Mage Weapons
A mage weapon is built from parts at a Magic Station, attuned to a school with an Enchanted Charge, and fitted with spell runes. Only the Mage class can use one. What Resonance and the schools are is explained on Magic.
Updated
From parts to your first spell
- Build a staff, wand or blade at a Magic Station.
- Make an Enchanted Charge at a Rune Station and fill it at a shrine.
- Use the charge on the weapon to attune it, then take the weapon off the station.
- Get a spell rune by researching a blank runestone, and put it into one of the weapon's sockets.
- Raise your own Resonance by meditating, then cast.
Weapon types
The core decides how many rune slots the weapon gets.
| Weapon | How it fights | Rune slots by core |
|---|---|---|
| Mage Staff | Two-handed. No melee attack. | Iron 1, Steel 2, Abyssalite 3, Mythril 4 |
| Mage Wand | No melee attack. Left-click fires a bolt that costs mana. | Iron 1, Steel 1, Abyssalite 2, Mythril 2 |
| Mage Blade | A sword with normal melee hits. | Iron 1, Steel 1, Abyssalite 2, Mythril 2 |
Every weapon needs a core and a handle. Each extra slot the core opens up needs a tome. The handle and each tome give one socket, and their grade sets its size:
| Handle or tome | Socket |
|---|---|
| Oak Magical Handle, Simple Magical Tome | Minor |
| Basic Magical Handle or Tome | Lesser |
| Petty Magical Handle or Tome | Greater |
| Heavy Magical Handle or Tome | Ascendant |
| Simple Tome (made without dust) | None |
A better core also gives the weapon more durability, and on a wand or blade it hits harder. The weapon is named after its core, for example Steel Mage Staff. Part costs are listed under Materials.
The Magic Station
A vanilla 3x3 craft that anyone can make.
- Place the station and right-click it with an empty hand. Choose Staff, Wand or Sword (the Mage Blade), then pick the parts.
- Building takes the materials from your inventory. The new weapon rests on the station, unattuned, and stays there until a charge is used on it.
- Changed your mind? Sneak and left-click the station to take the weapon apart and get the materials back. A charge already used on it is lost.
The Rune Station
Turns Enchanted Dust into runestones, Enchanted Charges and sealed artifacts. Each craft takes 10 seconds.
| Size | Runestone | Armor Runestone | Enchanted Charge |
|---|---|---|---|
| Minor | 4 dust | 16 dust | 4 dust |
| Lesser | 8 dust | 32 dust | 8 dust |
| Greater | 12 dust | 48 dust | 12 dust |
| Ascendant | 16 dust | 64 dust | 16 dust |
Runestones are blank. To turn one into a rune, hold it and right-click a Lectern to start a Research project. Finishing it gives a random spell rune of the same size from any of the four schools. An armor runestone gives a random armour rune instead.
| Sealed artifact | Cost |
|---|---|
| Sealed Artifact | 24 dust |
| Sealed Cerrith Artifact | 37 dust |
| Sealed Oseni Artifact | 37 dust |
| Sealed Seithr Artifact | 37 dust |
| Sealed Mitlan Artifact | 37 dust |
Right-click a sealed artifact to break the seal. The plain one holds a random artifact, and the others a random artifact of their school.
Attuning with a charge
A weapon with no school in it cannot cast anything.
- Fill an Enchanted Charge at a shrine. Its tooltip then shows a tier for each school it holds, such as Cerrith II.
- Hold the charge and right-click the weapon on its station. The charge is used up straight away, and orbs start circling the station.
- Look at an orb and left-click to hit it. Hit the pale blue orbs: chat tells you how many you need, and every one that fades before you hit it loses part of the charge. Avoid the rust-orange ones, which add Rift to the weapon. Higher-tier charges have faster orbs and fewer good ones.
- When time runs out, chat shows the tier the weapon reached and how much of the charge it kept. If you disconnect, the run ends and the weapon keeps what it had caught so far.
- Right-click the station with an empty hand. The weapon pops out on top of it. Don't leave a finished weapon on a station.
A charge stronger than you
Rift is the chance that a cast fizzles. The weapon's tooltip shows it as a percentage.
Recharging and re-attuning
Raise a weapon's attunement, or wipe it and start over.
- Recharge: hold the weapon and right-click an empty station to set it down, then use another charge on it. A later charge can add schools and raise them, but never lowers one. It also cleans some Rift off the weapon.
- Re-attune: hold the weapon, sneak and right-click an empty station. Chat shows the fee, half the materials of the weapon's parts, rounded up. Sneak and right-click again to pay. The next charge that catches anything replaces the old attunement and its Rift. Your runes stay in place.
- While a re-attune is waiting, only you can charge the weapon or take it back. To call it off, sneak and left-click the station when no charge is running. You get the weapon and the fee back.
Runes and sockets
A socket takes a rune of its own size or smaller, never a bigger one.
- Drag a rune onto the weapon or armour in your inventory to set it. An Unsocket Tool, made at the Tool Station, takes runes back out.
- Every spell comes from a rune, so a weapon with no runes casts nothing.
- A smaller rune in a bigger socket works, but it uses that socket up. A rune goes into the smallest free socket that can hold it.
- Spell runes only fit mage weapons. Armour runes only fit Mage Armour, where they add mana or protection.
Mage Armour is forged at the Forging Station. Its socket size comes from the quality of the craft, not the metal, so a Masterwork iron piece takes an Ascendant armour rune.
Casting
Hold the weapon in either hand and use the rune's key.
Most runes cast with right-click, and a few use left-click or sneak and left-click. To change a rune's key, hold the rune and use /magic rune keybind. Carry only one staff: with two or more anywhere in your inventory, every cast fizzles.
| What you see | Why | Cost |
|---|---|---|
| *Whiff* | The weapon's Rift made the cast fizzle, or you carry more than one staff. | Mana and cooldown. |
| *Refused* | Your Resonance or the weapon's attunement is below the spell's tier, or the weapon was never attuned to that school. Chat says which. | Nothing. |
| *Worn out* | The weapon is on its last point of durability. | Nothing, but it won't cast or fire until repaired. |
| *Damaged* | The weapon holds runes that no longer fit. Right-click an empty station with it to get the loose runes back. | Nothing, but it won't cast until fixed. |
Every spell you cast, including a whiff, uses a little of the weapon's durability, and so does every wand bolt. A blade also wears when you hit with it. A mage weapon never breaks: it stops at Worn out. A Magical Repair Kit dragged onto it restores durability, and works on Mage Armour too.
Commands
| Command | Aliases | What it does |
|---|---|---|
/magic rune keybind <key> | None | While holding a spell rune, changes the key that casts it: RIGHT_CLICK, LEFT_CLICK, SHIFT_RIGHT_CLICK or SHIFT_LEFT_CLICK. |



