In Heroes of Mana Magic 3, the magic system centers around the Magic Observatory where players accumulate astrology points to unlock and upgrade high neutral spells, with four schools of magic (Arcane, Daylight, Nightshade, and Primal) each offering unique spell tiers from basic utility to powerful endgame abilities, and spell levels can be increased through mage guilds, shrine flags, and equipment like Seven Eyes.
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Magic Review and Spells GuideAdded:
Hello and welcome everyone to a new hero of mana magic video and this is a magic guide. We're going to be going over every single school of magic, all the mechanisms um and everything that you need to know in order to master magic in olden era. So without further ado, let's jump right into it. So, the key component, the key thing that we're going to be always looking at when it comes to like reviewing spells is going to be the magic observatory.
And within the magic observatory, you have um your spell constellations. So, basically, your tier of spells.
Therefore, uh schools of magic, and they are all represented by a cool little thing that is like made up on the stars like the spider here. So we have daylight spells, um nitrate spells, arcane spells, and primal spells. And however, the most important spell important spells in the game are not um from any school of magic. Instead, they are the high neutral magic.
So in Heroes of Mana Magic 3, we used to have the control spells a dimension door town portal fly be part of schools of magic, you know, and that was a big problem because those schools of magic became super important and inflated just because the control spells were there.
They were basically like a must. So follows a different system. So what you're going to be doing is you will be accumulating astrology points throughout the game. um all the towns like normally automatically generate um astrology points. You can see how much over here you will be then generating more astrology points whenever you build out um your main building um your main building line here. So if you build Grow Palace 2, you're going to be getting 750 gold, law points, and astrology daily.
It doesn't matter which one of these that you pick, you will be getting this base bonus by default every single time.
And then you basically pick another extra bonus that you would like. So if you if we pick astrology, we're going to be expecting uh 1250 increase for 750 total.
I mean, my math's bad.
Oh, this is like actually combined. So grow palace one 500 applies and then this is going up to to 50. So yeah, that's where the 500 went for my calculation. Um actually today I learned um that actually makes me re-evaluate bank a little bit too but um that's beside the point. Um always learning, always growing. So you can see your astrology income over here on the observatory button. It's 1750. Uh but every single time that you reach a threshold of points needed, you're going to be gaining an insight. This insight can be spent in order to unlock and upgrade the high neutral spells. as long if you have them unlocked and you have the level requirement reached. Um then by visiting any mage guild, you will then be having access to the spell. So in terms of actual gameplay, most of the time you're taking second wind first and maxing it and then you're working on dimension door and sometimes you will step out and do shadowfly. Also on ja southcast you're taking some TP as well early on. And that's it. That's all you really need to know. second wind first max it DD second max it then go shadowfly um these two don't really matter and the P I believe is only necessary for JA soft gas and no other template in the current one hero pool so yeah now you know generate astrology spend on second wind spend on DD you're going to be way faster around the map let's go so next up is we're going to be reviewing all of these spells and all these schools of magic one by one. Okay, so first off, let's go with the most trashy of the schools of magic and that is going to be Arcane. So Arcane is like a very focus pointbased uh school of magic, which is kind of weird because they don't do a lot with that, but sure. So, probably the best spell. Um, well, yeah, we have early start and energize um and guillotine and optical illusion.
So, honestly, now that I think about it, these spells are not that trash. It's just that they're way too specific in order to warrant being a good consistent school of magic throughout the game. So early start has um yeah has like very many uses whenever you need to like outspeed something whenever you need to like move last in a turn, move first in a turn, you early start. Um decent little spell does not really scale too much with levels. Guillotine is a spell that you use when you're in desperate situations when you have like very high tier army coming at you. Um, this spell will usually be killing about like in my experience it's usually like one unit.
Okay, so like a death stare, but like the second one is going to be killing two then eight and so on. You can actually like scale this pretty well and sometimes it can be a pretty good high damage cast. Energize is just your button to generate focus and it's a good one. Yeah, generating focus is important is good sometimes. So just having this as an option is a thing. Um, next up is optical illusion which will reduce the the amount of range damage that you take by up to 50% on older creatures. However, you need a very high investments in order for this to actually be that good and also it's not really as good as twilight which will make the opponents not be able to shoot like just completely.
So yeah, this spell has like some competition and needs levels in order to be good. All of the other ones are actually like decent without levels, which is actually a reason why you don't really want to go arcane because like most of the things that the arcane does, it already does without you needing to go into the school of magic in the first place.
So yeah, um two arcane is like it gets even worse. You get carropace, which is a very high mana spell that will just block one or maybe up to two hits if you upgrade it. Um, yeah, it's not very good. There's like very many instances of damage running around in all the nera and just being able to like shrug off one or a best case scenario is just like not really a good deal. Then we have reinforcements, an amazing spell. You just get to like um cast this and then you get to select a dwelling around you in a big range, one that you have already flagged and then you get to recruit creatures from there. It's a really good way to rally army. super convenient. But once again, you don't really need Yeah, you just don't really need this. Uh you need you don't need levels on this spell in order for it to be good. It's just like good by default, even like level one. Next up is blank. Once again, usually you don't need levels on this, but you just get to teleport a creature somewhere. Um only friend creatures unless you're that one weird hive dude.
