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Items / Weapon

Crowned Staff

Uses 6 inventory cells, base value 100, value per cell 16.66667.

Weapon1×6

HOW TO OBTAIN

How to get it

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GEMS & SPELLS

Choose gems and check spells

This conduit has 1 gem socket. Compare gems below to see which spell sequences the combination can use.

Casting steps and all Demo spells

Built-in schools: Astralism

Gem sockets and safe incantation slots are separate. Match the safe-slot count to your character; selecting a number here does not grant skill bonuses.

Schools covered · 3 spells

Starlight↑Available without gems

Summons an orbiting light that follows the caster for 300 seconds.

Required schools: Astralism

Safe incantation slots needed
1
Corruption cost
10
Duration (seconds)
300

Illumination; not a damage spell.

Minor Aetherbolt↑ ↑Available without gems

Launches an arcane projectile that bursts on impact.

Required schools: Astralism

Safe incantation slots needed
2
Corruption cost
5
Base hit damage
25
Effect radius (m)
1

Magic

Aetherbolt↑ ↑ ↑Needs more safe slots

Launches an arcane projectile. Its base hit damage and radius match Minor Aetherbolt.

Required schools: Astralism

Safe incantation slots needed
3
Corruption cost
10
Base hit damage
25
Effect radius (m)
1

Magic

Need other schools · 8 spells

Minor Aetherbolt→ →Missing school

Launches a ground-following projectile that bursts on impact. It shares its displayed name with the ↑ ↑ spell; use the → → sequence for this version.

Required schools: Elementalism

Still missing: Elementalism

Safe incantation slots needed
2
Corruption cost
5
Base hit damage
25
Effect radius (m)
1

Magic

Flamebolt→ → →Missing school

Launches a seeking projectile that explodes on impact.

Required schools: Elementalism

Still missing: Elementalism

Safe incantation slots needed
3
Corruption cost
15
Base hit damage
75
Effect radius (m)
1.5

Impact damage; no separate fire or burning effect on this impact.

Frostbolt→ ← ←Missing school

Launches a seeking frost projectile that explodes on impact.

Required schools: Elementalism, Aethermancy

Still missing: Elementalism, Aethermancy

Safe incantation slots needed
3
Corruption cost
15
Base hit damage
50
Effect radius (m)
1.5

Frost

Levinbolt→ ↓ ↓Missing school

Launches a lightning projectile that explodes on impact.

Required schools: Elementalism, Sanguimancy

Still missing: Elementalism, Sanguimancy

Safe incantation slots needed
3
Corruption cost
20
Base hit damage
50
Effect radius (m)
1

Impact damage; no separate Static damage property on this impact.

Congelation↑ ↑ ↑ ←Missing school

Creates a frost shock around the caster.

Required schools: Astralism, Aethermancy, Elementalism

Still missing: Aethermancy, Elementalism

Safe incantation slots needed
4
Corruption cost
20
Base hit damage
20
Effect radius (m)
5

Frost

Flamebreath→ → → ↑Missing school

Sends a burst of flame forward; its impact explodes and applies burning.

Required schools: Elementalism, Astralism

Still missing: Elementalism

Safe incantation slots needed
4
Corruption cost
25
Base hit damage
100
Effect radius (m)
2

Impact plus burning: 15 damage per tick, once per second, for 3 seconds.

Stupefaction↑ ↑ ↑ ↑Missing school

Creates a nearby radial shock that pushes affected targets.

Required schools: Astralism, Aethermancy

Still missing: Aethermancy

Safe incantation slots needed
4
Corruption cost
20
Base hit damage
20
Effect radius (m)
7.5

Impact damage

Calcination→ → ← ↑ →Missing school

Sweeps a scorching area forward and applies burning to targets it hits.

Required schools: Elementalism, Aethermancy, Astralism

Still missing: Elementalism, Aethermancy

Safe incantation slots needed
5
Corruption cost
25
Base hit damage
10
Forward reach (m)
10

Initial hit plus burning: 15 damage per tick, once per second, for 3 seconds.

Equip the conduit and enter its casting stance. Enter the arrow sequence, then use Attack to cast; Block clears the sequence. Arrows refer to the magic direction inputs, so check your bindings if remapped.

The conduit and its socketed gems jointly cover schools. A spell needs both its own school and every school used by its arrows. A gem adds school access, not a separate inventory of spells.

You start with 2 safe incantation slots. Longer sequences need more slots for stable casting: excess symbols can change after 1.4 seconds. An invalid final sequence can become a random spell. The selector below models slots; it does not grant them to your character.

Damage values are the spell’s base hit values before the target’s defenses and other combat rules. Spell names and flame or lightning visuals alone do not determine extra damage properties.

PRIMARY ATTRIBUTES

Item attributes

10 fields
AttributeValue
RarityRare
CategoryFinished weapons
Subtypeweapon template
Item typeWeapon
Footprint1×6 = 6
Stack limit1
Mass1.5
Base value100
Maximum durability100
Value per slot16.66667