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Wizards WiKi: game Walkthrough Tips and Tricks

WIZARDS is an Android game with a release date of 09/20/2016 from Overmobile. Game genre: Role-playing. In the article, we have summarized tips for leveling from TOP players, developers answers to gamers questions, guides for beginners from the official website and our secrets of passing the game. Attention, the Wise Geek website is constantly updated, visit us more often.

Contents

  1. A Guide for Beginners
  2. Guide to the character and his leveling
  3. A Guide to Runes and Runewords
  4. Secrets of Alchemy
  5. Companion Features
  6. A Guide to Using Stones
  7. Methods of Enchanting
  8. Overview of Chapters and Quests
  9. Arena battles
  10. Rules for the use and extraction of resources
  11. All About Portals
  12. Order Guide
  13. Hosting Tournaments
  14. Battles for the Sources of Magic
  15. Treasury Battle Guide
  16. Wasteland Walkthrough
  17. Invasion of Shadows
  18. How to Play Big Score?
  19. Participation in the Campaign

Wizards: A Guide for Beginners

Magic. It is impossible to defeat the enemy without magic. There are the following types of rune magic:

Damage and defense increase as the skill level rises. To increase the skill of the elements of magic, you must:

Some skill levels can only be raised with electrum, and the higher the skill level, the higher the cost of the upgrade. In the accumulation of electrum for training the next level of magic skill, the character can be helped by a piggy bank. The skill level of magic cannot exceed the level of the character.

Experience. Experience is needed to take the next level, you can get it for completing tasks, for daily entering the game, in a magic well, for collecting mana flowers as part of the Mana Harvest event and in the following battles:

Premium increases the amount of experience gained in battles by 30%. Each subsequent level of the character requires more experience than the previous one. For taking a level, a character is added 1 point of talent, 50 maximum health and 1% each to the skills of fire, water, air and protection. Over time, new opportunities open up in alchemy and portals. Completing chapters gives a percentage bonus to the experience gained. In addition, with the help of alchemy, you can create a potion that also increases the experience gained.

Talents. Talents are available to characters from level 7 and are irreplaceable in battle; they give out permanent bonuses at the player’s choice. Each talent can be pumped up to level 6. The cost of leveling each talent level:

Premium gives a +1 bonus to the levels of all talents. At the same time, talents that reduce the chances of falling out of runes receive +1 level only if they have already invested talent points.

Talent points. Talent points can be obtained for:

The path of the wizard. On the way of the wizard, you will meet various dangerous creatures, defeating which you will not be able to go further. For victories over monsters in these fights, increased rewards are given in comparison with practice: experience, electrum and a random item of your level - equipment or a book.

A random item as a reward cannot be higher than the maximum level for each of the monsters. Without going through the path of the wizard, you cannot complete all the chapters.

Practice. Practice is the best way for a wizard to reinforce the skills they have learned. In practice, you have to fight with previously defeated opponents from the previous phase on the path of the wizard. A reward is given for a victory:

The amount of experience, copper and the level of equipment or books received in practice depends on which enemy you are fighting with. The respawn time of opponents is reduced by 20% after the end of the 7th chapter.

Weather. In the wizarding world, magic can be enhanced by the weather if the time is right. Weather can give bonuses to the elements of fire, water, air, light and darkness. The weather change interval is random and ranges from 2 to 6 hours. The weather depends on the balance of power in the world: if fire wizards prevail, then the elements of water and air will have a greater chance of receiving a bonus. Also regarding the sides - if the light is stronger at the moment, then it is more likely that the weather will be favorable for darkness.

The weather can be changed with the help of weather control scrolls by + 7% to light and dark by the head of the order who received this scroll for winning the weekly tournament competitions.

Adventures. Adventure team battles against various monsters. A certain amount of time is given to complete each adventure. If it was not possible to defeat the monsters during this time, the battle is considered lost by the characters. To open new adventures, you need to go through the chapters:

Adventure access and rewards. Only two adventures from those open by the character can be available: for example, if a character completes Chapter 7, then only the Castle of the Djinn and the Lair of Dragons will be available to him (the Cliff of Griffins will close forever). The reward for victory depends on the difficulty, information about it can be found on the adventure list page. For passing the character earns experience, and also in various adventures you can additionally get: electrum, copper, equipment, books or tapy.

If the character is inactive in the battle for 90 seconds, he is counted as an escape. No reward is given to such a character. In adventures that the character has already gone through alone, an autoboy is available to him.

Score. In the store you can buy equipment, books, copper and companions (from level 35), as well as use the auction of stones (from level 40). Copper can buy random books and equipment. The maximum level of random items depends on the level of your character.

You can also buy a ready-made set of things for fire, water, air or protection of a certain level or part of it for electrum. Buying a complete set - 20% discount! After choosing a side, sets from the book and rings of light or darkness become available. When buying a complete set - a 16% discount. Amulets become available from level 32. Access to the purchase of sets and amulets opens gradually, as you progress through the chapters:

Gremlins shop. The gremlin shop is available to characters level 40 and above. Gremlins come to the shop, who turn to the characters with requests and give out rewards for their fulfillment. Each character who comes into the shop gremlin gives out a set of three requests to choose from. The character can complete any of them, but only one, while he is given 1 hour to complete. If one of the requests is fulfilled, or none of the requests has been fulfilled within the allotted time, the character will be able to receive a new set only after 30 minutes.

In total, each gremlin issues a certain amount (depending on the number of characters online at the time of his arrival) sets of requests to the first characters who entered his shop - after issuing the last one, he only waits for the already issued ones to be completed, and after 90 minutes he is replaced by another gremlin (the next gremlin is chosen randomly ). In just a day, each character can receive no more than 5 sets of requests from the gremlins. Requests can be either general - related to electrum and copper - or unique to each of the gremlins:

Potions fair. The Potions Fair is available to characters from level 15. The fair is open every Friday. At the fair, you can buy potions of ideal, perfect, divine and ancient quality for electrum. For every 45 minutes, one random potion (standard or order) is selected, available for sale and purchase during this time period. All potions are added in a limited amount, which is updated after choosing a new potion and depends on the number of characters online at that moment.

During the first 30 minutes of this time, the player can purchase no more than 8 potions of each of the qualities, for the last 15 minutes this restriction is removed. You can sell a potion of any quality selected for this time for electrum at the fair (but ordinary standard potions are sold for copper). The potions sold by players of ideal, perfect, divine and ancient quality become available for purchase at the fair (increase the limit).

Premium. Premium significantly enhances the character and speeds up pumping. Bonuses:

Additional amenities of the Premium: the ability to expand the input field on the game forum and to announce the order, display the current battle of another character on his page, display the online status of another character on the page of correspondence with him in the mail. Premium can be bought for electrum, received in a daily bonus or a magic well. If the premium is already active, it can be extended, but not more than up to 60 days.