And then energy explosion, a damage spell that does not scale with your power. Rather, it scales with focus charges.
Um, it's pretty bad. Like the numbers on this are just like not nearly good enough. It's like a tier two spell that they expect you to have like super early, then they expect you to like save up the focus and then like use this. I mean, it's just like not really happening. This is Yeah, I don't know. I feel like nobody like really took a hard look at this, but um that's okay. Um it's okay for there to be some weak spells in the pool.
Um next up is Assemble.
Um assemble is useless in one hero format, so it's whatever. Shackles will just like remove um counter strike, which is also pretty useless. It also like dispels repulse which could be like sometimes like a little bit decent.
However, usually you would like to just wean all of the buffs off off of everyone rather than using shackles. So yeah, next up is temporal spheres. Um, this one is actually pretty cool and places traps, uh, invisible traps that when somebody goes over them, it will deal a massive amount of damage immediately.
This can actually be like a very damage, I mean, mana efficient, damaging tool.
It also just does a lot of damage. The AI behavior is like rather predictable.
They will go straight at you. So, if you just like play some traps along the way, it can actually be like good. And next up is impelling fate which will deal damage flat damage not scaling with power once again per unit tier. So at most this is doing like a tiny bit over 200 damage to all targets. Um I mean to all of the opponent stacks it's just for tier three spell. It's really really bad. It doesn't actually do something.
I've only had like some niche cases where it was the only thing that I could cast. So, I casted it and it wasn't like that bad, but that's like the most of it. So, tier four is when we actually get some decent arcade spell payoff. We have two amazing spells. So, the first one is rewind life. Just straight up resurrection and no caveats that you need to like accomplish this or that in order to have like the units be permanent. Nope. Just like if you rest them, they're back and they're yours forever.
um an amazing spell and uh scales pretty well. You get the number goes um a lot higher with levels.
And then next up is we have mirror copy.
So at peak performance uh what this uh means is that the mirror copy you're going to be like um summoning a copy of a stack and it's not like the clone of Heroes 3 where one hit and it dies. It will actually be persistent and around for like many turns and at peak efficiency it will be taking 50% more damage and it will be dealing only 30% less damage. So you're summoning a weaker copy of your main stack and that's like super powerful. It feels sometimes like so oppressive to play against because you know like the opponent can kind of like handle one stack by like hiding kiting it around finding where that stack is not. Well, you know what? I actually have two of them now, so handle that. It's uh an amazing spell and very often game-winning.
Tier five also has like some pretty good arcane stuff. Um there's going to be black hole.
Um yeah, black hole is going to be um very high AoE though. The AoE is like so weird to target. I cannot even tell you how weird it is to target.
Yeah, it's like super janky, but it's like so big that it doesn't even matter that the hex's um in the black hole are kind of weird. It has like a pretty good base damage and it scales quite a bit well with power for an spell that is like so huge AoE.
Next up is Dorius's tide. Dlorious side is an amazing spell which is going to be slowing um your your opponent and speeding you up both in speed and initiative. However, not a lot of it.
And then at expert level, it will also dispel all negative movement restriction effects from the your army as well.
Oh, and also all the positive movement enhancing effects from the enemies.
Actually, I wasn't really aware of that one. Uh, but yeah, you can turn the tide and make sure that your units are going to be faster than the opponent's, which is super important on Olden Arrow.
Then this last spell, honestly, it's an interesting one. Selected target takes no damage from any source. Instead, at the start of each turn, it takes all the damage it would have in the previous round as pure damage.
Um, yeah, at max level, it also reduces the damage that that stack takes by 40%.
So, this is only good in a few cases.
Okay, so if you use reality distortion and you use barricade, some stupid things happen, I think.
Okay, nobody has ever done this in a real game, so this is only pure speculation. But if you arcane, I mean, reality distortion and then you can tank the full hit with like a carropase, then maybe you all of that damage will actually just like not count and be killed by that single carropase.
However, then you have to like cast two arcane spells in a single turn, which is pretty hard. You need like an ancient idol, you need vomit, and you also need to like not be casting anything else.
Honestly, making a stack immortal for the price of like two single school of magic highlevel casts is honestly like a big price to pay even if that was the case. Even if that is how it worked, but I'm not even that sure.
Um, so yeah, these are the arcane spells. I would not recommend going arcane magic almost ever because like the payoff compared to others is like you see like looking at all of this um in low tier arcane stuff I can only like name it like fringe utility like yeah sometimes you need a little bit of initiative on someone I'll get to like just unload like three guillotines on something but also pretty rare sometimes I need like some help against like getting range attacked. But yeah, I mean it's pretty weird. And um these spells don't even like scale that well with levels because they already do what they do even at a low level. So yeah, compared to all the other tier one spells, it's like pretty garbage. Tier two as well, tier three as well. Um only tier four plus is when it gets good. So you want late game arcane casting, not early game arcane casting.
Um, okay. So, next up is let's look over daylight magic. So, daylight is focused on buffing up your army and it does a pretty damn good job at doing that. It is amazing. So, blessing at um at the base level, you're going to be getting 25% extra damage. At peak level, all of your army is going to be getting 35% more basic attack damage. basic attack damage means that yes um range attacks, long reach attacks, and melee attacks, everything is going to be getting buffed by 35%.
