Coral Diving  

Quest Started By:Description:
Where:
Who:
Rating:
*****
Information:
Time:90 minutes
Level:75
Maximum Level:125
Monster Mission:No
Repeatable:Yes
Can Be Shrouded?:No
Quest Type:Task
Quest Goal:
  • Faction
  • Loot
Success Lockout Timer: 06:00:00
Factions Raised:
Factions Lowered:
    Quest Items:
    Related Zones:
    Related Creatures:
    Era:The Buried Sea
    Recommended:
    Group Size:Group
    Min. # of Players:3
    Max. # of Players:6
    Appropriate Classes:
    • All
    Appropriate Races:
    • All
    Entered: Mon Feb 19 00:42:49 2007
    Modified: Tue Dec 5 05:21:04 2023
    This group mission begins with Sorcerer Hearah (click for map image) in Katta Castrum. He is located in port-in area at about /loc -55, -105, 7.

    Pre-requisites for Requesting:
    - None

    You say, 'Hail, Sorcerer Hearah'

    Sorcerer Hearah says 'Yes hello there _____. Another fine day in the library, hmm? I don't suppose you know anything about [coral] do you?'

    You say, 'Coral?'

    Sorcerer Hearah says 'Yes coral. I've been reading up on it for sometime now and some of the more rare species that we've been finding in the kedge habitat. We're not entirely sure how they got there, since the habitat is almost entirely sealed off from the outside world. One species in particular has me interested and that's the [Fire] Coral.'

    You say, 'Fire coral?'

    Sorcerer Hearah says 'Apparently there are reports of the fire coral being used by the kedge for several of their arcane experiments and rituals. You look a rather stout sort, I don't suppose I could talk you into retrieving a few samples of the coral for me from Thalassius?'

    You have been assigned the task 'Coral Diving'.



    Enter Thalassius 0/1 (Katta Castrum)

    This takes place in an instanced version of Thalassius. Enter via the northeastern-most portal in Katta Castrum's southeastern quadrant.

    The above-water population tends to hit for a max ~1,600. Constructs and experimental Kedge tend to hit for a max ~2,000.



    Kill 20 Kedge 0/20 (Thalassius)

    Kill 20 Kedge while you're in here.

    Loot 10 Glowing Fire Coral 0/10 (Thalassius)

    Deep in the basement of the complex (the far southwestern and southern underwater chambers), you need to find targetable "fire coral" in and around the underwater rooms. /open and loot them. They will be found on the ceilings, walls, and floors.



    Deliver 10 Glowing Fire Coral to Sorcerer Hearah 0/10 (Katta Castrum)

    Sorcerer Hearah says, "Well done, these samples are excellent. Perhaps they will provide some new insight into the kedge's control over the sea elementals."


    Rewards:
    Orux (varies)
    Faction with Combine Empire Merchants (+25)
    Submitted by: Silverfalls Direwood, Veteran Crew, Cazic Thule
    Rewards:
    Send a Correction
    Post Comment
    Merc didn't count when getting task
    # Oct 10 2009 at 10:29 AM Rating: Decent
    Not sure if this is a pre-patch thing or not but I couldnot get the task with bard, cleric, merc. . . I had to add someone else to group to get task. Not a big deal for me but if you only have a few toons and a merc get a friend.
    Merc didn't count when getting task
    # Oct 14 2009 at 12:12 PM Rating: Decent
    Did it say you didn't have enough people?

    I tried this two days ago I think and had no problems.

    the merc has to be in the group when you request it. The task giver has to see 3 people. If they're offline and "Ghosted" I don't think they count.

    and I tried to add a low level toon afterward (On an earlier attempt) and found out the task members have to be within 15 levels of each other.

    ok, that's all my suggestions. Good Luck!
    Coral Diving
    # Sep 21 2009 at 7:48 AM Rating: Decent
    Notes with my 85 necro on Soloing the quest with a Merc
    -- Morromid/morrgue

    It's a task, so you you will have
    1. Group members
    /invite <whomever>

    2. Task members
    /taskadd <whomever>

    As far as I know you can add task members any time during the quest all the way to the end and they will get a reward whether or not they participate

    Minimum group
    Takes 3 people minimum, but mercs count so you and another are ok and a merc. The 2nd body can sit in PoK if not needed. The maximum level spread of your group is 15 however.


    See invis
    You can run about halfway there with invis with the water blobs being the main mob who sees invis. They can not be snared/rooted.

    Once you get to kedge mobs they see invis and you pretty much have to clear the rest of the way but you don't have to kill them all.

