Wizards

Wizards

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General Guide To Wizards
By Fish Gaming
This will be especially helpful for new players, but I'm gonna update it as I notice anything interesting that won't be obvious in the game. Spell usage tips, what to do early on, and how to effectively kill other wizards. I'll also provide detailed information on individual spells as I figure it out.
Currently incomplete, but I'm gonna add to it over time until it covers a lot more, including every category's spells. Eventually, I plan to cover every part of the game under one convenient guide, to make things much easier for everyone.
   
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Starting The Game
First thing to know is how you actually get into certain game modes. When pushing matchmaking, technically it defaults to searching for random other players in the same mode, but given it's brief search time and it being a small game, you'll almost always end up with NPC teams against only you. They'll seem very strong at first, but winning is very much possible once you improve enough, and with the right spells and tactics, you can even farm this mode for essence.

To play with other players more reliably, the best way is to get friends on Steam, ideally using something like Discord for easier communication than the in-game text chat, and open a custom lobby for yourself and friends. You'll control turn time, map type, and whether teams exist or it's free-for-all. You won't currently be able to change these settings without everyone leaving the lobby to start a new one, once you start the game, so I recommend choosing a map that's less likely to be repetitive.

The tutorial can give you an idea of the most basic gameplay, but if you have an experienced friend helping you can outright skip it. It's not nearly extensive enough to really teach you much.
Maps
Grassy is a simple island, very open. It has trees and sometimes hills, but is the most basic map.

Desert is very close to Grassy, with the main difference being pyramids of varying size.

Spooky is a taller, more narrow island. It's pretty much just spikes of jagged terrain, and I strongly recommend against wasting your time with it. PVE matches here are typically very one-sided in their favor, and PVP is just highly unbalanced in favor of a small selection of spells. Anything with high terrain damage, terrain-placing ability, or attacks from the air can easily become unbalanced on Spooky maps.

Canyon tends to have tall columns of terrain with thin bridges between them, and some flatter ground on the bottom, under the bridges. It leaves very little natural ability to move much, and spells with high terrain damage can quickly break the map apart.

Finally, Winter is gonna have different heights of terrain, some floating above others, and often provides the most balanced option, especially for large groups. There are snowmen on it which sometimes can be used as weak shields.

Winter and Canyon are also where movement spells are most valuable since Spooky provides very little ground to stand on, and Grassy or Desert are very open and simple, meaning movement is often easy or outright unneeded.
Cosmetics
There are quite a few cosmetic choices in Wizards, and you can earn them naturally by just playing against wizards or bots.
So far, I've gathered Summer Fedora, Raven Mask, Dark Cloak, Summer Top, Shroom Top, Summer Shorts, Pirate Peg Legs, and Oak Staff.
There's also the default clothing of Wizard Robe and Wizard Boots, and both a male and female facial option.
There are hairs and beards which I've confirmed include Slick Gray Hairstyle, Ruby Red Hairstyle, Slicked Hair, Buns, and Bushy Beard (Red.) Despite some having colors in the names, all the hair and beard options seem to be color-custom based on the color slider on the left.
You can save outfits with the bottom-right button, search saved ones with the button left of it, and all body options are under that beard button. The clothing and staff buttons allow selecting the various worn or held cosmetics. The remove buttons simply make you have nothing equipped, and this can allow a "naked" wizard which amusingly looks a lot like a mannequin. No inappropriate nudity in Wizards.

Unlocking Spells
This is easily the most important part of the game as far as improving your effectiveness, since they completely dictate how you have to fight. To earn essence, simply play the game and you'll generally get some. You tend to get more for longer fights so you won't need to worry as much about speed running to farm.
You also earn some spells after a lot of matches, but only spells the cost 50 essence. DO NOT waste your essence buying those, because you'll get them naturally for a lot less effort, and they're the only spells you'll outright earn for playing. The spells that cost 100 or 250 can only be bought for essence, so that's where you really want to spend it. It will take longer to save for those than to buy a spell for 50, but it's the most efficient way to unlock more of them.
Arcane Spells
Arcane Glyphs: This casts in a short-range, self-centered area. Other wizards or minions touching the glyphs take 10 damage, and their ability to soak up projectiles is decent enough to delay you dying, but only if the projectiles are from non-Arcane spell selections. Every bomb spell should get deflected, resulting in it bouncing off and ending up somewhere nearby instead of exploding in your face. The Glyphs spawn in a circle around you, and also allow Arcane attacks to pass through without activating the Glyphs.

Arcane Blast: A medium range attack that's fairly destructive to terrain, but won't hurt much to get hit by. If used carefully, the knockback can lead to enemies falling into weaker positions or the water.

Arcane Tower: 25 HP is pretty weak and will often break quickly, but if your enemies can't get to you, this tower is a decent healing method. Use it when already hurt and behind good terrain, then hit yourself with other Arcane spells that damage, and you'll recover equal to that damage instead of self-harm.

Arcane Arrows. This is four projectiles, each doing minor damage, including to terrain. Click a target, then aim into open space, usually with the sky being easiest. The arrows launch from you, then home in on the selected target. Not always accurate, but usable when more direct attacks can't get past terrain, enabling an attack from cover.

