Halls of Knorr: Difference between revisions

From Drunkapedia
Jump to: navigation, search
imported>Tao SC
imported>Flenop
No edit summary
Line 8: Line 8:
  |          Quest Type = Solo/Group
  |          Quest Type = Solo/Group
  |          Kill Task = False
  |          Kill Task = False
  |      Start Location =  
  |      Start Location = Stonehold
  |              Timer =  
  |              Timer =  
  |  Level Restrictions = 60+
  |  Level Restrictions = 60+
  |  Level Suggestions = 60+ (group) 120+ (solo)
  |  Level Suggestions = 60+ (group) 120+ (solo)
  |        Item Rewards =  
  |        Item Rewards = [[Crescent Moons]]<br>[[Scepter of Thunderous Might]]<br>[[Runic Helm of Knorr]]<br>Luminescent Thaumaturgic Armor<br>Auroric Exarch Armor
  |      Max XP Reward = None
  |      Max XP Reward = None
  |              Titles =  
  |              Titles =  
Line 31: Line 31:


== Walk Through ==
== Walk Through ==
1. Getting to Knorr.
 
* Speak to Olcris in Stonehold and then give him an M note to receive a Knorr portal gem. You can only do this three times before having to wait three days until you can acquire more gems.
Bring at least one M (100,000) Trade Note.  It will be required to begin.
* Once you use the gem he gives you you'll be in a room with a Guardian and al alcove full of items. Pick up the Book and, after speaking to the Diamond Guardian, give the book to it to portal into the next room.
 
* As before, pick up a Mead and after listening to the Guardian's riddle, give it the Mead.
== Getting to Knorr ==
* Third time's a charm, give the Kite Shield to the Guardian to portal into the Seat of Knorr.
# Speak to Olcris in the barn in Stonehold. Then, after he has finished talking to you, give him an M note to receive a Knorr portal gem. You can only receive two gems before having to wait three days to acquire more.
2. Getting the Keys.
#* Note that once you speak to Olcris, you can receive two gems.  If you take longer than the given time to buy all the gems, you will be able to speak to him again once you receive your second and be able to acquire another set.
* Feel free to speak to Arikas, doing so allows you to bypass the timer on getting gems from Olcris with the bonus of not having to go through the riddle rooms. There is one catch: The gems will cost an MMD note and you can only get one per visit.
# Once you use the gem he gives you, you'll be in a room with a Guardian and an alcove full of items. Pick up the Book give it to the Guardian to be sent to the next room.
* Move North past Arikas, open the door, and stick Left until, after opening a door, you come across a dining area littered with bones.
#* You can speak to the Guardian to hear the slight riddle associated with the correct item, but this is an entirely optional choice.
* Head towards the East into a room with tables along the border (and noticeably less skeletons). Resume sticking Left until you go up a ramp.  
# As before, pick up a Mead and give it to the Guardian.
* Head North until you reach a locked door. Pick it open then move North to another door you must pick to reach Asheron's office.
# Finally, give the Kite Shield to the Guardian to portal into the Seat of Knorr.
* Pick up the Defender's, Sentinel's, and Elder's Key as well as at least one of the books in the room. Using the bookcase reveals another piece of lore. Olcris requires one book in order to get your M note back while any extra can be translated by Bretself in Cragstone. When done, head back to Arikas.
# Feel free to speak to Arikas, doing so allows you to bypass the timer on getting gems from Olcris with the bonus of not having to go through the riddle rooms. There is one catch: The gems will cost an MMD note and you can only get one per visit.
3. Obtaining the Weapons of Knorr.
 
