Ars Elemental

Ars Elemental is an expansion addon for Ars Nouveau that introduces elemental magic specialization through four distinct schools: Fire, Water, Air, and Earth. The mod adds over twenty new glyphs including powerful options like Homing Projectile for automatic target tracking and Conflagrate for explosive fire damage chains. Players can craft twelve armor sets across three weight classes, each providing elemental affinity bonuses that amplify matching spells while introducing strategic weaknesses to opposing elements. Foci and bangles offer additional customization, with Greater Foci providing unique environmental bonuses like Spell Damage II while standing in lava or Dolphin's Grace while swimming. Whether you prefer raining fire on enemies, controlling battlefields with earth spikes, or commanding elemental familiars, Ars Elemental transforms Ars Nouveau's magic system into a deeper elemental experience.

Minecraft Guides
21 Min Read

Ars Elemental is an expansion addon for Ars Nouveau that introduces elemental specialization to the magic system. This mod adds four elemental schools (Fire, Water, Air, and Earth) along with unique glyphs, armor sets, foci, familiars, and utility blocks that let you master specific magical disciplines.

Whether you want to rain fiery explosions on your enemies, summon earth spikes from the ground, or command aquatic familiars, Ars Elemental gives Ars Nouveau players powerful new tools for elemental mastery.

Getting Started

Ars Elemental requires Ars Nouveau as a base mod. You should already be familiar with spell crafting, the Scribe's Table, and the Enchanting Apparatus before diving into elemental content. If you are new to Ars Nouveau, complete its basic progression first - you will need to have defeated the Wilden Chimera and have access to the Wilden Tribute.

Ars Nouveau Mod Guide

Your first goal is crafting the Mark of Mastery. This item is the gateway to all elemental content - you need it for crafting elemental armor, upgrading Lesser Foci to Greater Foci, and unlocking advanced recipes.

Mark of Mastery
Wilden Tribute
Abjuration Essence
Fire Essence
Conjuration Essence
Air Essence
Anima Essence
Water Essence
Manipulation Essence
Earth Essence
Crafting Table
Mark of Mastery 5

To craft 5 Marks of Mastery, place a Wilden Tribute in the Enchanting Apparatus surrounded by all eight essence types (Fire, Water, Air, Earth, Conjuration, Manipulation, Abjuration, and Anima Essence). This costs 10,000 Source.

Once you have your Marks of Mastery, follow this progression:

2

Craft a Lesser Focus

Choose your starting element. Lesser Foci are made at the Imbuement Chamber with 3 elemental essences, 3 Gold Ingots, an Amethyst Shard, and 5,000 Source. Start with whichever element matches your playstyle.

Lesser Focus of Fire
Amethyst Shard
Fire Essence
Fire Essence
Fire Essence
Gold Ingot
Gold Ingot
Gold Ingot
Crafting Table
Lesser Focus of Fire
Lesser Focus of Earth
Amethyst Shard
Earth Essence
Earth Essence
Earth Essence
Gold Ingot
Gold Ingot
Gold Ingot
Crafting Table
Lesser Focus of Earth
Lesser Focus of Water
Amethyst Shard
Water Essence
Water Essence
Water Essence
Gold Ingot
Gold Ingot
Gold Ingot
Crafting Table
Lesser Focus of Water
Lesser Focus of Air
Amethyst Shard
Air Essence
Air Essence
Air Essence
Gold Ingot
Gold Ingot
Gold Ingot
Crafting Table
Lesser Focus of Air
3

Upgrade to a Greater Focus

Take your Lesser Focus and upgrade it at the Enchanting Apparatus with a Mark of Mastery and 5,000 Source to create the Greater Focus. Greater Foci remove the off-element penalties and add powerful environmental bonuses.

4

Craft Elemental Armor

Elemental armor is crafted by upgrading Ars Nouveau's Tier 3 Sorcerer armor at the Enchanting Apparatus. You need a Mark of Mastery, a Netherite Ingot, and 2 elemental essences per piece, plus 7,000 Source.

