Difference between revisions of "Zarradyn's Gauntlets"

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Line 4: Line 4:
 
Weight: <br>
 
Weight: <br>
 
Bases: 24-27<br>
 
Bases: 24-27<br>
Plane: [[:Category:Citadel Arcadia]]<br>
+
Plane: [[:Category:Citadel Arcadia|Citadel Arcadia]]<br>
 
Mob: [[Duke Zarradyn]]<br>
 
Mob: [[Duke Zarradyn]]<br>
  

Revision as of 18:24, 24 April 2005

Modifies hit roll by 7 continuous.
Modifies damage roll by 7 continuous.
Modifies armor class by -30 continyous.

Weight:
Bases: 24-27
Plane: Citadel Arcadia
Mob: Duke Zarradyn


After shift, go west until the river, then follow it southwards until you find an exit going down. Go down into the underground tower. The first three rooms each contain three invisible water elementals. At bottom of waterfall, there is an iron grating that can be picked by a rogue or opened with key found on guard in a private room a bit north.

Proceed down from the grating until you reach an underground pool; these are the last rooms in which you can use magic before saferoom!

From here, either track duke or wander, seeking exits going up. The doors between the first few levels can be picked, but from third floor, you must find keys on the mobs. The room below fae knight on the fifth floor (with exits heading up and down) is the saferoom; regen and respell. The rooms are nospell again after.

The duke is 3u from the saferoom, but each room in between contains a mob. After the illusionist 2u from the saferoom, go back down to cast regen and heal up hp. The duke should be targeted upon entering his room and requires a long tank chain. If you should try to flee, you will end up in a private room with archer mobs; these archer mobs will also be constantly shooting at you while you fight and regen and so small groupies are at risk. Drinking from pool will take you back to Arcadia, from where you can homeshift.