MageFight is a Fantasy Strategy Game for free which drags you into a fantastic world full of magic, treasures and wars. Become a Magician and decide what you want to have at your side: the grace of Nature, the breeze of Death, the all illuminating Light or the destructive flames of Chaos.
Be careful! You are not the only Magician - and not all have friendly intentions, they even will try everything to destroy you. Form glorious alliances, destroy your enemies and become the mightiest Magician in the world of MageFight!
One of the main attributes is Drag&Drop which is used manifolded.
Messages

All received messages hide behind this symbol
If you receive a new message, you'll see it through a green signet on the envelope.
The Spells you learn inside the Tower are collected and written down in the Spellbook. In the course of time you will learn many different Spells. These will be written down continuously into the Spellbook and can be used anytime.
There are 4 types of Magic:
Chaos Magic

Among the Chaos Magic are
The Burst
This burns a single Unit.
The Flame Sword
Encases the weapon of the Unit is an Aura of Fire.
The Fire Ball
Creates a Fire Ball.
The Rain of Fire
A flaming rain gushes from heaven.
Ethereal Crack
Delays the effectiveness of Spells
Light magic

Among the Light Magic are
Healing
Heals a single Unit.
Blessing
Blesses a single Unit so the soldier fights better.
Magic Ban
Revokes a Spell.
Heal Army
Heals a whole Army.
Healing Land
Heals all Units in a certain area.
Wealth
Raises the production of Gold.
Ethereal Focus
Accelerates the effectiveness of Spells.
Protection Aura
Prevents or lowers the damages caused by Magic.
Bless Army
Blesses a whole army.
Death Magic

Among the Death Magic are
The Curse
Curses a Unit so that it fights worse.
Death Blades
Attaches the weapons of the Unit with an unholy, power draining Aura.
Slowing down
Slows down an army.
Poverty
Reduces the production of Gold.
Hand of Death
It is possible that Unit dies immedietly!
Curse Army
Curses a whole Army.
Nature Magic

Among the Nature Magic are
Gaias Blood
Heals a single Unit
The Oak Skin
The skin of the Unit is as hard as Oak Wood and the defence raises.
The Swamp
Lets the way of an army become marshy and slows it down this way.
The Pathfinder
With this Spell the Armies find their way to the target faster.
Unclouded Sky
Revokes area enchantments.
Weakens Spells from the enemy or totally revokes them.
Thunderstorm
Evokes a thunderstorm.
Gaias Blessing
Raises the production of Gold and Wood.
Gaias Revenge
Lowers the production of Gold and Wood.
Hurricane
Hurts flying Units of an army
The strength of the Spells is attached to the number and the level of the Libraries. If you tear down a Library, the learned Spells stay in the Spellbook but can't be used anymore.
As soon as the first pages are full, you can change pages in the Spellbook with the blue arrows.
Depending on your playing style, you will use some Spells more often than others.
To place a Spell under "Favourites", hover over the Spell with your mouse and drag it with pressed left mousebutton to "Favourites" - there you release the button (Drag&Drop) (The favourite page is a Premium Feature).
If there is at least one Spell in your Spellbook, you can form Spells with the usage of Mana. Doubleclick the symbol of the respective Spell and it will be formed in the red rubine of your Magic Wand. You can form a limited number of Spells. If all space is occupied you have to cast a Spell or throw it into the trash. Then you can form a new Spell. You can form only one Spell at a time.
The different types of magic can be used in different ways. You can enchant a whole army or a single Unit. For this you drag the respective Spell via Drag&Drop from the Magic Wand onto the single Unit or Army.
You can also weaken your enemy with some Spells. You drag the Spell on the map then onto the Tower of the enemy.
The costs for each Spell and the time for its forming are under their description.
Some Spells work until the enemy revoked it, so be careful with permanent Spells like the Thunderstorm!

The city at MageFight has 14 sites,

which can be covered with different buildings.
In the bottom area of the city are 4 sites for Watchtowers.
On the top of the city overview you will find an Information bar

which tells you what Spell is casted on your city at the moment.
If you drag a Counter-Spell onto the bar the casted Spell will be weakened or revoked.
Watchtowers

allow to be warned if someone attacks. With each level the prewarn time is raised. Additionally they are a defence line when someone attacks you as they participate in battles with over 1 attack(s) with a damage of 1 - 4. The higher the Level, the stronger the support of Watchtowers in a battle.
These 4 sites at the bottom are for Watchtowers only, no other buildings can be made here.
In the upper part of the city there are 2 sites for a Goldmine and a Saw Mill. The Goldmine

is in the upper left corner, the Saw Mill
in the upper right corner.

