Difference between revisions of "Inferno Stone"

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  Modifies Armor Class by -100 continuous.
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long desc:<br>
Bases: 24-27<br>
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''This stone burns with an flame that emits great heat, yet it can be held with ease. The flame creates a light that allows you to see for miles.''
Level: 123-125?<br>
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short desc:<br>
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''The room is lit by a hot blue flame coming from a small stone.''
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<br>
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Modifies Armor Class by -100 continuous.<br>
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<br>
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Type/Slot: light<br>
 
Weight: 1<br>
 
Weight: 1<br>
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Keywords: stone, flame, inferno<br>
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Flags: glow<br>
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Quality: 100<br>
 
Plane: [[:Category:Astral|Astral]]<br>
 
Plane: [[:Category:Astral|Astral]]<br>
 
Area: [[:Category:Astral Invasion|Astral Invasion]]<br>
 
Area: [[:Category:Astral Invasion|Astral Invasion]]<br>
 
Mob: [[Astral Dragon]]<br>
 
Mob: [[Astral Dragon]]<br>
Suggested Group Size: 15
 
 
 
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<p>If you don't already have it, you need to first get the key (invasion plans) from [[:Category:Citadel Arcadia]].  This can be picked up via a minor detour on a [[Ruling Glyph|Glyph]] run.  For this part, you start with a choice of two shifts:</p>
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See [[:Category:Gear In Astral Invasion|Gear In Astral Invasion]] for directions on how to get this gear.
 
 
<p>(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</p>
 
 
 
<p>(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.</p>
 
 
 
<p>Track southern advisor; scanning keywords note him as having dual longswords. Kill him to get the key.</p>
 
 
 
<p>Once you have the key, shift to astral and go nwsu, then track cleric.  The mobs in [[:Category:Astral Invasion|Astral Invasion]] wield cursed weapons, so bringing a psi to decept is very helpful.  It's also a good idea to let the bored brutes know that the weapons are cursed, to cut down on failed disarm spam :).  Once you find the cleric Give the invasion plans to him; 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.  Webbing the prisoner before disarming is a good idea, since it lowers his dex.  This is a good room for regenning.</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 was upgraded recently with many more mobs than it used to have.  The gear room itself 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 Tank Gear]]
 
[[Category: Lord Tank Gear]]
 
[[Category: Gear In Astral Invasion]]
 
[[Category: Gear In Astral Invasion]]
[[Category: Gear In Astral]]
 

Latest revision as of 19:19, 30 October 2015

long desc:
This stone burns with an flame that emits great heat, yet it can be held with ease. The flame creates a light that allows you to see for miles.

short desc:
The room is lit by a hot blue flame coming from a small stone.


Modifies Armor Class by -100 continuous.

Type/Slot: light
Weight: 1
Keywords: stone, flame, inferno
Flags: glow
Quality: 100
Plane: Astral
Area: Astral Invasion
Mob: Astral Dragon


See Gear In Astral Invasion for directions on how to get this gear.