Campaign

The Campaign in Alchemic Jousts consists of 30 different missions, each one with their own rules. Outside the first 3 tutorial missions, each mission has 3 difficulty settings (Easy, Normal and Hard). At least one difficulty must be completed on a mission to unlock the next one.

Completing a mission will grant Experience and Reagents (which are used in the laboratory to create skills). Missions can be replayed, but they will grant a smaller number of reagents.

There are also challenges that can be unlocked after completing certain number of missions. Challenges grant Clues instead of Reagents. Challenges only have a single difficulty option (Hard), but there will be specific tasks that must be completed to earn their rewards. Completing the entire campaign will unlock the Elite Jousts, where the hardest can be fought.

1 - Tutorial

 * Combat
 * Learn the basics of the game.


 * Rewards
 * 30 Experience, 2 Reagents.

2 - Tutorial

 * Combat
 * Learn how Zones work and how to use them to your advantage. No Elementals will be harmed in this tutorial.


 * Rewards
 * 35 Experience, 3 Reagents.

3 - Tutorial

 * Combat
 * Learn how Resources and Cooldowns affect your Skills. Ok, we lied, some were hurt, but don't worry, we have many more ready to use.


 * Rewards
 * 40 Experience, 4 Reagents.

4 - Combat!

 * Combat
 * Standard game mode.
 * Destroy your opponent's Tower while protecting yours.


 * Rewards
 * Easy: 30 Experience, 5 Reagent.
 * Normal: 50 Experience, 7 Reagent.
 * Hard: 70 Experience, 9 Reagent.

5 - Mud

 * Combat
 * Beware your enemy's Mud Elementals, they will break into an Earth Elemental after the first combat. That's how physics work.


 * Rewards
 * Easy: 40 Experience, 5 Reagent.
 * Normal: 60 Experience, 7 Reagent.
 * Hard: 80 Experience, 9 Reagent.

6 - Capture!

 * Capture
 * Get the Wand on the field and bring them to your Tower.
 * Only Elementals usually able to damage Towers can grab a Wand, and will lose all combats while carrying it.
 * Elementals hitting the Towers won't cause any damage.


 * Rewards
 * Easy: 50 Experience, 5 Reagent.
 * Normal: 75 Experience, 7 Reagent.
 * Hard: 95 Experience, 9 Reagent.

7 - Flames

 * Combat
 * Flames will turn enemy Fire into Lava Elementals (again, physics). Be careful! A hose would be useful.


 * Rewards
 * Easy: 60 Experience, 5 Reagent.
 * Normal: 85 Experience, 7 Reagent.
 * Hard: 110 Experience, 10 Reagent.

8 - Rain

 * Capture
 * Your Fire Elementals can really suffer in this Joust. They might even need psychological treatment once you are finished.


 * Rewards
 * Easy: 70 Experience, 5 Reagent.
 * Normal: 100 Experience, 7 Reagent.
 * Hard: 130 Experience, 10 Reagent.

9 - G.E.

 * Combat
 * This Joust has a Global Effect that affects both Players. Fire generation will be increased, so your Fire Skills will recharge much faster, but beware, as your enemy ones will do the same... Unless you offer us enough money to remove your opponent's effect.


 * Rewards
 * Easy: 80 Experience, 5 Reagent.
 * Normal: 115 Experience, 8 Reagent.
 * Hard: 150 Experience, 10 Reagent.

10 - Unstable

 * Combat
 * Zones will quickly change their owner as you Joust in this Combat, be careful not to gift your opponent important Enchants or Buffs. Your opponent has promised not to steal your Zones, and advices you to ignore the previous tip.


 * Rewards
 * Easy: 90 Experience, 5 Reagent.
 * Normal: 130 Experience, 8 Reagent.
 * Hard: 175 Experience, 10 Reagent.

11 - Speed

 * Capture
 * Your opponent will try to be faster than you. Will also try to cheat, but we will make sure that doesn't happen too often.


 * Rewards
 * Easy: 100 Experience, 5 Reagent.
 * Normal: 150 Experience, 8 Reagent.
 * Hard: 200 Experience, 11 Reagent.

12 - King!

 * King of the Hill
 * Controlling Zones will cause damage over time to the Towers.
 * The more stones you control, the faster the damage will be.
 * Elementals hitting the Towers won't cause any damage.


 * Rewards
 * Easy: 110 Experience, 5 Reagent.
 * Normal: 170 Experience, 8 Reagent.
 * Hard: 230 Experience, 11 Reagent.

13 - Double it

 * Combat
 * Double Elementals (CDElementalDoble.png) will be more dangerous than ever, make sure you cast as many of them as you can. Also, make sure you don't enter a dark alley with them.


 * Rewards
 * Easy: 120 Experience, 5 Reagent.
 * Normal: 195 Experience, 8 Reagent.
 * Hard: 260 Experience, 12 Reagent.

14 - Steve

 * King of the Hill
 * Danger can come from the sky in this Joust. And from Steve, but we will take care of him.