If the talent was already level 6 before the activation of the premium, the bonus will be credited as for the 7th level of the talent. Saved talent and equipment sets are not reset at the end of the premium and are available again after reactivation.

Magic well. The magic well is available to characters with a good level of alchemy or higher. Various rewards can be obtained in the well:

To receive a reward, you must drop any potion into the well (protected potions are not available for dropping). When you drop an Order, Holiday or Majesty Potion, the reward is doubled!

Wizards: Guide to the character and his leveling

Profile. The profile contains all the necessary information about the player’s character:

Character menu. The menu contains:

Also, if any potions are drunk, then under the character’s menu you can find their effects and expiration date.

Equipment. Equipment is the main source of character parameters: mastery of magic of various elements and maximum health. Items of equipment include:

The equipment of fire, water and air significantly increases the mastery of your element and a little protection. Defense equipment greatly increases the skill of defense and a little fire, water and air. Equipping light and darkness increases the damage done by your elemental rune.

Equipment pumping. To increase the level of equipment, you must:

The ranks of the fire, water, air and defense equipment add maximum health and parameters in accordance with the elements of the equipment. Light and dark equipment ranks increase the damage done by the rune and runeword of their element. The rank after improvement cannot exceed the level of equipment, but when a thing with ranks is absorbed into a thing without ranks, all ranks are transferred to a new thing, even if their number exceeds its level. A character’s equipment can be enhanced by inserting stones.

Replacement of some things for electrum with things of a different type is available with the preservation of parameters. The transformation of the rings of light and darkness for electrum into ancient rings is available.

Abilities. Abilities are available from character level 40 and are activated for glory. Abilities work in all battles, are triggered automatically (no additional actions are required if the ability is already activated for a certain period of time before the battle) and does not consume mana. Characters have access to the following levels of abilities, depending on the number of chapters completed:

At the moment, characters have access to the Dispel and Regenerate abilities.

Diffusion. Dispelling when hitting an enemy reduces the duration of its active defense, shield or sphere by an amount from 0.1 to 1.1 seconds, depending on the degree of dispersion and the percentage of mana with which the blow is dealt. An incomplete hit dispels with less efficiency - the result falls in proportion to the decrease in the percentage of mana with which the hit is dealt. For example, at 10 degrees of dispersion and a blow with 50% mana, the enemy will be removed only 0.5 seconds of the action of protective effects instead of 1 second.

The dispel effect cannot be less than 0.1 seconds, so an incomplete hit at stage 1 or a hit with a percentage of mana below 50% at stage 2 will have no effect at all. Each new stage of dispersal increases the time by which the duration of the enemy’s defensive effects after hitting is reduced by 0.1 seconds.

To raise the level of dispersion, it is necessary to inflict a certain number of dispersing blows on opponents in those battles where the character won. The progress of the dispersal stages does not take into account arena battles, for which glory is no longer awarded, and fights in training.

Regeneration. Regeneration restores the character’s health in battle by an amount from 110 to 210 at intervals of 75 to 25 seconds, depending on the stage of regeneration. Each new stage of regeneration increases the amount of health restored by 10 and reduces the time to the next recovery by 5 seconds. To raise the level of regeneration, you need to restore health using the ability a certain number of times in those battles where the character won.

The progress of the regeneration stages does not take into account arena battles, for which glory is no longer awarded, and fights in training.

Character amulets. Amulets can be obtained upon reaching level 32 (if the character has already chosen the side of Light or Darkness):

Types of amulets. You can get and use the following types of amulets:

You can have several amulets, but only one is used at a time. Only one additional runeword can be used at a time, depending on the amulet worn. More powerful ancient amulets are also available to characters.

Ancient rings. Ring of Light and Ring of Darkness can be turned into Ancient Ring of Light and Ancient Ring of Darkness, respectively. The Ancient Ring increases damage by 30% more than the Ring of Light or the Ring of Darkness, and also increases the damage by Prayer or Ritual by 5% and damage to companions by 10%, and allows you to insert stones of an additional third type. Base Transformation Cost: 200 Electrum per ring level. The cost of transforming a ring can be reduced by collecting a certain number of mana flowers per week:

Ancient Transformation is available from the Equipped Ring page. When an ancient ring is absorbed into a regular one, the regular ring does not become ancient.

Ancient amulets. Each type of amulet can be turned into an ancient one. The ancient amulet increases the damage of its elements by 10% stronger than the usual one and adds 2% suppression of this element to the character, increases the damage to satellites by 10% and allows you to insert stones of an additional third type. Base Transformation Cost: 250 Electrum per amulet level. The cost of transforming the amulet can be reduced by collecting a certain number of mana flowers per week:

The transformation into an ancient one is available from the page of the equipped amulet. When an ancient amulet is absorbed into a regular one, an ordinary amulet does not become ancient.

Wizards: A Guide to Runes and Runewords

Magic in the game is used with runes and rune words. To compose a rune word, you must use the rune of the same type two or three times in a row.

Rune of fire. The result is the runeword "Burn" and the runeword "Meteor":

Hand of water. It turns out the rune word "Hail" and the rune word "Tsunami":

Rune of air. It turns out the rune word "Tornado" and the rune word "Lightning":

Rune of protection. The result is the runeword "Shield" and the runeword "Sphere":

The rune of protection becomes available after the completion of the 1st chapter, the runeword "Shield" - after the completion of the 2nd chapter, and the runeword "Sphere" - after the completion of the 9th.

Rune of light. It turns out the rune word "Prayer" and the rune word "Shining":

The rune of light can be opened from level 15, the runeword "Prayer" - after the completion of the 5th chapter, and the runeword "Shining" - after the completion of the 8th.

Rune of darkness. It turns out the rune word "Ritual" and the rune word "Mist":

Available only to dark characters. The rune of darkness can be unlocked from level 15, the rune word "Ritual" - after the completion of the 5th chapter, and the rune word "Mist" - after the completion of the 8th chapter.

How to pump runes? You can increase the effectiveness of various runes and rune words by increasing magic skills with the help of books, increasing the level of the character, increasing the rank and level of equipment, using sources of magic, potions (including order potions - they will raise the chance of dropping the necessary runes and reduce damage from darkness and light) and talents (the greatest effect is achieved under the influence of premium).

Special runes. In some battles, you can use special runes:

Wizards: Secrets of Alchemy

How to mix potions? To mix potions, you need a container: a flask, a bottle, a flask, a bottle, a phial, an amphora, a vessel or a divine vessel. A container for potions can be found in adventures, portals, a magic well, when defeated in a battle with a mad alchemist, exchanged in a gremlin shop, bought in case of a shortage in the alchemy menu, or received in a daily bonus. When in the process of mixing the progress reaches 100%, the resulting potion is determined according to the probabilities gained.

The higher the alchemy skill, the longer the effect of the finished potions. Alchemy skill increases with some chance when mixing standard potions. The higher the quality of the resulting potion, the more likely the skill will increase, but the higher the existing skill, the less likely it will increase when mixing.

