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Mage Arena’s tutorial is a bit basic, which can make it a little hard to grasp some concepts that can be important when you actually play. One game element that often causes confusion is flag capturing, as it can be hard to tell what capturing a particular flag actually does.
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This guide goes over flag capturing, why you might capture particular flags, and gives advice on how to prioritize captures.

The Basics of Flag Capturing
Flags in Mage Arena are best thought of as existing in one of two categories.
The first areSpawn Flags, found only in the castles each team spawns inside. These flags are extremely important, and you should always capture your team’s flags the moment you spawn in a game. These flags affect whether you can respawn when you die. If the flag in your team’s base is captured, the skull in the bottom left corner of your HUD turns into angelic wings. This signals you will respawn. When your flag is captured (or unclaimed), it is a skull. This means you won’t respawn. If all members of a team die and cannot respawn, that team loses the game.

The second category of flag can be calledBiome Flags. Most biome hexes have a flag located somewhere in their center. These flags are less critical, as capturing them doesn’t affect your ability to respawn and doesn’t seem to affectwhereyou respawn either.
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Capturing Biome Flags carries two benefits fora mage. The first is that each captured flag increases the amount of experience you gain over time; gaining enough experience causes your Spell Level to increase. The second benefit is that each flag causes an imp to carry items themed to that biome to your base periodically. For example, an imp carrying a mushroom will spawn if you capture the Mushroom Biome, walk over to the gate of your base, and then vanish.

Hexes and whether they have been captured are visible on your map, which can be brought up with Q by default. The map screen also shows your current Spell Level and your current experience, with a full bar granting you another Spell Level.
At the time of writing, it seems like not all spells that deal damage (including not allTorn Pagespells) are boosted by Spell Level. Not all affected spells could be determined in testing, but Dark Blast notably seems to have a fixed rate of damage, unaffected by Spell Level. Divine Light, the healing spell, also doesn’t seem to get any level boost.

Biome Flag Items
Capturingparticular biomescauses imps to regularly spawn and bring over the following items to your base:
Imps can be killed, but there is rarely a good reason to do this, as they will respawn and continue as normal soon after.

Not all biomes can be captured.
Capture Priority
Not all flags are equally valuable. The most obvious example is regarding Spawn Flags. Capturing a Spawn Flag radically alters the tempo of the game, and is typically an essential part of victory (the only other way to cause players to stop respawning is killing them withthe legendary Excalibur, a rare item you must seek out the pieces of and craft). Youcanwin if your Spawn Flag is captured without necessarily needing to recapture it, but death becomes much more serious. Typically, capturing a Spawn Flag means the other team will either quickly try to recapture it, that they will try to capture the opposing Spawn Flag, or both.
Biome Flags all provide passive Spell Power experience, which is helpful. However, Spell Power isn’textremelyimportant in most games, especially because it can be difficult to get a much higher Spell Level than the opposing team.
It’s a good idea to consider what items you want to passively get when choosing what Biome Flags to prioritize. This means focusing on crafting and soup. Of the items you may get through flag captures, some items that stand out include:
Mage Arena
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