There are two types of magic in the game:
- Core — includes all 4 schools of magic and works on the classic Heroes series mechanics
- Neutral — used only on the global map and has a completely different system
Core Magic Mechanics
Every hero starts with access to magic for study. Some heroes begin with one already learned spell.
The easiest way to learn new spells is to build a Mage Guild in a town. After visiting the town, the hero automatically learns all available spells from that guild.
The power and usability of spells depend on two main hero attributes:
spell power: determines spell damage and effect duration
intelligence: determines mana pool and daily mana regeneration
In combat, a hero can cast a spell only once per round. The
Basic Thaumaturgy skill increases the number of casts:
- Normal hero — up to 2 spells from different schools per round
- Specialized hero — up to 2 spells from their own school per round
Hero's Mana
Base mana pool: 10 + 10 × Intelligence.
Ways to increase the maximum pool beyond the base:
- Visit the Mana Vortex object on the map
- Choose a hero specialized in Merry Elias:

How to restore mana
- Daily restoration: 1 mana unit per Intelligence unit Increases this value:
- Artifacts:
- Laws: Faction
1
Depths of MindYour Schism heroes restore +10% mana each morning. - Skill:
Advanced Thaumaturgy subskill:
Vast Soul:Vast Soul+10% mana restored each morning.
Expert Wisdom → subskill
Rite of Magic:Rite of MagicGrants a new global map spell. It allows the hero to convert all of their current Movement points into mana. — convert movement points to mana- Map object Well — full mana restoration
- Skip a day in a town with a built Mage Guild — full restoration
- Faction
: Well of Souls building — full mana restoration when visiting the town
Mage Guild Mechanics
The Mage Guild is the primary and accessible way for all factions to learn magic.
- Each built guild unlocks 4 random spells of that tier
- If the next guild offers an already learned spell — its level increases for all heroes
- This way, spells can theoretically be upgraded to level 4 without additional skills (but very expensive)
If the desired spell didn't drop, it can be unlocked for resources (if the guild of the required tier exists):
(2
, 2
, 2
) × spell tier
Visiting any guild of the required tier, the hero learns all available spells of that tier — regardless of where they were unlocked.
How a hero obtains spells
- Build a Mage Guild in the town
- Visit shrines (magic sanctuaries) — a very effective method. They offer one of 3 school spells to choose from and permanently unlock it even for heroes who do not meet the requirements:
- Find scroll — level 1 spell, works while equipped (like regular artifacts)
- Find improved scroll — immediately maximum level
- Open Pandora's Box — sometimes all spells of a school or tier
- Artifacts unlocking all spells of one school:
- Artifacts unlocking all spells of a specific tier:
- Open Pandora — one possible reward: all spells of tiers 1,2,3,4 or 5, or all Daylight, Nightshade, Primal or Arcane spells
What is a spell's "tier"?
Tier is a designation of a spell's power and complexity. It determines the required Mage Guild level for learning. The higher the tier — the more powerful the spell and the harder to obtain.
- 1–2 tier — available to all heroes immediately (even without magic skills)
- 3–5 tier — requires school of magic skill (e.g.,
Basic Nightshade Magic )
Basic Wisdom skill allows learning spells up to tier 5 without school specialization. But in practice, it falls short: no mana discount, no mastery level increase, and doesn't unlock all learned spells without visiting the Mage Guild.
Spell Upgrades (Mastery Levels)
Each spell can be upgraded to level 4. Each level: more damage / less mana / more targets / new mechanics.
Example:
- Twilight — level 1: one creature → level 4: all enemy creatures
Ways to increase spell levels
- School specialization → +2 levels (one for
Expert Nightshade Magic , second for
Nightshade Teachings:Nightshade Teachings+1 level(s) to this hero’s Nightshade spells.)
Advanced Thaumaturgy or
Expert Sorcery skills → sub-skills +1 to all schools:
High Mage:High MageAll the spells belonging to Magic Schools the hero has learned gain 1 level(s). /
Archmage:ArchmageAll the spells belonging to Magic Schools the hero has learned gain 1 level(s).- Orbs for the school (+1 to level):
- Artifacts that unlock all spells:
- Upgrade in the guild for 25 Dust

- Capture special objects on the map (level bonus on the territory)
Level can be raised above 4 — this is useful against enemy debuffs that reduce magic mastery (your level won't drop below 4 if you have extra).
Heroes with Specialization
- Arcane: Gleard the Grey:
, Mag:
- Daylight: Lia the Untethered One:
, Sunny Rauktol:
- Nightshade: Lodos:
, Shadespinner Oona:
- Primal: Walkha:

Neutral Magic
Neutral magic is used only on the adventure map. Its purpose is to speed up the game pace and create complex strategies through portals and army transfers between heroes on different parts of the map.
Neutral magic spells are available to all factions. One spell per Mage Guild tier.
































































































