Sacrifice is a 3D real-time strategy game with strong
RPG elements, developed by Shiny
Entertainment, the creators of the Earthworm Jim franchise. It was lauded for its
original concept, graphics, and sound quality by most reviews.
Overview
Sacrifice is a real-time strategy (RTS)/action hybrid game that differs from most games in the RTS genre in that the
player assumes control of a particular character on the field (the wizard) and plays the game from a third-person point of view
centered on that character, and play is very direct, in that all creatures are created directly from spells cast by the player.
In contrast, most real-time strategy games allow the player to see the battlefield and play the game from a top-down point of
view, and force the player to create buildings which can later be used to manufacture units.
Sacrifice single player campaign consists of 10 sets of missions, one for each of five gods that the wizard can choose
to work for. In addition to having different missions, each god also grants its own set of creatures for summoning and spells to
be cast to the wizard. Not only does the player receive different spells from each god, but depending on which gods he chooses to
support, the story changes drastically, creating several different endings. It is notable that once you serve a god, some other
gods who see him/her as a rival may not provide you any chance to serve him later, hence limiting the gods you can choose and
avoid a "triumph combination" of creatures and spells. As an incentive to completing various hidden objectives or simply
performing brilliantly in-game, one of the five Gods can appear during or at the end of a mission, granting the player a special
boon, the likes of which vary greatly. For instance, Stratos regularly grants players a boon of bonus mana points or speed. Other
gods, like James can grant the player an increase in defense, or attack, in healing ability etc.
Sacrifice also possesses a bonus feature once the player has completed the game. The Player is allowed to choose their
own character as a side rather than a God in multiplayer. The effect: The player's wizard develops according to the story line,
keeping the benefits of boons and mixed creatures and spells, giving some players, an edge over regular players.
The resources (a common element in RTS games) in Sacrifice are souls and
mana.
Mana is used for casting any spell, summoning creatures, and is an unlimited, slowly generating resource. A manafountain is a
neutral structure existing on the map and cannot be created throughout the game, but provides mana for any players nearby. To
claim a neutral manafountain to be your own one, you can summon a Manalith on it, so it will provide mana only for you and your
friendly creatures. Manahoars, a summoned creature, can draw energy from your manaliths and give you mana even when you are at a
distance from your manaliths.
Souls are used for summoning creatures, and are limited; no new souls can be created during the game. Souls cannot be
destroyed unless a unit falls off the map, in which case the soul or souls contained in that creature is forever destroyed.
Several creature abilities, such as Consume Soul and Rend Soul, also destroy the soul but are accompanied by other special
effects.
Souls exist on the map in two forms: blue souls and red souls. Blue souls are either neutral souls that are placed on the map
by the map makers waiting to be picked up by any wizards or souls that are released from the corpse of friendly creatures. These
blue souls can be picked up directly by the wizard when he walks near them. Red souls are hostile souls that are released from
the corpses of hostile creatures. Red souls cannot be picked up directly, and the wizard has to cast a spell Convert to
summon a Sac doctor that will carry the corpse to its summoner's altar and carry out a ritual to purify the souls. During the
transportation, the Sac doctor could be killed and the corpse released back to its former master.
The sole aim of this game to win, is to desecrate the enemy's altar. To do this, you have to approach your enemy's
altar and cast a spell "Desecrate" with one of your creatures as a sacrifice. A group of Sac doctors will be summoned and perform
a ritual to desecrate the altar. During the process, the enemy wizard will suffer damage sent from the ethereal realm. The
stronger the creature you have sacrificed, the more the damage is. If he is killed during the process, the desecration is done.
If any of the Sac doctors are killed, the desecration will be interrupted and your sacrifice offering will be released free.
A god's power can reveal itself in any part of the world except other god's capitals, in which the Ultimate Altar of that god
was set up to collect the faith of the god's people, which is the primary necessity of every god. Gods also establish a
connection between themselves and their wizards through a wizard's altar. Thus wizards are the manifestation of gods to
accomplish the god's will. Wizards can never be truly killed if the connection exists, and the god can resurrect the wizard
somewhere else. But if a wizard is killed and he has no altar (or no connection with their god) at the time of death, they are
dead forever and cannot come back.