The Potion Making talent, available after Chapter 6, will help the alchemist by free changing potions during the mixing process, and the Illumination talent will give a chance to improve the quality of the mixed potion.

Potion quality. Potions of 8 qualities can be mixed with the help of alchemy:

Ancient potions can only be obtained when the Innervate talent is triggered while mixing divine potions, in a magic well, or bought at a potion fair.

Potion effects. Potion effects table depending on quality - from common to ancient:

The meaning of potions. Potions not only give temporary bonuses to the wizard, but also allow you to complete 2 daily tasks every day. In the order, it becomes possible to mix special, order potions. There are also other, rarer potions that can be obtained at special holiday events for mana flowers and exchanged at the gremlin shop:

Upon reaching a good level of alchemy, access to the magic well opens. The Piggy Bank can help the character in the accumulation of electrum for training the next quality of alchemy.

Potions fair. The Potions Fair is available to characters from level 15. The fair is open every Friday. At the fair, you can buy potions of ideal, perfect, divine and ancient quality for electrum. For every 45 minutes, one random potion (standard or order) is selected, available for sale and purchase during this time period. All potions are added in a limited amount, which is updated after choosing a new potion and depends on the number of characters online at that moment.

During the first 30 minutes of this time, the player can purchase no more than 8 potions of each of the qualities, for the last 15 minutes this restriction is removed. You can sell a potion of any quality selected for this time for electrum at the fair (but ordinary standard potions are sold for copper). The potions sold by players of ideal, perfect, divine and ancient quality become available for purchase at the fair (increase the limit).

Wizards: Companion Features

Access. Companions are available to characters from level 35. A character can receive up to 4 companions: the elements of his side (light or darkness), as well as three combat elements (fire, water and air). In each battle, a character can summon only one companion. If the companion is defeated, it will not work to restore it or call another into this battle.

How do I summon a companion? A companion can be called into battle for free once every 3 hours, or more often, but for electrum (except for training - calling a companion there is always free. The first companion challenge at every tournament is also free). The cost of a paid satellite call (per electrum) depends on the satellite level, elapsed time since the last call and the number of paid satellite calls during that day (the call cannot cost more electrum than three times the satellite level).

The time until the free companion call can be reduced by increasing the level of the Taming talent and activating the Valley of Geysers magic source. The timer before the call is the same for all companions of the character. A companion cannot be summoned to a battle in a tournament while characters who have not completed 8 chapters are fighting in this battle (that is, characters who have not completed 8 chapters also cannot call companions to battles in tournaments).

Acquisition of satellites. You can purchase companions in the store. The satellite is purchased once and for all. Each next companion will cost more in the store than the previous ones. At monsters, companions can be found in battles against creatures in the path of the wizard, practice, dungeon and in the arena, as well as against phantoms in the largest shining and gloomy, as well as emerald and ancient portals. Satellites have their own skill and amount of life, but they can only be hit by reflection and rune words Meteor, Tsunami, Lightning, Radiance or Haze.

The companion gives the owner an aura of his element, which increases the wearer’s resistance to magic of this element up to a maximum of 90%, and deals damage to the enemy with this element.

The quality of the satellites. Satellites can be of the following quality (depending on their level):

Upon reaching level 11 (good quality), the companion gains access to the double rune word of his element, and upon reaching level 51 (ideal quality) - to the triple one. In addition, the level of the companion also depends on: the amount of his maximum life, mastery of the elements, magic skills, the chance of breakdown and stamina.

Levels. The companion levels up for glory and electrum. Win battles with your companion to reduce the cost of leveling up. The companion’s level cannot be higher than the owner’s level. Companions receive bonuses from activated sources of the owner’s order. The level and victories of one companion of a character can be transferred to another of his companions (whose level is lower) for electrum. In this case, the companion, the level and victories of which were transferred, disappears from the character’s list. The cost of such a transfer is 100 x the level difference between satellites. Companions of the character can be reinforced with stones.

Wizards: A Guide to Using Stones

Stones and their types. Whole stones and stone shards can be obtained by characters in the battles in the treasury and in the wasteland. Whole stones can be used by a character for insertion into equipment, enhancement of companions, handed over to the treasury of the order, sold to other characters at an auction for electrum, or exchanged in a gremlin shop.

Whole stones from the treasury of the order can be used by the head or advisor for installation in structures: the tower and the academy, or sold at auction. 3 identical shards of stone can be turned into 1 whole stone for 25 electrum - this can be done both by the character, if he has the fragments, and by the head or advisor, if they are in the treasury of the order. Stones and their fragments are of 6 types:

Stone Auction

The auction of stones is available to characters level 40 and above who choose a side. Whole stones can be put up for auction. Any character can put a lot up for auction. From the repository of the order, stones can be exhibited by the adviser or the head. In this case, the player chooses the initial price of the stone (from 1 to 1000 inclusive), the cost of the operation is 5% of this price, but not less than 1 electrum. These funds are not returned to the character, even if the lot is not redeemed.

Bidding for each lot lasts a day (in this case, if the bid is made less than a minute before the end of the bidding, the bidding is extended to a minute). The step for the new rate is the current rate + 10% (but not less than 5). If the bet is outbid, the funds are fully refunded. No early redemption of lots is provided. Cancellation of a lot is possible only while no bids have been made on it, no cancellation of bids is provided.

After the end of the auction, the funds debited from the buyer at the time of the bid go to the seller (to the character or to the order store) minus 5% commission, and the buyer receives the item of the lot. If no bids have been placed on the lot within 24 hours, the stone is returned to the owner. For the auction lot, information is available only about the item (stone), the period until the end of the auction and the electrum required for a new bid. The data about who placed the lot or made the current bid is not displayed.

Each character can see (and are available for bidding) the 5 most profitable lots at a cost for each of the stones at the moment: among all offers and among those for which bidding expires within the next hour.

Placing stones on the buildings of the order

Stones (for example, obtained from the treasury, in the wasteland, or bought at the auction) can be used to improve the buildings of the order. Stones can be used to improve the tower, academy and residence of the order. Installing stones on buildings is free. The head or advisor of the order from the vault can install the stones. The head, adviser, masters and adepts of the order can add stones to the storage. All 6 types of stones can be installed on each building.

Installation of stones of each type has several steps - from 1 to 15, and the steps are added sequentially - first the first, then the second, and so on. To add the first step of a certain type, you need 10 whole stones of this type, for the second - 20, for the third - 30, and so on. Bonuses from stones are free and constantly active for all members of the order.

