Double-click the book to open it.
You will see two pages with eight slots each.
On the top left is a red diamond. To rename your book, click the diamond, type the book name and hit enter.
The top left page also shows the number of charges (recall scrolls) in
your book; the top right shows the maximum number of charges the book
can hold.
Beside every marked location is a blue dot. Clicking this dot will
recall you to the corresponding location, using a charge. Books may be
recharged by dropping recall scrolls on the book in the same manner
recall runes are added.
It is more economical to use reagents instead of charges whenever
possible. At the bottom of the book are the numbers 1-8 in small
circles, indicating the 8 pages of the book. Circle 1 will hold the
first two recall locations in the book. Clicking a circle will open the
book to that page.
By clicking the recall icon, you can recall to the corresponding
location using recall reagents (mandrake root, blood moss, black pearl).
Beside it is the icon to gate to that location, also taking reagents(mandrake root, black pearl, and sulphurous ash).
At the top of each page is a green dot with set default
beside it. Clicking this dot will set the book to a default location.
Casting recall on the closed runebook will take you to the runebook's
default location using reagents.
On the page for each marked location is an option to drop the rune.
This can be done to remark/rename a rune, remove one no longer used or
to organize the book as you would like. The dropped rune will appear in
your backpack.
Tip: Mark a book of runes that you don't need to keep with you. These
can be remarked when you suddenly find need to mark a location.
Tip: Create a macro to cast recall on your runebook and bind it to a hotkey. Set the book's default location to a safe place for your character. This can be used for a quick get-away or for an often-frequented location.