
Conjure spells from an ever-growing repertoire of combinations in order to survive against the onslaught of enemies, save your friends, and ultimately devastate the great danger that opposes you. As you progress further, your spell collection grows, enabling even more chaotic and creative encounters.
Use the environment to your advantage!

Each level is procedurally generated, providing you with ample new means of cheating death just when it appeared that you had no escape. As you learn the many ways your spells interact with yourself, your enemies, your allies, and the environment you will become more resourceful and adept at handling the most difficult encounters.
Work Together!

Spellmasons supports online multiplayer so you can coordinate and strategize with your friends! Spellmasons uses innovative faction-based turns: You and your fellow mages can all move, cast and act simultaneously. Plan carefully, work together, execute your master plan, and overcome the challenges before you!
Grow into a formidable mage!

Unleash absurdly powerful endgame spell combinations where one small difference can mean the simultaneous death of every enemy on the map or the end of your run!
Mostly fixes and quality of life improvements in this patch.
fix: rare bug where game was stuck because NPCs didn't end their turns
Big thanks to Un4o1y, Xeddar and Adriller
ref: Remove client side timeout for cards.
When there are many enemies on screen the game's fps can slow
which can cause cards to timeout which means the result of a cast may not match the prediction. This is bad.
Instead, I will just leave the timeout on the serverside
so the server will not hang.
perf: Optimize ancient attack for FPS
also optimize Blood splatter.
Thanks @Whisky
ref: END_TURN syncing
Resolves the issue where 1 player ending their turn sometimes
just progressed the turn phase without the other players being ready
i18n: Translate card rarity
Update Polish
Thanks @Whisky!
fix: Bolt radius increases for submerged units (#797)
Thanks R?c??l?sc?nc?/recoalescence
fix: Teleport pickup prediction (#787)
Fixes an issue that cause displace, teleport, and similar "set location" spells to trigger real world pickups while in prediction mode
Thanks @Whisky
fix: Primed Corpse particles not reinitializing on units that recently had them
fix: Player channeling animation while dead (#781)
content: Plus Radius can now be cast on its own (#786)
* Plus Radius can now be cast on its own
- To let players increase Urn Radius
* Add refund for plus radius fizzle
ref: Change up order of color replace colors
to see if it affects the bug where blood archers / golems aren't tinted
copy: Fix modifier name "Primed Corpse" since it is visible to players
Thanks Chumler
optimization: Save files take up less disk space
menu: Server list will be sorted by version number so servers on the latest version will be at the top
menu: Enemies are now shown in the codex
Minimum Setup
- OS: Ubuntu 14.04. Fedora 24. Debian 8
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