* From Arikas, head East, through the door, into the Barracks Conveyance Device as the end of the hall.
== Getting the Keys ==
* From the drop, head North then East following the cat walk into an immediate hallway. Follow the hallway into a room with many doors. Open any of them and search for a torch to pull in the second room from the Southern end. Once pulled, head into the now-opened door on the West side (one room North).
# Move North past Arikas Open the door and stick left until, after opening a door, you come across a dining area littered with bones.
* Once through, stick Left to a large room with a door that needs to be unlocked on the South wall. Pick it and continue up to a room with two chests. These contain the Crescent Moons (UA) and Scepter of Thunderous Might (Mace) weapons used by Asheron's Order of Perfect Light. Use your Elder and Sentinel keys to unlock these weapons. * Head back to the drop (do NOT portal recall). There will be a lever you can pull to open the door that may very well be closed by this time.
# Head towards the East into a room with tables along the border (and noticeably less bones). Resume sticking left until you go up a ramp.  
4. Obtaining the Helm of Knorr.
# Head North until you reach a locked door. Pick it open, then move North to another door you must pick to reach a study.
* From the drop, head North then West and follow the catwalk around ignoring the first and second passages on the Left but taking the third.
# Pick up the [[Defender's Key]], [[Sentinel's Key]], and [[Elder's Key]] as well as at least one of the books in the room. Using the bookcase reveals another piece of lore. Olcris requires one book in order to get an M note back; any extra can be translated by Bretself in Cragstone. When done, head back to Arikas.
* Continue along and you'll come to a large open room (after a down-ramp). The first door on the Left will need to be unlocked. Inside lies another book of lore as well as a key housing the Runic Helm of Knorr. This helm casts +25 health (does not stack with Essence Glutton) and also has another use for mages which will be gone over later. Use your Defender key to obtain the helm. Head back to the drop (again, do NOT recall).
 
* At the drop, head down the East hallway and take the Research Chambers Conveyance Device if you have Heiromancer's Armour that you'd like to upgrade. If not, feel free to recall back to Stonehold and give Olcris a book to get your M note back.
== Obtaining the Weapons of Knorr ==
5. Obtaining the Armour of Knorr
# From Arikas, head East, through the door and into the Barracks Conveyance device as the end of the hall.
* You must have Thaumaturgic or Exarch Plate Armour from the Heiromancer's Armour Quest on you to complete this part of the quest.
# From the drop, head North then East following the cat walk into an immediate hallway. Follow the hallway into a room with many doors. Open any of them and search for a torch to pull in the second room from the Southern end. Once pulled, head into the now-opened door on the West side (one room North).
* You must grab four Orbs of Infusion. There are three colours you may choose from; Red, Royal Blue, or Mint Green.
# Once through, stick left to a large room with a door that needs to be unlocked on the South wall. Pick it and continue up to a room with two chests. Use your Elder and Sentinel keys to unlock the chests. They contain the [[Crescent Moons]] and [[Scepter of Thunderous Might]] weapons used by Asheron's Order of Perfect Light.
* To get to Blue simply head North through the door at the drop and stick left until you reach a large open room with a pedestal holding the orb under a beam of white light. Pick up four then head back to the drop.
# Head back to the drop from the way you came ('''do NOT portal recall'''). The door may have closed by now, so look for a lever nearby to reopen it.  You will know you've reached the drop when you find the Conveyances.
* To get to Red simply head North through the door at the drop and stick right until you reach a large open room with a pedestal holding the orb under a beam of pink light. Pick up four then head back to the drop
 
* To get to Green you'll need to head to where the Blue orb is (see above) and head through the passage on the East side. In the next large open room, on the South wall, is the Green orb on a pedestal under a beam of mint light. Pick up four of them then head back to the drop.
== Obtaining the Helm of Knorr ==
* Take Barracks Conveyance Device then take the Forge Conveyance Device (East hallway, first on the Left).
# From the drop, head North then West and follow the catwalk around ignoring the first and second hallways on the left but taking the third.
* From the drop move South and stick Right to a large room with a giant forge in the middle. This Forge of Knorr will be used in upgrading the Heiromancer's Armour.
# Continue along and you'll come to a large open room (after a down-ramp). The first door on the Left will need to be unlocked. Inside lies another book of lore as well as a chest housing the [[Runic Helm of Knorr]]. This helm casts +25 health (does not stack with [[Essence Glutton]]) and also has another use for mages which will be gone over later. Use your [[Defender's Key]] to obtain the helm. Head back to the drop (again, '''do NOT recall''').
* Affix an orb to each piece of armour as well as to a Runic Helm of Knorr. When done, use the now-wearable armour pieces on the forge as you would unlock a door.  
# At the drop, head down the East hallway and take the Research Chambers Conveyance device if you have [[Hieromancer's Armor]] that you'd like to upgrade.
* Thaumaturgic Plate will become Luminescent Plate and is one colour (the colour orb chosen). They will retain their +5 cantrips as well as gain some base AL. They will be unenchantible and have a Base War Requirement of 290 to wield, however.
#* At this point, if you do not have or wish to upgrade a set of Hieromancer's Armor, feel free to recall back to Stonehold and give Olcris a book to get an M note back.
* Exarch Plate will become Aroric Exarch Plate and is white with a trim of the colour orb chosen. They will retain their +10 cantrips as well as gain some base AL. They will be unenchantible and have a Base War Requirement of 315 to wield, however.
 
