![]() ![]() To access a Shadow Lair, one person in the party needs clearance for that Shadow Lair: Then each Shadow Lair trip costs each knight 450 energy.) Each time, they buy a Shadow Key for 1,800 energy and split the cost evenly. (For example, suppose that a group of four knights does multiple Shadow Lair trips together. Any future visit to this or another Shadow Lair requires another Shadow Key. Once a Shadow Key is used to access a Shadow Lair, the key is destroyed. Shadow Keys can be found in Iron Lockboxes, purchased from Kozma, or purchased from other players, for example through the Auction House. To access a Shadow Lair, the party needs one, and only one, Shadow Key. The Shadow Lairs were discovered (that is, added to the game) in the 2011 October 19 release. It is recommended that only Tier-3 knights with gear specifically chosen for a Shadow Lair attempt that Shadow Lair. The Shadow Firestorm Citadel (SFSC) is Firestorm Citadel under a terrible curse, that has transformed its master into the mighty Darkfire Vanaduke.Įach Shadow Lair is significantly more difficult than its ordinary Clockworks counterpart, and requires a high cost of entry.The Shadow Ironclaw Munitions Factory (SIMF) is the Ironclaw Munitions Factory, but with additional fiery weapons, including its new ultimate weapon, the Red Roarmulus Twins.The Shadow Royal Jelly Palace (SRJP) is the Royal Jelly Palace, but frozen over and occupied by the true heir to the slimy throne, the frigid Ice Queen.The Shadow Gloaming Wildwoods (SGWW) is the Gloaming Wildwoods, but infected with a poisonous miasma, which has transformed the Snarbolax into two Rabid Snarbolaxes.A Shadow Lair is a special area of the Clockworks, that contains an alternate version of an ordinary Clockworks boss stratum.
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