TLDR: Some reviewers warn about the difficulty. It is rough, but it is so satisfying overcoming it. A really difficult game - but one that reward persistence. At first I was skeptical with Rift Wizard 3, innately because of the difficulty. Coming from a background of Path of Achra, where you can make anything work but it just depends on the difficulty if it will work exceedingly well or not, and Path of Exile, where making builds is the name of the game, this game was practically made for me. There are so many options, moving parts, but the gameplay cycle is fluid and you are never confused about anything. Its just needing to figure out what options work for you. The largest hurdle was the difficulty for that matter. I did not at first enjoy I could not simply "pick and go" any random spell and win the game with it. It practically demands you try and get a robust gamebreak going of some descriptor. So I banged myself against the wall time and time again. Figuring out how to get more SP without buying anything but the starter spell, using the pickups more and more, getting just further and then plateauing when a 2000hp enemy showed. But then, one day, I found it. I don't read guides online for that matter; just playing the game organically. My first gamebreak; and then the game just clicked for me. I got further and further with it, developed and iterated it every cycle, getting further than I ever had. And then I did it. Mordred lay defeated. The Cast-1000-Spells on Turn 1 Build Let's introduce our star player: a lovely spell called Death Cleave. This wonderful spell applies a 4 turn debuff on you that, when you kill an enemy, you will recast the spell on a valid enemy target on the same turn, without spending any resources. Keyword valid, so they have to be in range, and you have to be able to see them. This only has 3 charges at first, so we have to run a tight ship. Meet our starter spell: Thunder Strike. A lightning spell with a decent 24 damage, and a 2 tile AoE stun for 3 turns. Useful in a pinch, but it has a pretty solid range of 6. More importantly, its first upgrade, Blindcasting, allows us to bypass LoS, effectively getting rid of our first large blocker of Death Cleave. This is our early-game meat of the build, and this combo is enough to get you through most of the first 4-5 rooms building up the SP (spell points, used for upgrades) and equipment needed. For equipment, most of our desired equipment is expensive, so we won't be crafting much of anything in the early-game besides the Sorcery Staff, which just gives +1 max charges, +33% damage and +1 range on all our Sorcery spells. All ours spells, besides Death Cleave, will be a Sorcery. Eventually we get the SP for Pillar of Fire. This is Thunder Strike on steroids, hitting everything for 50 fire dmg in a 1 tile radius, dealing double that on the target, having a solid 8 tile range and ignoring line of sight by default: making it now our new damage source. Beware that this does friendly fire damage to us. It also only has 2 charges, so we can only cast it a few times. We'll also be crafting an item important for keeping up charges: The Philosopher's Stone. In essence, every spell we cast has a 10% chance to restore 1 charge to all our spells. This is where the first upgrade on Pillar of Flame comes in: Pillar of Annihilation. When it kills an enemy, it casts Annihilate 4 times in LoS of the killed unit. Annihilate deals 16 fire, physical and lightning damage to a single target and is a chaos sorcery. So at this point we are starting to build up a decent amount of cast-on effects. But it just keeps on escalating. Meet Pyrostatic Curse, a curse that makes it so that all fire damage dealt is dealt again as lightning damage to 2 other enemies nearby for 6 turns. This by itself isn't crazy. But what is crazy are its two upgrades: Resistance Melting, which lowers enemy fire resistance by 50%, and Pyrostatic Chaos, which makes it auto-cast without spending any resources on an enemy when I cast a Chaos spell on them. Remember how Annihilate is a Chaos Sorcery? You can see how this is starting to escalate. We give Pillar of Flame the Disrupting Flame upgrade, allowing it to strip shields and lower fire resist by 50% on hit. We make Pyrostatic Oculus, which lowers enemy fire and lightning resistance by 25% when they take either damage-type. Which our Annihilates do, allowing us to damage enemies with 100% fire resistance. We make Talking Hat, which allows us to cast Death Cleave without spending a turn, meaning we immediately start dealing damage before the enemy can move. We learn the Melt spell, which deals a chunk of fire damage and can be made to auto-cast when you cast a Fire or Chaos spell. We make Void Traveler's Cloak, which gives us 2 Shields on Teleport, negating 2 hits for free. And finally we make Death Cleave teleport us on killing a target, which with the above item makes us invulnerable, as well as summon reapers that deal high single-target damage if our primary target of our spells doesn't die (that we manually cast). The Gamebreak And at this point we are unstoppable. Enemies that resist fire are only an issue on the opener: as long as we hit anything else on the map first, our giant array of cast-on spells will cascade and murderize anything on screen, nuking their fire resistance and them as well. Anything in the 4 digits usually dies to collatoral, but even 1-on-1, the Reapers summoned by Death Cleave and Pillar of Flame's absurd damage are enough to chew through everything. There is not a single enemy that can survive this murder-onslaught. The only remote threat left are rooms with only big enemies: which we can just, avoid. Eventually the final boss fell just as quick, as they kept summoning enemies, fueling the build to cascade and go crazy once again. The Afterglow In the aftermath of this gamebreak I set out to write this review, because it genuinely made the game click for me, and made me want to conquer it again, in other fascinating ways. Keep trying, eventually you will strike gold, and when you do, its so amazing. I am now sad that I won; for I now am back in the dirt, trying to find another new build, taking the lessons I've learned with me.