Lord Promotion and Tasks

 

Difficulty:  Depends on task
Level Restriction:  180+
Timer:  Advancement once per character, tasks 3 days
Can be Solo'd?  Yes
Rewards:  XP, Knight Treasure key, Knight standing in society, 10 Society coins

So you're a Knight in your society and you've been doing your duty to the best of your ability... but now it's time for a promotion!

Step 1:  Preparation.  In order to qualify for your promotion quest, you will need to have turned in a total of 595 ribbons, which amounts to two weeks' worth of tasks at the Knight level (150 a week, plus your knight ribbons).  When you have hit the magic number, the Commendations Officer will direct you to visit your society's Inspector of Lords.  Beyond that, you will be fighting a good number of Moarsmen and the stray Sleech.  Frost or slash weapons are your best bet.  If you are a mage, it might be a good idea to bring a friend along - the last room of the first step can be pretty brutal.

Step 2:  Kothmox's Staff.  Your job for this quest is to find a way to the Moarsman City, AKA Nyr'leha.  To do so, you'll need to figure out the riddle of a Falatacot ruin near Candeth Keep.  The first step in the puzzle is to track down Kothmox's Staff, which belongs to a Moarsman shaman in the Blighted Verdant Moarsman Tunnels north of Eastwatch.  Buff up and head to 92.7N, 42.3W.  Enter the dungeon portal and hug the left wall as you go down.  You'll find a portal leading into the Moarsman Priory.  The Priory is a pretty nasty dungeon filled with the highest level Moarsmen.  Once you land in the dungeon, head forward and you will come to a large room with multiple exits on different levels.  Go straight ahead and follow the path.  You will come to another large room with a sunken altar in the middle.  Take the exit on the left wall as you enter.  The door is on a pressure plate that will likely be open thanks to the Moarsmen in the room.  The other doors in the room are locked, so it shouldn't be hard to figure out which way to go.  Follow the left wall from this point on, passing through a large room with several exit portals.  Ignore the portals and keep going.  Eventually you will come to a ramp leading down into a large room with quite a few Moarsmen in it.  Kothmox lives in this room.  Your best bet is to clear a couple Moarsmen at a time and then drag Kothmox away from the room by himself.  He has 40,000 health, so it will take you some time to dispatch him, especially if you are a mage.  When he dies, loot his staff from his corpse and leave.  If you are going with a group, you will need to kill him once per person.

Step 3:  Riddles.  Now that you have your staff, it's time to head to the Falatacot ruin near Candeth, located at roughly 88S, 56W.  Just to the east and west of the temple complex is a small platform with three small coral protrusions and a big statue.  I had a bad experience with the west statue, so I'd suggest you visit the eastern one.  Talk to it and it will give you a math puzzle.  Listen to what it says and do the math!  Once you've found the correct answer, give your staff to the coral protrusion that matches the number (ID the coral) and then talk to the statue.  If you are correct, a doorway will appear at the top of the temple.  If you are wrong, you will be teleported into the Pit of Heretics, an annoying basement to the temple with no exit and a mess of Sclavi.  If that happens, portal recall before you die and run back.  If you were correct, go into the door.

Step 4:  Relics of T'thuun.  After you enter the dungeon, kill the spawn that greets you and then prepare to make your way down to the bottom of the dungeon.  The dungeon is pretty straightforward - always go down.  If you come to an upward-leading ramp, you chose poorly - turn around and look for another path.  At the bottom is a jump leading into the relic chamber.  Your job in this room is to dispatch the Gate Watcher, a Moarsman.  However, to force him to spawn, you will need to defeat the Blind Keeper, another Moarsman with 60,000 health.  He has an annoying habit of spawning Sleeches, which will make things much more difficult for you thanks to their spellcasting.  After you dispatch the Blind Keeper, the Gate Watcher (2,000 health) will spawn.  Once you get the kill on the Gate Watcher, you will be able to loot one of the three relics in the chamber.  Make sure you pick up the correct one or you will have wasted the last hour or so, not to mention the next two weeks waiting for your timer to reset.  The correct item depends on your society.  If you are a member of the Hand, grab the Amulet.  Blood members should grab... blood!  Web members need the dagger.  Once you have your item, head back to your society HQ.

Step 5:  Rewards.  Hand your relic to the Inspector of Lords and then go visit your Promotions Officer.  You will receive a big chunk of XP - up to 2/3 of a billion XP, plus 10 society tokens and a four-use equipment key.  You will also earn the right to visit Moarsman City, which you can use by running back to the temple and using one of the two statues.  As always, you will also have a new series of quests available to you (7 this time).

