FANDOM


The Beatifull page belongs to Klem Don't you dare do anything with it (collabers can edit it :3) Klem's Avatar

This is an article about an unofficial Nitrome game thought up by Klemen702 and Plasmaster. If you would like to edit this article, please leave a message asking one of the two collabers for permission.

Plot

Warlock Quest is an RPG-style game that tells what happens after the events of Mirror Image. The Warlock from Mirror Image, after saving his village from the dark void, was celebrated as a hero in his village. The village chief, however, comes with bad news that the demons that had come from the void were still in the real world, and were wreaking havoc across the land. The village chief asks their town's new hero, the Warlock, to go on a quest to slay the demons and purge their evil from the land. The Warlock agrees to go and sets out on his quest.

The Warlock first goes to the Warlock Academy, where he will select a school of magic. The school you select will determine what type of moves and abilities the Warlock will use in battle. After selecting a school, the Warlock left the village to begin his quest.

He travels through a Dark Forest and eventually meets a young witch, Enchantress. Enchantress joins the team. Depending on what school of magic you chose, her school of magic will be different. If you chose Green Magic, her magic will be Purple Magic. If you chose any of the other magics, she will be Green Magic. The two of them try to find their way out of the Dark Forest together. Upon reaching the exit, they are attacked by a Demon Warlord. After defeating him, they discover that a Demon Overlord has taken over a kingdom to the west. The two of them leave the Dark Forest and go to a village where they seek refuge for the night.

That night, they hear a commotion coming from the village's treasury. They investigate and find that demons are invading the village. They fight off the demons and then meet with the village's chief. He thanks them for their help, but tells them that the demons that escaped carried off the village's prized possession, a giant ruby. The two companions set out to retrieve the ruby from the demons. Upon reaching the demon's lair, they discover that a Demon Warlord is inside the lair and had sent the demons to the village to get the ruby. He is going to use the ruby to fuel a powerful spell that will open a portal from the Demon World that the demons will use to bring their army to the real world. They stop the warlord and bring the ruby back to the village.

The next morning, they continue their journey west, now more determined than ever to stop the Demon Overlord now that they know of his plans to invade the real world with a demon army. They travel through the Enchanted Forest, where they save a family of gnomes from demons. The gnomes thank them by offering one of their own to go with them on their quest. The Gnome Mage joins their team. The magic he uses depends on what type of magic the player selected at the beginning of the game. If the player chose Green or Ancient Magic, he will be Blue Magic. If you chose any other magic, he will be Ancient Magic.

The trio makes their way through the Enchanted Forest and come to a village that has been completely deserted. They search for clues as to the whereabouts of the village’s residents and discover that the villagers had all been taken captive by the Demon Baron, the Demon Overlord’s right hand man. They track down the Demon Baron and find him in a hideaway in the mountains. They infiltrate his castle and corner him in his throne room.

The Demon Baron summons Demon Mages to his aid. The trio of magicians fights the Demon Mages, but the Demon Baron escapes during the fight. They leave the castle and venture deeper into the mountains in search of the Demon Baron. During their travels, they come across a small tribe living in a village at the base of a volcano. The tribe’s witchdoctor tells them that the Demon Baron had come through there and that he had unleashed an attack on them. They managed to fight him off, and their bravest shaman had gone in pursuit of him.

The three magicians follow the witchdoctor’s instructions and catch up to the shaman. After explaining their quest to him, he agrees to help them. The Shaman joins the team. The magic he uses depends on what magic the player chose at the beginning of the game; if the player chose Purple or Green magic, he will be Red Magic. If the player chose any other type of magic, he will be Purple Magic.

They continue through the mountains and find the Demon Baron. They chase him into a cave where they do battle. They finally defeat the Demon Baron and get him to tell them where the missing villagers had been taken. He tells them that they had been taken to the Demon Overlord’s castle. He also reveals that the Demon Overlord has five different locations where his most powerful minions are setting up special sites that will amplify the Dimensional Rift spell that he will cast to open a portal for his demon army to invade through.

