I've had
great success with 1h maging in tower this season (2022 Season 1), and I want to share what I learned.
Further successes in 2022 season 2. And
another!
SummaryUse 5 phase and nimble wakizashi of the same element (excluding dark/holy) with a buckler of the barrier/nimble. Put Silence, Slow, and Blind together on one keybind and spam that after weakening the monsters. Sleep also helps to survive until monsters are sufficiently debuffed.
Pros and ConsPros:
-1H mage in tower is fast. I managed most floors in less than 2 hours. The relevant
day of the week bonus is a big boost to speed.
-It's fairly safe, too. Most floors I cleared with less than 15 spirit elixirs, with health elixirs being unnecessary.
-You get to share some equipment and proficiencies with an arena staff mage set.
Cons:
-Uses a lot of consumables, especially scrolls, mana potions, and mana elixirs. Aether shards are a huge help too, but expensive. Then again, going high in tower is always going to require a lot of consumables.
-Other styles get to focus fire, killing some monsters first and increasing safety for the rest of the round. 1H mage has difficulty doing this. This means that although 1H mage is usually safe, there's a narrow margin between "this is fine" and "oh shit I'm dying."
-If you don't like casting deprecating spells, this style is not for you.
Proficiency FactorI recommend ignoring proficiency factor in favor of 5 phase. The reasoning is that proficiency factor depends on the monsters' level instead of the player's level. Thus, as you ascend the tower, you'll need more and more proficiency to keep up. It quickly becomes not worth it.
The maximum monster mitigation against your element's damage is 75. Imperil reduces this by 40 for elemental damage types, but only 25 for holy/dark. (Holy/dark compensate for weaker imperil with slightly stronger spells and a DoT, plus holy debuff reduces magic mitigation.) Day of the week bonus cuts off another 10. (By the way, if you start tower just before dawn for your day of the week, you can do two tower floors with day of the week bonus, though the first one you'll have only one attempt.) There's one more way aside from proficiency factor to reduce the remaining 25 mitigation, but it requires even more mana expenditure:
Dual Element MageI played cold mage, and fire spells have a chance to apply a
status effect that reduces cold mitigation by 25. This is most effectively applied by the tier 3 (T3) fire spell. Casting T3 fire just before T3 cold increased my damage, but this effect diminished as my EDB went up. With high EDB, a T1 cold spell is very nearly as good. Is the extra mana expenditure worth a bit more speed? For me, I switched back to only casting cold spells and preferred the mana efficiency. Plus, T3 spells have longer cast time, which means more damage taken, so it's a little bit more dangerous to use dual element T3 spells.
This variation was inspired by Noni's zebra mage, which uses a T3 holy spell to boost your T3 dark spell.
Equipment and ItemsAs explained, 5 phase is best when the monster levels go above the player level. Until then you can use cotton. Aside from prof factor, elementalist armor also reduces mana cost and cast speed of your elemental spells, so it's not completely useless. I prefer the extra damage to kill monsters faster. The charged prefix is very helpful defensively. I got by with just two charged pieces and all magnificent armor, but with a very good legendary buckler of the barrier and a legendary wakizashi.
Nezu adds that cold and wind stand the best chance of survival. They inflict the most effective status effects for defense. How much of a difference does this make compared to fire and elec? I reached tower floor 100 quite comfortably using fire the next season, but maybe cold/wind would allow you to use more radiants (if you can find them) to clear faster. Holy and dark are dangerous choices due to higher mana costs, and slower cast times (so you take more damage), though still possible. Holy and dark also have weaker imperil, but that's more or less evened out by their increased damage.
For the weapon, a wakizashi of the nimble is best because it provides the most parry of any weapon. For the shield, buckler of the barrier provides the best mix of high block and low burden/interference. Buckler of the nimble is very nearly as good because your resist chance will be high enough that you're mostly worried about physical damage. A force shield with feather, aether, and lots of mana elixirs could work too, or a high block kite shield of protection.
