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Magefall Wiki

Complete reference for infantry, summoned creatures, spells, items, and game mechanics.

Power

Power is your realm's overall threat rating. It's calculated live from every source you control.

Total Power =
  Arcane Power (summoned creatures)
  + Militia × 1
  + Wizards × 5
  + floor( Mana / 50 )
  + Farms × 1
  + Army Power (sum of unit qty × unit power)

Every unit you recruit, creature you summon, and building you construct contributes. Losing troops in battle or to spells lowers your power immediately. The leaderboard uses this exact formula for the power column.

Infantry

The backbone of your army. Recruited with gold (and sometimes mana) at the cost of supply capacity. Each unit contributes its power value to your total power for every copy you own.

⚔️SwordsmenRank 1
Reliable front-line fighters. Small damage reduction and steady morale make them a dependable core.
Power 2 ATK 3 DEF 3 HP 10 Range 1 Spd 3 Init 3 Gold 15 Supply 1
meleeinfantry3% dmg reduction5% morale stability
🔱SpearmenRank 2
Anti-beast specialists. Their long reach punishes mounted and bestial foes.
Power 2 ATK 3 DEF 4 HP 10 Range 1 Spd 3 Init 3 Gold 21 Supply 1
meleeinfantry+22% vs beasts
🏹ArchersRank 3
Ranged damage dealers. Their first volley hits especially hard.
Power 3 ATK 4 DEF 2 HP 8 Range 4 Spd 3 Init 4 Gold 23 Supply 1
rangedinfantry+14% first-round ATK
🛡️ShieldbearersRank 4
Tanky front-liners that blunt ranged fire and absorb punishment.
Power 4 ATK 2 DEF 6 HP 14 Range 1 Spd 2 Init 2 Gold 36 Supply 2
tankinfantry6% dmg reduction20% ranged reduction
🎯CrossbowmenRank 5
Heavy ranged with armor-piercing bolts. Longer range than archers, slower reload.
Power 5 ATK 6 DEF 2 HP 8 Range 5 Spd 2 Init 3 Gold 45 Supply 2
rangedinfantry26% pierce
⚔️Veteran InfantryRank 6
Battle-hardened front-liners. Solid damage reduction and morale keep your lines steady.
Power 6 ATK 5 DEF 5 HP 14 Range 1 Spd 3 Init 4 Gold 57 Supply 2
meleeinfantry5% dmg reduction7% morale stability
🗡️SkirmishersRank 7
Fast harassers with evasion. Strong opening strike and bonus vs plant creatures.
Power 7 ATK 6 DEF 3 HP 10 Range 2 Spd 5 Init 6 Gold 68 Supply 2
harassinfantry3% dmg reduction+10% first-round ATK+12% vs plants
📯Battle SergeantsRank 8
Officers that boost your entire army. Aura bonus and morale stability.
Power 8 ATK 4 DEF 6 HP 16 Range 1 Spd 3 Init 5 Gold 90 Supply 3
leaderinfantry8% aura bonus6% morale stability
🐎Heavy KnightsRank 9
Devastating cavalry charge on the first round. Strong vs spirit creatures.
Power 9 ATK 8 DEF 7 HP 22 Range 1 Spd 4 Init 4 Gold 128 Supply 4
cavalryinfantry22% charge bonus+6% first-round ATK+12% vs spirits
🔧War EngineersRank 10
Siege specialists. Massive bonus when attacking enemy buildings. Also have piercing bolts.
Power 10 ATK 5 DEF 4 HP 12 Range 3 Spd 2 Init 3 Gold 143 Supply 4
siegesupportinfantry28% siege bonus10% pierce
Arcane AuxiliariesRank 11
Spell-shielded support that counters enemy casters. Requires mana to recruit.
Power 11 ATK 4 DEF 4 HP 12 Range 2 Spd 3 Init 4 Gold 165 Mana 8 Supply 4
arcanesupportinfantry14% spell shield+14% vs casters
🔮Spellbound VeteransRank 12
Enchanted tanks. Spell shield, damage reduction, and morale stability. Requires mana.
Power 12 ATK 7 DEF 7 HP 20 Range 1 Spd 3 Init 5 Gold 210 Mana 15 Supply 5
enchantedtankinfantry5% spell shield7% morale stability4% dmg reduction
🧙Novice BattlemageRank 13
The pinnacle infantry unit. Ranged mage with 20% spell bonus and counter vs undead. Requires mana.
Power 13 ATK 9 DEF 5 HP 14 Range 4 Spd 3 Init 6 Gold 270 Mana 30 Supply 5
magerangedinfantry20% spell bonus+6% first-round ATK+16% vs undead

Summoned Creatures

Creatures are summoned via rituals (requires the matching Wizard color) or via Summon Scrolls from the Auction House. They consume Arcane Capacity (from Obelisks: 5 capacity per Obelisk). Their power is tracked as Arcane Power.

