Katar Forged From Kzintium

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Revision as of 01:37, 16 October 2011 by Cleanse (talk | contribs)
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With its tip covered in fresh blood, this katar shines where there is light.

Modifies hit roll by 17 continuous
Modifies damage roll by 17 continuous
Modifies armor class by -30 continuous

Slot: Wield/Offhand
It is a one handed weapon which does piercing damage.
Weight: 16


Part One

1. From shift first head due north to the great portal where you will find the Sergeant. He will ask you if you agree or disagree to aid him. (Agreeing with him closes out the possibility of helping the village elder for the gray staff instead). Agreeing with him you will get the key to the spire of knowledge.

2. Head back south 2 rooms to exit the portal chamber. This puts you back between the spires. Head east as far as you can then go into the mines in the north east corner of this section. The entrance a bit wonky so make sure you stay in mines and don't wander back out between the spires.

3. Mines are generally "U" shaped with you entering the mines the upper right side. Head south and west til you see a large group blocking your way. Not a hard room but best to send in a tank and have a backup tank in the wings for this room. (btw if you avoid all the miners actively mining, not the ones just wandering looking for a place to mine you won't set off any of the alarms.)

4. Entrance to the spire is just a bit north west of the large room you had to get by. Unlock the up, up and sleep before proceeding.

5. You can regen in room with the peaceful kzinti. He will give you 5 choices of directions. Usually people do the no regen path (north).

  • Take what you bring - No regen path, bonus is regen room right before final room because a safe room
  • 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.
  • All is lost - Shortest path but it is a maze, no modifications to gear room or regen room
  • 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.
  • Win some, lose some - det path, small det mobs added to path that do not repop. Det mob is removed from gear room.

Push barrier to proceed.

6. Keep the documents from the gear room, and save them until you are ready to run next part.

Loot should be: Circlet, Documents, Gloves, Sceptre


Part 2

1. Take the documents back to the Sergeant.. This will open a portal a few rooms south where the fountain between the spires is located. NOTE: There is also a portal IN the room you portal into, so warn people not to enter portal twice.

2. Enter the portal, everything here aggies. You will need to head a bit north west in the area. There is a south west corner with an odd description where you need to 'pull stone' to gain entrance. There's a scientist with a key inside. E N to get back out.

3. Head back east to find a door to the north. (2e 2n and e-ish to find house door; guys pop in the ante chamber before the bosses, so regenning in room west of the door north is a good idea) Be aware the key only has 1-2 uses so don't use it till you are ready to go in.

4. The gear room is north and west from here and can turn into nospell so be ready for it. Have your casters and brutes target Solame when they enter the room. As long as you can kill that mob and get the stack of papers it doesn't matter about the rest of the mobs.

5. You should be able to walk back to the portal then back to the sergeant with the stack of papers but depending on the state of your group it can be easier just to go home then get back to sergeant via shift. To turn in from the door outside the boss room (where the two elite mobs repop): s e e s -> en po -> e is sergeant for papers turn in.