Story
In the single-player campaign, you play as the wandering wizard Eldred, a plane-jumper who leapt to the current world when his
own was destroyed. Accompanied by the owl-like Imp Zyzyx (his familiar), the game takes
place through flashbacks, with his recounting of his recent deeds being the background to the game.
In his now-destroyed homeworld of Jhera, Eldred was a man of substance (a lord or a king, he doesn't specify, though he was
most certainly a tyrant) and one of many who vied for power. He spent his life forging another man's empire, but when the young
monarch died at far too young an age, power and dominion fell to Eldred alone. Despised by his subjects, foreign powers and
internal conspirators sought to tear his kingdom apart. Having dabbled in alchemy and conjuration before, Eldred was forced to
turn his hobby into a serious study, eventually turning to dark, dark forces. This resulted in his summoning of the Arch-Demon
Marduk, who promised to destroy his rivals.
He did, but he didn't stop there. What Eldred didn't know was that Marduk was a being of infinite appetite, a monster who fed
off the worlds to which he was summoned. With Jhera crumbling into nothingness beneath his feet, Eldred and Zyzyx fled into the
Astral Void, eventually "washing up" in the world in which the game is set.
This world is ruled by five gods and their wizard-champions. The gods are:
- Persephone - Self-righteous goddess of Life, who's virtue is Justice. She occupies the lush and green lands of Elysium
(capital city: Idylliac)
- James - "Good ol' boy" god of Earth, who's virtue is Peace. He occupies the harsh and rocky Glebe. (capital city:
Agothera)
- Stratos - Egocentric "know-it-all" god of Air, who's virtue is Knowledge. He occupies the snowy and desolate mountains
of Empyria. (capital city: Thryhring)
- Pyro - Techno-industrial god of Fire, who's virtue is Progress. He occupies the volcanic and depleted wastes of
Pyroborea. (capital city: Helios)
- Charnel - Amusingly malevolent god of Death, who's virtue is Conflict. He occupies the rotten barren of Stygia.
(capital city: Dys)
The player takes on a mission to champion for one of these gods. After each mission you get to choose another task, and thus
choose to serve a different god (or the same one) for the next mission. As the game progresses and the gods factionalise in
preparation for their war, the player begins to lose contact with the gods of whichever faction he has assisted the least, except
if the player champions for Stratos, who is amorally neutral and self-serving and plays off all factions to his own benefit (or,
as he puts it, "Oh, let's do be honest shall we?: In any half-way civilised world I would be the only God.").
It is, however, shown in the fourth mission that Marduk has followed Eldred to this world and is conspiring to destroy it as
well. His plot involves the creation of a cult centred around Ashur, a persona he has created for himself, and founded with the
help of Jaduggar, the last centaur, who despises the gods after Stratos allowed his people to be slaughtered. The cult revolves
around the idea that gods are pointless beings whose very existence is predicated upon belief in them, and that the people of
this world should stop believing and thereby free themselves of the endless religious warfare their gods have inflicted upon them
over the millennia. In fact, Marduk is mearly aiming to eliminate all supernatural resistance to his ultimate destruction of this
world.
In the first six missions, if you accomplish some optional objectives or meet a particular target which are hidden from the
list of primary objectives (in some maps, simply win the game; in some others, you have to figure that out) a god will offer you
a boon upon victory, be the god the one who gave you the mission or another one involved in the game, ranging from
increasing health, mana, or speed, to increasing magic resistance, physical resistance, and health or mana regeneration of your
wizard.
The player fights through a total of nine missions, each one rewarding you with new creatures and spells, and the tenth and
final mission taking place in the present and being the final showdown between Eldred and Marduk. Depending on the player's
choices in his narration of the tale to Mithras, Marduk reveals himself in a different way, either telling the Player to open
their eyes, or chiding him for not grasping power. Also, the God which the player serves in the ninth mission,effects Eldred's
decision at the end of the story, depending on which, the Player can choose to move on to another realm, or help rule and rebuild
the current realm.