Lord Tasks

All of the Lord tasks take place at the Moarsman City, which is not nearly as nasty as Freebooter Isle, surprisingly.  The monsters are almost entirely Moarsman, but they mostly spawn in pairs and the spawn density is not nearly as heavy as some places.  Each task pays 4 tokens and 25 commendation ribbons.

Task 1 - Moguth Moarsman Kill Task.  Simple - kill 60 Moguth Moarsmen and you're done.  Be aware that the Moarsman at the Moarsman City have names that look very similar.  Be careful to kill only the ones you really want!

Task 2 - Shoguth Moarsman Kill Task.  Another simple one.  Kill 40 Shoguths and you're done.

Task 3 - Magshuth Moarsman Kill Task.  Third and final kill task.  Kill 20 this time.

Task 4 - Coral Towers.  There are five coral towers on the island that need to be destroyed.  Each one is protected by a large number of Coral Golems (which you can safely ignore).  When you attack, another 5 or so Moarsman will spawn.  You will probably want to dispatch these!  The towers go down easily to mages using Tusker Fists.  Melees and archers will do well using Ghost Slayer or Acid AR.  When the tower goes down, the nearby spawn dies too.  The five towers are located at:

Task 5 - Moarsman Spawning Pools.  There are a total of four spawning pools on the island.  Your job is to dispatch the Spawn Mother in charge of each pool.  To get her to spawn, you will need to wipe out the Spawn Watchers and the smaller critters.  Here's a fun tip - when you kill Spawnlings, they are replaced by Spawns.  The Spawns strangely attack other Moarsmen!  You can simply sit back and watch as the Spawns fight the Spawn Watchers and then mop up whatever survives.  The four pools are easily seen from above and are located at:

Task 6 - Artifacts.  Scattered throughout the island are 10 small shrines, each holding a specific artifact.  Your job is to steal all 10 and then return them to your society.  The shrines are quite easy to see from a distance, but you might overlook one or two, so here are the coords of the temples:

Task 7 - Moarsman High Priest.  In the middle of the Moarsman City is a large temple complex.  At the summit of the temple is a portal leading into the inner chambers ruled by the Moarsman High Priest of T'thuun.  Unfortunately, you can't just waltz in.  You'll have to defeat the Acolyte and the High Priest's subordinates to be properly flagged for entry.  Head to the temple and enter the Acolyte's Chamber.  Defeat the High Priest's Acolyte (another Moarsman).  Repeat the process for the High Priest's Third, Second, and First, each of which lives by itself in a separate dungeon.  This quest is rather annoying because there is no way out of the Acolyte and the Subordinates' dungeons other than recalling, so you will be forced to leave the Moarsman City and return a total of four times.  After you have defeated the Acolyte and the other three Subordinates, you can enter the Temple proper.  From the drop, you will need to take the south passage and go up to find the first lever.  This lever opens a door on the floor where the drop point is, so hit the lever and run back down.  Follow the path until you come to another large chamber with four exits.  It would probably be wise to clear the spawn in this room, as it sits right over top of the High Priest's chamber.  Debuffing him from above would make sense.  When you are ready to move on, take the east exit and make your way to the end, where you will find a lever.  Hit it, run back the way you came, and then take the west passage.  Be fast - there is a lever door fairly far down that you need to pass.  Once you are past the lever door, the path to the High Priest is straightforward.  Dispatch the High Priest and loot the token from his corpse.  Take it back to the stronghold for your reward.

Promotion Suggestions

Keep doing your Initiate/Adept quests to earn 100 of the 200 ribbons you can earn in a week, leaving you with 100 ribbons to acquire.  Initially, I killed the Bandit Boss too, but in retrospect, that's not a good use of your time.  Since that task is worth 20 ribbons and the Lord tasks are worth 25, you still need to do 4 Lord tasks to make up the remaining 100 ribbons, so the Bandit Boss task is unnecessary.  I suggest using a strategy similar to your Knight strategy - plan on half-completing a some tasks this week and finishing them the next week.  The easiest tasks are the Coral Tower, Artifacts, and Spawning Pool tasks, but while you are running around the island working on them, dispatch any of the kill task Moarsmen you encounter.  The Magshuth kill task is probably your next best bet, since you only need 20 kills (even though they are a bit rarer...).  If you really want to give the Moarsman High Priest task a try, go ahead, but you will spend a lot of time running back and forth because of the quest dynamic.