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Game logic

Spell families

The 396 spells in 67 families: the ones the game runs with the same code. 16 have no other spell in theirs.

Cloud

Wall

Projectile

Blast

Falling objects

Aura

Zone

On units

Trap

  • Trap: Trap and 18 more

    What changes: Element, MP (level 1–10), Captures at or below this HP, Cast range, Duration, Intended chance at that HP, Runes. Nothing else changes.

    All 19 work the same way. A regular wild monster at or under the HP limit (the exact value counts: with 128 max HP, Trap catches 32 and not 33) is always caught; the caster’s magic, the drawing and the rank do not raise the limit. The trap checks units in the order of the game’s list, not the nearest or the weakest: if the first eligible one has too much HP, the trap is spent on it. Fire Trap and Water Trap differ only in element: their power 128 is a same-element factor of 1, not damage, and they freeze or burn nothing. Obey and Order skip units of the opposite element without spending the trap. All else equal, the cheapest trap whose limit covers the target’s HP is the better choice; a higher tier pays off for more HP, a longer reach (40, 65, 110 and 160 px) or a longer time (4 to 6 s).

  • Trap: Prank and 2 more

    What changes: MP (level 1–10), Trigger radius, Power, Aim. Nothing else changes.

    Prank, Joke and Trick drop a tub that takes exactly 1 HP, which counts as damage and wakes sleeping units. Prank aims at one unit; Joke and Trick at every unit in an 80 px circle. The tub does not read Trick’s power (500): Trick does what Joke does, with another picture, for more MP.

  • Trap: Rage Trap and 2 more

    What changes: MP (level 1–10), Cast range, Trigger radius, Aim. Nothing else changes.

    Rage Trap places a single mine at a point, with less reach. Death Trap and Sin Trap place them in an area with the same numbers (power, time and trigger area); only their runes, texts and MP change, so Sin Trap gains nothing for its higher cost.

Dragon

Spells with no family

Each of these runs on code no other spell uses.

Grouped by the effect class and subkind of each spell in the game’s data, as the research did; the notes come from reading the code, not from playing.

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