These will give your city their basic income which is needed to build other buildings and Units.
The production of a Goldmine is 46 Gold per hour at Level 1, the Saw Mill produces 31 Pieces of Wood at the same Level.
All other sites can be covered with all buildings you'd like to have.
A Weapon Smithy

raises the attack value of all new Units.
The higher the Level, the more bonus pints the new Units get added to their attack value.
The Armour Workshop

raises the defence value of all new Units.
The higher the Level, the more bonuspoints the Units get added on their defence value.
A Guildhall

allows to join or found a Guild.
All Barracks

allow the deployment of an army and the recruitment of Close-Range Units.
The Level of the Barracks influences the number of Units which the respective army can handle and number of recruitable Units.
The player has to choose himself how many Barracks are built and block sites for other buildings. A player who plays an offensive style should have the maximum of Barracks but without forgetting the other building options.
The Barracks allow the recruitment of the following Units:
LVL 1 Club Swinger
LVL 3 Light Infantry
LVL 6 Heavy Infantry
LVL 12 Elite Regiment
The Gryphon Eyrie

allows the recruitment of flying Units.
As the Emperor Dragin is the best Unit at MageFight at the moment, you should have at least two Gryphon Eyries as the construction time raises with the requirements and costs for recruitment.
You can recruit the following Units:
LVL 1 Warhawk (Attention: this Units has only attack strength and cannot carry anything)
LVL 4 Heavy Warhawk (Attention: this Units has only attack strength and cannot carry anything)
LVL 7 Silver Dragon
LVL 13 Emperor Dragon
The Archery Range

allows the recruitment of Long-Range Combat Units.
Here you can recruit the following Units:
LVL 1 Javelin Thrower
LVL 3 Archer
LVL 6 Crossbow Shooter
Attention: With each recruited Unit the running costs for your whole army raise each Tick. If your Gold gets down to 0 and you don't have a chance to pay your army, they desert very fast!
So always have a look on a balanced cost and income!
In the bottom left corner there is an additional site which is marked light and can't be used by everyone (Site 15). This is the Premium site. If you order the Premium pack for MageFight you can use this site and place a building there.

On the map overview you can search for friends and enemies. To find them later again you should note down the coordinates. If you already know them, you simply can jump there. You simply use the field at the top:
.
You'll get back to your Tower by simply clicking on "Center".As a Premium user you also have the possibility to search by player name via the map. This happens with the field
.
If you search this way, the map will be adjusted so that the Tower of the searched player appears in the middle og the map.You can also jump directly to coordinates by using the field
The navigation on the map is possible with the respective arrow keys
,
or
one of the other 6 arrow keys.If you found an enemy on your map, you can see his progress by doubleclicking on his Tower. This looks like your own city overview, just with the buildings of your enemy.

You can hover with your mouse over these buildings and see which building it is and which Level it has.
You can click on the building but you won't see if there are units made in it, this is something only the owner of the building can see. If you try to click on it you will end on your own building which is on this site.
If you decided to attack the player then, you can drag your army via Drag&Drop onto his Tower. If all worked out well, you should see a timer now. If you want to defend someone, don't forget to click on the shield at the respective army, otherwise you will attack!
The Spellbook
The Spells you learn inside the Tower are collected and written down in the Spellbook. In the course of time you will learn many different Spells. These will be written down continuously into the Spellbook and can be used anytime.
There are 4 types of Magic:
Chaos Magic

Among the Chaos Magic are
The Burst
This burns a single Unit.
The Flame Sword
Encases the weapon of the Unit is an Aura of Fire.
The Fire Ball
Creates a Fire Ball.
The Rain of Fire
A flaming rain gushes from heaven.
Ethereal Crack
Delays the effectiveness of Spells
Light magic

