GuideRift Wizard 3
Rift Wizard 3 Spell Guide: Best Spells, Tags and Resistances
Legheads don't resist fire. Dark is the damage type monsters shrug off most. We counted all 363 of them.
VerdictBuy one cheap level 1 damage spell, one translocation spell and one summon before realm 4. Lightning and holy are the safest second tags; dark is the riskiest.
Want the short Rift Wizard 3 spell guide? Make three buys before realm 4: a cheap level 1 damage spell, a translocation spell and a summon. After that, add a second damage tag picked by what monsters actually resist, not by vibes. We pulled the live build's data and counted. Dark is the most-resisted damage type in the game. Lightning and holy are the safest second picks. And Legheads, the enemy everyone warns fire players about, don't resist fire at all.

About the game
Rift Wizard 3
Dylan White, Khoops, Jacob Martinez · Dylan White
Updated 2026-10-13: Rebuilt from the live build's data. Earlier versions said Legheads "reportedly" resist fire; they don't (100% Dark, 50% Arcane, 100% Poison). Claims about fixed upgrade picks and unsourced "school" rules were removed.
Rift Wizard 3 uses an open build system: Steam's description says you can "buy any spell or spell upgrade at any time." There are no classes. The store blurb counts "more than 500 spells and magical artifacts," and the Early Access notes say "more than 200 spells, 400 spell upgrades, and 300 craftable items." In the current live build (October 12 data), we count 196 spells, and 193 of them have exactly four upgrades to choose from.
The spell tags, counted
Spells carry several tags at once. Fireball is Fire and Sorcery. Soul Wind is Blood, Holy, Dark, Sorcery and Conjuration. So "pick a school" is the wrong frame: tags decide which equipment and upgrades boost a spell, and a build is a stack of them.
| Tag | Spells | What that means for you |
|---|---|---|
| Sorcery | 75 | The direct-damage backbone: every opener in the table below is Sorcery |
| Conjuration | 65 | Summons. A third of the book |
| Enchantment | 59 | Buffs, debuffs and auras |
| Dark | 46 | Lots of options, but the most-resisted damage (see below) |
| Arcane | 41 | Magic Missile, Void Beam, Blink and Void Drake |
| Nature | 33 | Summons, poison and terrain |
| Holy | 28 | Smaller pool, best matchup spread |
| Fire | 27 | Burst and area damage |
| Blood | 26 | 23 of them cost HP to cast (Night Hag costs 30) |
| Lightning | 24 | Beams and chains |
| Ice | 19 | Icicle splits its hit into Physical and Ice |
| Translocation | 11 | Movement. Buy one |
Counts are from the compendium's live-build data (196 spells). Smaller tags include Metallic (18), Eye (13), Dragon (12) and Chaos (12).
What enemies actually resist: our count of 363 monsters
The old version of this page got this wrong. We counted resistances on every monster in the live build's data.
| Damage type | Immune (100%+) | Partial (50-99%) | Weak (negative) |
|---|---|---|---|
| Dark | 85 | 55 | 6 |
| Arcane | 43 | 46 | 0 |
| Lightning | 36 | 43 | 11 |
| Fire | 35 | 73 | 41 |
| Ice | 23 | 66 | 49 |
| Holy | 21 | 10 | 90 |
| Physical | 6 | 114 | 8 |
Three things jump out. Dark is the riskiest primary damage type: 140 monsters resist it in some way. Holy is the best secondary: 90 monsters take extra holy damage. And arcane has no weak monsters at all, so an arcane build never gets a bonus matchup, only bad ones.
Now the named enemies. Steam's page calls out "the spry and pushy Leghead" and "the alien and terrifying Void Child." In the live data, Legheads resist Dark 100%, Arcane 50% and Poison 100%. Void Children resist Arcane 50%, Physical 50% and Poison 100%. Neither resists fire. The pre-launch Leghead card in Steam's screenshots differs a bit (100% Dark, 100% Poison, 50% Ice, -100% Holy), but it doesn't list fire either.
Screenshot: Steam store page (Dylan White)
The real fire wall is Gaia, whom Steam calls "the vengeful nature god": 75% resistance to Physical, Fire, Lightning and Ice, plus full Poison immunity. Arcane, Dark and Holy all hit her for full damage. If your rift preview shows Gaia and you only have fire, that's the realm to route around.
