How to PlayMagefall

Core Loop

Magefall is a turn-based realm conquest game. Grow your land, build an army stack, unlock magical advantages, then raid other mages to seize territory and wealth. Land is the scoreboard.

Realm: Magefall Players: 0 Unclaimed Land: 0

The game is intentionally a little unbalanced and political. Smart timing, good scouting, and choosing the right wizard style matters just as much as raw power.

Turns

Turns are your action fuel. Most actions (recruiting, spells, attacking) cost turns. Turns regenerate over time up to your cap (288). A new turn is generated every 300 seconds while you are below cap. If you’re capped, your clock will show you’re “full” — spend turns to start regenerating again.

  • Spend turns to act.
  • Regenerate over time (until capped).
  • War is expensive — plan around turn costs.

Momentum (Daily Login Bonus)

Magefall rewards consistency without letting it snowball into something broken. When you log in for the first time each real-world day, you gain a small bundle of Turns, Gold, and Mana. If you keep a streak, the reward scales up gently (and is capped).

  • Streak increases when you log in on consecutive days.
  • Miss a day and the streak resets (no shame, just less momentum).
  • Each day also grants a temporary Council boon you can see under Active Effects.

Economy

Gold and Mana keep your realm running. Gold is for recruiting and sustaining your army. Mana powers spells and magical effects. Land increases your influence and often your income potential.

  • Gold: recruiting & upkeep style pressure
  • Mana: spell casting & wizard power
  • Land: your ranking + expansion capacity
  • Valor: unlocks Wizards of Valor

Realm Actions (Explore • Focus • Tax)

On your Dashboard you can spend 1 turn to take quick realm actions. These are your bread-and-butter growth tools when you don’t have time to micromanage.

  • Explore: attempt to claim land (best early and mid-game)
  • Focus: recover mana so you can cast spells and maintain wizard pressure
  • Tax: gain gold to fuel recruiting and buildings

Captured buildings per victory are capped at 25.

Tip: If you’re capped on turns, explore/tax/focus is better than doing nothing.

Buildings (Farms & Obelisks)

Buildings turn your land into momentum. They’re how you scale beyond “I can win one fight” into “I can keep winning all week.”

  • Farm: costs 200g and grants +10 Supplies capacity
  • Obelisk: costs 300g and grants +8 Mana Cap

Supplies limit how many troops you can support. Mana cap limits how much magic you can store for big wars.

Recruitment (Barracks)

Recruit militia units from the Barracks. Costs and stats are pulled from the realm’s unit catalog (unit_defs), so balance can evolve over time.

  • Units cost Gold (and consume Supplies capacity)
  • Different units excel at different roles (frontline, core damage, ranged pressure)
  • A mixed stack is usually safer than a one-unit spam

Tip: Build an army you can rebuild. The realm rewards consistency more than perfect theorycraft.

Army Stacks (How to Compose Your Forces)

In Magefall, you fight with an army stack: a mix of unit types sent together into battle. A balanced stack usually performs better than a single-unit spam — but specialized stacks can be deadly if your opponent isn’t ready.

Frontline: cheap bodies / durable units to absorb losses Core: your efficient damage dealers Ranged: strong damage, but needs protection Magic: spells + wizard effects swing the fight early

Quick Starter Patterns

  • Balanced: 60% frontline / 25% core / 15% ranged
  • Raid: 45% frontline / 40% core / 15% ranged (faster kills)
  • Fortress defense: heavier frontline + a defensive wizard (White/Blue)

Expect casualties. The best armies are the ones you can rebuild quickly and keep marching.

Combat (Start-of-Fight Wizards, Then Troops)

Combat resolves automatically. The most important part is that wizards auto-cast first, then the troop stacks fight. This makes wizard choice a real identity — you feel it every battle.

Combat Order

  1. Attacker wizard auto-casts (active wizard)
  2. Defender wizard auto-casts (active wizard)
  3. Wizard effects apply (damage / buffs / debuffs / protection)
  4. Troop stacks clash and losses are calculated
  5. Aftermath resolves (land changes, building impact, logs)

You can review outcomes in War Reports. Combat logs will include a summary of wizard effects that triggered.

Spells (Your Grimoire)

Spells are cast from the War page. Your available spells come from the grimoire you’ve unlocked through progression (and the realm’s spell catalog). Some spells are self-cast and some are hostile.

  • Spells usually cost turns and mana
  • Hostile spells create a war report (and they make enemies)
  • Self-cast spells are great for preparing a push or stabilizing after a fight

Rule of thumb: Don’t cast spells blindly. Read the spell description + costs, and plan your turns.