    Snare/root
    Most are snareable but not all. I don't have a list.
    They run at low health

    Agro Range
    The agro range is small. With mobs on each side of a doorway you can pull one and not agro the other. You can run through a doorway invis, turn and run into a corner to kill that mob and not worry about the other one adding.

    Roamers
    There are roamers and they are usually in the middle of a room or hallway. The static mobs mostly stand by the doors and along the walls. The roamers will be in the hallways and the middle of the rooms.

    Pulling
    With roamers around, best to find a corner away from a door and pull there. Most pulls with a spell pulled fine and a pet pull is great when you just call your pet back. I did snare a mob once and he and his buddy moved into the next room ( uh oh, I feiged death, but one came back and I killed him) so I suggest pet pulls if possible.

    Water area

    Once to the water area, there is a central area with side rooms. All your drops are in the side rooms. 1 or 2 mobs are in each room, there are no surprises. If the water poses a problem for casters, back into a wall or corner for more casting stability.

    When clearing the room just before the water, there were wanderers coming up from the water room. I didn't see any wanderes in the water room after I got there so just be aware there might be some wanderers when you enter the water. After doing this quest a second time I realized the wanderers coming out of the water area seem to come from the side rooms in the water area. After kiling several of these and then going to the water rooms one of the rooms was empty of mobs and 1 or 2 rooms just has single mobs.

    Drops
    The drops for me were all on the floor. Redish plants with long leaves. Target them then /open and click to loot. I saw 2 to 4 drops in each room. 4 rooms and I was done.

    Mob HP

    It ranged from 65 to 80K hp

    Mob Spells
    Some of the kedge mobs cast Malis or Malo, so 12 minutes or so of no fast regen.

    Repops
    No repops. Just watch for roamers who might be in your way now. A good reason to kill the roamers on your way in the first time.

    Orum Reward
    It's variable, depends on how many groups are doing the quest on the server. More quests, less orum. I got 50 yesterday, and 25 today. Per person, so add as many people to the task as you can. I've seen it go as high as 150 orum each


    misc

    I thought the statue room might be a problem since it's major room for another quest, but you can just run in and out invis with no fighting. Maybe not even invis is needed.

    After you zone in, the building you want is directly north. Go across the lake and you're there. Go in the tunnel entrance and go down and left. Just keep going. Stay to your left, there are some side rooms to the right you don't care about.

    I was in the room just before the water and a mob was leaving for a side room. I Cast snare and he came but my pet caught agro from another mob in the side room and I got summoned and attacked by 5 mobs. Be careful (I died). I would advice pulling all the mobs to the east side of the room away from the rooms to the west.






    Edited, Aug 28th 2010 12:54am by morromid
    Less than 1 hour at 75
    # Apr 24 2009 at 3:16 PM Rating: Good
    *
    55 posts
    Three characters with mercs. The fire opals are in the under water part of the zone inside the rooms mostly on the ground. They stick out so it shouldn't be too hard to spot them. You can pretty much rush the whole zone with LOTD on to get good exp at 75.
    dialogue
    # Apr 11 2009 at 1:27 PM Rating: Decent
    12 posts
    You say, 'Hail, Sorcerer Hearah'

    Sorcerer Hearah says 'Yes hello there _______. Another fine day in the library, hmm? I don't suppose you know anything about [coral] do you?'

    You say, 'coral'

    Sorcerer Hearah says 'Yes coral. I've been reading up on it for sometime now and some of the more rare species that we've been finding in the kedge habitat. We're not entirely sure how they got there, since the habitat is almost entirely sealed off from the outside world. One species in particular has me interested and that's the [Fire] Coral.'

    You say, 'fire'

    Sorcerer Hearah says 'Apparently there are reports of the fire coral being used by the kedge for several of their arcane experiments and rituals. You look a rather stout sort, I don't suppose I could talk you into retrieving a few samples of the coral for me from Thalassius?'
    dialogues
    # Nov 22 2007 at 4:22 PM Rating: Decent
    Dialogue for getting the quest:

    Sorcerer Hearah says 'Yes hello there Rudamon. Another fine day in the library, hmm? I don't suppose you know anything about [coral] do you?

    Sorcerer Hearah says 'Yes coral. I've been reading up on it for sometime now and some of the more rare species that we've been finding in the kedge habitat. We're not entirely sure how they got there, since the habitat is almost entirely sealed off from the outside world. One species in particular has me interested and that's the [fire] coral.'

