Difference between revisions of "Medallion Of Justice"
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− | Modifies hit roll by 2 | + | Modifies [[Hit Roll|hit roll]] by 2 continuous. |
− | Modifies damage roll by 3 | + | Modifies [[Damage Roll|damage roll]] by 3 continuous. |
− | + | [[Armor Class|Armor class]] is 10-12. | |
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+ | '''Keyword(s):''' medallion, justice.<br> | ||
+ | '''[[Object Level |Level(s)]]:''' 50-52.<br> | ||
+ | '''[[:Category: Object Types |Type]]:''' [[:Category: Object Types |armor]].<br> | ||
+ | '''[[Object Slots |Slot(s)]]:''' <worn around neck>.<br> | ||
+ | '''[[Object Quality |Quality]]:''' 200 hps.<br> | ||
+ | '''[[Object Weight |Weight]]:''' 3 lbs.<br> | ||
+ | '''[[:Category: Object Flags |Flag(s)]]:''' glow, hum, bless.<br> | ||
− | + | == Comments == | |
− | + | Mobs, keys they have, approx. xp they give, and safe rooms are as follows:<br> | |
− | + | Scaled Knight - sea Salt - 0<br> | |
+ | Amazon Warrior - golden Lariat - 20xp<br> | ||
+ | Hawkman - downy Feather - 60xp<br> | ||
+ | Green Knight - green Ring - 130xp - west to safe room<br> | ||
+ | Red Knight - staff of Mercury - 155xp<br> | ||
+ | Samurai ('test') - jade Buddha - 240xp<br> | ||
+ | Dark Knight - belt of a Thousand Uses - 250xp<br> | ||
+ | Warrior Chieftan - buffalo Horn - 350xp - east to safe room<br> | ||
+ | Steel Golem - sculpted Ice Crystal - around 575xp<br> | ||
+ | Zan and Jayna - around 700xp (no-quit room, south to exit) | ||
− | + | == Directions == | |
− | [[Category: Gear]] | + | '''[[:Category: Areas |Area]]:''' [[:Category: Hall Of Justice |Hall of Justice]] ([[Hall Of Justice Map |Map]]).<br> |
+ | '''[[:Category: Mobs |Mob(s)]]:''' [[Zan And Jayna]].<br> | ||
+ | |||
+ | First, you need to find the insane man in [[:Category: Midgaard |Midgaard]]. He's [[Track|trackable]]. | ||
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+ | Kill him for the [[Scales Of Justice|scale of justice]], which you then give to the floating wizard in Hall of Justice - mob is portable. | ||
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+ | Now, continue north till you reach Zan and Jayna, who have the Medallion of Justice. There is a regen room west of the Green Knight and east of the Warrior Chieftan. | ||
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+ | '''NOTE:''' This quest is for seriously big heroes - lords can't participate. Also, if you die along the way a CR can be difficult for several reasons, among them: this is a solo-only quest and you need to kill the mobs for the keys to move from room to room. On the plus side I know the last room at least (with Zan/Jayna) does allow someone to gurney you to your corpse but is no mercy. If you don't mind dying this is a neat trick to end up with two people fighting the gear mob, despite being a solo-only quest. | ||
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+ | [[Category: Gear In Hall Of Justice]] | ||
[[Category: Armor]] | [[Category: Armor]] | ||
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[[Category: Hero Hit Gear]] | [[Category: Hero Hit Gear]] | ||
− | [[Category: | + | [[Category: Ticket Quest Rewards]] |
Latest revision as of 14:40, 20 November 2011
Modifies hit roll by 2 continuous. Modifies damage roll by 3 continuous. Armor class is 10-12.
Keyword(s): medallion, justice.
Level(s): 50-52.
Type: armor.
Slot(s): <worn around neck>.
Quality: 200 hps.
Weight: 3 lbs.
Flag(s): glow, hum, bless.
Comments
Mobs, keys they have, approx. xp they give, and safe rooms are as follows:
Scaled Knight - sea Salt - 0
Amazon Warrior - golden Lariat - 20xp
Hawkman - downy Feather - 60xp
Green Knight - green Ring - 130xp - west to safe room
Red Knight - staff of Mercury - 155xp
Samurai ('test') - jade Buddha - 240xp
Dark Knight - belt of a Thousand Uses - 250xp
Warrior Chieftan - buffalo Horn - 350xp - east to safe room
Steel Golem - sculpted Ice Crystal - around 575xp
Zan and Jayna - around 700xp (no-quit room, south to exit)
Directions
Area: Hall of Justice (Map).
Mob(s): Zan And Jayna.
First, you need to find the insane man in Midgaard. He's trackable.
Kill him for the scale of justice, which you then give to the floating wizard in Hall of Justice - mob is portable.
Now, continue north till you reach Zan and Jayna, who have the Medallion of Justice. There is a regen room west of the Green Knight and east of the Warrior Chieftan.
NOTE: This quest is for seriously big heroes - lords can't participate. Also, if you die along the way a CR can be difficult for several reasons, among them: this is a solo-only quest and you need to kill the mobs for the keys to move from room to room. On the plus side I know the last room at least (with Zan/Jayna) does allow someone to gurney you to your corpse but is no mercy. If you don't mind dying this is a neat trick to end up with two people fighting the gear mob, despite being a solo-only quest.