Magicka Elemental Roulette
- 1Checklists
The high magicka pool let you cast spells, but if you don't invest in magic skills they won't be that useful (scrolls and staves will be better). Lord is a very versatile stone that is good on virtually any build. Here are the hair and eye colours for each elemental-type: Ice-Grey Fire-Red. Magicka Dance, Triple Hit, Goddess Gift, Roulette, Fated Calling, Miverva's Justice. For as long as war has raged, heroes from every race have aimed to master the art of battle. Warriors combine strength, leadership, and a vast knowledge of arms and armor to wreak havoc in glorious combat. I think that the concept of these bags is exceptional, and overall I am happy with our purchase. However I do find them to be too long (deep) in that the bottom of the bag being of a netting material which extends the bag bunches up in the trolley and makes the placing of the bags into the boot of a car quite difficult as the bags hang very long and in our car from the top of the bag to the.
Checklists[edit edit source]
These are listed in order of game appearance.
For visual support, refer to this video: http://www.youtube.com/watch?v=oLtevE8xBOg
Achievements[edit edit source]
King's Quest
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Don't fear the reaper |
Magicks[edit edit source]
I put on my robe and wizard hat
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Items[edit edit source]
- Staves
- Vlad's Gauntlet (Inverts damage taken from Healing/Drains life from the nearest player or creature) - Found immediately upon entering Niflheim, right next to the player in Area 1.
- Weapons
- Ring of the Phantom (Low Physical/Knockdown) - The glittering white object northwest of the starting location in Area 1.
Monsters and Bosses[edit edit source]
- Elemental - These wake up with a random element
- Darksoul - These are the elemental skeletons
- Death, Travel Agent (Boss)
Chapter Story[edit edit source]
Magicka Elemental Roulette Wheel
Chapter 10 - A Grim Tango
After a horrible misunderstanding, the wizards entered combat with the Count, who had little choice but to easily defeat them and cast them into the underworld of Niflheim. There they would seek someone who could return them to the corporeal realm -- and to Fafnir.
Area 1[edit edit source]
You are unceremoniously thrown into Niflheim by Vlad from his castle and appear in a large sandy and barren area lit by a single fire on a stick. A gauntlet mysteriously drops right next to you, followed by Future Vlad appearing and berating you for not explaining the situation to Vlad and instead engaging him in combat. He lets off by informing that you are now in the land of the dead. But fear not, because Vlad is an acquaintance of the ruler of the region, Death. He adds that Death partly owns a travel agency and that you just have to find him to travel back home.
Feel free to pick up and keep Vlad's Gauntlet. Nearby, you will find unactivated Elementals which activate when you get near them or when you attack them. The element they become depends on what you hit them with (Arcane will make an Arcane Elemental). If you simply walk past them, they will become a random element. The color of their swords will hint to their element (If the swords are red, for example, the elemental is fire). If you choose to fight the Elementals, choose a beam of the opposite element to dispatch them quickly because they will be immune to the element of their color. An easy way to kill them is to get just close enough to toss a water bomb (+right click) then cast Thunder Bolt (+spacebar)
The entirety of Area 1 is a huge rectangle island. If you go to the top left (northwest) of this area you will come across the Ring of the Phantom (It can be tricky to pick this one up. Handle any Elementals nearby before attempting to pick it up). If you head east from the start location, there will be a moose (Moose 10) hidden on the east side of a vertical column of rocks. This moose can be particularly hard to find because there are not many reference points in Niflheim. The exit to this area is in the top right (northeast) corner in the form of a bridge.
Magicka Elemental Roulette 2
WARNING: | Do not cast any weather-altering magicks such as Rain and Blizzard. It will wake every elemental in the area, and you can quickly be overwhelmed. |
Tip:
To make elementals not wake up when you approach them,summon 16 elementals and activate them. This will prevent hostile elementals from waking up. However,they will awaken if attacked.
Area 2[edit edit source]
When you first enter the City of the Dead, a city with unusually colorful lights, a Darksoul (elemental skeleton) will walk out of his house to check his mail. He spots you, drops his mug, and proceeds to hammer you with some elemental projectiles. There are four versions of these elemental skeletons, namely Arcane, Frost, Lightning and Poison. The most dangerous skeletons are the frost Darksouls because they interfere with your casting and they can bounce you off the cliff edge. It is a good idea to keep a resistance shield up containing the Arcane, Frost and Lightning elements (+Self). Their natural counter is to use the opposite element. Or just use Healing beams and Healing mines to kill them. Continue north up through the town, fighting off more of the skeletons.
After you have battled through the town, Future Vlad will be awaiting you in the next area. He will advise you carefully to just explain your situation to Death. Continue north to meet the veritable Grim Reaper.
Death, Travel Agent[edit edit source]
Turns out Death is not very pleased at your intrusion into his realm and will not let you get a word out edgewise. He will then rise from his throne to engage you.
Death, Travel Agent
Death is the lord of the realm of the dead. Rightly so, he is undead and thus takes damage from Healing spells. Death can be either a very frustrating fight, or a surprisingly easy scuffle. His primary action is to slowly appear at the edge of your screen, and float there, ethereal, for a second, then use one of his abilities. While ethereal, he cannot be attacked. His entire repertoire of actions consist of three abilities.
Defeating Death will complete the 'Don't fear the reaper' achievement. |
TIP: | A very effective strategy is to use +Area Cast whenever Death comes within range. This creates an ice wall of healing wards dealing area heal around them before exploding for more healing. We use 3 so the wards last longer. Alternatively you can blade enchant and aim at Death if your positioning is right. Death will take an upwards of 4000 or more damage per instance, and might never get the chance to use his roulette game. |
Well, Death can't really be killed, only defeated. When you defeat Death, he will return to his throne and compliment your skills, for a mortal. He will then provide you safe passage back to the mortal realm, free of charge. You will also receive the Magick with which to Summon Death (though he often goes for you, instead of what you want killed). Proceed to Chapter Eleven.
TIP: | Summon Death (+spacebar) is a very powerful Magick. When cast, Death will appear somewhere near the direction you are pointing. Death will then charge at whoever has the lowest amount of percentage health remaining and swing his big scythe at it, killing it unless it moves or teleports away just before the scythe lands. Additional notes:
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