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Hieromancer's Armor
Level: ??
Type: Solo
Starts At: ??
Repeat: ??

Quest Overview

  • The armor from this quest may be further upgraded via the Halls of Knorr quest.
  • This quest requires some lever pulling, but the doors stay open long enough for a single person to complete it.

Walk Through

Obtain Supplies

  1. Locate the randomly appearing wilderness vendors, or obtain their items from other players.
  2. Obtain a Vial of Organic Acid, a low drop rate trophy from various Grievvers, including Virulent Grievvers, Venomous Grievvers, Bile Grievvers, Bane Grievvers and Harrower Grievvers.
  3. Use the acid on the dagger to obtain the Glittering Crystalline Key.
  4. Locate a Humming Crystal Portal, which spawns randomly in certain wilderness areas like the Direlands and Linvak Mountain Range. The portal is tiable, though not summonable, so if you chance across it before you have the acid or dagger you can save the tie.
  5. At the Humming Crystal, use the Glittering Crystalline Key on the Strange Humming Crystal to obtain the Lyceum Recall Gem.

The following steps can be done in either order, and there are advantages to each.

Advantages of going to the Hieromancer Halls first:
  • If you are already at the Humming Crystal, the exit portals will bring you very close to the Halls.
  • If you want the Globe of Auberean, made from the Blue Orb, you must obtain the blue orb in the Halls before heading to the Lyceum.
Advantage of going to the Lyceum first:
  • If you want to experiment with the color of your armor, or are unsure of your success rate, it is better to obtain the unkindled armor first and then go to the Halls, where you can pick up as many kindling stones as you need.

Hieromancer's Halls

  1. While still at the Humming Crystal, tie to or use the Exit Portal. It drops close to the Hieromancers' Halls
  2. Enter the Halls. Follow the map to reach the Kindling Stones.
  3. Obtain the Kindling stones you need. Color is purely for style and has no effect on the stats or spells on the finished armor. If you want Thaumaturgic Plate Armor - armor for trained War Magic - you need 1 stone per piece of armor. If you want Exarch Plate Armor - armor for specialized War Magic - you need 2 stones per piece of armor.
  4. [OPTIONAL] After obtaining your kindling stones, head deeper in to obtain the Blue Orb.

Ishilai Lyceum

  1. Use the Lyceum Recall Gem to send yourself to the Ishilai Lyceum.
  2. Take the Slip of Paper and present it to Eaushi the Trainer. It will teleport you into the Lyceum Training Grounds.
  3. Take the west hallway for the easiest difficulty test. Kill the Teneous Nephol Golem and loot the Small Pale Crystal. Take the exit portal.
  4. Re-enter the Training Grounds. Take the west hallway for the middle difficulty test. Kill the Diaphanous Nephol Golem and loot the Pale Crystal. Take the exit portal.
  5. Re-enter the Training Grounds. Take the west hallway for the hardest difficulty test. Kill the Turbid Nephol Golem and loot the Large Pale Crystal. Take the exit portal.
  6. Present the three crystals to Eaushi the Trainer for your unkindled armor.
  7. [OPTIONAL] While at the Lyceum, complete any of the following tasks.
    • Kill a Guardian Golem. Loot the Trunk Key from its corpse. Unlock the Trunk to obtain Sasalia's Dress.
    • Head out of the castle and to the upper building and obtain the Lightweight Tome, found in the basement library.
    • If you obtained a Blue Orb in the Hieromancer's Halls, give it to Eaushi the Trainer to obtain the Globe of Auberean.
    • Enter the Lyceum Training Grounds. Kill the golems until one drops a Sunstone Geode. Give it to Eaushi the Trainer to obtain the Hieromancer's Orb.
    • Enter the Lyceum Training Grounds. With Lockpick, unlock the 350 resistance chest and loot A Boot and Another Boot. Combine to create the Boots of the Vault.
    • While at the Lyceum, present Eaushi the Trainer with the various items from this quest. The golem often gives a response.

Kindling

  1. Add one kindling stone to each piece of armor to create Thaumaturgic Plate Armor - armor for trained War Magic.
  2. Add a second kindling stone to each piece of armor to create Exarch Plate Armor - armor for specialized War Magic.
  3. Failing any step reverts the piece to the unkindled state.
  4. Adding a third stone to a piece of Exarch Plate Armor reverts it to the unkindled state, allowing for the color to be changed.

Maps

Dungeon Coordinates Wiki Map ACmaps
Lyceum Training Grounds ?? -- 0112
Hieromancer's Halls ?? -- 02A9

Items

Quest Items

Unreadable Text Puzzle Box (Hieromancer's Armor) A Text Book Vial of Organic Acid Peculiar Old Dagger Glittering Crystalline Key Strange Humming Crystal Lyceum Recall Gem Blue Orb Trunk Key Slip of Paper A Boot Another Boot Sunstone Geode Small Pale Crystal Pale Crystal Large Pale Crystal Unkindled Thaumaturgic Plate Coat Unkindled Thaumaturgic Plate Girth Unkindled Thaumaturgic Plate Leggings Silver Kindling Stone Sea Blue Kindling Stone Sea Grey Kindling Stone

Exarch Plate (specialized War)

Exarch Plate Coat Exarch Plate Girth Exarch Plate Leggings

Thaumaturgic Plate (trained War)

Thaumaturgic Plate Coat Thaumaturgic Plate Girth Thaumaturgic Plate Leggings

Other Rewards

Globe of Auberean Lightweight Tome Sasalia's Dress Boots of the Vault Hieromancer's Orb

Images

Strange Humming Crystal
Slip of Paper
The Lyceum

Lore & Dialog

You gingerly pour the putrid acid over the dagger. Centuries of encrusted filth are burned away, revealing a glittering crystal key!


