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Errand 134, ni no kuni magimech.

Ni no kuni magimech


From the iron wyvern, fly east into the ivory tower. Make your way north to the waystone, and you'll find some nazcaän soldiers.

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Errand 134, ni no kuni magimech.


Errand 134, ni no kuni magimech.


Errand 134, ni no kuni magimech.

Talk to the captain, caph, and he'll request your assistance. Remember the robots we've seen in pieces throughout the game? Well, apparently they've now come back to life, so we need to find them once again and dismantle them for good. Here's where they all are: this errand is available to complete after completing the main story.


Errand 134


Errand 134, ni no kuni magimech.


Description


The knights who appeared in the ivory tower are ghosts who were once charged with protecting queen cassiopeia.


Availability


This errand is available to complete after completing the main story.


Guide


From the iron wyvern, fly east into the ivory tower. Make your way north to the waystone, and you'll find some nazcaän soldiers. Talk to the captain, caph, and he'll request your assistance. Remember the robots we've seen in pieces throughout the game? Well, apparently they've now come back to life, so we need to find them once again and dismantle them for good. Here's where they all are:



  • Golden grove - from the northern entrance, make your way south, then east, north, and west to the dead-end with the first soldier.

  • Old smoky - from the entrance, just follow the path north, then north at the fork to find the next soldier.

  • Tombstone trail - at the second waystone halfway up the map is a shack; the third soldier is hanging around there.

  • Glittering grotto - on the lower section of the grotto, in the open area just southwest of the waystone south of where you fought the boss.



Once you've obliterated the four, return to the ivory tower and report to caph. You'll now be charged with taking out three more, except this time, they're the stronger magimech masters. Leave the ivory tower, then make your way to nazcaä. Save before each fight, then take out the three:



  • Located just south of ara memoriae.

  • Located to the far north of ara memoriae.

  • Located just west of the southeastern landing point on the island.



Once those three are taken out, return to the ivory tower one last time, but before you do anything, SAVE and RECOVER at the waystone. When you're ready, talk to caph, which will lead to a tough fight; this time, it's against one manic magimech and TWO magimech masters. AT ONCE! For this battle, you'll want to switch to esther; use her to boost your party's defense and attack, then focus on healing, as the magimechs will be dishing out damage quick enough to where you wouldn't want to trust esther on her own.


The ivory tower


There are a lot of great items to be found here, so it's well worth exploring
the entire area, opening all chests. We'll start exploring the west section
first. From the waystone at the end of the main hall, head west. At the north
end of the first hallway is a purple chest that contains [GRIFFIN'S TALONS],
which are great claws. Continue to the far southwest of the hallways to find a
chest containing [CELESTIAL ARMOR], which is a great piece of equipment. The
dead ends to the north and south don't house any chests, but there's a
teleporter to the northwest that gives access to a balcony containing a chest
with a [GREAT SAGE'S SECRET] inside. Return to the waystone in the main hall
(as you've fully explored the western section of this floor).


From the main hall, head east, and at the intersection continue to the
teleporter in the far northeast of the area (the southeast teleporter leads to
a vacant balcony, and there are no other items in that area either).


After using the northeast teleporter, head to the far south of this hall to find
a regular chest with [SPRITE DEW] inside. Continue west and explore the far
north of the walkway to find a chest with a [PHOENIX TEAR]. Be sure to shimmy
over the ledge to the left/west side of the northwest walkway; at the end is a
small platform, and if you turn around you can spot a green chest that contains
a [GLORIOUS LANCE]. Return to the walkway and shimmy over the ledge to the
southwest, leading to a waystone. Be sure to save your game before you proceed.


After the battle you're receive [ASTRA], an immensely powerful wand, stronger
even than the mornstar, so be sure to equip it.


In any case, save your game at the last waystone and use the teleporter to the
north to reach the tower's next floor. First explore the eastern section;
follow the first walkway to its southern end to find a [NOSTRUM]. There's a blue
chest in the far northeast of the area that contains a [WYRMFANG RING].


Head to the western section of this floor and continue to the second walkway
towards the west. Explore the southern dead end of this walkway to find a
[TONIC], then head north and take the path here to the western hall. Use the
teleporter at the southern end.


