Bestiary entry Edit
Page 1: Observations Edit
Not a single report of this curious and rare fiend's capture or slaying has ever been circulated. In the past, these creatures were demons of legendary might, foes unto the gods themselves. The gods feared them and their power, and so changed their form to that of a harmless pot. Though their strength be stolen, and their temperament cooled by transformation, they still possess terribly magickal powers. Anyone seeking to best one of these beings is advised to approach with caution, and perhaps a show of good-will, too, lest they suspect and strike the first blow... for it might well be the last.
Page 2: Sage Knowledge 7 of 78 Edit
Magick Pot has a powerful magick stat and can absorb any element to heal itself. It will not attack the party unless the party attacks it first. In its docile state, it will "clamor" for an Elixir. If the player gives it an Elixir, it will start jumping around and will not attack. The Elixir can be stolen back once given to it. The exception is the Stage 91 of the Trial Mode, where the Magick Pot eventually stops "rejoicing" and the player thus has a time limit for killing it.
The player should turn off the party's gambits, and approach the pot. The party should then use an Elixir on it and steal it back by using Thief's Cuffs. Once the party has stolen back the Elixir, they should attack with ranged weapons (bows are effective). Flare is also effective, if it hits. Alternatively, throwing Knots of Rust or using Gil Toss also prove effective.
If the party is at a level higher than 78, then they can use the Telekinesis technick multiple times and defeat it. This strategy can be used without giving a Elixir to the pot, though it is risky if it retaliates.
The player should be wary in any area where a Magick Pot may potentially appear, as the gambit system may cause the player to inadvertently attack before noticing its presence, particularly if using the high-speed mode in the Zodiac versions.
The player may want to turn off the party's attack gambits and decide on a strategy before engaging. As soon as the Magick Pot is given an Elixir, Hecteyes will drop in and swarm the arena.
A Black Mage equipped with Glacial Staff of the Staff of the Magi should cast Blizzaga on the Hecteyes. Alternatively, the player can use the Time Battlemage's Warp or Warp Motes.The gambit Foe:Ice-weak is good for targeting the Hecteyes.
Meanwhile, the other party members attack the Magick Pot. The player can damage it by giving it an Elixir and letting it rejoice for a bit. Setting the other attacker's gambit to Foe:Party leader's target helps for them to both attack the Magick Pot. The player can also chain Quickenings right after giving the pot an Elixir, hopefully killing it in one blow, and also hitting the flan if they trigger a Concurrence.
The player may want to spring the trap in the room before engaging Magick Pot.
magic. Magick, in the context of Aleister Crowley's Thelema, is a term used to differentiate the occult from stage magic and is defined as "the Science and Art of causing Change to occur in conformity with Will", including both "mundane" acts of will as well as ritual magic.Magick is an Early Modern English spelling for