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Arcane Arts
Arcane Refinery (40 ability points to learn, Requirements):
Allows you to use the refinery function of your arcane chamber. The refinery function allows you to upgrade the quality of gems.
 
Dual Arcane Refinery (120 ability points to learn, Requirements):
Allows you to refine 2 gems at the same time
 
Transmuter (250 ability points to learn, Requirements):
Allows you to use the Transmuter building. The transmuter allows you to combine familiar amulets to create higher quality familiars.
 
Blessing
Arcane Brilliance (80 ability points to learn, Requirements):
Allows you to cast the Arcane Brilliance Blessing on mages. Mage gains 50% extra experience.
 
Elemental Fortification (200 ability points to learn, Requirements):
Allows you to cast the Elemental Fortification Blessing on creatures. Elemental creature gains 10% extra defenses.
 
Elemental Fortification Dispel (20 ability points to learn, Requirements):
Allows you to dispel the Elemental Fortification Blessing.
 
Feral Brilliance (120 ability points to learn, Requirements):
Allows you to cast the Feral Brilliance Blessing on mages. Your more skillful creatures gain 100% extra experience.
 
Mystic Brilliance (200 ability points to learn, Requirements):
Allows you to cast the Mystic Brilliance Blessing on creatures. Mystic creature gains 25% extra health.
 
Mystic Brilliance Dispel (20 ability points to learn, Requirements):
Allows you to dispel the Mystic Brilliance Blessing.
 
Nature's Blessing (200 ability points to learn, Requirements):
Allows you to cast the Nature's Blessing Blessing on creatures. Nature creature does not receive damage on the first turn.
 
Nature's Blessing Dispel (20 ability points to learn, Requirements):
Allows you to dispel the Nature's Blessing Blessing.
 
Pact of the Damned (200 ability points to learn, Requirements):
Allows you to cast the Pact of the Damned Blessing on creatures. Diabolic creature gains 25% extra damage.
 
Pact of the Damned Dispel (20 ability points to learn, Requirements):
Allows you to dispel the Pact of the Damned Blessing.
 
Buff
Focus (free, Requirements):
Mage gains 50% extra experience
 
Immortal (free, Requirements):
Your creatures cost 50% less power to resurrect
 
Lucky (free, Requirements):
All gems found and created are 2 levels higher
 
Power (free, Requirements):
Mage gains an additional 2% powerbalance from every battle
 
Wild (free, Requirements):
Your more skillful creatures gain 100% extra experience
 
Cursing
Apathy (210 ability points to learn, Requirements):
Allows you to cast the Apathy Curse. Mage loses 200% more resources.
 
Break (70 ability points to learn, Requirements):
Allows you to cast the Break curse. Creatures damage is reduced by 30% every turn and becomes very expensive to launch and resurrect.
 
Calm (40 ability points to learn, Requirements):
Allows you to dispel the Fright, Fear and Terror Curse
 
Choke (70 ability points to learn, Requirements):
Allows you to cast the Choke curse on creatures. Creature can no longer have more than 40 levels and steals 40% less
 
Constrict (70 ability points to learn, Requirements):
Allows you to cast the Constrict curse on creatures. Creature can no longer have more than 30 levels and steals 20% less
 
Deform (70 ability points to learn, Requirements):
Allows you to cast the Deform curse on creatures. Every battle, the creature has its damage and health randomly reduced by 60 to 90%
 
Diligence (50 ability points to learn, Requirements):
Allows you to dispel the Apathy Curse.
 
Fear (70 ability points to learn, Requirements):
Allows you to cast the Fear curse. Creature has a 45% chance of doing no damage and steals 20% less.
 
Fright (70 ability points to learn, Requirements):
Allows you to cast the Fright curse. Creature has a 30% chance of doing no damage and steals 40% less.
 
Morph (70 ability points to learn, Requirements):
Allows you to cast the Morph curse on creatures. Every battle, the creature has its damage and health randomly reduced by 45 to 75% and steals 30% less
 
Mutate (70 ability points to learn, Requirements):
Allows you to cast the Mutate curse on creatures. Every battle, the creature has its damage and health randomly reduced by 30 to 60% and steals 40% less
 
Reinforce (40 ability points to learn, Requirements):
Allows you to dispel the Soften, Weaken and Break Curse.
 
Release (40 ability points to learn, Requirements):
Allows you to dispel the Choke, Constrict and Strangle Curse
 
Restore (40 ability points to learn, Requirements):
Allows you to dispel the Mutate, Morph and Deform Curse
 
Soften (70 ability points to learn, Requirements):
Allows you to cast the Soften curse. Creatures damage is reduced by 10% every turn, becomes very expensive to launch and resurrect and steals 40% less.
 
Strangle (70 ability points to learn, Requirements):
Allows you to cast the Strangle curse on creatures. Creature can no longer have more than 20 levels
 
Terror (70 ability points to learn, Requirements):
Allows you to cast the Terror curse. Creature has a 60% chance of doing no damage.
 
Weaken (70 ability points to learn, Requirements):
Allows you to cast the Weaken curse. Creatures damage is reduced by 20% every turn, becomes very expensive to launch and resurrect and steals 20% less.
 
