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Spells and Mana

Auto-cast abilities powered by mana that your own playstyle generates. Unlocked through the Awakening tree.

Every equipped spell has its own mana bar charged by actions of its archetype. A full bar casts the spell automatically; after its active phase it cools down, then charges again — dark (Blood) spells included, their bars fed by the healing you generate.

Slots and unlocks

  • Spell slots grow with Awakening level: 2 at AW I, 3 at AW II, 4 at AW IV, 5 at AW V
  • Every spell is unlocked by buying its node on the Awakening tree with AP
  • A spell charges only while equipped and never during its cooldown

The cast cycle

Charge → auto-cast → active Duration → Cooldown → charge again. Upgrading Mana Cost makes the bar fill sooner, which directly means more casts per run.

If a spell never casts, check its archetype: it only charges from matching actions — and only while equipped. Blood spells fill from the healing you generate — and Blood Oath charges alongside them from the same healing.

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Last updated 2026-10-15