One of the unique enemies in the game, is Marduk. Marduk is the only wizard in-game who does not require an altar, and as such
cannot be killed directly and also permitting him to directly steal the souls of the Player's slain creatures. This is unique
only to the final level of the game, in other levels however, where Marduk makes a scripted appearance, it is possible to locate
his altar either through Meanstalk 'catapulting' or through Scapex. However, attempts to attack Marduk or desecrate his altar,
(If found, a rarity as they are usually located in hard-to-reach places) will prove futile, as Marduk simply teleports away off
the Map, taking the altar with him.
Minions
These are the various creatures available to each deity.
Persephone's Faithful
The unique ability in Persephone's Faithful is that all creatures regenerate health over time, the Troll being able to
regenerate the fastest among the Faithful.
- Druid: Druids fight bare handed and therefore do less damage than most basic melee minions of other god. But they often
survive much longer, because of their special ability "Life shield" which makes enemies do half damage to the druids.
- Ranger: Rangers are the basic shooters of Persephone's Mystics. They have quite a long range, and have the ability "Divine
sight" which summons a floating eye to scout around.
- Shrike: Shrikes do sonic attacks, and can stun the enemy wizard and interrupt their actions. Like the druids, they have Life
shield ability.
- Scarab: Scarabs are an auxiliary creature. Although they cannot attack, they shoot out a beam which heals friendly
units.
- Troll: Trolls are an advanced melee unit which deal more damage and have more hitpoints than druids. They also regenerate
quickly.
- Gnome: Gnomes, possessing a very advanced culture, use their handcannons to shoot down their enemies and rarely miss. An
albino Gnome Hero, named Thestor, is an opponent in the first Persephone mission, but if spared he will fight for you for all of
the other missions.
- Gremlin: Gremlins are swift flying units, and can use their ability to snare a hostile unit, lift it up, and deliver a fierce
attack.
- Mutant: This malformed creature is infected with a horrific disease, which culminates in the growth of polyps filled with
disease pathogens. In battle, Mutants pluck these polyps from their bodies and hurl them at the foe, possessing the longest range
of all Persephone's creatures. Mutants also release a burst of healing energy that affects all nearby friendlies when slain.
- Ent: Persephone's most powerful ground creature, the Ent is a slow-moving but tough and powerful Melee Unit, with the ability
to generate a Lifeshield around all nearby friendlies via its Protector special ability. There is an Ent Hero named Toldor, who
becomes available to Persephone followers in the later missions of the game.
- Dragon: the Titan of Persephone's forces, the Dragon is a Flying Unit with the special ability Breath of Life, which
effectively mimics the Charnel spell Animate Dead. The Dragon Hero Sirocco is available to James followers from the second
mission. Dragons also ensnare their enemies in Grasping Vines when they hit them, preventing opposing units from escaping.
Pyro's Proles
- Cog: These primitive, steam-driven robots bludgeon their foes with metal hammers and explode in bursts of searing steam when
slain.
- Flame Minion: These ranged creatures spit fireballs, and cane use their ability "Run Away" to speed to a battle or to
retreat.
- Spitfire: Spitfires are Pyro's basic flyers. They shoot out cones of flame, dealing area of effect damage, but they are very
fragile especially against enemy ranged units. In groups, however, they are a force to be reckoned with.
- Tickferno: Tickfernos are red beetle-like support creatures that can shoot a heat ray. While doing little damage, the ray
saps mana from enemy wizards at a swift pace. They are therefore useful for undermining your opponent.
- Firefist: Firefists are trolls that were captured and experimented on by Pyro. As their health diminishes, they deal
progressively greater damage.
- Pyromaniac: These Pyro-worshipping Gnomes shoot fiery darts from their 'rocket launchers' that set their targets alight. The
first Pyromaniac, Faestus, is available to Pyro followers at the first level and then rejoins them from the fourth level onwards.
The treacherous Faestus will also side with others to save his own skin, so he also becomes available to Charnel, James and
Persephone followers when they assault Helios (Levels 7, 6 and 8 respectively).
- Pyrodactyl: These fragile bat-like creatures can spit out "viscous oil" that disables anyone in an area from receiving
commands, and will ignite when struck by a fire-spell, or fire-based attack from certain creatures.
- Bombard: Bombards were once mountain-living Lummox, which makes them the cousins of the Flummox and the Flurry. They are very
slow but deadly. They throw burning spheres which burn a large area.
