User Guide
18
The enemy’s attack phase
When the enemy’s attack phase begins, he also receives new spells and ether quanta. The enemy may
then cast any spells he received and/or summon new creatures. Any creatures he orders to attack will
move to the original attack line. Control now returns to you for your defense phase.
Your defense phase
Attacks can be resisted in several ways. First, there are a few special spells available during the defense
phase, but you may not possess them, as they are rare. The most common defense technique is to use
creatures as blockers. You can specify which enemy creature attacks should be blocked. You can use
several blockers against one attacking creature, and they will block that attacker in the order you
specify. By setting defenders against an enemy creature, the attacker won’t be able to directly damage
your hero that turn unless it possesses the Trample ability – such creatures will cause hero damage
equal to their remaining power.
Choosing defenders and their battle order is very important. By planning your defense correctly, your
creatures will be able to repel, damage, and destroy attacking creatures and send them to the
Graveyard. There are certain limitations to defending. Flying creatures can be blocked only by other
flying creatures. Some creatures cannot be blocked at all. Any attacking creatures you failed to block
will damage your hero. After you have cast any available defensive spells and given orders to your
blocking creatures, you issue the “End of Phase” command.
Ending your defense phase
Once you click the “End of Phase” icon, the enemy attackers and your defenders begin to fight
automatically according to the commands they received. Surviving creatures return to their initial
positions and recover their toughness and power. The enemy attackers will rest throughout the following
attack and defense phases unless they possess the Restless ability. Your defenders do not need rest and
are combat-ready.
Your defenders may have Regeneration ability and will use it in combat if they receive damage equal to
or exceeding their toughness. Regeneration costs a certain amount of ether, so you may want not to
spend all your ether during your attack phase and reserve some for regeneration purposes during
defense.
One combat round is now completed. Your new attack phase begins and the cycle continues until one
or both spellcasters are defeated.
Ether disturbance
Prolonged combat and the constant inflow of white ether have an adverse effect on heroes. Starting
after a certain combat round (hero's level + 9), during each following round both sides’ combatants will
receive damage. While there is no way to prevent this effect entirely, it can be delayed if you have the
Channeling skill. This skill will delay the onset of damage to your hero by several rounds, while
causing such damage to occur earlier for your enemy.
End of combat
Combat ends when one or both combatants are destroyed.
If your hero is victorious, he will receive experience points that can be used to upgrade his level or
acquire new hero skills. After victory over monsters, you may also receive loot, usually in the form of
resources. The amount of experience and/or loot received depends on the defeated enemy’s level. If a
hero has the Learning and/or Looting skills, he will gain more experience and/or loot from a victory.