The four magicians return to the Shaman’s tribe to consult the witchdoctor. The witchdoctor uses his crystal ball and confirms that the Demon Baron was telling the truth; four sites have been set up at different locations across the land. The fifth site was already stopped from being set up, as the Demon Baron was in charge of setting it up in the mountains.

The quartet of magicians all agrees that they must stop the spell from being cast, and so they set out to destroy the four sites. The witchdoctor gives them a map to locate the four sites. They leave the Volcano Village and go to a river. They canoe down the river until they reach the jungle, where the first site is located. They fight their way through the demons that are guarding the Jungle Site and come to an ancient temple. They go inside and find the Demon Wizard, who is in charge of looking after the first site.

They battle inside the temple and defeat the Demon Wizard. They then proceed to destroy the staff that would amplify the Demon Overlord’s spell before leaving the Jungle Site.

They trek through the jungle when they are suddenly ambushed. The assailants prove to powerful for the magicians and they are captured. The demons bring them to a secret dungeon and lock them in there. The Shaman uses his magic to break out of the cell and they then fight their way out and escape. Upon escaping the dungeon, they discover that the demons had, rather foolishly, brought them to the second site.

They battle their way through the Ruins Site until they at last find the Demon Baroness. They fight and defeat the Demon Baroness and continue on their quest. They travel through a large town and stay at an inn for the night.

In the morning they continue on their way through the town, when their map is swept away by a powerful wind. They chase after it and find a secret tunnel. They go into the tunnel after the map. The map leads them deeper into the tunnel until the come to an expansive chamber. A mischievous Wind Spirit has stolen their map and refuses to give it back.

They fight the Wind Spirit and recover their map. They follow the map’s instructions out of the large town and into the desert. After battling the Desert Site’s demonic guardians they encounter the Demon Battle-Master. They fight the Demon Battle-Master’s bodyguards, and during the fight he escapes with the staff from the Desert Site. They try to track him through the desert, but soon get lost and find no sign of him. Suddenly, the mischievous Wind Spirit arrives and agrees to help lead them through the desert to an oasis.

They follow the Wind Spirit to the oasis where they find the Demon Battle-Master and do battle. After defeating him and destroying the staff, they leave the desert and make their way to the final site, located in none other than the Warlock’s village.

Upon arriving in the village they find it empty, all of the residents having been taken prisoner by the Demon Overlord’s minions. Warlock is overcome with rage and leads the magicians into battle against the Demon Overlord’s last minion, the Demon Champion. After defeating the Demon Champion, the four magicians go to the Demon Overlord’s castle to free the villagers and stop him once and for all.

They arrive at the castle and battle many demonic warriors through the halls and chambers. They finally converge on the throne room where they take on the Demon Overlord. The Demon Overlord proves to be a mighty foe, but against all odds they defeat him. The four of them then cast a spell together that banishes the Demon Overlord and all of his demon underlings back to their dimension, never to return.

Warlock and his friends free the villagers and return home as heroes. A grand feast is made in their honor. Warlock, Enchantress, Gnome Mage, and Shaman are then immortalized in great statues that are erected in the village square.

Controls

The following controls are for the Fuego Handheld system.

Control Pad or D-Pad- Movement, Traversing Menu

Start- Open Menu

Schools of Magic

There are five schools of magic that the player can choose from at the beginning of the game.

Red Magic- its element is fire. This type of magic also uses visceral energy absorbed from enemies and converted into powerful attacks that deal damage over time.

Purple Magic- it is the only school to have no fixed element or symbol. It utilizes magic that alters reality and space, and comes with abilities like teleporting, creating illusions, summoning phantoms, and deformity.

Blue Magic- It is the only school to have two elements; water and air. Its powers focus on these two elements mainly but also teaches ice magic.

Green Magic- It has no element, but its symbol is plants. This school of magic focuses on healing magic and nature magic. Nature magic manipulates animals, plants, and natural occurrences such as weather.

Ancient Magic- the oldest school of magic, its element is earth. It focuses on controlling earth and stone and mind-bending magic that can confuse enemies and change their behavior.

