Key Magiquest Terms

Terms are defined in the order they appear in the game:

Clans — Clans live within the Kingdom of MagiQuest. Before entering the game, a player chooses to become a member of one of the clans. There are five clans:

  • Warrior Clan: Lords & Ladies who are fiercely loyal and heroic.
  • Woodsy Clan: Gentle tree-dwellers, mystical and mischievous by nature.
  • Trixter Clan: Music-minded, merry court jesters and great lovers of practical jokes.
  • Majestic Clan: Regal, enlightened souls with legendary nobility; descended from royal bloodlines.
  • Shadow Clan: Sly, naturally devious, sneaky and not to trusted.

  • Magi — Magi who possess a magic wand and can make magic in the land of MagiQuest.

    Quests (also called Rune Quests) — Challenging, scavenger-hunt-type searches made “magical” by special effects. There are currently 12 Quests.

    Runes (Powers) — Powers that Magi accumulate. Runes can be earned by completing Rune Quests. The runes are Lightning, Enchant, Music, Healing, Distraction, Protection, Ice Arrow, Portal, Reveal The Invisible, Dazzle, Freezing and The Rune Of The Master Magi.

    Master Magi — Anyone who has completed all of the Rune Quests.

    Adventures — After a Magi has completed the 12 Rune Quests, he or she can go on an “Adventure.” Interactive journeys to reach an ultimate goal, Adventures are made up of a combination of simple, medium or difficult “magical” encounters with special effects. There are currently five Adventures: The Mighty Pixie Adventure; The Dungeon Goblins Adventure, The Duel Master Adventure, Tame the Unicorn Adventure and Vanquish The Dragon Adventure.

    Dueling Runes (Powers) — Runes earned by successfully completing an Adventure. These runes — Summon the Dragon, Summon the Pixie, Ancient Winds, Super Shield, Snare/Web of Immobilization — can be used to engage in dueling.

    Dueling Stations — After earning runes, Magi can challenge other Magi in the Dueling Stations. There, Magi can test their powers against the powers of other Magi.