Difference between revisions of "Inferno Stone"

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Level: 123-125?<br>
 
Level: 123-125?<br>
 
Weight: 1<br>
 
Weight: 1<br>
Plane: [[:Category:Astral Plane|Astral Plane]]<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>
Line 24: Line 24:
 
[[Category: Lord Tank Gear]]
 
[[Category: Lord Tank Gear]]
 
[[Category: Gear In Astral Invasion]]
 
[[Category: Gear In Astral Invasion]]
[[Category: Gear In Astral Plane]]
+
[[Category: Gear In Astral]]

Revision as of 13:09, 19 December 2005

Modifies Armor Class by -100 continuous.

Bases: 24-27
Level: 123-125?
Weight: 1
Plane: Astral
Area: Astral Invasion
Mob: Astral Dragon
Suggested Group Size: 15


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 Glyph run. 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. The mobs in 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.

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.