Among the Light Magic are
Healing
Heals a single Unit.
Blessing
Blesses a single Unit so the soldier fights better.
Magic Ban
Revokes a Spell.
Heal Army
Heals a whole Army.
Healing Land
Heals all Units in a certain area.
Wealth
Raises the production of Gold.
Ethereal Focus
Accelerates the effectiveness of Spells.
Protection Aura
Prevents or lowers the damages caused by Magic.
Bless Army
Blesses a whole army.
Death Magic

Among the Death Magic are
The Curse
Curses a Unit so that it fights worse.
Death Blades
Attaches the weapons of the Unit with an unholy, power draining Aura.
Slowing down
Slows down an army.
Poverty
Reduces the production of Gold.
Hand of Death
It is possible that Unit dies immedietly!
Curse Army
Curses a whole Army.
Nature Magic

Among the Nature Magic are
Gaias Blood
Heals a single Unit
The Oak Skin
The skin of the Unit is as hard as Oak Wood and the defence raises.
The Swamp
Lets the way of an army become marshy and slows it down this way.
The Pathfinder
With this Spell the Armies find their way to the target faster.
Unclouded Sky
Revokes area enchantments.
Weakens Spells from the enemy or totally revokes them.
Thunderstorm
Evokes a thunderstorm.
Gaias Blessing
Raises the production of Gold and Wood.
Gaias Revenge
Lowers the production of Gold and Wood.
Hurricane
Hurts flying Units of an army
The strength of the Spells is attached to the number and the level of the Libraries. If you tear down a Library, the learned Spells stay in the Spellbook but can't be used anymore.
As soon as the first pages are full, you can change pages in the Spellbook with the blue arrows.
Depending on your playing style, you will use some Spells more often than others.
To place a Spell under "Favourites", hover over the Spell with your mouse and drag it with pressed left mousebutton to "Favourites" - there you release the button (Drag&Drop) (The favourite page is a Premium Feature).
If there is at least one Spell in your Spellbook, you can form Spells with the usage of Mana. Doubleclick the symbol of the respective Spell and it will be formed in the red rubine of your Magic Wand. You can form a limited number of Spells. If all space is occupied you have to cast a Spell or throw it into the trash. Then you can form a new Spell. You can form only one Spell at a time.
The different types of magic can be used in different ways. You can enchant a whole army or a single Unit. For this you drag the respective Spell via Drag&Drop from the Magic Wand onto the single Unit or Army.
You can also weaken your enemy with some Spells. You drag the Spell on the map then onto the Tower of the enemy.
The costs for each Spell and the time for its forming are under their description.
Some Spells work until the enemy revoked it, so be careful with permanent Spells like the Thunderstorm!
The Battle
Here is a description of the units, operations and possibilites of a battle.
Garrison and Armies
All Units, no matter if made in the Barracks, the Archery range or the Gryphon Eyrie, are brought to the Garrison. From there you can assign them to the armies with Drag&Drop.
To start a battle there has to be at least Barracks which means you have an army. In the Barracks there has to be at least one Unit from the Garrison. Per Barracks (NOT Barracks Level!) you'll get another army in the left column.
Remember always that all existing Units use Gold each hour. There has to be Gold available always otherwise the Units might desert (also possible in the middle of a battle!).
Units
There are three types of Units:
The Ground Troops:

These are the
Club Swingers

light Infantry

heavy Infantry

and the Elite Regiment

The Shooters:

These are
Javelin Throwers

Archers

and Crossbow Shooters.

The Flying Units

These would be
Warhawks

heavy Warhawks

Silver Dragons

and Emperor Dragons.

Accoriding to the Level of the respective building you can make stronger Units.
An army can have all types of troops.
All Units have a base value in attack and defence (see building descriptions).
You should raise these during time. There are two possibilities to achieve this, these can also go on combination:
1. Upgrading of the Weapon Smithy and the Armour Workshop raises the attack - and defence values according to the Level. Only Units who were made AFTER the upgrade will have higher values, already built units keep the lower ones.
2. Equipping the Units with several Spells which raise the respective values, for example Flame Sword and Death Blades raise the attack values, Blessing raises both values and Oak Skin raises the defence values. These Spells can be dragged on the Magic Wand with Drag&Drop after its research in the Spellbook - there the Spell is made then (can take a few minutes, depending on the Spell). Then you can drag the Spell onto the respective Unit in the army overview with Drag&Drop, they will get stronger or weaker (per Unit 3 Spells possible).
The Spells stay permanently until the Unit gets destroyed or the Spell was revoked with the Magical Ban (Spell of the Light Magic).
How to start a battle
A battle is always occuring when 2 (or more) enemy Units meet. There are several types of battles:
- Attack Single Battle
Army versus Army, or several armies of the same opponents against each other.
- Team Battle
Armies of several players against the army/armies of a single player
- Defending
Each player can choose in the "Army Column" if he wants to attack or defend. Attack is by default.