* The Runic Helm is slightly different in that it goes under a skill check. If you pass, the helm will become Aroric, matching the rest of the Aroric suit in colour and AL as well gaining a +10 Life magic cantrip and a 315 Base Life wield requirement. If you fail, the helm will become Luminescent matching the rest of the Luminescent suit in colour and AL as well gaining a +5 Life magic cantrip and a 290 Base Life wield requirement. The helm will also lose its +25 health spell as well as become unenchantible and no longer attuned/bonded.
== Obtaining the Armor of Knorr ==
* When done, simply recall to Stonehold and give Olcris a book for your M note back.
'''<font color=red>NOTE</font>:''' You must have Thaumaturgic or Exarch Plate Armor from the [[Hieromancer's Armor|Hieromancer's Armor Quest]] on you to complete this part of the quest.  You may still accompany and assist others, however.
# You must grab four Orbs of Infusion. There are three colours you may choose from; Red, Royal Blue, or Mint Green.
#* ''Note'': Each orb works for one piece of armor.  If you do not wish for a full suit, only get as many orbs as you need for the number of pieces you wish to upgrade.
# '''To get to Blue''': simply head North through the door at the drop and stick left until you reach a large open room with a pedestal holding the orb under a beam of white light. Pick up as many as you need, then head back to the drop.
# '''To get to Red''': simply head North through the door at the drop and stick right until you reach a large open room with a pedestal holding the orb under a beam of pink light. Pick up as many as you need, then head back to the drop.
# '''To get to Green''': you'll need to head to where the Blue orb is (see above) and head through the passage on the East side. In the next large open room, on the South wall, is the Green orb on a pedestal under a beam of mint light. Pick up as many as you need, then head back to the drop.
#*'''<font color=red>Make sure now that you have as many orbs as you want.  You will have to come back for more if you do not have enough.</font>'''
# Take the Barracks Conveyance device then take the Forge Conveyance device (East hallway, first on the Left).
# From the drop move South and stick Right to a large room with a giant forge in the middle. This Forge of Knorr will be used in upgrading the Heiromancer's Armor.
# Affix an orb to each piece of the armor as well as to the [[Runic Helm of Knorr]]. When done, use the now-wearable armor pieces on the forge as you would normally unlock a door with a key.
#* Thaumaturgic Plate will become Luminescent Plate and is one colour (the colour orb chosen). They will retain their +5 cantrips as well as gain some base AL. They will be unenchantible and have a Base War Requirement of 290 to wield.
#* Exarch Plate will become Auroric Exarch Plate and is white with a trim of the colour orb chosen. They will retain their +10 cantrips as well as gain some base AL. They will be unenchantible and have a Base War Requirement of 315 to wield.
#* The Runic Helm is slightly different in that it goes under a skill check. The helm will no longer be attuned/bonded, become unenchantable and will lose its +25 health spell.
#**If you pass, the helm will become Auroric, matching the rest of the Auroric suit in color and AL as well gaining a +10 Life magic cantrip and a 315 Base Life wield requirement.
#**If you fail, the helm will become Luminescent matching the rest of the Luminescent suit in color and AL as well gaining a +5 Life magic cantrip and a 290 Base Life wield requirement.
# When done, simply recall to Stonehold and give Olcris a book for an M note back.


