Everything was peaceful and serene in your country. Sure, you had a couple of wars here and there with other mages, but nothing that significant to threaten your life, right? So, you have lived, peacefully and contently, devoting your time to research of the most mightiest and powerful magic spells. You think that you have researched all the spells that you can, and that you are at the pinnacle of your magic powers, ready to take on any mage. or so you thought...
Someone has become more powerful than you. Someone has cast the all powerful, all dreadful spell -- the spell whose name you cannot even dare to utter -- ARMAGEDDON. Now, you are not faced with another war against a very powerful mage. You are now thrown into a battle for your survival against the most cruel fate that can be administered to man. This desperate battle must be won, but how? You are overcome with despair as you contemplate who could have secretly gained so much power and knowledge, but you know you have no time. You must gather up all information that you can about Armageddon and somehow thwart this.
From what you know, you know that Armageddon takes 2 million mana and 150 turns to cast. Seven mages must successfully cast the Armageddon spell in order to bring doom to Terra. Every time the spell is cast, a sign will appear, as in the biblical 7 signs of doom. Only after the 7th sign has appeared will darkness once again cover Terra. if the mage dies, the Armageddon spell will be dispelled, no matter how many people had successfully cast the spell before him. (For example, if 3 Armageddon spells were cast successfully before you, and you died, the Armageddon spell will become ineffective and would have to start from the beginning again.) But, after the 7th spell has been cast, nothing can stop the total and complete destruction. Forcing your heart to a normal heartbeat, you start on your long quest to find the archmage who has cast this spell, to prevent doom from coming upon you and your people.
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After one mage has cast the spell, there is a 24 hour period in which the Armageddon cannot be cast again. The next mage eligible
to cast the spell can only do so 24 hours after the previous spell. After
the 7th spell has been cast, nothing can stop the total and complete
destruction. 24 hours after the 7th spell, all will die. In that final 24
hours, the ultimate battles will be waged, and only new mages will be
eligible to receive the protection of the council. In the final war,
everyone will remain vulnerable to any kind of attack, without any
protection. When it is over, all will be nothing.
Terra will be devastated beyond words, beyond comprehension and will be reduced to nothingness. Quiet will descend on the once bustling and alive land, and nowhere will echo the laughter of children, the vitality of people living, the chanting of a mage in his/her magic study. In this peace, in the Hall of Immortality, the gods will return to honor the mages whose powers were the top 10 at the moment of the end of Terra and the names of the archmages who had cast the Armageddon spell and survived the last 24 hours. |
For 48 hours after demolition of Terra, mages will only be greeted with the sight of 'Demolition of Terra', in which they can only gaze upon with sorrow the land upon which they once loved and lived. After those 48 hours, hope will once again return to Terra in the form of the restarting of the game, May you rest and restore your strength in these hours, to once again start on your quest to be the ultimate archmage.
Long Live Archmage!
| Name | Sphere | Rank | Type | Target | Effect |
|---|---|---|---|---|---|
| Armageddon | Neutral | Event | Enchantment | Self | Breaks the next seal in the chain. Terra will be destroyed 24 hours after the 7th seal is broken. |
| Name | Casting Costs | Research Costs | |||||||
|---|---|---|---|---|---|---|---|---|---|
| Mana | Turns | M.P. Upkeep | M.P. Cost | Turns | |||||
| Ascendant | Verdant | Phantasm | Eradication | Nether | |||||
| Armageddon | 2000000 | 150 | 0 | 200000 | 0 | 0 | 0 | 0 | 0 |
