Difference between revisions of "Icy Gray Staff"

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(The blocked off portion of Gray Staff presumably loads on reboot, since key was not found at the normal repop location.)
m (Fixed key info)
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2. Follow the Elder when he prompts you to be taken deeper into Shunned world.  He will give you a warning not to kill any of the villagers; if you do, you are dragged out and warned about how you screwed up, but he will give you a second chance in exchange for a pyrolisk heart.  No real harm seems to be done though.  Still, best not to kill any villagers to not get your group fragmented.  Have your rogues turn off their stab triggers to be safe.
 
2. Follow the Elder when he prompts you to be taken deeper into Shunned world.  He will give you a warning not to kill any of the villagers; if you do, you are dragged out and warned about how you screwed up, but he will give you a second chance in exchange for a pyrolisk heart.  No real harm seems to be done though.  Still, best not to kill any villagers to not get your group fragmented.  Have your rogues turn off their stab triggers to be safe.
  
3. The goal of this section is to get a key.  It is carried by a completely invisible (no glowing red eyes) stabber, [[a killer]]. To make matters worse, there are 4-6 of these mobs, and only one of them carries the key.  The best way to find the killers is to have a Psi/Mnd with danger sense.  If their scan reveals an empty room with !!!DANGER!!!, then there is a killer there (Danger scan is also an option, but it is laggy and rather irritating to wait 8 or so seconds every room). Send a tank and have them area (since stabs will kill your casters), then pray that that particular killer has the key.  The killer with the key spawns ws3w from where the Elder takes you, but it is not sentinel, and can walk wherever it feels like.  The area loads on reboot, so unfortunately, by the time you get here, the killer with the key is going to have wandered off.
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3. The goal of this section is to get a key.  It is carried by a completely invisible (no glowing red eyes) stabber, [[a killer]]. Killing any killer will drop a key. Note that the killer is NOT carrying the key in his inventory.  When you see the message "The light catches on a silvery speck," that killer has spawned the key and it is on the ground.  Pick it up!
 
 
Note that the killer is NOT carrying the key in his inventory.  When you see the message "The light catches on a silvery speck," that killer has spawned the key and it is on the ground.  Pick it up!
 
  
 
4. Make your way north-ish until you find a locked north.  North is the gear room.  The safest place to regen is 1e from this room.  Don't unlock the door yet!
 
4. Make your way north-ish until you find a locked north.  North is the gear room.  The safest place to regen is 1e from this room.  Don't unlock the door yet!
  
5. Once regen'd, go 1w to reach the door again.  If there are any mobs in the room, wait for them to move/die before you attempt to unlock the door.  This run suffers the same problem as Katar where the key has 1-2 uses and it can break before opening the door if you're unlucky.  If it breaks on this run, you should probably just punch a wall and kill your group because you're going to have to go through the wonder that is random stabber hunting again.
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5. Once regen'd, go 1w to reach the door again.  If there are any mobs in the room, wait for them to move/die before you attempt to unlock the door.  This run suffers the same problem as Katar where the key has 1-2 uses and it can break before opening the door if you're unlucky.
  
 
6. The gear room is north.  It has 7 mobs; a sorcerer, a shadows, and 5 bodyguards.  Spells to watch out for here are demonfire, dread (can really screw you up if your lead tank gets dreaded), and migraine.  The gear room isn't that bad (no "room goes no-spell in 4-5 rounds) overall.
 
6. The gear room is north.  It has 7 mobs; a sorcerer, a shadows, and 5 bodyguards.  Spells to watch out for here are demonfire, dread (can really screw you up if your lead tank gets dreaded), and migraine.  The gear room isn't that bad (no "room goes no-spell in 4-5 rounds) overall.
 
The loot you are looking for are the left and right halves of a token.
 
The loot you are looking for are the left and right halves of a token.
  