== Maps ==
== Maps ==

Revision as of 00:47, 18 November 2009

Walkthrough & Notes     Dungeons & Maps     Rewards     Images     Dialog     Update History
Halls of Knorr
Level: ??
Type: Solo/Group
Starts At: ??
Repeat: ??

Quest Overview

  • The first quest which gave players access to the Knorr Lyceum.
  • Allows you to upgrade your armor from the Hieromancer's Armor Quest, with other rewards including a Mace, UA weapon, and lots of lore books.
  • Lockpick is required to complete this quest.

Walk Through

Bring at least one M (100,000) Trade Note. It will be required to begin.

Getting to Knorr

  1. Speak to Olcris in the barn in Stonehold. Then, after he has finished talking to you, give him an M note to receive a Knorr portal gem. You can only receive two gems before having to wait three days to acquire more.
    • Note that once you speak to Olcris, you can receive two gems. If you take longer than the given time to buy all the gems, you will be able to speak to him again once you receive your second and be able to acquire another set.
  2. Once you use the gem he gives you, you'll be in a room with a Guardian and an alcove full of items. Pick up the Book give it to the Guardian to be sent to the next room.
    • You can speak to the Guardian to hear the slight riddle associated with the correct item, but this is an entirely optional choice.
  3. As before, pick up a Mead and give it to the Guardian.
  4. Finally, give the Kite Shield to the Guardian to portal into the Seat of Knorr.
  5. Feel free to speak to Arikas, doing so allows you to bypass the timer on getting gems from Olcris with the bonus of not having to go through the riddle rooms. There is one catch: The gems will cost an MMD note and you can only get one per visit.

Getting the Keys

  1. Move North past Arikas Open the door and stick left until, after opening a door, you come across a dining area littered with bones.
  2. Head towards the East into a room with tables along the border (and noticeably less bones). Resume sticking left until you go up a ramp.
  3. Head North until you reach a locked door. Pick it open, then move North to another door you must pick to reach a study.
  4. Pick up the Defender's Key, Sentinel's Key, and Elder's Key as well as at least one of the books in the room. Using the bookcase reveals another piece of lore. Olcris requires one book in order to get an M note back; any extra can be translated by Bretself in Cragstone. When done, head back to Arikas.

Obtaining the Weapons of Knorr

  1. From Arikas, head East, through the door and into the Barracks Conveyance device as the end of the hall.
  2. From the drop, head North then East following the cat walk into an immediate hallway. Follow the hallway into a room with many doors. Open any of them and search for a torch to pull in the second room from the Southern end. Once pulled, head into the now-opened door on the West side (one room North).
  3. Once through, stick left to a large room with a door that needs to be unlocked on the South wall. Pick it and continue up to a room with two chests. Use your Elder and Sentinel keys to unlock the chests. They contain the Crescent Moons and Scepter of Thunderous Might weapons used by Asheron's Order of Perfect Light.
  4. Head back to the drop from the way you came (do NOT portal recall). The door may have closed by now, so look for a lever nearby to reopen it. You will know you've reached the drop when you find the Conveyances.

Obtaining the Helm of Knorr

  1. From the drop, head North then West and follow the catwalk around ignoring the first and second hallways on the left but taking the third.
  2. Continue along and you'll come to a large open room (after a down-ramp). The first door on the Left will need to be unlocked. Inside lies another book of lore as well as a chest housing the Runic Helm of Knorr. This helm casts +25 health (does not stack with Essence Glutton) and also has another use for mages which will be gone over later. Use your Defender's Key to obtain the helm. Head back to the drop (again, do NOT recall).
  3. At the drop, head down the East hallway and take the Research Chambers Conveyance device if you have Hieromancer's Armor that you'd like to upgrade.
    • At this point, if you do not have or wish to upgrade a set of Hieromancer's Armor, feel free to recall back to Stonehold and give Olcris a book to get an M note back.