Green Wizard — Nature

🌿ThornlingTier 1 · Rank 5
A bramble-born guardian that punishes melee attackers. Great as a cheap, sticky front-line binder.
Power 40 HP 120 ATK 10 DEF 18 Range 1 Mana 180 Channel 1t Arcane 1
planttank8% thorns5% dmg reduction+14% vs fire
🌳BarkguardTier 2 · Rank 10
A living bulwark that hardens nearby lines. Best when you expect ranged pressure.
Power 120 HP 260 ATK 18 DEF 28 Range 1 Mana 550 Channel 3t Arcane 3
planttank8% dmg reduction10% ranged reduction2% aura+12% vs fire
🌲Ancient TreantTier 3 · Rank 14
A colossal ancient that batters fortifications. Siege pressure, thorns, and unshakeable defense.
Power 280 HP 520 ATK 32 DEF 36 Range 2 Mana 1400 Channel 5t Arcane 6
plantcolossussiege10% dmg reduction25% siege bonus10% thorns+10% vs fire

Blue Wizard — Water

💧Water WispTier 1 · Rank 6
A nimble ranged spirit that stabilizes your host with warding mist.
Power 45 HP 95 ATK 14 DEF 12 Range 2 Mana 160 Channel 1t Arcane 1
spiritranged6% spell shield+8% first-round ATK
🌊Tidal RaiderTier 2 · Rank 11
A mid-tier striker that excels at deleting ranged formations.
Power 130 HP 190 ATK 28 DEF 18 Range 2 Mana 520 Channel 3t Arcane 3
waterstriker+22% vs fire
🧜Siren of the TidesTier 3 · Rank 15
An elite ranged predator whose song amplifies your battle-opening sorcery.
Power 290 HP 210 ATK 40 DEF 14 Range 3 Mana 1350 Channel 5t Arcane 6
waterranged10% spell bonus+12% first-round ATK

Black Wizard — Shadow

💀Bone SkulkTier 1 · Rank 7
A shadow-lurking bruiser that hits hard in the first exchange.
Power 55 HP 110 ATK 16 DEF 14 Range 1 Mana 190 Channel 1t Arcane 1
undeadassassin+12% first-round ATK5% dmg reduction+16% vs holy
🦇Crypt StalkerTier 2 · Rank 12
A duelist that drinks life from the slain, preventing some losses as it cuts through lines.
Power 150 HP 210 ATK 34 DEF 22 Range 1 Mana 580 Channel 3t Arcane 3
undeadduelist12% lifedrain+14% execute (qty ≤ 80)
☠️Grim ReaperTier 3 · Rank 16
An executioner that spikes damage into already-thinned or fragile stacks.
Power 340 HP 260 ATK 78 DEF 26 Range 2 Mana 1600 Channel 6t Arcane 6
undeadexecutioner+30% execute (HP ≤ 14 or qty ≤ 45)

White Wizard — Holy

👼Cherub ScoutTier 1 · Rank 8
A celestial scout that projects wards; excellent for blunting enemy openers and arrows.
Power 60 HP 100 ATK 12 DEF 20 Range 1 Mana 170 Channel 1t Arcane 1
holysupport12% spell shield10% ranged reduction
⚜️Templar GuardTier 2 · Rank 13
A sanctified wall. Its presence reduces overall casualties for your army.
Power 160 HP 260 ATK 22 DEF 34 Range 1 Mana 560 Channel 3t Arcane 3
holytank5% team-wide reduction8% dmg reduction
😇Seraphic GuardianTier 3 · Rank 17
A seraphic guardian that brings powerful protection to the whole host.
Power 310 HP 360 ATK 32 DEF 32 Range 2 Mana 1500 Channel 5t Arcane 6
holycolossus8% team-wide reduction8% spell shield6% dmg reduction

Red Wizard — Fire

🔥Cinder ImpTier 1 · Rank 9
A vicious swarm. Dangerous in numbers, and its wounds burn after the hit.
Power 55 HP 90 ATK 18 DEF 10 Range 1 Mana 160 Channel 1t Arcane 1
fireswarm+20% swarm bonus (12+)5% burn
🐕‍🦺Ember HoundTier 2 · Rank 14
A relentless striker that leaves burning injuries — ideal for grinding down tough defenders.
Power 160 HP 210 ATK 36 DEF 18 Range 1 Mana 600 Channel 3t Arcane 3
firebeast12% burn+10% first-round ATK
🐉Infernal DragonTier 3 · Rank 18
A mythic breaker. Siege pressure, burning devastation, and unmatched late-game threat.
Power 420 HP 520 ATK 90 DEF 28 Range 3 Mana 2200 Channel 7t Arcane 8
firedragoncolossussiege35% siege bonus18% burn+10% first-round ATK

Scroll Creatures (No Wizard Required)

These creatures are obtained exclusively from Summon Scrolls purchased at the Auction House. They bypass wizard color restrictions.

