White 1 MORLIN THE MAGICIAN DESIGN DOCUMENT Version 1.2 Changes -Cleaned the design document Ideas (not official/implemented in this design doc yet) -Magic colors: This idea talks about the different elements of magic in the form of colors. For example: White Magic=Healing/Defensive Magic, Black=Powerful slow demonic magic, Red=Faster destructive fire magic, Yellow=Impact/force magic…etc White 2 1.0 Executive Summary Morlin the Magician will be a 3D platformer game analogous to Sonic CD and Megaman type game play while retaining the look and feel of Super Smash Bros. The story revolves around Morlin, who is a young magician skilled in the mystical arts handed down from generation to generation. The benevolent Timemaster (Professor James Jaekes ) has discovered the secrets of the master hourglass located in the Serpentine Sands. Using the hourglass, the Timemaster can manipulate fabrications of time itself to transport himself into the past. In the past, the Timemaster is able to manipulate and steer the course of history. Using suppression towers, the Timemaster manipulates the minds and suppresses the free wills of those under the tower’s control. Over large periods of time, from the past and into the future, peaceful woodland creatures will evolve into mindless killing machines. The population of Waterview City itself will become the seat of power for the Timemaster unless Morlin can find a key in the past to save the future. Overall game play will be a combination of Super Smash Bros. and Megaman in style where the game is played/handled like a 2D platformer but would be rendered in a 3D environment. Players will have the option of traveling back and forth between different time periods in the same zone with the use of time stones. However, the future of each level will remain in ruins and White 3 under the Timemaster’s control until Morlin can locate and destroy the suppression tower in the level’s past. The combat system will involve primarily medium ranged magic attacks from Morlin. Players will be given the choice between slow, powerful magic or more rapid magic dealing less damage. Allowing players to directly see the effects of their actions in saving the future, Morlin the Magician will stand out from other plat formers. Offering simple yet responsive controls with a combination of timed strategic moves will allow players to really lose themselves in the world. These elements will make Morlin the Magician the new standard for all future plat former games. White 4 Table of Contents (page numbers are most likely off) 1.0 Executive Summary_____________________________________________Page 1 2.0 History and Background_________________________________________Page 4 2.1 The World of Morlin the Magician__________________________Page 4 3.0 Examples of Gameplay__________________________________________Page 5 4.0 Characters_____________________________________________________Page 6 4.1 Player Characters_________________________________________Page 6 4.2 Non-player Characters____________________________________Page 7 5.0 Game Path____________________________________________________Page 8 6.0 Combat______________________________________________________Page 13 7.0 Weapons____________________________________________________Page 13 8.0 Time Travel___________________________________________________Page 14 9.0 Creating a Good Future________________________________________Page 14 10.0 Bosses______________________________________________________Page 15 11.0 Menus______________________________________________________Page 15 11.1 Main Menu Loop_______________________________________Page 15 11.2 Title Menu____________________________________________Page 15 11.3 Map__________________________________________________Page 15 11.4 Inventory_____________________________________________Page 16 White 5 11.5 Spells_________________________________________________Page 16 11.6 General Movement_____________________________________Page 16 12.0 Graphics____________________________________________________Page 18 13.0 Audio______________________________________________________Page 18 14.0 Enemy Encounters___________________________________________Page 20 15.0 Items and Power Ups_________________________________________Page 35 15.1 Power Ups____________________________________________Page 35 15.2 Weapons / Spells_______________________________________Page 41 White 6 2.0 History and Background In the world of Morlin the Magician, Morlin will fight to save his homeland from impending doom. The Timemaster, an evil scientist (he’s actually a professor), has taken control over the master hourglass. With this, he is able to travel freely in time and has the ability to lead all events in history to him ruling the future uncontested. Using active suppression towers in the past, the Timemaster suppresses the free wills and minds of those generations who would oppose him throughout time. Generations of subtle mind control have horribly evolved the wildlife and population of the distant future into mindless slaves who exist only to serve the Timemaster. In modern time, Morlin, a young enthusiastic magician walks alone in the forest near the outsides of Waterview City. While all is seemingly well visually but on this day, all the animals seem to be a lot more hostile than normal, espically to