Air elementals can be almost immune to melee, and if they plow into the group they can knock everyone over and prevent spellcasting or movement, so you need to deal with the threat. And of course, it summons 5 air elementals beneath it.Ĩ. On impact, the orb turns on and starts spinning, and it blasts the ground beneith it with a damaging electrical burst (so don't be standing there). Stormreaver occasionally throws a slow-moving lightning ball out of his head that flies up to one of the 9 orbs in the ceiling of the room. For the next 2:30 you will have infinite mana, reduced falling damage, and be immune to air-elemental knockdown.ħ. At step 3 you will notice your max hitpoints increase by +50, which is the sign you are charged and should back away. Each time Stormreaver hits you with chain lightning, your charge status increases by 1. (For faster results, ask the fighters without aggro to back away while you do this). To get charged, cast Protection From Electricity and Displacement, then equip a shield and block next to a fighter. Being charged lets you cast many more spells without drinking mana potions, but it's a little risky. Casters decide if they want to be charged or not. Speed of progression is based on what random actions Stormreaver takes, and not on anything you do your only goal is to survive until he does his job (while also bringing down his hp so you can easily kill him later)Ħ. You have around 20 minutes before the building explodes and your mission fails. Once Stormreaver is aggroed, the timer on the wall starts counting down. Fighters should be ready to shield-block a whole lot, because you are not in a hurry to get his health down.ĥa. He also has Cleave, so his swings hit an AOE in front of him. Stormreaver does up to 43 points on a swing, and double on crits, so fortification is obligatory. Buff them with Displacement and Haste, but don't really bother with stoneskin. Fighters should try to hold aggro and stand him in one place, while whittling down his health. Don't bunch up too close to each other.ĥ. Advance into the big room, and stand somewhere around one of the corners, so you are not directly under an orb, and also not under any grooves, holes, or visible spikes. Consider wearing +10 Tumble or Balance items if you have space.Ĥ. Go into the quest, and buff everyone with all 5 energy resists, Tumble, and Greater Heroism. Clerics might prepare Symbol of Fear, but arcanes should stick with Sphere of Dancing.ģ. Tumble, Resist Energy, Protection From Energy, Displacement, Sphere of Dancing, Finger of Death, Destruction, Bestow Curse, Banishment, Enervation, Haste, Heal, False Life, Greater Heroism. Play it until you can reliably do it every time 12 attempts is much more than really needed, and allows a lot of room to recover from stupid mistakes.Ģ. The room three change your fate walkthrough code#Set it to 6 balls in play, code length 4, allow same color yes, and 12 attempts. The room three change your fate walkthrough how to#The following instructions go into more detail on how to survive.ġ. Those instructions, however, ignore the various threats that will try to kill you during the mission. Run to the middle of the big room and open your chests. Run to the puzzle room to the west, and solve the puzzle to open the four-color combination.ħ. When someone starts flying, send him up through the hole in the middle ceiling and down the tunnel to the west to pull a lever.Ħ. Wait maybe 10 minutes, or however long it takes for all 9 ceiling orbs to start spinning.Ĥ. If you need a little help, you can check the hint thread before coming for the answer.ģ. Before reading these directions, you may wish to try the quest on your own (it is not that hard).
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