The glittering key fits neatly into the niche of the humming crystal. The hum grows louder for a moment, and the key reshapes itself before your eyes...


The golem stirs to life at your touch. "Kiya auranil..." it grumbles, then pauses.
In your mind, a mild voice says, "Good day. It has been many turns of the stars since this servant has greeted visitors. Welcome to the Ishelai Lyceum, serving in good faith His Most Serene Majesty Kellin II."
"If you are a student, the written permission of the caloyer is required for me to send you to the trials."


The Trunk has been unlocked.
Your key is used up.
As the trunk is opened, a whisper of exotic scent rises from its rotting form. The ghosts of long-decayed spices leave you with an impression of warmth, hearth, and home.


You give Eaushi the Trainer Blue Orb.
Eaushi the Trainer tells you, "Ah. This bauble was created by the Imperial Talespinner Mistral Tersicor. For many years he wandered the world, recording the stories of all its' people."
Eaushi the Trainer tells you, "He disappeared from the palace at Tentael one cold night, just after Caerlin II had taken the throne. He left a note, saying that the songs of other worlds needed to be written, and that he would return in 2300 years."
Eaushi prods the orb gently. It blossoms, the blue surfaces spiraling open to reveal patches of green, brown, and white.
Eaushi the Trainer gives you Globe of Auberean.
The ceaseless mountain winds whistle around Eaushi's facets.


You give Eaushi the Trainer Slip of Paper.
Eaushi the Trainer tells you, "This note appears to be valid... although the date seems to be... a bit off. This golem shall now teleport you to one of the five trial grounds. May light fall upon your shoulders, young apprentice."


West:
The door swings wide, and a melodious voice in your mind says, "Beyond lays the first and easiest test. Once you jump into the abyss, you may not return this way. You must enter the test grounds again later."

North:
The door swings wide, and a melodious voice in your mind says, "Beyond lays the second test, more difficult than the previous. Once you jump into the abyss, you may not return this way. You must enter the test grounds again later."

East:
The door swings wide, and a melodious voice in your mind says, "Beyond lays the last and most grueling test. Once you jump into the abyss, you may not return this way. You must enter the test grounds again later."


The boots match! You're stylish now!


You give Eaushi the Trainer Small Pale Crystal.
Eaushi the Trainer tells you, "Well done, young master! You have defeated the first Nephol Golem. This is the first step on your path to becoming a Thaumaturge of the Order."
Eaushi the Trainer gives you Unkindled Thaumaturgic Plate Girth.
Eaushi the Trainer tells you, "You must still Enkindle this girth before it may be worn."
You give Eaushi the Trainer Pale Crystal.
Eaushi the Trainer tells you, "Splendid, young master! You have defeated the second Nephol Golem. Only one remains before you may be eligible to become a Thaumaturge of the Order."
Eaushi the Trainer gives you Unkindled Thaumaturgic Plate Leggings.
Eaushi the Trainer tells you, "You must still Enkindle these leggings before they may be worn."
You give Eaushi the Trainer Large Pale Crystal.
Eaushi the Trainer tells you, "Exceptional, young master! You have defeated the final Nephol Golem. You are now eligible to become a Thaumaturge of the Order."
Eaushi the Trainer gives you Unkindled Thaumaturgic Plate Coat.
Eaushi the Trainer tells you, "You must still Enkindle this coat before it may be worn, and the skill required to add the Kindling Stones to your personal battle armor is your final test before becoming a full Hieromancer."


With a burst of warmth and heat, the Kindling Stone fuses itself into the coat. This piece of sea blue colored Thaumaturgic Plate may now be worn!
With a burst of warmth and heat, the Kindling Stone fuses itself into the girth. This piece of sea blue colored Thaumaturgic Plate may now be worn!
With a burst of warmth and heat, the Kindling Stone fuses itself into the leggings. This piece of sea blue colored Thaumaturgic Plate may now be worn!

With a burst of warmth and heat, the Kindling Stone fuses itself into your Thaumaturgic Coat. You have created a piece of Exarch Plate!
With a burst of warmth and heat, the Kindling Stone fuses itself into your Thaumaturgic Girth. You have created a piece of Exarch Plate!
With a burst of warmth and heat, the Kindling Stone fuses itself into your Thaumaturgic Leggings. You have created a piece of Exarch Plate!

You have reverted this piece of armor to its unkindled state. Your Kindling Stone breaks.

Your war magic skill is insufficient to apply a second Kindling Stone. The armor reverts to its unkindled state, and the Stone breaks.