Nine new summons and clearer targeting

Update 17 adds nine summon spells around the world and rebalances some existing summons. NerveLabs describes the goal as a smoother early-to-late progression. That is a design intention, not a published summon tier list or a promise that every spell is equivalent.

Spells and effects now indicate whether they affect the player or a target, and spell sound now follows the SFX volume slider. The announcement does not name the nine spells, give acquisition coordinates or publish their costs, scaling or lifetimes.

Update 17: switching, favorites and bindings

The official note lists R on keyboard and B on gamepad for switching between an equipped weapon and a spell. PC number keys 1–8 are now hotkeys. The quick-options wheel selects favorited weapons, rather than the equipped-weapon list; tapping the relevant control toggles sheathing.

Autorun is listed as Q on keyboard. There is no default gamepad autorun binding in the note, but one can be assigned. The previous equip system remains an option at the bottom of Gameplay settings. These are patch-note defaults, not a guarantee about a remapped layout or every Steam Input profile.

Changed in Update 17

This page was compared with the official Update 17 announcement on September 25, 2026. The changes above are developer-reported; details requiring in-game testing remain explicitly unresolved.

Current confirmed magic

  • Spell crafting is part of the live Early Access feature set.
  • Force Spike pushes a target when magnitude exceeds current health and deals little damage.
  • Update 15 introduced or reworked named Sorcery, Psionics and Channeling perks.
  • Update 16 fixed specific interactions including Sorcerer's Wrath and duplicate Soul Tether spawns.

How to use this guide safely

Read current in-game magnitude, duration, cost and perk requirements before committing a build. Patch notes establish changed behavior, not a universal damage calculator.

Evidence boundary

Exact values, requirements and edge cases stay marked as unverified until they can be checked in the current build.

What is confirmed

The current Early Access statement lists spell crafting among the build's fully featured systems. It is presented as an existing mechanic, not merely a full-release aspiration.

Update 11 supplies named effect and repair details, but it does not turn the official record into a complete spell database. Version labels still matter while Early Access balance and implementation change.

New official effects in Update 11

The official announcement says all three effects are available at the spell crafter and on some items. It also says spell tomes were distributed to vendors only on new game.

That new-game wording is preserved exactly as a boundary: the note does not establish whether an older save can receive the vendor tomes by another route, so this guide does not guess old-save availability.

  • Waterwalking
  • Feather
  • Burden

Update 11 spellcrafting fixes

  • Third-person spells now target correctly.
  • Some spells now apply health or magic regeneration instead of instant restoration.
  • Slink spell cost was corrected.
  • Spellcrafting dropdown colors were corrected.
  • Fire spellcrafting now gives the correct damage.

What is still unknown

Update 11 names three effects but does not publish their exact magnitude, duration, complete acquisition list, full cost or scaling table, or a complete spell-combination matrix.

The announcement also does not publish the exact projectile, resistance or stacking behavior of these effects. Sample combinations that could be mistaken for verified game data remain excluded.

How the spell archive will be built

The archive records official names and patch behavior first, then adds tested requirements, costs, magnitude, duration, scaling, combinations and version history only when reproducible evidence exists.

A spell planner belongs only after enough real data supports meaningful combinations. Update 11 alone is not a license to invent the missing matrix.