 * Rewards
 * Easy: 130 Experience, 6 Reagent.
 * Normal: 220 Experience, 8 Reagent.
 * Hard: 295 Experience, 12 Reagent.

15 - Equator

 * Capture
 * Congratulations, you've reached the midpoint of the Campaign. We will celebrate it giving you no information about your opponent.


 * Rewards
 * Easy: 140 Experience, 6 Reagent.
 * Normal: 250 Experience, 9 Reagent.
 * Hard: 330 Experience, 12 Reagent.

16 - Meteors

 * Combat
 * Meteors will dramatically change the situation every time they fall, be ready for that. You might try an umbrella, it could work.


 * Rewards
 * Easy: 150 Experience, 6 Reagent.
 * Normal: 280 Experience, 9 Reagent.
 * Hard: 370 Experience, 13 Reagent.

17 - 5 Zones

 * King of the Hill
 * The battlefield is bigger, which means there's an extra Zone to capture, and the Elementals will take longer to reach the enemy Tower. It also might mean that you need to get closer to the screen to see them.


 * Rewards
 * Easy: 160 Experience, 6 Reagent.
 * Normal: 315 Experience, 10 Reagent.
 * Hard: 410 Experience, 13 Reagent.

18 - Landscape

 * Capture
 * Buffs are already in place in this scenario. Which ones will appear is unknown, so be ready for any possible combination. Ok, we do know it, but we have place a bet for your enemy, so we'll send him the info.


 * Rewards
 * Easy: 170 Experience, 7 Reagent.
 * Normal: 340 Experience, 10 Reagent.
 * Hard: 455 Experience, 13 Reagent.

19 - Electricity

 * Capture
 * This opponent likes electricity a lot. He also likes showing photos of his cats to everybody, but I would focus on the electricity thing right now.


 * Rewards
 * Easy: 180 Experience, 7 Reagent.
 * Normal: 360 Experience, 10 Reagent.
 * Hard: 500 Experience, 14 Reagent.

20 - Air

 * King of the Hill
 * This Joust has a Global Effect that affects both Players. Air generation will be increased, so your Air Skills will load much faster, but beware, as your enemy ones will do the same... Yes, we just reused this text. It was late and we wanted to go home.


 * Rewards
 * Easy: 190 Experience, 7 Reagent.
 * Normal: 380 Experience, 11 Reagent.
 * Hard: 550 Experience, 14 Reagent.

21 - Slaps

 * Capture
 * Elementals killed in combat will be reborn under the opposite Player's control. Traitors! We will take note of all their names.


 * Rewards
 * Easy: 200 Experience, 7 Reagent.
 * Normal: 400 Experience, 11 Reagent.
 * Hard: 600 Experience, 15 Reagent.

22 - Ping Pong

 * King of the Hill
 * A beneficial effect will bounce from Player to Player. Make sure you make the most of it when you have it. Also, make sure you speak well about the game to everyone you know, or next stages will be harder.


 * Rewards
 * Easy: 210 Experience, 8 Reagent.
 * Normal: 420 Experience, 11 Reagent.
 * Hard: 630 Experience, 15 Reagent.

23 - Roulette

 * Combat
 * Be ready for the Elementals appearing on the center. They always follow the same sequence. Ok, We lied. Next stages will be harder anyway, but you should still talk about the game.


 * Rewards
 * Easy: 220 Experience, 8 Reagent.
 * Normal: 440 Experience, 12 Reagent.
 * Hard: 660 Experience, 15 Reagent.

24 - Shields

 * Combat
 * All Elementals will get Shields, which makes it easier for them to reach the enemy Tower. All Shields are basically the same graphic reused which makes it easier for us to finish the game.


 * Rewards
 * Easy: 230 Experience, 8 Reagent.
 * Normal: 460 Experience, 12 Reagent.
 * Hard: 690 Experience, 16 Reagent.

25 - "Spam"

 * Capture
 * There will be many more Air Elementals than usual in this Joust. There will be the same amount of Wands as usual though, so many of them will get dissapointed.


 * Rewards
 * Easy: 240 Experience, 8 Reagent.
 * Normal: 480 Experience, 12 Reagent.
 * Hard: 720 Experience, 17 Reagent.

26 - Sacred

 * Capture
 * All Elementals will be protected with Sacred Magic, making them immune to everything harmful, but combats... and jokes about their weight; those can devastate some of them.


 * Rewards
 * Easy: 250 Experience, 8 Reagent.
 * Normal: 500 Experience, 13 Reagent.
 * Hard: 750 Experience, 17 Reagent.

27 - Special

 * King of the Hill
 * Special Elementals (CDElementalEspecial.png) cast will be duplicated. Not using them on this Joust would also make you... "special".


 * Rewards
 * Easy: 260 Experience, 9 Reagent.
 * Normal: 520 Experience, 13 Reagent.
 * Hard: 780 Experience, 17 Reagent.

