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Magi-Nation (GBC)
Magi-Nation GBC
Production Information
Release Date March 15, 2001
Distributor Epoch Co.
Country of Origin North America
Media Information
Previous Medium Magi-Nation Duel
Book of Ages (concurrent)
Following Medium Magi-Nation (GBA)

Magi-Nation for the Game Boy Color was released in March 2001 by Interactive Imagination (2i). The game follows the progress of the protagonist, Tony Jones, on a journey through six Moonlands. He must collect Core Stones from the Shadow Geysers across the Moonlands in order to defeat the villainous Agram by placing the stones into the Core Glyph.

Gameplay

The game allows for the player, Tony Jones, to move around on a plane relatively freely in all directions restricted only by environmental obstacles. There are two zones that can be traveled: primary areas where most gameplay takes place and a less detailed overworld map. The map is commonly used in order to travel between the more important areas.

Battling

The game's battle system consists of five actions that Tony Jones can perform. Most of these actions are directly related to the Magi's energy level, which acts as a pool of health that must be lowered to 0 in order for the Magi to be defeated. Even if a Magi's energy drops to 0, he or she cannot be defeated as long as a friendly Creature is in play.

  • Summon - Summon one Dream Creature from a ring to battle at the cost of the required summoning energy (the Creature's health). Up to ten rings, one per finger, can be carried at once. Defeated Creatures may be re-summoned if sufficient energy is remaining.
  • Focus - Recover between 1 and 8 energy. Focus is best used when no other actions are available, instead of casting spells, and when friendly Creatures are on the field.
  • Spell - Cast a spell at the beginning of the turn at the cost of energy. Most spells deal damage to one or more targets while others lower stats or restore friendly Creatures.
  • Item - Use a battle-related item. Many of these, such as Baloo Root and Remedy Drinks are energy-restoring items which are found in finite quantities.
  • Run - Attempt to flee from battle. If friendly Creatures are in play, their energy is not regained. Fleeing may fail, and Tony cannot flee when battling another Magi, aside from practicing against Salafy.

Once every turn, each Dream Creature in play can either use a base attack, adopt a defensive position, or use one of its abilities which cost the Creature a defined amount of energy when they are performed.

Upon defeating a group of Dream Creatures or winning a Duel, the energy remaining in all friendly Dream Creatures returns to the winning magi.

Status Changes

Dream Creatures can be affected by status changes resulting from being stricken by an attack with a chance of inflicting the relevant effect.

  • Burrow - Protect the Creature from receiving damage.
  • Confusion - Cause a Dream Creature to stop responding to its Magi and to attack at random. Confusion takes effect the turn after it is administered.
  • Diffusion - Redirect an attack to another allied Creature by using Slide or Ink. If there are no allied Creatures present, the attack hits the original target.
  • Eruption - Eliminate a Dream Creature after three turns to cause damage to all allies by equipping the End Bringer Relic.
  • Hiccups - Cause a Dream Creature to skip turns at random by equipping the Water Orb Relic.
  • Plague - Cause a Dream Creature to lose 10 energy at the end of its turn unless treated by an item, Spell, Mend, or fire attack.
  • Prism - Reflect all targeted damage by using a defensive ability.
  • Termination - Instantly defeat a Dream Creature by using a spell such as Cunning Blow.

Damage Formula

N=(B-Dl/99+L)AEd
Base DEFL

where:

N is damage
B is base damage
D is defense (resistance for elemental spells)
l is defense limit
L is luck correction
A is ability multiplier
E is elemental multiplier
d is defend multiplier
Elements

Regions which are strong against another region deal 125% of normal damage. Regions which are resistant to another region are dealt 75 of normal damage.

  • Arderial - Strong against Cald but is resistant to Underneath
  • Cald - Strong against Orothe but is resistant to Arderial
  • Core - Strong against Naroom
  • Naroom - Strong against the Core
  • Orothe - Strong against Underneath but is resistant to Cald.
  • Underneath - Strong against Arderial but is resistant to Orothe

Plot

Construction
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This article or section is under construction for expansion or organization.

Tavel Gorge

Upon moving to a small neighborhood in Tavel Gorge, Tony Jones is dared by the local children to retrieve a rare crystal from a cave. He finds the crystal, but the cave collapses, sending Tony falling into a chasm. Tony wakes up in a pool of water in a world known as Magi-Nation.

Naroom

After witnessing a Dream Creature, Furok, appear from the crystal, Tony meets Eidon, who takes Tony to the nearby town of Vash Naroom, believing Tony to be the prophesied reincarnation of the Great Magus, Kyros. Against Orwin's wishes, Tony is brought to Naroom's training grounds to learn how to control Dream Creatures. However, the news of an earthquake, caused by a Shadow Geyser, interrupts the training.