Aquamancer's Boots
Arcanist Boots
Mark of Mastery
Netherite Ingot
Water Essence
Water Essence
Crafting Table
Aquamancer's Boots
Nereid's Pants
Sorcerer Leggings
Mark of Mastery
Netherite Ingot
Water Essence
Water Essence
Crafting Table
Nereid's Pants
Aquamancer's Robes
Arcanist Robes
Mark of Mastery
Netherite Ingot
Water Essence
Water Essence
Crafting Table
Aquamancer's Robes
Aquamancer's Hat
Arcanist Hood
Mark of Mastery
Netherite Ingot
Water Essence
Water Essence
Crafting Table
Aquamancer's Hat

Visit the Worn Notebook (Ars Nouveau's guidebook) after installing Ars Elemental. The mod adds new entries covering all its content under the existing categories - look for entries about elemental armor, new glyphs, and the elemental familiars.

Complete Aquamancer Set

Elemental Schools

Ars Elemental organizes magic into four elemental schools, each with distinct strengths and weaknesses. Specializing in an element through armor and foci boosts spells from that school while potentially reducing effectiveness against opposing elements.

Fire School

Fire magic excels at raw damage and area effects. The Conflagrate glyph detonates burning targets, dealing damage to all nearby entities and spreading fire. Fire is weak against Water but strong against Earth.

Water School

Water magic focuses on control and drowning effects. The Watery Grave glyph drags targets down while depleting their air supply. Water counters Fire but is vulnerable to Air.

Air School

Air magic emphasizes mobility and lightning damage. The Discharge glyph triggers chain lightning on shocked targets, spreading electricity to nearby enemies. Air beats Water but struggles against Earth.

Earth School

Earth magic provides defensive options and physical damage. The Spike glyph summons dripstone spikes from the ground that damage entities on contact. Earth resists Air but is weak to Fire.

Elemental Weaknesses

Fire beats Earth, Earth beats Air, Air beats Water, Water beats Fire. When wearing elemental armor or using elemental foci, spells from your opposing element deal more damage to you while your element deals less damage to enemies resistant to it.

New Glyphs

Ars Elemental adds over twenty new glyphs organized into three categories: cast methods, effects, and filters. These glyphs integrate seamlessly with Ars Nouveau's spell system and can be combined with existing glyphs.

Cast Methods

Two new projectile types give you more options for delivering spell effects to targets.

Homing Projectile

Homing Projectile

Mana Cost 75
Tier 3
Description Seeks the nearest entity and follows it. Will not target players unless augmented with Sensitive.

Homing Projectile is a Tier 3 cast method costing 75 mana that creates projectiles seeking the nearest valid target. It ignores players by default, making it safe to use around allies. Add Sensitive to include players as targets, Split to create multiple projectiles, or Pierce to hit through enemies.

Arc Projectile

Arc Projectile

Mana Cost 10
Tier 2
Description Projectile affected by gravity. Pierce makes it bounce off surfaces.

Arc Projectile is a cheaper Tier 2 option at just 10 mana. The projectile follows an arc and is affected by gravity, making it ideal for lobbing spells over obstacles. Adding Pierce augments allows the projectile to bounce off surfaces multiple times.

Damage Effects

Each elemental school has signature damage glyphs that synergize with status effects and environmental conditions.

Conflagrate

Conflagrate

Element Fire
Base Damage 9
Amp Bonus +5 per level
Mana Cost 80
Tier 3

Conflagrate triggers an explosion on burning targets that damages all nearby entities and sets them on fire. The blast has a 10% chance to apply the Blast effect, causing a delayed explosion. Use it with Ignite to maximize damage chains.

Discharge

Discharge

Element Air
Base Damage 7
Amp Bonus +3 per level
Mana Cost 40
Tier 2

Discharge detonates targets affected by the Shocked or Static Charge status, dealing damage in an area and shocking nearby enemies. If the target has energy-based armor, Discharge drains 25% of their stored energy to boost damage. Combo with Spark for the Static Charge setup.

