Magi are people with ACDD who, after undergoing certain experiments and mutations, gain the ability to use magic without the need for some sort of magic item. Potential Magi must be at least sixteen years old and undergo rigorous training to ensure that they are capable of handling the pain that comes with becoming a Magi. After the process is completed, Magi must undergo rehabilitation before they can use magic regularly without any repercussions. This period is usually about a year, but some Magi are rehabilitated in only six months or less.
Magi Marauders is a sport created by Magi in Archos during the late 800s RD. The sport was originally created as a way for them to test their new magic powers. The original game lacked the technological innovations of the modern version and was much more dangerous. In the early 900s RD, Nathaniel Dryer overhauled the game, introducing the enchanted armor that protects players from severe damage, and the projectors that simulate various environments, allowing the game to be played anywhere.
Magi Marauders is played by two seven man teams.
Players are allowed to use whatever magic they please, including Arms. However, some potion types are banned, such as poisons.
Game duration varies; usually, games are allowed to go on for a half hour, and others two and a half hours.
Players are allowed to carry up to four potions with them, and two can be healing potions.
A player’s armor has two jewels, known as vital points, located on the heart and forehead. Getting hit in either place is an automatic knockout.
Capture the Flag is a game type in which the two teams must obtain the other’s flag and get it back to their side. Players who are knocked out must wait five minutes before being able to play again. Manhunt is another game type in which the objective is to eliminate the opponent. Each player can only be knocked out once. Capture the Flag Manhunt is a combination of the two. Introduced in 1020 RD, Kingkiller is a game mode wherein each team is tasked with eliminating the other’s king.
In 1025 RD, different types of Vital Gems and ‘Heavy Arms’ were introduced. Each one gave each player a different ‘class’. This feature was added with the hope of making the game a bit more strategic, with teams formulating strategies around their different classes. They were:
Deep Blue Guardian: The Guardian is intended to take hits from the new Heavy Arms, which do large amounts of damage. Guardians take less damage and have a bit more health, but are the slowest class.
Red Trainer: The Trainer is the default configuration, but with a few more hit points. While there isn’t anything spectacular about the Trainer, is it a nice, basic class without any gimmicks.
Green Scout: The Scout has the least hit points of the four classes, but is the fastest. Scouts are intended to do as their name suggests: scout ahead and watch for enemies or environmental hazards.
Yellow Trooper: The Trooper has slightly higher health than the Trainer and does more damage, but is a bit slower than it. Troopers are meant to fight on the front lines because their damage output is highest amongst the four classes.
Since Magi Marauders is basically simulated combat, it has very few rules; players can do nearly anything they want to achieve victory.