1. Placing stones on the tower of the order:

2. Setting stones on the academy of the order:

3. Setting stones on the residence of the order:

Inserting stones into a character’s equipment

Stones of no more than 2 can be inserted into ordinary things, no more than 3 different types of stones (ancient rings and ancient amulets). The insert of each stone has several steps - from 1 to 15, and the steps are added sequentially - first the first, then the second, and so on. To add the first step, you need 1 whole stone, for the second - 2, for the third - 3, and so on. Inserting stones into equipment is free. Stones can be removed from a thing partially (one step) or completely (if two types of stones have already been inserted into the thing, for example, ruby and topaz, and you need to make room, for example, for amethyst):

When a thing with inserted stones is absorbed, these stones are transferred to the worn thing, if there are free spaces in it, otherwise the stones disappear (at the same time, if one identical stone is inserted in both things, there is no transfer).

Strengthening satellites with stones

Stones can be used to enhance character companions. Each companion can be enhanced with a stone of its own element and amethyst. Strengthening by each stone has several steps, and the steps are added sequentially - first the first, then the second, and so on. The addition of the first stage is available for good quality satellites, excellent second stage, and so on. That is, a companion of ancient quality can have 8 levels of enhancement for each of the two stones.

To add the first step, you need 1 whole stone, for the second - 2, for the third - 3, and so on. Strengthening satellites with stones is free. Stones can be returned from the companion’s enhancement for electrum, while the extracted stones are returned to the inventory: one highest level can be extracted for 250 electrum for each extracted whole stone, or all stones for 200 electrum for each extracted whole stone (that is, for example, 600 - for step 2 and 3 intact stones will be returned to inventory).

1. Stone of the elements. Each stage of the enhancement stone increases the suppression of the companion by 1%. When the owner’s Dispel ability is active, the companion also receives this ability of a step equal to the step of the stone in strengthening (but not higher than the owner’s step of this ability).

2. Amethyst. Each step of the enhancement stone increases the companion’s defense mastery by 100. When the owner’s Regeneration ability is active, the companion also receives this ability of a step equal to the enhancement stone’s step (but not higher than the owner’s step of this ability). Ability progress for companions is not calculated, when using abilities with a companion, the owner’s progress does not increase.

When the level is transferred and victories from one companion to another, the element stones from the amplification disappear, and the level of amethyst after the transfer will be equal to the maximum of the levels of the two companions. When the character changes the side and replaces the pegasus with a hound, the topaz in the companion’s enhancement also changes to obsidian (and vice versa).

Wizards: Methods of Enchanting

Enchanting equipment is available to registered characters on a side at level 50. The enchantment can only be applied to ancient equipment. Enchanting requires reagents that disappear after use. There are 6 types of reagents available in the game.

Obtaining reagents. Two random different reagents can be purchased daily from the sorcerer for 40 electrum each. A random reagent is awarded for defeating an insane alchemist. A shard of stone can be exchanged for a reagent of its own element, and a whole stone for 3 such reagents.

Light characters cannot apply and extend enchantments using the Black Spike, and dark characters cannot use Bright Pollen (but exchange of such reagents for reagents of their side is available).

Enchanting. Chara is applied for free if you have Premium (otherwise - 10 electrum per application). Only one enchant can be applied to a thing - from 1 to 5 degrees. Possible Stair Enchant Effect:

Using a reagent. When using a reagent, it is possible to choose: improve or extend the current enchant. When choosing an enchantment improvement, it changes:

At the same time, if it was not possible to set a higher level of enchantment during application, the chance of such an installation on the next attempt will be higher: for example, from 40% it will grow to 44%, then to 48%, and so on.

Actions with enchantments. When a new tier enchant is installed, it receives a fixed duration: 36 hours for tier 1, 28 hours for tier 2, 20 hours for tier 3, 16 hours for tier 4, and 12 hours for tier 5 (regardless of the remaining duration of tier 2 enchant steps). When choosing to prolong the enchantment, its duration is increased by the same number of hours (as with a new installation), if the element of the reagent coincides with the element of the enchantment.

If the elements do not match, the enchantment is extended by half the time. When a thing with enchantment is absorbed into a thing without enchantment, the enchantment is transferred. If there is already an enchantment on the thing into which the absorption occurs, the transfer of the enchantment does not occur during absorption. If the effect of the enchantment step ends, the same enchantment of the previous step is activated (at the end of the time of the 1st step, the enchantment disappears). Any reagent can be sold to the sorcerer for 30 electrum.

Wizards: Overview of Chapters and Quests

Daily tasks. For completing daily tasks, you will receive a reward in the form of experience, potions and electrum. A daily task can be performed as long as you want, until it is completed or replaced with the next one in terms of difficulty. As you progress through the game, some tasks are replaced with more complex ones, with a higher reward: for example, if you no longer have goblins in practice, then the task to defeat them is no longer issued - instead, the task to defeat the harpies will be available, and so on. Completed tasks become available again at midnight server time (Moscow time).

Chapters and one-time tasks. In addition to the daily ones, various one-time tests will also have to be performed, which will change as you progress through the chapters. After completing all the tasks of one chapter, the character proceeds to the passage of the next. For completing one-time tasks, you receive electrum and copper, and for completed chapters - a bonus to the experience gained in battles. In addition, special rewards are given as you progress:

Access to the purchase of amulets opens from level 32 for characters who have already chosen a side.

Mana Harvest Event

To participate in the Mana Harvest event, simply complete daily tasks during the week, earn mana flowers and receive valuable rewards! Every Monday at 00:00, the collected Mana Flowers are discarded and the countdown starts from zero. All characters have equal chances of winning the weekly championship, as the number of mana flowers rewarded for daily quests depends on the type of quest, but not on the difficulty.

Any tasks for mixing and surrendering potions, participation in a Swiss tournament, a battle for a treasure, battles for a source of magic and an abode of shadows, as well as passing practice and adventures gives from 2 to 3 mana flowers, any tasks for participating in a personal tournament and a survival tournament - 4 to 5 mana flowers. Rewards for all characters for collecting mana flowers during the week:

Obtaining 1, 50, 100, 150, and 200 Mana Flowers also reduces the cost of converting a worn ring into an ancient ring and an amulet into an ancient amulet.

Rewards for the winners of the weekly championship with the most mana colors:

A placeElectrum characterElectrum on behalf of the character in the order vault
one800800
2700700
3600600
four500500
five400400
6300300
7250250
eight200200
nine150150
10100100
Also, each winner receives a unique gift - a Crystal Flower.

Wizards: Arena battles

Features. Arena battles are available to registered characters from level 12. The battle involves five opponents: characters or monsters, each for himself. The battle ends when there are two winners left. The battle is limited in time to 6 minutes. If during this time it was not possible to identify the winners, they become two participants who have not yet been eliminated and caused the greatest amount of damage. The winners share glory among themselves, its amount depends on the damage done. All participants in the battle also receive or lose the arena rating, its amount for a character depends on his starting rating and the starting ratings of opponents, the damage done and whether the battle is over in the rank of the winner.

Getting fame. For participating in 5 battles, the character receives additional glory, its amount depends on the league:

In the arena leagues previously passed by the character, he has access to the passage of battles by auto battle for electrum, while the cost of auto battle depends on the arena league. A character can only gain fame for the first 5 battles each day and for 5 more battles if he resets the arena counter for 100 electrum.