Watery Grave

Watery Grave

Element Water
Base Damage 5
Amp Bonus +2 per level
Mana Cost 25
Tier 2

Watery Grave drags targets down while depleting their air supply. Once air is depleted, it deals drowning damage. Adding Extend Time applies a debuff that prevents swimming upward. This glyph also converts Zombies to Drowned when cast on them.

Spike

Spike

Element Earth/Water
Base Damage 8
Amp Bonus +2.5 per level
Mana Cost 30
Tier 2

Spike summons a dripstone spike from the ground that damages entities on contact. Add AOE to make wider spikes, Pierce for taller ones, or Extend Time to make them last longer. When water school buffs are active, it creates ice spikes instead. If the spike cannot be placed, a falling spike entity spawns above the target.

Filter Glyphs

Ars Elemental introduces twelve filter glyphs that restrict which entities your spells can target. Each filter has a positive and negative version.

Includes

Excludes

Aerial
Flying mobs, bats, phantoms
Ground-based mobs
Aquatic
Fish, dolphins, guardians
Land creatures
Fiery
Blazes, magma cubes, fire immune
Non-fire mobs
Insect
Bees, silverfish, endermites
Non-insect mobs
Undead
Zombies, skeletons, phantoms
Living creatures
Summon
Your summoned creatures
Non-summoned entities

Use filters with Homing Projectile to create spells that only target specific creature types. For example, combining Not Undead Filter with a Heal spell lets you heal allies without affecting enemy undead.

Elemental Armor Sets

Ars Elemental provides twelve complete armor sets across four elements and three weight classes. Each set grants elemental affinity bonuses that enhance your spells while introducing weaknesses to opposing elements.

Weight Classes

Light

Medium

Heavy

Defense
Low
Medium
High
Mana Bonus
High
Medium
Low
Mana Regen
High
Medium
Low
Mobility
Best
Good
Reduced
Playstyle
Glass cannon caster
Balanced battlemage
Tanky fighter

Light armor (Hood, Tunic, Pants, Shoes) maximizes mana and spell power but offers minimal protection. Medium armor (Hat, Robes, Leggings, Boots) provides balanced stats for versatile builds. Heavy armor (Helmet, Chestplate, Leggings, Boots) prioritizes defense at the cost of mana efficiency.

Netherguard, which is classed as a Heavy Set of Armor

Armor Set Names by Element

Light

Medium

Heavy

Fire
Pyromaniac's Set
Pyromancer's Set
Netherguard's Set
Water
Nereid's Set
Aquamancer's Set
Winterguard's Set
Air
Olympian's Set
Aethermancer's Set
Thunderguard's Set
Earth
Dryad's Set
Geomancer's Set
Wealdguard's Set

Elemental Set Bonuses

Each armor set is attuned to one of the four elements. Wearing a complete set enhances spells from your element while applying penalties to opposed elements. All elemental armor supports Ars Nouveau's perk system at Tier 4, allowing thread upgrades.

Mixing Armor Elements

You can mix armor pieces from different elements, but you lose the set bonus. For maximum elemental power, wear a complete set matching your focus element.

Foci and Bangles

Foci and bangles are curio items that provide passive bonuses and spell enhancements. Equip them in curio slots to gain their effects.

Elemental Foci

Each element has two focus tiers: Lesser and Greater. Foci provide mana discounts and amplify spells from their element while weakening off-element spells.

