Combat setup · Version-sensitive
A caster’s setup should handle more than one kind of encounter. Keep a dependable option for close pressure, a way to deal damage from a safe distance, and enough recovery to avoid spending every fight waiting for mana.
Cover three jobs
- Single target: keep a reliable option for an enemy that must be removed quickly.
- Area pressure: choose a spell that helps when several enemies occupy a room or approach together.
- Space and recovery: use a summon or a close-range fallback to buy room when enemies disrupt casting.
Carry a wand or other backup for situations where sustained staff casting is awkward. The official changelog adds wand heavy attacks and a free-aim option in settings, so test both in a safe area before relying on them in a boss fight. Eternal spells can reduce dependence on consumable spell supplies, but choose based on the spell’s role and your actual inventory rather than assuming every eternal version is automatically the right pick.
Test a setup without wasting a run
- Choose one spell for each of the three jobs above.
- Try the setup against a small encounter and note mana use, cast safety, and how it handles moving targets.
- Swap only one spell or weapon at a time so you can tell what changed.
- Before a boss, keep a ranged answer and a recovery option available even if your damage setup feels strong.
- In co-op, coordinate summon use and target focus so allies can read the fight.
Loadout note: This is a flexible starting point, not a damage ranking. The update notes confirm the new spell and wand options; skill interactions and balance can change with patches, so verify combinations in your current save.
A mage build should feel comfortable in a short fight before you take it into a long dungeon run.