- Warmonger: The creature with highest damage output, a Warmonger attacks with their machine gun. Notably less hardy than their
Styx counterpart, they are nonetheless deadly, especially in groups. Their wide range of fire can be harmful to friendlies, thus
Warmongers should be used sparingly. They also have "Firewalk" ability which allows them to instantly transport a short
distance.
- Phoenix: Phoenix are gigantic flying units; Pyro's ultimate creature. They fire a red beam similar to the Tickferno's, which
both deals damage and drains mana from targets. They will also cast a fire shield upon themselves when hit by melee attack.
James's Yeomen
- Trogg: Primitive cave-dwelling humanoids, Troggs are the toughest among all basic melee units. Troggs are slow and have
resistant skin which protects them from magical damage, though non-damaging spells (Freeze, Grasping Vines, Slime etc.) still
affect them. This ability makes them the ideal unit when going up against one of Pyro's superweapons or wizards.
- Earthfling: These shooters attack by spitting gravel at targets. They can also turn themselves to stone, which increase their
regeneration rate and defense but disables them, rendering them unable to do anything beside standing still.
- Gargoyle: James' basic flying unit, Gargoyles are more durable than their Pyro-aligned cousins, the Spitfires. They cast down
a rain of stones to smash anything below them.
- Basilisk: Like Scarabs, Basilisk are an insect-like support unit, and do not attack. Instead, they can petrify enemies with
their gaze, rendering the target stationary and helpless.
- Taurock: Stronger than the troggs, Taurock are damage- absorbing tanks and are great manalith siege weapons. As their health
diminishes, their defense increases.
- Flummox: Flummoxes are mountain-dwelling Lummox creatures trained for wartime use. They are very slow, and not very accurate.
A Flummox throws out stone boulders to shake the ground and can interrupt an enemy wizard's spell-casting.
- Ikarus: these powerful flyers are similar to Pyro's Pyrodactyl and Charnel's Blight, in that their special ability
(Stickbomb)coats an enemy with sticky glue, slowing and incapacitating the target. An Ikarus Hero named Gammel is available to
James followers from the first mission.
- Boulderdash: Boulderdash are more accurate than other ranged shooters, and do damage to multiple targets. Their rocky
projectiles split into three, damaging multiple enemies.
- Jabberocky: A Jabberocky walks painfully slow but tanks better than Taurocks. They can also make a tiny earthquake which can
interrupt an enemy wizard's spells.
- Rhinok: The sole ultimate creature who walks rather than flies, they are arguably the most powerful ultimate creature.
Rhinoks attack by sending waves of spikes out through the ground in all directions, and can summon a halo of boulders to shoot
down nearby hostile flyers.
Stratos' Servants
- Frostwolf: Stratos's basic melee units are very fast, yet very fragile. The Frostwolves were formerly slaves to Persephone's
"circle of life" until they swore allegiance to Stratos. Their ability "Run away", which makes them run faster, is also useful to
speed them into combat.
- Sylph: A deadly accurate shooter. Their ability "Stealth", allows them to turn themselves invisible, making them good for
ambushes or for tracking enemies.
- Brainiac: Brainiacs use their psychic power to stun enemy wizards and interrupt their spellcasting. Their attack could be
considered the most effective among the basic Stratos units, but they are very fragile. A Brainiac hero Sara Bella is available
in the first and the sixth Stratos' missions. Charnel followers will also find her fluttering about in shock on a mountain in the
final Charnel mission.
- Vortick: A white insect-like support unit that spits out a tiny cyclone which does little damage, but tosses enemies about.
If used near a ledge, there is a chance that the unit will be hurled off the map.
- Squall: Large flightless birds that fire a high-pressure gust of wind that knocks the target back. They deal abysmal damage,
but slow melee units often have a difficult time getting close enough to attck them.
- Storm Giant: A strong and fast melee unit which can become stronger when struck by lightning. Their "Call Lightning" ability
summons a lighting bolt to strike them, damaging the giant, but increasing its melee damage. Additionally, other lightning
attacks (Like Stratos's basic damage spell) will trigger their power as well. Lord Surtur, a Storm Giant hero, is available in
the second Persephone mission as well as the second and third Stratos missions.
- Seraph: The fastest of all flyers and a relative of the gremlin. The Seraph can ensnare a unit in a crackling energy cage to
incapacitate it and deliver a free hit.
