About: Halls of Knorr   Sponge Permalink

An Entity of Type : owl:Thing, within Data Space : 134.155.108.49:8890 associated with source dataset(s)

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, if you don't. 1. * You must grab four Orbs of Infusion. There are three colours you may choose from; Royal Blue, Red or Mint Green. Each orb works for one piece of armor. The success rate of infusing the armor, is 100% so for a full set, you will only need 3 (Note, if you want the helm, you will need 4) 2. * Orb of Infusion: 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. * Orb of Infusion: simply head North through the door at t

AttributesValues
rdfs:label
  • Halls of Knorr
rdfs:comment
  • 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, if you don't. 1. * You must grab four Orbs of Infusion. There are three colours you may choose from; Royal Blue, Red or Mint Green. Each orb works for one piece of armor. The success rate of infusing the armor, is 100% so for a full set, you will only need 3 (Note, if you want the helm, you will need 4) 2. * Orb of Infusion: 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. * Orb of Infusion: simply head North through the door at t
Level
  • 60(xsd:integer)
Starts At
  • 68(xsd:double)
Quest Type
  • Solo
Starts With
Repeat Timer
  • 20.0
dbkwik:asheron/pro...iPageUsesTemplate
abstract
  • 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, if you don't. 1. * You must grab four Orbs of Infusion. There are three colours you may choose from; Royal Blue, Red or Mint Green. Each orb works for one piece of armor. The success rate of infusing the armor, is 100% so for a full set, you will only need 3 (Note, if you want the helm, you will need 4) 2. * Orb of Infusion: 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. * Orb of Infusion: 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. * Orb of Infusion: 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. 5. * 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. 6. * Take the Barracks Conveyance device then take the Forge Conveyance device (East hallway, first on the Left). 7. * From the drop move South and stick Right to a large room with the Forge of Knorr in the middle. This forge will be used in upgrading the Heiromancer's Armor. 8. * Affix an orb to each piece of the armor as well as to the Runic Helm of Knorr to create Infused Plate Coat, Infused Plate Girth, Infused Plate Leggings and Infused Helm of Knorr. 9. * When done, use the now-wearable armor pieces on the forge as you would normally unlock a door with a key. 10. * 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 unenchantable and have a Base War Requirement of 290 to wield. 11. * 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 unenchantable and have a Base War Requirement of 315 to wield. 12. * 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. 13. * 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. 14. * 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. 15. * When done, simply recall to Stonehold and give Olcris a book for an M note back. 16. * If you give Olcris any extra books, he will simply keep them and not pay you for them. TextsFile:Aged Tome Icon.png Aged TomeFile:Decrepit Tome (Pets of Ispar) Icon.png Decrepit Tome (Pets of Ispar)File:Encrusted Tome Icon.png Encrusted TomeFile:Hidden Tome Icon.png Hidden TomeFile:Moldy Tome Icon.png Moldy TomeFile:Old Tome Icon.png Old TomeFile:Weathered Tome Icon.png Weathered TomeFile:Well Drawn Letter Icon.png Well Drawn LetterFile:Withered Tome Icon.png Withered TomeFile:Worn Tome Icon.png Worn Tome
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