Arcane Gate: Simple, but one of the most useful spells in the whole game. Simply click a location and be teleported to it. Be careful not to choose too exposed a target or put yourself next to hazards like napalm or anywhere with risk of falling in the water. This is often the best way to escape a bad position, and is sometimes viable in chasing down players who you can't reach without it, depending on what attack spells you have.

Glyph Ball: It's like Arcane Glyphs, but spawned by a projectile. If you want glyphs to limit someone moving, this can help, and it also does some damage when you blow it up with another projectile or contact with a minion.

Arcane Shield: It creates a bubble around you, deflecting projectiles for the first 4 seconds after an attack is used for each turn of the caster. This means once you cast, for it's duration, and once an enemy has launched their projectile, the shield will remain effective up to 4 seconds after the projectile is launched. This is often enough to protect you, but spells like Deluge the often last longer will sometimes get through. Non-projectile attacks also bypass the shield, and if an enemy gets close enough, they can simply walk inside to hurt you, at some risk to their own safety. You only get to cast Arcane Shield once per match, so use it carefully. The three turns of protection from many attacks can make a huge difference.

Arcane Imps: Summoned near the caster, 3 imps. Base HP of 30, but maximum of 250. Heals from friendly Arcane damage, and has an Arcane self-destruct explosion equal in damage to it's current HP. Explosion size scales with HP.

Arcane Bomb: Launches a bomb which explodes for small decent damage, then 3 projectiles exactly like Arcane Arrows are launched from the explosion's location, to a target chosen prior to launching the bomb. You can get creative in using this one. Attack a minion, then it's summoner, vice versa, or simply use it as a more accurate version of Arcane Arrows in situations where the regular spell won't do the job.

Arcane Portal: It's mostly as it reads, very easy to understand. The portal works in both directions, not just from your end. It not only allows shooting a single projectile through, but wizards and minions can use it as well. This means using it carefully can be very effective, but if you cast it in the wrong place, an enemy wizard might use it to get from their current position to you, and that can be dangerous. The portal will work once per caster's turn, and shows as blue when ready for use or red when inactive. Potentially very powerful, but capable of backfiring VERY literally if someone shoots a Fireball through at you. Use some creativity and be careful with this one, and it becomes very dangerous to the enemy more than yourself.

Arcane Vortex: This is a minion. You can summon at wherever you want with almost no limits, the same kind of freedom Arcane Gate allows you to have when teleporting. The Vortex has 100 HP by default, and heals from Arcane damage done by your spells, your allies' Arcane spells if you're in a multiplayer team, and it's own spell. The maximum HP is 250. It has two spells, Arcane Gate and it's unique Arcane Barrage. Arcane Barrage launches one Arcane Arrow for each 20 HP the Vortex has, meaning the maximum is 12 projectiles. The Barrage spell behaves identical to Arcane Arrows, but can't hurt the Vortex's summoner.

Arcane Vision. You only get this once per match, but it's often one of the most brutal attacks in the game. You'll choose traits from some other randomly chosen spells and combine them to make something more unusual, but you never know exactly what it can be. It's typically very destructive and damaging, but hard to describe in detail due to it's trait selections including a very wide range of other spells' components. Unpredictable even for the caster, but generally quite effective.

Arcane Bonus: This is unlocked by not only unlocking, but having the whole Arcane spellbook equipped. It costs 50 HP and doesn't use up your turn. Arcane Arrow and Arcane Bomb both get an extra arrow, and Arcane Glyphs spawns an extra ring around the first one when it's active. It also grants a passive skill to the wizard and all their minions which auto-launches a single Arcane Arrow at the nearest enemy every turn.
Fire Spells
Flame Imps: You launch these 3 minions similar to shooting a projectile, but it's the summon instead of being exactly an attack. You can cast them directly into an enemy to get them exploding immediately, but it isn't very strong that way. These are best used when you don't expect interference, summoning the imps, then casting Napalm at them to feed them until they become large and strong. They'll grow, gain HP, and become more damaging when touching another minion or wizard. If fed well, they can be devastating to both wizards and terrain, but be careful not to get too close when detonating them, or it will sometimes burn you to death in a big explosion.

Rocket Jump: The direction you cast in is the opposite of the direction it causes you to move. The launching force is very high, resulting in you being able to use this to shooting way up into the air, or across a long distance if aimed well. When going up, this means simply a Jedi-esque jump sending you into the sky, making it's name rather fitting. You really will move a bit like a rocket sometimes. I prefer Arcane Gate or Angelic Transformation, but being a quick cast spell does give this one it's own benefits when paired with some of the other spells.

Fire Arrow: Choose a target, then launch the arrow and it will home in as it says. It usually does something from 50-60 damage, but on large maps across a longer distance this might be far stronger. It makes a big hole in terrain, and the damage is always good, plus the ease of use making it a very good spell. It's also able to often hit from behind terrain and reach places that spells like Fireball can't, letting you attack from a better angle. Only four uses per match, but that's enough to give you a lot of damage capability. This is one of my favorites, particularly for new players since you'll earn it naturally by playing and it's so easy to hit with.

