The seal questline and every magic spell
The order of the seals, the items each one asks for, and the spell you get from every step deeper into the mines.
The short answer
The mines open in five stages, each behind a seal that asks for four specific items. Breaking the water, earth, fire and ruins seals also earns magic from Caldarus, including Summon Rain, Growth and Dragon’s Breath. The final seal at floor 100 needs items forged at the Dragon Forge.
Seal offerings and prerequisites
Five main seals open the Mines. Two additional offering steps belong to the Ruins story and are shown separately instead of being counted as seals.
Five main sealsTwo prerequisite offering steps
Main sealWater Seal
- Quest
- The Water Tablet
Main sealEarth Seal
- Quest
- The Earth Tablet
Main sealFire Seal
PrerequisiteVoid Mass offering
- Required before
- Ruins Seal
Main sealRuins Seal
PrerequisitePriestess Tablet offering
- Quest
- Find the Magic Key
- Required before
- Final Seal
- Offerings
Temple Flower
Marigold
Main sealFinal Seal
How the seals work
Each seal blocks the next section of the mines. Breaking one requires a story quest, a translation and four offered items. They have a fixed completion order.
Each seal quest starts when you find a tablet in the mines and show it to Juniper or Eiland for translation. These quests arrive through story progress rather than the request board. The mines page shows the biome for each offered item.
The spells you earn along the way
Caldarus grants one spell per major step deeper, and the priestess grants two more near the end.
Spells also unlock exploration and farm shortcuts. Dragon's Breath opens the Deep Woods and two secret caves, while Summon Rain waters the farm on demand. The Summit guide and farming rules cover these uses.
The two hardest seals
The Ruins Seal is the biggest jump in difficulty. Before you can break it, the story sends you through two side quests:
- Creating the Void Mass: gather 5 each of Void Stone, Void Powder, Void Herb and Void Pearl for the cauldron in the Void Seal room. Void Sight reveals these materials.
- Procuring the Sealing Scroll: Balor can source this rare scroll in exchange for 10 Silver Ingot, 10 Ruby, 10 Sapphire and 10 Emerald.
The Final Seal at floor 100 ends the mines story. It needs items crafted at the Dragon Forge, which lights only after the questline reaches that step (essence and the Dragon Forge).
Preparing seal items
- Check the item pages before collecting. Each offered item has a specific biome or water; the item database says where each one comes from.
- Plan for the sealing scroll. It comes from Balor’s quest and has no shop or mine source, so save the required ingots and gems early.
- Void items only appear after Void Sight. Do not waste time hunting void materials before the spell; the mines will not show them (void endgame guide covers what comes after).
- The floor 100 tablet also needs friendship. The Dragonsworn Tablet quest requires both Juniper and Eiland’s 8-heart events, linking the end of the mines story to those relationships.
Exact spell reference
All five active spells, with their mana cost, unlock point and the condition that must be true before casting.

Full Restore
Restores all of your Stamina and HP when cast.
- Mana
- 4
- Unlocked
- Reach floor 10
- Cast rule
- Health or stamina must be below maximum.

Summon Rain
Summons a brief rain storm that waters all of your crops when cast.
- Mana
- 4
- Unlocked
- Break the Water Seal
- Cast rule
- Use outdoors, inside the Mines, or in either greenhouse.

Growth
Fully grows crops in a 3x3 area when cast. It can also progress tree growth by 1 stage.
- Mana
- 8
- Unlocked
- Break the Earth Seal
- Cast rule
- Use outdoors or on the farm.

Dragon's Breath
Projects a stream of fire that can be used to destroy objects and monsters for a short time.
- Mana
- 8
- Unlocked
- Break the Fire Seal
- Cast rule
- Cannot be cast again while Dragon’s Breath is active.

Sacred Light
Illuminates dark floors in the Ruins deep underground.
- Mana
- 4
- Cast rule
- Use on a dark Ancient Ruins floor while Sacred Light is inactive.
All spells also require enough mana, and cannot be cast while mounted or carrying an animal.