Dimraeth: Spellbook Locations, Pets and Sets

Help Myrll in the Pool of Remembrance before you go looking for pets, because no pet appears until you have. After that, work through the numbered marks on the Earlwood maps below. They give the spots for 20 spellbooks and 9 pets, and the rest of the page covers what each spellbook and pet does and the bonuses for each known set.

The short version: most of those books and pets sit on marks 1 to 27, spread over three map screenshots. Infectious Swarm and Toxic Slice are the two exceptions, lying between marks. Spellbooks and sets are grouped by family in the same order (physical, fire, ice, poison, ether, support), and class and race spells come last for comparison.

Earlwood map: marks 1 to 27

All three screenshots are of the Earlwood map tab. The second one overlaps the first, so marks 4 and 5 appear on both.

Map 1: marks 1 to 5

  • Mark 1: Bash (spellbook)
  • Mark 2: Tendon Slice (spellbook)
  • Mark 3: Conflagration (spellbook)
  • Mark 4: Combat Medic (spellbook)
  • Mark 5: Meteorite (spellbook)

The Dimraeth Earlwood map, with numbers drawn on to mark where the first five of 27 spellbook and pet spots are

Map 2: marks 6 to 17

  • Mark 6: Clear Water (spellbook)
  • Mark 7: Moon Cat (pet)
  • Mark 8: Barrier (spellbook)
  • Mark 9: Flaming Strike (spellbook)
  • Mark 10: Ripple (spellbook)
  • Mark 11: Hound (pet)
  • Mark 12: Shockwave (spellbook)
  • Mark 13: Carrion Parrot (pet)
  • Mark 14: Frozen Strike (spellbook)
  • No mark: Infectious Swarm (spellbook), by the waypoint in the purple forest between marks 14 and 15
  • Mark 15: Gust (spellbook)
  • Mark 16: Circle of Magic (spellbook)
  • Mark 17: Frost Owl (pet)

Earlwood map with marks 4 to 17 drawn on, including a Pet tooltip over mark 13 next to a red-circled marker

Map 3: marks 18 to 27

  • Mark 18: Fangra Cub (pet), at Beast Occupied Ruins
  • No mark: Toxic Slice (spellbook), on the way between Northern Outpost and Beast Occupied Ruins
  • Mark 19: Adrenaline (spellbook)
  • Mark 20: Rejection (spellbook)
  • Mark 21: War Cat (pet)
  • Mark 22: Blight Crow (pet)
  • Mark 23: Black Hole (spellbook)
  • Mark 24: War Banner (spellbook)
  • Mark 25: Silver Cat (pet)
  • Mark 26: Ember Hound (pet), same spot as mark 27
  • Mark 27: Crippling Strike (spellbook), same spot as mark 26

Earlwood map with marks 18 to 27 drawn on, running from the green forest into the purple area on the right

Pets

No pet shows up until you have helped Myrll in the Pool of Remembrance.

PetWhereWhat it does
Moon CatMark 7, Map 2Stays near you and gives off a steady pulse that refills Concentration
HoundMark 11, Map 2Lunges at the nearest enemy for Strike Damage and extra Stun Build-up
Carrion ParrotMark 13, Map 2Dives on a Bleeding enemy and adds more Bleeding to it and one enemy beside it
Frost OwlMark 17, Map 2Dives on a Chilled enemy and spreads Chill to every enemy nearby
Fangra CubMark 18, Map 3Leaps through the nearest enemy for Strike Damage, Bleeding and Chill
War CatMark 21, Map 3A battle cry gives you Rage when a fight starts, then smaller Rage top-ups every 6 seconds
Blight CrowMark 22, Map 3Spits a toxic bolt at a Poisoned enemy to stack more Poison
Silver CatMark 25, Map 3Puts up a Magic Barrier for 3 seconds whenever you take damage
Ember HoundMark 26, Map 3Dashes through enemies in a short line and leaves a fire pit, dealing Fire Damage and Burning

How to read the spellbook tables

Each family below has the same four columns. Where gives the mark and map from the Earlwood lists above, and a blank Where cell means we do not have that book’s location. Books marked “(boss)” are boss spellbooks. Stats are given in short form (Str, Int, En, Ag, Mem, Phys, Adven, Char), and we have not confirmed the full attribute names or whether each number is a requirement.