Familiar
Diabolic Familiar (Primary) (30 ability points to learn, Requirements):
Allows you to summon Diabolic Familiars upto tier 3
If you are a nature mage, diabolic familiars will give you extra defenses
If you are a diabolic mage, diabolic familiars give you extra stealage
If you are a mystic mage, diabolic familiars will give you extra damage
If you are an elemental mage, diabolic familiars will give you extra health
 
Diabolic Familiar (Secondary) (100 ability points to learn, Requirements):
Allows you to summon Diabolic Familiars upto tier 2
If you are a nature mage, diabolic familiars will give you extra defenses
If you are a diabolic mage, diabolic familiars give you extra stealage
If you are a mystic mage, diabolic familiars will give you extra damage
If you are an elemental mage, diabolic familiars will give you extra health
 
Elemental Familiar (Primary) (30 ability points to learn, Requirements):
Allows you to summon Elemental Familiars upto tier 3
If you are a nature mage, elemental familiars will give you extra damage
If you are a diabolic mage, elemental familiars give you extra health
If you are a mystic mage, elemental familiars will give you extra defenses
If you are an elemental mage, elemental familiars will give you extra stealage
 
Elemental Familiar (Secondary) (100 ability points to learn, Requirements):
Allows you to summon Elemental Familiars upto tier 2
If you are a nature mage, elemental familiars will give you extra damage
If you are a diabolic mage, elemental familiars give you extra health
If you are a mystic mage, elemental familiars will give you extra defenses
If you are an elemental mage, elemental familiars will give you extra stealage
 
Mystic Familiar (Primary) (30 ability points to learn, Requirements):
Allows you to summon Mystic Familiars upto tier 3
If you are a nature mage, mystic familiars will give you extra health
If you are a diabolic mage, mystic familiars give you extra defenses
If you are a mystic mage, mystic familiars will give you extra stealage
If you are an elemental mage, mystic familiars will give you extra damage
 
Mystic Familiar (Secondary) (100 ability points to learn, Requirements):
Allows you to summon Mystic Familiars upto tier 2
If you are a nature mage, mystic familiars will give you extra health
If you are a diabolic mage, mystic familiars give you extra defenses
If you are a mystic mage, mystic familiars will give you extra stealage
If you are an elemental mage, mystic familiars will give you extra damage
 
Nature Familiar (Primary) (30 ability points to learn, Requirements):
Allows you to summon Nature Familiars upto tier 3
If you are a nature mage, nature familiars will give you extra stealage
If you are a diabolic mage, nature familiars give you extra damage
If you are a mystic mage, nature familiars will give you extra health
If you are an elemental mage, nature familiars will give you extra defenses
 
Nature Familiar (Secondary) (100 ability points to learn, Requirements):
Allows you to summon Nature Familiars upto tier 2
If you are a nature mage, nature familiars will give you extra stealage
If you are a diabolic mage, nature familiars give you extra damage
If you are a mystic mage, nature familiars will give you extra health
If you are an elemental mage, nature familiars will give you extra defenses
 
Gem Enchanting
Adamantine (30 ability points to learn, Requirements):
Allows you to cast the Adamantine gem enchant. The Adamantine gem enchant improves the health of nethers and provides a health effect on war gems.
 
Agate (30 ability points to learn, Requirements):
Allows you to cast the Agate gem enchant. The Agate gem enchant improves the maximum levels of nethers and provides a defense effect on war gems.
 
Carbuncle (30 ability points to learn, Requirements):
Allows you to cast the Carbuncle gem enchant. The Carbuncle gem enchant improves the experience gain of nethers and provides an experience gain effect on war gems.
 
Celestine (30 ability points to learn, Requirements):
Allows you to cast the Celestine gem enchant. The Celestine gem enchant improves the mystic defense of nethers and provides an effect that triggers on mystic creatures on war gems.
 
Diamond (30 ability points to learn, Requirements):
Allows you to cast the Diamond gem enchant. The Diamond gem enchant improves the elemental defense of nethers and provides an effect that triggers on elemental creatures on war gems.
 
Garnet (30 ability points to learn, Requirements):
Allows you to cast the Garnet gem enchant. The Garnet gem enchant improves the damage of nethers and provides a damage effect on war gems.
 
Jade (30 ability points to learn, Requirements):
Allows you to cast the Jade gem enchant. The Jade gem enchant improves the amount of resources a nether can steal and provides a single effect on war gems.
 
Lapis (30 ability points to learn, Requirements):
Allows you to cast the Lapis gem enchant. The Lapis gem enchant improves the nature defense of nethers and provides an effect that triggers on nature creatures on war gems.
 
Tellurite (30 ability points to learn, Requirements):
Allows you to cast the Tellurite gem enchant. The Tellurite gem enchant improves the diabolic defense of nethers and provides an effect that triggers on diabolic creatures on war gems.
 
Item Enchanting
Immunity Enchant (120 ability points to learn, Requirements):
Allows you to cast the immunity enchantment on items. The immunity enchantment gives your creature 100% defense against the specified race.
 
Rage Enchant (120 ability points to learn, Requirements):
Allows you to cast the rage enchantment on items. The rage enchantment gives your creature 100% damage against the specified race.
 
Safety Enchant (120 ability points to learn, Requirements):
Allows you to cast the safety enchantment on items. The safety enchantment makes your item unstealable.
 
Tranquility Enchant (120 ability points to learn, Requirements):
Allows you to cast the tranquility enchantment on items. The tranquility enchantment gives your creature 100% health against the specified race.