Napalm: A short range spray of napalm. good damage if it hits, and it lingers if not. Good for feeding Flame Imps.

Fireball: A decent range projectile that explodes and does good damage to both wizards and terrain, and produces napalm.

Invigorate Flame Imps: It doubles current HP of Flame Imps, and they leave behind one napalm when dead, exactly like it reads.

Firework: This projectile does very little damage at all by default, but when shot up into the air like a proper firework, it explodes over a large area and makes it rain fire, which is pretty nice. The napalm all over limits enemy movement, and it sometimes does some damage immediately from the stuff falling. Pretty good if used with skill.

Rain Of Fire: Rains three rows like it says, with enough delay not to hit at the same time. Damage is usually decent, it destroys terrain a lot, and it's easy to hit with in most situations.

Napalm Bomb: The bomb itself doesn't seem to hurt, but it's a good way to get napalm over a longer distance than Napalm does.

Firebomb: The fireballs act like Fireball, just weaker. More damaging then Napalm Bomb, and sometimes good for digging a hole.

Phoenix: It only has 30 HP, but it can fly, and cast Fireball and it's unique spell Flame Breath. Flame Breath sucks napalm across the map, dragging it through terrain into the Phoenix for a few seconds before launching all of it similar to casting Napalm. It's ten by default, but if using other fire spells as you must in order to use Phoenix, the amount of napalm breathed can be massive, recycling it repeatedly to unleash brutal short-range attacks. It's a fragile minion, but the revive helps with that, especially considering you only get one.

Volcano: It spawns at water level, and launches both fireballs and napalm up into the air, which start at lower damage, but are devastating to terrain even immediately. It often destroys way too much of the map, so if you rely on terrain, it's bad for you. The design of the spell is good, but lasting five turns which increasing power makes it so strong it frequently hurts the caster, and ruins some matches.

Fire Bonus: Unlocks when you have the entire Fire spellbook equipped. Costs 50 HP, but doesn't use your turn and isn't a spell. It makes the Phoenix able to respawn infinitely, so it can die but the egg can't be destroyed and will revive it no matter what. It also makes the explosion size of every fire spell 50% bigger.
Ice Spells
Snowball: To be written later.

Ice Shards: 20 shoart-range projectiles totalling 40 damage, with the effect of applying frozen status. Frozen targets can't move so much, and will often be easier to continue hitting with other spells.

Frost Imp: Projectile that does 10 damage and very low terrain damage, but summons a Frost Imp. Imp has 30 HP and a passive so he explodes into 8 ice shards, does 20 damage in the explosion, and freezes those close to it. It has access to Ice Shards, Ice Arrow, and Ice Ring.

Ice Ring: Being quick cast makes it a little better, but the ring is thin terrain, and easily broken. It often blocks 1 projectile or maybe 3 tiny ones with some luck. A pretty weak spell, honestly.

Snowflake Blast: 3 uses only.

Hailstorm: This spell is very similar to Spring Shower, but it freezes targets and won't last as long, plus it lacks the tendency to dig little holes due to ice not funneling the way water does. Pretty good for targets who won't be teleporting away, as it hurts them and leaves them stuck in place for you to relentlessly pelt them with arrow spells and such.

Ice Arrow: Target a location, then launch a projectile which homes in and does 35 damage, some terrain damage, and explodes a small amount, releasing ice shards.

Ice Golem: Summons minion near the caster. has 60 HP and a passive aura which stops projectiles in midair when they touch it, but it takes 3 damage per projectile and can't stop huge ones. Most, like Fireball or Drain Shot, will be stopped. Has Icy Punch, a close range 30 damage attack with minor terrain damage and some good launch power, and it freezes anything it hits. It also has Snowball and Ice Ring.

Ice Tower: 60 HP tower which allows projectiles that move close to it to freeze targets. If in it, all of your own projectiles seem to gain the freezing capability.

Rolling Snowball: Projectile which does no damage, but bounces around and absorbs wizards and minions, dropping snow every time it bounces. Eventually, it stops somewhere are just fades away, leaving everything it collected where it stops. It also gets bigger as it bounces.

Yeti: Single use summon near the caster. 120 HP. Can grab those that get close and throw them in a desired direction, and is also a mount. Has Mega Snowball, exactly like Snowball but bigger with a maximum damage of 100 instead of 60. Almost no jumping ability at all. It can actually grab the caster, so you can use it to throw you at a desired location. It throws very far if you want it to.

Comet: Diagonal targeted massive projectile from the sky, which does minimum 90 damage on impact, then explodes into shards of ice over a very large area.

Mini Comet: Diagonal targeted large projectile from the sky, which does a minimum 45 damage where it hits, smashes through a moderate amount of terrain, then explodes and leaves behind a lot of ice shards.