Enemies

Giant Spider

A weak enemy found in Forest and Jungle areas

Hobbit

A short, weak enemy indigenous to the Enchanted Forest

Dwarf

A short, tough enemy indigenous to the Dark Forest

Genie

A powerful spirit indigenous to the Desert

Ogre

A large, tough enemy found in the Ruins

Wyvern

A large fire-breathing serpent found in the Mountains

Giant Bat

A gigantic blood-sucking bat found in the Jungle

Orc

A tough enemy armed with a sword found in the Village

Wind Spirit

Encountered only once in the City

Shadow Demon

A demonic minion; is poor-sighted and not very powerful

Void Demon

A demonic minion; known as Jumping Demons in Mirror Image, these enemies are fast and usually conduct ambushes

Four-eyed Demon

A powerful demon with the ability to temporarily petrify the player and his teammates

Demon Imp

A flying demon that can shoot fire

Demon Mage

A demonic minion; demon that is adept in Dark Magic; is quite powerful

Demon Hound

A wolf-like demon that is very fast, violent, and good at tracking

Demon Warlord

A powerful demon that uses strong attacks and usually leads a squadron of demons

Green Cyclops

Green Cyclopses are rare appearing enemies, and take some effort to defeat, they usually appear alone.

Undead Soldier

A skeletal soldier of the underworld, armed with a dagger and small shield.

Undead Warrior

A skeletal warrior of the underworld, armed with a saber and shield.

Undead Gladiator

A skeletal brute of the underworld, hefting an axe or trident and a weighted net.

Necromancer

A powerful sorcerer with mastery of the art of dark magic, particularly necromancy; can summon undead enemies.

Undead Dragon

A skeletal dragon with poisonous breath and powerful attacks.

Dragon

A more powerful and mature wyvern; breathes fire.

Dreik

A large and powerful dragon; is flightless, but the fire it breathes is very powerful.

Shade

A ravenous demonic beast with blades for arms; often guards mini-bosses and bosses.

Night Walker

Only comes out at nighttime, is a thieving demon that uses dark magic.

Shadow Melter

A sneaky demon that often ambushes unsuspecting travelers; uses red and dark magic.

Bosses

Demon Baron- a minion of the Demon Overlord, uses strong attacks and leads a squadron of demons

Demon Wizard- a minion of the Demon Overlord, uses powerful Red and Dark magic attacks

Demon Baroness- a minion of the Demon Overlord, uses strong melee attacks and some Red magic to attack

Demon Battle-Master- a minion of the Demon Overlord, uses a sword to attack

Demon Champion- a minion of the Demon Overlord, uses a mace and strong melee attacks to attack

Demon Overlord- the leader of the Demon Army, he plans to use a Dimensional Rift spell to open a portal for his army of demons to invade through; is extremely powerful, uses a mix of Red and Ancient magic to attack, leads a squadron of demons

Magic Abilities

Depending on what school of magic you select, you will be able to use different attacks and abilities in battle. Each school of magic and the powers you can learn from them are listed below.

Red Magic

The school of Red Magic's element is fire. This type of magic uses fire-based spells and abilities and also uses visceral energy absorbed from enemies that is then converted into powerful attacks that deal damage over time. Visceral energy is the rage and anger of enemies in its purest form. This energy is absorbed from them and used to fuel the spells that red magic can cast.

Attacks:

Fireball Type 1- a small flaming projectile, learned at Level 1

Rage Boost- uses an enemy's visceral energy to increase the amount of damage your spells deal, learned at Level 2

Rage Blast- a projectile blast of magic fueled by visceral energy, learned at Level 2

Pillar of Fire Type 1- a flaming pillar of fire that engulfs enemies, learned at Level 3

Fire Barrier- a barrier of flames that blocks enemy attacks, learned at Level 3

Fireball Type 2- an average-sized flaming projectile, can deal Burn Damage, learned at Level 4

Rage Wave- a projectile wave of visceral energy, learned at Level 5

Forge- a spell that increases damage of fire-based spells, learned at Level 6

Visceral Blade Type 1- a spell that creates a blade out of visceral energy that is then used to slash the enemy, learned at Level 6