Continue east and loot the chest to the far south of the walkway for a
[SORCERER'S SOUL]. Don't miss the ledge to the northeast, which leads to a
chest with the ultra-rare [WIZARD KING'S SECRET]!


Use the teleporter at the far north end to reach the final hallway of the tower.
Save your game at the waystone and prepare yourself for the final three battles
of the story: three consecutive battles that aren't going to be easy.


Fortunately, you are fully healed after these two battles, although the next
does immediately follow.



Watch the long series of cut scenes roll until after the credits. After you see
'THE END', you will also receive the [NIX] and [ASHES OF RESURRECTION] pages for
your wizard's companion. Be sure to save your game afterward!


Post-completion content is now available, so we'll continue from there!


By completing the game, you will automatically earn the "council trouncer" trophy.


Also, if you've been following along with the walkthrough and obtained all of oliver's spells to this point, then these last two will earn you the "magic master" trophy.


The ivory tower


There are a lot of great items to be found here, so it's well worth exploring
the entire area, opening all chests. We'll start exploring the west section
first. From the waystone at the end of the main hall, head west. At the north
end of the first hallway is a purple chest that contains [GRIFFIN'S TALONS],
which are great claws. Continue to the far southwest of the hallways to find a
chest containing [CELESTIAL ARMOR], which is a great piece of equipment. The
dead ends to the north and south don't house any chests, but there's a
teleporter to the northwest that gives access to a balcony containing a chest
with a [GREAT SAGE'S SECRET] inside. Return to the waystone in the main hall
(as you've fully explored the western section of this floor).


From the main hall, head east, and at the intersection continue to the
teleporter in the far northeast of the area (the southeast teleporter leads to
a vacant balcony, and there are no other items in that area either).


After using the northeast teleporter, head to the far south of this hall to find
a regular chest with [SPRITE DEW] inside. Continue west and explore the far
north of the walkway to find a chest with a [PHOENIX TEAR]. Be sure to shimmy
over the ledge to the left/west side of the northwest walkway; at the end is a
small platform, and if you turn around you can spot a green chest that contains
a [GLORIOUS LANCE]. Return to the walkway and shimmy over the ledge to the
southwest, leading to a waystone. Be sure to save your game before you proceed.


After the battle you're receive [ASTRA], an immensely powerful wand, stronger
even than the mornstar, so be sure to equip it.


In any case, save your game at the last waystone and use the teleporter to the
north to reach the tower's next floor. First explore the eastern section;
follow the first walkway to its southern end to find a [NOSTRUM]. There's a blue
chest in the far northeast of the area that contains a [WYRMFANG RING].


Head to the western section of this floor and continue to the second walkway
towards the west. Explore the southern dead end of this walkway to find a
[TONIC], then head north and take the path here to the western hall. Use the
teleporter at the southern end.


Continue east and loot the chest to the far south of the walkway for a
[SORCERER'S SOUL]. Don't miss the ledge to the northeast, which leads to a
chest with the ultra-rare [WIZARD KING'S SECRET]!


Use the teleporter at the far north end to reach the final hallway of the tower.
Save your game at the waystone and prepare yourself for the final three battles
of the story: three consecutive battles that aren't going to be easy.


Fortunately, you are fully healed after these two battles, although the next
does immediately follow.



Watch the long series of cut scenes roll until after the credits. After you see
'THE END', you will also receive the [NIX] and [ASHES OF RESURRECTION] pages for
your wizard's companion. Be sure to save your game afterward!


Post-completion content is now available, so we'll continue from there!


By completing the game, you will automatically earn the "council trouncer" trophy.


Also, if you've been following along with the walkthrough and obtained all of oliver's spells to this point, then these last two will earn you the "magic master" trophy.


