On this page
- Spell Books
- Spell Binder
- Annotated Codex
- Enchanter's Bow
- Enchanter's Crossbow
- Enchanter's Eye
- Enchanter's Horn
- Enchanter's Mirror
- Enchanter's Shield
- Enchanter's Sword
- Enchanter's Wand
- Focus of Air
- Focus of Block Shaping
- Focus of Earth
- Focus of Fire
- Focus of Necromancy
- Focus of Summoning
- Focus of Water
- Runic Chalk
- Book Cover: Focus
- Book Covers
Spell Books
Accessing higher tier spells will require a better spell book. While a novice spell book only has access to Tier 1 spells, the Apprentice and Archmage spell books will unlock tiers two and three. Upgrading your spell book will transfer all of the spells that you have learned into your new book. Books may be dyed by crafting them with a piece of dye.
Ars Nouveau – Novice Spell Book
Ars Nouveau – Mage's Spell Book
Ars Nouveau – Archmage Spell Book
Protection of the 4 elements
This book upgrade will protect your spellbook from all kinds of damage, may it be a cactus or a pool of lava. Can't guarantee on the void. The gold inlays will become netherite-black but you can toggle it off in the client configs.
Spell Binder
An alternative to the traditional spellcasting, the spellbinder is a tool that allows to cast spells from the spell parchemnts and caster tomes put inside it. The left side will hold the 10 spells for the radial menu (V), while the right side allow to keep additional 15 spells to switch when needed.
Not Enough Glyphs – Spell Binder
Annotated Codex
The Annoted Codex allows players to share their knowledge of glyphs with other players. To record your known glyphs, simply use the codex. Recording glyphs requires EXP for each glyph known, and the EXP will be consumed upon using the item. Using the item again will update the list of known glyphs. Other players may use the book to learn the glyphs, consuming the codex in the process.
Ars Nouveau – Annotated Codex
Enchanter's Bow
A bow that can be inscribed with a spell using the Scribes Table. If the player has enough mana, arrows will become Spell Arrows and will apply the spell on their target. If no arrows are in the inventory, a spell arrow that deals 0 damage will be cast. If there is not enough mana, regular arrows will be fired. Enchanter's Bows may use special Augment Arrows for empowering the inscribed spell.
Ars Nouveau – Enchanter's Bow
Ars Nouveau – Augment Arrow: Amplify
Ars Nouveau – Augment Arrow: Pierce
Ars Nouveau – Augment Arrow: Split
Enchanter's Crossbow
A crossbow that can be inscribed with a spell. The mana cost of the spell will be deducted when the bow is loaded if mana is present. Enchanter's Crossbows may use special augment arrows to empower their spells.
Ars Nouveau – Enchanter's Crossbow
Ars Nouveau – Augment Arrow: Amplify
Ars Nouveau – Augment Arrow: Pierce
Ars Nouveau – Augment Arrow: Split
Enchanter's Eye
A caster tool that can cast inscribed spells remotely through a Scry Crystal. Use the eye on a Scry Crystal to bind the location, or hold a bound Scry Parchment in the offhand. Spells will be cast through the eye similar to a Spell Turret, but you are considered the caster for all effects. Useful for remote teleportation or item movement.
Ars Nouveau – Enchanter's Eye
Enchanter's Horn
The Enchanter's Horn can be used to cast spells on you and nearby entities. Hold the Horn to increase the range, at max charge it will also give a Spell Damage effect to the player. It MUST be inscribed with a spell that does NOT have another method, using a Scribing Table.
Ars Elemental – Enchanter's Horn
Enchanter's Mirror
Applies a self spell to the user. Spells cast with this mirror are discounted and gain additional bonus duration to all glyphs. Apply a spell at the Scribe's table that DOES NOT contain a form such as Heal -> Amplify.
Ars Nouveau – Enchanter's Mirror
Enchanter's Shield
Upon blocking damage, the user will gain a short duration of Mana Regeneration and Spell Damage. Additionally, this shield will repair over time using the wearers mana.
Ars Nouveau – Enchanter's Shield
ars_elemental.page.enchanters_shield
Enchanter's Sword
Applies a Touch spell before damaging an entity. Additionally, all spells gain Spell Damage. Apply a spell at the Scribes Table that does NOT contain a form, such as Ignite -> Extend Time.
Ars Nouveau – Enchanter's Sword
Enchanter's Wand
Wands accept only a single spell, and are inscribed using the Scribes Table. A Wand always starts with Projectile -> Accelerate, and MUST be inscribed with a spell that does not have another form. This allows you to cast spells beyond the 10 spell cap. If you want a wand that casts Break, inscribe the wand with JUST break, and your result will be a wand with Projectile -> Acclerate -> Break.
Ars Nouveau – Enchanter's Wand
Focus of Air
This spell focus is attuned to the school of Air. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus will also grant Mana Regen I while the wearer stands over Y 200 or is under the shocked effect.
Ars Elemental – Lesser Focus of Air
This focus empowers Launch, changing it to apply Levitate when augmented with ExtendTime. It also empower Cut, giving chances to drop an head or skull if it deals the killing blow.
Ars Elemental – Focus of Air
Focus of Block Shaping
A focus that modifies effects that move, create, or modify blocks. Blocks that you move with effects like Launch, Gravity, Pull, Knockback, etc. will now deal damage to entities they hit. Damage is increased by Spell Damage, block hardness, and the speed of the block. Additionally, effects that target or create blocks will duplicate the rest of the spell targeting the new block or moving block.
