Lore for
the Armor
To start this multi-item quest you'll need a lot of luck and several
miscellaneous items. First buy a Puzzle Box from the wandering Archmage in the
desert near Tufa (also been spotted near Qualbar) . Next buy an "unreadable
text" from the randomly spawning Spertat the Ursuin Hunter He's rumored to
appear after an Ursuin has been killed everywhere from the road outside of
Cragstone to the Crater (now confirmed saw him at 12/15/01). Use the Puzzle Box
to decode the text then have Bertself translate it in Cragstone. The resulting
text is On the Proper Use and Care of
Thaumaturgic Plate.
The Key
Next you'll need to find yet
another randomly spawning vendor in the South Direlands, Zairente Ra-Yao, and
purchase a Peculiar Old Dagger. (Buy a bunch you might want to do the quest
again). It's not actually a dagger! It's a key in disguise, but it is crusted
with gunk and filth so you'll need acid that you can get off Grievvers to get it
off! Grab a melee buddy and go hunting in the mountains outside the
Hieromancer's Hall (Located at: 4.4S by 82.8W). It's reported that the Grievvers
seem easier to fight than the ones on the plains. The acid is dropped by
Bane (3% drop rate), Harrower (3% drop rate), and Virulent (1% drop rate)
Grievvers
so naturally the Vial of Organic Acid
is very rare and it's no-drop, no-give. In addition, it's on a one week quest
timer. You'll get the message that you've completed the quest too recently at
the time of looting if you've already picked up a vial. When you use the Acid on
the Dagger, you'll get a Glittering Crystalline Key, which is used on the
randomly spawning Humming Crystal for a Lyceum Recall Gem. The key cannot be
dropped or given away.
The
Stones
Before getting your Recall Gem, travel to the Hieromancer's Hall (Located at:
4.4S by 82.8W). Beware! A Zirconium Golem guards the entrance!
Buff fully before entering. The Halls are deadly, full of Umbris,
Astyyrians, high level Banderlings, Magma Golems and more. There are many
switches and levers to activate as you work your way through to the room with
the Kindling Stones. Each of the three stones rests on a pedestal. Grab a bunch
of each to use on your armor later. The Kindling Stones cannot be dropped or
given away. Before
leaving, you'll want to do some exploring for a Blue Orb. Take one of the doors
behind the kindling stones, and make your way past the 2 Iron Golems. Pass
through a door, then another until you enter a large square room with stone
couches. Examine the right wall carefully and you'll discover a secret
passageway. Follow it down to the Vapor Golem who guards the Orb and a Sturdy
Iron Key chest. You'll also encounter the Guardian Spirit, a
level 100 creature which will cast every inept in the book. When you kill it,
you'll get a message that some of its power has been transferred to you and
you'll be buffed with Magic Resistance VI.
After
you have your Orb and your Kindling Stone, you are ready for your training!
You'll need to find a Humming Crystal portal. They're rumored to spawn
everywhere in the Direlands but in the plains (also seen in Baishi sighting was
confirmed). Hop through and use your Glittering Crystal Key on the Humming
Crystal for your Lyceum Recall Gem.
The Lyceum
The Lyceum, a training ground for War Mages, is located at 87.8S, 49.0E. Before
asking Eaushi the Trainer to transport you to the training dungeons, you might
do some exploring. In the powerstation and building up the hill from the Lyceum
you can find a Lightweight Tome (no-drop, no-give) and a Titan Mana Charge
behind an altar. Guarding
the entrance to the Lyceum is a Diamond Golem. He will not attack unless you
attack first. When you kill it, it will drop a key (no-drop, no-give, 1 week
timer) which opens a trunk (in the building on the square) containing Sasalia's
Dress. The Trainer has a use for that Blue Orb you found as well. Hand it to him
and in exchange you'll receive the Globe of Auberean. To
begin your training, retrieve the slip of paper (25 second spawn) from the
second floor of the Lyceum. Hand it to Eaushi the Trainer and you'll be
ported into the training dungeon. You'll have three doors to choose from. The
easiest is the left route which will give you the Girth. Buff with Fire,
Lightning and Bludgeoning protects, kill the golems within, and get a Small Pale
Crystal off the final Tenuous Nephol Golem (level 40). The golems are resistant
to everything but War Magic. (Note: It's reported that it's possible for a melee
to kill them, but it's a lengthy, difficult task. Contrary to rumors, both Life
and Creature Magic work fine on the Golems). When you're ready, head back to the
Training Master, hand him your crystal, and in exchange, you'll receive your
girth. Retrieve
a slip of paper again for entrance back to the training dungeon for your second
training session. This dungeon, a harder version of the first, will yield a Pale
Crystal (from Diaphanous Nephol Golem -- Level 65) which can be exchanged for
your Leggings. In addition, this dungeon also has a locked chest (difficulty
~350) which contain the Boots of the Vault. They come as two separate feet which
must be combined in order to use them. Before leaving either the first or the
second dungeon, you might want to hang around, killing golems. Eventually, on a
random spawn, one will drop a Sunstone Geode which can be turned into
Hieromancer's Orb! For
your coat, bring a third slip of paper to the Training Master for your final
Crystal to make your Coat. These Golems are the most challenging (Turbid Nephol
Golem -- Level 125) ) and will be throwing Level V debuffs at you. All attack
with Bludgeoning Melee attacks and Lightning and Fire Magic Attacks. These
highest level golems cast Imperil V, Level VI attacks and Level V Vulns. The
Golems are vulnerable to frost, so a good plan is to use Frost Vulnerability and
Magic Yield. You might also consider bringing a few Gems of Stillness with
you to handle debuffs.
Kindling
The Armor
To kindle the armor, you'll use the stones you got from the Hieromancer's Hall.
(NOTE: If you do not have War Magic specialized, only use ONE stone per piece.
Mages with war specialized can use two stones per piece). The unkindled armor is no-drop, no-give.
You will only be able to redeem one suit per month. When the armor is kindled,
it is both droppable and may be given; it can be enchanted, and can be lost on
death. Only the mage who created the armor can activate its spells.
To make Thaumaturgic Plate, use one of the kindling
stones on the armor -- whichever color you'd like. Make sure your War Skill is
buffed as high as possible. It's very easy to break a stone (even with a War
Skill near 300) and it's even possible to break the armor piece. To unkindle the
armor, use the same type stone on the armor and it will revert back to its
unkindled form. Specialized
War Mages may use two stones for Exarch plate. One stone creates Thaumaturgic
Plate, two stones creates Exarch, and a third stone unkindles the armor.