Sphere - Faction presentation
Greetings, Lords!
[p] [/p][p]Second playable faction in the campaigns is Sphere. Let's take a closer look![/p][p][/p][p]A big shoutout to him if he’s reading this! :)[/p][p][/p][p][/p][h2]Lore overview[/h2][p]As the world was crumbling under the overwhelming force of magical energy, a figure known as Aldasir appeared — a powerful being, perhaps a mage, who managed to slow the collapse. In doing so, he sacrificed his life to preserve what remained and give others a chance to rebuild.[/p][p][/p][p]Not long after the Calamity, a mysterious group calling themselves Aldasir’s Brotherhood emerged. They seems to try to reconnect the shattered lands and slowly piece them back into a single, unified continent.[/p][p]However, they are rarely seen, and little is truly known about them — adding even more to their mythic presence.[/p][p][/p][p]
Once orderly and well-defined, split into schools and techniques — it has now become a wild, untamed force. It’s no longer a tool to be wielded, but a raging element that punishes even those who dare to use it.[/p][p]
Out of the four factions, only Sphere and Chrama have chosen to continue using post-Calamity magic, but both pay a heavy price for it.[/p][p][/p][p]Sphere mages gradually lose their physical bodies — as if their magic consumes their very existence, turning them into the void.
From the very beginning of their training, they must bind their souls to masks, which serve as vessels for their being. These masks are worn with lightweight cloaks that make movement easier — their only remaining semblance of form.[/p][p][/p][p]There is, however, a second path — one less destructive. In this form of magic, the body remains intact, but it slowly becomes covered in crystalline growths.[/p][p][/p][p]
This self-imposed restriction serves as a safeguard, meant to prevent any mage from ever becoming powerful enough to trigger another Calamity.[/p][p][/p][p]The Sphere’s ultimate purpose is to understand and eventually master this new, chaotic magic.[/p][p][/p][p][/p][p] [/p][h2]Campaign hero: Adalbert[/h2][p][/p][p]
One such mission is featured in the Tutorial, where you experience firsthand how Adalbert works to win trust.[/p][p]He’s open-minded and pragmatic, even willing to bend the rules if he believes it’s the right thing to do. For Adalbert, principles are important — but not at the cost of missing a crucial opportunity for peace or progress.[/p][p][/p][h2]Units and heroes[/h2][p]Units:[/p]
- [p]Mage – is a classic offensive spellcaster, capable of dealing powerful single-target magic damage or weaker attacks to multiple enemies at once.
In addition to offensive spells, the Mage can also shield an ally with a protective sphere that absorbs the first incoming hit.[/p][p]Like all magicians, the Mage starts with 100 Mana, which is consumed when casting spells.
Each round, 10 Mana is restored, but running out of Mana too soon can leave your Mage powerless at a crucial moment.[/p] - [p]Sculpture – a barrier-type unit. It cannot attack or counterattack. Instead, at the start of its turn, it emits a Decay Aura that damages all adjacent enemy units.[/p][p]Though immobile in offense, the Sculpture excels in battlefield control — use it to block chokepoints or protect your more vulnerable allies.
When fighting against a Sculpture, it’s wise to move away from it as soon as possible, to avoid damage from its lingering aura.[/p] - [p]Obelisk – a crystal-based ranged unit, slow but durable.
In addition to ranged attacks, it can sacrifice a portion of its own health to restore Mana to an allied magician — making it a valuable support on magic-heavy teams.[/p][p]Its second ability allows it to regenerate its own health once per combat, letting it stay alive after it sacrifice some health in exchange for Mana.[/p] - [p]Battlemage – when a Mage falls in battle but their mask remains intact, the Wisemans of the Sphere can transfer the Mage’s consciousness into a magical construct — creating a Battlemage. This unit wields three spells: to summon Imp, to clone a friendly unit and to create Crystal Blocks on the battlefield (for example: to protect key allies from enemy warriors).
Once it is out of Mana, the Battlemage can active a final ability: it receives a massive boost to melee damage for the rest of the battle — at the cost of permanently losing the ability to regain Mana.[/p] - [p]Phoenix – the Sphere’s second ranged unit, but don’t be fooled by the classification, it’s just as deadly in melee combat.[/p][p]When attacking from a distance, the Phoenix ignites itself, conjuring a blazing fireball with a mighty beat of its wings and hurling it toward its target.[/p][p]Its most iconic trait, however, is its ability to rise from the ashes — once per battle, when slain, the Phoenix will resurrect itself, returning to the fight reborn and ready to strike again[/p]
- [p]Wiseman – a mage-based hero that follows first path of Sphere's magic. He has an Aura of Power that increases magical damage for all magicians standing around. A perfect spellcasters leader.[/p]
- [p]Strategist – an obelisk-based hero that follows second, crystal, path of Sphere's magic. With his Aura of accuracy, Strategist is a hero dedicated for a team based on ranged units.[/p]
- [p]Summoning – creates a portal to remote regions of the world to bring a spectrum. The spectrum can explore lands, but it cannot lead any units and will be vanished when faces with an enemy. At the beginning of next turn it will be dismissed.[/p]
- [p]Harvest – picked controlled Province will produce additional income. This spell will be auto-used at the beginning of next turn, on the same area.[/p]
- [p]Restoration – heals all your units for 25 hitpoints. This spell can also be used on an allied team.[/p]
- [p]Haste– a single targeted team receives two additional move points.[/p]
- [p]Return – targeted team immediately returns to the Capital.[/p]
- [p]Storm – deals 30 magical damage to every unit in enemy, targeted, structure (Watchtower, Town or Capital).[/p]
— Mateusz from Boargames[/p]

