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Vietnam Rescue Mission

*This article is a stub. You can help Magickapedia by expanding it.*

The **Vietnam Rescue Mission** is a *scenario* Challenge mission that comes with the Magicka: Vietnam DLC. The mission is set in the Vietnam war, and the Wizards have been called in to aid in the war effort. During the scenario, the wizards must complete objectives to gain points and they are aided in this by Cpt. Vlad (who only appears in cutscenes carrying an M60 and is essentially Vlad in 'Nam gear) and American GI soldiers. Vietcong forces consisting of Goblins, Orcs and Trolls carrying guns/modern weaponry are the enemies in this scenario (*See Viet Cong*). The only weapons available in this scenario are the Firearms. The only Magicks available in this scenario are following: Revive, Napalm, Haste and Time Warp.

## Objectives

Along the way players will encounter the following objectives to be completed, point scoring in this mission is heavily based on this, with a time bonus also being awarded.

* 2 Radio Towers to destroy
* 5 Prisoners to rescue
* 1 Set of military plans to steal
* 2 Ammo Storages to destroy
* Successfully be extracted

### Achievements

*Kill 1000 enemies using firearms.*
*Accomplish all objectives in the Vietnam rescue mission.*
See Objectives above.

## Walkthrough

### The Jungle

You will be dropped behind enemy lines, after 1:30 min you will have air support.

From the starting point head north. You will cross a small river and arive an intersection. Both ways lead to the same point.

Go east to arrive at the 1. Ammo Storage.

Go north to find an orange smoke signal along with the Haste Magick.

From there head north again. Near the end of the area head west to find the 1. Radio Tower.

### Village and rice farms

From the starting point of this area head north again to find the village.

In the village you will encounter houses marked with a red flag.
Destroy these houses to stop the Goblins from respawning.

In the village you will find the 5 missing soldiers.
They are held captive at the same location.

Additionally you will find the 2. Ammo Storage as well as the 2. Radio Tower in the village.

Exit the Village and head west.

### Extraction area

From the starting point of this area head north again.

From the main path head east to find an orange smoke signal along with the Time Warp Magick.

After following the main path again head west to find the Military Plans of the area.

The only thing left to do is to head north to the Extraction Point. There you will fight off the waves of enemies til the extraction team arrives.

Congratulations! Mission Accomplished!
Veiditorp

*This article is a stub. You can help Magickapedia by expanding it.*

**Veiditorp** is a village in Chapter 2 that is located near Fornskogur Forest.

Some of the villagers are unfriendly towards wizards, such as an old lady who will insult you when you try to talk to her, as well as a man who will proclaim he too will be a wizard and "Put on my bath robe and prance around the forest". Other villagers are friendlier, one warning that there is war in the north, and another explaining why he doesn't like city life. It can be assumed that they are all (excluding Gram) either farmers or fishers, as Vlad states that "They are the one's who feed us...". Although, he could have been referring to his vampiric nature, Castle Aldrheim would have to get its food from somewhere.

Houses consist of buildings built partly in the ground, but why this would be done is unknown because it is normally done to conserve heat. Buildings are made from wood. Veiditorp has a small dock, most likely for small fishing boats and small merchant vessels. The large area outside Gram's Workshop (occupied by the Goblin Airship) could possibly be used as a market area. In fact, in *The Stars Are Left*, the airship has been converted into a shop managed by a woman.

### Notable Notables

* There is a Warhammer outside of Gram's Workshop
* A Red Herring (literally) can be found in Veidtorp, hanging in the north of the village with the rest of the fish.
Tornado

## Spell effects

**Tornado** summons a swirling brown twister with a radius of 2.5 in front of the caster 4 distance away that initially travels away with a speed of 4 in the direction that the wizard is facing (wizards have a speed of 5). It can change direction slightly on its own up to a maximum of 45° from its current direction of travel and any unit it touches in melee range will get knocked backwards onto the ground. Units knocked onto the ground by Tornado suffer no damage. Tornadoes last for 15 seconds and its direction of travel can be manipulated by Push (right click with no elements queued). Tornado can be cast indoors.

All Trolls, Treants (Tree Spirit, Traeskmonstir) and stationary bosses are immune to knock back and thus are not affected by Tornado.

## Pros

* Can be very annoying to dodge.
* Can knock enemies off small islands.

## Cons

* Can be Nullified or Pushed (right click with no elements queued) away.
* Has little effect if the target is encased in earth (+Self).
* Does not affect large units such as trolls and trees.
* +Area water bomb,  spray,  water bolt, or even landmines can perform knock back much more reliably than Tornado.

## Trivia

* Tornado is used by Grimnir.
* Tornado does not interact with Vortex.
Vlad

*This article is a stub. You can help Magickapedia by expanding it.*

**Vlad** is a master of the academy where the wizards begin their journey. He acts as a guide to the players throughout the campaign in Adventure mode. *He is most definitely not a vampire.* Vlad is also the senior tutor of the university the wizard starts off in, as well as the narrator of all the Magicka stories.

## Future Vlad

Future Vlad is your guide from Chapter 7 onwards. Future Vlad eventually leads you to his present self and tells you to
inform present Vlad on the current situation, however present Vlad immediately turns hostile and you have to engage in battle
with him.

## Trivia

* Although Vlad and the narrator continually tell the player(s) that Vlad is not a vampire, he is in fact a vampire. However, this is just a rumor.
* Vlad's clothes change in Chapter 4.
* Vlad won a competition for the greatest video game villain of all time. This occasion was celebrated by one of Arrowhead's artists with a piece of concept art.
* Vlad is voiced by Todd Benzin.

