The two workhorse sockets
From the 408-spell data, two sockets cover the majority of spells:
- Countdown (166 spells): accepts any die value; each die reduces the asterisked centre counter, and the spell casts at zero. Flexible and easy to feed.
- Mana Socket (124 spells): wants dice of a stated value; a non-numerical symbol in the socket accepts any value.
The other socket families
The wiki describes these additional types:
- Dual Mana Socket — needs two dice of specified values; a placed die stays (and is protected from manipulation) until the other socket is filled or the spell is Muted/Broken/Depleted.
- Even / Odd Socket — accepts only even (2,4,6) or odd (1,3,5) dice.
- Dual Odd / Dual Odd-Even / Dual Twin / Even Twin / Odd Twin — variants needing two dice: odd pairs, one odd + one even, equal-value pairs, or equal even/odd pairs.
- No Socket — casts on a condition in its text instead of consuming dice.
How to read a socket at a glance
| Socket | What it accepts | Planning note |
|---|---|---|
| Countdown | Any die value | Spend freely; every die helps |
| Mana | Specific value (blank = any) | Hold the matching die |
| Even / Odd | 2/4/6 or 1/3/5 | Keep parity in mind |
| Twin family | Two equal (or equal-parity) dice | Save a pair, not a single die |
| No Socket | No dice; a condition | Cast via its trigger |
Building around sockets
A loadout of all Countdown spells is the most forgiving — any roll advances something. Mixing Mana and Twin spells forces you to manage specific dice, which is stronger but less flexible. The build guide shows how to assemble a coherent set.