Difference between revisions of "Category:Gear In Kzinti Spire Of Knowledge"

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See [[Gray Staff]] and [[Katar Forged From Kzintium]] for directions to their respective runs.
 
See [[Gray Staff]] and [[Katar Forged From Kzintium]] for directions to their respective runs.
  
Which one should you pick?  Both are t1 AC wields, but the Gray Staff gives a 5% bonus to hp/mana regen, and the katar is a 17/17 piercer.  Quite frankly, both of these secondary stats are completely pointless. Since this is the case, I would recommend doing Katar every time, simply because it is a shorter run, with a less irritating key mechanic.  If the key breaks on Katar, you know exactly where to find it.  If the key breaks on Gray Staff, you do not know where to find it, leading to many extra headaches.  The path to Shunned World's Elder is also significantly longer than the path to the Kzinti Sergeant for Katar, meaning that Gray staff, on top of having the more irritating key, is also longer.  The gear room difficulty for Gray Staff is slightly easier because it doesn't go nospell, but if you have a lot of sorcerers available to you, the gear room in Katar is not that much of an issue.
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Which one should you pick?  Both are t1 AC wields, but the Gray Staff gives a 5% bonus to hp/mana regen, and the katar is a 17/17 piercer.  Frankly, both of these secondary stats are of very marginal use. However, gray staff seems to be somewhat more popular.
  
 
Tabulated List:
 
Tabulated List:
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Gray Staff:
 
Gray Staff:
 
*+  Easier gear room
 
*+  Easier gear room
*-  Quite a bit longer than Katar
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*-  Path to Elder in Shunned World is longer
*--- Key mechanic will make you want to break your face if your key breaks
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*-   Need to have flame of imix from [[Sceptre Of Blazing Fury|sceptre]] run.
  
 
Katar:
 
Katar:
*+ Quite a bit shorter than Gray Staff
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*+ Path to Sergeant is shorter.
*- Harder (more finicky) gear room
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*- Harder (more finicky) gear room - goes nospell in 4-5 rounds
*- Key mechanic will make you want to break only your hand if your key breaks.
 
  
 
==Peaceful Kzinti==
 
==Peaceful Kzinti==

Revision as of 04:54, 11 June 2012

Airscape (Gear)
Arcadia (Gear)
Astral (Gear)
Firerealm (Gear)
Karnath (Gear)
Kzinti Homeworld (Gear)
Midgaardia (Gear)
Noctopia (Gear)
Nowhere (Gear)
Outland (Gear)
Tarterus (Gear)
Thorngate (Gear)
Water (Gear)
World Of Stone (Gear)
Hell (Gear)
Horavacui (Gear)
Areas in Kzinti Homeworld
Inferno Peak (Gear)
Spire Of Knowledge (Gear)
Spire Of War (Gear)
Savage Jungle (Gear)
Shunned World (Gear)


Gear

See Gray Staff and Katar Forged From Kzintium for directions to their respective runs.

Which one should you pick? Both are t1 AC wields, but the Gray Staff gives a 5% bonus to hp/mana regen, and the katar is a 17/17 piercer. Frankly, both of these secondary stats are of very marginal use. However, gray staff seems to be somewhat more popular.

Tabulated List:

Gray Staff:

  • + Easier gear room
  • - Path to Elder in Shunned World is longer
  • - Need to have flame of imix from sceptre run.

Katar:

  • + Path to Sergeant is shorter.
  • - Harder (more finicky) gear room - goes nospell in 4-5 rounds

Peaceful Kzinti

This is left here to remind you which path is which if you accidentally sleep and miss his mobprog.

A peaceful kzinti says 'I wasn't expecting to see anyone else venture into this place.'

A peaceful kzinti says 'My meditation has kept this spot relatively calm,'

A peaceful kzinti says 'keeping the chaos behind barriers I have erected.'

A peaceful kzinti says 'If you were to venture anywhere except back where you came from'

A peaceful kzinti says 'you will be facing aspects of the test that once was part of this spire.'

A peaceful kzinti says 'Everything else was obliterated when the Evolutionary ascended.'

A peaceful kzinti says 'If you insist on pushing forward I can lower the barrier.'

A peaceful kzinti says 'This can only be in one direction of your choosing.'

A peaceful kzinti says 'I can even tell you a little bit about the dangers you would face.'

A peaceful kzinti says 'But understand this,'

A peaceful kzinti says 'once you have chosen it can not be changed until the world is reborn once again.'

  • REBOOT ONLY

A peaceful kzinti says 'To the NORTH you would be facing danger with only what you take with you.'

  • Take what you bring - No regen path, bonus is regen room right before final room because a safe room

A peaceful kzinti says 'To the EAST you will win some, but lose some.'

  • Win some, lose some - det path, small det mobs added to path that do not repop. Det mob is removed from gear room.

A peaceful kzinti says 'SOUTH all is lost.'

  • All is lost - Shortest path but it is a maze, no modifications to gear room or regen room

A peaceful kzinti says 'If you go UP power is everything, but I wouldn't suggest that one.'

  • Power is everything - melee immune path, extra big ass gassy mob added to gear room but he has pgems. Gear room is silent. Requires a very good group to even consider.

A peaceful kzinti says 'and finally, if you head WEST might makes right.'

  • Might makes right - No spell path, bonus is majority of gear room doesn't have sanc. Can cast in gear room and regen room just fine.

A peaceful kzinti says 'Let those who come after know what I have said because I will not repeat myself.'

A peaceful kzinti says 'Choose a direction or leave me to my meditation. The choice is yours.'

Final room contains:

Pages in category "Gear In Kzinti Spire Of Knowledge"

The following 4 pages are in this category, out of 4 total.