Ni no kuni walkthrough: order of illusion


The post-game errands in ni no kuni are a bit more robust than the ones in the main game, and understandably so - they're supposed to be an extra challenge to keep the player going. Such is the case of order of illusion, where some servants of queen cassiopeia have come calling…


Enter the ivory tower (it's floating near ding dong dell) and head north from the entrance. There are three knights standing near the first waystone in the place, and they need your help. Agree to the task order of illusion and you'll receive a task that's been a long time coming: destroying the robots found scattered throughout the lands of ni no kuni. You've seen their fallen forms before, and now you have a chance to blow them up. Do you remember where to find all four magimechs?


Golden grove


Travel back to golden grove and enter from the north. Follow the path south to the second split and take the road east. Go east through the dirt furrow then north until you see some jumping mushrooms that lead west. At the top of this rise is the first magimech.


Old smoky


Enter the volcano and go straight north. The magimech waits for you in a small clearing where once you had to face a bounty fight with a magmoiselle.


Tombstone trail


Run along the trail to roughly the halfway point, an old, abandoned cabin. Floating beside the cabin is the third magimech.


Glittering grotto


Your final magimech battle also takes the longest to reach. Proceed into glittering grotto, using the secret paths you found during your first trip, to the lower levels. When you reach the tiered area full of branching paths, go east to the large, flat, snowy area. The magimech is waiting atop a small rise.


The magimechs do, indeed, hit a lot harder than the ones in the ivory tower. Fortunately, they have roughly the same amount of HP. So long as you have a decent amount of health going into each battle, you'll survive just fine.


Return to the ivory tower when the job is done. Turns out it's only just beginning, as there are three magimech masters that guard three ancient cities of nazcaa: nazcaa itself, tak'al, and itzos. The cities are gone, so you'll have to find the magimechs on the world map by looking for pictures on the ground.


Finding the magimechs sounds a lot tougher than it actually is. The only pictures carved into the ground are on the continent of nazcaa, so that's where you'll find all three magimech masters. Land in the south and loop around the island to find them waiting. They're slightly stronger than their kin, and more likely to use magic, but the masters are still pretty easy to destroy.


Return to the ivory tower, save at the waystone, and talk to the lead knight. You'll learn that they're also carrying magimechs, and they want to scrap. Bet you saw it coming a mile away.


Fighting three of these stupid magimechs is a heck of a lot harder than fighting just one. The primary danger is their all-hitting twinkle twinkle, as it tends to get used by two of them in a row. Until you get rid of one of them, it's best to leave your team in all-out defense and run around the room as oliver, peppering them with evenstar, astra or another powerful all-hitting spell. Get rid of one and the battle becomes significantly easier to manage. Try to leave the manic magimech until last, as it has the most HP. Winning will earn you a riddle rivet.


After the battle's over, the knights will bestow a massive gift on the party: a nazcaan longsword, a suit of nazcaan armor, a nazcaan helmet and 10000 guilders. This is some of the best equipment in the game, and the armor and helmet in particular will make surviving elemental spells a lot easier. Enjoy!


Related


Ni no kuni walkthrough: the master alchemist


Ni no kuni wakthrough: party fifty-three: the ivory tower


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Comments


Copyright © 2020 hubpages inc. And respective owners. Other product and company names shown may be trademarks of their respective owners. Hubpages ® is a registered service mark of hubpages, inc. Hubpages and hubbers (authors) may earn revenue on this page based on affiliate relationships and advertisements with partners including amazon, google, and others.


Hubpages inc, a part of maven inc.


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Autos


Books, literature, and writing


Business and employment


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Food and cooking


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About us


Copyright © 2020 hubpages inc. And respective owners.
Hubpages inc, a part of maven inc.


Ni no kuni walkthrough: order of illusion


The post-game errands in ni no kuni are a bit more robust than the ones in the main game, and understandably so - they're supposed to be an extra challenge to keep the player going. Such is the case of order of illusion, where some servants of queen cassiopeia have come calling…


Enter the ivory tower (it's floating near ding dong dell) and head north from the entrance. There are three knights standing near the first waystone in the place, and they need your help. Agree to the task order of illusion and you'll receive a task that's been a long time coming: destroying the robots found scattered throughout the lands of ni no kuni. You've seen their fallen forms before, and now you have a chance to blow them up. Do you remember where to find all four magimechs?