Ice Bonus: Available when equipped with every Ice spell, costs 50 HP to cast and isn't a spell, doesn't use your turn. Grants immunity to being frozen, Ice Ring can be placed at a target instead of only on yourself, Ice Golem spawns a Frost Imp on death, and Comet is replaced by Mini Comet. If already frozen, the Bonus won't unfreeze you but it will prevent being frozen again once it wears off. Minion Ice Rings will not be target-based like the user's Rings.
Earth Spells
Quake: Deals 40 damage to towers, which is often enough to break them if not get them close to breaking. Also tosses wizards and ground-based minions around a little, sometimes resulting in them falling into the water or less desirable terrain. All these effects apply to the caster as well, so use this carefully.

Stone Skin: 2 uses only. Immunity to stun. You also get considerable knockback resistance, making it hard to launch you with Fireball or anything like that. Finally, the 5-point damage reduction per hit, reduced to 1 damage minimum. That might sound small, but against multi-hit attacks of which there are quite a few, this amounts to a pretty good resistance to health loss. Spells like Napalm, Water Jet, Lightning Bolt, or Deluge will be far weaker against someone using Stone Skin, making it overall a rather good defensive spell. This is especially true near map edges, to keep you from getting sent into the water.

Rock Slab: Summon a slab of rock on any part of the map, able to overlap existing terrain. It's useful for assisting in jumps from one place to another, as a bridge, or as cover to protect against a small portion of aerial attacks. Being a quick cast is a nice bonus, and it means you can often use this in combination with attacks or additional defenses.

Mud Ball: The 20-damage projectile isn't so dangerous, but you can use this to plug a hole in terrain protecting you, or to hinder a wizard or minion's movement. Pretty good when used the right way.

Pebble Destruction: The terrain damage is actually hard to predict due to the way the pebbles bounce, but doing up to 50 damage is pretty good, and if you get close enough to a tower, this tends to completely destroy it, in addition to hurting the wizard inside. The fact that damage is doubled to towers specifically makes this more of a situationally strong spell.

Stone Fortress: This 100 HP tower is far more durable than others, which makes it extremely good for soaking up some damage and giving you time to attack more safely. Very simple, and very effective.

Rock Golem: Single use, summoned near the caster. 100 HP, no high jumps,very weak long jumps that aren't any better than walking. It has Golem Smash, which breaks terrain at close range and does 30 damage. It has the Rollout ability on bot golems, which basically just digs a big tunnel in a direction by shoving itself through terrain. This does constant, but fairly low damage to anyone it touches during the movement. Immune to stuns, and has such a high knockback resistance that it can be easily mistaken for immunity. It takes 5 points less damage from every hit, receiving a minimum of one point. This means the golem actually ends up being a little bit tougher than it's HP makes it seem, particularly strong against multi-hit attacks that so often have lower damage per hit.

Mega Boulder: A charged projectile which bounces a bit, gets bigger each bounce, and also gets a tiny bit of size increase in midair depending on air time. Does minor damage, but heavy terrain damage wherever it hits, and after a moment it will explode.

Mud Blast: This is essentially just a more weaponized Mud Ball, more of it with slightly reduced potency. Overall, it can be a little better, mainly against a wizard who has minions close by.

Scatter Rock: A projectile that's good for terrain damage around a target while also hurting them a fair amount.

Fissure: This is very similar to Volcano, but it launches pebbles instead, being more for terrain damage than enemy damage.

Meteor: It falls almost straight down from the sky, completely destroying terrain and going very deep down, also launching pebbles for smaller damage near it's own target. It hurts wizards too, so you can treat it like an attack with the added effect of totally ruining whatever area it hits.

Rollout: This can only be cast by Rock Golems, or by wizards using the Earth Bonus. It pushes the caster through terrain in usually a straight line, interrupted by entities or falling but still remaining the same duration with less terrain damage. Used against enemies, this can do up to 50 damage depending on if they get knocked away or take the full force of the spell.

Earth Bonus: Gain permanent Stone Skin with 2 points of damage reduction instead of 5. The Stone Skin Spell is replaced with Rollout. Mud Ball makes a bigger terrain section where it lands.
Lightning Spells
Lightning Bolt: 10 projectiles totalling 50 damage. They move in a totally straight line, and have some knockback to them. The range is very long and accurate, allowing it to sometimes be extremely damaging to a wizard as long as they don't get launched by it too fast. Terrain damage is minimal, but can be used to cut straight lines through over time. An enemy inside a Mud Ball or Magic Sapling is a prime target for this attack, and it's often helpful for distant enemies who you can't hit as easily with projectiles like Fireball.

Shock Bomb: Launches a bomb which bursts into a circular attack doing 65 damage, which is rather good. No terrain damage whatsoever, though. pretty good if you actually want to avoid breaking the map in an area while still hitting rather hard. The explosion is roughly the size of 3 wizards standing close together in triangle formation.

Lightning Rod: The rod itself is not really a dangerous projectile, but the lightning it calls can be decent in power. It comes from mostly straight up starting at the sky, so sticking it to a wizard won't work well if they can hide under something sufficiently thick to block it.

Blink: The teleport is very short range, but quick cast balances that out. It also allows you to go inside terrain or get past some without having to break it first.

Chain Lightning: This is generally only good in more enclosed spaces where more bounces will hit a target, but can be decent enough depending on the situation. Usually, the damage is low and it just doesn't do much.

