Difference between revisions of "Inferno Stone"

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<p>Have a tank drink from the pool and areaspell, while the rest of the group targets the astral dragon when they follow. The dragon's room is of moderate difficulty for a gear mob, and requires planeshifting, though if you walk out, you can homeshift. To leave the gear room you must go west, since all other directions take you back to the same room. The astral dragon does not repop with the rest of the room, so this item cannot be camped. Watch out for invisible mobs in Astral proper if you walk out.</p>
 
<p>Have a tank drink from the pool and areaspell, while the rest of the group targets the astral dragon when they follow. The dragon's room is of moderate difficulty for a gear mob, and requires planeshifting, though if you walk out, you can homeshift. To leave the gear room you must go west, since all other directions take you back to the same room. The astral dragon does not repop with the rest of the room, so this item cannot be camped. Watch out for invisible mobs in Astral proper if you walk out.</p>
  
[[Category: Lord]]
+
 
[[Category: Lord Gear]]
 
 
[[Category: Lord Tank Gear]]
 
[[Category: Lord Tank Gear]]
 
[[Category: Gear In The Astral Plane]]
 
[[Category: Gear In The Astral Plane]]

Revision as of 12:51, 24 April 2005

Modifies Armor Class by -100 continuous.

Bases: 24-27
Level: 123-125?
Weight: 1
Area: The Astral Plane
Mob: Astral Dragon


If you don't already have it, you need to first get the key (invasion plans) from Citadel Arcadia. For this part, you start with a choice of two shifts:

(1) if your group includes a rogue that can pick locks, you can shift to Astral and go 3dws (the rogue will need to pick open doors), or

(2) if you have no rogue, shift to Arcadia and portal gate guard. In this option, you need to kill the guard and enter the maze; guards along the way will have keys for all the doors. This is a longer route and more feasible with a larger group.

Track southern advisor; scanning keywords note him as having dual longswords. Kill him to get the key.

Once you have the key, shift to astral and go nwsu, then track cleric. Give the invasion plans to the cleric; this transports the person who gave the plans to an arena room below from which he can open the door up to allow the rest of the group to join him. Disarm the prisoner in the arena room — if the mob drops his sword, a pool will appear, but if he recovers the sword and it remains in his inventory, you have to wait for repop to try again. This is a good room for regenning.

Have a tank drink from the pool and areaspell, while the rest of the group targets the astral dragon when they follow. The dragon's room is of moderate difficulty for a gear mob, and requires planeshifting, though if you walk out, you can homeshift. To leave the gear room you must go west, since all other directions take you back to the same room. The astral dragon does not repop with the rest of the room, so this item cannot be camped. Watch out for invisible mobs in Astral proper if you walk out.