Amazing. Just like insane modifier. Um one of my favorite spells in the game that I always spam, you know, and then compare this to like the early start, which is like one unit gets some initiative. Like pathetic.
Short and shadow.
Um this is an interesting spell. um at base. Okay, listen. Like level one, nobody casts short shadow. It's like the most trash spell. It will reduce the um attack and defense of a creature by two tier, which is not worth a cast.
However, if let's uh consider the expert like level four version of the spell, it will affect everyone and it will continuously um decrease the stats. So like let's say you cast like level four shortened shadow four turns in all of the opponents are losing eight eight stats by that point and it will keep accumulating for the entire duration.
That is greedy. It's too greedy. Uh the fights don't usually last that long in olden era. They're usually like figured out at a certain like earlier point. So short and shadow just falls a little bit short.
Uh, next up is haste. Um, haste um just um is a single target speed boost. Um you know like it's niche utility. It's just like early start but for speed rather than initiative. And then healing water and heals a unit. Sometimes when you have like a higher tier unit that has to like do a lot of work, you can healing water it and it will be you know able to do that work a little bit easier. Sometimes it can let you resurrect army a little bit easier. For example, if you're playing like wormos, whenever they eat a corpse, they gain a healing that is able to revive units.
But if they, you know, um if they end up not having I mean, if they have like too little HP, you can heal them and they need a corpse in order to like get back a new worm. So like very nichely useful.
And tier one is all about the blessing for daylight. Let's go on to tier two.
So, one of the most overlooked, I mean potentially overlooked. All of the good players are already like recognize the power of the spell. However, for an inexperienced eye, inner light might fall through the cracks. Reduces the duration of all negative effects applied to the target friendly creature. And then, of course, at extra level, it will be affecting everyone. So, this is like expert cure um from heroa magic frame. amazing.
There's like so many debuffs running around. Uh things that people will throw at you like Nyus Kiss, uh Vengeance, uh you know, Twilight is super toxic. Um in order to be able to handle all of these like super rough casts against him, inner light is a must. Even if you're not playing daylight, many people just like make sure to have like the best amount of inner light that they possibly can. Um, it is an essential spell to get yourself to not be debuffed into oblivion. Um, yeah, super important.
Next up is weakening Ray. Just removes a counter strike from everyone at the weakest at the strongest level. To be honest, it's uh it's pretty trash. I don't know. I mean, in some niche cases, I can see it kind of being a thing, but honestly, I'm interested.
Uh, from a rare tie. So, this one is basically the view air of hero of heroes amount of magic.
Um, this is how you're going to be able to find your opponents towns, opponents's heroes position. Um, but you need this at level three to be able to see the heroes, which is like quite a requirement, but usually it's not like too hard. You build like a few major level twos and then pay some dust or maybe have like some item that will boost your uh spell levels or so on.
And the last one is favorable wind. This one is kind of a weird one. It increases damage by up to 50% at the highest level.
Um, so you know, when you have like a 35% damage buff for all of your army, having like a single target buff for 50% at tier two doesn't really seem to make a lot of sense. Um the only times where I think that favorable wind is playable is when you are playing with angels and also have other stacks involved. So you can favored wind like your marksman and then your angels will be able to like using their special ability just have that buff as well. So you're basically buffing multiple creatures instead of one in which case this uh buff becomes pretty significant and pretty cool. So yeah, next up is tier three. So, Daylight has like some of the best your free stuff in the entire game. The first and most important is going to be Arena's Touch.
Um, on the basic rank, it almost does absolutely nothing. 10% HP and one initiative for a pretty low duration for one creature, like absolute trash. But at max level, it is going to be giving all of your army um 20% HP and two initiative.
that is very very strong getting elixir and also getting like movement priority team all in a single cast it's um it's really really good.
Uh next up is stunt all enemies within two access of the target creature can only target that creature. So yeah this will make it so the a specific creature is going to be attack I mean tanking.
This can be like it has like some fringe uses, but honestly I don't believe in that much. Um, I would say this spell is kind of trash and boss. Usually you're better off casting something else.
Next up is Song of Power. Resets the cool downs of the target friendly creature and max level. Um, it will target all of the creatures.
I well yeah I don't really like CN I don't think that any abilities are really like that super important that you can't like really just wait out the cool down you have to like reset it now use it now I maybe it's good for demon farming though maybe you can demon farm multiple stacks a turn with this because it's limited to once per turn but with this you could do it again or maybe for liches as well I don't know I can like kind of theorize like some use cases But honestly, yeah, once again, usually the competition is fierce, so especially for the elect magic. And usually there's going to be like better ones out there. So yeah, now this one is super interesting. We have repost.
So basically, it makes the creature um counterattack before it gets attacked.
So you like you know you click something that and you want to attack it. It will actually hit you first and then you will attack it. So that's a very very cool spell and max level. It will also give you one additional counterattack per turn. It will deal more damage with counterattack. So you're absolutely decimating your opponent before he even hits you. And also it affects all creatures. So all of your creatures are like reposting gods that cannot be hit because you will hit them first. It is an amazing spell and feels really good to play.