Lightning Bomb: To be written later.

Shock Shield: This is actually not so much a shield as it is a repelling tool. It keeps enemies from getting too close to you, but they usually won't anyway since most attacks are ranged. If someone is using you as a meat shield or something, this can be a good punishment without risking damage to yourself.

Storm Wisp: To be written later.

Electrowisp: To be written later.

Chain Blast: To be written later.

Thunderstorm: Pretty good attack against stationary enemies. It's best used right after someone summons a tower, to ensure they stay under it and get hit, helping you break the tower and ideally damage the wizard.

Storm Titan: To be written later.
Water Spells
Water Troll: Summon range is near the caster. It can walk and jump like a wizard, and has waterwalking. It passively fish-slaps anyone who comes too close for 15 damage, including his allies.
He has Access to the Water Ball spell wizards can use, and the Dive spell. Dive requires being extremely close to water, and allows him to effectively teleport to other places with water, possibly useful to cross the map or get into deep holes where wizards are.

Clam: This launches like a bomb spell but with only one bounce, then jumps up and down a few times digging, and it ends with a small explosion. 70 damage is possible, but realistically it's not likely to do that much and is better at doing a bit of terrain damage, making it usually less powerful than Water Ball if you want to attack with it. It also doesn't push around targets and just phases through them.

Deluge: This goes to a target location from the sky, falling straight down. The 50 droplets are spread across a pretty wide area and it hurts terrain a lot, but each droplet only does 2 damage to wizards or minions. The droplets bounce a lot and if used skillfully this can be a devastating attack, or just eliminate terrain someone is hiding under.

Water Jet: This shoots pretty short range like Napalm but aiming high can get it pretty far, although much less precise. Each hit is 1 damage for a total of only 40, but it pushes pretty hard and can be used to knock wizards down in a desired direction, or push them up if that's how the terrain needs to move them. This also has no self-damage if you're especially close, making it safe to use against enemies who press against your towers.

Water Ball: Typical projectile range, and the ball itself does very low damage but smashes straight through terrain like it's not even there, making it good at breaking stuff. 20 droplets of 3 damage totaling up to 60, but you're very unlikely to get 60. 20-40 damage is more common depending on how they droplets bounce.

Whale: Can only be summon once. Summon at a target location, but always comes out out of the water. It has 70 HP and a unique passive skill. It also has Water Ball and Dive, which is a water-based teleport. If using Dive or summoned in terrain, the terrain around it breaks. The passive shoots 30 droplets up into the air like a geyser, each doing 3 damage, at the end of each turn of the caster.

Rain of Clams: These is cast on a target location from the sky and falls diagonally based on where the targeting arrow points. There are 5 Clams which work exactly like the projectile spell. Much better overall than Clam, and decent at some scattered but pretty good terrain damage, even digging tiny bunkers sometimes. If you're lucky, the Clams also hurt wizards a good bit.

Spring Shower: This is extremely similar to Deluge, but slightly less spread out and not quite as damaging. It also does very little terrain damage except when it's droplets finish bouncing and can't find a target so they explode. It will often dig holes straight down, and sometimes these holes are pretty small but other times big enough to fall in. Lasts 5 turns making total damage potentially very powerful.

Water Skin: This one is quick cast and simply gives waterwalking for 5 of your turns. Best late in a match or when you're at risk of being knocked in the water.

Whirlpool: Spawned at a water level target, this shoots water up from a decently wide area to do moderate damage and high terrain damage.

Ocean's Wrath: Single use, launches massive waves of droplets for several seconds from both side of the map from the ocean. Does massive damage including to terrain. Not recommended if you're near the edge of the map.

Water Lord: Can be summoned only once, with the range being near the caster. It has 150 HP and can walk on water, as well as being a mount. The Lord can cast Mega Water Ball, a version of regular Water Ball with 40 droplets of 3 damage per. It can cast Mega Clam which is identical to Clam but the damage is closer to 120 instead of 70. It has the Water Troll spell exactly the same as the wizard version, and has Dive which works just like the one Water Trolls have.

Dive: This spell can only be cast by minions, or by wizards who have the secret Water Bonus. It teleports the caster to a location at water level from another one very close to water level.

Water Bonus: This is available when you have not only unlocked, but are equipped with the entire Water spellbook. There will be a button above your spell list to use it. It doesn't count as a spell, and costs 50 HP to use. It activates the full effects of Water Skill permanently, and replaces that spell with Dive. It also adds 10 extra droplets to your Water Ball and Water Jet spells, and 10 droplets per turn for Spring Shower. Whirlpool will be taller after using this.
Underdark Spells
Drain Shot: Short-ranged, 25 damage projectile that does 25 damage and heals based on damage done to wizards or minions. If two are pressed together you can drain both, but you can't drain towers or heal the full 25 HP if your target has less than that.

Necro Shot: Only 30 damage, but it steals reanimates minions killed as your own with 30 HP, and actually reanimates wizards. I can't say what exactly it does for wizard reanimation without further testing, but I know at the least it gives you a meat shield. I'll improve this description if I figure it out but if someone gets video of what happens before then, I'd love to see it.