😈Chaos ImpTier 1 · Rank 9
A cackling imp of pure chaos. Dangerous in numbers, with a vicious bite that poisons the wound.
Power 50 HP 85 ATK 20 DEF 8 Range 1 Arcane 1
fireswarmdemon+18% swarm bonus (10+)4% burn
ElementalTier 2 · Rank 11
A pure-force elemental. Balanced offence and defence with a ward aura that blunts incoming spells.
Power 110 HP 175 ATK 26 DEF 22 Range 2 Arcane 2
spiritelemental8% spell shield+8% first-round ATK5% dmg reduction
🪨Stone GolemTier 2 · Rank 11
A hulking construct of enchanted granite. Absorbs punishment and punishes melee with its stony hide.
Power 135 HP 300 ATK 20 DEF 32 Range 1 Arcane 3
constructtank10% dmg reduction8% ranged reduction6% thorns+16% vs fire
WyvernTier 2 · Rank 12
A lightning-fast aerial predator that dives past front lines to savage ranged and caster stacks.
Power 145 HP 200 ATK 38 DEF 16 Range 2 Arcane 3
beastflyerstriker+26% vs ranged+10% first-round ATK
🌅PhoenixTier 3 · Rank 17
A reborn flame-lord. Its dive scorches entire formations and its wounds turn to ash.
Power 360 HP 380 ATK 62 DEF 24 Range 3 Arcane 6
fireflyercolossus16% burn+14% first-round ATK6% dmg reduction
💀LichTier 3 · Rank 17
An immortal sorcerer of death. Amplifies your battle-opening sorcery and executes the weak.
Power 370 HP 280 ATK 72 DEF 20 Range 3 Arcane 6
undeadcasterexecutioner12% spell bonus+20% execute (qty ≤ 50)6% lifedrain

Wizard Color Multipliers

When summoning via ritual, your active Wizard color applies a combat multiplier to all your summoned creatures:

Green 1.00× Blue 1.05× Black 1.12× White 1.18× Red 1.25×

Spells

How Spells Work

Spells are tactical abilities that cost mana and turns to cast, giving you powerful tools to turn the tide of battle. To cast spells, you need a Wizard — with the exception of Arcane Spark, your free starter spell that requires no wizard. Each wizard unlocks 10 school-specific spells plus 4 neutral Arcane spells, totaling 14 spells per wizard. Spells must be researched before casting, which costs gold, mana, and takes time measured in turns of any activity. Spells have cooldowns after casting, so you can't spam the same ability repeatedly — plan your rotation.

Spell Classes

⚔️ Battlefield

Damage spells cast during an attack. You pick a target player bordering you, choose your spell, and send your troops. The spell fires during combat, killing a percentage of enemy troops. Pure offensive firepower.

🏰 Strategic

Self-buffs that last several turns. Cast from your Dashboard or War page — no target needed. They boost your army's ATK, DEF, HP, or economy across your entire realm. Stack multiple buffs for exponential power.

📍 Parcel

Territorial spells cast on specific map tiles. Defensive parcels buff your own land (e.g., Rampant Growth). Offensive parcels curse enemy land (e.g., Scorched Earth). Cast from the Map by selecting a tile and clicking "Buff Tile" or "Cast Spell".

🎯 Siege

Devastating infrastructure-destroying spells. Must share a border with the target. Destroys enemy Farms, Obelisks, or reduces their land directly. Extremely expensive but game-changing — save for when you need to cripple a rival's economy.

👑 Valor

Special wizard mastery spells. Not researched — they unlock automatically when you reach Valor with a wizard. Each wizard has one unique Valor spell. These are endgame rewards for wizard dedication.

Targeting Rules

Understanding targeting is crucial for casting effectively:

  • Self — Buff yourself anytime from Dashboard or War page. No enemy required.
  • Enemy Player — Must share a border. Select from the War page when attacking.
  • Own Parcel — Cast on your own map tile. Select the tile on Map, click "Buff Tile".
  • Enemy Parcel — Cast on an adjacent enemy tile. Must share a border with that tile.
  • Border Required — Many offensive spells require at least one shared border tile with the target.

Research & Cooldowns

Before casting any spell, you must research it. Research costs gold and mana upfront, then takes X turns of any activity (attacking, tax, focus, casting other spells) to complete. You can only research one spell at a time. Once researched, the spell is permanently learned. After casting, a cooldown activates — plan your rotation. Should you grab cheap utility spells early, or save up for the capstone nukes?

Wizard Counterplay

Counterplay triangle: Green beats Blue (nature overwhelms water), Blue beats Red (water quenches fire), Red beats Green (fire burns nature). Black and White are mutual rivals. When attacking someone running a counter-color wizard, your spells deal bonus damage — choose your wizard wisely based on your neighbors.

Quick Tips

  • Arcane Spark is free with no cooldown — use it as your reliable opener on every attack.
  • Strategic buffs stack! Cast War Fervor + Molten Armor for massive multiplicative ATK gains.
  • Parcel curses persist even if you lose the border — poison the land before retreating.
  • Siege spells are nuclear — save them to destroy critical enemy infrastructure at key moments.
  • Capstone research takes 60-100 turns — start early if you want late-game power.
  • Scout first: Use Scrying Pool (Blue) to see an enemy's army before committing to a big spell.

In Season 2, spells are locked to your active wizard. Activate a wizard to access its 10 elemental spells plus the 4 neutral Arcane spells (14 total). You cannot research or cast spells from a wizard you aren't currently running.

