Beginner Guide: Spellblade
The Arcane Warrior
Why play a Spellblade?
Because channelling spells through a sword is much cooler than through a staff like a nerd.
Spellblades are lightly-armoured arcane warriors, using telekinetic, electric and arcane magics in close combat.
The primary mechanic of Spellblades are their Infusions, one for each type of magic they use:
- Arcane Infusion: Chance to deal extra magic damage and lesser chance to decrease enemy magic resistances. Reduces mana cost of Arcane Spear.
- Electric Infusion: Chance to deal extra electric damage and lesser chance to stun enemy. Reduces mana cost of Discharge.
- Telekinetic Infusion: Chance to deal extra physical damage and lesser chance to steal movement speed and agility. Reduces mana cost of Kinetic Ward.
Each Infusion can be activate via the Conduit ability, producing a unique effect and placing the Infusion on a long cooldown.
- Arcane Conduit: Detonate arcane energy upon your target, dealing magic damage
- Electric Conduit: Arc lightning through a target to deal damage and inflict stun before jumping to a nearby targeted
- Telekinetic Conduit: Knock your target back and immobilize them
Managing these Infusions and Conduits will be integral to your combat play-style. At high level you will have access to the Maelstrom spell, which will greatly increase attack speed and your chance to activate Infusions.
Spellblades also have access to Phase Strike and Seclusion, which will blink you to your target or away from your target, respectively. They will also be able to inscribe magical sigils in the form of Static Field which will periodically pulse with electric energy to damage foes nearby, and Implosion which creates a vacuum around your target that reduces their Block, Parry and Evade chance and explodes at the end of its duration.
When solo, you will be able to soften up foes with ranged abilities before finishing them up in melee, which is more than normal casters but remember that you are decidedly not as durable as other melee classes, so do not be hesitant to stun or knockback your enemy and kite or re-engage at range.
In groups, you will be able to increase spell damage dealt and intelligence through your Aura of the Arcane.
Starter Quest: Night Harbor
Before we begin: You can always reference what NPCs have told you by accessing your journal (default key: J) and you can always ask follow up questions to them by simply targeting them and writing in Say chat, as if they were players. For instance: “Where can I find [key word]?”
Open your inventory and memorize any spells you might’ve started with, then read the Rune-Etched Note . Enter the city through the North Gate, turn left and head up the large staircase to the floating pink-purple wizard tower. Go to the stone platform underneath the floating platform and stand on the glowing bright pink teleporter pad. Once upstairs in the teleporter hub, turn left to go to the Spellbinders Spire teleporter. Once at the Spellbinder Spire, turn left and head through the open doorway, then through the open doorway in front of you to the right and take an immediate left up the ramp. When you are outside on the roof, turn left and continue along the wall, around the tower and up several staircases. At the top will be Jaffar Jhaym. Hand him your Rune-Etched Note and he will ask you to seek out Master Njau Hansou.
Head back down the tower, down all the staircases, and when you are on the same roof as where you entered from the ramps, turn left and you should see Master Njau below you. Jump down and hand him the Rune-Etched Note, he will then give you Njau’s Bone Bag to fill with Scorched Skeletal Remains.
Return the North Gate where you started and kill skeletons until you get the six remains, then place one remains in each slot of the bone bag, press combine and then return to Master Njau. Hand him the bag and he will hand it back, asking you to deliver it Buckmarr Gorstagg in the Concourse of Souls necropolis.
Return to the North Gate once more but instead of exiting, continue across the plaza towards the large gate with a floating pink crystal above it. Pass through the gate and head down the stairs, turning right at the end and exiting through a keyhole shaped arch. Pass the small bridge and turn right, heading down the sandy ramp into the valley where you will turn left and head towards the necropolis ahead of you. Inside the necropolis turn and enter the open doorway, then turn left in and enter the small room where Buckmarr is. Hand him the Bag of Scorched Bones and he will give you Buckmarr’s Research note to take back to Master Njau.
Return to Master Njau and hand him Buckarr’s Research.
REQUIRED LEVEL: 5
Ask Master Njau “What other tasks?” he has for you and he will send you to kill Ashira Raiders for Logbook Pages one to six, as well as Toma the Two-Faced, both of which can be found within the Shaded Dunes outside the West Gate of Night Harbor.
To reach the West Gate, retrace the path you took towards the necropolis but instead of going down the sandy ramp after you pass the keyhole shaped gate and cross the small bridge, continue straight along the cobblestone road. Turn left and follow the wall of Seabreeze Park straight until you reach the entrance to the park, then turn right away from the park and continue straight once more. Once you reach the gate, exit the city and follow the cobblestone road until you zone into Shaded Dunes. Here you can find the Ashira Raiders at second oasis on your left. Kill them until you get all six pages, then head down towards the sea and turn right, following the coastline for quite a while until you reach a river. Cross the river and Toma the Two-Faced will be within the Smuggler’s Camp. Kill him for the Smuggler’s Damaged Logbook, open it and put one page in each slot and press combine to create the Smuggler’s Logbook.
Return to Master Njau and hand him the Smuggler’s Logbook and he will give you a wand. Say to him “Tell me about the wand” and he will explain that the wand is to be used against four specific ghosts, all of whom can be found within the Tomb of the Last Wyrmsbane. This next step will require a group.
The Tomb of the Last Wyrmsbane can be found by exiting the West Gate and turning right, then crossing the ruins diagonally until you reach a small camp with several burning torches outside. The dungeon is within the narrow passage in the cliff. Head inside with your group and find the following ghosts:
- High Marshal Fionna
- Lieutenant Gregan Snyte
- Jakob Geffrey
- Timmon Bell
When you find one of them, click on them with the wand from your inventory to make a Crystallized Shard drop. Once you have all four shards, return to Master Njau and hand him the wand and shards, and he will give you the Spellbinder’s Blade Talisman.
Congratulations! You are now done with the Spellblade starter quest-line for now.
