The street grid crawls toward the lake shore, then abruptly stops. In the deep recesses of a high-rise foundation, a construction crew makes a startling discovery: a great building of the promenade, long forgotten. The structure is packed tight in strata of dirt and ash. But still it gleams in electric light, an intact survivor of the fire of 1894.
Spellcasters meet in the mystic glow of this eldritch battle-pit to fight for dominance! The Jackson Digsite is a dramatically vertical arena, with sweeping elevation changes between low and high pedestals. The winning arch-mage maintains an otherworldly awareness of the full space, and chooses positions that offer an unobstructed view of the battlefield—all to remove opponent cover points and Embers one by one.
Focus is all-powerful. Skilled duelists hoard Embers, knowing that a single spell can be countered. But casting multiple spells in rapid succession forces a hapless opponent to choose between unfortunate options. A Pyrotechnic Volley targets all opponent pedestals from above, save one—coupling it with a homing Chaos Skull leaves no pedestal safe. A Spectral Cloak conceals the caster, even when teleporting—following it with a precise Disc of Blades exposes the enemy to a surprise attack. Cthulhu’s Grasp summons deadly tentacles, effectively herding an opponent into a position—pairing it with the close-range Debris Scatter increases the probability of a high damage attack. There are countless feints, manifold techniques for diverting attention and overwhelming an opponent. That is how true Spell casters buy time to ready their next spell.
Deep, dark Jackson Digsite demands extraordinary focus. One forward pedestal provides a destructible cover point. Another provides an advantageous casting angle. A rear pedestal looms high over the battlefield, but requires a defensive survey of the space. Here, blocking angles are obtuse, and homing spells rise up from below.
The very ground is impermanent. As it crumbles away, it reveals an abyss—straight down to the smoldering remnants of the White City itself, where the fiery Serpents of Sol Bloom’s Midway Plaisance arise to protect any magician bold enough to seize the Summon Orb.
Clockwork Imp Idle locations Edit
Round 1 Locations
Rounds 2 and 3