Spells and Sockets
Spells live in your gear. Actives and Modifiers, slot order, and when each item casts.
Spell slots
You keep every skill you find in your spellbook, but a skill in the spellbook does nothing. To use one, put it into a spell slot on a worn item. An item can have up to 5 slots.
How many slots an item has is rolled when it drops, within the range of its type. Better quality pushes the roll toward the top of that range, but never past it (see Item Quality and Tiers). A weapon always has at least one slot. Rings and amulets have none: they carry stats only and never cast.
| Item | Casts | Spell slots |
|---|---|---|
| Axe, Hammer | On attack | 1–3, two-handed 1–4 |
| Bow | On attack | 2–4 |
| Club | On attack | 1–3 |
| Dagger | On attack | 1–2 |
| Staff | On attack | 2–5 |
| Sword | On attack | 1–3, two-handed 2–4 |
| Wand | On attack | 2–4 |
| Belt, Boots, Gloves, Hat, Head Covering, Helmet, Pants, Shoulders | When hit | 0–2 |
| Chest, Shield | When hit | 0–3 |
Actives and Modifiers
Every skill is one of two kinds. The game frames them in different colours, and the wiki frames their icons the same way.
- Actives (gold) are spells that do something: Fireball throws a ball of fire, Frost Nova bursts ice around your target, Heal heals you. They cost mana.
- Modifiers (blue) never cast on their own. They change other spells: Pierce lets a projectile fly on through the enemy it hits, Split casts several copies, Amplify makes a spell stronger. A Modifier needs something to shape. With nothing to shape, it does nothing.
Every skill also has a shape: Projectile, Area or Self. A Modifier is either made for one shape or works on any spell:
- Projectile: Pierce, Chain, Fork, Bounce, Homing, Swift.
- Area: Concentrate, Aftershock, Implode.
- Self: Renew, Overflow, Retaliate, Outburst.
- Any spell: the rest, such as Split, Amplify, Vampire, Ignite and Echo.
Each skill's page shows its kind and shape, and the skill list can filter Modifiers by shape.
Slot order matters
An item's slots are read top to bottom: that is their order in the item's Spell Order panel, and the order its spells are cast. Use the up and down arrows there to move a skill.
- A Modifier shapes only the Actives below it in the same item. A Modifier under an Active, or in another item, does not reach it.
- The shapes must match: a Projectile Modifier only shapes Projectile spells. An any spell Modifier shapes every Active.
- One Modifier shapes every matching Active below it, not just the first.
- Modifiers add up: two Amplify above a spell make it stronger twice.
Short BowSpell order, top to bottom- 1
PierceModifier · ProjectileShapes Fireball below it (both are Projectiles), and the arrows. Frost Nova is an Area spell, so not that. - 2
FireballActive · ProjectileCast on every arrow that hits, shaped by Pierce. Amplify sits below it, so it does not reach it.
The item's own attack · Pierce and Amplify both strengthen the arrows. For the attack itself, slot order does not matter.
"Shapes nothing"
A Modifier that matches an Active but cannot change anything about it does nothing for that spell. The Spell Order panel greys it out as Shapes nothing. It costs no extra mana and earns no experience. For example:
- Giant on a spell with no area (Arcane Bolt).
- Extend on a spell that is over at once (Meteor). It does lengthen buffs and spells that linger, such as tornadoes and Poison Cloud.
- Split on spells cast on or around you: buffs, Heal, Consecrate, Sword Tornado.
- Damage effects such as Ignite on a spell that deals no damage (Haste).
- Swift, Homing and Bounce on a projectile cast by a weapon hit, because it lands on the enemy you struck. They work again once Pierce, Chain, Fork or Split keeps it flying.
The weapon's own attack
A Modifier in a weapon also strengthens the weapon's own attack, wherever it sits in the item and even with no Active at all. Each one counts once. That is why a lone Split in a bow already fires extra arrows.
- Bows: the arrows take the Projectile Modifiers and the any spell ones that change a hit, Split included. Split arrows fan out and keep their full damage.
- Melee weapons and staves: the swing takes the any spell Modifiers that change a hit. A swing is never copied: Split in a sword shapes only the spells below it.
- Modifiers that need a spell never touch the attack: an arrow or a swing has no echo, area or duration and costs no mana.
- Strengthening the attack is free. Only spells cost mana.
Modifiers that strengthen a bow's arrows:
Amplify, Bleed, Bounce, Chain, Critical, Fork, Frozen, Homing, Ignite, Pierce, Sanctify, Shock, Siphon, Split, Swift, Vampire, Venom, Wither
Modifiers that strengthen a melee swing:
Amplify, Bleed, Critical, Frozen, Ignite, Sanctify, Shock, Siphon, Vampire, Venom, Wither
When an item casts
Every item casts all of its Actives each time it fires, one after another in slot order.
- Melee weapons and staves cast on every hit. The spell lands on the enemy you struck: a projectile starts on it, hits it, then pierces, chains or forks on from there.
- Bows cast on every arrow that hits, including split, chained and forked arrows of the same shot. The first hit casts in full. Each further hit of that shot casts at 70% of the previous one's damage, for 50% of its mana.
- Wands attack only by casting, from range. With no Active in the wand, or not enough mana for any of them, you strike in melee instead: a weak blow that no Modifier in the wand touches.
- Armour (shields included) casts when you are hit, at most once every few seconds per piece. The item shows how often as Casts When Hit Every. Armour has no attack of its own, so a Modifier alone in armour does nothing: it needs an Active below it.
- Rings and amulets never cast.
Mana
- Only spells cost mana. Spells have no cooldown: weapon spells are paced by your attack speed and your mana, armour spells by their own wait.
- A spell you cannot pay for that moment is skipped. The rest of the item still casts.
- A spell's mana cost grows with your level in its category, as its power does (see Skill Categories).
- Most Modifiers raise the mana cost of the spells they shape. Each skill's page shows its surcharge, such as "+50% mana cost". Surcharges add up: +30% and +50% make +80%. Mana Burn lowers the cost instead, and takes mana for every enemy the spell hits.
These Modifiers add no mana cost at all:
Homing, Overflow, Pierce, Renew, Siphon, Swift
A few more rules
- Requirements: putting a skill into a slot needs a level in its category, such as "Requires Elemental Magic 8". Any skill can wait in the spellbook. See Skill Categories.
- Where a skill fits: each skill's page lists the items that can hold it (melee weapons, bows, wands, armour).
- Chains and forks wear out: each Chain jump hits a little softer than the last, Fork pieces are weaker than the spell, and a jump or a fork piece only carries what is left of the counts. It never starts over.
- Split on spells cast at a target (Meteor, Lightning Strike, tornadoes) lands each copy on another enemy nearby. Split projectiles fan out instead.
- Moving skills: tap an empty or taken slot to pick a skill from your spellbook or from another item's slot. Move and Swap take it over in one tap. You cannot take a skill out while your spellbook is full.