Nice. Then on tier four, um, daylight does not let up either. Clear fog is a pretty good spell. It just like lets you click somewhere um on the map close to you and it will just reveal that a little bit of um of the map. So that's cool.
Oh, and the rank for has unlimited casting range. That's pretty cool. I actually wasn't aware. Um, then one of my favorite spells in the entire game.
This one feels so good to use. Radiant armor. So, a basic. Once again, like usual, level one spells are pretty trash. It will be giving one unit 20% damage reduction.
Pathetic.
However, at maximum level, 40% all damage reduction for for every single unit in your army.
Now, that is premium. Insane. One of my favorite uh buttons to click is level four radiant armor. It is absolutely awesome. Always going for this whenever I play anything even remotely daylight.
Usually, even when I'm not laying daylight, I'm trying to find the levels to make radiant armor work.
Next up is we have vengeance. So, vengeance uh will be making it so whenever a unit gets attacked um it will be taking damage. It might it's basically like the inner flame of the dragon. However, at a high level, it will affect all basic attacks. So, even the range units will be getting hit. And honestly, you can scale it to like a very insane level where you're where, you know, like something has to like take a thousand damage to attack you. However, it is always a single target spell. So, you need to like be able to find it, you know.
Find a good target um that will be getting focused is what I mean. And next up is we have he blades.
Um, this one makes it so you deal a flat amount of damage with your attacks. Uh, it's uh pretty trash. It's kind of like an early game cheese ability because the moment that you like scale up 75 75 damage is going to be just uh I mean, yeah, it will just like not really be significant enough to do anything. Um, it can pretty notably be used with like double attack creatures in order to like proc it twice. That's the only like use case that I've seen.
Like some awesome girls in the early game with heavenly blades can, you know, deal some damage, but honestly, pretty trash ability and on tier five. So, I said that, you know, like uh so far daylight has been looking pretty consistent, right? It's like, you know, pretty buffy, pretty supporty. Um, you know, light based things. Let's go. Peppa happy. And now, what does tier five daylight get?
Oh, why? Yes, Implosion.
I mean, it may not look like it, but this is implosion. This is just like the biggest straight up single target damage nuke in the game. Um at a high level it will scale 60 damage per power and you can get a lot of power in olden era and also magic damage amplifier steel. Um so yeah this spell deals ridiculous amount of damage and is the pinnacle of daylight magic. There's also arena's touch. The target of the creature cannot have less than 20% of their current units. Take a damage reduces duration effect by one round and it goes up to a minimum stack size 50%. And you can get a lot of duration by just scaling actually. No, no, no. It's not affected by power. Never mind. Pretty weird spell. I don't even fully understand what it does. And I played with it a lot during the campaign actually. Uh yeah, it seems seems useless to me. I'm not going to lie.
Mhm. So that is daylight magic. Um, usually temple plays daylight. Honestly, anyone but necro can play daylight. It's really, really good. You know, just getting that bless up early is amazing.
And late game, yeah, you just go one shot people. Pretty cool.
So, the probably the most impactful though of these schools of magic is going to be Nightshade. And Nightshade has some really, really good stuff.
The first one is going to be a natural calm. Um, a natural calm will just straight up uh at expert level um make everyone deal 30% less damage with basic attacks. That that does include range attacks, by the way. So yeah, this is insane. This is like bless but the defensive version of it. And um yeah, it's really oppressive. It will make you bleed so much less army. You can get it up top online even at level four from a very early stage and it's just going to be like alongside you. This is like the good old the most trustworthy thing that you're Yeah. going to be like clicking in almost every single one of your fights from the moment that you get it at a decent level. Amazing ability.
I mean spell. But yeah. Then next up is we have a large shadow. The counterpart to shorten shadow. So this is going to be scaling your army by two defense and two attack at least when it's at least level two. So once again, the spell is just like way too slow. It scales not enough. And uh yeah, for that reason I would say that it's um not really important. Maybe if for some reason the fights tend to go on to the slower side, then it could be good, but for now it's whatever.
Okay, then next up is we have despair.
Despair is probably the most the best early game damage spell in the game because it just deals a really high amount of damage per mana point and per cast because um the moment that you reach level two, which is really easy, uh you're going to be having at least like two duration. If you have like four power, it's going to be like three duration and it's going to be quite a bit of damage to you. It's like a lightning bolt worth of damage per turn for quite a few turns. So, you know, why just lightning bolt once when you can be applying lightning bolt per turn and if you specialize a night shade and go for level four, then it will be AoE.
It's like yeah, you can just like designate um like an entire area of stacks to just die slowly but surely.
It's a very important tool in the early game of all the era and when utilized correctly it can do some pretty ridiculous things. Very great spell even really good in PvP. Its main downside is the fact that it cannot be cast on magic creatures and why is every single thing in Olden Arrow a magic creature especially when you need to cast a sparadness. So be careful. It it is not super reliable. It's really good when it's available, but there's so many magic creatures in the game, I can't uh so night shade on tier two is uh pretty sucky. They don't really do anything. Weedm is uh visions. It will show you whether something will flee or fight. It's pretty good with diplomacy.
I mean, essential, but not really.