- Flurry: A weird area-damage shooter made up of a novice wizard riding a Lummox. They hurl icy projectiles that cause an area
to implode, drawing everything nearby towards the impact point. It is very effective at stunning enemies and spellcasters, but
can also disable your melee units on the front line.
- Yeti: A powerful melee unit whose melee attack freezes their targets.. Their enemies will be driven mad by its freezing
fist.
- Silverback: The most frequently used ultimate creature. They fly fast, their breath freezes their enemies and they posses
"Run Away". Further, when struck by lightning, they get a damage boost, like the storm giants. Despite this, they are very
dependent on mana and thus, are easy to handle with Phoenixes.
Charnel's Minions
A unique ability of Charnel's Minions is their ability to regain health from attacking enemies, thus making creatures with
large amounts of health, nearly unstoppable in the field.
- Scythe: Though less aggressive than the Cog, the Scythe's attack replenishes its life and makes him an excellent basic melee
unit. They can survive a long time and deal much damage. A Scythe Hero called Gangrel is available at the first mission for the
necromancers, and he will be possessed by Astaroth the Demon Lord in the Ritual of Charnel in front of the Demon Gate in the
fifth Charnel mission. When possesed by Astaroth, Gangrel becomes nearly invincible, only vulnerable to being hurled into the
chasms of Golgotha
- Fallen: Fallen are undead ranged units that cough out swarms of flies which slightly slow down their enemy. Like the Scythes,
their attacks replenish their life. They can also "Play Dead," becoming immobile, but dramatically increasing their regeneration
rate.
- Locust: A fragile flyer who is nonetheless excellent at finishing off the enemy wizard. They can easily pursue him, and their
attacks drain mana as well as life.
- Necryl: Necryls are bloated tick-like support units. They spit diseased bile which stops victims from regenerating health and
mana. When killed, they spread out diseases to infect those around them.
- Blight: Charnel's answer to the Pyrodactyl, Blights are flyers who are effective at assaulting manaliths with guerilla
tactics. They can also spew "Blightmites" to slow down their enemies.
- Netherfiend: A melee unit with high defense. They can consume blue souls to increase their size and strength.
- Deadeye: Deadeyes are zombified Gnomes. Their guns now fire deadly accurate poison darts at a very long range.
- Abomination: Similar in appearance to Persephone's Mutants, the Abomination is one of Charnel's long-range units. While the
Mutant is more accurate, the Abomination's projectiles (which consist of chunks of necrotic entrail and congealed masses of
blood) leave a trail of corrosive droplets behind them as they arc through the air, which means they damage all enemies between
the Abomination and its target. The gruesome nature of the Abomination's projectiles means that each shot leaves a streamer of
blood on the ground and a splash of gore where it hits. Multiple Abominations attacking an area can leave the ground totally
covered in blood.
- Styx: Similar in appearance and function to a Warmonger, Styx channels dark energy and cause explosions to attack its foe. In
addition to dealing heavy damage, they can also detonate a blue soul to heavily damage all nearby units.
- Hellmouth: The Hellmouth is a flying unit which shoots out poisonous projectiles. They have slightly weak attack damage, but
like the Netherfiend, can consume blue souls to increase their health and damage. They have a high number of hit-points allowing
them to be able to tank effectively.
Others
- Manahoar: All wizards can summon these short humanoids. They draw energy from your manaliths, and replenish your mana. One of
the notable things is that the amount of mana a manahoar can draw from a manalith depends on the distance between the manalith
and the manahoar. Thus, an effective way of cutting off a wizard's supply of mana is to either kill off the manahoars, or simply
annihilate all manaliths in the area. (The effect is only noticeable in large maps.)
- Sac-doctor: You can't control them, but no wizard can win without the use of these creatures. They are used to carry the red
souls to the altar for conversion, and desecrate your enemy's altar.
- Villagers: These are the helpless, unarmed people who inhabit this world. They appear as Peasants, Farmers, Snowmen, Slaves
or Zombies within different God's boundaries. You will get a single red soul by killing them, which you can then convert.
Spells for each god
Persephone's Mysticism
Consisting almost entirely of healing and support spells, the Mysticism of Persephone is used to bolster your forces, so a
Mystic needs souls more than any other wizard.