Tony is then sent to Gia, a matriarchal figure of Naroom, who believe Eidon's suspicions about Tony and that only Tony could use the Core Glyph to defeat Agram. Tony is then sent to enter and destroy the Shadow Geyser by removing a stone from its foundation. Succeeding, he follows a hooded figure into a cave, where Tony found a pair of Crystal Blades. Tony returns to Gia with the stone, finding that the stone fit perfectly into the Core Glyph.

Underneath

After similar stones are located telepathically, Gia sends Tony to the Underneath, where there was another earthquake due to a Shadow Geyser. Tony enters the Shadow Geyser and secures the Core Stone. However, upon returning, Tony finds the Underneath ransacked by Shadow Magi under Morag. Tony is defeated but saved by Wence.

Ormagon can be found by completing a mini-quest which begins and ends in the Underneath.

Cald
Location Creatures Appears Level HP
West lava tube
East lava tube
Drakan Turn 1, beginning 24 49
West lava tube
East lava tube
Drakan
Lava Balamant
Diobor
Turn 1, beginning
Turn 1, end
Turn 2, end
25
24
22
51
49
44
West lava tube
East lava tube
Graw
Diobor
Lava Balamant
Turn 1, beginning
Turn 1, end
Turn 2, end
24
21
21
50
42
41
West lava tube
East lava tube
Graw
Drakan
Lava Balamant
Turn 1, beginning
Turn 1, end
Turn 2, end
24
21
21
50
42
41
West lava tube
East lava tube
Graw
Lava Balamant
Raxis
Turn 1, beginning
Turn 1, end
Turn 2, end
25
24
23
51
49
46
West lava tube
East lava tube
Lava Balamant
Diobor
Turn 1, beginning
Turn 1, end
24
22
50
44
West lava tube
East lava tube
Raxis
Graw
Turn 1, beginning
Turn 1, end
24
22
49
44
West lava tube
East lava tube
Sabreback
Graw
Turn 1, beginning
Turn 2, end
25
23
52
46
Central lava tube Arbolit
Lava Aq
Turn 1, beginning
Turn 2, end
22
20
44
40
Central lava tube Arbolit
Lava Arboll
Turn 1, beginning
Turn 2, end
22
21
44
42
Central lava tube Kelthet Turn 1, beginning 24 48
Central lava tube Lava Aq
Quor
Kelthet
Turn 1, beginning
Turn 1, end
Turn 2, end
22
20
21
44
40
42
Central lava tube Quor
Quor
Turn 1, beginning
Turn 1, end
23
22
46
44
Central lava tube Quor
Arbolit
Arbolit
Turn 1, beginning
Turn 1, end
Turn 2, end
22
20
20
44
40
40
Central lava tube Quor
Kelthet
Turn 1, beginning
Turn 1, end
23
22
46
44
Central lava tube Quor
Lava Aq
Kelthet
Turn 1, beginning
Turn 1, end
Turn 2, end
22
21
21
44
42
42
Underneath Hyren lair
(Central lava tube)
Giant Korrit
Giant Korrit
Mush Hyren
Turn 1, beginning
Turn 1, beginning <be> Turn 2, end
30
30
40
60
60
150
Underneath Hyren lair
(Central lava tube)
Weebat
Weebat
Cave Hyren
Turn 1, beginning
Turn 1, beginning
Turn 2, end
30
30
60
60
60
200
Underneath Hyren lair
(Central lava tube)
Mush Hyren
Cave Hyren
Turn 1, beginning
Turn 2, end
40
60
150
200
Cald Hyren lair
(West lava tube)
Quor
Quor
Magma Hyren
Turn 1, beginning
Turn 1, beginning
Turn 2, end
30
30
40
60
60
150
Cald Hyren lair
(West lava tube)
Arbolit
Arbolit
Flame Hyren
Turn 1, beginning
Turn 1, beginning
Turn 2, end
30
30
60
60
60
200
Cald Hyren lair
(West lava tube)
Magma Hyren
Flame Hyren
Turn 1, beginning
Turn 2, end
40
60
150
200

When Tony returns to Naroom, he gets kidnapped to Cald by Morag. Though the citizens of Cald suspect Tony of creating a Shadow Geyser in the region, his saving them from a Shadow Magi attack earns the trust of the town. Tony then enters the Shadow Geyser where he is confronted by the Shadow Magi, Warrada. During the town's celebration of the Shadow Geyser's closing, Tony again is kidnapped by Morag and this time is thrown into the Shadowhold.