Yeah.
Nothing like teal.
Um, interesting.
Then we also have umbrell grip. Umbrell grip is just um damage spell that will deal pure damage. So the upside is the fact that you can target creatures that are immune to magic damage um such as the inquisitors or like the tier seven from schism or pharaoh dragons or whatever like that. Actually not fair dragons. So yeah, the downside is that it absolutely sucks. The numbers are just like so low that you don't usually want to cast this anyway. This is like a desperate cast if like everything's on cool down. You throw down the umbrel grip that you just happen to have. Um that is this spell's purpose web. So this is slow and um yeah, it reduces the speed of a target creature. It will never be AoE we even at level four. So, no mar slow in the game except if you're playing Marl the web specialist.
Yeah, it's pretty weak. It's like a full cast. You slow down one stack. Sometimes you kind of look for it and you need it.
Um but uh yeah, it's like a niche tiny bit of utility that sometimes can be a little bit cute. Nothing more. Um, and then we have the shade glo, which will make a unit unargetable until their next action or the end of the round. And also the first attack was going to be dealing damage at higher levels up to 50%. And it sounds kind of good, but it's like really really hard to use because you need like initiative priority, then you need to like use the shake clog, then you need to not do anything on that like other stack. It's uh a little bit too much work to use at all, but sometimes can be Yeah. And once again, like just like a super niche thing.
Your free night chain. Um yeah, it's all about Twilight. Twilight feels amazing to use. It prevents all of the opposing creatures from shooting. Um but you need like level four in order to prevent all these stacks from shooting. Um, at basic rank, it will just be one target that will not be able to shoot. And also, the targets will deal 15% less melee damage because they can't shoot. Naturally, they will melee. So, B, and it also applies to not even ranged creatures.
So, this is like 15% less damage dealt by all opposition on top of preventing the shooting. So, that is amazing. This spell feels super impressive. Whenever you like get it off in a good situation, it feels like it's just straight up gamewinning. Twilight is awesome.
Next up is we have sleep. So sleep is hero freeze blind just on olden arrow form. It actually when you can hit the sleeping target and it will not awake them. However, it will reduce the duration by one and the peak duration is only three. So yeah, normally duration is actually only one for this. So it's like a super super super gig of weak version of blind. And also you can only use it once on a target. Um even if you get the cooldown back, um you cannot use it again on the same target because they get like um buff called insomnia and it just says you need to sleep. So yeah, not super interesting. Super weak.
Then we have silence. Target enemy is prevented from using abilities or generating focus points. At max level, it will affect all creatures um as well. So, it could be pretty good against like some specific setups, but I've never really had a a good opportunity to like use this, you know, like I've never felt like, oh my god, if I had silence here, that would be amazing. So, yeah, I think it's just like a little bit too niche. Nobody like super relies on focus points and creature abilities quite yet in the way that we play. So, this just tends to be kind of overlooked. Then we have Narus Veil which renews the fog of blar also not really too interesting. Doesn't really deal a whole lot.
Um then we have tier four. So tier four nightshade has some pretty amazing spells. So the first is Berserk.
Berserk is um not really the same as it was um in Hero Magic Frame. it is not going to be affecting their upcoming turn in a specific way. It will immediately the moment that you cast this make the target hit the nearest um creature and the lossal buff the damage of the attacker creature too at higher ranks.
Uh but it can no longer be used in order for the opponent to be skipping turns anymore. So that's like no longer a thing. It's just like a single time thing. you want something of the opposition to be hitting each other, you cast this once and you get it. And yeah, honestly, it doesn't really see that much use. It's like sometimes a little bit useful. That's basically it.
But what's really useful is the best summon in my opinion in the game and it is summon star child. This summons an AoE raged unit and a lot of them. Um, they are amazing.
Star Child is um, one of my favorite.
Yeah, summon Star Child is one of my favorite spells in the game. Even if you don't have like levels for it, just like being able to like summon these like amazing units is just like such a big boon. When you level it up, you also get like a lot more of them as well.
So yeah, they are awesome. I love this spell. It's also a little bit weird for this to be a night shade, but I guess I mean at least the color fits.
And then we have Vernability. Target creature takes 30% more damage from all sources. Um, at level three, it's going to be 50% more damage. And at level four, it will also target adjacent enemies. So, it's going to be like um you know, a little bit of a fireball of vernability. Um I would say that this spell is like way too niche. I've never ever cast it in my life and I think that I've seen somebody else cast it only once and it wasn't good either. So, yeah, it's just like not very interesting.
Next up is we have the tier fives. And tier fives for nightshade are amazing.
Well, I mean, two of them are. The last one is like kind of a question mark. Um, let's go for the question mark first. We have Kubigra.
Target enemy creature will die after taking any damage if it stack size is lower than or equal to 20% of its original number.
Pretty weird, right?
But at max level, it is going to be affects all targets. And now it insta kills from 35%. So basically, you can insta end almost insta end the fight. If everything on the opposition side is going to be 35%, then you can just like give them a little love tap because you do need to deal any damage. If like if like a creature is like at 30% of it stack size and it has scra on. If you don't ever hit it, it will actually never die and the buff might expire. I mean the debuff might expire and they might even get away with it. So basically the way that the game is right now, this feels usually like too much setting up, too many FS to conquer for this to be good, unlike Nyus Kiss. So Nyus Kiss marks an enemy creature and it deals tremendous damage every single time they make any action.
