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)

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)

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

Pets
No pet shows up until you have helped Myrll in the Pool of Remembrance.
| Pet | Where | What it does |
|---|---|---|
| Moon Cat | Mark 7, Map 2 | Stays near you and gives off a steady pulse that refills Concentration |
| Hound | Mark 11, Map 2 | Lunges at the nearest enemy for Strike Damage and extra Stun Build-up |
| Carrion Parrot | Mark 13, Map 2 | Dives on a Bleeding enemy and adds more Bleeding to it and one enemy beside it |
| Frost Owl | Mark 17, Map 2 | Dives on a Chilled enemy and spreads Chill to every enemy nearby |
| Fangra Cub | Mark 18, Map 3 | Leaps through the nearest enemy for Strike Damage, Bleeding and Chill |
| War Cat | Mark 21, Map 3 | A battle cry gives you Rage when a fight starts, then smaller Rage top-ups every 6 seconds |
| Blight Crow | Mark 22, Map 3 | Spits a toxic bolt at a Poisoned enemy to stack more Poison |
| Silver Cat | Mark 25, Map 3 | Puts up a Magic Barrier for 3 seconds whenever you take damage |
| Ember Hound | Mark 26, Map 3 | Dashes 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
| Spellbook | Where | Stats | What it does |
|---|---|---|---|
| Bash | Mark 1, Map 1 | 3 Str, 3 En | Blunt Damage hit in front of you with extra Stun Build-up |
| Tendon Slice | Mark 2, Map 1 | 8 Ag, 6 En | Strike Damage hit with 5 Bleeding |
| Shockwave | Mark 12, Map 2 | 10 Str, 8 En | Area Blunt Damage that pushes enemies away from you |
| Adrenaline | Mark 19, Map 3 | 18 Str, 13 En | Spend 20% of your max HP to get back 60% of your max stamina |
| War Banner | Mark 24, Map 3 | 12 Str, 12 En | Plants a banner. Allies near it get 20% more physical and magic damage and 15% faster stamina regeneration |
| Crippling Strike | Mark 27, Map 3 | 20 Str, 12 En | Hold 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 Surge | Water bolts for Blunt Damage, fired from you and from any water pools nearby | ||
| Erupt | Hold to charge an area Blunt Damage blast that pushes enemies back and leaves water pools | ||
| Savage Claw | Claw swipe where you aim for Strike Damage and 5 Bleeding | ||
| Heavy Strike | Hold to charge a Thrust hit that interrupts. Can flow into your final basic attack | ||
| Bramble Fan | A 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
| Spellbook | Where | Stats | What it does |
|---|---|---|---|
| Conflagration | Mark 3, Map 1 | 8 Mem, 10 Int | Copies the Burning stacks on your target onto every enemy nearby |
| Meteorite | Mark 5, Map 1 | 14 Mem, 20 Int | Drops meteorites at random spots. They miss, but the fire pools they leave can build a strong Burning debuff |
| Flaming Strike | Mark 9, Map 2 | 7 Mem, 8 Adven, 7 En | Hold to charge a Thrust and Fire hit that stacks up to 5 Burning and interrupts. Can flow into your final attack |
| Fireburst | 3 Int, 3 Char | Area blast around you about a second after casting, Fire Damage and 2 Burning |
Ice spellbooks
| Spellbook | Where | Stats | What it does |
|---|---|---|---|
| Frozen Strike | Mark 14, Map 2 | 7 Mem, 8 Adven, 7 En | Hold to charge a Thrust and Ice hit that stacks up to 5 Chill and interrupts. Can flow into your final attack |
| Gust | Mark 15, Map 2 | 8 Mem, 10 Int | A blast of wind that shoves enemies back and briefly slows them. No damage, 4 Chill |
Decay and poison spellbooks
| Spellbook | Where | Stats | What it does |
|---|---|---|---|
| Infectious Swarm | No mark, Map 2 (between 14 and 15) | 8 Mem, 12 Int | Hold to channel over a small area for Decay Damage and 2 Poison each tick. You can move the area while channeling |
| Toxic Slice | No mark, Map 3 (see list) | A Decay and Strike hit that applies 5 Poison | |
| Poison Mist | Area Decay Damage plus a Poison debuff | ||
| Entangling Roots | Roots burst up at the target spot and drag enemies toward you. Strike Damage, Poison, and a 25% slow | ||
| Seed Bomb | A mine that blows up for Decay Damage when an enemy walks close | ||
| Sap Artillery | A sap burst lands on the target spot for Decay Damage. Each Forest Heart nearby adds another burst | ||
| Spawn Forest Heart | Places a Forest Heart at the target spot. Bramble Fan and Sap Artillery fire extra shots from it |
Ether and time spellbooks
| Spellbook | Where | Stats | What it does |
|---|---|---|---|
| Clear Water | Mark 6, Map 2 | 6 Mem, 8 Char | Turns every elemental pool across a large area into a water pool |
| Barrier | Mark 8, Map 2 | 11 Int, 18 Char | Gives an ally a shield that wears off over 3.5 seconds |