Fire Rage- a spell that Burns all enemies on the field, learned at Level 7

VisceRage- a spell that causes an enemy's visceral energy to burn inside of them and deal damage, learned at Level 7

Pillar of Fire Type 2- two flaming pillars that engulf an enemy and can deal Burn Damage. learned at Level 8

Flame Blitz- a series of flaming projectiles fired at the enemy, learned at Level 8

VisceRain- a spell that causes an enemy's visceral energy to form into a cloud above them and rain burning liquid on them, learned at Level 9

VisceRazor- a spell that causes an enemy's visceral energy to form spikes that impale them from within, learned at Level 10

Fury Blast- a powerful projectile of fire and visceral energy mixed together, learned at Level 11

Heat Wave- a wave of heat fired as a projectile, learned at Level 12

Lava Ball Type 1- a small projectile ball of lava, learned at Level 12

Visceral Blade Type 2- a spell that creates a blade out of visceral energy that is then used to stab and slash the enemy, learned at Level 13

Explosion Shot- a spell that fires an explosive projectile, learned at Level 13

VisceRupture- a spell that causes an enemy's visceral energy to explode inside of them, learned at Level 14

Fireball Type 3- a large flaming projectile, can deal Burn damage, learned at Level 15

Lava Ball Type 2- an average-sized projectile ball of lava, can deal Burn damage, learned at Level 15

Pillar of Fire Type 3- two flaming pillars that engulf the enemy, form a flaming tornado, and then explode, can deal Burn damage, learned at Level 16

Visceral Blade Type 3- a spell that creates a blade out of visceral energy that is then used to execute a series of flourishes on the enemy, learned at Level 17

Lava Ball Type 3- a large projectile ball of lava, can deal burn damage, learned at Level 18

Fire Elemental- summons a Fire Elemental to fight at your side, learned at Level 18

Ring of Fire- a blazing, fiery area attack that Burns enemies, learned at Level 19

Meteor Shower- summons flaming meteors to bombard enemies with an area attack, learned at level 19

Visceral Quake- a violent quake caused by large amounts of visceral energy that damages all enemies on the field, learned at Level 20

Volcanic Aura- an area attack that releases lava from the ground around enemies and Burns them, learned at Level 20

Arcane Magic

The school of Arcane Magic, a.k.a. Purple Magic, is the only school to have no fixed element or symbol. It utilizes magic that alters reality and space, and comes with abilities like teleporting, creating illusions, summoning phantoms, and deformity.

Teleport- transports the user to another position in space, makes the enemy's next attack miss, learned at Level 1

Magic Beam Type 1- a powerful beam of pure magic energy fired as a projectile, learned at Level 1

Reflect- reflects an enemy's attack back at them, learned at Level 2

Nightmare Spell- puts an enemy to sleep and then damages them, learned at Level 3

Arcane Orb- fires a projectile orb of arcane magic that homes in on its target, learned at Level 4

Illusion Type 1- increases the chance that an enemy's next attack will miss, learned at Level 4

Magic Beam Type 2- a more powerful beam of pure magic energy fired as a projectile, learned at Level 6

Force Field- a strong barrier that defends against enemy attacks, learned at Level 7

Hallucination- lowers defense of an enemy, increasing amount of damage the next attack deals, learned at Level 8

Psion Shard- a sharp spike projectile of magic energy, learned at Level 9

Shapeshift Attack Type 1- shapeshifts into a Cyclops and attacks an enemy with a club, learned at Level 9

Illusion Type 2- increases chance that two enemy attacks will miss, learned at Level 10

Phantom Slash- a spell that causes an invisible force to slash an enemy, learned at Level 11

Illusion Type 3- increases chance that four enemy attacks will miss, learned at Level 12

Phantom Blade- a spell that creates a phantom blade that is used to slash and stab enemies, learned at Level 13

Deformity Type 1- a spell that causes several bone fractures in an enemy, damaging them and decreasing their accuracy for the next attack, learned at Level 13

