• We have updated our Community Code of Conduct. Please read through the new rules for the forum that are an integral part of Paradox Interactive’s User Agreement.

Trapfly

Morally Ambiguous Wizard
9 Badges
Oct 19, 2013
1.083
249
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Magicka
  • The Showdown Effect
  • Teleglitch: Die More Edition
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2 - Signup Campaign
  • Magicka 2
For those of you who haven't heard my ramblings, Dungeons and Daemons (a DLC map from the original Magicka), was originally going to have a third part that took place after Dungeons and Gargoyles. All that remains from this lost episode is an unused enemy, one of Horton's acolytes fully transformed into a slime-human hybrid, and an unused magick, amalgameddon. Both can be accessed within the game through simple modding, but why am I discussing this once more with you?

The world’s most irreverent co-op action adventure returns! In the next chapter of Magicka, players ascend from the ruins of Aldrheim to experience a Midgård almost wiped free of Wizards after the Wizard Wars, with the few that do remain having either gone mad or extremely hostile toward all others.

This is taken verbatim from Magicka 2's Steam page.

When they mention ascending from the ruins of Aldrheim, I'm fairly sure this means the underground city where players spend all of Dungeon and Gargoyles navigating, and most likely in the third part as well.

This means one of three things:
  • Pieces might release the third part before the release of Magicka 2, which will start with them leaving the city.
  • Magicka 2's tutorial / first level will take place in Old Aldrheim, and will consist of what was originally going to be part thee of Dungeons and Daemons.
  • Part three will be without mention ever again, as Magicka 2 will simply mention them leaving the ruins.
So, which do you think it will be?
 

Hargelid

Chief Digital Wizard
99 Badges
Feb 13, 2012
235
159
  • Europa Universalis IV: El Dorado
  • Crusader Kings II
  • Magicka
  • Crusader Kings II: Horse Lords
  • Europa Universalis IV
  • Pride of Nations
  • Europa Universalis IV: Cossacks
  • Stellaris: Humanoids Species Pack
  • Tyranny - Bastards Wound
  • Europa Universalis IV: Common Sense
  • Magicka 2
  • Europa Universalis III: Collection
  • Europa Universalis IV: Mare Nostrum
  • Europa Universalis IV: Res Publica
  • Cities: Skylines - Snowfall
  • Surviving Mars: Digital Deluxe Edition
  • Knights of Honor
  • Stellaris: Galaxy Edition
  • Stellaris
  • Cities: Skylines - After Dark
  • Supreme Ruler 2020
  • 500k Club
  • Surviving Mars
  • BATTLETECH
  • Europa Universalis IV: Third Rome
  • Rome: Vae Victis
  • War of the Roses
  • Tyranny - Tales from the Tiers
  • BATTLETECH - Digital Deluxe Edition
  • Stellaris: Galaxy Edition
  • Crusader Kings II: Jade Dragon
  • Crusader Kings II: Charlemagne
  • Magicka: Wizard Wars Founder Wizard
  • Crusader Kings II: The Old Gods
  • Crusader Kings II: Rajas of India
  • Age of Wonders III
  • Crusader Kings II: Sons of Abraham
  • Prison Architect
  • Cities: Skylines - Parklife Pre-Order
  • Cities: Skylines - Parklife
  • Magicka 2 - Signup Campaign
  • Crusader Kings II: Conclave
  • Europa Universalis IV: Art of War
  • Europa Universalis IV: Conquest of Paradise
  • Europa Universalis IV: Wealth of Nations
  • Europa Universalis IV: Call to arms event
  • Hearts of Iron IV: Expansion Pass
  • Cities: Skylines - Green Cities
  • Hearts of Iron IV: Death or Dishonor
  • Crusader Kings II: Way of Life
For those of you who haven't heard my ramblings, Dungeons and Daemons (a DLC map from the original Magicka), was originally going to have a third part that took place after Dungeons and Gargoyles.