Morlin. Unknown to Morlin, in the distant past, the creatures of the forest and all the surrounding lands are being manipulated by the Timemaster. Using his towers of the past, the creatures of the present have evolved differently and see Morlin as their natural enemy. At the same time, Morlin also discoverers large glowing rocks from time to time. These rocks are actually grains of sand from the Master Hourglass and left over from the towers in the past. The red White 7 stones will allow Morlin to travel into the future while the blue stones allow Morlin to travel into the past. After successfully opening a time rift into the future through the use of the glowing red timestones, Morlin steps through the portal to experience the doomed future under the Timemaster’s control. In the future, Morlin discovers Waterview City, the forest and his surroundings ruined and disfigured. The mutated beasts howl for his blood and claw for his flesh. Whilst fleeing for his life, Morlin discovers glowing blue stones much like the ones in the present. Collecting three stones and channeling his energy into them, Morlin is successful into opening another portal. Jumping inside, Morlin is taken back to the present day only to discover the same evil eyes staring back at him… 2.1 The World of Morlin the Magician The world of Morlin the Magician takes place in a modern day setting. Cities, technology, computers and everything that we know of in our real world exists in Morlin’s world. While Morlin possesses magical abilities, the world around him is oblivious to the existence of magic. Therefore, Morlin must keep his powers a secret from the rest of the world. White 8 3.0 Examples of Gameplay The overall game play experience of Morlin the Magician is described here. In the 2D world, the players are able to move all-round in a two dimensional fashion. Morlin is able to be controlled much like in Sonic CD and Super Smash Bros. 64. The camera is fixed on a single location that follows the player throughout the 2D world. While players will be able to see objects in front and behind them at all times, lighting will restrict this ability depending on the nature of the level’s environment. Common actions in the game will be run, walk, jump, attack and use. Players can talk with other NPC’s in the game by means of walking up to them and pressing the “use” button. Enemies can be attacked by simply firing a magical projectile at them or swinging a melee weapon. A targeting system is not required in Morlin the Magician. A key game play feature as illustrated in Sonic CD would be the time travel system. Players will be able to directly affect the outcome of the future in any given world. Players must destroy the suppression tower located in the past in order to secure a peaceful future. If they clear the zone without destroying the said towers, the future will remain in ruins. White 9 Morlin the Magician uses game elements from Sonic CD, Super Smash Bros. and Fable by utilizing appealing elementals from each game. Some features used are obvious and some underlying. Morlin the Magician will uses elements from each to formulate itself into its own unique gameplay. 4.0 Characters While Morlin the Magician focuses on a playing a single character, there are other characters with whom the players interact with. 4.1 Player Character Name: Morlin Species: Human Age: 16 Personality Pros: Positive attitude, selfless, caring, generous Personality Cons: Lazy, doesn’t think before he acts, overconfident at times Occupation: Student to the mystic arts Relevancy: Main playable character Description: Morlin is a self taunt student who spends the majority of his time studying spell books of his family history. Morlin values his family and the White 10 environment he lives in very much. Morlin has a hard time interacting with the rest of the world however. Since Morlin has yet to meet another individual attuned to the mystic arts, he keeps his abilities a secret from the rest of the world. Ever the curious, Morlin will do whatever it takes to protect and defend the things he loves. 4.2 Non-player Characters Name: Professor James Jaekes (aka. The TImemaster) Species: Human Age: 46 Personality Pros: Genius, plans ahead, tatical thinker, quick thinking on his feet Personality Cons: Power hungry, arrogant, controlling, and condescending Occupation: Future Emperor to the world Relevancy: Main antagonist White 11 Description: Professor Jaekes, better know in the game as the Timemaster is a old man with a white beard who wears mostly black clothing. It is he who controls the very forces of time to his will in a effort to live out his legacy of control over the world. Name: Digo Species: Dog Age: 4 Personality Pros: Loyal, intelligent, protective Personality Cons: Overprotective at times Occupation: Eats things Relevancy: Morlin’s Companion and best friend Description: Digo is Morlin’s dog that occasionally helps Morlin out through missions. While not always there following Morlin around, he shows up to help Morlin to overcome especially tough fights and obstacles. White 12 5.0 Game Path Level 1 Treetop Forest This is a wooded and green area which takes place in the deep woods. Birds and other various animals can be heard in the background. In this stage, Morlin goes to investigate the looming darkness over his home. He