Orothe

With the help of a mysterious figure, Tony manages to escape and finds himself in the underwater region of Orothe, using an Orothean Belt to breathe. Finding a fourth Shadow Geyser, Tony finds Warrada guarding it. Tony then is given the choice to take the Core Stone without a fight if he would not close any more Shadow Geysers or to combat the Shadow Magi.

Megathan can be found by setting off a Blast Urn in the Ruins near Oscent Mar.

Arderial

Regardless, Tony then travels to the entrance to the Core but cannot enter. Here, he encountered his rescuer, a winged being from the cloud city of Arderial. Upon being brought to Arderial, Tony finds the hidden city under siege by Shadow Magi. Meeting Agram, the leader of the Shadow Magi, Tony learns that the fifth Core Stone from Arderial is required for the Core Glyph to unlock the Core.

Orathan F can be found by walking around the two enormous mountains northeast of the Arderial palace.

Core

After obtaining the fifth Core Stone, Tony meets Agram in the Core. Tony again is given a choive, to return home without a fight or to fight Agram to save the Eliwan from extermination. After choosing to fight Agram, the world of Magi-Nation is saved, and Tony returns to Earth with the respect of the other children.

Location Creatures Appears Level HP
data pending Core Hyren Turn 1, beginning data pending data pending
data pending Shadow Vinoc
Koil
Turn 1, beginning
data pending
data pending
data pending
data pending
data pending
data pending Yvohcna
Shadow Karak
Turn 1, beginning
data pending
data pending
data pending
data pending
data pending
data pending Kletch
Sarbil
Spindle
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending Hook Wing
Grax
Kazor
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending Vile Yogu
Borgor
Dryte Fiend
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending Dark Ayebaw
Dark Vellup
Black Agovo
Shryque
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending
data pending

Dream Creatures

Tony begins with a Furok whose Animite he acquired upon entering the Moonlands. As he travels across the Moonlands, he is able to acquire various allied Dream Creatures by obtaining Animite from battle. Only one type of Animite may be obtained per battle. Wild Dream Creatures are encountered as randomly generated sparks of mist that initiate a battle if the player touches them. Dream Creatures are also encountered by battling against Shadow Magi. Within each region's Shadow Geyser, up to four Dream Creatures may be summoned by opposing Shadow Magi.

Dream Creatures are summoned in battle through rings, which are forged by Ringsmiths. Ringsmiths require a certain number of a Dream Creature's Animite, and often other Animite, in addition to a monetary fee in order to create a particular ring. The Ringsmiths include Pruitt for Naroom, Fossik for the Underneath, Magam for Cald, Orlon for Orothe, Lasada for Arderial, and an unnamed Ringsmith for the Core.

Up to four Dream Creatures may be summoned to the battlefield at once, and only ten rings may be carried at a time. Upon winning a battle, all Creatures on the field receive experience. They level up upon reaching a value of 100.

For a list of the 86 programmed Dream Creatures, see GBC Dream Creatures. Five of these Creatures were omitted by not being given encounter scenarios. These Creatures include Platheus, Sphor, Xyx, Bolt Hyren, and Thunder Hyren. As a result, four other Creatures cannot be forged. These Creatures included Alaban, Yvohcna, Borgor, and Core Hyren. Thus, the number of Creatures obtainable without the use of a Gameshark is 77. The most powerful Dream Creatures include Ormagon, Megathan, Orathan F, and the Hyrens.

Hyrens

In general, the strongest Creatures are a region's Hyrens, which are rivaled in strength by only a three Creatures. Hyrens are encountered and battled in hidden areas. Once a Hyren's required Animites are gathered, its ring can be forged by the ringsmith of that Moonland. The Hyrens can be found in the following areas:

  • Naroom - Taking the first branching path in the tunnels of the Underneath, a stairway contains a cracked wall that can be bypassed using a Blast Urn. At the end of this path is a small forest containing Leaf Hyren and Timber Hyren.
  • Underneath - In the Cald Lava Vents, various "whirlpools" occasionally appear on the blue floor of the area. By descending to this level using sets of stairs situated in several places, a vortex is found with a hidden chamber filled with mushrooms and both the Mush Hyren and Cave Hyren.
  • Cald - On the left side of the overworld map is a hidden area behind a volcano where Magma Hyren and Flame Hyren can be found.
  • Orothe - Behind the Seer's house is a lake, with a deep spot of water on the western edge. Entering this pool, an underwater cavern is found which houses Coral Hyren and Deep Hyren.

References

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