EarthEach cut has a 35% chance to freeze a foe solid, and nothing knocks you back.
Tempest WheelWater + WindSpins pull foes into the blade, and every cut sends lightning on to 1 more foe.
WorldsplitterEarth + WindCharged spins end in a big quake and reach 40% wider; plunges crack a much wider ring.

Daggers

PairingElementsWhat it does
Boiling BloodFire + WaterEvery cut can make a foe bleed and leaves scalding steam behind.
Obsidian FangsFire + EarthFoes they kill erupt, and cuts from behind deal double damage.
Cinder WhirlFire + WindThe whirl bounces 2 more times and sets everything it cuts on fire.
HemlockWater + EarthEach cut has a 20% chance to freeze a foe solid, and the other dagger often follows your cut.
Shadow StormWater + WindCuts send lightning on to 1 foe close by, and you are often untouchable as you strike.
RockfangEarth + WindThe last strike of the combo cuts twice, and foes they kill crack the ground in a ring.

War Hammer

PairingElementsWhat it does
GeyserFire + WaterEvery blow throws up scalding steam, and its quakes can heal you.
VolcanoFire + EarthIts quakes burn, every pound sends out a second, wider ring, and kills erupt.
ThunderclapFire + WindEvery blow sends lightning on to 3 more foes.
PermafrostWater + EarthEach blow has a 40% chance to freeze a foe solid, and dazes last twice as long.
MaelstromWater + WindIts quakes pull foes in and throw them high.
TectonicEarth + WindIts quakes reach twice as far and last three times as long.

Bow

PairingElementsWhat it does
Steam ArrowsFire + WaterArrows burst into scalding steam where they hit.
Meteor ShowerFire + EarthArrows fly burning, and a full draw brings a rain of arrows down.
CometFire + WindArrows fly burning and go through 2 foes.
Frost ArrowsWater + EarthEach arrow has a 35% chance to freeze a foe solid, and arrows pin what they hit in place.
Storm ArrowsWater + WindEvery arrow that lands sends lightning on to 3 more foes.
EarthshatterEarth + WindArrows burst where they land and bounce on to the next foe.

Blade Staff

PairingElementsWhat it does
Steam WheelFire + WaterEvery strike leaves scalding steam, and each Skyfall strike has a 15% chance to heal 20 health.
Magma EdgesFire + EarthEnemies it kills erupt, and its strikes burn.
FirestormFire + WindSkyfall's spin burns what it hits and strikes 3 more times.
FrostbiteWater + EarthEach strike has a 20% chance (1 in 5) to freeze an enemy solid.
StormcallWater + WindStrikes send lightning on to 1 enemy close by.
AvalancheEarth + WindEnemies it kills crack the ground, and Skyfall's shockwave reaches 40% farther.

Mattock

PairingElementsWhat it does
Hot SpringFire + WaterIts chops scald foes in steam, and every tree it fells heals 20 health.
ForgefallFire + EarthAny rock its metal can work breaks in one blow, and often gives ore.
FirestormFire + WindIt cuts every tree in reach, and trees it fells set the trees around them burning.
Deep RootsWater + EarthIts edge never dulls, and stumps come out in one chop.
DownpourWater + WindSpirits from its trees are doubled, and 40% of hits deal double damage.
AvalancheEarth + WindIt fells 4 trees at once, and each gives 3 more logs.

Fishing Pole

PairingElementsWhat it does
Hot SpringFire + WaterEvery catch heals 20 health and repairs 3 line durability.
Forge LureFire + EarthGear comes up twice as often, and 30% more often with spirits in it.
Will-o-WispFire + WindSpirits it hooks come in pairs, each holding twice as many.
Anchor LineWater + EarthA worn line holds at full strength, and the hook sets itself half the time.
DownpourWater + Wind40% of catches come up doubled, and catches give spirits.
LodestoneEarth + WindOre and treasure come up twice as often, and +50% luck.

Raincoats

All six made raincoats share these pairings.

PairingElementsWhat it does
Steam VeilFire + WaterWhen you are hit, a cloud of scalding steam bursts round you.
Magma HideFire + EarthHalf the damage of every blow burns back at whoever hit you.
Kindled StrideFire + Wind+10% speed, and the coat glows as you go.
MossbackWater + EarthYou heal 0.3% a second, and +10% defense.
RiptideWater + WindA 1 in 8 chance a blow misses you, and +8% speed.
SandstormEarth + WindWhen 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.