finds red stones and travels forward in time to see the ruined future. The Timemaster appears before Morlin and welcome him to “his future” before disappearing. Morlin flees for his life from the crazed creatures to find a way back into the past. White 13 Level 2 Rolling Hills In the open farm lands, corn fields and farms are scattered about here and there. Morlin will fight his way through farm fields and orchards. Finally, Morlin will enter a large barn. Climbing through large haystacks, up ropes, ladders and other obstacles, Morlin will collect time stones to travel back in time to destroy the suppression tower that looms over the area. Once done, Morlin will be transported to the future to fight the boss for the zone. White 14 Level 3 Waterview City Morlin’s city, Waterview City is a suburban area with its own perils. Morlin will dodge cars, falling objects, and street rats as they attack from all sides. Though dangerous, Morlin calls this city his home. Morlin will search through various buildings to collect the time stones that are scattered throughout the city. Once Morlin has collected time stones, he will travel back in time to destroy the suppression tower that looms over the area. Once done, Morlin will be transported to the future (either good or bad) to fight the boss. White 15 Level 4 Waterview Beach The shores of the city are sandy areas with water splashing up against the shore where the sun shines bright from overhead. Morlin enters this area from outside the city’s limits. Morlin will travel along the beach in search of the time stones for the area. Along the way, Morlin will fight angry crabs and flesh eating sea stars. Morlin will find 2 time stones on the beach and another underwater. While underwater, Morlin will discover the ruins of the 4th suppression tower. He will then use the time stones, travel back into the past to destroy it. Once done, Morlin will be transported to the future where he will fight the boss. White 16 Level 5 Crystalline Caverns From the beach, Morlin discovers a cave with with crystals that almost look like the time crystals he has been collecting.Inside, the cave is a very large, open area with crystals embedded in the walls and floors. While inside the cave, Morlin will fight bats, yeti’s and, slime monsters. The first timestone will be discovered along the linear path of the level. Morlin will then climb up a stalactite to discover his second time stone. Morlin will find the 3nd timestone under a steam pool. Once all three have been collected, Morlin will then use them to travel into the past of the level, destroy the suppression tower. Once done, Morlin will be transported into the future to fight the boss. White 17 Level 6 Pyramid of Doom From within the Crystalline Cavern, Morlin becomes trapped in an ancient pyramid. Inside, Relics of the past come alive as do mummies, ghosts and, fire elementals. Morlin will fight his way through the enemies to discover the timestones on various creatures within the level. Once Morlin uses the timestones to travel back into the past, he will then have to search the great pyramid for the suppression tower. Once located and destroyed Morlin will be confronted with an Anubis-like boss in the past. Once the mini-boss is defeated, Morlin will then travel into the present to find his way out of the pyramid. The final area will involve Morlin fighting the boss to escape the pyramid. White 18 Level 7 Serpentine Sands The Serpentine Sands is a large, open sandy desert where the sky always seems to be dark (except in the past). Though nothing is obviously wrong, a looming darkness seems to hover over the desert with a reddish sky. Morlin must contend with quick sand, cactus creatures, and scorpions in order to survive to the Spire of Sand. Morlin will locate the first time stone way on top of a cactus. Morlin will then travel over a large pool of quick sand from which he will purposely sink down into to discover the 2nd time zone. The 3rd time stone will be found next to the destroyed suppression tower. Once all three stones are collected, Morlin then will open a portal into the past to destroy the active tower. The level boss, who Morlin must fight and defeat, will hold the key to the Spire of Sand. White 19 Level 8 Spire of Sand Final level from where the Timemaster resides. The entire level takes place in the “bad future” where the final confrontation occurs. The spire itself is a large rectangular spire which is all black on the outside. Inside, Morlin will confront a number of environmental hazards including clocks that the large hand will point at Morlin and fire its sharp point. Once past all the hazards, Morlin will confront the Timemaster in the Hourglass Room. After the Timemaster is defeated, a large rift will open. Apon touching it, Morlin will be shot back and a very bright explosion will occur. When Morlin wakes up, he will be back in the present. The game then ends. White 20 6.0 Combat Combat in the game will occur on a regular basis throughout each of the levels. Enemies relevant to the level’s difficulty will be commonly and sometimes strategically spread out. These said “common enemies” will be of moderate difficulty attacking players with a standard ranged/melee attack and one special move that is unique to that enemy. Most foes in the game will be able to be defeated by magical abilities. However, for strategic purposes, some foes may be immune to magic and must be defeated by either melee means or an alternative method. 