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Magus

Each player controls one hero, a Magus with specialized abilities to aid in the defense of her circle of power and the downfall of her enemies.

 

Magus Stats

Level 1 Stats:

Intelligence: 14 +1 damage per intelligence
Agility: 17 +1% move speed per agility
Spirit: 19 +15 mana and +0.05 mana/sec per spirit
     
Mana: 285  
Damage: 16-22  
Cooldown: 1.5 sec  
Range: 600  
Move Speed: 270 (plus agility bonus)

At Level Up:

+1.8 Intelligence
+1.0 Agility
+2.8 Spirit

 

Magus Abilities

Wind Walk
Maximizes the user's movement speed and makes her invisible for 30 seconds. Costs 75 mana.
Wind Walk Information
Wind Walk is an excellent way to move quickly around the map and disguise your hero's position from your opponents. While it becomes somewhat less useful later in the game as your agility increases and you master the Blink spell, this remains an important ability.

All Magi begin the game with the ability to Wind Walk, and the ability cannot be increased in level.

 

Brilliance Aura
Grants additional mana regeneration to nearby friendly towers.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 Unlimited N/A None N/A 900 Friend, Structure +0.5 mana/sec 1
2 Unlimited N/A None N/A 900 Friend, Structure +1 mana/sec 2
3 Unlimited N/A None N/A 900 Friend, Structure +1.5 mana/sec 3
4 Unlimited N/A None N/A 900 Friend, Structure +2 mana/sec 4
5 Unlimited N/A None N/A 900 Friend, Structure +2.5 mana/sec 6
6 Unlimited N/A None N/A 900 Friend, Structure +3 mana/sec 8
7 Unlimited N/A None N/A 900 Friend, Structure +3.5 mana/sec 10
8 Unlimited N/A None N/A 900 Friend, Structure +4 mana/sec 12
9 Unlimited N/A None N/A 900 Friend, Structure +4.5 mana/sec 14
10 Unlimited N/A None N/A 900 Friend, Structure +5 mana/sec 16
11 Unlimited N/A None N/A 900 Friend, Structure +5.5 mana/sec 18
12 Unlimited N/A None N/A 900 Friend, Structure +6 mana/sec 20
13 Unlimited N/A None N/A 900 Friend, Structure +6.5 mana/sec 22
14 Unlimited N/A None N/A 900 Friend, Structure +7 mana/sec 24
15 Unlimited N/A None N/A 900 Friend, Structure +7.5 mana/sec 26
16 Unlimited N/A None N/A 900 Friend, Structure +8 mana/sec 28
17 Unlimited N/A None N/A 900 Friend, Structure +8.5 mana/sec 30
18 Unlimited N/A None N/A 900 Friend, Structure +9 mana/sec 32
19 Unlimited N/A None N/A 900 Friend, Structure +9.5 mana/sec 34
20 Unlimited N/A None N/A 900 Friend, Structure +10 mana/sec 36

Brilliance Aura Information
While Brilliance Aura won't increase the mana available to the Magus herself, it allows her to refuel your mana-limited towers just by her presence.  You only need a small number of Blood Spires or Sloth Spires to make a very big impact if they have enough mana available.

 

Serpent Ward
Creates an immobile ward to attack enemy sappers. Attack has 600 range, cooldown 1.5 seconds.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 2 min. 1 sec. 100 500 N/A Self 10-20 damage 1
2 2 min. 1 sec. 100 500 N/A Self 12-22 damage 2
3 2 min. 1 sec. 100 500 N/A Self 14-24 damage 3
4 2 min. 1 sec. 100 500 N/A Self 16-26 damage 4
5 2 min. 1 sec. 100 500 N/A Self 18-28 damage 6
6 2 min. 1 sec. 100 500 N/A Self 20-30 damage 8
7 2 min. 1 sec. 100 500 N/A Self 22-32 damage 10
8 2 min. 1 sec. 100 500 N/A Self 24-34 damage 12
9 2 min. 1 sec. 100 500 N/A Self 26-36 damage 14
10 2 min. 1 sec. 100 500 N/A Self 28-38 damage 16
11 2 min. 1 sec. 100 500 N/A Self 30-40 damage 18
12 2 min. 1 sec. 100 500 N/A Self 32-42 damage 20
13 2 min. 1 sec. 100 500 N/A Self 34-44 damage 22
14 2 min. 1 sec. 100 500 N/A Self 36-46 damage 24
15 2 min. 1 sec. 100 500 N/A Self 38-48 damage 26
16 2 min. 1 sec. 100 500 N/A Self 40-50 damage 28
17 2 min. 1 sec. 100 500 N/A Self 42-52 damage 30
18 2 min. 1 sec. 100 500 N/A Self 44-54 damage 32
19 2 min. 1 sec. 100 500 N/A Self 46-56 damage 34
20 2 min. 1 sec. 100 500 N/A Self 48-58 damage 36

Serpent Ward Information
The number of serpent wards you can conjure is limited almost entirely by mana, so you can set up a lot of these to supplement your defenses if you advantage yourself of foutains of mana and ether sources. Use clarity potions and potions of mana to summon even more.

Serpent Wards are excellent for giving your defenses a temporary boost against a sudden shock (such as the appearance of a portal or wormhole) until you can neutralize the threat or build more permanent towers. Remember, however, that they won't last forever.

The higher-level serpent wards are somewhat larger than their weaker counterparts, so you can use the size of your opponents' wards to gauge how many points they've invested in this skill.