Obtaining the Armor of Knorr

NOTE: You must have Thaumaturgic or Exarch Plate Armor from the Hieromancer's Armor Quest on you to complete this part of the quest. You may still accompany and assist others, however.

  1. You must grab four Orbs of Infusion. There are three colours you may choose from; Red, Royal Blue, or Mint Green.
    • Note: Each orb works for one piece of armor. If you do not wish for a full suit, only get as many orbs as you need for the number of pieces you wish to upgrade.
  2. To get to Blue: simply head North through the door at the drop and stick left until you reach a large open room with a pedestal holding the orb under a beam of white light. Pick up as many as you need, then head back to the drop.
  3. To get to Red: simply head North through the door at the drop and stick right until you reach a large open room with a pedestal holding the orb under a beam of pink light. Pick up as many as you need, then head back to the drop.
  4. To get to Green: you'll need to head to where the Blue orb is (see above) and head through the passage on the East side. In the next large open room, on the South wall, is the Green orb on a pedestal under a beam of mint light. Pick up as many as you need, then head back to the drop.
    • Make sure now that you have as many orbs as you want. You will have to come back for more if you do not have enough.
  5. Take the Barracks Conveyance device then take the Forge Conveyance device (East hallway, first on the Left).
  6. From the drop move South and stick Right to a large room with a giant forge in the middle. This Forge of Knorr will be used in upgrading the Heiromancer's Armor.
  7. Affix an orb to each piece of the armor as well as to the Runic Helm of Knorr. When done, use the now-wearable armor pieces on the forge as you would normally unlock a door with a key.
    • Thaumaturgic Plate will become Luminescent Plate and is one colour (the colour orb chosen). They will retain their +5 cantrips as well as gain some base AL. They will be unenchantible and have a Base War Requirement of 290 to wield.
    • Exarch Plate will become Auroric Exarch Plate and is white with a trim of the colour orb chosen. They will retain their +10 cantrips as well as gain some base AL. They will be unenchantible and have a Base War Requirement of 315 to wield.
    • The Runic Helm is slightly different in that it goes under a skill check. The helm will no longer be attuned/bonded, become unenchantable and will lose its +25 health spell.
      • If you pass, the helm will become Auroric, matching the rest of the Auroric suit in color and AL as well gaining a +10 Life magic cantrip and a 315 Base Life wield requirement.
      • If you fail, the helm will become Luminescent matching the rest of the Luminescent suit in color and AL as well gaining a +5 Life magic cantrip and a 290 Base Life wield requirement.
  8. When done, simply recall to Stonehold and give Olcris a book for an M note back.

Maps

Dungeon Coordinates Wiki Map ACmaps
Knorr Trials ?? -- 6344
Seat of Knorr ?? -- 6444
Barracks ?? -- 6343
Research Chamber ?? -- 6443
Forge ?? -- 6445

Items

Quest Items

Knorr Portal Gem Orb of Infusion (Red) Orb of Infusion (Green) Orb of Infusion (Blue) Infused Helm of Knorr Infused Plate Coat Infused Plate Girth Infused Plate Leggings

Auroric Armor

Auroric Runic Helm Auroric Exarch Coat Auroric Exarch Girth Auroric Exarch Leggings

Luminescent Armor

Luminescent Runic Helm Luminescent Thaumaturgic Coat Luminescent Thaumaturgic Girth Luminescent Thaumaturgic Leggings

Other Rewards

Runic Helm of Knorr Scepter of Thunderous Might Crescent Moons

Untranslated Texts

Aged Tome Decrepit Tome (Pets of Ispar) Encrusted Tome Hidden Tome Moldy Tome Old Tome Weathered Tome Well Drawn Letter Withered Tome Worn Tome

Translated Texts

Delacim's Death Letter to Asheron Olthoi at Knorr Order of Perfect Light Personal Entry, Arrival of Kellin's Troops Pets of Ispar Prophecies The Departure of Aurlanaa Theories of Ezheret We, the Defenders of the Helm

Images

Lore & Dialog


Notes

  • ??