Arcane Blast- a blast of arcane energy, learned at Level 14

Psion Curse- a spell that curses enemies to deal damage to them over time, learned at Level 14

Shapeshift Attack Type 2- shapeshifts into a mighty troll and then attacks two enemies, learned at Level 15

Arcane Ray- a continuous beam of arcane magic fired as a projectile, learned at Level 15

Deformity Type 2- a spell that causes bone fractures and cripples an enemy, damaging them and preventing them from attacking the next two times, learned at Level 16

Phantom Shield- a strong, unbreakable shield that can withstand up to three enemy attacks before the spell falters, learned at Level 17

Summon Phantom- summons a strong Phantom that attacks enemies, learned at Level 18

Shapeshift Attack Type 3- shapeshifts into a dragon and then attacks all enemies, learned at Level 19

Deformity Type 3- a spell that causes bone fractures, bone spires, and cripples an enemy, damaging them and preventing them from attacking the next three times, learned at Level 19

Death Ray- deals an incredible amount of damage, capable of slaying weaker enemies, learned at Level 20

Blue Magic

The school of Blue Magic is the only school to have two elements; water and air. Its powers focus on these two elements mainly but also teaches ice magic.

Water Blast Type 1- a stream of water fired as a projectile, learned at Level 1

Water Shield- a barrier of water that protects from enemy attacks, learned at Level 1

Wind Blast Type 1- a sphere of swirling wind fired as a projectile, learned at Level 3

Water Blast Type 2- a large stream of water fired as a projectile, learned at Level 4

Ice Spell- a spell that freezes an enemy temporarily, learned at Level 6

Air Elemental- a spell that summons an elemental that uses air attacks, learned at Level 7

Rain Spell- a spell that makes a rainstorm that decreases enemy accuracy, learned at Level 8

Ice Blast Type 1- a blast of ice that is fired as a projectile, learned at Level 9

Water Blast Type 3- a massive stream of water fired as a projectile, learned at Level 9

Water Jet- a powerful jet stream of water fired as a projectile, learned at Level 10

Storm Ball Type 1- creates a thunderstorm that blasts an enemy with lightning, learned at Level 10

Water Elemental- a spell that summons an elemental that uses water attacks, learned at Level 11

Wind Blast Type 2- a sphere of sharp wind that is fired as a projectile, learned at Level 12

Tornado Shot- a projectile in the form of a small tornado that damages all enemies, learned at Level 12

Freezing Explosion- a powerful explosion that damages an enemy before freezing them, learned at Level 13

Hurricane Orb- an orb containing a condensed hurricane inside, fired as a projectile, learned at Level 13

Water Rapiers- a spell that creates two rapiers out of water that are used to slash and stab enemies, learned at Level 14

Ice Blast Type 2- a blast of ice that is fired as a projectile and has a chance to freeze its target, learned at Level 14

Frozen Shield- a spell that creates a shield of ice that defends against enemy attacks, learned at Level 15

Storm Ball Type 2- creates a powerful thunderstorm that blasts two enemies with lightning and decreases enemy accuracy with rain and wind, learned at Level 15

Water Barrier- a barrier of water that protects from enemy attacks and heals the user when it is hit by an enemy attack, learned at Level 16

Icicle Blades- a spell that creates two blades out of ice that are used to slash and stab enemies, learned at Level 17

Ice Blast Type 3- a spell that damages all enemies with a projectile of ice and freezes one of it targets, learned at Level 17

Cloud Barrier- a spell that creates a barrier of clouds that defends against enemy attacks and decreases accuracy of enemies, learned at Level 18

Tidal Wave- a massive wave that douses all enemies in water, learned at Level 19

Avalanche- a spell that causes a massive avalanche that buries enemies in snow, learned at Level 20

Storm Ball Type 3- creates a powerful hurricane that blasts all enemies with lightning and damages one of them with a tornado; wind and rain decreases enemy accuracy, learned at Level 20

Green Magic

The school of Green Magic's symbol is plants. This school of magic focuses on healing magic and nature magic. Nature magic manipulates animals, plants, and natural occurrences such as weather.