At the respective army there can be found two symbols: a sword and a shield. The sword glows orange which indicates the attack mode. If you click on the shield, it changes into defence mode.

The Attack
To attack an enemy you have to change to the map and look for the Tower of the enemy. As soon as you found him, drag the army which shall attack onto the Tower with Drag&Drop.
You can do this with multiple armies successively if you want to send several armies to the same enemy.
The army is now on its way and the arrival time is shown at the respective army. As soon as the army arrives at the enmies gates, the battle begins.
The MageFight battlesytem divides the battle into battle ticks. All 5 minutes battles is atrted in which the armies fight against each other.
When you doubleclick on the fighting army the army overview opens. There you'll see your army and its current state at the small energy bar above the respective Unit.
In the begin all Units have a green bar. In the course of the battle it gets reduced and changes colour. As soon as the bar changes into red, the Unit will soon be destroyed.
At the top in the bar of the army overview you have the possibility to call the army back or to look at the battle.
Watching the battle / active intervention into the battle:

In this overview you can see your own army/armies and the one(s) of your enemies - additionally their state. You will also see at the backwards running clock the time until the next battle tick. As soon as the time is on 0:00 the next battle starts. You will immedietly see in what way your units are weakened. If the Unit disappears, it got destroyed.
Here you have now the possibility to cast Spells against single units of the enemy. An example would be the "Burst" from the Realms of the Chaos Magic. After you have researched it and dragged it on the Magic Wand, the Spell can be dragged directly from the Magic Wand onto the Unit of the enemy. It then inflicts the respective damage on this Unit.
You also have the possibility to regenerate your Units if the energy bar decreases too much. This works the same way as described above, only difference is that you need a healing Spell and drag it on your own units.
As your Magic Wand can be an important advantage during a fight, you should carefully choose beforehand what Spells you want to drag there. You only have space for 5 Spells. As soon as a Spell is used, you can drag there another one.
You can also cast attack Spells beforehand on the map against the Tower of the enemy, (e.g. Thunderstorm), here you'll hit a random Unit or several. On which distance these are working is determined by the Crystal Ball (according to Level).
End of the Battle / "Farming"
After you won a Battle (complete destruction of your enemies army or they fled) your army begins to collect resources.
This also happens in the course of several rounds (Battle ticks) until you either call them back or all Units which can carry loot (Hawks can't carry resources) have reached their limit.
This can take a while according to the amount of resources the enemy has there and the bearing capacities of your army. As soon as the battle is completely finished including farming, you should see "Return".

Battles can really take long according to the army sizes and battle strength.
Defence / Team Battle

You can help out your Guild friends and other players if they get attacked in MageFight.
You drag your army as if you'd attack onto the Tower of the Magician you want to help. As soon as the army is on its way, you should change into the defence mode. Do it immediately, if the army is too far away you can't change it and you would attack.
As soon as the army reached the target, it stays there until they get called back or are destroyed. This is a difference to the attack mode as the army then returns if the battle has finished AND the troups carry loot.
It doesn't matter if you arrive before or during the battle. Your army immediately fights then on the side of the defender.
You can attack the same way someone together with another player. You simply have to talk to each other so that your armies arrive there the same time. Then you simply drag your army/armies onto the Tower of the enemy and it begins.
Battle Report
After a battle the army goes back (or is called back). As soon as all battles are finished and all participating armies are on their return, a battle report is made.
You'll receive it as a "Message", so click on the envelope symbol the left upper corner when the green dot tells you there is a new message for you.
In this battle report you'll see all Battle rounds, you'll see which Units got destroyed and how many loot was plundered in the single battle rounds. This battle report includes all participants.






