Difference between revisions of "Category:Gear In Kzinti Spire Of War"
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<p>If you don't have the second key ([[Golden Kzinti Insignia]]) you'll need to head up. In this part of the area are a bunch of kzinti warriors who all look the same on scan. One of them has the key, so wander and kill until you find it. Once you get the key return to the saferoom, regen fully and respell.</p> | <p>If you don't have the second key ([[Golden Kzinti Insignia]]) you'll need to head up. In this part of the area are a bunch of kzinti warriors who all look the same on scan. One of them has the key, so wander and kill until you find it. Once you get the key return to the saferoom, regen fully and respell.</p> | ||
− | <p>Go up as before, then up again, and kill the guardians. Track [[Alchyzer]]; he loads the [[Robes Of Wizardry]] | + | <p>Go up as before, then up again, and kill the guardians. Track [[Alchyzer]]; he loads the [[Robes Of Wizardry]] (level gear) and the [[Book Of Shard Storm]]. From here you have to choose which piece of gear you want to get. [[Kortez]] with the [[Boots Of The Conqueror]] lies east and is the easiest of the three gear rooms. Next up in order of difficulty is [[Raskartan]], who holds the [[Crimson Bloodsash]] and [[Kzinti Commander's Claw]]. He lies west and keeps company with guards who rescue him while he throws and disarms. [[Taragual]] with the [[Kzintium Blade Bracer]], [[Necklace Of Severed Fae Ears]], and [[Aura Of Domination]] lies north and keeps company with an invisible assassin. One of the mobs with [[Taragual]] loads the [[Amulet Of The Cat's Eye]].</p> Note that once you enter any of these three gear rooms you can't leave, so if you plan on camping you have to stay put after you clear it. |
<p>[[Taragual]] and [[Raskartan]] are very difficult, but the single most taxing part of this run is its length. Don't try to lead this run unless your group has time for at least 2 spellups.</p> | <p>[[Taragual]] and [[Raskartan]] are very difficult, but the single most taxing part of this run is its length. Don't try to lead this run unless your group has time for at least 2 spellups.</p> | ||
[[Category:Kzinti Spire Of War]] | [[Category:Kzinti Spire Of War]] |
Revision as of 18:06, 6 January 2006
From Kzinti Homeworld shift you can only go in one direction for a while. At the first fork in the path, head north. This will take you to the Savage Jungle. In the jungle be wary of invis Kzinti Hunters who stab. Also, psions need to be wary of Sussuruses who stomp, on scan they show up as a mass of vegetation or something like that. From here head north, searching for a fountain. Drink from it to enter the Kzinti Spire Of Knowledge.
Track priest (or roam seeking exits going up). Once you find a room containing the Flock Of Ravens, Horde Of Rodents, and Swarm Of Insects, send a tank south to areaspell the assassins. The Peaceful Kzinti is in the room south of that; do not kill him.
Continue tracking priestess, and be forewarned that the Chaotic Cloud can detonate! Kill the high priestess, and if you do not have the first key, bring the ticket (Glowing Kzinti Holy Symbol) you get from the priestess to the Peaceful Kzinti to get the Silver Kzinti Insignia, then return to the high priestess' room. Unlock/go up, and track evolutionary.
When you find a room with two mobs above you, that will be the Evolutionary; enter/clear it with a short tank chain, then get the group to enter gateway quickly to avoid repop (no-flee room).
From here the full safe room is e2swn. Note that while this room is full safe, it is not lloydable, so you can't use create shrine or planar anchor
If you don't have the second key (Golden Kzinti Insignia) you'll need to head up. In this part of the area are a bunch of kzinti warriors who all look the same on scan. One of them has the key, so wander and kill until you find it. Once you get the key return to the saferoom, regen fully and respell.
Go up as before, then up again, and kill the guardians. Track Alchyzer; he loads the Robes Of Wizardry (level gear) and the Book Of Shard Storm. From here you have to choose which piece of gear you want to get. Kortez with the Boots Of The Conqueror lies east and is the easiest of the three gear rooms. Next up in order of difficulty is Raskartan, who holds the Crimson Bloodsash and Kzinti Commander's Claw. He lies west and keeps company with guards who rescue him while he throws and disarms. Taragual with the Kzintium Blade Bracer, Necklace Of Severed Fae Ears, and Aura Of Domination lies north and keeps company with an invisible assassin. One of the mobs with Taragual loads the Amulet Of The Cat's Eye.
Note that once you enter any of these three gear rooms you can't leave, so if you plan on camping you have to stay put after you clear it.
Taragual and Raskartan are very difficult, but the single most taxing part of this run is its length. Don't try to lead this run unless your group has time for at least 2 spellups.
Pages in category "Gear In Kzinti Spire Of War"
The following 9 pages are in this category, out of 9 total.