Sword and Staff for Magic Fighters
Sword and Staff is a hero loadout and an Item Forge weapon. It gives Magic Strike plus Dart, and accepts both Staff and Melee infusions. Spellblade and Death Knight were adjusted to match.

The Sword and Staff is the Manta update's gift to Magic Fighters: a new weapon that combines a melee main attack with a ranged secondary and, crucially, access to both Staff and Melee infusion schools. It is available as a hero loadout and in the Item Forge, which means you can equip a hero with it at the start of a run or forge one later.
It is also free. Like trade routes and the water rework, this is not part of The Silver Seas.
Strike and dart
| Feature | Detail |
|---|---|
| Main attack | Magic Strike |
| Secondary | Dart (ranged) |
| Infusions | Both Staff and Melee schools |
| Availability | Hero loadout and Item Forge |
| Classes affected | Spellblade and Death Knight, both adjusted to match |
The design point is that a Magic Fighter no longer has to choose between being a caster with a stick and a fighter with a sword. The Sword and Staff gives you the ranged poke of a staff and the melee scaling of a blade, and lets you stack infusions from both trees on the same weapon.
The infusion list, and why it matters
Staff infusions include +1 Range Magic Missile, Lightning Strike, Hindering Blizzard, Crushing Anguish, Finger of Death, Poison Darts, Sundering Curse, Flame Strike, Stunning Flash, Freezing Blast, Exposing Light and Wail of the Banshee. Melee infusions include Life Steal, +1 Retaliation, and extra retaliation damage at 20%, 40% or 60%.
A single weapon with access to both lists can carry, for example, a ranged damage infusion and a retaliation buff at the same time, a combination that was previously impossible because the two schools lived on different weapon types. That is the actual power of the item, more than the raw stats.
Class changes
The Spellblade and Death Knight classes were updated to match the new loadout. The practical effect is that both classes now have a weapon that fits their identity: a Spellblade can fight at range and in melee without switching gear, and a Death Knight can carry Life Steal alongside a staff infusion.
The patch also includes a broad balance pass over tomes and premade item equipment, so if you are returning to a build you saved before 3 November, expect some numbers to have moved.
How to build around it
- Spellblade hero, Mercantile Barony. A hero that can poke at range 5 while the Silvershots hold the line is exactly what a slow trade empire needs.
- Death Knight with Life Steal. Melee infusions plus a staff's reach makes a durable front-line hero that heals itself.
- Item Forge in the late game. Forge a Sword and Staff with the infusion combination your hero is missing rather than replacing the weapon.
The Item Forge route is underrated. Because the weapon accepts both schools, a forged Sword and Staff can be tailored to a specific hero's gaps: a caster with no sustain gets Life Steal, a fighter with no reach gets a ranged infusion, and a hybrid gets both at a discount.
Where it stops
It does not make Magic Fighters into top-tier damage dealers on its own. The weapon's value is flexibility, and flexibility is only worth something if your hero has the actions to use both modes. A hero that spends every turn in melee is not using the Dart; a hero that never closes is not using the Strike.
It also does not replace the Staff for pure casters. A dedicated mage still wants a staff with the strongest possible casting infusion, not a hybrid weapon that splits its budget.
Worth the slot
Use Sword and Staff on any Magic Fighter hero who ends up in the middle of a fight — which, in a Mercantile army holding a trade hub, is most of them. Dedicated casters and heroes with a strong artifact weapon can pass.
The Manta update page covers the rest of the free changes, and the Mercantile culture is a good place to see a hero like this in context.
Infusion combinations worth forging
Because the weapon accepts both schools, the useful combinations are the ones that cover a weakness rather than stack a strength:
- Life Steal plus a ranged infusion. A hero that can heal itself at range is a hero you do not have to babysit.
- Extra retaliation damage plus a staff control infusion. A front-line Magic Fighter that punishes being attacked and can still reach out and slow something.
- Range Magic Missile plus a melee damage infusion. A hybrid that pokes at range until the enemy closes, then hits harder when they do.
None of these are published as optimal; they are combinations the weapon permits and the older single-school weapons did not. The Item Forge is where you build them, and the cost is the same as forging any other weapon of that tier.
What changed for existing heroes
If you have a saved Spellblade or Death Knight from before 3 November, their loadout still works, but the class adjustments mean some of their old weapons are now competing with a hybrid that does more of what they already wanted. Check the hero's equipment screen before assuming the build is unchanged: the patch also included a broad pass over premade item equipment.