7.0 Weapons Morlin’s primary attack will be ranged magical weapons. As players progress through the game, they will find new spell tablets. These tablets will teach will teach Morlin a new ability or spell. Also, players can find scrolls which will upgrade or enhance one of their current spells to make it more powerful. In addition to magical spells, Morlin also has limited melee capabilities. His primary melee attack will be with his staff. However, Morlin can also channel magical energies to throw his staff to a limited distance and back at the cost of no mana. The staff by default is a low damage weapon which White 21 is intended to be used when enemies are immune to magical spells. As with standard spells, Morlin’s staff can be upgraded to make it more powerful through the use of scrolls. However, the staff will never be more powerful Morlin’s spells. 8.0 Time Travel Time travel is what the game places emphasis on. Players will have direct control over the outcome of the future by their actions in the present and the past. In order to travel through the different time periods, players must collect time stones that are scattered throughout the area. When Morlin collects at least three time stones, he can channel them to open a portal to another time period. The color of the time stones delegate what time period they lead into. Red time stones will open a portal into the future while blue time stones will open a portal into the past. White 22 9.0 Creating a Good Future By default, the future is a place of nightmare controlled by the Timemaster. In order to fix the future, Morlin must travel into the past and find a suppression tower. A suppression tower is a large tower that suppresses the will and minds of those in its range to manipulate them into the Timemaster’s slaves over a long period of time. Suppression towers can only be destroyed in the past where they are active. In the present, the towers are inactive and invulnerable to attack while in the future they do not exist. Players can discover their location in the present but cannot destroy them until they reach the past. Once the suppression tower is destroyed, the Timemaster loses control over that specific area and a good future has been created. Players can then travel into the future and see directly the effects of their work in the “good future”. 10.0 Bosses Regardless of the future’s outcome, players will have to confront a boss at the end of a area. The boss fight will automatically take place in the future be it good or bad. Once the boss is defeated, players are allowed to move to the next area. White 23 11.0 Menus 11.1 Main Menu Loop When the game starts, the players will be greeted with a game’s title screen with the main menu for a few seconds. After about fifteen to twenty seconds or so, the game will begin demo mode where a recorded game play demo is played. After the demo has concluded, the game will display a credits screen for another fifteen to twenty seconds before beginning another game play demo. Afterwards, the game will loop back and display the main menu again. This loop will continue until the user presses a key/mouse button. 11.2 Main Menu Upon bringing up the main menu, the main menu will be the first thing players see. Options in the main menu will be New Game, Options, Save Game, Load Game and, Quit. New Game will immediately begin the player with fresh adventure. If the player is already in a game, it will present a conformation dialog asking the player if he or she is sure that they want to abandon their current game. White 24 Options will allow the player to adjust the graphic and audio options. Save Game will allow the player to save their progress at any time during the game. However, a lock out period will be placed on this feature as soon as it is used. This lockout feature will prevent a player from saving again until their lockout timer has expired. The timer is determined by the skill level set when the game was created. For example, a easier skill level will allow the player to save every 15 minutes. While a harder skill level will require an hour before the player can save again. This is intended to prevent players from saving every two steps while at the same time, preventing the need for save points within the game. Load Game will allow players to load from the last save point in the game. Quit Game will display a conformation dialog before exiting the game. 11.3 Map Before the start of each level, a map will be displayed showing Morlin’s current location within Waterview City. A small dotted line leading to Morlin’s location will indicate how far he’s progressed. Maps can be accessed any time during the game. White 25 11.4 Inventory A small inventory system will be available to players on the lower left hand corner of the screen. Players will be able to hit a button and cycle through the different items they have in their inventory. A small number will be displayed next to the item to indicate how many of the said object Morlin has. To use an item, the player must press the “use” key (generally ENTER). 