    Sorcerer Hearah says 'Apparently there reports of the fire coral being used by the kedge for several of their arcane experiments and rituals. You look a rather stout sort, I don't suppose I could talk you into retrieving a few samples of the coral for me from Thalassius?

    you have been assigned the task.....
    booster packs
    # Oct 17 2007 at 12:51 AM Rating: Decent
    this mission now drops LON booster packs for Legends of Norrath cards . looted 2 today / 10 / 17 / 07 a so u know
    Not a bad mission
    # Oct 06 2007 at 11:59 PM Rating: Decent
    36 posts
    This missions isn't so bad. Took us about 80 minutes, and at the time the orux reward was at 50.

    We do locating the statue a lot in our clique, and sometimes we invite ousiders to fill up the group. No one used to do it on our server so it was good while it lasted, but word slowly trickled out and spread from the pick-ups we invited, and now locating the statue is frequenly under 35 orux.

    So I was looking for alternatives. This mission is not bad at all, if you've done Locating The Statue, you just take the path you normally would while going to statue, except you continue on further south for about 3 more rooms past statue.

    Eventually you get to an underwater area, with 3 rooms on each side of a hallway (all submerged). Just pull the mobs out of there, go in and loot your fire corals. Like someone else said, just target the fire coral and use /open, then loot them.

    The fire coral looks like a white-ish plant with a purple tint to it's roots.

    Ended up with about 2k in plat to split with group from random stuff looted during this mission, so it was good exp, plat, and orux and faction.
    6/25/07 First time completed (notes)
    # Jun 25 2007 at 7:27 AM Rating: Decent
    48 posts
    We did this mission last night withL75 Pal/SK/Clr/Enc/Nec/Dru. This is the stuff we learned on our first time doing it.

    Task giver is in zone in room from Guild Lobby. Instance zone in was a lot of trouble for us since I didn't have a map. It's in the east from the temple and far out. We ran south b/c we couldn't find a path going to east from the temple to get to the outer rings. We wish we did the portal quests.

    It lasts six hours (we took it all b/c of breaks, rez, and evacs). I was averaging 5% aaxp per kill so the xp seems pretty good for a group. We're used to getting 3% aaxp per kill in RSS.

    Mobs do not respawn but there are roamers that may be there if you make a second run after evac.

    Once in zone, go north to structure and start killing your way down (lev is good or you get to swim). Once in, you'll take the left tunnel and more or less follow it east, then south, and then west into the cells which are underwater so bring some EB items, AA, or casters with fish scales.

    Single pulls: mobs aren't real bad/like RSS with a lot more hitpts.
    Double pulls: make sure at least one is slowed/mez'd but not TOO bad fighting two straight up.
    Three mobs: had to mez/root park. Three were too many for us to fight w/o mez.
    Four+: Evac'd

    See invis: yellow Kedges and a puddle of water (I'll update b/c I think there was another)

    Lots of wizzie/druid casters and all were dark blue up to the water room with the experimental mobs. A lot of mobs in the beginning area were immune to run speed changes but only mephits and constructs seemed to turn like they'd run; we snared everything it would land on to be safe.

    Pathing and Crowd Control:
    1. Pathing is horrible. We had SK "pulling" but the mobs agro and path away rendering FD useless. Here's the most important thing we learned: The mobs/train usually come from the room you last cleared (i.e. behind you). Single pulls are tough going into new rooms - mobs usually are sitting on the left and right of entrance to the rooms.

    2. We had the cleric use Dulcify on a lot mobs. This was our saving grace b/c FD pulling didn't really work due to pathing - but Dulcify only works up the very end where the [Kedge] mobs go yellow where you go under water. We used it to "mez" mobs in rooms where we fought.

    3. Once you're down near the room going under water, make sure you clear the rooms to the right and up. The pathing brings mobs from up there into the room. You may as well kill them. They are yellow.

    4. Also, the ramp that you go down to the water room is bugged. Don't try to pull up the ramp - they path off. We fought on the ramp facing the two that guard the water. Beware, they mobs still path around to the room you came from. We ended up in the room at the top of the ramp and just waited for the mobs to come in there after being agro'd from below - and just picked them off.

    5. We cleared all of the rooms by the water before going into the water. The underwater mobs were wandering up so we played it safe. Kill em all!!

    6. As we progressed, we found it easier to move INTO the rooms WITH the mobs and just Dulcify nearby mobs while we fought. The pathing is that bad. Agro range isn't too bad so this was pretty helpful up to the experimental kedges (the yellow ones at the end).

    Once under water, you can setup at the end of the tunnel with the cells left and right. If you need to breath, you can swim up - there's air. Killing these mobs is no fun. Our first room had two mobs that wandered off and NEVER came back while we moved to the next room. Again, pull both mobs out because they will path off. Once the mobs are out or dead, you can /open the fire coral and then loot them. We did the first two rooms on each side and got our ten. It may work to have someone sneak in after the mobs are pulled so if you have to evac, at least you can skip that room. It won't let you /open the corals with mobs in the room.