Ars Nouveau – Focus of Block Shaping
Block Targeting
Modifying or creating a block will duplicate the rest of your spell onto that new block. For example, Freeze -> Break will freeze the block, and cast break onto that block. Without the focus, break would only be applied to the block that was hit originally. Effects that will duplicate this target include glyphs such as Conjure Mageblock, Freeze, Break, Exchange, Place Block, and more. Using AOE on these effects will duplicate the spell onto every block.
Entity Targeting
Effects that move blocks will duplicate the rest of the spell onto those moving blocks. To see this in action, try using Conjure Mageblock -> Launch -> Delay -> Knockback to send a block flying in the direction you are looking. This targeting system applies to all moved blocks. Using AOE on block moving effects will let you manipulate many blocks at once.
Spell Examples
Throw Ice: Conjure Water -> Freeze -> Launch -> Delay -> Knockback. Damage and ignite hit targets: Conjure Mageblock -> Launch -> Ignite -> Delay -> Knockback. Ignite TNT: Place Block (TNT) -> Ignite. Throw Exploding Terrain: Launch -> Delay -> Knockback -> Delay -> Explosion. Throw many blocks: Launch -> AOE x2 -> Delay -> Knockback. Pull blocks: Pull -> AOE x2 -> Delay -> Duration Down -> Launch -> Delay -> Knockback. Harvest Sand: Crush (on stone) -> Aoe -> Break
Focus of Earth
This spell focus is attuned to the school of Earth. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus also grants Mana Regen I while the wearer stand under Y 0.
Ars Elemental – Lesser Focus of Earth
This focus empowers Poison Spores and Grow, dealing damage to undead with a chance of spawning a spore blossom, and Gravity, when augmented with Sensitive, changing it to create a gravity field that pull entities towards its center (filter-compatible) , also offers knockback resistance and boosts natural and instant healing by 1.5.
Ars Elemental – Focus of Earth
Focus of Fire
This spell focus is attuned to the school of Fire. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus will also grant Spell Damage II while the wearer is on fire or in lava.
Ars Elemental – Lesser Focus of Fire
This focus empowers Ignite to inflict Magic Burn. This effect allows flare to inflict damage and spread even on fire resistant mobs and let magic pierce through part of the enemy armor, but will also make earth damage less effective. Summon Steed will be changed to summon a rideable Strider. Ignite + Evaporate combo will sublimate Ice.
Ars Elemental – Focus of Fire
Focus of Necromancy
Summoned Wolves, Undead and Vexes seems unchanged at first, but if they die while the summoner wear this focus they will rise from death once, filled with blood lust. These undead summons will cast Homing spells when you do and heal you every time they kill an enemy.
Ars Elemental – Focus of Necromancy
ars_elemental.page1 .necro_focus
Focus of Summoning
A special casting focus. Grants summons from spells additional duration, strength, speed, and deals damage to enemies that kill them. Additionally, casting spells that target you like Self and Orbit will cast a copy of the spell on your nearby summons.
Ars Nouveau – Focus of Summoning
Focus of Water
This spell focus is attuned to the school of Water. While equipped, the glyphs of this school will be amplified and discounted. The lesser focus, as a drawback, will weaken glyphs of the other elemental schools. The major focus will also grant Mana Regen I while the wearer is wet or Mana Regen II and Dolphin Grace while swimming.
Ars Elemental – Lesser Focus of Water
This focus empowers Freeze, adding Freezing buildups to the target and eventually Frozen status for a short time, stopping the target from healing. If used after Conjure Water, the conjured water will become ice. Summon Steed will be changed to summon a rideable Dolphin, time your jumps out of the water to build up speed. All Drowning damage against water creatures will be converted to magic.
Ars Elemental – Focus of Water
Runic Chalk
Runic chalk can be used to place permanent Runes on the ground that will cast spells on entities that walk over them. To give a rune a spell, inscribe spell parchment using the scribes table. Once the rune has cast the spell, it will become uncharged. An uncharged rune will charge itself from nearby source jars. Using Runic Chalk on a temporary rune will convert it to a permanent one. Using an essence on the rune will change its pattern.
Ars Nouveau – Runic Chalk
Book Cover: Focus
Having these threads on the spellbinder will allow to unlock the glyph combos as if the corresponding focus was equipped. In a level 2 slot, they will give a small damage bonus to the spells from the matching school.
Ars Nouveau – Summoning Focus
Ars Nouveau – BlockShaping Focus
Ars Nouveau – Fire Focus
Ars Nouveau – Air Focus
Ars Nouveau – Earth Focus
Ars Nouveau – Water Focus
Book Covers
The Book Covers are at the core of the spellbinder. They allow to give your binder special properties and effects, similar to how Armor Threads work. You can use an Alteration Table to slot up to two covers into the Spell Binder.
Ars Nouveau – Blank Thread
Book Cover : Cheap Damage
Thread for the spellbinder. Will greatly discount the spells cast from the equipped book but heavily reduce their damage.
Ars Nouveau – Cheap Damage
Book Cover : Slow Power
Thread for the spellbinder. Will increase the damage of the spells cast from the equipped book but heavily reduce their speed.
Ars Nouveau – Slow Power
Book Cover : Sharp Pages
Thread for the spellbinder. Will increase the melee damage of the spellbinder if used as a weapon.
Ars Nouveau – Sharp Pages
Book Cover : Heavy Cover
Thread for the spellbinder. Will increase the knockback of the spellbinder if used as a melee weapon.
Ars Nouveau – Heavy Cover
Book Cover : Wheel of Fortune
Thread for the spellbinder. Will randomly add positive augments to effects of your spells when equipped.







