And um yeah, at higher ranks, it will also reduce their speed and initiative every single time they take an action deal. So this is just like an instakill ability except that it doesn't instantly kill but it basically like make sure that the stack will die you. So any action is counted as an action for narrow kiss waiting even once out of your control counterattacking if you counterattack you die to narrow kiss and the number of d I mean yeah the amount of damage that this deals is like absolutely ludicrous.
Yeah. So if you narrow kiss something it's like just doomed to die. So you can just sire kiss the biggest attack stack and yeah you can kiss a goodbye. This spell is really oppressive super strong.
And next up is we have shadow army.
So shadow army is going to be summoning an extra percentage of army on top of your army as temporary units. So let's say you have 100 angels. Let's say you have about 30 power and a level four shadow army.
Let's say you cast a shadow army on your 100 angels. Suddenly there's 150 angels.
So actually what you done is you summoned 50 angels.
Pretty good. Of course it depends on how big your army is uh whether this is good or not, but giving like so many extra units on onto like one of your stacks is yeah it can be like very ridiculous especially if you're focusing on a singular stack. This is basically should be counted as like a summoning ability, but you're summoning creatures that you already own and you're putting them on top of your currently existing stack as well. So, yeah, a little bit of a weird one, but trust me, it works. It's an amazing spell. Um, you use it often.
Yeah.
So, now we only have one school of magic remaining, and that is primal spells.
Um, some problem spells are pretty simple. They're all of the basic damage abilities and also I don't know, also this thing, fig hide, because why not? So, fig hide is probably like the best primal spell and it's actually completely not in the identity of the entire school of magic.
um at expert level, it will give you all of your units 30% damage reduction from melee attacks.
So unlike natural column, it has the downside of not really protecting against range attack. So it's basically like a worse version of a natural column, but a natural column is like so good that having like a worse version of it is still really nice.
Then we have our most basic uh damage ability. Basically the magic carro of golden era, the lightning bolt. It deals um not really like a lot of damage, but it's the it's the good old reliable. We also have a crown sign. I don't even know what this does. You don't need to either.
Um okay, so the tier two spells. Um these are getting quite a bit better.
So, we have fireball, which is going to be an AoE lightning bolt, basically. So, we're moving up in the world. And at level four, it also has like pretty respectable base damage as well. If you're playing Falard, getting some fireball levels is actually like pretty important because fireball only scales like 10 with power. Um, however, has 200 base damage at max rank.
Next up is the ice bolt. So, the ice bolt is doesn't really deal that much more damage than lightning bolt, but has the extra benefit of reducing the initiative of a creature by a few. It also has better base damage, I believe.
So, yeah, just slightly better ice bolt.
I mean, just slightly better lightning bolt, but um yeah, it cost quite a bit more mana. If you're feeling very splurgy, you can ice bolt instead of lightning bolt, I guess.
And then we have um a very very important ability that once again um if you're not a top rated player, you might be overlooking and you would be missing out. We reducing the duration of all positive effects applied to the target by two. at max rank, it's going to be reducing um reducing it for all creatures. So, this is a way to dispel the opponent's buffs. So, the opponent's going radiant armor, blessing, repos, you know, like he has like so many buffs that you can't even do anything to him anymore. Wen is the spell that you need in order to like get through that situation.
Um it will reduce the duration hopefully enough to the point that the buffs will actually just like drop off. Um a very important thing to do and we is the only spell that does this of its kind.
Yeah. So that's very very important. And next up is we have crystal crown. It just places two blocks. Um, and also at the high level, it's going to be free obstacles and they will take two damage to get destroyed. It's pretty nice. You can just like craft a little bit of terrain. It's like force field, but you actually get to like target a little bit more. However, they're destroyable. Um, you can manipulate the battlefield in clever cool ways. Uh, surprisingly useful ability.
Not very primary though.
Next up is tier three. So on tier three, we have the firewall.
uh firewall doesn't work the way that it did in Heroes 3 where it has like free hex's and the predetermined shape. Um instead you're going to be able to target freely target hex's on the battlefield and you can just drop fireballs. It's a pretty good mana efficient way to deal damage.
So yeah, at level three you get to select three hexes and Mhm. I wouldn't say that it's like something that you should always go for, something to look out for. It's just that if you happen to get it that you can make some use out of it. Honestly, that's really all there is to it. Nothing more, nothing less.
Uh, next up is stone fangs.
So, stone fangs uh can target multiple creatures um up to four and it will just deal damage to them. So like you can select like basically four lightning bolts. Uh the thing is is that the spell doesn't really deal damage until you get it to rank four. At rank four it's an amazing spell because you basically get to use four lightning bolts. Well not four lightning bolts rather lightning bolt on four different targets with a single cast. That is amazing. But intell just deals a little bit too little damage for anyone to care.