During these battles, light characters receive additional glory for finishing off dark opponents and vice versa. Moreover, if not all 5 battles have been fought in a day, then the remaining ones are carried over to the next day: that is, glory for the next day can be obtained only for these remaining battles (and for additional 5 battles opened for electrum).

Rating bonuses. Characters from the first page of the arena rating receive bonuses to the mastery of combat elements, the elements of protection and an increase to maximum life depending on the place:

Leagues and talent points. The character’s league, depending on the arena rating and additional talent points for the first hit in the league (issued once):

LeagueArena ratingTalent points
Goblin leaguefrom 2000---
Harpy league2001-4000+1
Unicorn league4001-7000+2
League of the griffin7001-10000+3
Werewolf league10001-14000+4
Genie League14001-18000+5
Dragon league18001-22000+6
Confrontation league22001-27000+7
Power league27001-32000+8
Spawn league32001-38000+9
League of elves38001-45000+10
League of the Ancients45001-52000+11
Guardian Leagueover 52000+12

Wizards: Rules for the use and extraction of resources

Copper. Copper is needed to buy random gear and books from the store. Copper can be obtained in portals, adventures, in practice, in battles for sources of magic, in a daily bonus, in a magic well, in a gremlin shop, for mana flowers, or bought in an exchanger.

You can use the rich man’s potion and Premium to get more copper in battles.

Electrum. Electrum is the most important currency in the game. It will help you in many ways:

You can get electrum: completing tasks, raising the level of the character, defeating enemies on the path of the wizard, in adventures, dungeons and battles for sources of magic, in the wasteland, found in portals, in a magic well, in exchange for scrolls, in a gremlin shop, for mana flowers or purchase using the electrum buy option.

Glory. The wizard needs glory to raise the ranks of equipment, the levels of companions and activate abilities. You can gain glory in arena battles, in tournaments, in the treasury and for sources of magic, in the wasteland, as well as get it in a daily bonus, a gremlin shop or for mana flowers. You can use Glory Potion and Premium to get more Glory in battles.

Wizards: All About Portals

What does the portal give? Portals are available to characters from level 6. For an open portal, the character gains experience and copper, and can also detect electrum or tara (if trained in alchemy). Rings and books of light or darkness can also drop from red, shining and gloomy portals, depending on the side chosen by the character (if the character has not yet chosen the side, books and rings do not fall out). Emerald portals have a chance to drop amulets. Ancient portals have a chance to drop stone shards.

What do portals mean? Pay attention to the color of the portals:

The larger the portal, the higher the reward, the longer the opening, the more difficult the enemy in the red, shining and gloomy portals, and the more likely it is to get the best container.

Access. Access to portals of a certain size depends on the character level:

Portals open 1 hour faster after completing Chapter 4.

Wizards: Order Guide

What is an "order"? The Order is an association of wizards of one side (Light or Dark), bound by a common goal. Having created an order and recruiting friends and like-minded people, or by joining an already created one, the player gets the opportunity to play and communicate in his team, improve the order and its structures and use useful bonuses.

Access and creation. Orders are available after the character chooses a side (from level 15). The cost of creating an order is 3000 electrum (electrum from a piggy bank can be used). The number of participants in the order is limited and can be increased by raising the level of the order or raising the level of the tower (but not more than 40). Each level of the order also increases the experience and copper received by the participants (and after level 50 - and glory) by 1%.

Ranks. Ranks in the order:

A participant with the additional rank of archmage strengthens the order in battles for the sources of magic.

Buildings of the Order. Opportunities in the order:

Awards for participants. Members of the order receive weekly additional rewards when attending battles for sources of magic and battles in the treasury:

These awards can be received by characters level 40 and above, who are in orders of level 20 and above.

If the head of the order does not enter the game for more than two weeks and there is no adviser in the order (or the advisor is also inactive for more than two weeks), the master with the most experience of the order from those who entered the game during the last 24 hours will be automatically appointed as an advisor.

Wizards: Hosting Tournaments

Requirements and types. Access to tournaments is open to registered characters who have chosen a side from level 18. To participate in the tournament, you must sign up. The entry opens 15 minutes before the start of the tournament. Tournaments are held daily and are divided into three types:

Each character can freely participate in any 3 tournaments throughout the day, and then open access to the 4th tournament for 50 electrum. The first companion challenge in every tournament is free. A companion cannot be summoned to a battle in a tournament while characters who have not completed 8 chapters are fighting in this battle (that is, characters who have not completed 8 chapters also cannot call companions to battles in tournaments).

Awards. Tournament participants receive rating and fame, as well as other awards depending on the tournament. The character receives glory for each round where he actively fought, even if he lost. Light characters receive additional glory for finishing off dark opponents and vice versa. The Glory Potion Bonus works in tournaments. Characters participating in tournaments also earn points for the weekly order competition.

Wizards: Battles for the Sources of Magic

Battles for sources of magic - battles between orders for resources and unique order bonuses. There are 15 types of sources of magic in the game.

Battles. Characters from level 30 who are members of the order gain access to battles for sources. Battles take place 3 times a week: Monday, Wednesday and Friday. Adepts, masters, advisor and head of the order can fight for sources. Members of the orders can attend 2 battles per day: those who have been in the order for more than 30 days - both are free, and those who are less than - one is free, and the second can be opened for 50 electrum.

Combat and awards. In the battle for the source, all members of one order are a team, the task is to defeat the teams of other orders. If the team of the order wins, all its members receive glory and experience, and the order owns this source and receives its bonus until the start of the next battle for this source. In case of defeat, all team members receive experience and copper. Two losing orders receive 12-hour source bonuses based on the results of the battle: the team whose team caused the greatest total damage, and whose participant was the last to leave the battle (if both conditions are met by one order, the source bonus will be given to him for 24 hours).

In addition, members of the teams of these two medal-winners receive additional small amounts of glory as a reward. The size of the reward to a character for participating in a battle depends on the strength of the character and the damage inflicted by him, as well as on the strength and number of other participants in the battle (the more characters fought for the source of magic and the stronger they are, the higher the reward). In the battle for the source, the resistance parameter of the member of the order and his companion drops by 5% for each source that the order already owns.

For finishing off a participant of the other side in a battle for a source, the character receives an additional bonus: the amount of fame equal to the level of the finished off enemy (increased by bonuses from the potion of fame, Premium and others).

Archmages. One of the members of the order is appointed by the archmage and can fight for sources without a limit on the number of battles per day. Archmages are highlighted with a special icon in the order list and in battles for sources. The archmage is appointed by the head or advisor of the order: he can be the head, adviser or any of the masters, and the character of the archmage can be below level 30, the archmage himself can also transfer his title.