The spells we'd buy first
| Spell | Level | What it does | Our call |
|---|---|---|---|
| Lightning Bolt | 1 | 12 Lightning in a beam, 14 charges | Best opener. Beams hit lines of enemies |
| Magic Missile | 1 | 11 Arcane, range 9, 20 charges | Most charges of the openers; fine early, weak later |
| Fireball | 1 | 9 Fire in a radius-2 burst, 12 charges | Pick it if you want area damage on turn one |
| Death Bolt | 1 | 10 Dark, raises slain Living units as Skeletons | Fun, but dark is the resisted type |
| Heavenly Blast | 2 | 14 Holy beam and burst, heals allies | Our favorite second tag |
| Melt | 2 | 22 Fire and removes 100 Physical resist | The answer to physical-immune enemies |
| Chain Lightning | 3 | 24 Lightning, arcs to new targets | Room clearer once you can afford it |
| Silver Spear | 3 | 27 Physical, 27 Holy to Dark and Arcane units nearby | Two damage types in one buy |
| Void Beam | 4 | 25 Arcane beam, melts walls | Strong, but 43 monsters are immune |
Melt deserves its line. One r/riftwizard player's early-game advice was to carry "melt or fireball for dealing with phys immune enemies" next to a summon build, and the numbers back it: physical is resisted by 120 monsters, mostly partially. One level 2 spell that strips that resistance turns your bears and blades back on.
Screenshot: New Content Trailer, 0:32 (k. hoops, Rift Wizard 3 developer)
We watched the developers' New Content Trailer for how their own builds look. At 0:32 a realm 20 fire build has dealt 1,564 damage, 848 of it from Volcanic Eruption. Note the eighth slot: Earthen Passage, a translocation spell. Even the all-in fire book carries a way out.
GODEEPER: Once you have the three core buys, the Rift Wizard 3 builds guide shows how players turn them into full runs.
Translocation: 11 spells, and you need one
The game has 11 translocation spells. The ones you'll see early:
- Blink (level 3): teleport to a tile within 5, 6 charges. The general pick.
- Earthen Passage (level 2): teleport through a connected group of walls, 8 charges. Cheaper, but only works next to walls.
- Disperse (level 2): teleports every unit in a 3-tile radius to random spots and leaves you in place. A panic button, not a move.
- Storm Walk (level 3): range 50, but only onto rain or storm cloud tiles.
- Teleport (level 5): range 16, 2 charges.
We'd buy Blink unless the run already has walls everywhere. Six charges at level 3 is the cheapest reliable way out of a surround, and the developers' own realm 20 fire build still spent a slot on movement.
Summons carry most winning runs
Conjuration is a third of the spell book for a reason. Ask the r/riftwizard crowd what's winning and one player sums it up: "Mostly all summon builds tbh." Another calls "Void Mutation void drakes" the strongest build they've played. Void Drake is a level 4 Arcane, Conjuration and Dragon spell, and since the August 31 patch, Void Mutations permanently adds your Arcane Mastery percent to the drake's health, damage and range after each realm.
The other proven route is giving summons your own spells. One player's only win so far was "a chain lightning build" that used Storm Drakes with the Dragon Mage upgrade, so the drakes cast the wizard's Chain Lightning too.
Screenshot: Steam store page (Dylan White)
What the patches changed
The August 31 Patch Day moved a summer of beta changes to the main branch. The spell changes that matter for buying decisions:
- Hatebolts: damage 14 to 30, charges 1 to 3.
- Soul Wind: HP 54 to 100, damage 37 to 44, unlimited charges.
- Night Hag: 2 charges to unlimited, and 3 Coven Witches instead of 2.
- Silver Spear: charges 10 to 15.
- Word of Beauty: damage 50 to 100, and it now hits Dark units as well as Demons and Undead.
- Boiling Blood: charges 9 to 6 and HP cost 2 to 10, but the bonus now applies to all allied spell damage.
The October 12 beta adds two spells (Orb of Explosions and Orb of Reflection) and more charges for the openers: Fireball 12 to 14, Lightning Bolt and Icicle 14 to 16. That's beta only for now; the main branch takes beta changes every one to three months.
Our take
We'd open with Lightning Bolt, add Blink and a summon by realm 4, then pick Heavenly Blast or Chain Lightning as the second damage tag. We'd skip a dark-primary build on a first run: it's a big tag pool with the worst matchup spread, and 85 fully immune monsters is a lot of realms where your main spell does nothing. Arcane is fine as a support tag (Void Drake is great) and a poor main damage source, because nothing in the game is weak to it.
If you want to try before buying, the demo now ends after realm 5 with about one-third of the full game's spells. That's enough to find out whether you like the summon route. The Rift Wizard 3 review covers whether the full game is worth it.
Next: the Rift Wizard 3 crafting guide for the equipment that bends these tags, the Rift Wizard 3 tips guide for early-run habits, the late-game guide, and the Realm 20 boss guide and Mordred boss guide for the end. Summoners should also read the companions guide, and the weekly mutated mode guide covers runs where the spell pool is changed for you. Everything else is in the Rift Wizard 3 complete guide.
How we checked this
On October 13, 2026 we downloaded the live-build data (build 24995190, generated October 12) from the community Rift Wizard 3 compendium and counted spells, tags, upgrades and monster resistances with a script. We read the Steam store page and every patch post since launch, watched the developers' New Content Trailer frame by frame, and read three r/riftwizard build threads.
References
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