Now go. Be proud, mortal. Though Thulsa woke Kelsaik, through your efforts he lost control of it. Kelsaik is a crazed beast instead of an obedient weapon. I cannot use powers like I used to ever since the gate closed. But I got you back in one piece. But with his power, controlling Kelsaik as he wishes wouldn't be a problem. I suspect that Thulsa and Killian both are after the fragment as well. You slew the sikandari priests and their argon reinforcements, giving Isrenia time to join with Sikander.
But even as she did, Thulsa and Killian appeared. Sikander, maddened, erupted as Kelsaik. But Kaia assured you there was still hope. Thulsa couldn't control Kelsaik. Kaia ordered you to find an ancient artifact and destroy Kelsaik before Thulsa could bind it. Frontera is a pretty standard town and is presently set up for the Christmas events which I will have to find out what exactly those are.
This brings me briefly to the topic of Holiday type events. Christmas for one. I tried to omit most of that stuff with the town shots I took. The surrounding area, aka the Quarantine Zone is partly rocky, nestled in green hills and very other worldly in most. There are a lot of spots to climb vines and explore a second tier above ground level. Some of the trees are really fascinating to look at and there is a beautiful sky overhead. No BAMs or special monsters of sorts, but the next place on our travels will have plenty of those.
We covered the basic fare here but they were good times. While it seemed to be Kaidun himself leading the attacks, Fraya believed someone else was inciting rebellion. Fraya insisted that Kaidun, who was captured by Thulsa, must still be alive and asked us to go rescue him. She gave us a pendant that remains lit as long as Kaidun lives.
To release Kaidun from the terrible curse, we killed him. Before dying, Kaidun told us Thulsa had abducted the Core and he asked us to tell Fraya he loved her. Fraya thanked us for freeing Kaidun from the terrible curse. This next bit of the Allemanthia story was a lot more exciting that the last. It involved another dungeon run and had a couple of nice cut-scenes. As a gamer, all it takes is one game with excellent voice work and that becomes the bar for expectations. Anything less seems half-assed and degrades some of the strength in a game.
It should be said however, that good voice casting takes a lot of effort and funds so as a starter company I would wager EME did the best they could with that they had. Anyway, it was nice to hear mention of the Argons again and have some meatier story growth here. The town of Arcrum, mentioned earlier, is actually located almost in the middle of this area.
The main road takes an elongated patch through most of the region but there are a couple steep cliffs that make completing an entire circle impossible a fact we found out the hard way after we went south to do a few things, then had to backtrack all the way around to get to where we needed to be.
Still, it has some nice qualities to it; another small graveyard just on the outskirts leading into Arcrum, the falling snow and of course the imposing towers of the Citadel in the background our next stop. No BAMs in this area and we worked our way through rather quickly. This is going to be a very large post. I decided to skip the towns of Tria and Tralion which were part of our adventures in the province of Essenia because they were rather small and basic in layout.
Acarum is a set more like a large outpost, which I suppose it is since who the heck wants to live in freezing weather all the time? Some of the cooler features are the stables with horses in them, the small cemetery off to the side complete with mourners! North of Acarum is Tempest Reach; an area that kept us busy for quite some time. We finished up the tale end of a story arc break here more on that next post and there were BAMs galore to fight. Fight was standard fare.
Speaking of Juggernaut Mercenary style mobs, Kestel happens to be of said build. This is actually our second attempt with him. Super annoying! Aurora spotted this guy originally I think and at the time he was several levels ahead of us. I had us ignore him for the time being and return later when we were closer to his level. World Boss BAMs are much harder than their generic counterparts of the same level and I can only imagine the havoc we would have suffered if we had attempted to fight him originally.
This is video is also our second attempt at fighting him because I died the first time and things got messy so we let him reset and started over. Thankfully, his location this time around was much better than when he was spotted the fist time.
For this fight he was only near some regular mobs which we were able to thin out when needed. An added difficulty for me was my battle mode glitched out, meaning Rulke constantly tried to put away his weapons. This added a small delay to everything I tried to do, which with the craziness of the battle was nerve wracking.
Head up to the next terrace. When you destroy the seeker shard, it spawns an eldritch priest and a karmiir guardian near the exit. The key mob, however, is the infernal cunae that spawns in the center of the terrace.
Stun the priest if you can, since he summons a second guardian when he spots you. The fastest way to the next platform is to tank the priest and guardians while your DPS destroys the cunae. Load up on crystals and head to the third trial terrace. This is another randomized boss fight: Aileak a fimbrilisk , General Crosendi an ossugon , or Zelvictus a dragon. Aileak is a high-powered fimbrilisk. General Crosendi is big, armored, and angry. Casters should stay well out of reach of his sword.
Have a second tank or DPS pull the minions while everyone else attacks the general. Yes, a dragon. Zelvictus looks like a cross between a dracoloth and a fimbrilisk, and it has its own unique attacks. Its blazing breath lights you on fire—a second DOT debuff. It can also spit an explosive gout of flame, leaping clear of attackers and blasting them at the same time.
In melee, its spin attack knocks down anyone within its long reach. Zelvictus can also launch spikes from its tail against targets in front, or from its back to strike anyone nearby. The spikes inflict a DOT debuff that slows movement and health regeneration.
Plus the spikes do enough damage to kill robed characters instantly and badly wound anyone else. Watch closely and be ready to move. The next two terraces are more warm-ups. First is Feradrus, an elite berserker leading a squad of imps. Keep moving if they do notice you—they fall back after you reach the next terrace. Once the brothers are dead, buff crystals spawn on the terrace. The dread necarus or nurprimus magus are the key mobs here: kill them and everyone else despawns.
Be really careful where you line up your party. The shard also summons a ring of dispersus pylons, whose rotating beams knock you flat if they hit you. When you break the seeker stone, you face one of three dracoloths: Adryssir, Mektryssir, or Valtryssir. All three are powerful and have unusual abilities for dracoloths. When enraged, each dracoloth inflicts a unique debuff. Adryssir strips your will so that you briefly flee the fight.
Prepare for a very mobile fight: these dracoloths fly, tumble, pounce, charge, and even burrow to get at you. At 30 percent, the dracoloth summons even more pylons, ringing you tightly into the center of the terrace. If the dracoloth is looking at you, get ready to duck. The moment this message appears, a caiman with a big backpack spawns in the center of the field.
Kill it within ten seconds to unlock a bonus encounter. More on that below. Once you kill the dracoloth, Torsten appears. Use the slate and gather the energy it contains. Now that you have the ancient slate, a teleportal back to the Ebon Span spawns on the terrace.
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