Difference between revisions of "Lodestone"
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Modifies armor class by -20 continuous. | Modifies armor class by -20 continuous. | ||
Bases: 24-27<br> | Bases: 24-27<br> | ||
− | Plane: [[:Category: | + | Plane: [[:Category:Water|Water]]<br> |
Mob: [[The Ageless Decly]] | Mob: [[The Ageless Decly]] | ||
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<p>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 attention! And be sure to have groupies cast fear on themselves and carry pink potions in the final room; close the door going up in case group members get dread cast on them and flee into the room with visions above.</p> | <p>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 attention! And be sure to have groupies cast fear on themselves and carry pink potions in the final room; close the door going up in case group members get dread cast on them and flee into the room with visions above.</p> | ||
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[[Category:Lord Tank Gear]] | [[Category:Lord Tank Gear]] | ||
− | [[Category:Gear | + | [[Category:Gear In Reckoning]] |
+ | [[Category:Gear In Water]] |
Revision as of 08:25, 15 May 2005
Modifies armor class by -20 continuous.
Bases: 24-27
Plane: Water
Mob: The Ageless Decly
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." The room 1u from the core room is somewhat safe and can be used to respell as needed.
Decly and his friend Nibnobe the Illusionsist lie 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.
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 attention! And be sure to have groupies cast fear on themselves and carry pink potions in the final room; close the door going up in case group members get dread cast on them and flee into the room with visions above.