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.
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 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.
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).
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.
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.
Captured buildings per victory are capped at 25.
Tip: If you’re capped on turns, explore/tax/focus is better than doing nothing.
Buildings turn your land into momentum. They’re how you scale beyond “I can win one fight” into “I can keep winning all week.”
Supplies limit how many troops you can support. Mana cap limits how much magic you can store for big wars.
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.
Tip: Build an army you can rebuild. The realm rewards consistency more than perfect theorycraft.
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.
Expect casualties. The best armies are the ones you can rebuild quickly and keep marching.
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.
You can review outcomes in War Reports. Combat logs will include a summary of wizard effects that triggered.
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.
Rule of thumb: Don’t cast spells blindly. Read the spell description + costs, and plan your turns.
| 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.
Winning wars is how empires are made. Victories can award multiple kinds of rewards — and the battle report will show the details.
Important: Bonus land does not come from the defender. It represents your armies claiming unsettled territory while marching to and from battle.
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.
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.
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.
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.
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.
A raid-and-ruin wizard. Black makes winning more profitable and makes the enemy bleed in ways that are hard to recover from.
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.
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.