The Archmage of the Chapter cannot be reassigned when he is queued to fight for the source and during the battles themselves. If the archmage is fighting for the source of magic and has not yet been defeated, then all members of his order inflict 10% more damage to opponents in this battle. For finishing off the archmage of the other side in the battle for the source, the character receives an additional bonus: the amount of electrum equal to the level of the order of the finished off archmage.

Bonuses. The order at any time can activate the bonus of any source of magic for electrum from the storage. The cost of activating a bonus per day for an order is the higher, the more source bonuses for it are already activated. You can extend the source bonus for a day for 50 or for a week for 300 electrum. The renewal cost does not depend on the number of activated sources. The source bonus can be activated for a period not exceeding a month. If the order owns a source of magic, then this order receives 30% of the cost of each activation of the bonus of this source in the storage.

Wizards: Treasury Battle Guide

Features. The battle in the treasury takes place 6 times a week: at 9:00 and 21:00 on Tuesday, Thursday and Saturday. Each character can only take part in one event per day (no more than 3 events per week). Participation in the event is available to characters of level 40 and above who are in orders of level 20 and above (neophytes cannot participate in the event). Registration in the queue for an event occurs 15 minutes before its start. The event starts if at least 16 teams have signed up.

The queue from each order is divided into teams of 3 participants, depending on the sums of levels and the number of completed chapters of the characters (starting with the highest): that is, the first team will get 3 participants with the highest sums of the level and the number of completed chapters, in the second the next 3 and etc. Moreover, if the number of registered participants from the order is not divisible by 3, then the last 1 or 2 participants will participate in the event as an incomplete team.

After 5 minutes of inactivity, the character will be automatically excluded from the queue for the treasury. In this case, the division takes place so that in each team (if possible) there is a participant with the title of at least a master.

Leaders. The leader of the team is considered to be the participant with the highest rank (or the sum of the level and the number of chapters completed - if the ranks are equal) of the three, but with the title of at least a master. If all 3 team members are adepts, then such a team does not have a leader.

Teams. The number of teams from the order is not limited, but for each set command (including an incomplete one), all participants in the event from the order receive -1% to resistance (that is, if 5 full teams are set from the order, then at the event all 15 participants of the order will have -5% toughness). All teams from all orders are ordered by team strength, which is calculated as the sum:

Each treasury contains from 24 to 32 teams (depending on the number of those who signed up) - the strongest team with the greatest strength, the second - with the next, and so on. For incomplete teams (of 1 or 2 participants), increasing coefficients are applied when calculating the strength of the team.

Battles. Group battles take place among teams - each team fights for itself, 2 teams win the battle. If the team went to the next battle - the defeated and escaped from the battle participants are revived for him without penalty. The maximum duration of a battle is 5 minutes. If during this time it was not possible to identify the winners, they become two teams that have not yet been eliminated and caused the greatest amount of damage.

All registered teams, without exception, take part in the event, but, with a certain number of teams that do not allow making a full grid, in some battles the number of teams may be 3 or less (in cases of 1 or 2 teams, participants receive a reward without a fight and move on automatically). This can happen on the first tier, as well as on the second and third tiers on the way to the small storeroom.

The first companion summon in every Treasure Battle is free. A companion cannot be summoned to a battle in the treasury while characters who have not completed chapters 8 are fighting in this battle (that is, characters who have not completed 8 chapters also cannot summon companions in battles in the treasury).

Battles "Into the Dark". Battles on Saturdays are "Into the Dark". For each battle, the team leader can activate a magic barrier - + 10% resistance of the selected element for all team members for this battle. The cost of activating the barrier depends on the tier: 10 electrum for I, 20 for II, 30 for III, 40 for IV, 50 for V and 60 for VI. Payment comes from the storehouse of the order. If there is no leader in the team, the activation of the magic barrier is impossible for it. Until the leader is defeated in battle, the damage of the group members is increased by 10%. The distribution of teams for battles on each tier is random.

Treasure Rewards: Characters

In battles on the tiers of the treasury, characters receive the following rewards:

Thus, among the 32 teams of the group, the stones from the treasury are distributed as follows (in addition to additional possible fragments for finishing off opponents in any battles of the event):

For finishing off a member of another team in a battle, the character receives an additional bonus: the amount of fame equal to the level of the finished off enemy (increased by bonuses from the potion of fame, Premium and others). In case it was the leader of another team, the amount of glory doubles. In addition, for each battle, the characters gain experience, and its amount is proportional to the number of stones and their fragments received by the character.

Treasure Rewards: Orders

Each shard and stone received by a member of the order counts towards the weekly championship among the orders. Places are allocated depending on which order collected more shards and stones in a week (3 shards = 1 stone). Thus, for example, an order with 3 stones and 11 shards will be lower in the ranking than an order with 2 stones and 15 shards. The best orders with the most stones and fragments according to the results of the week receive awards in the storage:

A placeNumber of random stones
onefifteen
212
310
foureight
five6
6five
7four
eight3
nine2
10one

Treasure tiers

1 tier. On the first tier of the treasury, there are 8 battles, with 16 teams each winning and losing. The winners continue their way to the large pantry, the losers go to the small pantry.

2 tier. On the second tier, there are also 8 battles: 4 each among the winners and losers, 8 teams each win on the way to both storerooms. At the same time, 8 teams that lost on the way to the small storeroom (for the second time in the event) are eliminated from participation in the event. 8 teams that lost on the way to the big pantry go to the small one.

Tier 3. There are 6 battles on the III tier: 2 battles on the way to the large storeroom - 8 teams take part in them, having won 2 victories on the first two tiers. The 4 winning teams continue their way to the large pantry. The 4 losing teams go to the small pantry. 4 battles on the way to the small storeroom involve 8 teams that won on the 2nd tier on the way to the small storeroom and 8 teams that lost on the 2nd tier on the way to the large storeroom. 8 winning teams continue their way to the small pantry, 8 losing teams are eliminated from participation in the event.

4th tier. On the 4th tier, 4 battles take place: 1 battle for the entrance to the large storeroom - 4 teams take part in it, having won 3 victories in the first three tiers. The 2 winning teams share the treasures of a large pantry. The 2 losing teams go to the small pantry. 3 battles on the way to the small storeroom - 8 teams that won on the 3rd tier on the way to the small storeroom and 4 teams that lost on the 3rd tier on the way to the big store take part. 6 winning teams continue their way to the small pantry, 6 losing teams are eliminated from participation in the event.

5 tier. On the V tier, 2 battles take place on the way to the small storeroom - 6 teams that won on the IV tier on the way to the small storeroom and 2 teams that lost on the IV tier on the way to the large store take part. 4 winning teams continue their way to the small storeroom, 4 losing teams are eliminated from participation in the event.

6 tier. On the VI tier, 1 battle takes place for the entrance to the small storeroom - 4 teams participate, who won on the V tier on the way to the small storeroom. The two winning teams share the treasures of the small pantry.