Lesser Focus

Greater Focus

Mana Discount
Configurable (default ~5%)
Configurable (default ~10%)
Element Boost
Moderate amplification
2x amplification
Off-Element Penalty
Small reduction
None
Special Effects
None
Environmental bonuses

Greater Foci provide powerful environmental bonuses:

Necrotic Focus

The Necrotic Focus (Focus of Necromancy) specializes in necromancy magic. It boosts damage by 1.0 and doubles duration for Anima school spells. Heal and Phantom Grasp receive +2 amplification, and Charm has greatly increased effectiveness against undead. Your summoned Wolves, Undead, and Vexes gain a special ability: if they die while you wear this focus, they resurrect once as more powerful revenants that mirror your Homing spells and heal you when they kill enemies.

Bangles

Bangles provide passive spell damage boosts and unique effects based on their element.

Familiars and Summons

Ars Elemental adds three new summonable entities that assist you in combat and exploration.

Siren

Siren

Siren

Health 10
Spawn Location Near coral formations and warmer seas
Taming Item Sea Pickle
Variants Kelp, Bubble, Fire, Tube, Horn, Brain

Sirens are aquatic familiars found near coral formations in warmer ocean biomes, often jumping out of the water or following boats. Feed them a Sea Pickle to receive Siren Tokens and a Siren Charm, which you can use to summon a tamed Siren. Right-click with coral items or kelp to change their color variant.

A Siren underwater

Use the Siren Charm on a Prismarine block to create a Siren Shrine. Tamed Sirens assigned to shrines passively generate fishing loot over time, consuming Source per cycle. The variety of water animals and plants near the shrine increases loot quality and treasure chances - build an aquarium around it for best results.

Flarecannon (Firenando)

Flarecannon

Flarecannon

Health 80
Armor 20
Attack Homing Fire Projectile (Ignite + Conflagrate + Knockback)
Behavior Patrols assigned area, attacks hostiles automatically
Variants Magma (default), Soul

The Flarecannon (nicknamed Firenando) is a fire golem familiar summoned via the Flarecannon Charm. It works like a Weald Walker - use a Dominion Wand to assign patrol areas and it will automatically attack nearby hostile mobs using homing fire projectiles.

The Flarecannon patrolling

When damaged to low health, it becomes inactive instead of dying and regenerates over time. Feed it Magma Cream or Blaze Powder to instantly restore it. The owner can use Magma Block or Soul Sand to switch between Magma and Soul variants (cosmetic only).

Flarecannon Charm
Magma Block
Fire Essence
Fire Essence
Netherite Scrap
Nether Brick
Nether Brick
Crafting Table
Flarecannon Charm

Flashjack

Flashjack

Flashjack

Spawn Location Mountain peaks and Archwood forests
Taming Item Flashpine (from Flashing Archwood trees)
Familiar Bonus +2 Lightning spell damage, -20% movement spell cost
Feed Ability Give Flashpine for Speed + Night Vision buff

Flashjacks are lightning-themed familiars found in Archwood forest biomes (especially Flashing Archwood Forests) and on high mountain peaks. To tame one, feed it a Flashpine - the fruit that drops from Flashing Archwood trees. The Flashjack will leave behind tokens which can be crafted into a Flashjack Charm at the Enchanting Apparatus with 2 Air Essences and 2 Gold Ingots.

Flashjack Charm
Flashjack Token
Air Essence
Air Essence
Gold Ingot
Gold Ingot
Crafting Table
Flashjack Charm

In the current version, Flashjacks can be linked to spell turrets using a Dominion Wand. When linked to a turret loaded with an attack spell, they provide support during combat. They also serve as familiars via the Ritual of Binding, boosting Lightning spell damage by 2 and reducing movement-based spell costs by 20%.

Utility Blocks

Ars Elemental adds several functional blocks for automation and resource generation.

Upstream Blocks

Three upstream blocks create vertical movement currents for entities and items.

Stack multiple elevator blocks to increase vertical range. Sneak to descend through any of them.

Everfull Urn

The Everfull Urn (Urn of Endless Waters) converts Source into water. Link it to a cauldron or Botania Apothecary using a Dominion Wand, and it will automatically refill them for a small Source cost.