28 - Flash

 * King of the Hill
 * Flash Elementals will turn around the state of the Joust any time they appear. In other words, you can blame them if you lose.


 * Rewards
 * Easy: 270 Experience, 9 Reagent.
 * Normal: 540 Experience, 13 Reagent.
 * Hard: 810 Experience, 18 Reagent.

29 - Giants

 * Combat
 * Flying Elementals will become Giant, making double damage to the Enemy Tower. They will still look small on the screen, but don't tell them, they are happy calling themselves "Giants".


 * Rewards
 * Easy: 285 Experience, 9 Reagent.
 * Normal: 570 Experience, 14 Reagent.
 * Hard: 855 Experience, 18 Reagent.

30 - Finale

 * Combat
 * Wow! We can't believe it, you did it, last stage of the campaign!! Go ahead, just one more step... to unlock more stuff. But anyway, we will celebrate!!! There will be a cake, and we are almost sure there won't be any homicidal robots.


 * Rewards
 * Easy: 300 Experience, 10 Reagent.
 * Normal: 600 Experience, 14 Reagent.
 * Hard: 900 Experience, 18 Reagent.

Challenge 1
Unlocks after completing 9 missions.


 * Attack
 * Hit your opponent's Tower as many times as possible before the time ends.
 * Your Tower won't receive any damage.
 * The more hits you inflict, the better the rewards.


 * Rewards
 * Hit 3 Times: 90 Experience, 1 Clues.
 * Hit 6 Times: 130 Experience, 2 Clues.
 * Hit 9 Times: 175 Experience, 3 Clues.

Challenge 2
Unlocks after completing 14 missions.


 * Endless
 * Survive for as long as possible while your opponent grows stronger.
 * Your opponent's Tower won't receive any damage.
 * The longer you survive, the better the rewards.


 * Rewards
 * Survive 3 Minutes: 140 Experience, 1 Clues.
 * Survive 6 Minutes: 250 Experience, 2 Clues.
 * Survive 9 Minutes: 330 Experience, 3 Clues.

Challenge 3
Unlocks after completing 19 missions.


 * Attack
 * Skill costs are lower, so you can bring expensive Skills to this Joust. Cheap Skills are also lower, but winning with them isn't classy.


 * Rewards
 * Hit 3 Times: 190 Experience, 2 Clues.
 * Hit 6 Times: 380 Experience, 4 Clues.
 * Hit 9 Times: 550 Experience, 6 Clues.

Challenge 4
Unlocks after completing 24 missions.


 * Endless
 * Damaging Spells and Enchants will cause killed Elementals to be reborn under the opposite Player's control. Traito... Wait, we've already done that one... hmm... would it be too obvious if we go back to the "talk about the game" thing?


 * Rewards
 * Survive 3 Minutes: 240 Experience, 2 Clues.
 * Survive 6 Minutes: 480 Experience, 4 Clues.
 * Survive 9 Minutes: 720 Experience, 6 Clues.

Elite Jousts 1

 * Combat
 * Standard game mode.
 * Destroy your opponent's Tower while protecting yours.


 * Rewards
 * Easy: 500 Experience, 12 Reagent.
 * Normal: 1000 Experience, 20 Reagent.
 * Hard: 1500 Experience, 30 Reagent.

Elite Jousts 2

 * Endless
 * Survive for as long as possible while your opponent grows stronger.
 * Your opponent's Tower won't receive any damage.
 * The longer you survive, the better the rewards.


 * Rewards
 * Survive 5 Minutes: 600 Experience, 15 Clues.
 * Survive 10 Minutes: 1750 Experience, 28 Clues.
 * Survive 15 Minutes: 3000 Experience, 48 Clues.

Elite Jousts 3

 * Attack
 * Hit your opponent's Tower as many times as possible before the time ends.
 * Your Tower won't receive any damage.
 * The more hits you inflict, the better the rewards.


 * Rewards
 * Hit 5 Times: 600 Experience, 10 Reagent.
 * Hit 10 Times: 1250 Experience, 20 Reagent.
 * Hit 20 Times: 2250 Experience, 30 Reagent.

Elite Jousts 4

 * King of the Hill
 * Controlling Zones will cause damage over time to the Towers.
 * The more stones you contrl, the faster the damage will be.
 * Elementals hitting the Towers won't cause any damage.


 * Rewards
 * Easy: 500 Experience, 12 Reagent.
 * Normal: 1000 Experience, 20 Reagent.
 * Hard: 1500 Experience, 30 Reagent.

Elite Jousts 5

 * Capture
 * Get the Wands on the field and bring them to your Tower.
 * Only Elementals usually able to damage Towers can grab a Wand, and will lose all combats while carrying it.
 * Elementals hitting the Towers won't cause any damage.


 * Rewards
 * Easy: 500 Experience, 12 Reagent.
 * Normal: 1000 Experience, 20 Reagent.
 * Hard: 1500 Experience, 30 Reagent.