- Wrath: like all initial spells, Wrath is a simple offensive spell; the wizard conjures a globe of blue-green energy and hurls
it at the target.
- Ethereal Form: each of the second-level spells in Sacrifice is a defensive spell for the player. Ethereal Form is the
shortest in duration, but the most useful in application: it effectively turns the caster ethereal, making them immune to any
physical and magical attack.
- Grasping Vines: Grasping Vines entangles a target and prevent it from movement, but the target can still attack or cast
spells.
- Rainbow: an upgraded form of the Heal spell that hits the initial target and then bounces away to heal four more of your
units.
- Rain of Frogs: causes frogs formed of magical energy to start falling from the sky over the targeted area. These frogs chase
all nearby units (both friends and foes) and cling to them, slowing them down for a while, before exploding. They inflict little
damage individually, but a concentrated barrage can destroy just about any ground-based unit.
- Healing Aura: causes the targeted creature to radiate an aura that heals all nearby friendlies.
- Vinewall: creates a barrier of vines to shoot up from the earth. Any enemy that gets near the wall is entangled.
- Charm: permanently converts the target creature into one of your minions.
- Meanstalks: causes giant vines to erupt from the soil. These vines impale any creature that gets near them and then flings it
high into the air. The initial spiking causes some damage, the impact causes more. Ultimately, however, it is only a distraction
and/or way of slowing the enemy down. Meanstalks also never attack the same creature twice, thus creatures capable of surviving
the impact can press forward. Humorously, creatures and wizards can be 'catapulted' in the opposite direction of the bending
stalk, a technique which is useful near chokepoints or chasms, allowing for quick kills.
Pyro's Sorcery
As would be expected, Pyro's magic is all about fire and flames. Known as Sorcery, Pyro's Sorcerers have the greatest amount
of offensive power in the game. There is no Pyro spell that cannot be made to deal damage.
- Fireball: simple, direct and effective. Generate a large ball of flames and molten rock and then hurl it at the foe. It
explodes when hit and damages a very tiny area, roughly about the size of two level 1 creatures close to each other.
- Fireform: engulfs the caster in a shield of flames, which effectively sets any nearby hostile unit on fire as well as
lowering damage inflicted (insignificantly).
- Rings of Fire: like all third-level spells, Rings of Fire hinders the victim's movement, causing it to slow down a little.
Unlike the other third-level spells, Rings of Fire actually causes damage while it lasts.
- Dragonfire: creates a dragon-shape of flames which flies at a target then flies up into the air before making two further
air-strikes. Whilst it only targets three individual units, it burns anything caught in its path.
- Explosion: creates a ring of fireballs around the target point, which swell up and then explode. This inflicts fire damage
but also sends anything caught in the area of effect hurtling through the air. If cast near a chasm it's possible to send
creatures flying into the chasm.
- Firewall: creates a wall of flames that burns anything that comes through it as slowing them down during the process of
passing through.
- Rain of Fire: as the name suggests, creates a storm of fiery meteors over the target area. Very good at killing off
guardians.
- Blind Rage: drives a group of creatures into a blinding fury, which causes them to attack the nearest unit, be it a friend or
foe, with their melee attacks (Units which do ranged attacks therefore deal less damage).
- Volcano: the spell for mass-destruction, creates a volcanic eruption. The central area will burst out hot magma which does a
lot of damage and kill the toughest creatures within seconds. This area is however quite small, but the volcano also hurls out
deadly volcanic bombs which also does drastic damage.
James's Geomancy
Since he is the god of Earth, James specializes in geomancy and therefore has mostly earth-related spells, which are
specialised to defend and bolster the endurance of your James Yeomen.
- Rock: the most simple attack spell; rips a giant boulder from the earth and sends it flying towards the target. James and
Stratos share the dubious 'honour' of being the only two gods in the game whose initial spells can hit your minions if they get
between your spell and the target.
- Skin of Stone: the caster becomes encased in a flexible but durable layer of rock.
