How magic works
Five schools: fire, water, air, earth, astral. Each has its own skill, growing by use like a weapon skill. A spell’s power grows with the school’s skill, not with the hero’s Body.
- A book teaches a spell for good. Only those with mana – mages – can read books.
- A scroll can be read by anyone, once; its power is written in it (as with skill 20). That is how a warrior gets an area blow, healing and walls.
- No cooldowns. A spell works the moment it is pressed and is ready again at once: only mana limits it.
- A mage picks a spell against enemies and fights with it instead of a weapon: an order to attack, and the hero strikes the target with the spell while the mana lasts. Out of mana – it closes in with whatever it holds.
- A spell cannot be dodged; only the target’s protection from the element cuts its damage.
- Helping spells (healing, blessing, haste) land on the chosen “friend”, else on whoever is under the mouse, else on yourself.
Return to town
Every hero has it (key H). 30 seconds of prayer out of combat – and the hero is at the nearest town of its side. A step, a blow, a fight starting or any order breaks the prayer.
Invisibility
The invisible are seen neither by enemies nor by other players: no body, no name, no marks on the map. The first blow or harmful spell makes them visible again. A blow on a place – wall of fire, cloud, lightning – still touches them, and someone invisible poisoned by a cloud gives themselves away with damage numbers.
All spells
Fire
Water
Air
Earth
Astral