Halls of Knorr: Difference between revisions

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# 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.  
# 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.  
# Head North until you reach a locked door. Pick it open, then move North to another door you must pick to reach a study.
# Head North until you reach a locked door. Pick it open, then move North to another door you must pick to reach a study.
# 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.
# Pick up the [[Key to the Defender Cache]], [[Key to the Elder Cache]], and [[Key to the Sentinel Cache]] 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 ===
=== Obtaining the Weapons of Knorr ===

Revision as of 21:12, 31 July 2010

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

Walk Through

Purpose

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

Requirements

  • Lockpick is required to complete this quest.
  • Bring at least one M (100,000) Trade Note. It will be required to begin.
  • You must complete the Hieromancer's Armor quest and bring the Thaumaturgic or Exarch Plate Armor with you if you wish to upgrade it.

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: 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 entirely optional.
  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 Key to the Defender Cache, Key to the Elder Cache, and Key to the Sentinel Cache 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. 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.
    • 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.
    • 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.
    • 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.
  2. 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.
  3. Take the Barracks Conveyance device then take the Forge Conveyance device (East hallway, first on the Left).
  4. 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.
  5. 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.
  6. When done, simply recall to Stonehold and give Olcris a book for an M note back.
    • If you give Olcris any extra books, he will simply keep them and not pay you for them.

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 Key to the Defender Cache Key to the Elder Cache Key to the Sentinel Cache 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

  • ??