Wizards: Wasteland Walkthrough

Features. Wasteland battles are available from character level 45. The headquarters of the order can be moved to the wasteland for 30 hours. After this period, the residence is transferred from the wasteland back and the trophies received there from the warehouse are distributed to the participants and the order. If a character leaves the order before the residence is returned from the wasteland, his trophies disappear from the warehouse irretrievably. The remaining timer before returning from the wasteland is visible only to members of the order.

Detachment actions. Groups of monsters and squads of participants from other orders can attack the wasteland on the residence at any time, and the members of the order themselves can:

Anyone, except for neophytes, can join an already created squad. The size of the squad is not limited. After 5 minutes of inactivity of the character, he will be automatically excluded from the squad, which is still in the residence. Battles and transitions to the wastelands do not affect other events in the game: for example, on the way, squad members can fight in tournaments or in practice.

A squad can only go to one battle of its choice. Then the participants return to the residence, rest and after that they can create a new squad. The order can re-go to the wasteland no earlier than 1 hour after returning from there.

Bonus Speedboat. The Fast Walker bonus is activated until the end of the visit to the wasteland: either automatically (free) for characters who defeated monsters in all 4 locations on the last visit (in an abandoned mine, a flooded mine, a lost storeroom and a forgotten cache), or by a player for 100 electrum. It reduces the time it takes to travel to the wasteland for the squad in which the character is a member by 1 minute. In this case, the bonuses of the squad members are summed up, that is, if the Skorokhod bonus is activated for 3 squad members, the transition will be shorter by 3 minutes (but the total duration of the transition can be reduced by no more than half).

Monster hikes

In an abandoned mine, a flooded mine, a lost pantry and a forgotten cache, each squad fights with a separate group of monsters, other squads cannot intervene in such a battle.

The detachment’s journey to a forgotten cache or a lost storeroom takes 10 minutes in the wasteland. The detachment’s journey to an abandoned mine or a flooded mine takes 15 minutes in the wasteland. A detachment for a trip to these locations can be created by any member of the order, except for neophytes. A unit cannot be created if there is a screen in the order. In each of these locations, the character can win only once per visit to the wasteland (in this case, if the squad is defeated in the battle, its participants can return to the location and try to fight again).

The strength and number of opponents in locations depend on the composition of the squad. If the battle in the wasteland could have started already 5 minutes ago or more and the leader is inactive, the leadership is transferred to the active member of the squad. In victorious battles against monsters, characters receive experience and trophies (electrum and stones), and the experience is given immediately, and the trophies are carried by the squad with them, and after returning to the residence they go to the warehouse of the order. The amount of experience and trophies depends on the strength of the defeated monsters and the results of the last invasion of shadows.

At the same time, if the trophies received in the battle of the detachment did not reach the warehouse (the residence was returned from the wasteland before the arrival of the detachment), then they disappear. Experience and trophies are not awarded for lost battles. Stone shards mined in the Wasteland increase the contribution limit to the order (by analogy with stone shards from the treasury). After returning to the residence from a monster trip, the character needs to rest: within 10 minutes if the character was defeated in battle - and within 5 minutes if he was not. During the rest, the character:

Rest time decreases with an increase in the level of the residence of the order.

Residence battles

Monsters or members of other orders can attack the wasteland on the residence at any time, members of the order can defend their residence. Characters defending the residence of their order receive a bonus to Defense Mastery, which depends on the level of the order, its tower, and the academy. The golem of the order also helps the participants to defend their own residence - a strong monster that gives the aura of the elements of the side of the order to those characters who fight next to him. The golem always only protects the residence from any attack and does not join the squads.

If the golem is defeated, it can be revived for electrum from the storehouse of the order, or it will respawn for free the next time you visit the wasteland. Partial healing of a wounded golem is also available, the maximum amount of life after healing depends on the level of the residence of the order. The amount of life of the golem depends on the level of the order, the stamina and the chance of reflection - from the level of the tower, and the power of impact and the chance of breakdown - from the level of the academy of the order. In addition, the amount of life of the golem and the speed of its recovery between battles depends on the level of the residence of the order.

Trophies from the warehouse of the residence are given to participants and to the order only after returning from the wasteland. Any members of the order who have access to the wasteland and are not part of the squad, except for neophytes and those who are resting in the residence, can take up the defense of the residence - a special squad is not required for this. You can join the defenders of the order even during the battle. Members of the order see in real time the amount of health of the golem, as well as the number of defenders and attackers during the battle at their residence.

In the battle at the residence of the order, several parties can simultaneously participate, for example: a group of monsters, two units of one order and a unit of another. In this case, the units of the same order fight together (do not fight with each other), and the battle continues until one side remains. If the character fought defending his residence, the rest will be 10 minutes if the character was defeated in the battle - and 5 minutes if he was not. During the rest, the character:

Rest time decreases with an increase in the level of the residence of the order. The head, adviser or archmage of the order can put up a barrier once per visit to the wasteland - a magic wall for 6 hours, which makes it impossible both to attack the residence of the order of groups of monsters and squads of characters, and the exit of the order units from the residence.

The barrier can be installed at a time when all members of the order are in the residence and the battle for it is not being fought. In this case, the detachments of opponents that were already on their way to the residence of the order return back, and the detachments of the order that were in the residence are disbanded. After being defeated in the battle for its residence, the order receives protection from new attacks for 1 hour.

Monster attacks on the residence. Monsters attack the residence of the order no more than 3 times per visit to the wasteland: no more than 1 time in the first, second and third 10 hours of the visit. The composition and characteristics of the monsters in the attacking squad depend on:

Before the attack on the residence, all members of the order receive a message like "a detachment of 4 monsters is moving towards the residence, 8m 48s left". After a successful defense, characters receive trophies (electrum and stones) for finishing off monsters and experience for winning, and the experience is issued immediately, and the trophies go to the warehouse of the order’s residence. If the golem deals the last blow to the monster, then the trophies for finishing off go to the warehouse of the residence for the order.

For lost battles, trophies and experience are not awarded. After a successful attack on the residence, monsters irrevocably take away half of all trophies from the residence’s warehouse - both those that would be transferred to the order and those that were for the participants. Monsters cannot carry away trophies, the number of which does not exceed the size of the secret grotto of the order.

Battles between orders. For the attack, the order units have access to the residences of the 6 closest in level (and, accordingly, in the time before them on the way) orders. In addition, units can also carry out attacks on those orders that attacked the residence during this or previous visits to the wasteland (even if these orders are not included in the list of the closest ones). A unit cannot be created if there is a screen in the order. The detachment’s road to the residence of another order is the longer (more waiting), the greater the difference in the levels of the orders: the attacker and the one to which the detachment is going. The duration of the transition will be at least 10 minutes.