Undead Imp: Minion summoned near the caster. Has 50 HP. Leaves an Aura of Decay where it dies, but not when killed by a reviving attack such as Necro Shot. Has Necro Shot and Dark Arrows, along with it's own Claw Attack. The Claw 15 damage, minor terrain damage, and applies 3 turns of 15 damage poison.

Aura of Decay: A small cloud of smoke placed at a target, which does 15 damage when anything touches it, but only the first time before it goes dormant. It's dormancy ends when the caster's turn starts. Lasts for 5 turns. If an Aura of Decay kills, it reanimates the subject with 30 HP. Auras caused by other placed by other effects also have this revival effect.

Resurrect: Re-summons the last killed minion with 50 HP as your own, even if the last one to die belonged to someone else. The summon is near the caster.

Dark Defenses: Single Use. This places a special kind of shield on the caster, which prevents you actually taking damage by absorbing HP from your minions instead. Best to use when you have a lot of minions around to use as batteries. It will only heal up to full HP, and can also be used to rapidly heal one time and instantly kill your minions depending on how much HP you and they have. Using it as an emergency heal is viable, but not usually ideal.

Dark Arrows: Target a location, then launch 3 projectiles each doing 15 damage. They home in on the target location once the initial launch is complete, like other arrow spells. If the Arrows kill anything, it's revived as yours with 30 HP. Don't forget that being a multi-hit it's possible to unintentionally kill the revived target and re-revive it in the process, or just to damage an already fragile minion if your last arrow hits it after the revive.

Dark Knight: Summoned near the caster with 100 HP. Has Drain Shot and Sword Slash which does 50 damage and minor terrain damage. Also has Fear, a melee-range quick cast spell which causes unfrozen, unstunned, and untowered targets to jump away from it.

Den of Darkness: A castle with 60 HP and an Aura of Decay that won't hurt the wizard who casts it, but will still hurt anything else.

Corruption: Deals 30 damage to every alive minion, including yours. Every minion killed by this leaves behind an Aura of Decay. This is best used when your own minions aren't close to you, and when enemy or ally minions are at or below 30 damage, with some being near enemies. Since Dark Defenses relies on not losing all your minions, this spell can backfire unless that one hasn't been used yet or has already stopped working.

Reaper: Single Use. Summoned near the caster with varying HP numbers. It's HP is the total of every other minion you have at the time of casting, and all other minions die. It also has a minimum HP of at least 100 based on my tests, so if your only minion has 50 HP, your reaper won't have just 50 HP. The maximum HP to summon it with is 300. It has no inherent abilities that I can confirm, but copies the spells of every minion used to summon it. This doesn't include passives, and the Reaper won't inherit those. I highly recommend having at least one Undead Imp when summoning the reaper, because the Imp's attacks will help a lot in making it a useful minion.

Lich Transformation: Single Use. After casting, you gain a huge aura, big enough to encircle several wizards and minions. Everything inside the Lich aura will have 5 HP taken from it and given to you, including allies. This can still help in a wizard team, but anyone staying near you needs a way to recover. If paired with an Overlight specialist, the combination of Overlight Bonus and Angel Transformation will result in both wizards constantly regenerating slowly as long as they stay close enough. Not compatible with Angel Transformation, casting one disables the other.

Underdark Bonus: Costs 50 HP, isn't a spell, and doesn't use your turn. Available when the entire Underdark spellbook is equipped. Places a jar where you're standing at the time of casting. If killed, You revive at the jar's location with 50 HP, but destroy it in the process. Lich Transformation stays active if revived this way. You can use the Bonus again if the first jar breaks, but you'll still need 50 HP to do it, and that's all you have when the jar revives you. This means in order to replace a lost jar, you need to heal up a bit first, using spells. If a soul jar falls into the water, it's destroyed and needs replaced even if you didn't get to use it to revive yourself. Upon using Underdark Bonus, you also get an additional arrow for Dark Arrows, and Resurrect has no cooldown.

Wizard Revival: Every effect in Underdark spells capable of reviving a minion is also capable of affecting a wizard, but with some special rules. The base HP will be whatever the spell indicates, with the maximum of 250 like a normal wizard. The revived wizard no longer counts as a player, has a skull face like the Lich Transformation to indicate undead status, and is actually considered your minion. Revived wizards retain all of their previously equipped spells, and otherwise function exactly like other minions, only that they can potentially be extremely powerful with the much larger spell list and high maximum HP. It will also be capable of friendly fire like most minions, and won't be affected by any active cooldown on the wizard prior to killing and reviving them. You can only gain one of these by killing with a revival spell, because Resurrect won't treat them as a minion until after the initial revive happens. If you manage to gain and protect a reanimated wizard like this, it can often be the strongest minion in the whole game. Resurrect also works on your revived wizard if it dies, allowing you to keep bringing back potentially your most dangerous weapon. This semi-secret and funny mechanic pairs best with effects that can heal this rather unique minion.
Nature Spells
Overgrowth: A projectile which enlarges what it touches, making targets easier to hit with other things and crippling jumping ability. Most effective on wizards, but it can sometimes keep minions at bay if you can't outright kill one. Pairs well with Spore Ball to result in semi-immobile enemies who take damage over time, and can also be used to keep a wizard from following you if you want to hide behind something.