Counterplay: Green beats Blue, Blue beats Red, Red beats Green. Black and White are mutual rivals.

🌿 Green Wizard — The Verdant Binder (10 Spells)

Requires active Green wizard. Available alongside 4 neutral Arcane spells.

🌿Rampant GrowthParcel
Blesses your parcel for 10 turns. Defenders gain 11% resilience.
How to use: Cast on your border tiles from the Map. Great for fortifying key parcels before an expected attack. Stack with other parcel buffs to make a tile nearly impenetrable.
Mana 340 Turns 3 CD 6t Research 650g / 420m / 20t
💰Golden TitheStrategic
1.35× gold from Tax for 10 turns.
How to use: Cast from Dashboard before a Tax spending spree. The 35% gold boost pays for itself quickly. No cooldown means you can keep it running permanently if you have the mana. Research this early — it's Green's best economy spell.
Mana 440 Turns 2 CD 0 Research 900g / 350m / 22t
🌳Verdant BloomStrategic
Boost all unit HP by 15% for 8 turns. Stacks with other buffs.
How to use: Cast before launching attacks or when expecting incoming wars. The HP boost makes your entire army harder to kill. Stacks with Ironbark Ward and Aegis of Stone for maximum tankiness.
Mana 480 Turns 4 CD 10t Research 1000g / 500m / 28t
🌱Briar MazeParcel
Curse enemy parcel for 8 turns. Attackers lose 10% speed and initiative.
How to use: Cast on the Map on an enemy border tile. Slows down defenders when you attack that tile, giving your troops the first-strike advantage. Great prep before a big invasion.
Mana 420 Turns 4 CD 8t Research 800g / 450m / 22t
☁️Spore CloudBattlefield
Deal 12% to random stack. Survivors lose 8% ATK for 3 turns.
How to use: Choose this spell when attacking a neighbor. It kills troops AND weakens survivors — two effects in one cast. Cheap and fast to research, making it a great early-game spell for Green wizards.
Mana 320 Turns 3 CD 6t Research 750g / 350m / 18t
♻️Regrowth RiteStrategic
Restore 8% of troops lost in last battle.
How to use: Cast after a costly battle to recover fallen troops. Green's signature sustain spell — it helps you stay in the fight during prolonged wars. The long cooldown means you can't rely on it every battle.
Mana 640 Turns 5 CD 16t Research 1400g / 700m / 40t
🔗Entangling RootsBattlefield
Target stack loses 1 range for 2 battles. 10% damage dealt.
How to use: Choose when attacking — great against enemies with ranged-heavy armies. Reducing range cripples archers and casters. The 10% damage is a nice bonus on top of the debuff.
Mana 380 Turns 4 CD 8t Research 850g / 400m / 22t
🛡️Ironbark WardStrategic
Plant summons gain 20% DEF for 8 turns.
How to use: Cast before battles if you have Treants or other plant summons. The 20% DEF makes them incredibly durable. Best paired with Verdant Bloom for unkillable plant tanks.
Mana 560 Turns 4 CD 12t Research 1200g / 600m / 32t
🌙Harvest MoonStrategic
Farms produce 50% more gold for 6 turns.
How to use: Cast when you have lots of Farms built. The 50% boost is massive for economy. Pair with Golden Tithe for insane gold income. Great for funding a recruitment push.
Mana 500 Turns 3 CD 14t Research 1100g / 550m / 30t
💥Gaia's WrathBattlefield
Deal 10% damage to ALL stacks. Your green summons are immune.
How to use: Green's capstone nuke. Hits every enemy stack at once — devastating against wide armies. Your green summons (Treants, etc.) are immune, so build a plant army and watch your enemies crumble. Expensive to research but worth it.
Mana 950 Turns 8 CD 20t Research 2200g / 1000m / 60t

🌊 Blue Wizard — The Arcane Tactician (10 Spells)

Requires active Blue wizard. Available alongside 4 neutral Arcane spells.