- Soul Mole: summons some unknown form of burrowing creature, which sweeps towards the target soul of a dead minion and then
carries it back towards the caster, knocking down any enemy in its path. Be cautious when using this spell, as once the Mole
grabs the soul it counts as a Gib Soul (aka it's available to any wizard). This spell is less likely to be used then its Stratos
counterpart Soul Wind, due simply to the fact that James creatures are tougher and have more health than Stratos creatures. Soul
mole can also only pick up souls, while Soul Wind can also do a decent amount of damage to anything en route. This spell has the
most extensive range in the game however, and can be quite handy to collect souls far away from the wizard. The spell also costs
much lesser Mana than Soul Wind, and takes much lesser time to reset, allowing the wizard to reclaim souls faster than with Soul
Wind.
- Erupt: the earth at the target point rises up and then slams down, hurling any nearby creature through the air and stunning
them. It causes a little damage when they hit the ground, and it can fling creatures into chasms, but it's more useful for
disrupting a tightly-clustered group of enemies.
- Halo of Earth: this causes several boulders to rip themselves from the earth and hover above the caster's head. They
automatically fire themselves at any enemy that gets near. They do damage equivalent to the Rock spell.
- Wall of Spikes: creates a line of stalagmites that slow and wound anything that moves through them.
- Bombardment: causes a massive shower of boulders to rip from the ground and then slam into the targeted area like mortars.
The sheer power of this spell can pound the targeted area into a crater.
- Bovine Intervention: most likely a reference to Earthworm Jim's infamous cow joke,
this spell causes a giant cow to rocket out of the sky and land on your target. It shakes the ground when it hits, hurting nearby
enemies and stunning them, and the initial target is gibbed and instantly release blue souls.
- Bore: a massive chunk of earth (roughly the size of an Altar) is carved away in a spiral shape. Any land enemy caught in the
spiral counts as having fallen into a chasm. The melted area restores itself over several seconds.
Stratos' Elementalism
Stratos's repertoire consists mainly of lightning, wind, and frost spells, and is very well balanced. His (slightly weaker
than most) spells recharge incredibly fast, so you always have a mid-level spell ready.
- Lightning: simple and direct, this spell creates a lightning bolt that arcs from your hands to zap the target. Unlike all of
the other spells, Lightning does not track its target but simply hits the first thing directly between you and the target;
including allies, obstacles and the ground itself! However, it costs less mana than any other spell in the game, and recharges
incredibly fast.
- Air Shield: creates a swirling vortex around you to reduce damage and push any enemy back when they approach you.
- Freeze: the least useful of all immobilizing spells, a frozen target thaws out instantly if attacked. Its sole saving value
is its quick speed to be cast- making it very useful for disrupting enemy spellcasters or halting fleeing enemies. Try using it
when an enemy flying creature is over a hole and get rid of them for good.
- Chain Lightning: slightly weaker in damage than Lightning, Chain Lightning makes up for it (and the fact it has a longer
casting time and prevents movement whilst being cast) with the fact that it bounces from the initial target to strike anything
nearby.
- Soul Wind: creates a mini-cyclone that zooms to a targeted blue soul and snares it, blasting any nearby enemies with
lightning bolts along the way, dealing damage roughly equivalent to Lightning. Unlike lightning, it also knocks them over for a
bit. Usable while moving.
- Frozen Ground: the wizard hurls a freezing mass of ice and cause an area of ground to be covered by a plate of ice, freezing
any unit caught in it. The ice-plate eventually shatters, causing damage to any unit within its area. Its long casting time
limits its effect as the targets often go away the area before the ice hits. This is unique in being the highest-level spell you
can cast while moving about.
- Fence: this wall spell creates a line of transparent globes that electrify anything that comes near them. The damage dealt is
the highest among all wall spells, but this is balanced by the fact that this spell is one level higher than the others.
- Cloudkill: creates a small black storm-cloud that rains down a random shower of powerful lightning bolts. These bolts are
attracted to units and wizards, but can and will strike randomly if there is a unit within range. If targeted at a specific unit,
the cloud slowly moves to follow the target; otherwise, it will be fixed at the point it was cast. Great for killing
guardians.
- Tornado: creates a powerful tornado that sucks up any unit and whirls it high into the air before letting it drop. it lasts
quite a long time and can effectively disrupt the targets for quite some time.