Urn of Endless Waters
Prismarine Shard
Source Gem
Prismarine Shard
Flower Pot
Water Essence
Water Essence
Crafting Table
Urn of Endless Waters

Advanced Prism and Spell Mirror

The Advanced Spell Prism extends Ars Nouveau's spell automation with precise aiming - use a Dominion Wand to set its target block. It also accepts Prism Lenses that modify redirected projectiles: Arc and Homing lenses change projectile type, Acceleration/Deceleration adjust speed, Rainbow randomizes color, and Piercing/Chaining lenses add effects (requiring Source).

The Spell Mirror reflects spell projectiles at mirrored angles and can be placed on walls, floors, or ceilings - useful for creating complex automated spell paths.

Elemental Turrets

Elemental Turrets are upgraded versions of Ars Nouveau's Spell Turret, imbued with elemental focus power. Each turret type provides a 65% mana discount for spells containing glyphs from its matching element and triggers the combo effects of its corresponding focus.

Turret Type

Element

Focus Required

Fire Infused Turret
Fire Turret
Fire
Focus of Fire
Water Infused Turret
Water Turret
Water
Focus of Water
Air Infused Turret
Air Turret
Air
Focus of Air
Earth Infused Turret
Earth Turret
Earth
Focus of Earth
Manipulation Turret
Manipulation Turret
Manipulation
N/A

Craft them at the Imbuement Chamber by combining a Spell Turret with 3 elemental essences and the corresponding Greater Focus, plus 5,000 Source.

Fire Infused Turret
Spell Turret
Fire Essence
Fire Essence
Fire Essence
Focus of Fire
Crafting Table
Fire Infused Turret
Earth Infused Turret
Spell Turret
Earth Essence
Earth Essence
Earth Essence
Focus of Earth
Crafting Table
Earth Infused Turret
Air Infused Turret
Spell Turret
Air Essence
Air Essence
Air Essence
Focus of Air
Crafting Table
Air Infused Turret
Water Infused Turret
Spell Turret
Water Essence
Water Essence
Water Essence
Focus of Water
Crafting Table
Water Infused Turret

Best Glyphs in Ars Elemental

With over twenty glyphs to choose from, some stand out for their power and versatility. Here are the top picks for different situations.

Damage

Utility

Mana Cost

Homing Projectile
N/A (cast method)
Excellent targeting
75
Conflagrate
9 + 5/amp (AOE)
Fire chains
80
Discharge
7 + 3/amp (AOE)
Energy drain
40
Spike
8 + 2.5/amp
Zone control
30
Charm
N/A
Crowd control
Variable

Best for Damage: Conflagrate

Conflagrate is the highest damage glyph in Ars Elemental when used correctly. It requires targets to be on fire, so pair it with Ignite. The explosion damages all nearby enemies and spreads fire, creating damage chains. At base, it deals 9 damage plus 5 per Amplify augment in an area that scales with AOE augments.

Best for Targeting: Homing Projectile

Homing Projectile ensures your spells hit mobile targets. It automatically tracks the nearest valid entity and adjusts its course. Use it in dark caves where you cannot see enemies or against fast-moving mobs. Add Split for multiple tracking projectiles.

Best for Crowd Control: Watery Grave

Watery Grave disables enemy mobility by dragging them down. With Extend Time, targets cannot swim upward at all. It counters flying enemies by grounding them and works on all non-aquatic mobs. The drowning damage bypasses armor.

Best for Efficiency: Arc Projectile

At just 10 mana, Arc Projectile is extremely efficient for delivering effects. The gravity arc lets you hit targets behind cover. With Pierce, it bounces off walls, making it useful in enclosed spaces. Use it for frequently-cast spells where mana conservation matters.

Best Armor Sets in Ars Elemental

Your armor choice depends on your playstyle and primary spell school. Here are recommendations for different builds.

Best for Pure Casters: Light Fire Armor (Pyromaniac's Set)

Light armor maximizes mana and mana regeneration. Fire has the most damaging glyphs with Conflagrate, making Light Fire ideal for aggressive casters who stay at range. The fire school bonuses enhance your Ignite and Conflagrate combos significantly.