🌊Tidal CrushBattlefield
Deal 15% damage to the largest enemy stack.
How to use: Choose when attacking a neighbor. Targets their biggest stack — great for cutting down their strongest unit type. One of Blue's most reliable battlefield spells.
Mana 450 Turns 7 CD 6t Research 950g / 450m / 26t
🌊FloodplainParcel
Flood enemy parcel for 7 turns. Attackers suffer 16% reduced effectiveness.
How to use: Cast from the Map on an enemy border tile. The flooded defenders are weaker when you attack, giving you a tactical edge. Great for softening a target before invasion.
Mana 420 Turns 4 CD 8t Research 850g / 480m / 22t
❄️Glacial LockParcel
Glaciate your parcel for 6 turns. Attackers suffer 13% defensive penalty.
How to use: Cast on your own border tile from the Map (click "Buff Tile"). Attackers who invade the frozen tile fight at a disadvantage. Great defensive parcel buff.
Mana 400 Turns 5 CD 10t Research 900g / 520m / 26t
🔮Mana SurgeStrategic
1.35× mana from Focus for 10 turns.
How to use: Cast before spending turns on Focus to supercharge your mana income. No cooldown — keep it running forever if you can afford it. Blue's best economy spell. Research early.
Mana 440 Turns 2 CD 0 Research 900g / 350m / 22t
Chronomancer's RefundStrategic
Restore 40 turns + bonus scaled to Obelisks (up to 160 total). Massive 300t cooldown.
How to use: Blue's ultimate tempo spell. Build lots of Obelisks first to maximize the refund (up to 160 turns!). Extremely expensive to research (320t) — this is a deep late-game investment. Use when you need a burst of actions.
Mana 3800 Turns 25 CD 300t Research 6500g / 2600m / 320t
💧Riptide VolleyBattlefield
Deal 10% damage to two random enemy stacks.
How to use: Choose when attacking — hits two stacks instead of one, spreading damage wide. Cheap and fast to research. Great early-game battlefield spell for Blue wizards.
Mana 360 Turns 4 CD 6t Research 800g / 380m / 20t
❄️Frostbite HexBattlefield
Target stack loses 20% ATK for 2 battles.
How to use: Best against enemies with one dominant stack. The 20% ATK debuff lasts two battles, crippling their damage output. Combine with defensive buffs for a war of attrition.
Mana 420 Turns 5 CD 8t Research 900g / 420m / 24t
👁️Scrying PoolStrategic
Reveal enemy army composition for 6 turns.
How to use: Cast on a neighbor to see exactly what they're fielding. Use this intel to pick your battles wisely — don't attack into a counter. Cheap to research and invaluable for planning.
Mana 320 Turns 3 CD 12t Research 700g / 350m / 18t
🌀MaelstromBattlefield
Deal 14% to random stacks. Cancel one enemy buff.
How to use: Blue's capstone battlefield spell. Deals solid damage AND strips an enemy buff — devastating against players stacking War Fervor or Molten Armor. Save for enemies who buff heavily before fights.
Mana 1100 Turns 10 CD 22t Research 2400g / 1100m / 65t
🛡️Frozen ArmoryStrategic
All units gain 12% DEF and 6% spell shield for 6 turns.
How to use: Cast before expecting attacks. The DEF boost plus spell shield makes your army resistant to both physical and magical damage. Great all-around defensive buff.
Mana 560 Turns 5 CD 14t Research 1200g / 600m / 34t

💀 Black Wizard — The Umbral Sovereign (10 Spells)

Requires active Black wizard. Available alongside 4 neutral Arcane spells.

💀Ruinous BoltBattlefield
Deal 18% damage to random stack. Rapid cooldown.
How to use: Black's bread-and-butter battlefield spell. High damage (18%) with the shortest cooldown in the game (4t). Spam this on every attack — it's efficient and brutal.
Mana 380 Turns 5 CD 4t Research 700g / 250m / 18t
⚔️War FervorStrategic
All units gain 17% ATK for 6 turns.
How to use: Cast before going on an attacking spree. 17% ATK to your whole army is a massive damage multiplier. Pair with Death's Bargain for overwhelming offensive power.
Mana 420 Turns 3 CD 8t Research 1100g / 500m / 30t
🔥Ember ScourgeParcel
Set enemy parcel ablaze for 6 turns. 13% attrition to defenders.
How to use: Cast on the Map on an enemy border tile. Defenders on the burning tile take 13% attrition, softening them up before you invade. Great for weakening heavily defended positions.
Mana 380 Turns 4 CD 8t Research 780g / 460m / 20t
💥Stonebreaker RiteSiege
Destroy enemy Farms. Border-only. Heavy cost.
How to use: Black's siege spell — destroys enemy Farms, crippling their gold income. Must share a border. Use when you want to economically starve a rival. Very expensive — save for critical moments.
Mana 1100 Turns 14 CD 14t Research 2000g / 900m / 70t
👁️Soul SiphonBattlefield
Deal 12% to random stack. Gain mana equal to 5x kills.
How to use: Deals damage AND refunds mana based on kills. The more troops you kill, the more mana you get back — making your next spell essentially discounted. Great for sustained spell aggression.
Mana 480 Turns 5 CD 8t Research 900g / 450m / 24t
😨Dread AuraStrategic
Enemy morale drops 15% for 6 turns.
How to use: Cast to debuff a neighbor's morale, weakening their troops in every battle for 6 turns. A passive debuff that punishes enemies just for existing near you.
Mana 450 Turns 4 CD 10t Research 1000g / 500m / 28t
🦇Plague of ShadowsParcel
Curse enemy parcel for 8 turns. Defenders lose 12% HP.
How to use: Cast on the Map on an enemy tile. Defenders on the plagued tile lose 12% HP — great for softening fortified positions. Lasts 8 turns, so cast it early and let it work.
Mana 500 Turns 5 CD 10t Research 1100g / 550m / 30t
☠️Death's BargainStrategic
Sacrifice 10% of smallest unit stack. Remaining gain 25% ATK for 4 turns.
How to use: High risk, high reward. Sacrifices your weakest unit stack for a massive 25% ATK boost. Use when you're about to launch an all-out assault. Keep a small expendable stack around as sacrifice fodder.
Mana 800 Turns 6 CD 18t Research 1600g / 800m / 45t
💀Grave HarvestBattlefield
Deal 15% to random stack. Kills buff undead summons +2% ATK.
How to use: Every kill makes your Liches and undead summons stronger. Build an undead army, then use Grave Harvest to snowball their power. Best for players who invest in Black creatures.
Mana 560 Turns 6 CD 10t Research 1200g / 600m / 32t
🌑Withering CurseBattlefield
Deal 8% to ALL stacks. Survivors lose XP gains.
How to use: Black's capstone. Hits every enemy stack and drains their XP — slowing their leveling progress. Devastating in long wars. The damage is modest but the XP drain is crippling over time.
Mana 1050 Turns 10 CD 20t Research 2200g / 1000m / 60t