## Gallery

* Concept art of Vlad as the greatest villain
Monsters/Challenge Stats

This is a complete list of mobs which players can use in custom maps along with their data file name. The items they drop and their point value in Challenge Mode are also listed.

Not all mobs can or *should* be used in Challenge Mode for various reasons. These reasons, as well as whatever quirks the mobs may have, are listed alongside the relevant entries.

**How to read the charts**

## Adventure Mode

***Note:** Tables are sorted by the first appearence of a unit, not including duplicates. If you don't see a certain enemy in a certain chapter, that just means it's already listed elsewhere.*

### Chapter Three

#### Other units

 MacLeod
 Beastman Raider Alpha (Water Aura)

### Chapter Five

#### Other units

 Human soldier (sitting)
 Human soldier (flute)

### Other unused units

***Note:** This table sorted by data file names.*

## *Magicka: Vietnam*

### Vietnam Rescue Mission, Part 1

#### Other units

 U.S. G.I. (M16A1)
 U.S. G.I. (M60)

### Vietnam Rescue Mission, Part 2

 Goblincong Farmer (MAT-49)
 NGA Heavy Arms (PT-96)

## Grimnir's Laboratory

### Other units

 Spectating wizard
 Spectating wizard (alt)
Warhammer

The Warhammer works in much the same way as Excalibur does, except without the penalty of a slow swing. Instead of knocking opponents down however, it knocks them back, buying you a little breathing room between swings.

You can grab it either during or after the Goblin Pirate attack. The Warhammer can prove useful during that fight however, as the knockback can push Goblins into bombs that you previously pushed away.

### References

* The warhammer, as well as its location (Gram's Workshop) are references to both the Warhammer Fantasy Tabletop Miniatures game, and its retail chain, Games Workshop. It even bears a striking resemblance to the thunderhammer, a weapon used in warhammer 40,000.

* It is unknown if there is any bad blood between Arrowhead and Games Workshop, but in both locations that this hammer can be found in it parodys Games Workshop in a bad light. In the first place you encounter it, it shows Gram of Grams Workshop being extremely cowardly and hiding from some tiny goblins. In the second location it shows an orc jumping on the corpse of a soldier who was apparently wielding it.
Vortex

## Spell effects

**Vortex** opens a small purple and black portal on the ground that exerts a weak pull on nearby units. If no units are sucked in, the vortex fails to sustain itself and vanishes within three or four seconds. Once a unit is sucked into the vortex, however, it is utterly destroyed, and the mass of the destroyed unit contributes to increasing the size, force, and duration of the vortex. To provide the vortex with a larger mass, drop spells into it that include earth (), use Raise Dead to send waves of shambling fodder into its maw, or employ Push or Tornado to fling enemies into it.

## Achievements

The following achievement requires the use of Vortex:

*Kill fifty enemies with the same vortex*

## Pros

* Can "one-shot" whole armies and even most bosses. If something goes inside, it will never come back (unless it is a wizard with someone to cast Revive).
* Utterly destroys its target, rather than dealing damage
* Appears in a mostly predictable location
* Becomes more powerful as enemies are slurped inside
* Appears to pull the caster less than it pulls enemies
* If it starts to suck you, it's possible to escape using Haste (more "horsepower" in wizard's legs), Teleport or Nullify Magicks.
* Can be "fed" with spells containing  or  to increase its range and duration.
* Looks bizarre and fascinating. In fact, it's a black hole.
* One of the best magicks in challenge mode. The only ones even close are Summon Elemental, Haste, Conflagration, Napalm, and Thunder Bolt.

## Cons

* Long casting time
* Can easily kill the caster, allies and minions
* Loot from killed enemies is also destroyed
* Most bosses are immune (But if you cast **Vortex** directly on them it will kill any boss that moves, like Ygg, Jotunn, Warlock, Khan, The Aristocrats, Vlad, Death, and Assatur.)
* Can be removed by casting Nullify, which has a much faster cast time.
Thunder Bolt

## Spell effects

**Thunder Bolt** causes a bolt of lightning to shoot down from the skies and strike a nearby enemy or ally in the direction the wizard is facing with a maximum range of 16. This Magick can only be cast outdoors and has no effect when used indoors. Thunder Bolt deals 5000 damage to unarmored units and deals 7500 damage to armored (wearing metal) units. If the target is wet, damage is doubled to 10000 and 15000 damage respectively. Frozen targets do not receive any additional damage.

The target selection of Thunder Bolt is fairly predictable:

* Thunder Bolt will always hit the shield bubble the caster is standing in, if one is active.
* Otherwise, it will target the most elevated unit (but not the caster) within a radius of 8 distance at the location that is 8 distance away from the caster's direction. (That is, the target is selected from those inside a circle of radius 8 right in front of the caster.)
* Units in a shield bubble are not considered eligible targets by Thunder Bolt nor is the shield bubble itself. Grease patches on the floor are considered targets but they do not catch on fire when hit. Line of sight with the caster is not required.
* If no targets are found within the circle, it hits the floor at the center of the circle.
* Elevation, metal and height contribute to target selection, in that order. Lightning bolt should NOT be used on goblins except in specific circumstances.