11.5 Spells Much like the inventory system, players will have a small display on the lower right hand corner of the screen to indicate which spell Morlin has ready. By pressing the “X” button for example on a Playstation 2 controller, players can cycle through the different spells. A number is also displayed to indicate how much mana is required for that spell. 11.6 General Movement Movement: Movement in the game is really simple. The analog stick will move Morlin in the direction pressed. Should players hold down the analog stick in any direction for any length of time, Morlin will slowly pickup speed and start running. White 26 Menu: Players may toggle one button for the main menu anytime in the game. They may also hit the same button to clear the menu and return to the game. Attack: When players hit the attack button, Morlin will cast the spell that players have selected on the spell menu on the lower right hand corner of the screen. Jump: This move will execute a jump. Players can cast spells while jumping to allow more strategic moves in the game. Use: This ability will allow players to use special items in their inventory if that item is able to be used. For example, if a player selects a time stone and presses the “use” key, Morlin will open a time portal provided that there are at least three time stones of the same color. White 27 12.0 Graphics Graphics in Morlin the Magician will be known for its uniqueness and originality. The overall game itself will sport a cartoon-ish feeling yet realistic look similar to graphics in World of Warcraft and Sonic the Hedgehog. Each level in the game will have its own color scheme to give it feeling, originality and its own identity. Colors will be rich and easy on the eyes by slowly going from one gradient to another. Another highlight will be the graphics through the means of time travel. For example, if players go into the bad future, the color scheme will change to reflect a place of ruin, despair and pain. The creatures will be there to reflect the changes as well. Mutant beasts, crazed animals will attack from all sides. The bad future will give the feeling of a post apocalyptic war. On the reverse side, the good future will be the exact opposite. Soft shades of a blue sky, crystal clear water, futuristic clean metal and gadgets with wildlife running around will pain the picture for the good future. Finally, the past will give a prehistoric feeling where a soft yellow or orange scheme will play out. An off turquoise blue sky and almost lavender water with lots of rocks and light green grass will be present in the past. White 28 13.0 Audio Just as game play and graphics are important, just so is the audio. The audio gives the feel of the game and the levels that players explore. Environmental sounds will be used to create a deeper atmosphere for the players. For example, you’ll hear the city sounds in the background, cars riding by, people murmuring, etc. However, the sound will change to reflect the time period. In the bad future, nothing would be heard in the city except a faint howling of the wind with a low moaning of the citizens in the background. This gives a small feeling a fright to players as should of all of the bad futures of each zone. Good future in the city would be the exact opposite. The sound of ambient machines in the background with a soft tone of cheerful people talking can be heard in the background. Music will also reflect the time periods just as sound does. The present will have its own theme for the music to represent the level players are currently playing in. Different time periods will reflect the main theme of the level. A level in the past will feature more flutes and bass to give it more of a “tribal” feel of the past. Music in the future will overall techno in style. Good futures will feature upbeats and convey a feeling of well being and happiness. On the other side, the bad future will be a mix of techno and hard rock with a mix of horror to build suspense. White 29 14.0 Enemy Encounters In Morlin the Magician, enemy encounters will server as a barrier or obstacles for players to get around in order to complete and clear a level. For example, players will have to kill a certain type of enemy in order for them to drop a time stone that will then be used to travel into the past to fix the future. Enemies will be both natural and direct henchmen of the Time master. The natural enemies will be those who are native of the specific area. Natural foes will exist in all time zones but will not attack should the player create a good future. Snakes in Treetop Forest would be an example of an enemy who is native to the area. A killer Scarecrow robot in the Rolling Hills level would be an example of a robot/henchman that is directly under the command of the Time master. As players travel between different time periods in a level, the enemies will reflect the time period. Foes in a bad future will be a lot more ferocious and beastly than their present/past counterparts. Enemies in the past will be just as dangerous as their present counterparts but will have more of a primal look to them to resemble them being foes of the past. Regardless of time period, all foes will act similar and have similar attacks. However, because of the aggressiveness of enemies in a bad future, creatures will be generally a lot more difficult than standard monsters of the present/past. White 30 The