⚡ White Wizard — The Aegis Hierophant (10 Spells)

Requires active White wizard. Available alongside 4 neutral Arcane spells.

Chain LightningBattlefield
Deal 13% to random stack, then splash 6% to second stack.
How to use: White's primary attack spell. Hits one stack hard and splashes to another — good multi-target damage. Cheap cooldown and affordable research make it a reliable workhorse.
Mana 420 Turns 6 CD 6t Research 900g / 400m / 24t
🌫️Ashen VeilStrategic
Fog shield for 6 turns. Hostile spells and ranged weakened.
How to use: Cast when facing spell-heavy opponents. The fog weakens both enemy spells and ranged attacks, making your army resilient against magical and archer-based strategies.
Mana 480 Turns 4 CD 10t Research 1300g / 650m / 34t
🌫️Veil of FogParcel
Fog shield your parcel for 6 turns. Ranged attackers suffer 19% penalty.
How to use: Cast from the Map on your own border tile ("Buff Tile"). Anyone who attacks this tile has their ranged units crippled. Perfect counter to archer-heavy enemies.
Mana 360 Turns 4 CD 8t Research 700g / 420m / 18t
⛈️Tempest SunderSiege
Destroy enemy Obelisks and disrupt spellwork. Border-only. Heavy cost.
How to use: White's siege spell — destroys Obelisks, crippling your enemy's mana generation and spell capacity. Must share a border. Use against mage-heavy enemies who rely on spellcasting.
Mana 1200 Turns 15 CD 16t Research 2200g / 1000m / 75t
👼Divine AscensionStrategic
Holy summons become massively empowered for 5 turns.
How to use: White's endgame power spike. Massively buffs Seraphic Guardians and other holy creatures. Build holy summons first, then pop this before a decisive battle. Incredibly expensive to research (120t) — commit early.
Mana 1800 Turns 20 CD 20t Research 8000g / 3200m / 120t
⚜️Hallowed GroundParcel
Hallow your parcel for 8 turns. Gain 10% spell shield.
How to use: Cast from the Map on your own tile ("Buff Tile"). Provides spell shield — reducing magical damage from enemy spells. Stack with Frozen Armory for heavy spell resistance.
Mana 450 Turns 4 CD 10t Research 900g / 480m / 24t
🛡️Divine BulwarkStrategic
All units gain 18% DEF for 6 turns.
How to use: White's strongest defensive buff. 18% DEF across your entire army. Cast before defending against attacks or when you expect aggression. Pair with Hallowed Ground for a fortress defense.
Mana 560 Turns 5 CD 14t Research 1200g / 600m / 34t
Purifying LightBattlefield
Remove all enemy buffs. Deal 8% extra damage to undead.
How to use: The ultimate counter to buff-stacking enemies. Strips War Fervor, Molten Armor, and every other active buff in one cast. Bonus damage vs undead makes it a hard counter to Black wizards.
Mana 380 Turns 4 CD 8t Research 850g / 420m / 22t
😇Guardian AngelStrategic
Next battle: Save your first stack at 1 unit.
How to use: Prevents your first stack from being wiped out. Cast before a risky attack to ensure your strongest unit type survives. One-time use per cast — high cooldown but can save an irreplaceable elite stack.
Mana 800 Turns 6 CD 20t Research 1800g / 900m / 50t
Thunder JudgmentBattlefield
Deal 16% to highest-ATK stack. Double damage vs burn.
How to use: Snipes the enemy's highest-ATK unit. Double damage against burn-tagged enemies makes this a devastating counter to Red wizards. Use after they've applied Molten Armor or Pyroclasm burn.
Mana 640 Turns 7 CD 12t Research 1400g / 700m / 38t

🔥 Red Wizard — The Crimson Cataclyst (10 Spells)

Requires active Red wizard. Available alongside 4 neutral Arcane spells.

