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Spells

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 powerspell power: determines spell damage and effect duration
  • intelligenceintelligence: determines mana pool and daily mana regeneration

In combat, a hero can cast a spell only once per round. The Basic Thaumaturgy 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:Merry Elias

How to restore mana

  • Daily restoration: 1 mana unit per Intelligence unit Increases this value:
  • Expert Wisdom Expert Wisdom → subskill Rite of MagicRite 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 Necropolis: 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 Crystal, 2 Gems, 2 Mercury) × 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

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 Nightshade Magic )

Basic Wisdom 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

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

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.