next few pages will describe various creatures that can be found on each level. Hit points are classified assuming standard attacks do fifty damage. White 31 Treetop Forest Enemy Name Grass Stalker Enemy Type Snake, Native Creature Hit Points 60 Behavior Slow, patrolling Standard Attack Bite Standard Attack Damage 15 Special Attack Poison Bite Special Attack Damage 30 damage over 10 seconds Grass Stalkers are larger than normal Description snakes that tend to hide in or around large grassy areas. Enemy Name Spider Jumper Enemy Type Spider, Native Creature Hit Points 40 Behavior Quick, skittering, patrolling Standard Attack Bite Standard Attack Damage 20 Special Attack Venom web Special Attack Damage 40 Description Large, fast moving spiders that spit at a distance and attack at melee range. White 32 Enemy Name Sentry Owls Enemy Type Robot, minon Hit Points 75 Behavior Ambusher Standard Attack Swoop down Standard Attack Damage 30 Special Attack Laser Gaze Special Attack Damage 50 Sentry Owls are robots who swoop down Description at their enemies and user their laser eyes when foes get too close. Enemy Name Turtle Gunner Enemy Type Robot, minon Hit Points 120 Behavior Slow, patrolling Standard Attack Direct damage laser Standard Attack Damage 40 Special Attack Electric bite Special Attack Damage 70 Robot turtles that have lasers installed in Description their shells. If Morlin gets too close, they will do a heavy bite. White 33 Rolling Hills Enemy Name Crazed Farmer Enemy Type Native Creature Hit Points 110 Behavior Patrolling Standard Attack Pitchfork Standard Attack Damage 35 Special Attack Pitchfork Cleave Special Attack Damage 70 Description Crazed Farmers don’t’ take too kindly to people snooping around their farm land. Enemy Name Bull Charger Enemy Type Native Creature Hit Points 160 Behavior Slow, patrolling Standard Attack Charge Standard Attack Damage 45 Special Attack Horn Punt Special Attack Damage 80 Description Bulls who roam around in the fields. They won’t like wizards either. White 34 Enemy Name Pumpkin Smash Enemy Type Minion Hit Points 140 Behavior Ambusher Standard Attack Melee smash Standard Attack Damage 30 Special Attack Pumpkin Thump Special Attack Damage 65 Living pumpkins who hide amongst Description normal field pumpkins waiting to ambush any who draw near. Enemy Name Robo-crow Enemy Type Minion, robot Hit Points 200 Behavior Ambusher Standard Attack Machine gun Standard Attack Damage 45 Special Attack Laser blast Special Attack Damage 75 Scarecrow-looking dummies who are Description really heavy duty robots under the control of the Time master. White 35 Waterview City Enemy Name Security Bot 47C Enemy Type Native Creature Hit Points 200 Behavior Slow, patrolling Standard Attack Pulse shot Standard Attack Damage 50 Special Attack Suicide Special Attack Damage 500 Security bots keep the peace in the city. Description However, when defeated they explode dealing massive damage. Enemy Name Enforcer Bot 12A Enemy Type Native Creature Hit Points 500 Behavior Slow, patrolling Standard Attack Heavy Pulse shot Standard Attack Damage 75 Special Attack Hedge Trimmer Rifle (Machine gun) Special Attack Damage 20 per bullet Description Larger version of the 47C robots dealing more damage. White 36 Enemy Name Gator Enemy Type Native Creature Hit Points 350 Behavior Slow, patrolling Standard Attack Steel snap Standard Attack Damage 100 Special Attack Thrash Special Attack Damage 150 Description Alligators that live emerge from the city sewers. Enemy Name Run Away Car Enemy Type Native Creature Hit Points 150 Behavior Fast, speeding Standard Attack Crashing hurdle Standard Attack Damage 500 Special Attack Laser Pulse Special Attack Damage 50 Description Unmanned run away cars that keep going until they hit something and explode. White 37 Waterview Beach Enemy Name Crazed Crab Enemy Type Native Creature Hit Points 250 Behavior Patrolling Standard Attack Claw Clip Standard Attack Damage 60 Special Attack Jump Clip Special Attack Damage 150 Large crabs that patrol the beaches. They Description don’t take too kindly to Wizards running around on their beaches. Enemy Name Jelly Enemy Type Native Creature Hit Points 300 Behavior Ambusher Standard Attack Jump Start Standard Attack Damage 100 Special Attack Stick-on Special Attack Damage 250 over 8 seconds. Jelly fish that jump around trying to shock Description their enemy. They will also latch onto their enemy and do more electric damage. White 38 Enemy Name Beach Bot Enemy Type Minion Hit Points 250 Behavior Patrolling Standard Attack Surf slam Standard Attack Damage 175 Special Attack Wipe out Special Attack Damage 500 Surfer bots who can summon waves to Description ride on attempting to attack the player from above. Enemy Name Gun Gills Enemy Type Minion Hit Points 300 Behavior Slow, patrolling Standard Attack Spread shot Standard Attack Damage 25 per bullet Special Attack Laser Cannon Special Attack Damage 250 Medium sized robotic fish who swim in Description the waters looking for prey to unleash some lead into. White 39 Crystalline Caverns Enemy Name Emag Rock Enemy Type Native Creature Hit Points 200 Behavior Ambusher Standard Attack Anti-magic pulse Standard Attack Damage 100 Special Attack Magical Death Special Attack Damage 250 Creatures that appear as rocks that emit a Description anti-magic shock