    Not that it matters, but we got 47 orum (282/group) and some faction. It made us choose between faction and orum as a reward so we're unclear if choosing the faction reward is more beneficial than just receiving the faction for completion.

    Sorry for any repeat infoz or typos.

    6/26: Bit of mob info from last night (second go round):
    puddle of water: immune to runspeed change, sees invis, doesn't flee or summon
    sea mephit evoker: snareable, wizzie?
    sea mephit defender: snareable
    elemental construct: snareable, flees, druid?
    sea dervish: immune to runspeed change, does NOT see invis, summons, doesn't flee
    Kedges: so far all see invis and are snareable
    a brutal turtle: does NOT see invis
    Hraquis grunt: does NOT see invis
    Rerua naturewalker: snareable, druid?
    convergence of waves: immune to runspeed changes

    (41orum each second time)


    Edited, Jun 25th 2007 11:28am by Dasein

    Edited, Jun 25th 2007 11:37am by Dasein

    Edited, Jun 26th 2007 10:02am by Dasein
    repeatable
    # May 20 2007 at 10:05 AM Rating: Decent
    Also this mission should read Repeatable: Yes
    repeatable
    # May 20 2007 at 12:56 PM Rating: Excellent
    ****
    6,998 posts
    jusetin wrote:
    Also this mission should read Repeatable: Yes


    Updated, thanks.
    both rewards given
    # May 16 2007 at 6:26 PM Rating: Decent
    Just did this mission and it gives both faction and orum.
    both rewards given
    # May 20 2007 at 12:56 PM Rating: Excellent
    ****
    6,998 posts
    jusetin wrote:
    Just did this mission and it gives both faction and orum.


    Updated, thanks.
    First Quest for me
    # May 13 2007 at 7:29 PM Rating: Decent
    48 posts
    Did this one tonight, being my first time here a friend in group got the quest. Reward was 51 orum or faction not both.
    Kill 20
    # Mar 31 2007 at 6:28 PM Rating: Decent
    If you do this mission with a group, you'll most likely kill 20 kedge just during the walk down to the coral rooms, and clearing the rooms. So the nerf didn't change the mission at all, for people doing it with a group. Just made it so you couldn't solo the mission by sneaking in and out and not killing anything.
    You need to Kill now
    # Mar 01 2007 at 7:14 PM Rating: Decent
    Well this is no longer about just Coral diving. You now have to kill 20 Kedge. This started tonight on the test.

    Trala
    You need to Kill now
    # Mar 15 2007 at 2:24 AM Rating: Decent
    And this is now live - so no doubt the value of the mission will rise to well over 100 as people find better balanced missions for the effort of killing 20 kedge.
    Loc of Hearah
    # Feb 26 2007 at 10:02 AM Rating: Decent
    *
    206 posts
    neg 57 / neg 106 / pos 8.

    H'Sishi
    ____________________________
    HSishi Shortfinger
    Proud Rogue
    Member of <Age of Unity>
    Antonius Bayle
    Loc of Hearah
    # Feb 26 2007 at 10:30 AM Rating: Excellent
    ****
    6,998 posts
    HSishi wrote:
    neg 57 / neg 106 / pos 8.

    H'Sishi


    Updated, thanks.
    where is the fire coral?
    # Feb 23 2007 at 7:35 PM Rating: Decent
    the underwater tunnel locate after the big room ?[Library]
    i just box3 with my friends few days ago [ MT sk lv 73 unbuff 11.3k ac 2650]
    mob hit not very hard but seems many mob in the way to the library

    i have use monk to check the underwater around the zone in and sure thats only
    one way to the fire coral point [yes ,u need to enter that building ]

    lastly, mob patch has bug
    when u pull a mob out of room
    even u get aggro from mob
    mob will not follow u and just running around the room
    few minutes later will take a big train back and u get cr



    anyone have good suggestion for this mission?
    Coral Diving
    # Feb 19 2007 at 10:52 PM Rating: Decent
    44 posts
    Group mission handed out by Sorcerer Hearah. He is placed in the room in the middle of the zone.

    The task:
    Enter Thalassius
    Loot 10 Glowing Fire Coral
    Deliver 10 Glowing Fire Coral to Sorcerer Hearah

    Reward Faction and 50 Oryx

    The Glowing Fire Coral is looted from plants - not from mobs. They are hard to get to.
    From zone in, more a little north, and enter the gate. Follow the tunnels, first east, then south and finally west. You are now at a place where there are 3 "cells" in each side of the tunnel. Each cell holds 2 mobs and 2 Fire Coral plants.
    Kill the mobs and /open the plants to loot the Glowing Fire Corals.