Golden grove


Travel back to golden grove and enter from the north. Follow the path south to the second split and take the road east. Go east through the dirt furrow then north until you see some jumping mushrooms that lead west. At the top of this rise is the first magimech.


Old smoky


Enter the volcano and go straight north. The magimech waits for you in a small clearing where once you had to face a bounty fight with a magmoiselle.


Tombstone trail


Run along the trail to roughly the halfway point, an old, abandoned cabin. Floating beside the cabin is the third magimech.


Glittering grotto


Your final magimech battle also takes the longest to reach. Proceed into glittering grotto, using the secret paths you found during your first trip, to the lower levels. When you reach the tiered area full of branching paths, go east to the large, flat, snowy area. The magimech is waiting atop a small rise.


The magimechs do, indeed, hit a lot harder than the ones in the ivory tower. Fortunately, they have roughly the same amount of HP. So long as you have a decent amount of health going into each battle, you'll survive just fine.


Return to the ivory tower when the job is done. Turns out it's only just beginning, as there are three magimech masters that guard three ancient cities of nazcaa: nazcaa itself, tak'al, and itzos. The cities are gone, so you'll have to find the magimechs on the world map by looking for pictures on the ground.


Finding the magimechs sounds a lot tougher than it actually is. The only pictures carved into the ground are on the continent of nazcaa, so that's where you'll find all three magimech masters. Land in the south and loop around the island to find them waiting. They're slightly stronger than their kin, and more likely to use magic, but the masters are still pretty easy to destroy.


Return to the ivory tower, save at the waystone, and talk to the lead knight. You'll learn that they're also carrying magimechs, and they want to scrap. Bet you saw it coming a mile away.


Fighting three of these stupid magimechs is a heck of a lot harder than fighting just one. The primary danger is their all-hitting twinkle twinkle, as it tends to get used by two of them in a row. Until you get rid of one of them, it's best to leave your team in all-out defense and run around the room as oliver, peppering them with evenstar, astra or another powerful all-hitting spell. Get rid of one and the battle becomes significantly easier to manage. Try to leave the manic magimech until last, as it has the most HP. Winning will earn you a riddle rivet.


After the battle's over, the knights will bestow a massive gift on the party: a nazcaan longsword, a suit of nazcaan armor, a nazcaan helmet and 10000 guilders. This is some of the best equipment in the game, and the armor and helmet in particular will make surviving elemental spells a lot easier. Enjoy!


Related


Ni no kuni walkthrough: the master alchemist


Ni no kuni wakthrough: party fifty-three: the ivory tower


Popular


Pokémon: venusaur nicknames


9 pokémon types that need to be introduced


How to defeat/beat pokémon diamond and pearl gym leaders guide


Comments


Copyright © 2020 hubpages inc. And respective owners. Other product and company names shown may be trademarks of their respective owners. Hubpages ® is a registered service mark of hubpages, inc. Hubpages and hubbers (authors) may earn revenue on this page based on affiliate relationships and advertisements with partners including amazon, google, and others.


Hubpages inc, a part of maven inc.


Arts and design


Autos


Books, literature, and writing


Business and employment


Education and science


Entertainment and media


Family and parenting


Fashion and beauty


Food and cooking


Games, toys, and hobbies


Gender and relationships


Health


Holidays and celebrations


Hubpages tutorials and community


Personal finance


Pets and animals


Politics and social issues


Religion and philosophy


Sports and recreation


Technology


Travel and places


About us


Copyright © 2020 hubpages inc. And respective owners.
Hubpages inc, a part of maven inc.


Video game / ni no kuni


Edit locked


Errand 134, ni no kuni magimech.


Advertisement:

After all the comments calling both the animation and art style of the professor layton games "ghibliesque", level-5 decided to one-up the peanut gallery by actually teaming up with studio ghibli on a game. The result was ni no kuni (literally - "another world"), though it's actually two games:



  • The jet-black mage - released for nintendo DS in december 2010, this is a turn-based RPG where you draw magic spells on the touchscreen. Each copy includes a complete wizard's companion book.