Spore Ball: A projectile that does 10 damage and places a mushroom which sticks to what it spawns on. The mushroom does 10 damage to anything very close to it at the start of the caster's turn. No mushroom will be placed if too many are close together, but further testing is required to be sure of the limits to this.

Vine Whip: Cast this only when touching terrain in the direction you cast, or it will backfire. It follows a straight line and explodes on the opposite side of the terrain you cast it into. Does 50 damage, with high terrain damage.

Magic Sapling: A projectile that does no damage but places a tree wherever it lands. For the next two turns, the tree fully repairs itself if damaged. The tree is about triple the size of a wizard. The Sapling is best used as either a shield or a prison. It also can be a substitute for tower spells, blocking attacks that don't get past terrain easily because the tree placed actually is treated the same as terrain aside from it's self-repair.

Acorn Bomb: A bomb that does 10 damage and produces seeds. Seeds from the bomb are activated by damage, and explode for 10 damage each.

Substitution: 2 uses only. Quick cast. Target a location, and the next time you take damage you'll teleport to it, even on an enemy's turn.

Spore Bomb: 3 uses only. This bomb does 30 damage when it explodes, and also launches 6 Spore Balls out from it. The limit of mushrooms not spawning if they end up too close together still applies.

Enchanted Vine: This needs to be cast with your face against terrain to work properly. It will place one portal in front of you, destroying terrain to make space. It places another in the straight direction you aim which can't receive anything, but outputs whatever you launch into the first portal. This is essentially a safer version of Arcane Portal but with a more limited choice of where you can put it.

Mantrap: Summoned near the caster. It has 60 HP. This minion can walk, but totally lacks jumping ability. It's somewhat aggressive about causing anything that gets close to mount it, which makes movement harder if you place it certain ways. It has a unique Vine Tunnel spell to teleport directly through terrain similar to a Vine Whip explosion, which is it's main movement option. It also has Acorn, Bomb, Mega Acorn Bomb, Overgrowth, and Vine Whip.

Mega Acorn Bomb: The bomb itself won't hurt, but it places a lot of acorns inside the terrain around it. This can potentially be used as a way to detonate terrain.

Ent: Single use, summoned near the caster. Has 120 HP, knockback resistance, and immunity to spores and fungus. It has Spore Ball and Spore Bomb, along with Vine Tunnel like the Mantrap has, Vine Bridge, and Empower Fungus. Vine Bridge creates a very long bridge of terrain starting where in front of the Ent, leading in whatever direction it aims. Empower Fungus is a quick cast that turns nearby mushrooms purple. Empowered mushrooms seem to clone themselves on the next turn, replacing themselves with 2 normal mushrooms.

Tree of Life: This is actually Nature's tower spell. It is in fact 50 HP, and has a good-sized aura that reduces explosion size within it. It will help weaken stray bombs and poorly-aimed Fireballs from hitting you as easily, but it's not the best tower.

Nature Bonus: Costs 50 HP, isn't a spell, doesn't use a turn. Only available when every Nature spell is equipped. Acorns will make pretty big circles of terrain where they spawn. Overgrowth makes targets massive, even compared to before. On activation, all mushrooms you have currently spawned will get a passive that makes them shoot a Spore Ball at the nearest enemy, but this seems not to work on mushrooms placed after activation.
Overlight Spells
Healing Ball: Short Range projectile that heals everything right where it lands by 35 HP. It can be used on yourself with only a little skill, and can affect enemies. It also can affect minions but only if they're below the HP amount they have when summoned. It won't overheal wizards or minions, so something like an imp won't pair well with it.

Shining Bolt: Fairly short range projectile doing a minimum 15 damage. Gains 15 damage for each turn that it's not used, up to 60 maximum, and reverts back to 15 with each use so spamming it won't help much.

Sky Ray: Attacks from the sky straight down and does 50 damage to a small area. Minor terrain damage.

Light Spirit: Minion summoned near the caster. It flies, and has a short-range aura that heals 5 HP to everything in range once your turn ends.

Protection Shield: This blocks a total of one hit and can stack technically 5 times for up to 5 hits, but realistically the cooldown means you'll almost never stack it up, and you'll get at most 2 shields unless you're lucky enough to go several turns without being hit. It's still decent against Fireballs and other one-hit attacks.

Guardian Angel: Minion summoned near the caster. It has 50 HP can redirects damage done to anything inside it's aura to itself, except other Guardian Angels. You can put more than one in the same place, but it's usually better to stagger them and use one at a time unless you have a team to protect.

Light Arrows: Target a location, then shoot the arrows and they'll first move the direction you shoot them then home in on the target. Each arrow does 15 damage and very little terrain damage, but each turn without casting the spell adds one arrow with a maximum of 5 arrows for 75 damage. Like Shining Bolt, spamming it is usually not helpful.