Um earth's rage not a very interesting spell. Uh this is basically earthquake. However, it also damages everyone inside the walls for a lot of damage, making earthquake one of the best spells in a com I mean in siege battles. However, siege battles are pretty rare because the tournament wingcon games are pretty rampant and also people are meeting each other in the wild. Maybe when people start cowering in their towns, earthquake, earth's rage, we'll see quite a bit of play. However, for now, it's um not very interesting because, you know, the situation is just too niche.
Uh, next up is we have Caven. A very interesting spell. It deals a pretty respectable amount of damage to a single target and also it will surround it with terrain in every adjacent accessible hex. So, that means you'll need to like hit the terrain for it to disappear and then your unit will be able to move out. Unless it's a flyer, it's going to be like stuck for like a little while. So, it's like a little bit of damage and a little bit of crowd control. A decent little mix. It's um it's better than the other single target spells. It only suffers from a pretty high mana cost. You know, it's got a bit more than a lightning bolt, but not exactly that much better in terms of damage. So, yeah.
And these are the tier threes. Let's go on to tier four. So in tier four, we're getting some of the big damage spells.
Um the first let's go over the good old chain lightning. Uh pretty much exactly as it is in heroes um in Hero Stream. Um except that it doesn't have like in infinite next target selection range. So you know in Hero Stream, as long as there's a target, it will bounce to it no matter how far away it is. Um the olden narrow chain lightning will select a random target within three hex's. So you know you can actually use this to blast in single target without like hitting your own army which is actually like a big upside. Um I definitely like like this change. It actually feels quite a bit more natural. It loses 50% of its damage every bounce and it goes up to like what five bounces I think.
Mhm.
No, actually four uh bounces. Well, anyway, the the the damage scales off like pretty fast unless you're um next up is circle of winter. So, this deals massive damage um to everyone adjacent to the target hex.
So, basically like um circle in here magic frame except it deals super legit high damage. um spell is really good. It will yeah it will deal just like a very huge chunk of damage and it will also crowd control people as well. It will push the targets um you know like from the middle outside. So it's like reallocation, it reduces initiative, it deals high damage. It's just like a very good aggressive spell that does a lot. feels pretty good to use in my opinion. Then next up is you have ant magic. Um so any chosen target becomes immune to spells of tier three and lower. This effect cannot be dispelled. If the target is a summoned creature or contains temporary units in a stack, those are destroyed.
So you can also target opponents with this. So what this means is that um the opponent summons a stack of like um star children and if you cast anti- magic on it, it will just disappear.
So for this reason, the spell is really important. Even if you don't level it up, it's a very very important anti- summoning, anti- shadow army, anti- everything tool. You can not only antim magic yourself, you can even anti-magic the opponent and get like the good stuff off of him as well. So, this Yeah, antimagic is awesome. And then we have permortal chaos, which is like a global map spell. Um, it will basically reroll the guard. Let's say you're going to break on vendettum or juba outcast and you see that hey my break to desert is archangels and you know like I'm going to die before I even get a turn like what do you want me to do? You can actually cast mutual chaos on that break and you're going to be generating a new one. Maybe some good old hydras for you to bully. So yeah, pretty interesting. Can be useful. I don't use it enough myself yet.
Then on tier five, um, we have Armageddon for Primal. Um, honestly, I've been pretty disappointed with this Armageddon. It doesn't deal enough damage. We need more damage. Like, what do you mean 20 power scaling for Armageddon? Uh, because the numbers so low, I don't usually feel like it's worthwhile to go like full Armageddon as a setup. Um, I've only been able to use it like very, yeah, in some fringe scenarios.
Um, the effect is cool. The spell is cool, but it's weak. So sad. What a shame.
Next up is the summon primal remnant. So yeah, this is like the curveball of primal. Suddenly, this damagey like school of magic is now having the beefiest summon um available in the game. These primal remnants are very hard to handle. They deal a lot of damage. They're super tanky. If you don't have like a way to dispel them or some anti-semon uh summoning shenanigans, then you're going to be in again for a really rough time.
These guys are also super excellent in dealing with neutral things as well. You know, like out in the world nonPVP situations. They just perform very nicely.
And then the last one is uh his smells rampage. Um almost like the frenzy of older. It will make the target attack twice. Any target is going to be attacking twice. So you know like your um your phoenix will now instead of hitting will hit twice. It's really really good.
But it will also take and deal um more damage up to 40%. Honestly, sometimes I think that the lower um yeah, that the lower tiers of the spell is actually kind of good because you could get the double strike ability without necessarily taking more damage.
So, that would be nice.
Yeah, because I don't spontaneously want to die whenever I'm going to be casting this because if I'm casting this, then I'm probably going to be casting it on something worthwhile.
And if it's something worthwhile, having it take 40% more damage is kind of uh this is like more of a finisher, I guess, of some sort or, you know, like some sort of like a rushy play style, maybe.
It's niche. It's interesting. It is what it is. So yeah, these are the schools of magic. As long as you don't go arcane early, you're never really like going to be missing. So, a very important thing to go over is how do you get spell levels, you know, because like the difference between like a level one blessing and a level four blessing is like, you know, like it's everything that difference.