  • Wrath of the white witch - released for playstation 3 in japan in 2011 and worldwide in 2013, this was developed separately, but is essentially the same story as the original up to the mid point. Combat is real-time and menu-based. A HD remastered version for the playstation 4, PC, and nintendo switch were released on september 20th, 2019.


Advertisement:

While the gameplay is designed by level-5, all the character designs, lushly animated cutscenes, and even the soundtrack (composed by the legendary joe hisaishi) are all pure ghibli. Needless to say, this made a lot of people very excited about it from the get-go.


Oliver is a young boy living a tiny, picturesque town loosely based on america in the '50s. He lives with his mother allie. He and his best friend have been working on making the best racing kart ever—it's already looking pretty snazzy. To try it out, oliver sneaks out in the middle of the night for a test drive—unfortunately, he plunges straight into the river. His mother leaps in to save him and pulls him to the shore. The physical exertion is sadly too much for her, and she swiftly dies of a heart attack. Yes, it's that kind of game.


Advertisement:

For weeks, the grief-stricken oliver holes up in his room and cries. His tears fall on a crude yet lovable doll his mother gave him, and set the spirit inside free! The spirit, named drippy (shizuku in the japanese version), reveals to oliver that he's from another world — a place closely linked to oliver's town. There, an evil sorcerer has taken a sage named alicia hostage. Alicia and allie are linked, and if alicia is saved, then there's a chance allie will be, too. Drippy gives oliver a magic book, the wizard's companion, and oliver sets out into the other world in order to save his mother.


The most notable feature of the jet-black mage was that the wizard's companion was an actual hardbound 392-page book that shipped with the game and was required to progress through the game. The localization and printing cost of the book is widely blamed for the lack of an international release of that version of the game note an update for 3DS with a digital copy of the book is apparently a possibility. . When white witch was created, the book was included in digital format. However, a limited "wizard's edition" release of the title did include the book as part of a luxury collection, as well as a stuffed doll of drippy.


The english dub was done by side UK

Errand 134, ni no kuni magimech.
(professor layton) featuring the vocal talents of 10-year-old adam wilson as oliver and steffan rhodri (from gavin & stacey) as drippy.


A sequel to the game, ni no kuni II: revenant kingdom, was released on march 23, 2018. English trailer is here.

Errand 134, ni no kuni magimech.


An animated film adaptation of ni no kuni produced by OLM and warner bros. Has been announced and was released in japan on august 23, 2019. It will be an original story, heavily inspired on the premise of the original, instead of a direct or close adaptation. Netflix picked the film up as an 'original' and streamed it on january 16, 2020.


A manga, ni no kuni: hikari no kōkeisha to neko no ōji (the successor of light and the cat prince) ran in 2019 issues of kodansha's bessatsu shōnen magazine.


It was followed in 2020 by a MMO for mobile devices, ni no kuni cross worlds, where you play as a beta tester for an upcoming VR game called "soul divers" who discover that they are actually being sent to the alternate world of ni no kuni.


[PS3] ni no kuni


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


Le deuxiиme palier de rewards se dйbloque tout seul en avanзant dans l'histoire, ou faut acheter tous les rewars du palier 1 ?


J'en suis au moment oщ on reзoit le bateau.


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


On me l'a offert il y a quelques jours et j'avoue avoir йnormйment de mal а avancer.
Pour rйsumer tout dans le jeu me donne une impression de lenteur trиs dйsagrйable : les dйplacements du perso, les textes qu'on ne peut pas afficher instantanйment (mкme а vitesse maximum je lis plus vite que зa ne s'affiche), les dialogues (j'ai compris la premiиre fois, j'ai pas besoin qu'on me rйpиte les instructions quatre fois de suite avec quatre tournures de phrase diffйrentes comme si j'йtais con comme une brique), les combats (la camйra qui zoome sur les ennemis, la camйra qui zoome sur le perso qui court, le choix du combattant, le spam de touche X, le temps d'attente entre la mort du dernier ennemi et le moment oщ je rйcupиre le contrфle de l'avatar).


Bref autant il se dйgage une ambiance qui me donne envie de pousser plus loin autant jusque lа c'est affreusement soporifique. Je peux espйrer que зa s'amйliore plus tard dans le jeu ou je dois me rendre а l'йvidence, le jeu n'est pas simplement pas fait pour moi ?


