Difference between revisions of "Category:Gear In Reckoning"
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Keep all but two brutes in hitgear at all times, as the hitting will be needed. It is strongly recommended to have at least 24 ticks left on spells before entering any elemental area or the final gear mob area. The earth elemental area contains disarmers and gear stompers, so pay very close attention! Be sure to have groupies carry pink potions in the final room; close the door going up in case group members get dread cast on them and flee. | Keep all but two brutes in hitgear at all times, as the hitting will be needed. It is strongly recommended to have at least 24 ticks left on spells before entering any elemental area or the final gear mob area. The earth elemental area contains disarmers and gear stompers, so pay very close attention! Be sure to have groupies carry pink potions in the final room; close the door going up in case group members get dread cast on them and flee. | ||
− | Besides the [[Lodestone]], this area is also home to the [[Rod | + | Besides the [[Lodestone]], this area is also home to the [[Rod Of Elemental Power]], the [[Necroscope's Box]], and the [[Staff Of Prophecy]]. |
[[Category:Reckoning]] | [[Category:Reckoning]] |
Revision as of 15:56, 19 December 2005
From shift, go 3dw2d to reach the "core" room to which you will need to keep returning as you collect the four keys from the four different elemental areas.
From this core room, the areas lie as follow: water to the north, air to the south, fire to the east, and earth to the west — the last two areas are nospell!
The keys are carried by the essences of water, air, fire, and earth, or by respective scanning keywords: "amorphous," "face forms," "roaring flame," and "collosal." Make sure to have any archers in the group keep an eye out for these essences on scan. One good archer using longshot can make this run much easier!
The room 1u from the core room is as safe as you're gonna get, and should be used for regenning & respelling as needed.
Ageless Decly and her friend Nibnobe The Illusionist lie behind 4 locked rooms down from the core room, and though the last room is nospell, the preceding three rooms (which each contain two mobs) allow casting. As the gear room is nospell, it is okay to send the casters home before entering it.
Keep all but two brutes in hitgear at all times, as the hitting will be needed. It is strongly recommended to have at least 24 ticks left on spells before entering any elemental area or the final gear mob area. The earth elemental area contains disarmers and gear stompers, so pay very close attention! Be sure to have groupies carry pink potions in the final room; close the door going up in case group members get dread cast on them and flee.
Besides the Lodestone, this area is also home to the Rod Of Elemental Power, the Necroscope's Box, and the Staff Of Prophecy.
Pages in category "Gear In Reckoning"
The following 5 pages are in this category, out of 5 total.