Guide · early game
Beginner guide — first steps
You start with a 100 Mana cap and one element choice out of 12. Goal of the first hours: set up automatic Mana production, channel your first essence, and clear the Training zone.
The Mana loop
Everything starts with Mana: you channel it into elemental essences (starting cap: 100 per essence), and essences pay for spells and furniture. The 100 Mana cap is raised by furniture and bonuses — raising it early is a priority, since a full cap = wasted production.
Choosing your element
The 12 elements don't have the same spell counts: Earth has 14, Mind 13, Air and Water 12 — Death and Holy only 6 (they unlock later in the story). For a first run, a big-pool element (Earth, Water, Air or Fire) gives more options. Concrete example: with Earth, Stoneskin (400 Mana, Earth Lv4) is one of the best early shields.
First furniture
The Mana Spout is your first buy: 10 WaterEssence + 5 AirEssence for 2 land, and each next copy costs ×1.25. Chain several early — it's passive Mana production. Then comes the Wizard Chamber (200 Coins + 120 AirEssence + 100 FireEssence): each Wizard automates casting one spell, which transforms the game.
The “Enchant Mana Spouts” spell (40 Mana, Water Lv2) boosts your Mana Spouts — the textbook support spell to keep permanently active once you have Wizards.
First fights
The Training zone opens exploration: the Slime (lvl 1) has only 50 HP / 15 ATK and awards 12 Coins + 4 Monstium per kill. The first real test is the zone boss Animated Snowman (lvl 4, 1,500 HP) — level an attack spell of your element and a shield before trying it.