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


Idem, le jeu m'a coulй dessus et aprиs 10h je l'ai remis dans sa boite et revendu (et pourtant j'en ai fait des JRPG). Dans le mкme style j'ai qd mкme nettement prйfйrй dragon quest VIII.


Je me suis dit que j'йtais trop vieux pour ces conneries. Mais je pense quand mкme que le jeu manque de rythme.


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


Pour le moment j'en suis а une 15aine d'heures, et j'accroche complиtement. Ca faisait longtemps que j'avais pas fait de J-RPG, mais l'univers est superbement rйalisй.


Mкme si l'histoire est franchement niaise, зa ne choque pas plus que зa et la magie fonctionne bel et bien sur moi. Le systиme de combat est sympa, pour peu qu'on soit prйparй aux combats contre les boss et qu'on hйsite pas а pexer et faire les quкtes annexes.


Agrйablement surpris jusqu'ici. Shadar, tu vas en prendre plein la gueule mec !


Errand 134, ni no kuni magimech.



Errand 134, ni no kuni magimech.


J'up ce sujet parce que je joue actuellement au jeu

Errand 134, ni no kuni magimech.


Des gens encore dessus ou qui se tвtent ? En tout cas, voilа mon avis sur le jeu :



Globalement le jeu est bon, voire trиs bon sur certains points. On cite un peu partout la rйalisation, la bande sonore, la direction artistique ; effectivement c'est carrйment magistral. Le jeu est juste superbe, l'ambiance est cohйrente du dйbut а la fin (elle est enfantine mais c'est assumй), les animations sont sublimes, quant aux musiques. Mкme si elles sont parfois rйpйtitives (surtout dans les pйriodes de farm ou quand on alterne dragon/а pattes par exemple), elle est йgalement superbe : joe hisaishi en personne а la composition et l'orchestre philharmonique de tokyo а l'interprйtation, зa ne peut pas кtre fonciиrement dйgueulasse !
J'ai trouvй l'histoire trиs bien, j'ai mкme йtй surpris une ou deux fois mкme si globalement on a suffisamment d'indices pour comprendre ce qui se passe peu avant que зa se passe. Il y a des moments vraiment йmouvants si on a gardй un peu son вme d'enfant

Errand 134, ni no kuni magimech.



Le systиme de combat par contre. Il est original, j'aime beaucoup le cфtй pokemon, par contre y'a un gros souci : le manque de dйtails dans les options permettant de diriger l'action des personnages que l'on ne contrфle pas. Et зa franchement, зa m'a valu plusieurs fois de m'йnerve sur des coйquipiers qui font vraiment n'importe quoi. Pour un tel systиme, il aurait fallu des options dйtaillйes а la dragon age : heal sous tant de % de pv, utilise des sorts seulement sous certaines conditions, ARRКTE DE RAMASSER CES P*TINS D'ORBES DORЙS ILS SONT POUR MOI

Errand 134, ni no kuni magimech.
. Quand t'essayes de voler des parchemins de vйritй et que tes coйquipiers chopent un orbe dorй quand bien mкme tu leur as dit de ne rien faire, bah c'est saoulant
Errand 134, ni no kuni magimech.

il y a йgalement un dйsйquilibre entre les familiers йquipйs de la compйtence "dйfense" et les autres. Si c'est le personnage qu'on contrфle, pas de souci on peut switcher rapidement et dйfendre, par contre, si les familiers des autres persos ont juste esquive (durйe trop courte) ou concentration (mange-toi tout dans la gueule), ils n'ont gйnйralement pas le temps de changer de familier et dйfendre. Quand on sait l'importance dans les combats de boss.
J'aurais йgalement aimй plus de dйtail sur les attaques : temps de cast, dйgвts, countdown.