PairingElementsWhat it does
Steam GuardFire + WaterYour companion heals 1% of its health a second, and +10% power.
Forged FuryFire + Earth+15% power, and it takes 10% less damage.
WildfireFire + Wind+15% power, +10% speed.
MossplateWater + EarthIt heals 1.5% of its health a second.
MistweaveWater + Wind+15% speed, +15% pace.
SandstormEarth + WindWhatever 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.

GearFireWaterEarthWind
SwordGlow, strikes that deal 50% more damage, burning foes, Fire spirits from kills, a crescent of flame at tier VFaster strikes, slowing foes, healing on hits and kills, a longer combo window, Water spirits, edge back from killsMore power, a longer-lasting edge (up to never dulling), no knockback, stronger plunges, quakesFaster strikes, longer lunges and reach, a chance for double damage, a repeated last strike, cutting all round you
GreatswordAs the sword, plus faster charging, harder spins and a wheel of fireAs the sword, plus spins that pull foes in and healAs the sword, plus spins that end in a quakeAs the sword, plus faster charging, wider spins and extra spin turns
DaggersBleeding, burning, strikes that deal 50% more damage, Fire spiritsFaster strikes and hops, healing, untouchable strikes, more bounces for the whirlPower, edge life, more damage from behind, a stronger whirlFaster strikes, longer lunges, the other dagger following, a chance for double damage
War HammerStrikes that deal 50% more damage, burning quakes, aftershocks, Fire spiritsFaster swings and charging, healing, quakes that pull foes inPower, bigger and longer quakes, half damage taken while swinging, no knockbackFaster swings and charging, foes thrown high, a chance for double damage
BowBurning arrows, arrows that go through foes, raining arrows, Fire spiritsFaster draw, poison, healing, slowing, arrows that land whole more oftenPower, string life, bursting arrows, a chance to use no arrowFaster draw and arrows, two or three arrows at once, arrows that curve to foes
Blade StaffBurning, strikes that deal 50% more damage, Skyfall ready sooner and hitting harderFaster strikes, slowing, healing, more Skyfall strikesPower, edge life, stronger plunges, a wider Skyfall shockwaveFaster strikes, more reach, more Skyfall strikes, a chance for double damage
MattockLight, more logs, Fire spirits from trees, ore from rocks, burning trees and foesFaster swings, healing from felled trees, edge back from trees, more and doubled spirits from treesChop power, edge life, more stone and logs, ore, one-chop rocks and stumpsFaster swings, more reach, cutting several trees at once, a chance for double damage
Fishing PoleShorter waits for a bite, Fire spirits, more ore, spirited gear, line repairLonger to set the hook, faster reeling, healing from catches, two fish at onceLine strength, line life, more ore and gear, fewer fishbonesFaster reeling, longer casts, the hook setting itself, more spirits hooked, luck
RaincoatsAttack, glow, attackers catch fire, damage sent back, healing at low healthSwimming, speed, health, healing over time, a chance to avoid a hitDefense, health, endurance, less knockback, damage sent back, half damage at low healthSpeed, jump, stamina, cheaper stamina costs, creatures of the night notice you from closer
Companion gearPower (or spell strength)Health and healing over timeLess damage takenSpeed and pace
HoeBeds that grow faster, seeds that start part grown, Fire spiritsBeds that start watered and stay wet longer, seeds that are not used upFiner crops, seeds and ore turned up, bumper cropsWorking wider and faster, reaching further
Spirit BookEach element is a page of spells. That element's tiers make its own spells stronger, cheaper or wider. See Spirit Book.
Tier V abilities are big. Some examples: a sword's Font of Life heals 1,980 health for each foe it kills; Unbreakable means its edge never dulls; a mattock's Cyclone cuts every tree within reach.

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:

ItemMaterialSpirits
Stone Mattock, Bow or Fishing Pole2 Wood1 Water, 1 Earth
Stone Sword or Daggers2 Stone1 Water, 1 Earth
Stone Greatsword, War Hammer or Blade Staff3 Stone1 Water, 1 Earth
Bronze1 Copper Ore1 Water, 1 Fire
Iron1 Iron Ore2 Water, 2 Fire
Steel1 Iron Ore2 Water, 2 Fire
Endurium1 Endurium3 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.
In online play, your gear and your spirits are your own. Binding at any Spiriting Table, including one another player built, changes only your item.

See also