🔥Fire SiegeSiege
Destroy enemy Farms AND Obelisks (capped). Border-only. Heaviest cost.
How to use: Red's ultimate siege spell — destroys both Farms AND Obelisks in one cast. Must share a border. The most expensive spell to cast, but it obliterates an enemy's entire infrastructure. Save for a decisive strike.
Mana 1400 Turns 18 CD 18t Research 2500g / 1200m / 90t
🔥FirestormBattlefield
Deal 16% to random stack plus 6% splash damage.
How to use: Red's bread-and-butter attack spell. 16% main target + 6% splash = total 22% combined damage. Cheap and fast cooldown. Research this first as Red — it's your most efficient damage per mana.
Mana 480 Turns 5 CD 6t Research 900g / 450m / 24t
💥PyroclasmBattlefield
Deal 12% to ALL stacks. Apply 5% burn for 2 battles.
How to use: Red's capstone nuke. Hits every enemy stack AND applies a lingering burn that keeps damaging them in future battles. Devastating against wide armies. Extremely expensive — save for when the kill matters most.
Mana 1280 Turns 12 CD 24t Research 2800g / 1300m / 75t
🌋Molten ArmorStrategic
All units gain 14% ATK and apply 8% burn debuff for 6 turns.
How to use: Cast before attacking. 14% ATK boost PLUS your attacks apply burn to enemies. Stack with War Fervor (if you switch to Black) or Immolation Pact for insane damage. One of Red's strongest strategic buffs.
Mana 450 Turns 4 CD 10t Research 1000g / 500m / 28t
🌍Scorched EarthParcel
Burn enemy parcel for 8 turns. Farms produce 0% gold.
How to use: Cast from the Map on an enemy border tile. Completely shuts down their Farm income for 8 turns. Economic warfare at its finest — starve them of gold while you build your army.
Mana 560 Turns 5 CD 10t Research 1200g / 600m / 32t
🔥Inferno PillarBattlefield
Deal 14% to random stack. Ignores 50% of spell shields.
How to use: Pierces spell shields that normally reduce magic damage. Use against enemies running Hallowed Ground, Frozen Armory, or other spell-resistance buffs. Red's answer to defensive spellcasting.
Mana 400 Turns 4 CD 6t Research 850g / 400m / 22t
🐉Dragon's FuryStrategic
Fire summons gain 20% ATK for 6 turns.
How to use: If you have Infernal Dragons, Phoenixes, or fire Elementals, this is a massive 20% ATK buff to all of them. Build a fire-themed army and pop this before battles.
Mana 800 Turns 6 CD 16t Research 1600g / 800m / 44t
🔥Blazing RampartParcel
Burn your parcel for 6 turns. Melee attackers suffer 10% retaliation.
How to use: Cast from the Map on your own border tile ("Buff Tile"). Enemies who attack this tile with melee units take burn retaliation damage. Punishes infantry-heavy armies.
Mana 420 Turns 4 CD 8t Research 900g / 480m / 22t
💥Volcanic EruptionSiege
Destroy Farms, Obelisks, and reduce landmass. Border-only. Extreme cost.
How to use: The most destructive spell in the game. Destroys Farms, Obelisks, AND reduces enemy land by 1. Border-only. The 100-turn research and extreme cost mean this is a late-game nuclear option. Use to eliminate a rival entirely.
Mana 1750 Turns 20 CD 22t Research 3500g / 1600m / 100t
🔥Immolation PactStrategic
Sacrifice 5% of your HP. Gain 22% ATK for 4 turns.
How to use: Trade a small HP sacrifice for a huge 22% ATK boost. Stack with Molten Armor for devastating offensive power. The HP cost is minor compared to the damage you'll deal in the next 4 turns.
Mana 640 Turns 5 CD 14t Research 1400g / 650m / 36t

⚡ Neutral Arcane (4 Spells — Available to All)

These spells can be cast by any wizard, unlocking once you activate any wizard. You always have access to these 4 alongside your active wizard's 10 elemental spells.

Arcane SparkBattlefield
Your starter spell. Picks off 6.5% of a random enemy stack. No research needed. Free.
How to use: Always available, no cooldown, no research. Select it on the War page when attacking any bordering enemy. Use it on every single attack — there's no reason not to. The damage is modest but it's completely free.
Mana 150 Turns 2 CD 0
🪨Stone SpikesBattlefield
Jagged earth erupts. Deal 14% to random stack. Long cooldown.
How to use: A strong 14% damage spell available to any wizard. The long cooldown (10t) means you can't spam it, but the raw damage per cast is excellent. Good upgrade from Arcane Spark.
Mana 380 Turns 2 CD 10t Research 850g / 380m / 22t
🛡️Aegis of StoneStrategic
Damage reduction shield. All units gain 12% DEF for 6 turns.
How to use: A universal defensive buff available to all wizards. Cast before battles to reduce incoming damage. Stacks with school-specific DEF buffs like Divine Bulwark or Frozen Armory for layered defense.
Mana 420 Turns 3 CD 8t Research 1100g / 500m / 30t
🌑Withering DarkBattlefield
Void tendrils hit every enemy stack. Deal 9% to ALL formations. Devastating vs spread armies.
How to use: The Arcane school's capstone nuke. 9% to ALL enemy stacks — punishes players who spread units across many stacks. Extremely expensive (1,350 mana, 14 turns) but available to every wizard. Research late game for a universal finishing move.
Mana 1350 Turns 14 CD 28t Research 3000g / 1500m / 80t

Items & Scrolls

Purchased from the Auction House. Unique items have instant effects; Summon Scrolls bind creatures to your host without a ritual.