Best for Battlemages: Medium Earth Armor (Geomancer's Set)

Medium armor balances offense and defense. Earth provides Spike for close-range damage and synergizes well with defensive spells. The Earth Greater Focus knockback resistance pairs perfectly with melee combat.

Best for Summoners: Medium Air Armor (Aethermancer's Set)

Air magic includes several utility and lightning glyphs that work well with summoned creatures. The medium weight gives you survivability while your summons handle threats. Pair with the Summoner's Bangle for enhanced minions.

Best for Ocean Exploration: Any Water Armor

Water armor is essential for ocean monuments and underwater bases. The Greater Water Focus grants Dolphin's Grace while swimming and Mana Regen in rain or water. Watery Grave becomes even more devastating with water school bonuses.

Tips for Success

Spell Combos

Ars Elemental glyphs work best in combinations. Use Ignite before Conflagrate, Spark before Discharge, and Gravity before Watery Grave for maximum damage.

Match your focus to your armor. Wearing Fire armor with a Fire Focus stacks the elemental bonuses, making your fire spells significantly more powerful. Mixing elements spreads your power thin.

Use filters to protect allies. Adding Not Summon Filter to damaging spells prevents friendly fire on your summoned creatures. Use Not Undead Filter for healing spells to avoid healing enemy zombies.

Sirens are worth the investment. Setting up a Siren Shrine with a tamed Siren provides passive fishing loot income. Surround the shrine with diverse aquatic life for better treasure chances.

Greater Foci have hidden power. The environmental bonuses from Greater Foci are powerful but conditional. Build your base at appropriate locations (deep underground for Earth, high altitudes for Air) to maintain permanent buffs.

Flarecannon is your best defender. Station Firenando at your base entrance or near mob spawners. It attacks automatically and regenerates, making it a maintenance-free turret that does not consume mana.

Frequently Asked Questions

Do I need Ars Nouveau to use Ars Elemental?

Yes. Ars Elemental is an addon that requires Ars Nouveau as a dependency. It extends the existing spell system rather than creating a standalone magic mod.

What version of Minecraft does Ars Elemental support?

Ars Elemental primarily supports Minecraft 1.21.1 with NeoForge for active development. The 1.20.1 Forge version receives bugfixes only. Check CurseForge for the latest version compatibility.

Can I use glyphs from Ars Elemental with base Ars Nouveau spells?

Yes. All Ars Elemental glyphs integrate with the existing spell system. You can combine Homing Projectile with Ars Nouveau effects, use filters with any spell, and add elemental effects alongside base glyphs.

How do I tame a Siren?

Find a Siren near coral formations in warmer ocean biomes and feed it a Sea Pickle. The Siren will jump, disappear, and drop Siren Tokens plus a Siren Charm. Use the Siren Charm to summon your tamed Siren wherever you need it.

What happens when Firenando dies?

Firenando (Flarecannon) becomes inactive instead of dying. It stays in place and slowly regenerates health over time. You can speed up recovery by feeding it Magma Cream or Blaze Powder. If the owner kills it, it drops the Flarecannon Charm for relocation.

How do I tame a Flashjack?

Find a Flashjack in Archwood forest biomes or on mountain peaks. Feed it a Flashpine (fruit from Flashing Archwood trees) to receive Flashjack Tokens. Craft the Flashjack Charm at the Enchanting Apparatus using the tokens, 2 Air Essences, and 2 Gold Ingots.

Which element should I specialize in?

Choose based on your playstyle. Fire offers the highest damage with Conflagrate. Water provides control and underwater advantages. Air gives mobility and chain lightning. Earth focuses on defense and zone control with Spike. You can also create multiple armor sets to switch elements based on the situation.

