Difference between revisions of "Katar Forged From Kzintium"
Line 14: | Line 14: | ||
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. | 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. You will eventually reach a room where you have the choices to go [east south up]. Head east to enter the mines; the up will loop you back into this same room. | + | 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. You will eventually reach a room with a kzinti guardian where you have the choices to go [east south up]. Head east to enter the mines; the up will loop you back into this same room. |
3. Mines are generally "U" shaped with you entering the mines the upper right side. Head south and west til you see Raskartan and a couple of other mobs in the 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.) | 3. Mines are generally "U" shaped with you entering the mines the upper right side. Head south and west til you see Raskartan and a couple of other mobs in the 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 if necessary. | + | 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 if necessary. This room is also lloydable. You can create a shrine here to turn the room into an infirmary |
5. You can regen in room with the peaceful kzinti. He will give you 5 choices of directions. | 5. You can regen in room with the peaceful kzinti. He will give you 5 choices of directions. | ||
Line 30: | Line 30: | ||
'''The following information is valid ONLY on the "Power is Everything" (Up) Path.''' | '''The following information is valid ONLY on the "Power is Everything" (Up) Path.''' | ||
− | :- Only the | + | :- Only the rabid kzintis on this path are melee immune (don't bother trying to assassinate them), the horde of rodents (invis) and other swarms are able to be damaged by melee. |
− | :- | + | :- There are three levels that you need to navigate. Each level is 2 rooms wide (east/west) and 3 rooms long (north/south). In the southeast corner of each level there is an exit up or down. Take the up and down exits as they become available to you. |
− | :- Right before the gear room is a room containing lots of imps that can be immolated by your sors. | + | :- Right before the gear room is a room containing lots of imps that can be immolated by your sors. The Hidden Anxiety mob in this room is aggie but the imps are not. If you area in this room, yours sors lose their immolation/astral prison mobs. |
:- The room contains one mob that '''dets''', the cloud. Have your sors/mnds target that first until it dies so that you can wear gear again. It is best to send a (naked) bzk first along with the burning hands pill from Eragora so that you can abuse Resist Pain and huge hp until the cloud dies. Have your ac tanks wear their gear after the cloud is dead (checkable by looking at the cloud until you can no longer see it). | :- The room contains one mob that '''dets''', the cloud. Have your sors/mnds target that first until it dies so that you can wear gear again. It is best to send a (naked) bzk first along with the burning hands pill from Eragora so that you can abuse Resist Pain and huge hp until the cloud dies. Have your ac tanks wear their gear after the cloud is dead (checkable by looking at the cloud until you can no longer see it). | ||
:- The gear room's gas is quite painful; you will probably need augment 2 preach comf to survive until the gassy mob dies. | :- The gear room's gas is quite painful; you will probably need augment 2 preach comf to survive until the gassy mob dies. | ||
− | :- Your bonus for taking this path is 1 lord level pgem of each type. | + | :- Your bonus for taking this path is 1 lord level pgem of each type (carried by the gem-encrusted golem). If you're after the pgems, you might want to target the golem after the cloud. |
If you choose to take this path, the room will still be silenced after it is clear. Instruct your group members to plane thorn after the room is clear, then salv your bzk (or strand them there for hilarity). Make sure to "take all corpse" from all the corpses before you leave to ensure that everything is looted. | If you choose to take this path, the room will still be silenced after it is clear. Instruct your group members to plane thorn after the room is clear, then salv your bzk (or strand them there for hilarity). Make sure to "take all corpse" from all the corpses before you leave to ensure that everything is looted. | ||
6. Keep the documents from the gear room, and save them until you are ready to run next part. | 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 (included in any path) | + | Loot should be: Kzintium Circlet, Research Documents, Simple Gloves, Sceptre of Life (included in any path), Sceptre of Creation, and vial of unfinished portal serum |
− | |||
− | |||
=== Part 2 === | === Part 2 === |
Latest revision as of 01:05, 26 September 2022
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
Directions
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. You will eventually reach a room with a kzinti guardian where you have the choices to go [east south up]. Head east to enter the mines; the up will loop you back into this same room.