7. Make your way southeast and back into the village.  Give the Elder both halves of the token and he will give you the gray staff.  Also on the run are some trasy items ([[essence of magic]] and [[essence of shadows]]), which are on body mana and t2 leg ac, respectively.
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7. Make your way southeast and back into the village.  Give the Elder both halves of the token and he will give you the gray staff.  Also on the run are some items ([[Essence Of Magic]] and [[Essence Of Shadows]]), which are on body mana and t2 leg ac, respectively.
  
 
8. For some reason the village is entirely anti-magic.  To get out, head 2esd to reach a room where you can planeshift.
 
8. For some reason the village is entirely anti-magic.  To get out, head 2esd to reach a room where you can planeshift.

Revision as of 02:51, 13 May 2012

Modifies mana regeneration by + 5% continuous
Modifies hp regeneration by + 5% continuous
Modifies armor class by -30 continuous

Slot: Wield/Offhand

Weight: 15

See Gear In Shunned World for how to do this run.

Directions

The Gray staff and Katar Forged From Kzintium share the same first half, with slightly different directions to get to where you first need to be. If you agree to do the Katar questline, the Gray Staff will be un-doable until next reboot.

Part One

Do the Sceptre of Blazing Fury run. You need the Flame of Imix to burn the documents. Best to do this first so that you can lotto the sceptre/balteus/qp runes, and not force your group to commit to a three spellup run.

Part Two

1. From shift, head all west into the Shunned World. Head up, then work your way northwest and up and until you reach the room "At the edge of the village square." Head n2w from here to reach the Elder. Agree with him to start the Gray Staff quest.

2. Make your way back out into the jungle, then head towards the mines as on the katar run. The easiest way to do this is to leave shunned world, then go all north, then go east until scan shows a kzinti warrior north of you. Keep heading north until scan shows a Kzin scientist north of you. From here, head all east, all north, and east to enter the mines.

The following steps are copied/pasted from Katar.

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.

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 kzinti ghosts on this path are melee immune, the horde of rats and other swarms are able to be damaged by melee.
  • To navigate the path itself, choose a direction to go and never backtrack, then 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. There is also one aggie mob here, so do NOT areaspell in this room.
  • 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.

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: Circlet, Documents, Gloves, Sceptre (included in any path)

Part Three

1. Make your way back to the Elder in Shunned world. Give him the documents, then the Flame of Imix when he asks for the flame from the Volcano.

2. Follow the Elder when he prompts you to be taken deeper into Shunned world. He will give you a warning not to kill any of the villagers; if you do, you are dragged out and warned about how you screwed up, but he will give you a second chance in exchange for a pyrolisk heart. No real harm seems to be done though. Still, best not to kill any villagers to not get your group fragmented. Have your rogues turn off their stab triggers to be safe.

3. The goal of this section is to get a key. It is carried by a completely invisible (no glowing red eyes) stabber, a killer. Killing any killer will drop a key. Note that the killer is NOT carrying the key in his inventory. When you see the message "The light catches on a silvery speck," that killer has spawned the key and it is on the ground. Pick it up!

4. Make your way north-ish until you find a locked north. North is the gear room. The safest place to regen is 1e from this room. Don't unlock the door yet!

5. Once regen'd, go 1w to reach the door again. If there are any mobs in the room, wait for them to move/die before you attempt to unlock the door. This run suffers the same problem as Katar where the key has 1-2 uses and it can break before opening the door if you're unlucky.

6. The gear room is north. It has 7 mobs; a sorcerer, a shadows, and 5 bodyguards. Spells to watch out for here are demonfire, dread (can really screw you up if your lead tank gets dreaded), and migraine. The gear room isn't that bad (no "room goes no-spell in 4-5 rounds) overall. The loot you are looking for are the left and right halves of a token.

7. Make your way southeast and back into the village. Give the Elder both halves of the token and he will give you the gray staff. Also on the run are some items (Essence Of Magic and Essence Of Shadows), which are on body mana and t2 leg ac, respectively.

8. For some reason the village is entirely anti-magic. To get out, head 2esd to reach a room where you can planeshift.