User Guide

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Fortunately, the problems caused by lack of ether are reversible. Once you increase your ether
resources or reduce ether consumption (e.g., canceling a global spell or dismissing a hero), the
processes will begin functioning again.
Finally, White ether is not an ordinary resource. Heroes and enemies gain white ether through special
ether channels only during combat; there are no White ether sources found on the map.
Your most important strategic objectives are accumulating new resources, increasing resource
production by upgrading the structures where they are extracted, and capturing enemy resources. If
you successfully achieve these objectives, you will be much closer to victory.
The Appendices include a summary table of all resource types and their sources.
Structures
Besides the Castle, gardens, and mines owned by each race, the map shows many other structures.
Some of these can be captured and used by a single race, while others cannot be owned and all heroes
have free access to them.
The spells and runes necessary for combat can be bought in shops. Shops are any structure used for
trade purposes. Spells are sold in towers and labs, while runes are sold at portals. Small quantities of
runes can sometimes be found for free from gnome merchants or alchemists’ wagons. Towers mainly
sell summoning spells used to summon creatures during combat. Labs focus on other combat spells
with short- and long-term effects.
Some structures can improve heroes’ abilities. For example, teachers and masters can impart
additional experience or skills to a hero. Springs can temporarily extend a hero’s life or increase his
mobility. A gnome-artificer can recharge artifacts found by your heroes. Finally, an altar can increase
daily ether income, but only while the altar remains under your control. See the Appendices for the full
list of structures used in the game.
Mines, gardens, and other structures can be upgraded up to two levels. With each level, the structures’
parameters improve. Daily resource production in mines and gardens increases, new spells become
available in shops, and portals sell runes at lower prices. To upgrade structures you'll need to expend
resources; the higher the level of the structure, the higher the resource cost.
Another structure is the fort, a tower wherein a hero can be garrisoned. A fort has enough space to
accommodate only one hero. Forts provide a large enemy interception radius; any enemy passing
within a certain distance of your fort must fight your hero in order to pass by. By placing your forts
skillfully, an enemy will be unable to reach your structures or Castle unchallenged. Some forts may be
found empty on the map, waiting for you or your opponent to occupy them, while other forts can be
created by special global spells. Maintaining a fort you create with such a spell will cost a certain
amount of your daily ether supply. An enemy cannot capture forts you create yourself, but such forts
can be destroyed.
Spells, runes and artifacts
The only way to attack or defend yourself in the game is to cast spells. Each hero has his own
Spellbook containing 15 spells. These may be different spells or multiple copies of the same spell.
Early in the game, heroes will possess only primitive spells called cantrips; which require no special
components to cast. For stronger and more complex spells, special components called runes are
needed. Runes can be purchased at portals or, rarely, found at gnome merchants or alchemist wagons.