## Achievements

The following achievement requires the use of Thunder Bolt:

*Get struck by a thunderbolt and survive.*
Cast a self-shield (+Self) or lightning immunity aura (+Self) on yourself, then cast Thunder Bolt.

## Pros

* Particularly lethal if the target is wet, especially with the Rain Magick.
* Can hit targets out of direct line of sight. Eg, enemies on parparets.
* Can kill allies and minions, allowing you to steal their stuff.
* Can kill Grimnir in 3 hits.Period.
* The largest enemies are usually the most dangerous. This means Thunder Bolt nearly always hits the target it should.
* Wizards love to kill something giant, powerful and scary with just one blow.

## Cons

* Can be countered with a lightning immunity aura (+Self) or a shield bubble (+Area).
* Can only be used outdoors.
* The targeting selection is predictable, but can be annoying because it will often not hit the target you want.
* Very easy to kill yourself.
* Can kill allies and minions, making them angry.

## Trivia

* Thunder Bolt is used by Grimnir.
* The elemental combination of Thunder Bolt () is a subset of Thunder Storm () with one less Steam element.  is also the strongest beam spell in the game and its area cast version is the strongest AoE spell in the game. However, +Area is often preferred because trading the steam and lightning elements for arcane increases the radius significantly in exchange for slightly less damage.
Vinyl Record

*This article is a stub. You can help Magickapedia by expanding it.*

The **Vinyl Record** appears in the Magicka: Aspiring Musician Robes and can only be obtained with the "Epic Sax Wizard" wizard model as the default starting weapon.

## Abilities

* The Vinyl Record only has a small amount of ranged splash damage, but it causes bleeding which is a more advanced form of poison.

## Pros

* The discs will bounce of walls and sometimes roll on the ground before exploding.
* Man! These songs are my jam! I wish I had a record player...

## Cons

* Not as useful as direct damage weapons.
Smoke Bombs

*This article is a stub. You can help Magickapedia by expanding it.*

Appears in Magicka: Party Robes DLC and can only be obtained with the "Rogue Wizard" wizard model as the default starting staff.

## Abilities

You can instantly teleport straight backwards in a puff of smoke. The teleport distance is the same as that of a normal Teleport Magick.

## Pros

* Can be great for a quick getaway if enemies get too close
* Complements the Rogue's hit-and-run style

## Cons

* Arguably not as useful to a Rogue as health/resistance-increasing staves
* Accidental teleportation may warp you into danger, or off a ledge
Warlord Dragon Armor (Magicka 2)

*This article is a stub. You can help Magickapedia by expanding it.*

The **Warlord Dragon Armor** is one of the robes available in the Deluxe Edition of Magicka 2.

## Description

This movement-restricting armor hails from a realm drowned in eternal conflict. It bears the trophies from a slain dragon on its back: toenail clippings. But still!

**Information:**

 **Penalty** | Reduced healing from Life spells

## See Also

* Staves (Magicka 2)
* Weapons (Magicka 2)
The Headmaster

The Headmaster is apparently the Headmaster at the academy you start off in. Upon talking to him he will say "I'm the Headmaster, I'm great". If you continue talking to him he will state various reasons why he is so great.

## Why he's great

1. "My rooms the biggest room in this castle"
2. "I am the boss!"
3. "I have a great, big, bushy beard." - A possible reference to the movie "Hot Fuzz"
4. "My robes are made of real velour." - Most likely a reference to Zapp Brannigan, from Futurama, who boasts that his uniform is 100% velour.
5. "I'm so dedicated to the Order, I've actually never left the castle"
The King

The King of Havindr is first encountered as a hostage of Grimnir's disciples after the wizards battle through Havindr's streets into the castle. Strapped down to his throne as a giant pedal-powered drill inches towards his head, the wizards must destroy the machine and then defeat the Warlock leading the disciples. The King gets a fairly large amount of dialogue out of all the NPCs, much of it some of the best humor in the game.

## James Bond Reference

When first encountering the king, a disciple (warlock) says: "No Mr. King, I expect you to die."

## Star Wars Reference

On beating the Warlock, the King will pick him up from behind and throw him down a bottomless shaft, reminiscent of the end of the Emperor in the last Star Wars movie.

## 300 Reference

At the beginning of Chapter 5, he will be talking with a soldier who has his back to an open well who states that the entire battle is "madness." The King starts, but then agrees with the soldier, pressing the wizards into the role of siege breakers instead. The soldier can be tossed down the well for his troubles.

## Star Trek reference

At the end of Chapter 5 introducing the fight with the Orc warlord Khan, the King will get to scream the famous line from Star Trek II: The Wrath of Khan.

*This article is a stub. You can help Magickapedia by expanding it.*
Vulcanus Arena

The Vulcanus Arena DLC is required.

Ever wanted to play pvp, but lacked the people? These wizards will give you a run for your money.

The Stage starts off with a couple of Frontier wizards. These guys aren't tough, and a lightning shield is all you will need to destroy them.

Next up are basic wizards followed by the hatted ones.

Soon the party robes will spawn, followed by more frontier robes and patched wizards.

A VERY TOUGH ARENA.

On the plus side, a fireplace in the middle can be used to your advantage; and the wizards will attack each other if you happen to be invisible.

*This article is a stub. You can help Magickapedia by expanding it.*
Undead

*This article is a stub. You can help Magickapedia by expanding it.*

All undead are damaged by life and healed by arcane

## Zombie

 Speed
 Score Value

Zombies's attacks can poison their opponent. Zombies can be summoned with the Raise Dead () spell. Zombies are summoned in groups of five, making them a quick distraction if needed. Their ability to poison can be a good way of defeating a tough foe because you can poison the opponent and then hide until they die.

