Difference between revisions of "Category:Gear In Dark Fae Tower"

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<p>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.</p>
 
<p>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.</p>
  
<p>[[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 [[:Category:Lord Hit Gear|hit gear]] to successfully clear the room.  Adjacent to the room are unreachable archer mobs that constantly shoot at you while you fight and regen, so small groupies are at risk.  If you plan to camp this gear [[Purple Potion]]s are very useful, despite their weight.  Drinking from the pool in [[Duke Zarradyn]]'s room will take you back to the [[:Category:Fantasy Forest|Fantasy Forest]], from where you can homeshift.</p>
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<p>[[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 [[:Category:Lord Hit Gear|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.  If you plan to camp this gear [[Purple Potion]]s are very useful, despite their weight.  Drinking from the pool in [[Duke Zarradyn]]'s room will take you back to the [[:Category:Fantasy Forest|Fantasy Forest]], from where you can homeshift.</p>
 
[[Category:Dark Fae Tower]]
 
[[Category:Dark Fae Tower]]
 
[[Category:Gear In Arcadia]]
 
[[Category:Gear In Arcadia]]

Revision as of 19:03, 4 July 2006

Suggested group size: 10 - 14


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. 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. If you plan to camp this gear Purple Potions are very useful, despite their weight. 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.