This guide is great for people who are just starting out in the game. I plan to make it better by adding information that might not be obvious when playing. I’ll share tips on using spells, suggestions for early gameplay, and strategies for defeating other wizards. The guide is a work in progress, and I’ll keep updating it to include detailed information about all the spells in each category.
ابدء
Let’s start by understanding how to access different game modes. When you hit the matchmaking button, it typically searches for random players in the same mode. لكن, due to the game’s size and quick search time, you’ll likely end up facing NPC teams instead. بدءًا, these NPCs may seem tough, but with improvement, specific spells, and tactics, you can overcome them and even farm essence.
For a more reliable multiplayer experience, the best approach is to connect with friends on Steam, preferably using platforms like Discord for smoother communication than the in-game text chat. Create a custom lobby for you and your friends, where you can control turn time, map type, and whether teams or free-for-all mode are in play. Keep in mind that once the game starts, you won’t be able to modify these settings without everyone leaving the lobby to start anew. Choose a less repetitive map for a more enjoyable experience.
Maps play a crucial role in the game. Grassy, على سبيل المثال, is a straightforward, open island. Desert closely resembles Grassy. Spooky is a taller, narrower island. Canyon features tall columns of terrain with thin bridges and flatter ground below. Winter introduces different terrain heights, some floating above others, making it a well-balanced option, especially for larger groups. Movement spells are most beneficial in Winter and Canyon, where Spooky lacks ample ground, and Grassy or Desert are open and straightforward, often requiring little to no movement.
Unlocking Spells
Understanding spells is crucial for improving your effectiveness in the game, as they determine your fighting strategy. To earn essence, simply play the game, and you’ll naturally accumulate some. Longer fights typically yield more essence, so there’s no need to rush for speed runs when farming.
After numerous matches, you’ll also receive some spells as rewards. لكن, these are spells that cost 50 essence. Resist the temptation to spend your hard-earned essence on these spells, as you’ll obtain them through regular gameplay with less effort. The spells that cost 100 أو 250 essence can only be purchased, so that’s where you should focus your spending. While it may take longer to save for these higher-cost spells compared to buying a 50-essence spell, it’s the most efficient way to unlock a broader range of spells.
Arcane Spells
Arcane Glyphs: This spell creates a short-range, self-centered area. Anyone, including wizards or minions, touching the glyphs takes damage. They can deflect projectiles, particularly those from the arcane spell selection, making it useful for delaying damage. لكن, its performance may not match its description, especially when facing bomb spells, as they tend to bounce off rather than getting deflected. إجمالي, it might not be the most effective spell.
Arcane Blast: This medium-range attack is potent for destroying terrain. While getting hit by it isn’t particularly harmful, the knockback effect can strategically reposition enemies, potentially causing them to fall into weaker positions or water hazards.
Arcane Tower: With only 25 HP, this tower is quite fragile and can break quickly. لكن, if enemies can’t reach you, it serves as a decent healing method. Use it strategically when already injured and positioned behind good terrain. Combine it with other arcane spells that damage you, and you’ll recover health equal to the inflicted damage.
Arcane Arrows: Launching four projectiles that cause minor damage to both enemies and terrain, this spell allows you to select a target and then aim into open space. The arrows home in on the chosen target, making it a useful option when direct attacks are hindered by terrain, enabling you to attack from cover.
Arcane Gate: Among the most useful spells in the game, Arcane Gate allows you to teleport to a selected location. Use it wisely, avoiding exposed targets or hazardous areas like napalm or water. It’s an excellent escape tool from a bad position and can also be viable for chasing down players who are otherwise out of reach, depending on your available attack spells.
Glyph Ball: Similar to Arcane Glyphs, this spell creates glyphs but is spawned by a projectile. It can limit an opponent’s movement and deals damage when detonated by another projectile or through contact with a minion.