Um, so yeah. Um, the first way that you're going to be able to get levels is by just having the school of magic. So, if you see if we have expert arcane, it will say the hero can learn to five spells. I can will learn arcane spells without going to the observatory. So even if I don't go to like a mage guild and I don't go back to a town, I can actually still get the arcane spells that are available over here in the observatorium. So that's like pretty good. And also you get plus one arcane levels. Okay, so my level one spell went to level two. Then you can also pick up the sub skill arcane teachings which will give you another one um arcane spell level. We went up to do level three and we even invested our subs skill into that. So where do we get the rest of the levels? Um well within the observatory what you can do is that any spell uh by the way let's just like double check our guillotine is level four. Oh yeah because of this.
So yeah now we have a level three guillotine. As I said we have like a level one spell here. Then we have our arcane magic and then we also have arcane teaching. So that will be level three. So what you can do always is going to be you can come into the observatory and you can upgrade a spell for dust which will give it one level flat. So we can come in here. We can just upgrade the guillotine with dust.
There's by the way no limitation. You can just like go through them as much dust as you want. Uh I mean as much dust as you have you are going to be able to spend it. Also very notable is the fact that um even if you are outside of the town, all of the upgrades, the spells will actually apply as long as you got the spell from the observatory originally and not like a book.
So yeah, so that upgrade now made my guillotine level four instead of the previous um level three.
There's more ways to gain um levels on spells. For example, one of my favorite items in the game, seven eyes, plus one levels to all spells while worn. And if you upgrade it, you can actually have it be plus two spells to all I mean plus two levels to all spells while worn. So, your level one spells are becoming level three spells. Your level two spells are becoming level four spells. That is insanely powerful. like um just getting like a level one radiant armor, paying dust in order to get to level two, and then equipping sabon eyes, you suddenly have like 40% damage reduction. Um really, really good item. There's also like an um a pretty easy to get usually item, find wand in the OLA for plus one all spell levels as well.
Another way to gain spell levels is to flag some specific map objectives.
Um, let me see if I can find one on the map to showcase what I mean.
There's usually some on Exodus over here that I ended up generating.
Um, okay. Well, basically, um, there are these shrines out on the map.
Um, and these shrines when flagged, they will be basically behaving like a mine and have your flag on it. And as long as your flag is on the shrine, you'll be getting the shrines corresponding um, school of magic level to any to all of these spells of that school of magic. So like the endless shrine of bronze is going to be giving you like plus one level to all the prime spells that you will ever be casting. And there's usually quite a few of these shrines out on the map except for this one of course, bro.
Um, yeah. So, those are going to be like important to flag. Yes, finally. Jesus.
So, you see you have like this objective end scroll platinum while controlled by a player increases the level of all arcane spells in the observatory. So, that's going to be like just giving all of your cane spells plus one level across the board.
Okay, but now you might be thinking, hey, like wouldn't I overstack levels? I already have like one level, then I have like two more here, then I dusted it up, then I have like an item, then I have like a shrine, you know, like I can already have like a level seven spell, but it cast out the level uh four. Well, yeah. Basically, that's still like really important to have for you because you will be the opponent will be interfering with you. So, you know, like for arcane, there's like a subs skill of like pure spot. You see, minus one level to all enemy arcane spells. There's also items that reduce enemy level spells and so on. You need to make sure that you have like your casting ready. And over capping your spells is just going to be making sure of the fact that you can cast your level four spells um whenever you need to. So, that's why that's important.
Another good thing about the mage guild is the fact that you can actually um unlock spells um using resources. So whenever you build the first mage guild of a tier, you are going to be unlocking a few spells. I'm not even I don't remember the exact number, but you know, like five or something. No, probably more. Um so you're going to be like some spells unlocked, some spells like still grade out whenever you build a mage gilm. Um, however, if you need a spell, you can unlock it with resources. The cost depends on the tier of the spell that you want to unlock. But if you need something, you can actually guarantee it in the ordinary mage guild by just um paying up, which is very a very good option. And I would say the pricing is fair.
Um, so yeah, for like a tier four spell, it would be eight all resources.
Um, also if you're heavily incentivized to be building many mage guilds, not only one. Um, as you can see this symbol over here, we still have not upgraded the spell, but we already have it at level two. The reason why that is is because my other town's mage guild also ended up rolling for shortened shadow.
So now we have two mage guilds with shortened shadow, making the spell level two by default. Um, and then if we upgrade it, we can now have a tier three spell just straight up available to be picked up from the observatory even without any external effects. Like a level three bless gotten this way would already be a mass 25% extra damage, which is insane. And you don't even need to go like for any daylight in order to have that. So that's pretty good. So building out many mage girls, big plus.
It's all game. I think we went over most of everything.
Um, yeah, all of these spells, all of the ways to gain levels for spells, observatory, high neutral magic. Yeah, I uh I hope I did a good job. I'm recording these videos like after like 10 hour streams. I'm I'm pretty busy these days, but it's honestly like so much pleasure and hope these are useful for you. I'm going to be, you know, coming out with more um strategy guides as well. I really want to show off like many strategies that you can use in your games and I've recently been learning recruiting. It's like so much fun. If you want to see my journeys, then you know, make sure to join me on twitch.tv/llexshab.
If I'm not on low timer, then I'm super happy to respond to any like newbie questions or just like chill and um chitchat around. I'll see you. Thank you for watching. Bye-bye.
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