So... Status update?

I keep forgetting that it is worth noting that the magic schools don't actually scale off of weapon damage (or well, the vast majority of them don't to my knowledge), and scale entirely off of your Intelligence score + elemental modifiers from levels in each magic school and so on. Since you won't really be regular attacking with your mages late-game, it is best to hold onto wands and staves for their stat bonuses and pay no mind to their base attack values. Basically stat sticks.

This also means that you don't have much of a need to keep upgrading wands and staves as much, until you find one with better secondary bonuses (like higher critical hit rate and intelligence bonuses, or access to certain skills that you normally can't use without drastically altering your current build otherwise). Critical modifiers are especially valuable, even moreso after you consider that the definitive edition slashed critical hit rate bonuses in half from the base version.

Stuff like this is also why (IMO) full mage runs are far easier than full physical runs in this game. Sure, you're generally squishier against physical attacks, but when you play this game at a super high level of tactical knowledge, you begin to realize that your positioning is your primary defense in this game to begin with. Not to mention most attacks that can hit you from range target your magic armor to begin with.

Last edited by Saito Hikari; 08/08/22 07:54 PM.