## Skeleton Soldier

 Speed
 Score Value

Skeletons are completely immune to  spray.

## Wight

 Speed
 Score Value

Don't be fooled by their slow movement speed, if you get within reach they will lunge forward at high speed making it hard to avoid their attacks.
Upon death their remains will turn into a regular skeleton

## Skeleton

 Weaknesses
 Speed
 Score Value

Skeletons are completely immune to  spray.

## Darksoul

 Regeneration
 Speed
 Score Value

Comes in 4 variations, Fire, Cold, Lighting and Arcane, like all undead they are weak to life, but they are also weak to the opposite element of their type.

**Strategies**

* In chapter ten they attack in groups. That's why an easy way to kill them is to spam Life Bombs (). They do not damage you, unless you are wearing Vlad's Gauntlet.
* The most deadly darksouls are the fire and lightning variants. The lightning variant can shock you repeatedly whilst the fire variant can give you a huge fire DoT stack if they hit you enough times. An easy way to counter this is to cast a fire, lightning shield on yourself ().
Warlock Robe

*This article is a stub. You can help Magickapedia by expanding it.*

The **Warlock Robe** is one of the robes available in Magicka 2.

## Description

"I am not the only one! There are dozens like me!" thus said the robe's last owner before vanishing in an embarrassingly dorky explosion.

 **Location** | Part of the community rewards before the game's release

## See Also

* Staves (Magicka 2)
* Weapons (Magicka 2)
Control Blocks

**Control Blocks** are the heart of the tech. Depending on the type, they are either player or AI controlled. They are also known as "cabs".

Weapons tend to target cabs, and when all of the cabs on a tech are destroyed, the tech falls apart or explodes, and then is considered "dead". This applies to all techs, no matter if it is a enemy, player, or even an AI. As such it is recommended to protect the cab, and to have multiple, redundant cabs on the same chassis.

If a group of regular blocks lose their connection to the cab, they disconnect each other too.

### Player Controlled Cabs

These cabs are used when you want to control the tech yourself. Each corporation has its own unique cab. Most cabs "transform" when not attached to any blocks to have independent mobility and/or gun.

### AI Cabs

These cabs are used for creation of AI-controlled allied techs. Currently the options for AI-controlled techs are quite limited, but another option is coming soon, which may be a mining command. The current options are: Defend and Idle.

* AI techs that are set on Defend will follow your tech and attack any nearby hostile techs. The tech will only follow you if it is mobile, and if it is anchored to a moving anchor it will just try to point to you.
* AI techs set on Idle will be effectively inert and passive.
Time Warp

## Spell effects

**Time Warp** causes gameplay to slow down to 50% of its usual speed, resulting in a "slow motion" effect. This Magick does not cause players to be able to perform any action relatively faster (you still take twice as long to queue spell elements), however it can buy precious seconds for the player to maneuver his mouse cursor and/or fingers to type out difficult combos. Along with the slowing down of time, the game scene also desaturates to 10% of its usual color.

The effects of Time Warp lasts for 15 real time seconds, during which approximately 8 seconds of game events will have happened at half the usual speed. It is not 7.5 seconds because the slowdown of game time is not instantaneous, game time will take 1+ real time seconds (actual time depends on the host's framerate) to slow down gradually to 0.5 (but never actually ever hitting 0.5), before speeding back up gradually to normal at the 14th real time second.

Formulas:

* 0th second: TimeMultiplier = 1
* 0-14th second: TimeMultiplier = TimeMultiplier + (0.5 - TimeMultiplier) \* Elapsed real time since last update
* 14-15th second: TimeMultiplier = TimeMultiplier + (1 - TimeMultiplier) \* Elapsed real time since last update
* 15th second: TimeMultiplier = 1

A similar formula is used for the color saturation (where the target saturation is 0.1 rather than 0.5 for the time multiplier).

Time Warp can be canceled by using Nullify.

## Pros

* Has a very short combination sequence so it can be cast quickly.

## Cons

* Fairly annoying when used in a multiplayer game.

## Trivia

* Time Warp slows even the Haste Magick, if (Haste) is used when the Time Warp spell is active, the player will only move at normal speed (i.e. The speed if Time Warp is inactive).
* The M60 machine gun is unaffected by Time Warp, meaning it will do twice as much damage in the same amount of "real" game time.
The Aristocrats

*This article is a stub. You can help Magickapedia by expanding it.*

 Weaknesses
 Regeneration
 Speed
 Score Value

The Aristocrats are goblins that presumably stole the staves and robes of wizards. When you approach them, the leader will teleport out of the ring. Groups of four goblins with robe color matching their element will teleport in as you kill another group of four. After all the mages are killed the leader will teleport in.

**Tip**: An easy way to do this, is to embue your sword with some strong mines and cast AoE mines while standing in the middle of the stone circle with the eagle, when the last goblin of wave 1 dies. RAPIDLY teleport out of the mine circle then, and watch goblins teleporting/spaning/dying in the mines. When the boss finally appears try to teleport to the sport were he lands and cast the mines on your sword where he would land. If using Arcane-imbued rock walls, you can cast nullify for a slightly safer version of the same
**Tip**: Another way is to stand in the middle of the eagle and drop S-S-S-S-E Area mines around you after every wave, keeping up some sort of protection. The final goblin can be more easily killed if some sort of chill mine is dropped before he teleports in, after the second to last wave appears.