Healing Light- a spell that heals teammates, learned at Level 1

Healing Song- a spell that heals the user, learned at Level 1

Barb Shot- a projectile thorn attack that can deal poison damage to enemies, learned at Level 1

Entanglement Type 1- a spell that entangles enemies in vines, learned at Level 2

Summon Animal Type 1- a spell that summons a fox to fight at your side; learned at Level 4

Bark Shield- creates a protective barrier made of tree bark against enemy attacks; learned at Level 5

Rain Spell- a spell that causes rain to lower the accuracy and defense of enemies; learned at Level 6

Plant Trap- a spell that causes nearby plants to root enemies to the ground; learned at Level 7

Life Force Type 1- a spell that damages an enemy and increases defense; learned at Level 7

Curing Song- a spell the removes statuses from the user, learned ay Level 8

Summon Animal Type 2- a spell that summons a wild boar to fight at your side; learned at Level 9

Curing Light- a spell that removes statuses from teammates, learned at Level 10

Natural Essence- a spell that draws in the essence of nearby organisms in order to bolster attack power; learned at Level 11

Life Force Type 2- a spell that damages an enemy and increases attack power; learned at Level 12

Lightning Bolt Type 1- a spell that blasts projectile lightning at an enemy; learned at Level 11

Tornado Shot- a spell that hurls a tornado forward as a projectile; learned at Level 14

Healing Flower - a spell that plants a healing flower that will heal the whole team over three turns; learned at Level 15

Summon Animal Type 3- a spell that summons a bear to fight by your side; learned at Level 15

Summon Treant- a spell that summons a treant, a magical tree creature, to fight at your side; learned at Level 16

Lightning Bolt Type 2- a spell that calls down lightning from the sky to strike an enemy multiple times, possibly stunning them; learned at Level 16

Root Attack- a spell that causes roots to burrow underground and attack enemies; learned at Level 17

Air Elemental - a spell that summons an air elemental to fight at your side; learned at Level 18

Life Force Type 3- a spell that damages an enemy and increases both defense and attack power

Lightning Bolt Type 3- a spell that calls down several lightning bolts in webs that damage and possibly stun all enemies on the field; learned at Level 20

Ancient Magic

The school of Ancient Magic is the oldest school of magic, and its element is earth. It focuses on controlling earth and stone and mind-bending magic that can confuse enemies and change their behavior.

Earth Trap- a spell that traps enemies in a mound of earth, learned at Level 1

Mind Scramble Type 1- confuses an enemy and lowers their attack, learned at Level 1

Ore Blast Type 1- a projectile blast of ores and jewels, learned at Level 3

Mind Warp- decreases enemy accuracy; learned at Level 4

Boulder Blast Type 1- a small boulder thrown as a projectile; learned at Level 5

Mind Read- a spell in which the user reads an enemy's mind to predict their next attack, next enemy attack will miss; learned at Level 6

Mind Control Type 1- takes control of one enemy to fight at your side, learned at Level 6

Mind Bend- a spell that bends an enemy's mind to damage them, decreasing their defense; learned at Level 7

Hypnosis- a spell that lulls an enemy to sleep for one turn, learned at Level 8

Mind Scramble Type 2- confuses two enemies and lowers attack power and defense; learned at Level 8

Stone Shield- a barrier of stone created to protect the user from enemy attacks, lasts for three turns, learned at Level 9

Boulder Blast Type 2- a medium-sized boulder that is thrown as a projectile; learned at Level 10

Mind Lock- a spell that locks an enemy's mind so that they are unable to move or attack for two turns; learned at Level 11

Ore Blast Type 2- a projectile blast of ores and jewels, with a chance to spike into enemies, learned at Level 11

Orenado- a swirling whirlwind of rocks, stone, dust, and ores that damages and lowers accuracy of an enemy, learned at Level 12

Mind Stretch- a spell that stretches an enemy's mind to damage them, decreasing their attack power; learned at Level 13

