Difference between revisions of "Category:Gear In Dark Fae Tower"
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Suggested group size: 10 - 14 (melee, much of the run is nospell) | Suggested group size: 10 - 14 (melee, much of the run is nospell) | ||
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+ | Dirs: Shift Arcadia 3w 2s w s 2w all down, south, track misfit | ||
<p>Before shifting, be sure to stock up on [[White_Marble_Cross|crosses]] from [[Rietta]]; if you plan to camp, the group should have at least 5-6. Critical to surviving the tower is coming with [[Unholy Symbol (Rietta's Wonders)|unholy symbols]] to cure the [[Heartbane|heartbane]] that the guards have on their weapons. A [[Travellers Holy Symbol|traveller's holy symbol]] may come in handy as well to cure curses from the [[Duke Zarradyn|duke]]. [[Purple Potion]]s will come in handy as well. </p> | <p>Before shifting, be sure to stock up on [[White_Marble_Cross|crosses]] from [[Rietta]]; if you plan to camp, the group should have at least 5-6. Critical to surviving the tower is coming with [[Unholy Symbol (Rietta's Wonders)|unholy symbols]] to cure the [[Heartbane|heartbane]] that the guards have on their weapons. A [[Travellers Holy Symbol|traveller's holy symbol]] may come in handy as well to cure curses from the [[Duke Zarradyn|duke]]. [[Purple Potion]]s will come in handy as well. </p> |
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Run referred to as Duke Z
Suggested group size: 10 - 14 (melee, much of the run is nospell)
Dirs: Shift Arcadia 3w 2s w s 2w all down, south, track misfit
Before shifting, be sure to stock up on crosses from Rietta; if you plan to camp, the group should have at least 5-6. Critical to surviving the tower is coming with unholy symbols to cure the heartbane that the guards have on their weapons. A traveller's holy symbol may come in handy as well to cure curses from the duke. Purple Potions will come in handy as well.
After clearing Arcadia shift, go west until you reach the river. 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, so its a good idea to send a tank. 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; this is the last rooms in which you can use magic before the saferoom!
From here head south, and then 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. Note that if you do not close the doors below you the key mobs could move floors and make the run impossible.
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, it's probably a good idea to go back down to cast regen and heal up a bit.
Duke Zarradyn should be targeted upon entering his room and requires a long tank chain. Obviously most of the group will need to be in hit gear to successfully clear the room. Adjacent to the room are archer mobs that constantly shoot at you while you fight and regen, so small groupies are at risk. Drinking from the pool in Duke Zarradyn's room will take you back to the Fantasy Forest, from where you can homeshift.
Pages in category "Gear In Dark Fae Tower"
The following 2 pages are in this category, out of 2 total.