Wyrmway: Difference between revisions

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This is a fighting trial that lasts for 4 turns.  The one holding the torch must survive, and the rest of your party must be prepared to defend the torch carrier.  Note that the torch is bound to the person that picks it up, preventing other weapons from being equipped and preventing the torch from being passed to others.  As such, it is recommended to be held by spellcasters (ex. wizards, sorcerers, etc), or any class not dependent on their mainhand melee weapon (the torch is one-handed, so offhand weapons and shields are unaffected).  
This is a fighting trial that lasts for 4 turns.  The one holding the torch must survive, and the rest of your party must be prepared to defend the torch carrier.  Note that the torch is bound to the person that picks it up, preventing other weapons from being equipped and preventing the torch from being passed to others.  As such, it is recommended to be held by spellcasters (ex. wizards, sorcerers, etc), or any class not dependent on their mainhand melee weapon (the torch is one-handed, so offhand weapons and shields are unaffected).  


The torch carrier is marked with a Sacred Flame condition, which prevents them from turning invisible and makes them more likely to be targeted by the elementals in this trial.  Applying {{SAI|Sanctuary}} on the torch carrier can trivializes the entire encounter, as this entirely prevents elementals from targetin the torch carrier. More elementals spawn on the 2nd and 3rd turn of the trial.  The elementals can be killed directly, or the water elemenals can be shoved over the edge of the arena they spawn near to kill them instantly (the air elementals are immune to shove).
The torch carrier is marked with a Sacred Flame condition, which prevents them from turning invisible and makes them more likely to be targeted by the elementals in this trial.  Applying {{SAI|Sanctuary}} on the torch carrier can trivializes the entire encounter, as this entirely prevents elementals from targeting the torch carrier. More elementals spawn on the 2nd and 3rd turn of the trial.  The elementals can be killed directly, or the water elemenals can be shoved over the edge of the arena they spawn near to kill them instantly (the air elementals are immune to shove).


The four lightning orbs around the circumference of the encounter area light up as the turns of combat proceed.  These lightning orbs do not attack and have no impact on combat, they are merely indicators of how many turns have elapsed.
The four lightning orbs around the circumference of the encounter area light up as the turns of combat proceed.  These lightning orbs do not attack and have no impact on combat, they are merely indicators of how many turns have elapsed.