Rising Star: Summons an orb in the sky over a target area, which drops stars that do 50 damage and moderate terrain damage. They fall in inconsistent directions for 5 turns, but the last turn falls straight down and does 100 damage with heavy terrain damage. The first 4 turns start with 1 star, but gain an additional star each turn until the 5th when the big one appears.

Holy Knight: Single use. This falls from the sky either left or right based on the direction you face before casting. It does 20 damage and small terrain damage where it lands and summons a Holy Knight. It has 100 HP. It's high jumps are poor, but it can long jump and can ride mountable minions. It has the Healing Ball and Protection Shield spells wizards can use. It also has Sword Slash, a short range attack with 50 damage and moderate terrain damage. It also gets the Pegasus summon, a mountable minion spawned near itself with 50 HP. The Pegasus has the Protection Shield spell, too, and can fly.

Light Castle: A tower with 60 HP that has a short-range aura which heals 5 HP to anything inside it at the end of your turn, including you.

Piety: Single Use. Raises or lowers the HP of all wizards within a moderate range to become equal, but doesn't affect minions.

Angel Transformation: Grow blue wings and gain flight ability, but lose access to tower spells once it's cast. You regenerate 5 HP per turn in this form. If you take damage you'll fall, so try to avoid being in range of enemy attacks with it while at risk of falling anywhere bad. Incompatible with Water Skin, so you can't use both to avoid falling in water. Using this with Water Skin just disables the waterwalk effect. Not compatible with Lich Transformation, casting one disables the other.

Overlight Bonus: This is unlocked by equipping the full Overlight spellbook. It costs 50 HP but isn't a spell and doesn't use a turn. Once cast, you regenerate 5 HP. Shining Bolt gets an extra 15 damage, making it's range 30-75. Light Arrows gets an extra arrow. Sky Ray gets a smaller ray on each side of the default, doing 25 damage each, with half as much terrain damage. Rising Star gets an extra star each turn for the first 4 turns of it's duration.
Common Spell Mechanics
Towers: Tower spells will automatically place the tower so that the caster is inside it. They have their own HP amounts, but they appear as an extension to caster HP. This is an illusion, as the total can surpass the maximum HP limit of 250 a wizard has. You can also leave a tower by jumping, which destroys it and instantly changes your HP bar to show your true amount rather than the total of both caster and tower.

Charged spells: Some spells, like Fireball, have a reddish cone to aim. Clicking and holding these longer will increase their power, with the default click typically being such a weak launch that it lands on your feet.

Uncharged spells: Other spells sometimes have a line of starry-looking symbols. These spells have a fixed launch power and are simply aimed.

Targeted spells: Spells which simply have a reticule that expands and contracts are targeted, and can be cast on any location unless they have a special rule saying otherwise.

Sideways targeted spells: Some spells, like Rain of Fire, look like targeted ones but have an arrow pointing left or right, These tend to fall from the sky at a targeted location, and they come from left or right depending on how the arrow points. Turn your wizard's face the direction you want to aim the spell prior to selecting it in order to control this.

Minions: A minion can be controlled with a button which appears to be C by default. You keep pushing it to cycle through different minions and yourself. Some minions can cast spells, and them doing so uses your turn. If a minion has a quick cast spell, you can cast that without using the turn, just like when you cast it.

Quick cast spells: Any spell labeled as quick cast can be cast without using your turn. You can quick cast multiple times if you have more than one of these, but cooldowns don't get lower until your turn actually ends.

Stun: A stun is what happens when you take damage during your turn and lose the ability to move until your next turn.
7 Comments
ShadowKing 23 Aug @ 7:00pm 
alright
Fish Gaming  [author] 23 Aug @ 4:07pm 
Luckily for me, I haven't seen that bug except one time during a PVE match, which is mostly matches I've been in. I also haven't played recently, but if you figure out more about such a bug, I'd be interested in hearing how it goes.
ShadowKing 23 Aug @ 11:39am 
I have bug where even if I win a match the game displays that I lost and I can't earn anymore essence, have you experienced this?
Fish Gaming  [author] 10 Oct, 2024 @ 9:20am 
It's honestly luck. I put in about 100 hours (only to farm essence so I could start testing every single spell) and got a few people. I've seen up to 5 lobbies open as the record I remember and have been in one with 8 people one time. More commonly it's 2-4 people who actually probably know each other in a private lobby, which is my preferred way to do it. 4 people is ideal because it enables teams which so many spells rely on while also being easier to track and not having you wait long for your turn.
That being said, while I say the game isn't fully dead it is highly underplayed. Being effectively a free Worms game would make it good for a lot of people but I think it's just unnoticed and not ever talked about much. A tragedy for low-budget gamers.
ShadowKing 27 Sep, 2024 @ 1:33pm 
idk, whenever I play theres like 2 people in lobbies and actually matching into random players is impossible, for me at least
Fish Gaming  [author] 25 Sep, 2024 @ 10:09pm 
It's not entirely dead. People play it in private parties with friends and I still on rare occasion actually match with random players.
ShadowKing 22 Sep, 2024 @ 6:07am 
Dang, someone actually wrote this much about a dead game, respect.