Witchcraft

Witchcraft — the daytime spellbook

Witchcraft is not a detached mage lane. It is a charge-spending daytime tree that rewards discipline, spacing, and knowing when your spell should end the exchange.

Playstyles

Three Daytime Caster Archetypes

The tree already points to three practical identities, even before the full launch-day spell list is verified.

The Warlock

Balanced melee-plus-Hex routing that uses safe charge building to keep pressure steady instead of flashy.

The Hex-Sniper

Ranged releases, measured spacing, and a refusal to stay in danger one beat longer than needed.

The Court Wizard

Utility, shrine discipline, and social-phase control for players who want the daytime side to feel elegant and informed.

Reference

Witchcraft Abilities At A Glance

Read the Hex guide

Ability Activation Phase Best use
Burning Blood: The Hex You'll Use Most Costs 2 activation charges day Launch-safe Burning Blood guide on when to unlock it, how activation charges shape it, and why it is the safest Witchcraft pick before launch.
Hex Projectile: Ranged Magic That's Worth a Skill Slot Costs 3 charges day Launch-safe Hex Projectile guide on when ranged Witchcraft is useful and how to value a shown-but-not-officially-named spell before launch.
Witchcraft Shrine: Respec, Storage, Fast Travel — All in One Interact with shrine both Launch-safe Witchcraft Shrine guide on respec value, routing, and why shrine visits matter to builds far beyond simple skill allocation.

Build Advice

First Witchcraft Perks To Unlock

See how Witchcraft competes for shared points

If you are opening on Witchcraft, do not make the common mistake of pretending you are building a pure caster. Take Burning Blood first because it already has a confirmed identity and asks you to play the rest of the day kit correctly. After that, I would only take Hex Projectile once your charge generation is stable enough that a bigger spend is not starving your basic plan. In other words: get one reliable payoff, then add reach.

The underrated unlock is Witchcraft Shrine. In a game with shared points, no mounts, and route-sensitive travel, the player who can adjust, stash, and pivot cleanly is stronger than the player with one more speculative spell. If your Day-Coen fundamentals are still shaky, borrow from Swordmastery first instead of forcing a fragile mage fantasy. Witchcraft looks best when it rides on top of competence, not when it tries to replace it.

Other Trees

Cross-Train The Rest