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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
 |
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.
 |
Grants additional mana regeneration to nearby friendly towers. |
|
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.
 |
Creates an immobile ward to attack enemy sappers. Attack has 600 range, cooldown
1.5 seconds. |
|
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.
 |
Instantly teleports the Magus over a distance. |
|
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.
 |
Prevents towers in an area from using ranged attacks. |
|
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.
 |
Deals damage over time to all enemy sappers in an area, and destroys trees. |
|
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.