
You can see what number they represent by ID'ing them. Each coral represents a possible answer to the riddle. Solve the problem and use the appropriate coral on the ground.
It will give you one of three math riddles. Give the statue Kothmox's Staff, then talk to it. Try not to do the riddles when the transition between night and day is occurring (between Foredawn-and-half and Dawnsong and between Warmtide-and-half and Evensong). Warning: At the transitions between day and night the statues can bug. Use the east Statue Dawnsong to Warmtide and a half (daytime). Use the west Statue from Evensong to Foredawn and a half (nighttime). Each statue is surrounded by 3 Coral Hollows. Depending on the time of day, there will be a statue at 87.9S 55.9W west of The Pit of Heretics or east at 87.9S 54.5W. Make your way to The Pit of Heretics 88.0S, 55.0W in the south Direlands. If you fail, you must obtain the staff again. Note: From the time you loot Kothmox's Staff, you have 1 hour to complete part 2 of the quest. When Prior Kothmox finally dies, loot Kothmox's Staff. Then log back in later to allow Prior Kothmox and the dungeon to reset. Consider finding a semi-safe location in the tunnel and logging out. You will have to deal with many more Moarsmen in the large room before you can reach him, and their likely will be respawns before he dies. Note: If Prior Kothmox bugs in the large room and will not come out, you will have a very hard time killing him. This also increases the risk that he will run back into the room and possibly bug. You will likely have to deal with respawning Moarsmen before Prior Kothmox dies. Note: If you cannot at least imperil Prior Kothmox, you are in for a very long fight. Mages can use Soul Bound staff or another quest staff if you do not have one. Using a Critical Strike weapon helps a lot, such as a Royal Runed Weapon. Then cast imperil and a vuln (typically slash or pierce). If possible, cast magic yield on him (possibly using a Royal Runed Slashing Baton or Legendary Seed of Twilight if you have one). This is especially true for mages, due to his high magic resistance. Prior Kothmox has very high health and can take a while to kill. Move further down the hallway to keep Prior Kothmox from running away so often. You will want to fight him in the hallway if at all possible, so try to keep his attention by attacking or vulning him. Warning: Prior Kothmox tends to bug after running into and out of the hallway several times. Kill the Moarsmen in the hallway, this will likely draw Prior Kothmox (13 Min Respawn timer) out of the large room and into the hallway. Ahead is a large room filled with Moarsmen. Keep left and follow the tunnel until you come to a very long hallway. Inside the tunnel and around the first bend is a good place to stop running and clear any Moarsmen.
Go to the southeast corner of the room where a tunnel leads out of the room.
You'll soon come to another large room with two surface portals. A floor plate directly in front of the north door opens it. Continue until you come to a large room with ramps dropping down to a basin with an altar in the middle. The first room has an octagon shaped bridge, go east (north and south loop around to the pit below the bridges). It is recommended to run rather than fight through the first several rooms. Use cold or slashing weapons and beware of drawing large crowds while fighting. The Priory is filled with high level Moarsmen. From the portal drop, take all lefts until you reach the Moarsmen Priory portal. Note: This is the same dungeon used for the Ritual of the Blight quest. The portal is located just inside the large fort structure. Head north to the Blighted Verdant Moarsman Tunnels at 92.7N 42.3W. Take the Eastwatch portal in the Annex wing of the Town Network. Speak to the Inspector of Lords in your Faction Stronghold. As a Knight, turn in enough Commendation Ribbons to be eligible for this quest. When you have turned enough in, the Commendations Officer will direct you to the appropriate Inspector of Lords. You must have turned in enough Commendation Ribbons as a Knight in your society to be eligible for this quest. This quest is the most difficult of the advancement quests, due to its length and the difficulty of killing 2 Moarsmen bosses. This quest is basically the same for all 3 societies, with only the final item being different. This is the third society advancement quest, which promotes a Knight to a Lord in each of the societies.