Ars Elemental

Developer
Alexth99
Created
December 30, 2021
Downloads
58,617,174
Supported Versions
Forge: 1.16+ 1.18+ 1.19+ 1.20+
NeoForge: 1.20+ 1.21+
Last Checked:
September 16, 2026 at 3:43 PM
View on CurseForge
We do not host any Minecraft mods on this site. We link to the official sources to ensure that the mod developers receive proper credit and support for their work.

Ars Elemental Items

151 items

Acceleration Prism Lens Acceleration Prism Lens
Advanced Spell Prism Advanced Spell Prism
Aethermancer's Boots Aethermancer's Boots
Aethermancer's Hat Aethermancer's Hat
Aethermancer's Leggings Aethermancer's Leggings
Aethermancer's Robes Aethermancer's Robes
Air Bangle Air Bangle
Air Infused Turret Air Infused Turret
Anima Bangle Anima Bangle
Anima Essence Anima Essence
Aquamancer's Boots Aquamancer's Boots
Aquamancer's Hat Aquamancer's Hat
Aquamancer's Leggings Aquamancer's Leggings
Aquamancer's Robes Aquamancer's Robes
Arc Prism Lens Arc Prism Lens
Attraction Attraction
Bubble Current Elevator Bubble Current Elevator
Caster Tome of Air Caster Tome of Air
Caster Tome of Anima Caster Tome of Anima
Caster Tome of Earth Caster Tome of Earth
Caster Tome of Fire Caster Tome of Fire
Caster Tome of Manipulation Caster Tome of Manipulation
Caster Tome of Water Caster Tome of Water
Chaining Prism Lens Chaining Prism Lens
Conjure Island: Archwood Forest Conjure Island: Archwood Forest
Deceleration Prism Lens Deceleration Prism Lens
Detection Detection
Earth Bangle Earth Bangle
Earth Infused Turret Earth Infused Turret
Enchanter's Bangle Enchanter's Bangle
Enchanter's Horn Enchanter's Horn
Fast Squirrels Fast Squirrels
Fire Bangle Fire Bangle
Fire Infused Turret Fire Infused Turret
Flarecannon Flarecannon
Flarecannon Charm Flarecannon Charm
Flashing Archwood Leaves Flashing Archwood Leaves
Flashing Archwood Log Flashing Archwood Log
Flashing Archwood Sapling Flashing Archwood Sapling
Flashing Archwood Wood Flashing Archwood Wood
Flashjack Flashjack
Flashjack Charm Flashjack Charm
Flashjack Token Flashjack Token
Flashpine Flashpine
Focus of Air Focus of Air
Focus of Debug Focus of Debug
Focus of Earth Focus of Earth
Focus of Fire Focus of Fire
Focus of Necromancy Focus of Necromancy
Focus of Water Focus of Water
Forestation - Archwood Forestation - Archwood
Geomancer's Boots Geomancer's Boots
Geomancer's Hat Geomancer's Hat
Geomancer's Leggings Geomancer's Leggings
Geomancer's Robes Geomancer's Robes
Glyph Aerial Filter Glyph Aerial Filter
Glyph Aquatic Filter Glyph Aquatic Filter
Glyph Arc Projectile Glyph Arc Projectile
Glyph Bubble Shield Glyph Bubble Shield
Glyph Charm Glyph Charm
Glyph Conflagrate Glyph Conflagrate
Glyph Conjure Terrain Glyph Conjure Terrain
Glyph Discharge Glyph Discharge
Glyph Envenom Glyph Envenom
Glyph Fiery Filter Glyph Fiery Filter
Glyph Homing Projectile Glyph Homing Projectile
Glyph Insect Filter Glyph Insect Filter
Glyph Life Link Glyph Life Link
Glyph Not Aerial Filter Glyph Not Aerial Filter
Glyph Not Aquatic Filter Glyph Not Aquatic Filter