Another easy way is to cast grease onto the eagle emblem and set it afire. Spam grease around the center, and as the goblin mages teleport in they'll fry.

An easy way is to cast fear on the stairs near the top of the screen, causing the black robed boss-goblin to run into the ring, where he can be swiftly dispatched. Killing the black robed goblin concludes the fight immediately. Simillarly, the robed goblins in the crowd are able to be struck by electric magic, and can be killed out of sequence.

If you have completed the game and are on a second playthrough, casting vortex on the stone eagle will instantly win the fight, however, you lose the opportunity to get either the goblin staff or the aristo-staff, as items are destroyed when the wielder is sucked into the vortex.
Vlad's Gauntlet

*This article is a stub. You can help Magickapedia by expanding it.*

## Abilities

Allows player to drain health from a enemy to fill their own health bar.

## Pros

* Gives complete immunity to arcane-based attacks.
* The life-leeching attack is useful in a pinch.
* Can recover health even when shielded. (not anymore since latests versions)
* Is *extremely* effective with the Cyber or Space robes, as you are immune to both life and arcane.

## Cons

* This weapon effect is bugged as of right now (patch #12, version 1.3.5.4), the effect does not wear off unless the wielder picks up another staff, activates a checkpoint (some players have stated that an automatic checkpoint is not enough, it needs to be one you activate yourself) and dies.
* Since the health element is reversed with this weapon it is possible to kill yourself with the heal element.
* Does not make you a Vampire.
Types Of Attacks

## Force/Beam Effect (Right-click)

Force casting is the basic ranged attack. Beam-type force attacks (I.E. Arcane) do single-target damage. Force attacks are performed by queuing up one of the Spell Combinations and pressing right-click. Beam spells can be sustained by keeping the right mouse button held down, while projectile spells can be made to fly further by holding down the right mouse button longer before releasing it.

If no element is queued when force casting, then a basic pushback effect is created in the direction the wizard is facing.

## Area Of Effect (Hold shift while right clicking)

Area of Effect casting does damage to all surrounding enemies. AoE attacks are performed by queuing up on of the Spell Combinations and pressing shift + right-click.

If no element is queued when casting AoE, then a basic pushback effect is created in all directions around the wizard.

## Self-Cast Effects (middle mouse button)

Self-casting casts a spell on yourself. Self-casting has the potential to kill yourself if you are not careful. It also has other uses such as a removing one of the negative Player States or healing/shielding yourself. Mouse wheel click to use.

If no element is queued when casting self-cast effects, then the current staff's active ability is cast instead (if the staff has an active ability and it is not on cooldown).

## Imbue Weapon (Hold shift while left clicking)

Imbuing a weapon takes the elements in the spell queue and applies those properties to your next melee attack. Do a melee attack (Shift + Left Click) while the spell combination is queued up to imbue, then do another melee attack (a second Shift + Left Click) to actually use the imbued weapon.

Note: The rule of opposites still applies when imbuing a weapon that is already imbued.
For example, a weapon imbued with  will be reduced to a normal weapon when imbued with
Treant

## Tree Spirit

 Regeneration
 Speed
 Score Value

It's a minion summoned using the Gnarled Staff obtained by killing Druids. It's weak against fire but has water absorption, making it immune to being wet and enabling you to heal your Tree Spirits using water-based spells. If you fight against them, use the Thunder Bolt or Nullify Magicks.

## Traeskmonstír

 Regeneration
 Speed
 Score Value

*This article is a stub. You can help Magickapedia by expanding it.*

**Abilities**

Slow moving but will grab the player from a surprisingly long range. This will deal damage while grabbed and instantly crush a player beneath a certain hp (Approximately 25%). Also like Tree Spirits, a Traeskmonstir will heal from being hit by .

**Tactics & Behavior**

They move very slowly, but grab the wizard when he's in range, dealing great damage over time. It's their only attack, though, and they can't use it against wizards with ice () or stone () armors, so having one on will make them completely harmless. You can also use a cold squall () to slow them down. Also, they have no way to attack walls ( and either  or ). This means that they can be used to hold the Traeskmonstir at bay, almost indefinately. They will also walk into the wall, if the wall stands between them and the wizard, allowing a player to use a volcano wall () to deal heavy damage to them and keep them away from the wizard. Remember to stand back from the wall as they may grab wizards through it. An other nice method of killing them is charging up Nightmare Hailstones (x4), which should one shot the Traeskmonstir. You can also quickly cast the Thunderbolt magick twice to kill them at great distance.

Damage causes a Traeskmonstir to drop any wizard it is holding. If a wizard possesses the M60 and fires continuously at a Traeskmonstir, it will repeatedly grab and drop the wizard firing at it, causing no damage to the wizard.

**Loot**

None

**Notes**

* The Traeskmonstír is based on the Mudman monster found in the game Moonstone: A Hard Days Knight. It has the same appearence and attack, bursting out of the ground and grabbing the player with long branchlike hands that pin and damage the player until they break free.
* The name "Traeskminstír" is a slightly mangled version of the Swedish words "träsk" and "monstret", or "swamp monster". Amusingly enough, the data file for the monster is called "Swampthing".
Vietnam Survival

*This article is a stub. You can help Magickapedia by expanding it.*

**Vietnam Survival** is a multiplayer Survival map from Challenge mode which pits you against Vietcong monsters in the Vietnamese Jungle. The Magicka: Vietnam DLC is required.

