Witchbrook classes, exams and spells
Progress in Witchbrook runs through the College. You pay for classes with money from your witch business, turn what you learn into assignments and knowledge, then sit exams to move up a grade and unlock spells. This page explains each step as the developers have described it.
Data as of . Unofficial, and not affiliated with Chucklefish.
The core loop
- Earn money by filling orders for your witch business.
- Spend it on classes, which teach new crafting skills.
- Use those skills on college assignments to earn merits.
- Build up your knowledge collection by finding, crafting and growing things.
- Spend merits to enter exams. Your knowledge decides your mark.
- Pass every exam in a grade to move up, and learn one new spell per exam.
The developers say the first in-game year takes about 40 to 50 hours, depending on how you play. After graduation you can stay on as a postgrad to complete your knowledge collection and retake exams for better marks.
Classes
- Classes cost money and teach skills used for assignments, crafting and new activities.
- Subjects named so far: Alchemy, Potions, Astrology, Rituals, Demon Hunting and Tarot.
- Alchemy starts with herbal teas, incense and salves and builds up to potions.
- Divination starts with daytime tarot classes and moves on to night classes on the constellations.
- The Arcane Arts (rituals and demons) open only after you pass your semester 1 and 2 exams.
Assignments and merits
- The College posts assignments on a board through the week.
- Many assignments send you to consult a resident, research a fix in library books and then carry it out.
- Finished assignments pay college merits. Merits buy items in the College Shop and are needed to enter exams.
- Credits are a separate reward for helping around town, finishing side quests and unlocking knowledge.
Knowledge collection
- Tracks everything your witch has learned, plus what it takes to memorise each new entry.
- Example from the developers: finding a herb unlocks its entry, but its growth time appears only after you grow it several times.
- Early on you look things up in library books. Later you rely on your own collection.
Exams and grades
- You need a passing mark in every exam of a grade to move up.
- Your mark depends on how much knowledge you hold in the categories that exam tests.
- Coven study groups offer mock exams.
- Moving up unlocks new classes, spells, activities and some dangerous areas.
- After graduating you can stay on as a postgrad to finish your collection and improve old exam marks.
Spells
- Each completed exam lets you learn one spell from Prof. Carlyle.
- Telekinesis moves objects and is how you place furniture.
- Guidance spells help track down rare ingredients.
- Broom flight needs a licence. Until then you deliver by moped.
Witch business
- Townsfolk place orders for goods and services. You craft them and deliver them yourself.
- Filling orders raises your business relationship with a customer and unlocks perks and upgrades.
- On Sundays you can stock a market stall and haggle with locals.
Wellbeing
- Petting dogs, walking in nature and talking to friends raise wellbeing. Staying up too late or upsetting a friend lowers it.
- The day is tallied up each night and your wellbeing level is adjusted.
- Higher wellbeing gives bonuses such as more income, better deals, gifts and possibly better exam results.
Cottage and garden
- More than 600 pieces of colour-swap furniture, plus clutter and knick-knacks.
- Garden planters grow seasonal herbs so you forage less. Greenhouses grow herbs out of season.
- Leaving the garden wild lets wildflowers spread, which helps beehives.
- Placeable huts give access to tools otherwise found only on College grounds.
Character customisation
- Up to 11 clothing layers at once, not counting hair, fringe and facial hair.
- No hairstyle, clothing or facial hair option is locked by gender.
Friendship and dating
- 11 covenmates can be romanced. Eight have been revealed.
- Relationships grow by spending time together and exchanging gifts.
- You ask someone out, go steady or break up by sending a card from the Post Office.
- On a date you choose two activities. More than 200 “date chatter” spots hint at what your date enjoys.
- Every covenmate's story can be completed as a friend, without dating.
How magic works in Mossport
Magic in Witchbrook is treated as a trade. Anyone can learn it with practice, but most people do not, so the town relies on student witches for help. Work is hands-on: you meet the client, find the ingredients, read up on the fix, craft it and deliver it in person. The developers cite Terry Pratchett's Tiffany Aching books and Kiki's Delivery Service as influences on this approach.
Not published yet
No numbers yet Chucklefish has described these systems but has not published values for them:
- The full class list, class prices and timetable
- How many grades and exams there are, and the pass mark
- The full spell list and the order spells unlock
- Recipes, ingredient lists, sale prices and herb growth times
- Business perk and wellbeing bonus amounts
These will be filled in from the released game. Until then, see where classes take place and who teaches them.
Sources
- Dev Blog: Life at Witchbrook, Chucklefish, published 2026-06-19. Checked 2026-11-15.
- Dev Blog: Back to School, Chucklefish, published 2025-08-12. Checked 2026-11-15.
- Witchbrook on Steam, Valve / Chucklefish. Checked 2026-11-15.
- Dev Blog: Building a Home, Chucklefish, published 2026-08-12. Checked 2026-11-15.
- Dev Blog: Dating on Campus, Chucklefish, published 2026-09-10. Checked 2026-11-15.
- Dev Blog: Express Yourself!, Chucklefish, published 2025-11-26. Checked 2026-11-15.
- Dev Blog: Release Date Announcement, Chucklefish, published 2026-10-27. Checked 2026-11-15.