There are many items that are particularly useful throughout the game, so being able to craft them yourself will make things a lot easier. However, you can't simply just make any items without having first learned the recipe to do so.
Here are our recommendations for the best item combinations, what the item does, and where you can get the recipe. Donuts restore 50 HP when used and are the only items that can be used in conjunction with the Quick Heal feature , allowing you to heal up your party with the press of a button or via the Camp Menu.
Though 50 HP isn't a lot, Quick Heal uses as many donuts as necessary to get your team back into shape, so they're a pretty convenient item to have in your inventory. Each region that you visit in the game has its own donut recipe , but all of the donut items offer the same benefits and the recipes are essentially the same apart from the honey used in each must be native to that region.
One of the best ways to guarantee getting the monstie egg you want, is to battle a monster of the same type and make it retreat.
This ensures it creates a special egg den that only has eggs of that monstie type. Each monstie has different requirements for increasing its retreat rate, but many of them are affected by traps and paintballs. There are three main traps : Pitfall Trap, Shock Trap, and Tranq Trap, and then Paintballs are the most basic way to make a monster retreat. Here is where to get each recipe.
While in Loloska, you and your party members will suffer from Frostbite due to the cold weather. Frostbite causes you and your monstie to freeze up, rendering you incapable of attacking. You can negate the effects of Frostbite by wearing cold-weather armor, having a cold-weather monstie, or using Hot Mist on your party.
While you might think you won't need this once you've finished the storyline in Loloska, you will have to return to this cold area to get certain Deviant Monsters and Elder Dragons in the post-game content. I'd assume after doing the final trial of heroes quest. Thanks for the help. There is a trial of heroes III quest as well.
It concerns killing snow abominations in the northerlands. This quest is also started in the same spot as the first two. Thanks for the additional info.
How do I solve Northerland Guardian? Side Quest 2 Answers Quick multiplayer question guys. Can someone help? General 2 Answers. Ask A Question. Browse More Questions.
Keep me logged in on this device. Twenty-five years after the events of Dungeon Hunter I, Gothicus must be saved once again. You are the son of the Immortal King Gothicus, and rightful heir to the throne. Your brother, Edward, has thrown you into exile and plunged the kingdom into a new age of terror after a crown succession war that ended with you on the losing side. Your kingdom's salvation relies on you once again: Gothicus is threatened by the Dark Queen's return and, as foretold by the gods, the power of the Immortals themselves.
Just after the Trungus, take the southeast path at the fork to reach the quest "Bogwalker's Delight 2". After defeating the Bogwamp Chief, enter the Bogwalker Camp to the northwest to receive the side quest "Bogwalker's Delight 1", which are both listed below. You must complete the "Vengeance - Witch Hunt" quest in order to proceed. See below for details. Standing in melee range the boss doesn't use his ice attacks often but his bite attack does a lot of damage.
For ranged attacks, dodge his ice attack when you see him twitch his head. While you are in Gothicus Village make sure you grab the 2 side quests "Law and Order" and "Buried Alive" listed below. Once you get into the cemetery you will receive a side quest standing outside the Royal Tomb called "Crypt of the Kings".
As soon as you enter the zone you will be given the side quest "Explore the Wormroot Hollow" listed below. Before heading out on this quest, you can choose to do the side quest "Lightning Faerie Trial" by entering the portal to the Trial of Lightning in the center of the Great Sanctuary. This fight is a more difficult version of the Corrupted Root fight. Dispatch the 3 cultists before taking on the boss to mitigate the extra damage taken. You have to worry about his special charge attack, it'll do a good amount of damage and more importantly it will knock you back.
To melee this means you might never get a chance to attack him. What you'll want to do is bring him to a wall and just eat his charge attack, you'll take a lot of damage but the wall will stop you from moving, which will let you attack. Ranged attacker can run away from the boss, walk towards him until he is just slightly on the screen, and then you can tee-off on him without him attacking you. Must be at this point of the game and have completed "Trial of Heroes I" to receive this quest.
This boss fight is almost identical to the previous Rootmonger Demon fight. This boss is all about knockbacks and knockdowns.
Put your back to the wall and keep those potions coming. Quest Giver: Automatically received when you reach the top floor of the Lighthouse-Entrance. Quest Giver: Automatically received when you reach the center of the Light of Corruption, the top section of the Lighthouse. Melee should position themselves in the northwest side of the level, between the boss and the wall, to avoid being flung from the knockback affect the boss has.
Quest Giver: Automatically received when you talk to the dead templar in the Santuary Dungeon. Edward will keep skeleton mobs up through-out the fight. Don't let your health get too low, Edward can use a knockdown attack which prevents you from using a potion for a brief period of time.
If you do not see this quest, read the side quest details below. Bug: If you enter Gothicus Darkwood from the Great Sanctuary, you will not be able to pick up this quest, the Lore Master will have disappeared.
Enter Gothicus Darkwood from any other zone to correct this. A simple fight. I didn't receive much damage at all standing under the heads, closest to melee range.
This boss attacks using slow moving cyclones that can hit you hard. Melee is forced to eat the attacks, while ranged attackers may be able to avoid these cyclones altogether. This boss has a lot of health but it's normal attack doesn't hit for much. The only thing to watch out for is when the boss submerges itself in the ground and an orange circle forms around it. Move out of that orange circle to avoid a lot of damage taken.
This boss is the exact same boss as the just previously fought Flaminite. Quick version: Stay out of the orange around the boss when submerged. She can deal some good damage over time so don't be afraid to use a potion. The only special ability is to teleport behind the player, which doesn't really affect anything.
Stay in Celeste's light circle while fighting, and use area of effect attacks to take down her faerie spawns. Take the path before the area where you found the blood shrine to find the quest "Dark Memory". Alastor cannot be harmed until he transforms from Rene to Alastor the Eternal. If you have HP leech, attack Rene to deal with the damage you are taking.
Alastor the Destroyer can inflict massive damage. If you see a purple ring appear brief around him, strafe to the a side of him. He will unleash a ray of purple energy in the direction you were standing. This can hit you for almost all your health. His other move puts a circle of purple under you, move out of it. If you stand in it for a few seconds, you will take moderate damage and will be stunned for a short amount of time. Strength - Improves your damage and ability to wear heavy armor.
Also increases attack rating. Dexterity - Improves your ability to hit enemies with weapons, score critical hits, and dodge enemies.
Endurance - Improves your character's ability to resist attacks. It also increases your character's health and chances of blocking attacks. Energy - Improves your equipped faerie's spell strength, your character's elemental resistance, and total mana.
Also increases MP regeneration. Defense Rating - Represents your character's ability to defend against melee attacks. Reduces chance to be knocked-back and knocked-down.
Armor - This is the total armor value of all your character's equipped gear. Reduces melee damage received. Block - Represents your character's average chances of blocking attacks. Damage taken is greatly reduced on a successful block.
Dodge - Represents your character's ability to avoid melee attacks. No damage is taken on a successful dodge. Resistances - The percentage of damage reduced from an enemies spell attack of a specific element. Attack Rating - Represent your character's ability to hit enemies with your melee attacks. Melee Crit. Critical strikes do double the damage of normal strikes. Melee Hit Chance - The percentage chance you'll make successful contact with your melee attack against an enemy of your same level.
Additional elemental damage is displayed under the weapon damage if your equipped weapon contains that stat. Spell Critical - The percentage chance you'll hit the enemy with a spell critical strike. Spell Hit Chance - The percentage chance you'll make successful contact with your spell attack against an enemy of your same level.
Spell Penetration - Represents your character's average chances of penetrating an enemy's resistance when using magic. Experience Exp - The amount of experience points your character has gained for the current level. The second number represents the amount needed to reach the next level. MP - These are your character's mana points. MP can be spent to use class skills and cast faerie spells.
Headsplitter - Active A targetted strike that damages a single enemy and knocks him backwards. Battle Hardened - Passive Defense rating improves. Improved pushback and interruption resistances. Earthstrike - Active A furious strike that shakes the very earth.
Nearby enemies are damaged and thrown in every direction. Shield Rush - Active A lightning-quick charging attack. Equip a shield to increase damage. The cautious need not apply. Annihilating Spin - Active An unstoppable degree attack, damaging and pushing back all nearby enemies.
Bloodmoon Howl - Active The scream of a madman. Enemies within range become inflicted with fear or paralysis. Unholy Strength - Passive Gain a damage bonus with 2H weapons. At skill level 7, 2H weapons can be wielded with a single hand. No Mercy - Passive Each successfully landed attack increases your attack and running speed. The Crusader also gains improved bonuses from Faeries.
Spiritual Armor - Passive Each attack against you has a chance to stun or knock back the attacker. Alastor's Blessing - Active Heals both you and nearby allies and accelerates health regeneration for 12 seconds. Alastor's Protection - Active Both you and nearby allies gain an armor bonus for 12 seconds.
Conversion - Passive Your holy power compels your enemies to join you. Each attack has a chance to convert. Log In Sign Up. Keep me logged in on this device Forgot your username or password? Don't have an account? Sign up for free! What do you need help on? Cancel X. Would you recommend this Guide? Yes No Hide. Send Skip Hide. Message Sent. Guide and Walkthrough by lordmagnet Version: 1. Page 1 of 3 Next Page Last Page.
Prison Break a. Destination - Gothicus Castle c. The Hidden Path d. Infiltrate Gothicus Castle 6. Destination - Great Sanctuary 8.
The First Step h. The Bowels of the Earth Act 6 Journey to the Bloodsands i. Journey to the Lighthouse l.
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