Wild Mage – Phantom Twilight doesn’t offer a budding mage any new spells just for getting stronger. Instead, players must learn their new magics by defeating monsters that have interesting spells, or by finding the lore of the game’s world.
Wild Mage – Phantom Twilight takes players to a land of airships and sorcery, where the living terrain is being held up in the sky, floating above the Miasma, a mist that meant to devour the world. The magic crystals that keep the islands afloat are losing power, which is why the player must overcome monsters and comb through dungeons in order to see what they can do about keeping the lands flying.
With the Miasma came many kinds of monsters, and players can use their spells to dynamically cut these beasts down or blast them with other spells. Certain monsters will have new spells for the player to take as well, so players will want to focus on finding and defeating them if they wish to increase their repertoire. Learning the lore of the land from various sources will also provide new magics for those who don’t quite feel ready to take on some of the beasts that have new spells, though.
Players will have access to many different spells should they find them on the right monsters, and can put them to explosive work on the terrain. Spells are able to blast holes in the ground or walls, set fire to grass or bridges, and generally reshape the land, to help or hinder the player. This means that knocking down a village with a spell might not be the best idea, as players will need to pay to fix it.
With so much of the game taking place in the sky, airships are also an important part of the game. Players will be able to fight in airships, use them for transportation, live in them, as well as use them for crafting spaces and storage.
Wild Mage – Phantom Twilight is currently raising funding on Kickstarter.