randomly that drain mana and damage those who get caught in the blast. Enemy Name Cave Slime Enemy Type Native Creature Hit Points 250 Behavior Slow, patrolling Standard Attack Consume Standard Attack Damage 50 per tick Special Attack Acid Spit Special Attack Damage 150 Description Slimes that ooze around, latching itself onto enemies doing damage. White 40 Enemy Name Stone Golem Enemy Type Minion Hit Points 300 Behavior Slow, patrolling Standard Attack Pummel Standard Attack Damage 175 Special Attack Think Fast! Special Attack Damage 300 Medium-large stone creatures that smash Description enemies and hurl boulders from a distance. Enemy Name Bomber Bat Enemy Type Minion Hit Points 150 Behavior Ambusher Standard Attack Ambushing Shot Standard Attack Damage 150 Special Attack Doom Dive Special Attack Damage 275 Robot bats that attack from the ceiling who Description eventually dive down attack when the player gets too close. White 41 Pyramid of Doom Enemy Name Forgotten Ghost Enemy Type Native Creature Hit Points 150 Behavior Ambusher Standard Attack Phantom Strike Standard Attack Damage 200 Special Attack Consume Special Attack Damage 500 over 10 seconds Description Restless ghosts of the past who seek the living to share their torment with. Enemy Name Blazer Enemy Type Native Creature Hit Points 100 Behavior Slow, patrolling Standard Attack Ignite Standard Attack Damage 250 Special Attack Baluster Special Attack Damage n/a Fire elementals that boost their form by Description consuming nearby flames to increase their damage. White 42 Enemy Name Mummy Enemy Type Minion Hit Points 350 Behavior Slow, patrolling Standard Attack Slam Standard Attack Damage 175 Special Attack Spirit Release Special Attack Damage n/a Description Mummies have heavy melee damage. They release their ghost spirit when killed. Enemy Name Scarab Enemy Type Native Creature Hit Points 200 Behavior Slow, patrolling, jumping Standard Attack Jump Standard Attack Damage 75 Special Attack Gnaw Special Attack Damage 500 Small bugs that jump around that attempt Description to dig its pinchers into the player, doing moderate damage. White 43 Serpentine Sands Enemy Name Cactie Enemy Type Native Creature Hit Points 300 Behavior Ambusher Standard Attack Needle spit Standard Attack Damage 100 Special Attack Thorn swipe Special Attack Damage 225 Description Plants that actively attack their prey with ranged and melee thorn attacks. Enemy Name Spitter Snake Enemy Type Native Creature Hit Points 200 Behavior Patrolling Standard Attack Acid spit Standard Attack Damage 150 Special Attack Noxious Bite Special Attack Damage 200 and another 100 over 8 seconds Description Large snakes that patrol around to catch their prey with poison and a ferocious bite. White 44 Enemy Name Time Golem Enemy Type Minion, Robot Hit Points 500 Behavior Slow, patrolling Standard Attack Time blaster Standard Attack Damage 275 Special Attack Trample Special Attack Damage 400 Large metallic robots that patrol near the Description Spire of Sand who attempt to crush and blast their enemies. Enemy Name Eyesplode Enemy Type Minion, Robot Hit Points 200 Behavior Ambusher Standard Attack n/a Standard Attack Damage 0 Special Attack Suicide Special Attack Damage 500 Sentry robots that watch Morlin’s every Description move. If the wizard gets too close, they will self destruct doing massive damage. White 45 15.0 Items and Power Ups Below are lists of example items, power ups, weapon upgrades that can be found in Morlin the Magician. 15.1 Power Ups Power ups are found randomly in the world. Some are very common while others are extremely rare and very powerful. Power up examples are listed below. Name Health Seed Effect on Acquire Restores 10 health Rarity Common Description Small apple-looking seed that is commonly found. Name Fresh Apple Effect on Acquire Restores 20 health Rarity Common Description Red apples that restore 10 health. White 46 Name Health Potion Effect on Acquire Restores 35 health Rarity Uncommon Description Vial of red liquid that instantly restores 25 health. Name Life Giver Effect on Acquire Restores 50 health Rarity Rare Description Hovering ball of red matter encased in a magical seal. When picked up, instantly restores 50 health. Name Mana Transistor Effect on Acquire Restores 100 mana Rarity Common Description Small computer transistor with a small blue glow. Instantly restores 50 mana when picked up. White 47 Name Mana Chip Effect on Acquire Restores 200 mana Rarity Common Description Computer chip with blue glowing outlines. Instantly restores 100 mana when picked up. Name Mana Card Effect on Acquire Restores 350 mana Rarity Uncommon Description Blue glowing computer card that instantly restores 200 mana when picked up. Name Mana Processor Effect on Acquire Restores 500 mana Rarity Rare Description Large processor chip with a blue glow around it. Instantly restores 500 mana when picked up. White 48 Name Rapid Fire Effect on Acquire Players now fire spells 2x faster for 15 seconds Rarity Rare Description An blurry wand symbolizes this powerup. Name Ultra Power Effect on Acquire Increases spell damage by 50% for 15 seconds. Rarity Rare Description An icon of lighting bolts symbolizes this powerup. Name Physical Immunity Effect on Acquire Makes the player immune to any physical attacks/effects for 10 seconds. Rarity