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DENS OF MORD-GIVRE

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OBJECTIVES

  • Speak to Latham in the Moraine de Jaga to obtain the collection
    Kill Mord-givre, a huge guivre of hoarfrost
    This donjon is rather long, foresee(plan) at least 2 hours before beginning him(it). He(it) not there no particular difficulty, just foresee(plan) a tramp or a magician dominion to interrupt the attacks of guivres.

REWARD NORMAL MODE

  • Points of experience(experiment)
    Po

REWARD HARD MODE

  • 4.500 points of reputation Norn

 

PLAN OF THE DONJON "DENS OF MORD-GIVRE "

LEVEL 1

Objectives

  • Kill 2 guivres in front of the door leading to the second level

Bonus / Helps

  • Avoid snowballs at the risk of death(dead man) not pénalisable ( no surcharge)
Description of the Donjon

The first level is not very difficult, you will meet some chromatic drakes on the road. Paid however attention, it is élémentalistes which can change element at any time thanks to a skill(competence), a élémentaliste water with maelstrom can turn out very useful
 You will also meet guivres of hoarfrost of seat(siege), avalanches, sprites of ice(mirror,ice cream). Pay attention when you attack(affect) the visible guivres because the other guivre appears all around. Cross the gate(portal) to return you at the level 2.

 

LEVEL 2

Objectives

  • Kill the guivres young people of hoarfrost to attract(entice) Mord-givre in his(her,its) cave

Bonus / Helps

  • Be careful , the chromatic drakes ( Elémentalistes) spikent and exchange of build at will
Description of the Donjon

 Your meeting with Falstulf, injured(wounded) Norn, modifies the objectives of collection. Now, you have to kill the guivres young people to attract(entice) Mord-givre in his(her,its) cave.
As for the previous level, you will find the card(map) of the level from your arrival and you can see the staircase leading to the third level. Only difference, the detail(room) is much bigger than the previous one.The groups of Drakes Chromatiques are rather dangerous, because these Elementary change builds more often than Paid shirts attention on Guivres of hoarfrost of seat(siege) which are rather dangerous and which wait for you in front of every room as well as in front of the passage at the following level.

 

 

LEVEL 3

Objectives

  • Kill all the group of mobs which keeps(guards) the snowball

Bonus / Helps

  • The exit of the level opens by a snowball
Description of the Donjon

The purple star on the card(map) represents a deposit(warehouse) of barrels but it is not necessary to use it to go(surrender) to the following level. The groups of young Guivres of hoarfrost are escorted by an army of larvas (as if a guivre was not enough).
You can see that there is in this level of snowballs, but for once they have not for utility only to make of you a carpet: they also allow to open doors. Kill all the group which keeps(guards) her(it) and she can move and so go to open the door of the exit(release).

 

LEVEL 4

Objectives

  • Come down(Fall) at the following level

Bonus / Helps

  • Nothing particular
Description of the Donjon

  You here is arrived at the last but one level, the enemies are again the same without this time you will meet besides the stalagmites of ice(mirror,ice cream) (tramps who put quite a lot of spirits as frozen earth(ground), quick zephyr, etc.) as well as Jotuns and mandrakes. Be very careful in the place where 3 guivres of seats are grouped together(included). To attract(entice) at first mandrakes then brood them storms out of reach guivres to kill them quietly. Free(Clear) you then guivres to continue your progress, you will not have more than to eliminate some Jotuns before being able to cross(exceed) the last gate(portal) which will lead you in the depthes.

 

 

 

 

LEVEL 5

Objectives

  • Kill Mord-givre

Bonus / Helps

  • Foresee(Plan) fates(spells) of interruption
Description of the Donjon

    Try to kill all the guivres being around the boss before killing him(it). It should not be too difficult to kill her(it) although she(it) is resistant in physical attacks as well as magic. If you have in a group, a character who interrupts correctly the attacks of the guivre there should be no problem .To note: in difficult mode(fashion), 3 snowballs were added on the passage.
As usual an attractive safe(chest) appears having killed mord-givre.

This safe(chest), unlike the other donjons, gives besides an unpredictable drop (or 2 in difficult mode(fashion)) a necessities of lock-picking.

aes spéciaes:

 

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