Category:Gear In Kzinti Spire Of War

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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)
Areas in Kzinti Homeworld
Inferno Peak (Gear)
Spire Of Knowledge (Gear)
Spire Of War (Gear)
Savage Jungle (Gear)
Shunned World (Gear)


From Kzinti Homeworld shift go down to enter the Savage Jungle go in a northeasterly direction to the sublevel in the Spire Of War. In the jungle be wary of invis Kzinti Hunters who stab. Also, psions need to be wary of Sussuruses who stomp, on scan they show up as a mass of vegetation or something like that. From here head all north, searching for a fountain. Drink from it to enter the Kzinti Spire Of Knowledge.

Track priest (or roam seeking exits going up). Once you find a room containing the Flock Of Ravens, Horde Of Rodents, and Swarm Of Insects, send a tank south to areaspell the assassins. The Peaceful Kzinti is in the room south of that; do not kill him.

Continue tracking priestess, and be forewarned that the Chaotic Cloud can detonate! Note that the Chaotic Cloud now has the Pair Of Simple Gloves. Kill the high priestess, and if you do not have the first key, bring the ticket (Glowing Kzinti Holy Symbol) you get from the priestess to the Peaceful Kzinti to get the Silver Kzinti Insignia, then return to the high priestess' room. Unlock/go up, and track evolutionary. The exits in this room are random so there's no other reliable way to determine the correct room.

When you find a room with two mobs above you, that will be the Evolutionary; enter/clear it with a short tank chain, then get the group to enter gateway quickly to avoid repop (no-flee room).

Head southwest looking for an open up exit. From here it is a straight forward path through the first two levels.

From here the full safe room is e2swn. Note that while this room is full safe, it is not lloydable, so you can't use create shrine or planar anchor.

If you don't have the second key (Golden Kzinti Insignia) you'll need to head up. In this part of the area are a bunch of kzinti warriors who all look the same on scan. One of them has the key, so wander and kill until you find it. All the kzinti warriors must be killed to spawn the Golden Kzinti Insignia. Once you get the key return to the saferoom, regen fully and respell.

Go up as before, then up again, and kill the guardians. From there track Alchyzer, like the other guardian halls, these exits are random; he loads the Robes Of Wizardry (level gear) and the Book Of Shard Storm. From here, unless you are doing split spires, you have to choose which piece of gear you want to get. If you have enough groupies, you may opt to split up into two or possibly three groups at this point to retrieve more than one gear. Northwest of Alchyzer is the main gear room with Kortez, Taragual, and two other mobs who hold Boots Of The Conqueror, Kzintium Blade Bracer, Necklace Of Severed Fae Ears, and Aura Of Domination.

East:
Kortez with the Boots Of The Conqueror lies east and is the easiest of the three gear rooms.

West:
Next up in order of difficulty is Raskartan, who holds the Crimson Bloodsash and Kzinti Commander's Claw. He lies west and keeps company with guards who rescue him while he throws and disarms.

North:
Taragual with the Kzintium Blade Bracer, Necklace Of Severed Fae Ears, and Aura Of Domination lies north and keeps company with an invisible assassin. One of the mobs with Taragual loads the Amulet Of The Cat's Eye.

Note that once you enter any of these three gear rooms you can't leave, so if you plan on camping you have to stay put after you clear it.

Taragual and Raskartan are very difficult, but the single most taxing part of this run is its length. Don't try to lead this run unless your group has time for at least 2 spellups.

Pages in category "Gear In Kzinti Spire Of War"

The following 9 pages are in this category, out of 9 total.