For consumables, draughts, potions, elixirs, and scrolls should always be brought along to the tower battle. Aether shards are very good for 1H mage because it's mana hungry, and the magic accuracy is a big help both for debuffing and for dealing damage. Having a spare
flower vase is great in case you get in over your head, since it increases evade and resist. Infusions are helpful, but not cost-effective. They don't last long enough to be worth buying, but if you have some that you can't sell go ahead and use them.
Deprecating Spells
I used 8 out of the 9 deprecating spells. Slotting the abilities can be tricky. If need be, you can skip Better Haste, Better Protection, Spike Shield, and Better Shadow Veil in favor of using scrolls. I'll list the deprecating spells in order of importance.
Weaken and
Imperil are very important for any fighting style in tower. They have fast cast times and are spammable when fully upgraded. Apply weaken first. Imperil only helps when you're dealing damage.
Silence,
Slow, and
Blind are very helpful when used together. I put them on the same monsterbation keybind. If you use just one of them, the cooldown is so long that you're hoping not to die until you cast it again on the next monsters. But combining all three means you have very few turns where you're not debuffing monsters. On those turns I cast imperil, or heal, or use another deprecating spell listed below.
Sleep is very good for all fighting styles, but mage uses it least well. It's still helpful for surviving long enough to cast all your debuffs. Plus, it's easier to land spells on sleeping enemies. Usually, you'll be fine waking up the sleeping monsters after you're done debuffing them. If not, remove your T3 spell (maybe T2 also) from your rotation, cast sleep on the top enemies, and target the bottom monsters. For example, the fully upgraded T2 spell hits 7 targets. If there are 7 or fewer monsters, it will hit all the monsters. If there are 8+ monsters, targeting the bottom-most monster will hit 4 monsters. Targeting the next bottom monster will hit the bottom 5, and the one above that 6. This way you can keep some monsters asleep while killing their friends and taking less damage. This strategy loses a lot of speed, so only use it when you need it to survive. Edit: Noni suggests another good use of sleep to recover mana safely, reducing the need for mana elixirs. When you're down to one monster left, sleep it and use focus to turn overcharge into mana. Focus makes you very weak defensively, so make sure the focusing debuff is gone by the time that last monster dies. This strategy is for elemental mages; holy/dark gets a DoT that wakes sleeping monsters and can accidentally kill them before you're ready for the next round.
MagNet is helpful for landing other spells, but it takes until level 400 to fully upgrade it, so it's a low priority until then. It's good in conjunction with drain. Edit thanks to LogJammin: It's also a big help offensively, since it prevents resists against your damage spells too. Particularly with 2-target MagNet, I recommend casting it on the monsters that usually take longest to die. For me, I cast MagNet on the bottom and top monsters while targeting the middle monsters with my damage spells.
Drain can save you some heals maybe, but I often forget to cast it and don't notice. I cast MagNet first so I can be sure drain lands. The ability upgrades are very low priority, since the spell is already good without them. Edit: Taking the abilities Ether Theft and Soulfire is a good way to reduce consumption of mana elixirs. After using all the other debuffs (also giving the monsters a chance to fill their mana bars), cast Paradise Lost (holy T3 spell) and the drain a monster with the soulfire status effect and hopefully MagNet or Sleep. At high tower floors, this gives a decent amount of mana. You could do something similar for stealing spirit, but I consume a lot more mana restoratives than spirit restoratives so mana steal is my preferred option.
Confuse is the one deprecating spell I didn't use. Maybe you can find a use?
ConculsionMy goal with this guide is to promote interest in isekai. I might hurt my chances for cheap materials next season, but more people playing isekai would only be a good thing.
If you have any questions, please ask.
LogJammin reached floor 100 in Season 2 of 2022 with some speedy clears, and has some
further tips.
Noni reached floor 100 in Season 2 of 2024 and has some
tips on using Merciful Blow to finish off that pesky last monster.
This post has been edited by mathl33t: Feb 3 2025, 20:31