| Ripple | Mark 10, Map 2 | 11 Mem, 18 Int | Area Ether Damage |
| Circle of Magic | Mark 16, Map 2 | 12 Mem, 20 Char | A circle lasting 10 seconds. You and allies inside get 25% more magic damage |
| Rejection | Mark 20, Map 3 | 8 Mem, 8 Phys, 8 Char | Knocks small enemies away from the ally you target. No damage |
| Black Hole | Mark 23, Map 3 | 12 Mem, 12 Int, 12 Char | Pulls enemies into the middle of an area. No damage |
| Aetherfang Phalanx | Summons 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
| Spellbook | Where | Stats | What it does |
|---|---|---|---|
| Combat Medic | Mark 4, Map 1 | 8 Char | Rush to an ally and clear their debuffs |
| Empower Ally | Raises an ally’s armor and resistance by 25% | ||
| Spirit Swap | You 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.
| Spell | From | What it does |
|---|---|---|
| Fireball | Mage class | Fire projectile, 2 Burning |
| Dragon’s Breath | Mage class | Stream of fire for 2.5 seconds firing 6 projectiles, 1 Burning per hit. You cannot move while casting |
| Inferno | Mage class | Fire area that soaks up Burning from enemies nearby and interrupts. Each Burning stack adds 5% damage and 10% range, up to 10 stacks |
| Blizzard | Mage class | Blizzard at the target spot for Ice Damage, 4 Chill, then Chill every second. Leaves an ice pool |
| Frost Glide | Mage class | Movement skill you can steer mid-move. Ice Damage, 2 Chill, leaves ice pools behind |
| Frost Javelin | Mage class | Hold 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 Shards | Shadow class | Decay projectiles |
| Contagion | Shadow class | Decay area, 5 Poison on cast then 1 per tick. Poison you put on one target also goes on enemies in the zone |
| Outbreak | Shadow class | Decay 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 Strike | Shadow class | Thrust 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 Daggers | Shadow class | Throws 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 Convergence | Shadow class | Makes 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 Arrows | Human race | Hold to channel Thrust Damage on an area, 2 Poison per hit |
| Hunter’s Trap | Human race | Arrow 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 Swap | Human race | Switch between sword and crossbow. Sword dashes you forward; crossbow jumps you back and fires 2 shots |
| Blade Dance | Human race | 5 Strike hits, 2 Bleeding each |
| Wave Strike | Human race | Hold to charge a wave of energy forward. 4% more damage per Bleeding stack used, up to 10 |
| Aimed Shot | Human race | Crossbow shot that pierces, Thrust Damage |
| Chrono Spike | Elf race | Ether 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 Rift | Elf race | Dash to a spot and release an Ether burst that slows by 15% for 2 seconds, then repeats after a short delay |
| Timeless Void | Elf race | Large 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 Strike | Elf race | Dash backwards with a Thrust hit. Landing it on an enemy gives you temporal surge |
| Echoes of Mutilation | Elf race | Dash forward and strike 3 times. Turns up to 10 temporal surge into double strikes |
| Limitless Onslaught | Elf race | Stops time and darts between enemies, one strike per temporal echo, up to 10 per enemy, until the echoes run out |
| Quick Jab | Brawler class | Blunt punch that raises physical damage for 2 seconds |
| Power Hook | Brawler class | Blunt punch with high Stun Build-up that interrupts |
| Strong Straight | Brawler class | Hold to charge a blunt punch that interrupts. Uses up to 10 Rage for 3% more Stun Build-up each |
| Furious Strike | Brawler class | Dash to the target and strike for Strike Damage. Costs health |
| Frenzy | Brawler class | Gain 5 Rage and 50% attack speed for 2 seconds |
| Pulverize | Brawler class | Small Blunt area that uses up to 10 Rage for 5% more damage each |
| Boulder Toss | Minotaur race | Thrown rock with an area, Blunt Damage, interrupts |
| Seismic Stampede | Minotaur race | Hold to channel a Blunt area. You get 50% more armor and resistance while channeling |
| Tyrant Quake | Minotaur race | Hold to charge a Blunt area. Uses up to 10 Rage for 3% more stun each |
| Cornu Charge | Minotaur race | Short dash with a small Blunt area that interrupts. Hits harder the further you travel |
| Vortex | Minotaur race | Strike area with 2 Bleeding that carries you to the target |
| Vehement Cleave | Minotaur race | Hold to charge a Strike attack whose area grows with charge. Uses up to 10 Rage for more damage, interrupts |