🕹️ New release: Lunar Lander Beyond

Mage's Initiation: Reign of the Elements

Moby ID: 121392

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Windows screenshots

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From the introduction
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The reading hall. D'arc's black tunic indicates that he hasn't chosen his specialisation - or rather, "his element hasn't chosen him" yet.
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The first part of the initiation - claiming the element.
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I suspected the same about "Quest for Infamy" and in this case it's confirmed: this medieval-like world is in fact the future, with our destructive technological progress erased.
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Entrance to the forest. A word of caution: in the earliest stage of the game combat (and, consequently, gaining money) are challenging, even with the lowest difficulty settings.
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I have only explored the Wastelands a tiny little, but it seems visually very monotonous. This place, the entrance to that section, looks better than most screens there.
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Using a spell to knock off a fruit.
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The palace on the island is enchanted and so the beginning of the first quest is spent on finding means to get there and creating a dispel potion to make the palace reappear.
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Inside the palace. The game is quite linear, D'arc has to solve the three quests in order. The first one takes him here.
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A combat screen in the palace. Unfortunately, until the first quest is completed, D'arc only masters two combat spells (and two "passive" spells), which reduces the screenshot's esthetic value.
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And this is the priestess herself. Gosh... I don't (want to) have sex with any gender, but I can appreciate these sexy curves... ;) Anyway, she's dangerous.
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In the dungeon (not hard to escape - the priestess should reconsider her security system). I suspect that some men, and not only men, would be kinda willing to take D'arc's place... ;)
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The priestess looks as if she's smiling, but it's a graphical imperfection. In fact, she strangely falls unconscious once her stone crab is defeated.
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Playing Demon's Deal with Fend. Fortunately, once the game progresses, D'arc's financial worries seem to be over, but isn't it typical for adventure-RPGs anyway?
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House of a member of the town elite - Fend sends D'arc there to perform a not exactly legal little mission...
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Inside the mansion
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The Flytherians' area. Being bird-people, they call their homes "perches".
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Falc is the Flytherian boy found and saved by D'arc. Unless some magic or prosthetics mend his wing, he may face the difficult fate of being a flightless Flytherian leader.
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The chief's perch
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Getting the Griffon egg. You can't save during this sequence and it's more arcade-like. You get maximum points for stealing the egg without being noticed by the Griffon.
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One of the huts in Redcap Goblin village
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D'arc receives an enchantment which makes him look like a Redcap Goblin - now he pretends to be the goblin chef and makes a dish for them. Wonderfully disgusting puzzle.
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The Greencap Goblins are much nicer, particularly when their leader explains their pro-environmental values. ;)
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The most important hint when figuring out how to get into Varner's room: NOT all halls have three-unit codes.
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An angry mob has attacked the lord's mansion, D'arc reluctantly saves him.
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Top-down view of the town. It reminds me of a few such sequences from classic games...
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Bort's amulet has led D'arc into this alley.
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The lord is such an unpleasant, ungrateful person that D'arc only saves him because it's the least bad option. And that's it, no more spoilers. Now I will attempt replays for the other classes...
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The Observation Hall - I somehow forgot to take a screenshot of it earlier (or rather forgot that I didn't do it).
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Maybe the division into four classes is not so weak as it seemed to me. Each one also seems to have its specific subquest during the second mission - here's the Earth Mage's quest.
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Fire Mage side quest. I decided to omit screenshots from Air Mage's side quest because it's visually the least interesting.
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Entering a wrong code leads to this empty hall - and actually, the mini-trial required for getting the third set of spells takes place there.
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The dial for moving between halls looks like this.
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D'arc's private room in the evening. This transitory phase lasts, approximately, from when D'arc exists the Hallowed Hall after the second quest until the time he finds the Redcap Goblin village.
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In the Redcap Goblins' prison hut.
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D'arc comments on the Redcap Goblins kitchen.
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The town in the night - D'arc must return there in goblin form to steal candles for the goblins. Like in "Quest for Glory 4", you must let the summoning ritual start in order to stop it!
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The priestess will reappear after D'arc is, for a while, alone in the goblin village. At this point you can still resist her temptation - just exit the pentagram.
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The Observation Hall at night - after D'arc looks through the telescope, he will know what he has to do next.
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