Glyph Not Fiery Filter Glyph Not Fiery Filter
Glyph Not Insect Filter Glyph Not Insect Filter
Glyph Not Summon Filter Glyph Not Summon Filter
Glyph Not Undead Filter Glyph Not Undead Filter
Glyph Nullify Defense Glyph Nullify Defense
Glyph Phantom Grasp Glyph Phantom Grasp
Glyph Poison Spores Glyph Poison Spores
Glyph Propagator Arc Glyph Propagator Arc
Glyph Propagator Homing Glyph Propagator Homing
Glyph Spark Glyph Spark
Glyph Spike Glyph Spike
Glyph Summon Filter Glyph Summon Filter
Glyph Undead Filter Glyph Undead Filter
Glyph Watery Grave Glyph Watery Grave
Homing Prism Lens Homing Prism Lens
Lesser Focus of Air Lesser Focus of Air
Lesser Focus of Earth Lesser Focus of Earth
Lesser Focus of Fire Lesser Focus of Fire
Lesser Focus of Water Lesser Focus of Water
Magmatic Current Elevator Magmatic Current Elevator
Manipulation Infused Turret Manipulation Infused Turret
Mark of Mastery Mark of Mastery
Nereid's Hood Nereid's Hood
Nereid's Pants Nereid's Pants
Nereid's Shoes Nereid's Shoes
Nereid's Tunic Nereid's Tunic
Netherguard's Boots Netherguard's Boots
Netherguard's Chestplate Netherguard's Chestplate
Netherguard's Helmet Netherguard's Helmet
Netherguard's Leggings Netherguard's Leggings
Nymph's Hood Nymph's Hood
Nymph's Pants Nymph's Pants
Nymph's Shoes Nymph's Shoes
Nymph's Tunic Nymph's Tunic
Olympian's Hood Olympian's Hood
Olympian's Pants Olympian's Pants
Olympian's Shoes Olympian's Shoes
Olympian's Tunic Olympian's Tunic
Piercing Prism Lens Piercing Prism Lens
Pyromancer's Boots Pyromancer's Boots
Pyromancer's Hat Pyromancer's Hat
Pyromancer's Leggings Pyromancer's Leggings
Pyromancer's Robes Pyromancer's Robes
Pyromaniac's Hood Pyromaniac's Hood
Pyromaniac's Pants Pyromaniac's Pants
Pyromaniac's Shoes Pyromaniac's Shoes
Pyromaniac's Tunic Pyromaniac's Tunic
Rainbow Prism Lens Rainbow Prism Lens
Repulsion Repulsion
Shocking Shocking
Siren Siren
Siren Charm Siren Charm
Siren Shrine Siren Shrine
Siren Token Siren Token
Slipstream Current Elevator Slipstream Current Elevator
Sparkflower Sparkflower
Spell Mirror Spell Mirror
Spellcaster Bag Spellcaster Bag
Spore Blossom (ground) Spore Blossom (ground)
Spores Spores
Stripped Flashing Archwood Log Stripped Flashing Archwood Log
Stripped Flashing Archwood Wood Stripped Flashing Archwood Wood
Summoner's Bangle Summoner's Bangle
Summoning Summoning
Thunderguard's Boots Thunderguard's Boots
Thunderguard's Chestplate Thunderguard's Chestplate
Thunderguard's Helmet Thunderguard's Helmet
Thunderguard's Leggings Thunderguard's Leggings
Trinkets Pouch Trinkets Pouch
Urn of Endless Waters Urn of Endless Waters
Water Bangle Water Bangle
Water Infused Turret Water Infused Turret
Wealdguard's Boots Wealdguard's Boots
Wealdguard's Chestplate Wealdguard's Chestplate
Wealdguard's Helmet Wealdguard's Helmet
Wealdguard's Leggings Wealdguard's Leggings
Winterguard's Boots Winterguard's Boots
Winterguard's Chestplate Winterguard's Chestplate
Winterguard's Helmet Winterguard's Helmet
Winterguard's Leggings Winterguard's Leggings
Zapping Zapping