Mage's Initiation

Mage's Initiation

D'arc is a sixteen-year-old aspiring mage. A sinister plot threatens his acceptance and threatens to plunge the land of Iginor into conflict and chaos. Choose one of four classes and train in the elemental arts. Master a unique selection of spells to solve puzzles, fight monsters and face the ultimate evil.

Story

D'Arc is sixteen years old. In the last ten years of his young life, he has practiced extensively in the elemental arts under the strict eyes of the master mages of Iginor. The inquisitive initiate, who ekes out an existence in the high halls of the mage masters, often wonders what it would be like to set foot in the world from which he is cut off - a world that his masters deeply shun. Train your spiritual and magical mind in the Reading Hall. Like all young mages in training, D'Arc's moment of reckoning arrives and he is summoned to the Hallowed Hall, where the four master mages put him to the test. D'Arc has to fulfill three tasks that test his magical and mental powers. He must return to the Mage Tower with a symbol that proves he has mastered each task: a lock of the priestess's hair, the untainted shell of a griffin's egg and the horn of a tricorn. Accompany D'Arc on a perilous journey through the medieval land of Iginor. Brave the dangerous forests where red-capped goblins are up to mischief. Wander through a barren and lawless desert wasteland. Navigate across vast waters where evil disguises itself as beauty. And climb the high mountain peaks where the mysterious and hostile Flyterian people live. It's time for D'arc to prove himself. If he is successful, he will be accepted as a fully-fledged mage and enjoy the respect of his masters and colleagues. If he fails, no one will remember his name.