Physical spellbooks

SpellbookWhereStatsWhat it does
BashMark 1, Map 13 Str, 3 EnBlunt Damage hit in front of you with extra Stun Build-up
Tendon SliceMark 2, Map 18 Ag, 6 EnStrike Damage hit with 5 Bleeding
ShockwaveMark 12, Map 210 Str, 8 EnArea Blunt Damage that pushes enemies away from you
AdrenalineMark 19, Map 318 Str, 13 EnSpend 20% of your max HP to get back 60% of your max stamina
War BannerMark 24, Map 312 Str, 12 EnPlants a banner. Allies near it get 20% more physical and magic damage and 15% faster stamina regeneration
Crippling StrikeMark 27, Map 320 Str, 12 EnHold to charge a Thrust hit that interrupts and slows by 25% for 5 seconds. At full charge it can flow into your final basic attack
Water SurgeWater bolts for Blunt Damage, fired from you and from any water pools nearby
EruptHold to charge an area Blunt Damage blast that pushes enemies back and leaves water pools
Savage ClawClaw swipe where you aim for Strike Damage and 5 Bleeding
Heavy StrikeHold to charge a Thrust hit that interrupts. Can flow into your final basic attack
Bramble FanA fan of brambles for Thrust Damage and 1 Bleeding. Each Forest Heart nearby fires its own fan too
Junk Hail (boss)Junk rains down over the target area for Strike Damage
Goblin Toss (boss)Throws a goblin for Strike Damage. It keeps fighting for 8 seconds after landing
Frenzied Slashes (boss)Small area of Strike Damage around you, 2 Bleeding per hit

Fire spellbooks

SpellbookWhereStatsWhat it does
ConflagrationMark 3, Map 18 Mem, 10 IntCopies the Burning stacks on your target onto every enemy nearby
MeteoriteMark 5, Map 114 Mem, 20 IntDrops meteorites at random spots. They miss, but the fire pools they leave can build a strong Burning debuff
Flaming StrikeMark 9, Map 27 Mem, 8 Adven, 7 EnHold to charge a Thrust and Fire hit that stacks up to 5 Burning and interrupts. Can flow into your final attack
Fireburst3 Int, 3 CharArea blast around you about a second after casting, Fire Damage and 2 Burning

Ice spellbooks

SpellbookWhereStatsWhat it does
Frozen StrikeMark 14, Map 27 Mem, 8 Adven, 7 EnHold to charge a Thrust and Ice hit that stacks up to 5 Chill and interrupts. Can flow into your final attack
GustMark 15, Map 28 Mem, 10 IntA blast of wind that shoves enemies back and briefly slows them. No damage, 4 Chill

Decay and poison spellbooks

SpellbookWhereStatsWhat it does
Infectious SwarmNo mark, Map 2 (between 14 and 15)8 Mem, 12 IntHold to channel over a small area for Decay Damage and 2 Poison each tick. You can move the area while channeling
Toxic SliceNo mark, Map 3 (see list)A Decay and Strike hit that applies 5 Poison
Poison MistArea Decay Damage plus a Poison debuff
Entangling RootsRoots burst up at the target spot and drag enemies toward you. Strike Damage, Poison, and a 25% slow
Seed BombA mine that blows up for Decay Damage when an enemy walks close
Sap ArtilleryA sap burst lands on the target spot for Decay Damage. Each Forest Heart nearby adds another burst
Spawn Forest HeartPlaces a Forest Heart at the target spot. Bramble Fan and Sap Artillery fire extra shots from it