Before the attack on the residence, all members of the order receive a message like "a detachment of 9 characters is moving towards the residence, 8m 48s left". For a golem of another order defeated in a battle, the squad receives trophies. In victorious battles, characters receive trophies (electrum and stones) and glory, and glory is given immediately, and the trophies go to the warehouse of the order’s residence. For lost battles, trophies and glory are not awarded. After a successful attack on the residence, members of another order take half of all the trophies from the warehouse of the enemy’s residence to the warehouse of their residence - both those that would be transferred to the order and those that were for the participants.

At the same time, if the trophies received in the battle of the detachment did not reach the warehouse (the residence was returned from the wasteland before the arrival of the detachment), then they disappear. Members of another order cannot take away trophies, the number of which does not exceed the size of the secret grotto of the order.

After the battle for someone else’s residence, the character needs to rest in the residence of his order: 20 minutes if he was not defeated, and 1 hour if he was defeated. If the detachment returned without a battle (turned around along the way or captured the residence of another order without a fight), then the rest in the residence will be half as long. Rest time decreases with an increase in the level of the residence of the order.

Wizards: Invasion of Shadows

The master of shadows tries to take over the wasteland of the wizarding world by attacking every Wednesday. On this day, every week there are attacks by the reapers of the shadow on the orders, whose residences are in the wasteland, and battles with the master of shadows in his abode. If the characters of the magical world do not manage to defeat the master of shadows during this day, then for the next week for all orders the monsters in the wasteland become slightly stronger, and the rewards for defeating them become 10% lower than usual. If the master of shadows is defeated, all transitions to the wastelands will be 1 minute faster, the monsters will be weakened, and the rewards for defeating them will be 25% higher than usual until his next attack.

Reapers of the shadow. During the day (except for the time before and at the beginning of battles for the abode of the shadows, for the sources of magic and tournaments), the reapers of the shadows are sent to attack the orders. The path of the shadow reaper to the residence takes 10 minutes, its characteristics depend on the level of the order and the set of its members who are currently in the game. Reapers cannot attack the Chapter’s residence more than once between battles for the Shadowkeep. If the shadow reaper wins the battle for the residence, he returns to the shadow abode and brings the shadows of all opponents he defeated (such shadows have the same parameters as the characters or the golem from which they are obtained, but fight on the side of the shadow master), himself the reaper of the shadow also participates in the next battle in the monastery.

In addition, the reaper of the shadow irrevocably takes half of all the trophies from the warehouse of the residence - both those that would be transferred to the order and those that were for the participants. The shadow reaper cannot carry away trophies, the number of which does not exceed the size of the secret grotto of the order. At the same time, the order receives protection from new attacks for 1 hour. If the reaper of the shadow did not get into the battle (due to a screen or protection from attacks), he returns to the abode of shadows alone to participate in the next battle. If the reaper of the shadow was defeated, the defenders of the residence receive rewards for defeating him, and the master of shadows in the monastery does not receive reinforcements.

Abode of shadows. 6 times per day: at 03:30, 07:30, 11:30, 15:30, 19:30 and 23:30 a portal to the abode of shadows opens on the wasteland (but only while the master of shadows is alive), where characters can fight the master of shadows and his assistants:

That is, if in the battle for the abode of shadows all the characters were defeated, then the shadows participating in it disappear, and the reapers who were not defeated remain in the abode and take part in the next battle. Each character can participate in no more than 2 battles for the abode of shadows per day. At the same time, neophytes and members of orders in which barriers are installed will not be able to participate in battles for the abode of shadows. During the battle, the master of shadows, in addition to normal blows, inflicts blows with a spear of the shadow, which inflicts high damage on several characters.

The damage from the spear of the shadow decreases with the increase in the character’s stamina. If a character was finished off in battle by a master of shadows or reapers, then his shadow takes their side and fights against the remaining characters - until it is defeated or until the battle is over. If the residence was returned from the wasteland while a member of the order participated in the battle for the abode of shadows, the character will be counted as an escape from the battle. The Shadow Master’s health is not restored between battles - he can be defeated by dealing damage in several battles during the day. Characters for battles for the monastery receive valuable rewards (experience, glory and scrolls), as well as trophies (electrum and stones):

After defeating the master of shadows, characters who participated in lost battles for the abode, but did not get into the victorious one, receive an additional reward. In this case, experience, glory and scrolls are issued immediately, and trophies go to the warehouse of the residence of the order. The event ends and the reapers of the shadow stop attacking the residences of the orders in two cases: if the master of shadows was defeated, or if they failed to defeat him in the battle at 23:30.

Magicians: How to Play Big Score?

Requirements and performance. Participation in the event is available to registered characters who have chosen a side, from level 40. The event is divided into 13 stages (according to the number of types of monsters: goblins, harpies, ancients, guardians, etc.). The big jackpot is held twice a month: it starts on the 1st and 16th and lasts 14 days, with each stage lasting two days. In February, the event is held once and starts on the 8th. Battles at each stage (with each type of monster) are available on schedule:

Every hour during the day (at: 00 or at: 30, if another game event starts at: 00), a battle with monsters starts: the registered participants are randomly divided into groups of 4 characters (no more than 3 groups may be incomplete). Registration in the queue for an event occurs 5 minutes before its start /

Battle. Each group creates a certain number of monsters, depending on the strength and number of characters - members of the group, then they get into battle with these monsters. For example, a strong party of 4 characters will receive 200 random goblins in the first stage and 30 random angels or demons in the eighth stage. In battle, monsters fight among themselves, as well as characters (each for himself), while players see the amount of life of other characters. After passing the stage - the character can fight at the next stage according to the schedule. If the character did not manage to complete the stage in the allotted time, he stops participating in the event.

How to complete the stage? Conditions for passing the stage:

Battle time. The maximum battle time depends on the stage:

Awards. The victorious characters receive experience as a reward - its amount depends on the strength and number of monsters in the battle. If all the monsters were defeated, a certain number of stone shards are randomly distributed between the characters who survived the battle:

If it was not possible to complete the stage based on the results of the battle, the character can participate in the next battles at this stage without any restrictions. Rewards are issued based on the results of the entire event after its completion: for each stage, 50,000 electrum are distributed, which are equally divided among all the characters who passed this stage. For example, 2500 characters have passed the first stage (goblins) - each of them receives 20 electrum at the end of the event; 250 characters have passed the ninth stage (archangels and lords) - each of them receives 200 electrum for this stage and they also receive electrum for each of the previous stages.

Outside of battles, there is an opportunity to see the lists of characters: who has access to the current stage and who has already passed it.

Wizards: Participation in the Campaign

Requirements. Registered characters from level 10 can participate in the hike. To participate in the event, you need to go to the Hike button, get in the queue and assemble a team of three characters.

Complexity. During the campaign, the participants will have 4 combat terrains with opponents of varying difficulty:

Each participant of the hike visits only one area - the one that he got to faster than others. There he fights with the enemy and after the end of the battle he can get into a new line. Other participants can no longer get into this area and are waiting for the opening of the next.

Awards. For victories over opponents, awards are given:

The quality of the reward potions cannot be higher than the character’s alchemy quality.

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