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.
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
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. |
|
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. |
|
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. |
|
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. |
|
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. |
|
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.
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.