Ether and time spellbooks

SpellbookWhereStatsWhat it does
Clear WaterMark 6, Map 26 Mem, 8 CharTurns every elemental pool across a large area into a water pool
BarrierMark 8, Map 211 Int, 18 CharGives an ally a shield that wears off over 3.5 seconds
RippleMark 10, Map 211 Mem, 18 IntArea Ether Damage
Circle of MagicMark 16, Map 212 Mem, 20 CharA circle lasting 10 seconds. You and allies inside get 25% more magic damage
RejectionMark 20, Map 38 Mem, 8 Phys, 8 CharKnocks small enemies away from the ally you target. No damage
Black HoleMark 23, Map 312 Mem, 12 Int, 12 CharPulls enemies into the middle of an area. No damage
Aetherfang PhalanxSummons blades that fly into nearby enemies on their own for Ether Damage
Alpha Howl (boss)Ice and Ether area attack that scatters projectiles at random across the fight

Support spellbooks

SpellbookWhereStatsWhat it does
Combat MedicMark 4, Map 18 CharRush to an ally and clear their debuffs
Empower AllyRaises an ally’s armor and resistance by 25%
Spirit SwapYou and the target player trade places instantly

How set bonuses work

The in-game Codex lists sets alphabetically, and on a new character a set only appears there once you pick up its first piece. That makes planning hard, so the sets below are grouped by what they boost instead. A “3-piece” bonus is the one you get with three pieces of that set worn. The bonuses are as known at the time of writing, and where set pieces drop is not something we can tell you yet.

Physical sets

Physical damage

Pitfighter

  • 2-piece: +3% HP, +5% Physical Damage
  • 3-piece: +10 Armor

Rumbler

  • 3-piece: +5% Movement Speed
  • 4-piece: +8% Physical Damage
  • 6-piece: +7% Critical Rate, +12 Armor, and Haymaker: 20% more Physical Damage for 5 seconds after you dash

Stonehoove

  • 2-piece: +3% HP
  • 3-piece: +12 Armor
  • 6-piece: +10% Physical Damage, and +25 Armor for 3 seconds whenever one hit takes more than 30% of your HP

Blunt

Bullheart

  • 3-piece: +10% Blunt Damage, +4% HP
  • 5-piece: +12 Armor, and Stonehide: 15 Armor for 5 seconds each time you land Blunt Damage

Erupting

Water spells count as Blunt Damage, which is why this set sits here.

  • 2-piece: +8% Blunt Damage, +8% Concentration
  • 3-piece: Water Remnants, which makes a fully held Erupt spread water pools

Shakers

  • 2-piece: +8% Blunt Damage
  • 4-piece: Charged Shockwave, which turns Shockwave into a hold-to-cast spell. At full charge a second, bigger shockwave follows the first for 40% damage

Shattering

  • 2-piece: +5% Stun Build-up, +3% HP
  • 4-piece: stunning an enemy scatters rocks across the fight that deal Blunt Damage to every enemy they hit

Tidestorm

  • 3-piece: Tidepool, so Water Surge leaves a pool behind
  • 6-piece: Riptide, which cuts Water Surge’s cooldown by 33%

Thrust

Lionspear

  • 3-piece: +10% Thrust Damage, +4% Critical Rate
  • 4-piece: +5% Attack Speed
  • 6-piece: +30% Critical Multiplier, and Lionsurge: a Thrust critical hit gives you 20% more Thrust Damage for 5 seconds

Moonthorn

  • 2-piece: +8% Thrust Damage, +4% Movement Speed
  • 4-piece: +5% Attack Speed, and Quickleaf: 12% more Thrust Damage for 4 seconds after a dash (3 second cooldown)

Thornborn

  • 2-piece: +8% Thrust Damage, +8% Concentration Regen
  • 4-piece: Circle of Thorns, so Bramble Fan fires Thrust projectiles in every direction around you. This also works on Forest Hearts