Current Spell List & Effects

Spell Target Cost Effect
Magic Buster
Key: magic_buster
Enemy
Mana: 300
Turns: 5
Research: 300g • 200 mana • 10 turns
Attempts to dispel all active spell effects from the target. 100% if attacker has more Obelisks than defender; otherwise 50%. On success, removes all buffs (including Veil of Ashen).
Soulrend Lance
Key: soulrend_lance
Enemy
Mana: 300
Turns: 12
Research: 500g • 250 mana • 8 turns
Kills 35% of a random enemy unit stack.
Fire Siege
Key: fire_siege
Enemy
Mana: 1000
Turns: 25
Research: 2500g • 1000 mana • 100 turns
Devastating siege-fire: destroys 10%–25% of a target's Farms and Obelisks (random).
Gilded Transmutation
Key: gilded_transmutation
Self
Duration: 5 turns
Mana: 120
Turns: 2
Research: 500g • 150 mana • 8 turns
Boosts your Tax action gold by 1.5× for 5 turns.
Veil of Ashen Fog
Key: veil_of_ashen_fog
Self
Duration: 4 turns
Mana: 300
Turns: 5
Research: 300g • 200 mana • 7 turns
Blocks incoming war actions and hostile spells against you for 4 turns.
Ruinous Bolt
Key: ruinous_bolt
Enemy
Mana: 200
Turns: 5
Kills 20% of a random enemy unit stack.

Note: Spell balance can change as the realm evolves — this list is pulled from the current spell catalog.

The Fruits of War (Land • Bonus Land • Valor • Buildings)

Winning wars is how empires are made. Victories can award multiple kinds of rewards — and the battle report will show the details.

  • Stolen Land: taken directly from the defender (this weakens them)
  • Bonus Land: if the realm still has unclaimed land, victories can grant up to 8 extra land from the realm pool
  • Valor: prestige earned through conflict; used to unlock Wizard paths
  • Captured Buildings: conquest can grant buildings as spoils (shown in the report summary)

Important: Bonus land does not come from the defender. It represents your armies claiming unsettled territory while marching to and from battle.

Retaliation & Politics (This Is the Realm)

Magefall is intentionally a little political. Attacks create grudges, alliances, and revenge cycles. If you win, expect retaliation — and if you lose, learn fast and strike back smarter.

  • Use War Reports to scout targets and learn matchups
  • Usernames in reports are clickable — click a name to jump to War with the target pre-filled
  • Don’t spend every turn on offense — keep enough turns to defend after you attack

Wizards of Valor

Wizards are powerful combat identities you unlock with Valor. Once unlocked, you can set one as your Active Wizard. Your Active Wizard will automatically cast its signature effect at the start of every combat when you attack or defend.

Green — 25 Valor Blue — 50 Valor Black — 125 Valor White — 250 Valor Red — 500 Valor

Tip: Unlocking a wizard is permanent, but you can switch your Active Wizard any time. Pick the wizard that matches the kind of war you want to fight.

Wizard Effects (What They Actually Do)

Green — Verdant Surge

A sustain wizard. Green reduces the pain of battle by improving survival and recovery. It’s strongest in long wars and repeated raids where rebuilding speed matters.

  • Improves your army’s staying power
  • Helps you retain more troops after fights
  • Great for attrition, grinding, and defending wide empires

Blue — Temporal Distortion

A tempo wizard. Blue disrupts enemy coordination at the start of combat and rewards successful raids by refunding a chunk of the turns you spent on the attack. Best for players who want to chain wins and keep moving.

  • Reduces enemy effectiveness early
  • On a successful attack, refunds some of your war turns (shown in the combat report)
  • Excellent for hit-and-run raiding and momentum play

Black — Grave Levy

A raid-and-ruin wizard. Black makes winning more profitable and makes the enemy bleed in ways that are hard to recover from.

  • Instantly destroys 10–20% of the enemy’s weakest stack at battle start
  • On victory, steals more gold and also siphons mana (shown in the combat report)
  • Pairs well with repeated attacks and pressure campaigns

White — Aegis of Concord

A fortress wizard. White is the best defensive answer to spell-heavy and ranged-heavy opponents. It reduces incoming magical harm and makes sieges harder.

  • Strong protection vs spells & ranged pressure
  • Excellent for holding key land and structures
  • Forces attackers into longer, more expensive wars

Red — Crimson Onslaught

A war-ending wizard. Red applies immediate combat pressure at the start of battle and is best used to break stalemates, crack defended land, and punish weaker stacks. If you want “the realm to remember,” pick Red.

  • Pre-combat damage to enemy troops
  • Best at breaking defensive lines and sieges
  • High-impact, high-threat choice (you become a target)

Quick Tips for New Players

  • Spend turns regularly. Sitting capped wastes regeneration.
  • Land is the win condition. Power helps you take land, but land is the score.
  • Build a mixed stack. Don’t rely on one unit type forever.
  • Pick a wizard identity. Green for endurance, Blue for control, Black for punishment, White for defense, Red for destruction.
  • Read War Reports. They teach you what works.