    All mobs are from dark blue to yellow for a lvl 75.

    Greetings Gukak Kluelezz




    Coral Diving
    # Feb 21 2007 at 2:14 PM Rating: Decent
    Seems this has been nerfed down to 25 Orux as reward already.

    Ithil
    Coral Diving
    # Feb 23 2007 at 11:32 AM Rating: Decent
    It has not been nerfed. With TBS, SOE has instituted what some call a "Creator" code. Meaning that missions that are done alot will yield reduced Orux while those that are done less will yeild more. This mission can be done by Rogues in under 10 minutes. Because of this it is done alot and therefore the reward drops. Whining about 25 Orux for 10 minutes of someone else's work (ok maybe your work if you are the rogue) seems a little weak.
    Coral Diving
    # Feb 20 2007 at 6:18 PM Rating: Decent
    Is the gate underwater, whats it look like?

    I never noticed a gate or anything but a building with nothing special in it. But I didn;t know what I was lookin for /shrug.

    P.S. Mobs do NOT respawn here if anyone cares.

    Edited, Feb 20th 2007 9:20pm by Ssilo
    Ahhh
    # Feb 19 2007 at 7:28 PM Rating: Decent
    45 posts
    Make friends with Monks/Bards and ask very nicely for taskadds.
    Offer them cheesecake. But no rasberry. Don't need it if the cheesecake is that good. And a cup of coffee wouldn't go amiss.

    But yeah, be nice to your local aggro droppers for this mission.
    Ahhh
    # Feb 20 2007 at 1:08 PM Rating: Decent
    Psh forgot about us necros *flex*

    Bribes for task invites ftw *snicker*
    Ahhh
    # Feb 20 2007 at 3:33 AM Rating: Decent
    45 posts
    Would it be possible for a rogue to solo this? (Concidering you have 2 friends to help you get the mission ofcourse)
    Ahhh
    # Feb 20 2007 at 1:44 PM Rating: Decent
    36 posts
    Yes. A rogue friend does it for us, an escape and a couple of heals through the floor, and we were golden :-)
    Ahhh
    # Feb 22 2007 at 8:30 AM Rating: Default
    A true rogue don't need nothing but the mission to do this. My record is 7 minutes and task complete. Longest part of this mission is running to and from the task giver to do turn ins.

    ____________________________
    http://i126.photobucket.com/albums/p87/Dstealth_92/Hueydeweylouie.jpg
    Ahhh
    # Mar 14 2007 at 6:13 AM Rating: Decent
    Scholar
    36 posts
    Quote:
    Longest part of this mission is running to and from the task giver to do turn ins.
    Do the portal quests. After the mission, you can go to the nearest portal and look for the symbol for the city portals and touch that one. Makes moving around in Katta easy.
    Ahhh
    # Feb 24 2007 at 7:56 AM Rating: Good
    ***
    3,128 posts
    How did you loot the corals that where under mobs, I got 6 far enoguh away to lot w/o aggro, but the ones under mobs could not get .

    Edit: LOL, I did not realize there are six more room that you can get them from =)

    Edited, Feb 24th 2007 5:40pm by fhrugby
    Ahhh
    # Feb 26 2007 at 6:30 AM Rating: Good
    ***
    3,128 posts
    Best I did is 18 minutes, I completed Portals 1, which enabled me to get halfway there using portals, and all the way back to do handins using portals. My group was killing snakes for the solo quests nearby and I just joined them waiting on the timer to run out, the timer is 45 mins from getting last mission. A couple of them even tipped me with orum =)

    (Edit: this post was entered in response to dstealth's post below, for some reason it showed in repsonse to my last post =/ )

    Edited, Feb 26th 2007 1:43pm by fhrugby
    Ahhh
    # Feb 25 2007 at 1:07 AM Rating: Default
    You only need 10. Check the coral even if they look like they are "close" to the mob, alot of times they are at the right distance...

    in 1 instance of it there is 2 that you can't get w/out agroing mob. In that case stand on other side of room, throw a dagger at the mob, get him to move to you (if you have no hps pop nimble)... (oh and of course pick a mob that has 2 under him) anyways when he's at ya, hit escape then go loot the last 2.

    My record with mage and campfire is 7 minutes from hailing to delivery.
    ____________________________
    http://i126.photobucket.com/albums/p87/Dstealth_92/Hueydeweylouie.jpg
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