Strike

Rootbound

  • 3-piece: Root Strike, so landing your Final Attack raises a root spike under the enemy for Strike Damage
  • 4-piece: +9% Physical Damage, +6% Attack Speed

Shieldline

  • 3-piece: +10% Strike Damage
  • 4-piece: +18 Armor
  • 6-piece: +7% HP, +7% Attack Speed, and Riposte: 20% more Strike Damage for 3 seconds after you block an attack

Goblin Caller

  • 3-piece: More Goblins, so Goblin Toss spawns 3 goblins instead of 1
  • 6-piece: Goblin Party, so every Junk Hail impact spawns a goblin minion

Bleeding

Ripping

  • 3-piece: Riptear, so Frenzied Slashes keeps going for 3 seconds after the cast, hitting enemies nearby for Strike Damage and Bleeding every second
  • 5-piece: Bloody Slashes, which doubles how much Bleeding Frenzied Slashes applies

Brutalclaw

  • 3-piece: Bleed Claw, so Savage Claw applies 5 more Bleeding
  • 5-piece: Empowered Claw, so Savage Claw deals 33% more damage

Gorehorn

  • 3-piece: +6% Physical Damage, +4% Attack Speed
  • 5-piece: +6% Critical Rate, and Bloodfrenzy: Bleeding enemies take 12% more Physical Damage from you
  • 7-piece: +20% Critical Multiplier

Mixed physical

Redsteel

Physical, Strike and Thrust.

  • 3-piece: +5% Movement Speed
  • 4-piece: +8% Physical Damage, +12% Strike Damage
  • 6-piece: +16% Thrust Damage, and Ambush: after a dash, your next hit within 3 seconds deals 25% more Physical Damage

Pathweaver

Physical and magic.

  • 3-piece: Dualpath. Physical Damage gives you 3% Magic Damage for 4 seconds, and Magic Damage gives you 3% Physical Damage for 4 seconds. Each side stacks up to 5 times
  • 6-piece: Pathsurge, which raises both to 7% per stack

Duskbloom

Thrust and Ether.

  • 2-piece: +8% Thrust Damage, +8% Ether Damage
  • 4-piece: +6% Movement Speed
  • 6-piece: +7% Attack Speed, and Toxinleaf: after a dash, your next Ether or Thrust hit within 4 seconds gives 10% Movement Speed for 3 seconds (1 second cooldown)

Forestlinked

Thrust and Decay.

  • 3-piece: +10% Thrust Damage, +10% Decay Damage
  • 5-piece: Extra Heart, which gives Forest Heart one more charge

Graveil

Thrust and Decay.

  • 2-piece: +8% Decay Damage
  • 3-piece: +10% Thrust Damage
  • 5-piece: +7% Movement Speed, and Gravecross: 12% more Decay Damage for 4 seconds after a dash (3 second cooldown)

Fire sets

Burnward

  • 2-piece: +12 Fire Resistance, +8% Fire Damage
  • 4-piece: Calloused Skin. Casting a Fire spell raises your fire resistance by 18% and makes you resistant to Burning for 4 seconds

Enflamed

  • 2-piece: +8% Burning Damage, +3 Spell Haste
  • 4-piece: Everburn, so each Fire spell you cast also fires a mortar shot at a random enemy nearby for Fire Damage

Pyreweaver

  • 2-piece: +8% Fire Damage, +5% Magic Damage
  • 3-piece: +4 Spell Haste
  • 6-piece: +7% HP, and Wildfire: Burning enemies take 15% more damage from you

Ice sets

Frostward

  • 2-piece: +8% Ice Damage
  • 3-piece: +4% HP
  • 6-piece: +16 Armor, and Winterguard: Chilled enemies do 10% less damage to you

Gusting

  • 3-piece: Frostbiting Gust, so Gust deals Ice Damage and applies 6 Chill
  • 4-piece: +12% Ice Damage, +8% Magic Damage

Chillhowl

Ether and Ice.