## Useful Equipment

•Rogue Robe (Invisibility by pressing CTRL)

•Tesla Staff (Strong Lighting)

•Aristo-Staff (Teleport)

•Staff of War (High HP)

•M60

•RPG-7

•Haste

•Time Warp

•Conflagration

•Napalm

•Summon Elemental

•Shield(E) + Variable Rock(D+D, at least) and selfcast(middlemouse), makes for excelent protection against shots

## Waves

Note: Work In progress...

Note 2: The waves seem to have some randomness to the number of monsters.

 02
 03
 04
Yawarakai-Te

*This article is a stub. You can help Magickapedia by expanding it.*

The **Yawarakai-Te** appears in the Magicka: Nippon and can only be obtained with the samurai wizard model as the default starting weapon.

## Abilities

* Fast and Armor Piercing is a deadly combination to weapons. Strike quickly and with good damage to the enemy.

## Pros

* Probably more useful than other starting weapons, other than the m16. Certainly the most powerful starter sword.
* A very quickly attack rate.

## Cons

* Low physical damage, it's the only weakness of this blade. But it's cool default weapon.

## References

* Yawarakai-Te (Tender Hands / 柔らかい手) is the legendary blade supposedly forged by Goro Masamune, and features in a legend comparing his swordmaking techniques against that of another swordsmith, Muramasa. Supposedly, it is a blade forged with such purity that it will refuse to cut down those deemed innocent and undeserving of punishment.
Winter Ruler Robe

*This article is a stub. You can help Magickapedia by expanding it.*

The **Winter Ruler Robe** is one of the robes available in the Three Cardinal Points Super Pack DLC for Magicka 2

## Description

Luxurious and custom tailored! You chose the life of higher standards. Sadly your choice froze you out from society. Which is impossible, since the robe makes you immune to frozen status.

**Robe information:**

## See also

* Staves (Magicka 2)
* Weapons (Magicka 2)
The Last (Mic) Stand

*This article is a stub. You can help Magickapedia by expanding it.*

Appears in Magicka: Aspiring Musician Robes and can only be obtained with the "Heavy Metal Wizard" wizard model as the default starting staff.

## Abilities

* Charm those rock groupies into aiding you in combat by doing what you do so well, sing.

## Pros

* Charms foes into fighting for you.
* Everybody wants to get with the lead singer. Fact.

## Cons

* We both know you're just going throw away those groupies when you're done. For shame!
Dirt Spear

## Tech Profile

Dirt Spear is a small tech and is mostly comprised of wheels. Dirt Spear is the fifth tech the player is introduced to when starting the game. This tech will most likely the players first chance to gain a shield bauble.

## Spawning

This tech spawns as the player is driving after the completion of the tutorial mission. This tech will only appear once.

## Fighting Guide

When approaching this tech to fight do not attack from the side. This tech has 1 external weapon with the exception being the Dirt Blaster configuration who's cab lasers are able to fire as well. Approaching from the side runs the risk of hitting the shield which is value at the early stage of the game.
GSO Horn Adjustment Thruster

*This article is a stub. You can help TerraTech Wiki by expanding it.*

 This block can be used to apply rotational force to your Tech whilst in the air or on land too. It can be controlled with normal steering input.

The **GSO Horn Adjustment Thruster** is a flying and racing block.

Automatically boosts depending on what direction they are facing. For example, with one end facing backward, moving forward automatically triggers the booster.
Better Future eFlow Cab

*This article is a stub. You can help TerraTech Wiki by expanding it.*

 The ultimate in Better Future style. The eFlow travel cab removes most of the standalone movement and personal defences in exchange for a more streamlined design.

The **Better Future eFlow Cab** is a grade 1 Control block manufactured by Better Future. Like all Better Future blocks, it can be crafted with a Better Future Fabricator.

It has 5 attachment point(s) and takes up 2 cell(s).
The Wave

Location:

## Spell effects

Projects a longitudinal wave of rock which launches entities along its path into the air. Damage is dealt by the fall rather than directly.

## Pros

* Good for knocking enemies into environmental hazards.
* Disrupts preparing spell casters.

## Cons

* A relatively long combination for a weak push effect, water is recommended instead.

## Trivia

* This is one of four Magicks only available in Challenge Mode.
* The namesake of the Magick is the wave, a common dance/cheer used at sports games by fans.
* The Magick combo is similar to the Conflagration Magick.
GSO 1 Slot Refinery

None

## This item is deprecated from the game

→ For equivalent item please see GSO Refinery

The **GSO 1 Slot Refinery** was available in 0.5.11 and previous versions. It allowed a player to refine raw resources into something more useful. It can still be found rarely on enemy and invading techs but no long has any use and can not be interacted with. If found this block can be sold to the GSO Trading Station. In 0.5.10 it was given a white texture to help people tell it apart from the Fabricators.
Articulated Diamond Drill

Reason: "*Duplicated (GeoCorp Articulated Diamond Drill)*"

**This page is a candidate for deletion.**
Reason: "*Duplicated (GeoCorp Articulated Diamond Drill)*"

The Articulated Diamond Drill is the normal Diamond Drill but instead moves in 2 directions, up and down. You can move it around to make it so that is can swing left and right instead of up and down. It also does the same damage as the Diamond Drill too (Please clarify me on that).
Flying challenges

**Rocket Challenge:** Using a sparse selection of pieces, build a rocket to fly as far as you can. The distance is tracked as soon as you ignite the rocket, and ends when you contact the ground. The available pieces are as follows.

