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Magic

Magic theorists talk of more than fifty different schools and trends in magic art, from necromancy to healing but for convenience all spells has been divided into several large groups.

The so-called Loraque-Illioran classification was adopted about a century ago. In accordance to this system, all spells fall into three global magic schools: Order Magic, Distortion Magic and Chaos Magic.

Order Magic

This school unites spells that have effects on vitality, magic energy flows, magic of divine origin, and creative spells. Healing, defensive, and creative spells, when combined with a powerful array of combat priest spells, are very efficient in a battle - especially if you want to keep your troops healthy for future battles.


Lightning: makes a magic attack against one target with some chance of shock effect in attacked target.
Level 1: 100% damage, 10% chance of shock.
Level 2: 150% damage, 20% chance of shock.
Level 3: 200% damage inflicted on target and 100% damage to nearby units, 30% chance of shock.


Healing: restores unit's health. Inflicts damage on the undead but does not affect demons.
Level 1: 100% restoration.
Level 2: 200% restoration.
Level 3: 300% restoration removes such effects as Weakness, Poisoning and Infection.

Other spells: Bless, Dispel Magic, Resurrect, Dragon Slayer, Peacefulness, Armor of God, Fit of energy, Helplessness, Aptitude etc.

Distortion Magic

Originally more craft than magic, Distortion spells change the physical properties of material objects, making blades sharper or destroying an enemy's armor. Spells that change the perception of an environment in living beings also fall into this group. Hypnosis and illusions, acceleration and slowing of time make up the typical arsenal of a skillful illusionist.


Mirror of Pain: is cast on an enemy unit and redirects a portion of the damage it inflicted most recently to itself. If the target unit has not attacked yet it will receive no damage.
Level 1: redirects 10% damage.
Level 2: redirects 20% damage.
Level 3: redirects 30% damage.


Target: is cast on a friendly unit to force enemies to focus attacks on it. Units immune to mind-affecting magic ignore Target.
Level 1: duration 2 turnes.
Level 2: duration 3 turnes.
Level 3: duration 4 turnes.

Other spells: Invisible, Haste, Hypnosis, Teleport, Pigmy, Berserk, Source of Magic, Trap, Evil Fate, Greasy Mist, Battle Cry, etc.

Chaos Magic

Chaos Magic includes not only destructive spells, but the entire list of elemental spells. It should be noted that destruction, extermination, decomposition and weakening compose essence of most elemental spells. After some consideration, necromancy and demonology spells that derive their strength from the worlds of chaos - normally considered to be forbidden - were put into the same group.


Infection: Infects a unit with a disease, reducing its combat skills. All units that fight against it run the risk of being infected. Does not affect the undead and demons.
Level 1: duration 2 turnes, -10% in unit's defense, attack and all its resistance skills
Level 2: duration 3 turnes, -20% in unit's defense, attack and all its resistance skills
Level 3: duration 4 turnes, -30% in unit's defense, attack and all its resistance skills


Blind: a sharp flash strikes a unit, blinding it. A blind unit cannot move or use its skills and has to miss its turn. Does not affect creatures with no eyes.
Level 1: duration 1 turn, affects level 1-3 units.
Level 2: duration 2 turnes, affects level 1-4 units.
Level 3: duration 3 turnes, affects level 1-5 units.

Other spells: Fireball, Fright, Necromancer's Call, Poisonous Skull, Magic Chains, Breath of Hell, Book of Evil, Curse etc.
Adventure Magic

Spells from this school are not typically counted among other spells. Essentially, Adventure Magic isn’t a formal school, but rather a common name for the spells of the Wanderers, a race of powerful mages that disappeared thousands of years ago.

Scrolls with these spells have been discovered during exploration of the Wanderer's Tower, the only building belonging to this mysterious race that has thus far been found. Mages and theorists that study the history of the Wanderers consider them to be outsiders, exploring other worlds in search of unique items and treasures. Many items found in the recesses of the Wanderers have obviously never belonged to this world.

Thus far, the greatest mages of this age have failed to solve the mystery of the Wanderers’ magic and simply learned to copy scrolls with the spells. As such, the use of this magic is restricted to truly rare and expensive copies of these scrolls. Even the most powerful sorcerers found learning or mastering any of those spells beyond their strength. Further evidence of the alien nature of the Wanderers seems to be their spells’ utter lack of adherence to known magical law.