Knorr - Mage Armor Upgrade - Sat 4th @ 12PDT.

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Podunkmer
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Knorr - Mage Armor Upgrade - Sat 4th @ 12PDT.

Post by Podunkmer » Sat Jun 07, 2003 4:51 pm

My roommate and I will be doing the Halls of Knorr quest (or whatever it's called) for the mage armor update today, Saturday June 4th, at 12:00pm (noon) Pacific Daylight time, which coincides with VNBoards "Board Time" and I believe is GMT-8, so 8pm GMT. 3pm Eastern.

We will be leaving from the mansion, where I will summon a Stonehold portal. The following are requirements:

1) Level 50+. Without a decent sized group, level 70 or below might have a difficult time surviving.

2) Have enough spell comps, health/stamina/mana/healkit supplies for 2 to 3 buffs. Depending on how many people we have, this quest takes between 1 and 2 hours.

3) Two M notes. After the quest, we will gather at the mansion and I will summon Stonehold again so you can go back and get your M-note refund from Olcris.

4) Armor and weaponry sufficient to survive in a swarm of pretty nasty bugs. Bludge weapons preferred, but pierce will do as well.

5) You will decide which imbue stone you want BEFORE we leave, and you will TELL ME, and I will write it down. You will also TELL ME if you want the UA, the Mace, and the Helm. When we are actually getting the items, you will announce in CAPITAL letters when you have looted your items by saying DONE. We will generally proceed with lowest levels getting items first, but I reserve the right to change the loot order on the fly depending on needs.

6) You will do everything I say, exactly when I say it, to the best of your ability. You will also NOT do things that I expressly forbid, such as running ahead and getting yourself killed and getting grumpy and leaving the fellow and refusing to communicate with any fellow members on the subject of corpse recovery. If I ask you a direct question via /tell or public chat, you will do your best to answer me as soon as possible. This rule also covers fighting strategy, and if I assign you as healer, you'd better heal. Some of the bugs are difficult to land on even for spec mages as high as level 90 or 100.

7) You will not ask for stats on any of the quest items while we are in the middle of a swarm of 20 Swarm Guardian Soldiers. You will look up all of the items right here, right now: http://www.thejackcat.com/AC/Hobbies/Quests/Knorr.htm

8) We need a lockpicker. If we cannot find one, I will be leading the quest with my trademule Sarick, but I'd really rather not, since he has no melee and only 300 base weapon skill. I'd much rather use Podunkmer, who is significantly more capable of killing bugs.

9) Most importantly, mages need to bring their mage armor with them. You will get a total of 4 imbue stones (get them all the same color unless you want to look funny!). When we get to the Forge room, you will a) Double-click the stone and click on a piece of armor, then b) Double-click on that piece of armor and click on the Forge.

10) Last but definitely not least, the Forge room is pretty tough to hold down with a group of less than 5. All those not imbuing armor will help with respawn. Some people might have to wait to imbue their armor, as two people can't use the Forge at the same time (it's like the Mana Waterfall). And finally, when I shout "BAIL" or "RECALL NOW" I mean it. Use Sanctuary, Aerlinthe, or Aphus Lassel recall to get yourself out of there lickety split. Do NOT use /lifestone or /house recall or /house mansion_recall. If you do, don't come crying to me when everyone else vanishes with a Shurov Thiloi and 10 ravenous bugs come and rip you a new piehole while you're playing Xanadu.

Thanks, and see you there. :)

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Oof
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Post by Oof » Sat Jun 07, 2003 7:29 pm

Bah, I just saw this post. Wait, I don't have mage armor for Borg yet. ;)

I would have been glad to go and take Oof to help kill things. Sorry I missed it.
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