3. Mines are generally "U" shaped with you entering the mines the upper right side. Head south and west til you see Raskartan and a couple of other mobs in the 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 if necessary. This room is also lloydable. You can create a shrine here to turn the room into an infirmary
5. You can regen in room with the peaceful kzinti. He will give you 5 choices of directions.
- 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.
If you have a strong enough group, you should definitely do the "Power is Everything" (Up) Path, as the path itself is not too much harder than the noregen (North) path. After you choose a path, the peaceful kzin will take a little time to lower the barrier. Once he says the barrier is weakened, you can push barrier to proceed.
The following information is valid ONLY on the "Power is Everything" (Up) Path.
- - Only the rabid kzintis on this path are melee immune (don't bother trying to assassinate them), the horde of rodents (invis) and other swarms are able to be damaged by melee.
- - There are three levels that you need to navigate. Each level is 2 rooms wide (east/west) and 3 rooms long (north/south). In the southeast corner of each level there is an exit up or down. Take the up and down exits as they become available to you.
- - Right before the gear room is a room containing lots of imps that can be immolated by your sors. The Hidden Anxiety mob in this room is aggie but the imps are not. If you area in this room, yours sors lose their immolation/astral prison mobs.
- - The room contains one mob that dets, the cloud. Have your sors/mnds target that first until it dies so that you can wear gear again. It is best to send a (naked) bzk first along with the burning hands pill from Eragora so that you can abuse Resist Pain and huge hp until the cloud dies. Have your ac tanks wear their gear after the cloud is dead (checkable by looking at the cloud until you can no longer see it).
- - The gear room's gas is quite painful; you will probably need augment 2 preach comf to survive until the gassy mob dies.
- - Your bonus for taking this path is 1 lord level pgem of each type (carried by the gem-encrusted golem). If you're after the pgems, you might want to target the golem after the cloud.
If you choose to take this path, the room will still be silenced after it is clear. Instruct your group members to plane thorn after the room is clear, then salv your bzk (or strand them there for hilarity). Make sure to "take all corpse" from all the corpses before you leave to ensure that everything is looted.
6. Keep the documents from the gear room, and save them until you are ready to run next part.
Loot should be: Kzintium Circlet, Research Documents, Simple Gloves, Sceptre of Life (included in any path), Sceptre of Creation, and vial of unfinished portal serum
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. Head 1n and all west to reach a room with "The mountain looms up before you, dominating the land and sky." in the room description. "Pull stone" to gain access to a secret area. There's a scientist 1s 1w from this room with a key inside. E N to get back out.
3. Head back east and scan until you see a room north that contains "An elite Kzinti warrior is here, fighting a bloodied villager" and "A bloodied villager is here, fighting an elite Kzinti warrior." They guard the entrance to the gear room. Be aware that the key will break in 1-2 uses, so you will want to regen before clearing this room. The room 1e of these mobs is the safest place to regen. Once you're full, unlock the north (reclearing the room if necessary). If you have the misfortune of having the key break without opening the door, you will need to go get another key from the scientist.
4. The gear room is north and west from here and can turn into nospell so be ready for it. You have 4-5 rounds of casting, so have your casters surge 5 and quicken as high as their mana allows for these 4-5 rounds. 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. It is also worth noting that Solame can toss, which will cause mobs to randomly pile onto other people, sometimes killing your poor casters. A way to mitigate this is to send two tanks at once; have one target Solame, and the other area. Be aware that several mobs in the room use lightning arrows, so the two tanks should be prepared to do either role, should one get stunned before targetting Solame. Once Solame dies, have your priest preach innocence and leave the room immediately.
5. You should be able to walk back to the portal then back to the sergeant with the stack of papers. 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.