Petrify- a spell that petrifies an enemy in a cocoon of stone; learned at Level 14

Mind Control Type 2- takes control of one enemy and bolsters its attack power

Rock Spires- a spell that summons rock spires out of the ground to hit an enemy, learned at Level 15

Boulder Blast Type 3- a huge boulder thrown as a projectile; learned at Level 15

Earth Drain- a spell that drains energy from any enemies that are touching the ground, decreases enemy speed and attack power; learned at Level 16

Mind Scramble Type 3- confuses all enemies on the field and lowers attack power, defense, and speed of enemies; learned at Level 16

Earthquake Spell- a spell that causes a powerful earthquake, learned at Level 17

Ore Blast Type 3- a projectile blast of ores and jewels with a high chance of spiking into an enemy, damages two enemies, learned at Level 17

Quicksand Spell- a spell that traps enemies in quicksand and deals damage to them over three turns, learned at Level 18

Sandstorm- a spell that creates a sandstorm that damages all enemies on the field and lowers accuracy of one of them; learned at Level 18

Earth Elemental- a spell that summons a strong earth elemental to fight at your side, learned at Level 19

Mind Control Type 3- takes control of two enemies and bolsters their attack power, learned at Level 20

Dark Magic

This magic is used by enemies that have the ability to use magic. These spells cannot be learned and are attacks used by enemies. Stronger enemies use more powerful spells. Spells are listed in order from weakest to strongest.

Darkness- enshrouds the battlefield in darkness, lowering player accuracy

Shadow Blast Type 1- a projectile of dark energy

Shadow Blast Type 2- a more powerful projectile of dark energy

Shadow Blast Type 3- a powerful projectile of dark energy that can inflict damage on two targets

Piercing Blackness- a sharp, piercing projectile of dark energy

Pitch Black- raises defense and accuracy of the user

Shadow Blade- a blade of dark magic is formed and used to attack

Nightmare- puts the target to sleep and damages them for two turns

Void- a barrier portal protects the user from enemy magic attacks

Dark Tendrils- black tendrils come out of the ground and damage the target.

Black Bonds- black ropes of magic bind the target

Summon Demon Type 1- summons a Shadow Demon to the user's side

Summon Demon Type 2- summons a Void Demon to the user's side

Summon Demon Type 3- summons a Four-Eyed Demon to the user's side

Summon Undead Type 1- summons an undead soldier

Summon Undead Type 2- summons an undead gladiator

Summon Undead Type 3- summons an undead dragon

Banish- inflicts a random status ailment on the target

Pestilence Type 1- a poisonous projectile attack with a chance of inflicting poison on the target

Pestilence Type 2- a poisonous projectile attack that creates a poisonous puddle under two enemy targets that poison them

Pestilence Type 3- a poisonous projectile attack that creates a poisonous swamp under three targets; has a chance of inflicting poison on two of them

Flaming Skull- a fiery projectile that inflicts both burn and poison

Experience, Inventory, and Combat

Upon encountering an enemy, the player and the enemy will engage in combat. The lower-leveled combatant will attack first. To attack, the player will select a move or spell from the six spells in their Equipped Spells Menu.

These six moves and spells can be switched out for other moves and spells when you are outside of battle. To equip a spell, the player must click on their spell book located in the bottom right corner of the screen. The Spell Book will open, presenting all of the spells that the player has learned up to that point. To equip a spell, the player must drag the desired spell from the Spell Book and into their Equipped Spells Menu. This will enable them to use that spell while in battle. To unequip a spell, the player must drag the spell out of the Equipped Spells Menu and drop it outside of the Menu. To switch a spell out with another, the player can drop the spell they want to equip into the slot occupied with the spell they wish to unequip.

Players can only use the six spells in their Equipped Spells Menu while in battle and can only equip or unequip spells while outside of battle.

Once the player decides on a spell to use, the animation for that spell will begin, There are four types of spells; Movement Spells, Offensive Spells, Defensive Spells, and Booster Spells.

Movement Spells are spells that move the player out of the way of an enemy's next attack. After dodging the attack, the player will attack the enemy with a melee attack and return to their original position. This takes up two turns. An example of a Movement Spell is Teleport.