* GSO One Block
* GSO Two Block
* GSO Horn Steering Booster
* GSO Tetrox Booster Jet
* GSO 4x Redux Mega Booster
* GSO Popper Fuel Tank
* GSO Big Poppa Fuel Tank

**This challenge set has been deprecated since 0.6.1, replaced by Gauntlet Mode.**

**Wing It :**
Better Future Air Receiver

*This article is a stub. You can help TerraTech Wiki by expanding it.*

 The Air Receiver is first of all a great receiver, but it can also be mounted on a flying Tech and grab chunks that have been shot up towards it by a delivery cannon from below. It's a fairly neat way to get chunks up to a floating base, (it's also a sneaky trick to play on rival prospectors).

The **Better Future Air Receiver** is a grade 2 Manufacturing block manufactured by Better Future. Like all Better Future blocks, it can be crafted with a Better Future Fabricator.

It has 3 attachment point(s) and takes up 25 cell(s).

## Usage

Similar to all other receivers, it is able to pick up loose resource chunks/components that are either held by the collector on an allied Tech or on nearby ground, so they can be transported to other production blocks.

The Better Future Air Receiver can hold 12 items in 3 stack of 4 and has a pick up range of around 12-13 blocks (from pads, the ring itself is inert). In addition, it can intercept items that were send from Delivery Cannons by internal 9 cells of the ring. Intercepted items will instantly lose momentum and will fall back to the ground if receiver is full.

While receivers can be used on moving techs Better Future Air Receiver will start losing items at the speed around ??? mph.
GSO Hub Wheel

A hub style wheel with a sturdy chassis that can have other blocks mounted to it.

> *A hub style wheel with a sturdy chasis that can have other blocks mounted to it.*
>
>

The **GSO Hub Wheel** is a wheel block, useful for mobilising your tech.

It has 5 Attachment Points, one on every side except the bottom where the tire protrudes from.

This block has 312 HP and a top speed of 53 mph.

The GSO Hub Wheel has decent speed, very good torque, good grip.

It, like all GSO blocks, can be crafted with a GSO Fabricator.

## Notes

The GSO Hub Wheel can be very useful to cover the underside of a small tech to reduce the chances it will be overloaded or become beached on a hilltop. Be warned that this can inhibit the tech's turning.

Due to the GSO Hub Wheel being often placed underneath the body of a tech, the weight of the blocks above can augment its grip by pressing it into the ground. However, this effect is lost when climbing steep inclines as the weight shifts off the wheels.

## Trivia

The block description for the GSO Hub Wheel originally incorrectly spelled 'chassis' as 'chasis'. [Fixed as of 1.3]

## References

1. ↑ Top speed based on 4 GSO Hub Wheel vehicle made up of 1 Venture POD Cab, 1 Venture Long Block and 1 Venture Speedometer
GSO Auto Miner

The GSO Auto Miner can be anchored on top of patches of ground that are rich in Carbite, Oleite, Rodite, Erudite, Ignite & Celestite. The Auto Miner will then commence drilling and extract the subterranean ore to be harvested.

The **GSO Auto Miner** is a grade 2 Manufacturing block manufactured by GSO. Like all GSO blocks, it can be crafted with a GSO Fabricator.

It has 6 attachment point(s) and takes up 15 cell(s).

## Usage

Since the surface seams/Outcrops of all the listed resources can only provide them in very small quantities, Auto Miners are used to extract them. Once placed over a seam, the animation will play and a resource chunk is extracted for every 30 seconds. It is possible to place more than one of them over a seam, as each resource seam has 900-1000 chunks (randomised), so therefore more Auto Miners will drain them at a higher rate.

If out of rendering distance of around 5 KM, the Auto Miner stops working. However, it will still keep track of it's production. When it enters rendering distance again it will pay out the chunks at an accelerated rate of 1 per 10 seconds.

It is useful for extracting expensive resources, such as Erudite, early game, and the player can then refine and sell them en masse and earn a lot of money. The usage changes to utility instead of commercial as the game advances, where more resources should be hoarded instead as they could find a use in crafting.

## Gallery

* A graph depicting the effectiveness of the Auto Miner, increasing as the quantity of miners increase
* A Carbite seam found in the Salt Flats

## Trivia

* The GSO Auto Miner is presented to the player as part of Crafty Business IV.
* It resembles a modern-day ground-based oil drill, but is much smaller. Coincidently, it can extract Oleite, the game's equivalent for Petroleum.
* The most time efficient way to mine underground resource seams is to place four Auto Miners on every seam. This is possible by placing them all in a spiral rotation as ZeroGravitas explains in his video at 18:35 (and this video). However, this is still impossible to apply everywhere save for the Salt Flats.
* It has an absurdly high amount of health for the materials required to craft it.
* Some resource seams can generate in odd positions, making usage of this block difficult if not outright impossible.
* It is not affected by the GSO Pacemaker.
* This block is unavailable in co-op campaign.
* The exit nozzle resembles that of the GSO Fabricator.
* Whenever it produces a resource chunk, it produces a chime.
	+ This output audio is also shared with Refineries, Fabricators, Component Factories and Scrappers.
GSO Combat Shotgun

The GSO Combat Shotgun is just the tool for when things get up close and personal. This boomstick packs a real punch, dealing scattershot damage and knock back to close quarters targets. Just don't expect it to do too much over a longer range.

