A Magickal Journey
Notice: The bug that causes you to start the game with only 2 cards in your deck has been fixed! (It was an incompatibility with another mod)
This mod requires both ModTheSpire and BaseMod to work properly. If you haven’t already, please subscribe to these mods in the steam workshop!
Using a Decktracker mod (for example ‘StS Deck Tracker’) is recommended.
Features:
Channel a total of 11 different elements
Elements alter the effects of your next spell, or you can use them to cast powerful Magicks
These Elements are: Water, Life, Shield, Cold, Lightning, Death, Stone, Fire, Ice, Steam, Poison
Some elements will combine to create different elements, while opposites will remove each other
No Vampires
Magickas spellcasting was simplified to fit into a card-game and to be easier to understand for players who have never played Magicka before
Before the fight starts:
– Try to pick up any good attack cards that don’t remove the frozen debuff (sisterhood is an amazing common card for this fight)
– Hold on to any potion. With how powerful the Wizard is in act 1 you shouldn’t need them in any fight other than the Nob
– Enter the fight at full health. With how much healing the Wizard has there is no reason not to
Turn 1:
1. If you do not have any Precise Finger cards in you hand, play Self Cast to draw two cards
2. Play Precise Finger, channeling a Water Element
3. Play Forward Cast to make the Nob wet
4. If you do not have another Precise Finger, play Self Cast to draw more
5. Play Precise Finger, channeling a Cold Element
6. If you have any leftover energy, spend it on whatever you want, preferably Precise Finger, channeling lightning or attacks for damage
Turn 2:
1. Start by playing Forward Cast. Assuming that you have 1 Cold and 1 Lightning Element stored, this will freeze the Nob, deal 12 damage and draw 2, for no energy cost
Turn 2 and 3:
During these turns the Nob will be frozen, which halves his damage. Use this time to play attack cards exclusively. Also, play Forward Cast with no Elements channeled to draw more cards (since Forward Cast is also an Attack this will not anger the Nob)
Assuming that you play 2 Strikes per turn, you will have dealt 36 damage by the end and still be at above half health
Turn 4:
This is the last turn that the Nob will be frozen. You can capitilize on this by spending all energy on Precise Finger, channeling as many Stone Elements as possible, and then playing Forward Cast. This will deal another 24 damage, if you can make 3 Stone Elements
Any leftover energy will be spent on attack cards
If you have used a good potion, or have picked up any useful cards for this fight at all, then the nob should be dead now. If it is not, then you have roughly another 1 or 2 turns to finish the fight. Good Luck.
Using this strategy I have defeated 2 consecutive Gremlin Nobs (the second one was summoned by an event in a ? room right after the first one), so I’d say it works pretty well
Required items:
Click the title to search on this site.
ModTheSpire — Steam Workshop
BaseMod — Steam Workshop