Arcane Shield: This spell creates a protective bubble around you, deflecting projectiles for the first 4 seconds after each turn. The shield remains effective up to 4 seconds after an enemy launches their projectile. While it’s generally reliable, spells like Deluge, which last longer, may occasionally bypass it. Non-projectile attacks and close-range threats can also penetrate the shield. Importantly, you can cast Arcane Shield only once per match, so use it strategically for three turns of protection from various attacks.
Arcane Imps: Details to be provided later.
Arcane Bomb: This spell launches a bomb that explodes for small but decent damage. After the explosion, three projectiles similar to Arcane Arrows are launched from the bomb’s location to a target chosen before launching. This versatile spell allows creative strategies, such as targeting a minion and then its summoner or using it as a more accurate version of Arcane Arrows in specific situations.
Arcane Portal: As straightforward as it sounds, this spell creates a portal that works in both directions. It allows shooting a single projectile through, and both wizards and minions can use it. While it can be a powerful tool when used strategically, be cautious about placing it in the wrong spot, as an enemy wizard might exploit it to reach you. The portal works once per caster’s turn, indicated by a blue color when ready and red when inactive. Exercise creativity and caution to make this spell more dangerous to the enemy than to yourself.
Arcane Vortex: Details to be provided later.
Arcane Vision: This unique spell is a one-time use per match but is often one of the most potent attacks. You select traits from randomly chosen spells, creating a combination that can be highly destructive and damaging. Due to the wide range of components from other spells, it’s challenging to describe in detail. Even for the caster, it remains unpredictable but generally proves quite effective in causing chaos and damage.
Fire Spells
Flame Imps: Launch three minions similar to a projectile, but it’s a summon rather than a direct attack. You can cast them into an enemy for immediate explosion, but it’s not very powerful this way. Ideal usage involves summoning the imps without interference, then casting Napalm at them to feed and strengthen them. If well-fed, they become devastating to both wizards and terrain. Detonating them, لكن, requires caution to avoid burning yourself in a large explosion.
Rocket Jump: Casting this spell propels you in the opposite direction. The launching force is high, allowing for significant upward or long-distance movement. While not my top choice compared to spells like Arcane Gate or Angelic Transformation, its quick cast provides unique benefits when paired with other spells.
Fire Arrow: Select a target, launch the arrow, and it homes in as described. It typically deals around 50-60 ضرر, making it stronger over longer distances on large maps. With terrain-piercing capabilities, it creates holes in the landscape, providing ease of use and versatility. Limited to four uses per match, it offers considerable damage potential, making it a favorite, especially for new players.
Napalm: A short-range napalm spray inflicts good damage and lingers if it misses. Effective for feeding Flame Imps.
Fireball: This projectile has decent range, ينفجر, and deals substantial damage to both wizards and terrain, generating napalm on impact.
Invigorate Flame Imps: Doubles the current HP of Flame Imps, and they leave behind napalm upon death, as described.
Firework: افتراضيا, this projectile inflicts minimal damage, but when shot into the air, it explodes, raining fire over a large area. The resulting napalm limits enemy movement and may cause immediate damage. Skillful use can make this spell effective.
Rain Of Fire: Creates three rows of damage with a slight delay between them. Typically offers decent damage, extensive terrain destruction, and is easy to hit with in most situations.
Napalm Bomb: The bomb itself seems harmless, but it’s an effective way to spread napalm over a longer distance compared to Napalm.
Firebomb: The fireballs mimic Fireball but are weaker. More damaging than Napalm Bomb, it can be useful for digging holes.
فينيكس: With only 30 HP, it can fly and cast Fireball and its unique spell, Flame Breath. Flame Breath draws napalm from the map into the Phoenix, launching it after a few seconds, similar to Napalm. While fragile, its revive ability helps, making it a potent minion, especially considering you only get one.
Volcano: Spawning at water level, it launches fireballs and napalm into the air. Although starting with lower damage, it can be devastating to terrain immediately. Lasting five turns, it often destroys too much of the map, potentially harming the caster and affecting the outcome of matches. While well-designed, its prolonged duration can be problematic. A duration nerf might make it a more balanced choice.
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