Where did you get this from? I think someone forgot to inform the Grand Headmaster =)
 

ddave101

Mælstrøm
5 Badges
Jun 8, 2011
326
14
  • Magicka
  • 500k Club
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2 - Signup Campaign
  • Magicka 2
Mod for unlocking all magicks including this one below:

Code:
			<UnlockMagick magickType="haste" />
			<UnlockMagick magickType="teleport" />
			<UnlockMagick magickType="rain" />
			<UnlockMagick magickType="blizzard" />
			<UnlockMagick magickType="thunders" />
			<UnlockMagick magickType="thunderb" />
			<UnlockMagick magickType="conflagration" />
			<UnlockMagick magickType="napalm" />
			<UnlockMagick magickType="charm" />
			<UnlockMagick magickType="fear" />
			<unlockMagick magicktype="confuse" />
			<UnlockMagick magickType="selemental" />
			<UnlockMagick magickType="sundead" />
			<UnlockMagick magickType="sdeath" />
			<UnlockMagick magickType="sphoenix" />
			<UnlockMagick magickType="vortex" />
			<UnlockMagick magickType="timewarp" />
			<UnlockMagick magickType="invisibility" />
			<UnlockMagick magickType="grease" />
			<UnlockMagick magickType="tornado" />
			<UnlockMagick magickType="nullify" />
			<UnlockMagick magickType="corporealize" />
			<UnlockMagick magickType="meteors" />
			<UnlockMagick magickType="revive" />
			<UnlockMagick magickType="ctd" />
			<UnlockMagick magickType="TractorPull" />
			<UnlockMagick magickType="portal" />
			<UnlockMagick magickType="Levitate" />
			<UnlockMagick magickType="ChainLightning" />
			<UnlockMagick magickType="ProppMagick" />
			<UnlockMagick magickType="wave" />
			<UnlockMagick magickType="performanceenchantment" />
			<UnlockMagick magickType="judgementspray" />
			<UnlockMagick magickType="amalgameddon" />

OMG thanks for letting me know about amalgameddon... I didn't know that existed
It also has a weird cast of what appears to be SQA, which is only achievable by exploiting another bug such as casting
SQFAR or SQRAF

It's effect is also pretty odd...
from the .locatable file:
Disregards personal integrity and individuality and fuses together two creatures of the same kind into one in order to save space and food.

Screenshot below of it being used on wizards:
953D54B1984FDC3062EB7B94486AEB3E5AFCADAC
 
Last edited:

Trapfly

Morally Ambiguous Wizard
9 Badges
Oct 19, 2013
1.083
249
  • Cities in Motion
  • Cities in Motion 2
  • Crusader Kings II
  • Magicka
  • The Showdown Effect
  • Teleglitch: Die More Edition
  • Magicka: Wizard Wars Founder Wizard
  • Magicka 2 - Signup Campaign
  • Magicka 2
Where did you get this from?
It's mentioned at least five times in the text files. That's also where I found the existence of amalgameddon.

OMG thanks for letting me know about amalgameddon... I didn't know that existed
It also has a weird cast of what appears to be SQA, which is only achievable by exploiting another bug such as casting
SQFAR or SQRAF

It's effect is also pretty odd...
from the .locatable file:
Disregards personal integrity and individuality and fuses together two creatures of the same kind into one in order to save space and food.

It's honestly one of my favorite magicks to use because of its effects. Basically, if there are two of the same npc, monster, or wizard, they're lifted into the air, and smashed together, instantly killing one. While CTD and Summon Death can perform instant kills, this one also momentarily prevents two enemies from moving as well.

Just be aware that if you cast nullify while someone is ascending, they end up flying into space, never to be see again (unless one uses teleport; then they slide across the ground uncontrollably for all of eternity).

On the topic of unused content, there are nearly forty unused pieces of equipment (I've taken screenshots of all of them) such as Samus' arm cannon, a diamond pickaxe and the buster sword, and a few other magicks.

Etherealize, Grow, Shrink, Earthquake, Vladzap, and Polymorph are all only usable with triggers, which means spawning them as a tome won't teach you the magick.

<Trigger id="magick_1" autorun="true" repeat="15">
<if>
<characterHealth id="magick_goblin_1" compareMethod="greater" health="0" />
</if>
<Then>
<magick id="magick_goblin_1" magicktype="polymorph" delay="0" />
</Then>
</Trigger>

This trigger, when activated, will make the entity in question cast the magick. If you wanted a player to use it, then one would switch "magick_goblin_1" to "player1", "player2", etc. Although, the trigger can be modified to only activate at certain points in a map.

Polymorph functions exactly like the werezompire claw, vladzap is triple chain lightning, grow doubles health and physical attack, but lowers speed. Shrink doubles speed, but halves health and physical attack. Earthquake makes large circles of wind appear on the map (sort of like a meteor shower does, but without any falling projectiles), which just push people around. Etherealize is an ability that daemons use to make themselves untouchable.

Finally, my guess regarding part three of Dungeons and Daemons is that it has something to do with restoring the city's sun orb, the one that was frequently mentioned and hinted at throughout the other two parts.
 
Last edited: