![]() Krile begins to make preparations to restore the ward and journeys around the region with the Warrior of Light to several aetheric confluences to redirect the flow of aether.Įventually, she is able restore the aetherial bridge to the headquarters and the duo journey inside. See here for more information.Following the destruction of the ward on the eikon Eureka by Ejika Tsujika, the Eureka expedition has managed to reach the plains at the foot of Baldesion Headquarters and set up camp. The dungeon is meant to be extremely difficult and challenging, with a wipe likely causing you to lose elemental experience and elemental levels. This is a special open dungeon within Eureka Hydatos, entered through special Aetherial Nodes that only appear during specific weather(?), and can hold 56 players at a time. Damage dealt is increased and restoring HP over time. Elemental Blessing: Receiving the blessing of Eureka's elementals.Elemental EXP Up: Elemental EXP earned through battle is increased.After a time, the Eureka Elemental will vanish, appearing somewhere else in the zone. It will occasionally cast an AoE spell that will give the player two buffs which will last for 59 minutes. The Eureka Elemental will appear randomly around Hydatos. You can set up to three Logos actions (or combinations of 2 actions) at any given time. After upgrading your logos manipulator, you can combine 2 sets of 3 mnemes and gain 2 separate logos actions at one time. Any logos action granted will be usable during that instance of Pyros only. Combine up to three of these mnemes in the logos manipulator to be granted one of 56 logos actions. ![]() Appraising the unidentified crystal logograms with Drake, will yield one of 25 mnemes. There are 9 unidentified crystal logograms which can be acquired through various means in Pyros. So, in short, allocate for offense, defense, or a mix against a single element, and then spin to match whatever new camp you're at. Lastly, MA fills up slowly over time, and fully refills when checking the Magia Melder. This allows you to spin the wheel until it matches up exactly where you want it for just one MA. If you spin again before the timer empties, that extra spin costs nothing. When you spin the board there is a timer that appears, refreshing with each spin. This will cost you one Magia Aether (represented by a number in the middle of the board), but only once it "settles". ![]() This allows you to change your element depending on what you're fighting. How you choose to allocate is up to you, but generally it's useful to either put them all in the same node to maximize your benefits, or to split them up in some fashion between nodes two spaces apart to have some offense and defense against a foe. Allocating the SAME element (Such as water against water monsters) will increase your defensive capabilities. As for how it interacts with enemies, magicite allocated to an element strong against the monster's element (for instance, lightning against a water element monster) will increase your offensive capabilities.
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