Magic

Magic is present in Noble Fates, but is not immediately obvious when you start out. It is revealed as you play the game.
== Spoiler ==
Playing either the introductory training session or a normal session you will eventually encounter a mysterious artifact left behind after a demonic imp raid. Afraid of what it is, the consensus is to leave it alone.
After a while an enchanter will visit you, and ask to study it. They will eventually inform you that it is a Demonic Carbuncle, and that it increases demonic activity. After a while though (4 years in game) it will go away on its own.
You then have the option of opening it up, unleashing waves of demons, or of leaving it alone. The enchanter will depart, for he fears that the lure of the demonic carbuncle will corrupt him. Before he does so he lets slip that should you open the demonic carbuncle he has sworn an oath to seal all demonic carbuncles, and will return if you can survive long enough.
If you open it up then you will have to deal with increasing numbers of imps until, on the 5th wave, you will have to face a Minor Breacher. Subsequently, at the start of the 6th wave the enchanter will return.
You can now control the enchanter, both in overland view as well as in third-person view (by pressing 'm'). He can cast Magic Missiles, Healing Aura, as well as SealBrea, the latter of which is used to seal the breach.
After sealing the breach the enchanter will once again depart. The cycle will (presumably) continue when you next discover a demonic carbuncle again.
You can also capture the enchanter, making him a prisoner if you succeed. If you manage to raise their opinion of you, for example if you get the enchanter to love you, then you convince them to become a serf and eventually a noble. Once you do so then you can use the enchanter like any other of your nobles, except that they still keep their magic abilities.
Category:
Category:Magic