  • 3-piece: Channeled Call. Alpha Howl becomes a channel that keeps dropping impacts around you for as long as you hold it, using up Concentration each second
  • 5-piece: Call To The Moon, so while you channel, Alpha Howl’s impacts land where you aim

Poison sets

Blightseed

  • 3-piece: Seedrot, so your Seed Bombs leave a poison pool when they go off
  • 6-piece: Seedstorm, so you throw a cluster of seeds instead of a single one

Gloomfang

  • 2-piece: +8% Decay Damage, +8% Concentration
  • 4-piece: +12% Concentration Regen
  • 6-piece: +16 HP, and Rotwound: Decay attacks on Poisoned enemies give back 8 stamina (0.5 second cooldown)

Putrid

  • 3-piece: +10% Decay Damage, and Putrid Eruption: Erupt deals Decay Damage and its water pools become poison
  • 5-piece: Expansive Eruption, so a fully held Erupt spreads poison pools

Rootbloom

  • 3-piece: Rootfan, so Entangling Roots summons 3 roots in a cone
  • 6-piece: Toxicbloom, so your roots apply 2 extra Poison stacks

Ether and magic sets

Convergence

  • 2-piece: +5% Magic Damage, +3 Spell Haste
  • 3-piece: +10% Concentration Regen
  • 6-piece: +16% Concentration, and Overchannel: spending more than 30 Concentration in one go gives 20% more Magic Damage for 5 seconds

Aethershade

  • 3-piece: +10% Ether Damage, +10% Concentration Regen
  • 6-piece: +16% Concentration, and Nightglass: Ether attacks on Bleeding or Poisoned enemies give back 10 Concentration (0.5 second cooldown)

Precision Fang

  • 3-piece: +10% Ether Damage, +6% Magic Damage
  • 5-piece: Guided Fang, so Aetherfang Phalanx fires its blades one by one toward where you aim over 1.5 seconds, and each one does 33% more damage

Spiritbound

  • 3-piece: +10% Ether Damage, +10% Concentration
  • 5-piece: Ceres Blessing, 20% more Magic Damage for 3 seconds whenever you cast an Ether spell
  • 7-piece: Ceres Wrath, so each Ether spell you cast also launches an aether missile that homes in on a random enemy nearby after a short delay for Ether Damage

HP, support and movement sets

Lifebloom

  • 3-piece: +30 HP
  • 5-piece: +120 HP

Feralbond

  • 3-piece: Dualbond, so Power of the Wild affects both you and your target
  • 6-piece: Packbond, so Power of the Wild affects every ally around you

Swiftstep

  • 3-piece: Quicktrade, so a swap gives you and your target a burst of speed
  • 6-piece: Guardstep, which adds 25% Armor for you during that speed burst

Dazzler

  • 3-piece: +4 Spell Haste, +10% Concentration Regen
  • 4-piece: Dazzling Rejection, so Rejection builds up stun as well as knocking enemies back. The stun build-up scales with Magic Power

Momentum

  • 3-piece: Dashburst, a burst of Movement Speed after you dash

Class and race spells

These come with your class or race, so there is nothing to find. They are here to compare with the spellbooks above.