 

Blink
Instantly teleports the Magus over a distance.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 N/A 1 sec. 90 1000 N/A Self Teleport 1
2 N/A 1 sec. 85 1500 N/A Self Teleport 2
3 N/A 1 sec. 81 2000 N/A Self Teleport 3
4 N/A 1 sec. 77 2500 N/A Self Teleport 4
5 N/A 1 sec. 73 3000 N/A Self Teleport 6
6 N/A 1 sec. 69 3500 N/A Self Teleport 8
7 N/A 1 sec. 66 4000 N/A Self Teleport 10
8 N/A 1 sec. 62 4500 N/A Self Teleport 12
9 N/A 1 sec. 59 5000 N/A Self Teleport 14
10 N/A 1 sec. 56 5500 N/A Self Teleport 16
11 N/A 1 sec. 53 6000 N/A Self Teleport 18
12 N/A 1 sec. 51 6500 N/A Self Teleport 20
13 N/A 1 sec. 48 7000 N/A Self Teleport 24
14 N/A 1 sec. 46 7500 N/A Self Teleport 24
15 N/A 1 sec. 43 8000 N/A Self Teleport 26
16 N/A 1 sec. 41 8500 N/A Self Teleport 28
17 N/A 1 sec. 39 9000 N/A Self Teleport 30
18 N/A 1 sec. 37 9500 N/A Self Teleport 32
19 N/A 1 sec. 35 10000 N/A Self Teleport 34
20 N/A 1 sec. 33 10500 N/A Self Teleport 36

Blink Information
Blink allows you to cover great distances very quickly at high levels. At lower levels, it's useful mainly for blinking past walls and other obstacles that you would otherwise need to go around.

Remember that you can blink repeatedly to cover larger distances.

Blink is great for getting past doors that your opponents have closed in your face so that you can open them again.

 

Cloud
Prevents towers in an area from using ranged attacks.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 25 sec. 1 sec. 200 1000 325 Enemy, Structure Prevents ranged attacks 3
2 25 sec. 1 sec. 200 1000 400 Enemy, Structure Prevents ranged attacks 6
3 25 sec. 1 sec. 200 1000 475 Enemy, Structure Prevents ranged attacks 9
4 25 sec. 1 sec. 200 1000 550 Enemy, Structure Prevents ranged attacks 12
5 25 sec. 1 sec. 200 1000 625 Enemy, Structure Prevents ranged attacks 15
6 25 sec. 1 sec. 200 1000 700 Enemy, Structure Prevents ranged attacks 18
7 25 sec. 1 sec. 200 1000 775 Enemy, Structure Prevents ranged attacks 21
8 25 sec. 1 sec. 200 1000 850 Enemy, Structure Prevents ranged attacks 24
9 25 sec. 1 sec. 200 1000 925 Enemy, Structure Prevents ranged attacks 27
10 25 sec. 1 sec. 200 1000 1000 Enemy, Structure Prevents ranged attacks 30

Cloud Information
Cloud can be used to disable an entire group of enemy towers at one time. Since the cooldown is negligible, you can chain-cast Cloud as long as you have mana and continue to block ranged attacks of enemy towers.

Note that the Ancient of War, with its melee attack, is unaffected by Cloud. Spells and auras on towers also continue to function.

Cloud must be maintained to get its full effect. If you order your Magus to do something else before the Cloud spell reaches its full duration, the spell will be canceled.

 

Death and Decay
Deals damage over time to all enemy sappers in an area, and destroys trees.
Level Duration Cooldown Mana Cost Range Area of Effect Allowed Targets Effect Hero Level Req
1 25 sec. 1 sec. 250 1000 300 Enemy, Organic Drains 13% of sappers' life per second 6
2 25 sec. 1 sec. 250 1000 300 Enemy, Organic Drains 16% of sappers' life per second 10
3 25 sec. 1 sec. 250 1000 300 Enemy, Organic Drains 19% of sappers' life per second 14
4 25 sec. 1 sec. 250 1000 300 Enemy, Organic Drains 22% of sappers' life per second 18
5 25 sec. 1 sec. 250 1000 300 Enemy, Organic Drains 25% of sappers' life per second 22
6 25 sec. 1 sec. 250 1000 300 Enemy, Organic Drains 28% of sappers' life per second 24
7 25 sec. 1 sec. 250 1000 300 Enemy, Organic Drains 31% of sappers' life per second 26
8 25 sec. 1 sec. 250 1000 300 Enemy, Organic Drains 34% of sappers' life per second 30
9 25 sec. 1 sec. 250 1000 300 Enemy, Organic Drains 37% of sappers' life per second 34
10 25 sec. 1 sec. 250 1000 300 Enemy, Organic Drains 40% of sappers' life per second 38

Death and Decay Information
Death and Decay is a great spell because it can't be overwhelmed by the sheer number of incoming sappers--it works just as well against a hundred sappers as against one, so it becomes more useful as the game goes on.

Death and Decay is a great panic button, allowing you to soften up huge numbers of incoming sappers so your towers can deal with them more easily if you're getting overrun. The cooldown is negligible, so you can continue to cast Death and Decay constantly until you run out of mana.

Death and Decay is also the only way (short of convincing sappers to do it for you) to get rid of trees, allowing you to open up new pathways for the sappers to attack your opponents, possibly circumventing some of their defenses.

This spell must be maintained to get its full effect.  if you order your Magus to do something else before Death and Decay reaches its full duration, the spell will be canceled.

 

 

Special Hero Functions

Gates

Heroes are the only ones which can redirect sappers by opening and closing the various gates on the map using the glowing floor switches.

 

Portals & Wormholes

Heroes alone have the ability to destroy the portals and wormholes that appear during the game.