Rare Description An icon of a shimmering hammer symbolizes this powerup. White 49 Name Magical Immunity Effect on Acquire Makes the player immune to any magical attacks/effects for 10 seconds. Rarity Rare Description An icon of a shimmering glowing fist symbolizes this powerup. Name Underwater Breathing Effect on Acquire Allows the player to breath under water without taking any drowning damage for 5 minutes. Rarity Rare Description An icon of a water bubbles symbolizes this powerup. Name Fire shield Effect on Acquire Allows the player to absorb 50 physical damage while deflecting any fire damage. Rarity Rare Description An icon of a fire flame symbolizes this powerup. White 50 Name Electric Shield Effect on Acquire Allows the player to absorb 50 physical damage while deflecting any electrical damage. Rarity Rare Description An icon of a round electrical bolt symbolizes this powerup. Name Poison shield Effect on Acquire Allows the player to absorb 50 physical damage while deflecting any poison damage. Rarity Rare Description An icon of green skull and crossbones symbolizes this powerup. Name Frost shield Effect on Acquire Allows the player to absorb 50 physical damage while deflecting any frost damage. Rarity Rare Description An icon of a round snowflake symbolizes this power up. White 51 Name Second Chance Effect on Acquire Instantly restores full health and full mana. Rarity Very rare Description An icon of glowing wings symbolizes this power up. Name Blue Time Stone Effect on Acquire Once the player has collected 3 of these stones, he may use them to open a portal into the past. Rarity Uncommon Description A blue crystal shard. Name Red Time Stone Effect on Acquire Once the player has collected 3 of these stones, he may use them to open a portal into the future. Rarity Uncommon Description A red crystal shard. White 52 Name Blue Crystal Ball Effect on Acquire The player can destroy this to instantly summon a portal into the past. Rarity Very rare Description A blue crystal ball swirling with a blue cloud inside. Name Red Crystal Ball Effect on Acquire The player can destroy this to instantly summon a portal into the future. Rarity Very rare Description A red crystal ball swirling with a red cloud inside. White 53 15.2 Weapons / Spells The primary method for players to attack enemies is through the use of spells. Spells require mana. Mana slowly regenerates, though it can regenerate faster with power ups listed above. New spells come in the form of scrolls that are found throughout the game world. Each scroll has a symbol etched on it that depicts that type of spell on the scroll. Once the player acquires a spell scroll and learns a new spell, they will not need to acquire additional spells. The newly learnt spells are permanent. 15.3 Spell Schools Morlin the Magician contain spell color type which constitute the spell’s behavior and how it affects the game world. The magic color acts as a magical element in other games. Instead of elemental magic, there are magic colors that dictate a spell’s behavior. The magical colors of Morlin the Magician are red, black, yellow and white. Red Magic – Red magic places an emphasis on fire magic. Most attacks from this magic school are fire based attacks with a small mix of electric based attacks. Red magic can deals damage by outputting at a rapid rate doing light White 54 damage. Red magic is versatile as well. The player will be able to move and jump while casting some of the more advanced spells. Black Magic – Black magic places an emphasis on demon magic. Black magic attacks are more often much slower than Red magic however are a lot more powerful. Black magic can deal massive blows to foes but it is not as versatile. In order to cast the more advanced spells, the player must be standing still order to successfully cast Black magic spell. Yellow Magic – Yellow magic places an emphasis on impact and force by pushing enemies away and crushing them from above. This magic color can act both as a defensive and offensive ability by pushing enemies away and can provide utility for using a force shock to blow away obstacles that are normally impassable such as rocks. Yellow magic can also be used to knock enemies up in the air to take falling damage. White Magic – White magic places an emphasis on defensive ability for the player. White magic can heal the player and provide barriers from damage. White magic can also be used to reflect certain attacks and more advanced spells can make the player immune to damage for a short period of time. White 55 Attack Electric Shock Damage 30-35 Speed 0.5/sec Description A small electrical ball is thrown doing light electrical damage. Attack Ignite Damage 33-38 Speed 0.7/sec Description A very fast traveling burst of fire causing light fire damage. White 56 Attack Ice bolt Damage 32-37 Speed 0.8/sec Description A medium speed projectile of frost doing light frost damage. Attack Fire fly Damage 35 Speed 2/sec Description Three bolts fly out from the wizard heading up, down and straight on doing light fire damage. Attack Pulse Damage 40 Speed 3/sec Description A quick electrical shock in front of the enemy that knocks them back a short distance. White 57 Attack Shock Wave Damage 65 Speed 3/sec Description A quick moving wave of electricity flies doing moderate to heavy electric damage.