SpellFromWhat it does
FireballMage classFire projectile, 2 Burning
Dragon’s BreathMage classStream of fire for 2.5 seconds firing 6 projectiles, 1 Burning per hit. You cannot move while casting
InfernoMage classFire area that soaks up Burning from enemies nearby and interrupts. Each Burning stack adds 5% damage and 10% range, up to 10 stacks
BlizzardMage classBlizzard at the target spot for Ice Damage, 4 Chill, then Chill every second. Leaves an ice pool
Frost GlideMage classMovement skill you can steer mid-move. Ice Damage, 2 Chill, leaves ice pools behind
Frost JavelinMage classHold to charge an ice projectile. Uses up to 10 Chill for 4% more damage and Stun Build-up per stack, slows by 30% for 6 seconds
Plague ShardsShadow classDecay projectiles
ContagionShadow classDecay area, 5 Poison on cast then 1 per tick. Poison you put on one target also goes on enemies in the zone
OutbreakShadow classDecay area that uses up to 10 Poison for 4% more damage per stack. Enemies with 10 or more Poison set off their own Outbreak, once each per cast
Vanishing StrikeShadow classThrust hit, then 3 seconds of stealth with a shadow clone left behind for 8 seconds. Your next attack or spell ends stealth. Recast for a directional strike that hits harder from behind; clones nearby copy it at 25% damage
Shadow DaggersShadow classThrows a shadow dagger per charge, 1 Bleeding per hit. Recast within 3 seconds of the last charge to pull the daggers back, hitting enemies on the way
Shadow ConvergenceShadow classMakes 2 shadow clones beside you and dashes at the target. Uses Bleeding for 4% more damage per stack, up to 10. Clones deal 25% damage and last 8 seconds
Hail of ArrowsHuman raceHold to channel Thrust Damage on an area, 2 Poison per hit
Hunter’s TrapHuman raceArrow that sets a trap for 10 seconds. Uses Poison for 4% more damage per stack, up to 40%. A Poisoned enemy killed by it bursts into a 6 second poison mist
Weapon SwapHuman raceSwitch between sword and crossbow. Sword dashes you forward; crossbow jumps you back and fires 2 shots
Blade DanceHuman race5 Strike hits, 2 Bleeding each
Wave StrikeHuman raceHold to charge a wave of energy forward. 4% more damage per Bleeding stack used, up to 10
Aimed ShotHuman raceCrossbow shot that pierces, Thrust Damage
Chrono SpikeElf raceEther projectile that lands the damage of the target’s debuffs all at once, with bonus Ether Damage per stack. Moves you a short way in the chosen direction
Echo RiftElf raceDash to a spot and release an Ether burst that slows by 15% for 2 seconds, then repeats after a short delay
Timeless VoidElf raceLarge sphere that deals Ether Damage over time to enemies inside. Your non-debuff damage builds temporal pressure, and the sphere hits again harder when it ends
Backstep StrikeElf raceDash backwards with a Thrust hit. Landing it on an enemy gives you temporal surge
Echoes of MutilationElf raceDash forward and strike 3 times. Turns up to 10 temporal surge into double strikes
Limitless OnslaughtElf raceStops time and darts between enemies, one strike per temporal echo, up to 10 per enemy, until the echoes run out
Quick JabBrawler classBlunt punch that raises physical damage for 2 seconds
Power HookBrawler classBlunt punch with high Stun Build-up that interrupts
Strong StraightBrawler classHold to charge a blunt punch that interrupts. Uses up to 10 Rage for 3% more Stun Build-up each
Furious StrikeBrawler classDash to the target and strike for Strike Damage. Costs health
FrenzyBrawler classGain 5 Rage and 50% attack speed for 2 seconds
PulverizeBrawler classSmall Blunt area that uses up to 10 Rage for 5% more damage each
Boulder TossMinotaur raceThrown rock with an area, Blunt Damage, interrupts
Seismic StampedeMinotaur raceHold to channel a Blunt area. You get 50% more armor and resistance while channeling
Tyrant QuakeMinotaur raceHold to charge a Blunt area. Uses up to 10 Rage for 3% more stun each
Cornu ChargeMinotaur raceShort dash with a small Blunt area that interrupts. Hits harder the further you travel
VortexMinotaur raceStrike area with 2 Bleeding that carries you to the target
Vehement CleaveMinotaur raceHold to charge a Strike attack whose area grows with charge. Uses up to 10 Rage for more damage, interrupts