Ensuite, le fait que les sorts avec grosses ainmations cancel systйmatiquement ce que toi ou tes coйquipiers sont en train de faire, c'est franchement йnervant. J'en veux pour exemple l'avant-derniиre baston du solosseum, oщ j'йtais plus ou moins ok jusqu'au moment oщ le magimech enchaоne 3 aoe comme un gros porc alors qu'il lui restait un chouia de pv et que j'avais juste un sort а caster, interrompu а chaque fois par l'animation de l'autre o_o. Rйsultat, oliver est mort et j'ai pas pu finir la fight d'aprиs.


Enfin, certains familiers sont vraiment nazes comparйs а d'autres qui sont OP. Une fois qu'on a dйcouvert le catastrocйros/dйmoliceros (600+ d'attaque ok np), le lumberwood (dйfense de psycho), le palйlolithe, le bone baron. Surtout le catastrocйros qui est franchement game-breaker si t'en as plusieurs. Cri de guerre + spam charge/casse-tympan et c'est monstrueux.


Aprиs globalement en termes de boss le jeu est assez йquilibrй, on sent bien la progression en difficultй. Une fois qu'on a compris qu'il fallait absolument dйfendre les attaques ultimes des boss, зa devient assez facile jusqu'а а peu prиs la fin du jeu ; les derniers boss sont relativement durs si on n'est pas surentraоnй par contre (sans кtre non plus intuables, d'autant que les items aident beaucoup). Il est facile de rater une dйfense de chaos du dernier boss et se manger 250+ de dmg sur toute la team. Et зa pique.


J'aime bien le endgame mкme si je ne le trouve pas aussi ardu que certains. Oui, si on veut йquiper tous ses familiers en armes/armures du dieu de la guerre, tu vas passer ta vie а farmer des parchemins et des kalйidonacres. Mais ce n'est pas obligatoire, pas mкme pour les trophйes et y'a des йquipements quasiment aussi bons et beaucoup plus accessibles. Seule la derniиre mission de l'alchimiste requiert de farm, mais зa m'a pris 4/5H cet aprиs-midi et c'йtait pliй (les parchos c'est chiant quand mкme !).


J'ai fini toutes les tвches, sauf celles du liиvre ; je n'ai fini que la premiиre sйrie de boss, assez facile. Globalement, les boss passent rapidement de difficile а facile avec quelques niveaux supplйmentaires, et quand on sait а quel point il est facile d'xp, y'a limite moyen que зa gвche l'intйrкt du truc. Le farm de tokododos est juste abusй (je les prйfиre aux totofrescos qui sont beaucoup plus rares je trouve).



Certains l'ont fini а 100% avec solosseum rang S et dernier boss occis ? C'йtait difficile ? Mes persos sont lv


85 sans forcer et sans faire de grosse d'xp. Dйjа, au niveau 80, j'ai failli terminer le rang S donc je crois que je vais pouvoir tout finir rapidement.. Peut-кtre que je m'amuserai а йquiper tous mes familiers au top, mais зa demanderait genre des dizaines de parchemins et je crois pas que j'aurai la patience (compter minimum 1h pour 5 parchemins), sans compter que зa ne m'apportera rien de plus finalement puisqu'on peut faire le dernier boss sans l'йquipement optimal assez facilement apparemment.


De mкme, on peut s'amuser а collectionner tous les familiers du jeu, зa prendrait beaucoup de temps si on compte les gold, mais voilа pareil ce n'est que du grind et de la chance. Le trophйe pour 250 familiers me paraоt finalement assez йquilibrй (et ce sera vite fait, je pense).


+ :
- superbe rйalisation et DA,
- superbes musiques,
- superbe histoire,
- systиme de combat et de familiers original.


- :
- . Mais ce mкme systиme est bourrй de problиmes et est plus йnervant qu'autre chose par moments,
- end game sympa mais vite pliй finalement, а moins que l'on ne veuille avoir les meilleurs йquipements pour tout le monde, ce qui n'apporte pas vraiment de valeur ajoutйe



Je lui mettrais un bon 8,5/10 , si le systиme de combat et l'endgame avaient йtй а la hauteur de la rйalisation, franchement, зa aurait йtй le RPG de la dйcennie !




So, let's see, what we have: the knights who appeared in the ivory tower are ghosts who were once charged with protecting queen cassiopeia. This errand is available to complete after completing the main story. At ni no kuni magimech

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