The Magus Quarters is the third map of the classic campaign. It introduces wyverns which spawn from the two lower Creep Doors.

Recommended Level: N/A
Magus Quarters
Magus Quarters
Map Information
Number of Crystals Number of Waves Defense Units Starting Mana
Crystal Classic 6 90 200
Hazards Mana Per Round
Lava 160
Warping Core
Spawn List
GoblinIconHard DarkElfArcherIconHard OrcIconHard KoboldIconHard WyvernIconHard DarkElfMageIconHard DarkElfWarriorIconHard SpiderIconHard DjinnIconNightmare OgreIconHard
Survival Wave 15 Reward
Being a single crystal map, sheer forces is the only complication within the map. There are three main ramps leading up to the crystal that must be defended. These ramps are very dangerous to traverse because there is no side protection and lava on either side. The ramps are also very narrow. These characteristics can be both a help and a hinderance. Try to knock as many enemies into the lava as possible.

Wyverns spawn on the map; thus, protection is needed in areas other than the ramps. Generally, the path of the wyvern does not even cross the ramps, so either a vigilant defender or some extra defense towers need to be placed between the ramps. Deadly Striker towers will shoot down the wyverns with ease and are highly recommended.

The Deeper Well Foundries and Forges Magus Quarters Alchemical Laboratory Servants Quarters
Castle Armory Hall of Court The Throne Room Royal Gardens The Ramparts
Endless Spires The Summit Glitterhelm Caverns Palantir Oakvale Crossing
DLC Lost Eternia Shards: Mistymire Forest Moraggo Desert Town Aquanos Sky City
Crystalline Dimension
Other DLC: Karathiki Jungle City in the Cliffs Talay Mining Complex The King's Game
PvP/Monster Fest: Frostdale Tree of Life Oasis Shipwreck Ruins
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