Charnel's Necromancy
Charnel's spells are stereotypical "black magic", relating to death, demons, decay and pain. A wizard of Charnel is a
Necromancer, and Charnel's lore is called Necromancy. While not outright devastating, Charnel's magic can still be lethal if used
with an amount of subtlety and tactics.
- Insect Swarm: this basic spell conjures a ravenous swarm of flesh-eating insects and sets them upon a target, healing the
caster by the amount of damage inflicted.
- Protective Swarm: identical to Insect Swarm, but the insects swarm around the caster instead, shielding him from damage and
replenish health.
- Slime: drenches the target in thick, gooey sludge that slows them down and makes them more susceptible to damage and less
capable of inflicting it. This can also slow down spell casting if the spell is started channeling before the slime is
hurled.
- Animate Dead: the most useful of all Charnel's spells, this spell targets the blue soul of a slain minion and brings it back
to life. Whatsmore, it recovers at the same speed as a non-cast spell and only costs 300 mana, enabling it to be used repeatedly
and with devastating effect. In fact, an army of nothing but Locusts (for the first half of Charnel's campaign), or Abominations
(for the second half), in conjunction with the Animate Dead spell, is a very nearly unbeatable strategy.
- Demonic Rift: this summons "demons" (in the form of pink energy bolts) that leap from the portal on the ground and strike an
enemy, inflicting damage. One demon is summoned for each nearby enemy, and the demons inflict sufficient power to instantly slay
a 1st level non-melee minion.
- Wailing Wall: creates an ethereal barrier of screaming faces that saps mana very quickly from anything that gets too near
it.
- Plague: creates a black stormcloud which proceeds to rain diseased blood over the affected area. All creatures within or
entering the area of effect are diseased, losing health steadily (and faster if they continue to be hit by the bloody rain) and
suffering increased susceptibility to damage and decreased ability to inflict damage. Plague can be a fairly effective
Guardian-killer, but lacks Rain of Fire's strength.
- Intestinal Vaporization: causes a target to swell up and burst, resulting in a gib.
- Death: summons a giant spirit-creature with scythe-blades for hands that attacks all nearby creatures. One strike with its
blades instantly slays any creature. It does not attack wizards, sac-doctors or structures.
Neutral spells
Neutral spells are available to all five gods' champions.
- Speed up: A self-explanatory spell. It boosts your minions' walking speed. The duration of the spell depends on the number of
souls a creature has. The Spell lasts the shortest on wizards and 5-soul creatures, and lasts the longest on creatures with no
souls, (Sac-Doctors)
- Heal: Another self-explanatory spell that heals a friendly target.
- Manalith: This spell create a Manalith on a mana fountain that replenishes your mana.
- Teleport: Instantly transport yourself and your minions nearby to your own altar or manalith. When an enemy wizard is about
to take over your altar, use this.
- Convert: This spell summons a sac-doctor (which you cannot control) to transport a red hostile soul to your altar and purify
it into a friendly one to use.
- Shrine: A spell that is only available to wizards at level-three or above. This summons a shrine on a mana fountain that can
act like a limited version of an altar. Your sac-doctor can convert red souls here, and increase your mana regeneration rate when
you get nearby roughly by the speed of an atlar. Your manahoars cannot draw energy from shrines however.
- Guardian: This spell create a spirit link to one of your creature with your manaliths, shrines or altar, and greatly increase
its strength to protect it. The Guardians cannot go very far from the structure it guards, and the structure can only be
destroyed when all guardians are cleared. When the structure is under attack, the guardians will incur any damage the structure
would otherwise take.
- Desecrate: A spell to banish the wizard forever and win the game. This spell is used upon the enemy altar and requires the
sacrifice of one of your minions. When the altar is being desecrated, damage will be inflicted on the wizard and, if he dies
during the desecration, he loses. The desecration will be ended when one of the sac-doctors performing the desecration gets
killed.
Scapex
Scapex is an advanced level creation program included with the game that enables players to create their own singleplayer and
multiplayer maps.
- Scapex can be used to tweak the storyline of the game, adding additional souls or creatures on the player's side as well as
changing various scripts in game.
It is also possible to place an extra body of the player in a section of the map. However, this body is incapable of moving or
attacking. Humorously, the game warns the Player of attack, and the killed body, does not ressurect, but simply disappears off
the map.
Vocal cast
External links
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