Unique Items

🧭Gold Compass
Instantly grants 750 bonus gold from newly discovered trade routes.
Base Price 500gEffect +750 Gold
🔭Explorer's Scope
Grants 10 explores that cost no turns. The paths reveal themselves.
Base Price 500gEffect 10 Free Explores
🚩Warlord Banner
Raise this banner to grant your entire army +5% attack for 5 turns.
Base Price 2200gEffect +5% ATK / 5t
🔮Crystal Ball
Reveals the composition of 50% of a chosen player's unit stacks.
Base Price 2500gEffect Intel Reveal
🌑Shadow Cloak
Shrouds a random army stack in shadow for 8 turns, hiding its power from the leaderboard and enemy intel. Use multiple cloaks to disguise multiple stacks. Opponents see 🌑 icons on the leaderboard for each active cloak.
Base Price 2400gEffect Hide Stack / 8t
🪄Elemental Staff
All your summoned creatures fight with +10% bonus power for 10 turns.
Base Price 3000gEffect +10% Summon Power / 10t
💠Mana Orb
Instantly restores your entire mana pool to maximum.
Base Price 4000gEffect Full Mana Restore
Time Hourglass
The sands flow backward. Instantly grants 10 bonus turns.
Base Price 10000gEffect +10 Turns
⚔️Oath of Fealty
Breaking the seal conscripts 100 of each infantry unit (13 types = 1,300 troops). Massively boosts your army.
Base Price 500gEffect +100 of ALL Infantry

Summon Scrolls

Instantly bind creatures without a ritual or wizard color requirement. Purchased at the Auction House.

😈Imp Vial
Smash open to unleash 1-3 Chaos Imps into your service.
Base Price 600gSummons 1-3 Chaos Imps
Elemental Core
Shatters to summon 1-3 Elementals of pure force.
Base Price 900gSummons 1-3 Elementals
🌿Bark Pendant
A gnarled wooden amulet. Summons 1-3 Treants upon use.
Base Price 1200gSummons 1-3 Ancient Treants
🪨Stone Rune Tablet
Carved tablet of arcane granite. Binds 1-3 Stone Golems to your cause.
Base Price 1500gSummons 1-3 Stone Golems
Wyvern Talon Shard
Razor-sharp wyvern talon crackling with lightning. Summons 1-3 Wyverns.
Base Price 1800gSummons 1-3 Wyverns
🌅Ashfeather Quill
A single feather from a reborn Phoenix. Calls 1-2 Phoenixes.
Base Price 2500gSummons 1-2 Phoenixes
💀Necrotic Tome
A grimoire bound in shadow. Speaks its own name to summon 1 Lich.
Base Price 3500gSummons 1 Lich
🔥Dragonstone
A shard of ancient dragon-bone. Unleashes 1-3 Infernal Dragons.
Base Price 5000gSummons 1-3 Dragons
📯The Seraph Horn
A relic horn carved from divine ivory. Calls upon the heavens — binding 1-7 Seraphic Guardians.
Base Price 500gSummons 1-7 Seraphic Guardians

Game Mechanics

Turns

You gain 1 turn every 5 minutes, up to a cap of 288. Turns are spent on everything: exploring land, tax, focus, recruiting, researching spells, casting spells, rituals, and attacking. Don't let them cap — you waste regeneration.

Resources

Gold is gained from Tax (1 turn = gold scaled by land owned). Mana is gained from Focus (1 turn = mana, boosted by Obelisks). Mana cap is 100 + (Obelisks × 8). Valor is earned through war and unlocks Wizard colors.

Buildings

Farms produce supply capacity for infantry and contribute 1 power each. Obelisks provide mana per turn, increase mana cap, and grant Arcane Capacity (5 per Obelisk) for summoned creatures. Both are built on your land tiles.

Arcane Capacity

Each Obelisk provides 5 Arcane Capacity. Every summoned creature has an Arcane Cost (1 for Tier 1, 3 for Tier 2, 6-8 for Tier 3). If you lose Obelisks and go over capacity, your most expensive creatures are automatically dismissed starting from the top.

Wizards of Valor

Unlocked in order: Green (50 Valor) → Blue (200) → Black (500) → White (1200) → Red (3000). Each wizard unlocks its color's ritual summons and gated spells. Higher wizards also grant a combat multiplier to all summoned creatures.

Combat

Attack a bordering enemy tile to fight. Both sides' units and creatures engage based on attack, defense, HP, range, speed, and initiative. Traits like pierce, burn, lifedrain, execute, charge bonus, and spell bonus modify outcomes. After battle, both players' power is recalculated.

Guilds

Form or join a guild for shared territory passage with allies. Your territory must border a guildmate's land to move through it. Guilds also interact with the Gods of Ashegate for divine blessings.

Gods of Ashegate

Donate gold or mana to Ironar (gold focus), Arcanor (summon bonuses), or Verdanthar (land/growth focus). The god with the most donations each cycle grants realm-wide blessings to their champions. Arcanor's blessing grants +1 creature per ritual completion.

Magefall Wiki — updated with live game data