Offensive Spells directly attack and deal damage to enemies. They can also inflict statuses upon enemies, such as Poison Damage, Burn Damage, Freeze, and Trap. Examples of Offensive Spells include Entanglement, Fireball, Water Blast, Earth Trap, and Magic Beam. Some Offensive Spells can summon allies such as Elementals and Animals to fight at your side. These allies attack independently and only have one attack that they use. They also have their own health and can be defeated by enemy attacks.

Defensive Spells are spells that defend the user from enemy attacks by raising a shield or barrier. Some examples include Water Shield, Reflect, and Stone Shield.

Booster Spells are spells that raise the amount of magical energy that the user absorbs from the forces around them to fuel their next attack. Booster Spells increase the amount of damage your spells deal to enemies by doing this. Booster Spells also include healing spells. Healing spells can heal allies or the user, thus boosting their health. Some healing spells can also take away statuses that have been inflicted on allies.

After fighting and defeating an enemy, the player will be awarded Experience Points. The player can divide these experience points among their team as they choose. Collecting a certain amount of experience points results in the player leveling up. Upon leveling up, players receive health, damage, and defense boosts. Leveling up also unlocks new spells for the player to learn. Spells are unlocked by simply clicking on them in the Spell Book.

To equip Equipment, the player must click on the Wardrobe icon in the bottom right corner (next to the Spell Book). Upon opening the Wardrobe, the player can equip different Robes, Headdresses, Staffs, Amulets, Shoes, and Other Accessories to Warlock. Some Equipment will boost certain stats of Warlock.

Equipment

Equipment can be equipped to Warlock in the Wardrobe. Some equipment will boost different stats of Warlock when they are equipped to him. Equipment can be obtained in many different ways. Some equipment is given to you upon selecting your school of magic, while others can be acquired by defeating enemies in battle.

Robes

Red Robe- acquired by picking the school of Red Magic

Purple Robe- acquired by picking the school of Arcane Magic

Green Robe- acquired by picking the school of Green Magic

Blue Robe- acquired by picking the school of Blue Magic

Grey Robe- acquired by picking the school of Ancient Magic

Amulets

Ruby Amulet- acquired by picking the school of Red Magic

Amethyst Amulet- acquired by picking the school of Arcane Magic

Emerald Amulet- acquired by picking the school of Green Magic

Sapphire Amulet- acquired by picking the school of Blue Magic

Diamond Amulet- acquired by picking the school of Ancient Magic

Staffs

Torch Staff- acquired by picking the school of Red Magic

Arcane Staff- acquired by picking the school of Arcane Magic

Branch Staff- acquired by picking the school of Green Magic

Blue Staff- acquired by picking the school of Blue Magic

Stone Staff- acquired by picking the school of Ancient Magic

Hats

Flaming Headdress- acquired by picking the school of Red Magic

Skull Headdress- acquired by picking the school of Arcane Magic

Forest Headdress- acquired by picking the school of Green Magic

Cloud Headdress- acquired by picking the school of Blue Magic

Ore Headdress- acquired by picking the school of Ancient Magic

Shoes

Red Shoes- acquired by picking the school of Red Magic

Purple Shoes- acquired by picking the school of Arcane Magic

Green Shoes- acquired by picking the school of Green Magic

Blue Shoes- acquired by picking the school of Blue Magic

Grey Shoes- acquired by picking the school of Ancient Magic

Accessory Items

Red Bracelet- acquired by picking the school of Red Magic

Purple Bracelet- acquired by picking the school of Arcane Magic

Blue Bracelet- acquired by picking the school of Blue Magic

Green Bracelet- acquired by picking the school of Green Magic

Ore Bracelet- acquired by picking the school of Ancient Magic

Ad blocker interference detected!


Wikia is a free-to-use site that makes money from advertising. We have a modified experience for viewers using ad blockers

Wikia is not accessible if you’ve made further modifications. Remove the custom ad blocker rule(s) and the page will load as expected.