How to Play
Through your journey to become the greatest Sorcerer of the Era and be written into the Book of Eons, you must first learn from the greats before you. Long ago in the First Age, when magic was first being harnessed and captured within the shards, there were those who sought to lead the charge in the pursuit of magical knowledge. They are powerful sorcerers who carved out the disciplines and changed the realm forever. You will fight them, each in their own style, to prove that you are worthy of being graced by their secrets. Each of the 30 trials will show you unique ways to combine and manipulate spells in order to bring down an opponent. You will earn shards(LUME’s version of cards!) to permanently add to your collection as well as different currencies to craft special cards and appearances, unique spells, and unlock other game modes.
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Card Types
Summon. Summons are permanent creatures or objects that you spawn to aid you in battle. Each summon has stats that represent its health and its power. Creature summons can attack, to deal damage to enemy Sorcerers. Some summons have abilities that you can activate at any time that can sway the tides in a nose-to-nose fight, or powerful passive abilities that change the way your magic works.
Aura. Auras are special effects that may only be attached to Sorcerers (not creatures) that grant you and your allies buffs, or curse your enemies! Cast an aura on yourself to grant yourself damage multipliers, or cast it on an enemy to cripple their spellcasts.
Spell. A spell is a potent one-time ability. Once you cast it, its effect happens and then it dissipates. Time your spells carefully to create ruthless combos.
Interrupt. An interrupt is a special type of spell that is exceedingly quick. They are subtle in their effects but are easy to cast, and supplement all other shard types gracefully. Because you can cast any number of interrupts once per turn, they allow for complex trickery and deep strategy. You will be utilizing their exceptional speed quite frequently if you enjoy control and combo magic.
Enchantment. Enchantments influence tiles on the battlefield. They are permanent effects that not only change the way specific tiles behave, but also anything that stands on that tile or passes through it. Some enchantments deal damage over time, others grant shroud or protection, and some even prevent creatures from respawning.
Conjuration. Conjurations affect the weather and environment. These shards hold the power to make it poisonous rain pour down on your enemies, to channel enormous meteors from the heavens, and to freeze everything in place for a moment. Conjurations come in three tiers, and depending on which type you cast you can make it day or night, create precipitation, or bring lurking storm clouds over the battlefield. Be warned—once you bring the storm, it is up to you to outlast it.
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Augments
Augment crystals are used to morph the effects of a shard. Whenever you cast a shard, you have the opportunity to insert an augment crystal, but only up to the number of slots that shard has, and only once each cast. However, once you augment a shard, the morphed effects will remain until the end of that battle. Innate augments are naturally built into shards and are never removed, even when a battle is over. Augments can change the damage of an ability, affect how quickly you can cast shards, let you multicast abilities as enormous AOES, grant abilities freeze on hit, grant poison, and give immortality. You can even morph allies’ abilities and team up to create the ultimate spell.
Choose carefully which augments you wish to equip, because you can only pack a few in your arsenal.
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Your Wand and Satchel
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Your wand serves as a vessel which hosts your shards. Think of it as a hand of cards. You may cast shards from your wand, shards from your wand can be targeted by you and by other Sorcerers, but enemies are unable to see key information about shards on your wand. Shards are protected and only allow enemies to see the color, type of shard, and whether it is active or not.
Your satchel holds all of your shards which were brought into battle but not attached to your wand. Think of this as your deck. You may not cast anything directly from your deck, but once each moment, instead of casting, you may replace any number of shards on your wand with any number of shards from your satchel. Shards in your satchel are protected, and may not be targeted by anyone unless an ability overrides this.
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At the beginning of a battle, a Sorcerer gets to choose which of their shards begins on their wand, and the rest are placed in reserve in their satchel. This means, you have full magical control of all spells in your arsenal! Masterful sorcerers will always carry a devised strategy, but there is plenty of room in your pockets for those key spells which might just slow down your foe enough to turn the tides in losing battles.
Your Totem
Your class weapon is unique and reserved solely for its specific discipline. You must wield the Silver Aegis if you are a Guardian, and you must grasp the Strands of Time if you are an Oracle. Each weapon grants an activated or passive ability that is available at any time, and can be used once per moment. Some class weapons can proc multiple times in a single moment as long as the condition is met.
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Turns
Each turn in a battle is called a moment. For sorcerers, timing is crucial. Instead of dealing with spells in terms of minutes or hours, they are regarded in terms of mere flickers of time; moments. Moments in battle are short and sweet. Lasting only 30 seconds total, they require quick thinking and optimal strategy and pack a lot of action into a short amount of time. You must plan multiple moments in advance. Just as if you were really caught in the crossfire between a poison bolt and a fireball.
In addition to quick turns, moments are performed simultaneously. What this means is that each Sorcerer in the game will move through a turn’s phases together, and cast shards at the exact same time. This makes your choices exceedingly important, but even more so--the mind games. Considering what your opponent could be casting at any given moment while weighing what you want to cast and what you should prepare for ahead of time creates major elements of strategy. This rewards players for their skill and deck-building ability and less for luck or RNG. Learning to balance proactive and reactive casting makes for brilliant sorcery.
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Combat
At the start of each moment, any shards which currently cost (0) will be activated. Once all players have cast their shard for the turn, combat will occur. During this time, creatures with attack priority this turn will attack, and activated abilities will become available. Creatures that were spawned this moment will not attack or be targetable. Instead they will finish summoning at the very start of the next moment and can begin to engage in combat that turn. The same is true for Non-creature summons. They will be active the moment after they are spawned and their abilities may not be used before then. All creatures will naturally attack the enemy Sorcerer (or enemy Sorcerer team in multiplayer) regardless of their respective positions on the battlefield, unless an effect modifies this or does not allow them to do so. Creature summons have a movement speed, attack speed, and shard speed. Each of these can be modified by shard level and using augments. The faster your creatures are, the faster they take down the enemy!
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Choosing a Discipline
In order to participate in any battle, a LUME sorcerer must choose a discipline. Disciplines are classes composed of two different arcana. Anytime you create an arsenal, you must decide which two arcana best suit your winning strategy. Each color grants unique abilities of which they are best suited. After deciding a discipline, a sorcerer is also allowed to fill out their arsenal with any number of Purity (white) arcane shards, which are available regardless of your color combination.
Don't get too worried about making a final decision, because any sorcerer can swap between disciplines as many times as they choose between battles.
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