Elden Ring: Shadow Of The Erdtreeintroduces a lot ofNPCs each with their own quest linesthat players can either complete or ignore, as they just focus on finding and defeating bosses. Completing these quest lines may not be easy, but will reward players greatly with unique items that are otherwise not obtainable.

Due to the progression system of NPC quest lines, some items can be missable, or briefly unavailable depending on how players are choosing to complete the DLC. While it can’t fully be missed, the spell Fleeting Microcosm is obtained differently depending on what all players decide to do.

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Where To Get Fleeting Microcosm In Shadow Of The Erdtree

Fleeting Microcosmis purchased from Count Ymir, High Priest who is found in the Cathedral of Manus Metyr, but can’t be obtained right away. Players will first need to travel around the Realm Of Shadow andsound both bells in the Finger Ruins of Rhia and Finger Ruins of Dheo. The Finger Ruins of Rhia can be obtained after playersreach the Cerulean Coast, while the Finger Ruins of Dheo will require players to get to theback gate to the Shadow Keep.

After sounding both ruins,Ymir will sell Fleeting Microcosm for 20,000 Runes. After his dialogue is exhausted, he will leave this location, so it’s best to buy it as soon as possible. If players have exhausted his dialogue and he left to give access to the boss below, players will need to continue his quest line and eventually kill him as an invader to getYmir’s Bell Bearing. This can be takenback to The Roundtable Holdand given to the merchant who will then sell Ymir’s inventory, includingFleeting Microcosm.

How Good Is Fleeting Microcosm

Fleeting Microcosm requires good placement and a melee-focused build but can be incredibly powerful when used correctly. This spell will spawn a ball of energy over wherever or whoever is the target, with it causing a small explosion after a few seconds. After the initial explosion, it will thenexplode a second time with a much wider range and higher damage.

Once cast, the ball of energy won’t move, but if players stand near it any enemies will get close and be affected. Theinitial explosion can stagger enemies long enough to make sure they are hit with the second explosion, with both dealing a very high amount of damage together. While this spell is best used by mages who prefer to get close to enemies to be used as bait, it is an incredible option for those with theintelligence to use it.