The **GSO Combat Shotgun** is a ballistics weapon block, useful for fighting enemy techs.

It has 1 Attachment Point.

This block has 400 HP and explodes when destroyed.

The GSO Combat Shotgun has fair tracking speed (but limited elevation and heavily limited azimuth), good projectile velocity, good projectile damage, awful projectile range, average fire rate and no splash damage. It fires a wide cone of shots which all damage blocks they hit.

It, like all GSO blocks, can be crafted with a GSO Fabricator.

The Combat Shotgun packs somewhat more punch than Venture 360 Shotgun and has a narrower spread, but twice as slow to turn around and significantly limited in tracking sphere.
GSO Active All Axis Gyro

A more mid range gyroscope to keep your Techs level, no matter what. This gyro is "active", meaning it will apply torque to force your Tech back to an upright position. And it's also "all axis" meaning it works in all three rotational directions. This is more powerful than the Better Future and Venture gyroscopes.

The **GSO Active All Axis Gyro** is a grade 3 Accessory block manufactured by GSO. Like all GSO blocks, it can be crafted with a GSO Fabricator.

It has 4 attachment point(s) and takes up 1 cell(s).

## Usage

This is the strongest Gyroscope in terms of all single-cell Gyro, and the heaviest one too. That being said, it is more useful on aircraft and unconventional ground techs to keep them upright, whereas they are unable to do so without it. It is also usually the first Gyro you can have access to, as all other Gyros will require significantly more effort to get to one's license to grade 3. While they can be crafted or purchased, Gyros are extremely expensive and hard to craft, not to mention they are rare to even come across.

It works best on medium techs or those without too much concerns on mass, as the lighter Gyros will take the same cell count but with much less mass, allowing them to be usable for light builds without adding too much drag at a small cost to gyro torque. The Heavier Gyros, on the other hand, takes more space but they have more strength per cell, and so they can easily correct entire monstrosities.

## Trivia

* It's mass concentration per cell is the highest amongst all Gyros, tied with the GeoCorp Active All Axis Heavy Gyro and the Hawkeye Active All Axis Horizon Gyros.
Better Future Passive All Axis Gyro

*This article is a stub. You can help TerraTech Wiki by expanding it.*

 This Passive Gyroscope doesn't apply torque to keep your Tech upright, only resistance to movements around all rotational axes. Active gyros apply torque, meaning they'll pick you up if you fall over, but passive gyros just make it harder to fall over in the first place, making your Tech more stable without impacting your control of it as much. Passive Gyros also behave differently depending on their placement on your Tech. Depending on the offset from the centre of gravity this gyro will affect some axes more than others.

The **Better Future Passive All Axis Gyro** is a grade 2 Accessory block manufactured by Better Future. Like all Better Future blocks, it can be crafted with a Better Future Fabricator.

It has 6 attachment point(s) and takes up 1 cell(s).

## Usage

Passive All Axis Gyro allows to counter-balance techs that suffer from oversteering, which is extra useful on Anti-Gravity techs, or Fast Ground Techs that easily flip.
GSO Anchored AI Module

The GSO Anchored A.I. Module makes building turrets even easier. It will rotate a full 360 degrees and shoot at any Enemy Techs that it can spot.

The **GSO Anchored AI Module** is a Grade 2 control block manufactured by GSO. Like all GSO blocks, it can be crafted with a GSO Fabricator.

It has 5 Attachment Points.

## Usage

The GSO Anchored AI Module is a combination of a GSO Rotating anchor and the Gruntle Guard AI module. A rotating turret and an AI all in one Block, in addition to it's ability to also work on a mobile tech. The main catch is that it has a much longer anchoring height. This makes it valuable for use in the early game for mobile techs with greater ground clearance so that they can anchor and take advantage of whatever block that works when anchored only.

As a sentry gun or a mobile guard, it will require a lot of weapons in order to become effective, due to the extremely short range.

Like all cabs when it explodes it only pushes blocks away, dealing no damage

## Trivia

* This block is always available from the GSO Grade 2 mission Turret Defence from Turret Joe, and is relatively easy to acquire, as the two other turrets are not hard to defeat.
* It is one of the two GSO AI modules, the other being the GSO Gruntle Guard AI Module.
* It is the only non resource GSO block to use Celestian Crystals directly.

## History

* There seemed to be a bug if you load a snapshot of a turret or base, the AI will not be able to attack. This bug went away if another anchored block was attached.
	+ It seems to be patched after a certain update.
GSO Dirt Wheel

Larger wheels with a bit more umpf!

The **GSO Dirt Wheel** is a grade 1 Wheel block manufactured by GSO. Like all GSO blocks, it can be crafted with a GSO Fabricator.

It has 1 attachment point(s) and takes up 1 cell(s).

## Usage

The Dirt Wheel is a common part in the early game that works slightly better on plain terrain compared to the GSO Little Trekker Wheel. However, it should be quickly replaced with the GSO Bumper Wheel as soon as the opportunity presents itself.
Component Factory Dongles

*This **disambiguation** page lists articles associated with the same title.*

**Component Factory Dongles may refer to**

 **GSO Advanced Component Dongle,** a dongle that enables component factories to produce advanced components.
 **GSO Complex Component Dongle,** a dongle that enables component factories to produce complex components.
 **GSO Exotic Component Dongle,** a dongle that enables component factories to produce exotic components.