Heiromancer's Armor

Special thanks go to Am of Thistledown, Bryster and Kaiser Soze of Frostfell, and Dark Father of Leafcull, for all the info and screenshots for this excellent quest!  

  This quest, added during the "Lonely in the World" event of February 2001, is to journey to training grounds of lore and earn the Hieromancer's Armor.  During the course of this quest, you will also recover the Boots of the Vault, the Globe of Auberean, the Hieromancer's Orb, the Lightweight Tome, Sasalia's Dress, and a Titan's Mana Charge.  

  Due to the removal of the ability to Vuln or drain the golems, it is recommended that you not attempt this quest without at least a 320 WAR skill.

Step 0: The Lore 

  Find the wandering Archmage near Tufa and buy a puzzle box.    Then go to the Ursin Hunter and buy his book.  Use the box on the book and you will have "decoded untranslated text."  Take this to a translator and you will end up with "On the Proper Use and Care of Thaumaturgic Plate."  This will give you a general idea of the overall quest.

Step 1: Grievver Acid 

  For this particular quest, good preparation will get you far.  You are going to need to get some Acid from a Bane, Harrower, or Virulent Grievver.    Now as we all know, Bane and Harrowers cannot be drained, and have a 300 resist to War Spells.  The virulents are easier, but have a lower drop-rate.  So for this part, you are seriously gonna want a melee type to beat it down for you.  Just remember:  The acid is no-drop no-give.

Step 2: The Peculiar Old Dagger   

  You need to find an NPC called "Zairente Ra-Yao" to purchase the peculiar old dagger.  He spawns randomly across the southern Dires region.  Once you get the dagger, use the Harrower acid on it, and you will have a key.  

  Journey to the Humming Crystal, located at 2.8S  82.8W.  Use the key on the crystal and you will receive a Lyceum Recall Gem, which will allow you to journey to the Training Grounds.  You get dropped off in a courtyard at 88.0s 48.7w.  You cannot get to the Humming Crystal by running across the land.  You must find a RANDOM spawning portal, usually appearing near the Kindling Stone Dungeon.

Step 3: The Training Grounds 

(Armor, Boots of the Vault, Hieromancer's Orb, Lightweight Tome, Sasalia's Dress, Titan's Mana Charge)

  Explore the training castle, and you will find several items.

  1. Outside Gates, up the mountain in the Calendar building behind a small altar - Titan's Mana Charge (12,000pyreals, 2,000mana) You must jump out of the castle to get here, or work the levers until the gate opens.

  2. Outside gates, up the hill in the Round building's library - Light Weight Tome (Has 70 blank pages for writing in)

  3. The Heiromancer's Orb is gotten when you kill the training dungeon golems (in the below section) and get lucky enough for one of them to drop a sunstone geode (drop rate roughly equal to a mote.)  Give this to Eaushi the Trainer and he will give you a Hieromancer's Orb. 

  4. If you kill the guardian golem in the northern section of the courtyard.  He will drop a key. Use it on the chest in the south building to get Sasalia's Dress (Cooking 5 Dress.)   

  5. On a desk on the second floor of the castle in the eastern wing  - slip of paper (IMPORTANT)

  6. Ok, this one should give everyone a good laugh.  In the 2nd training dungeon there is a chest with a 350 lockpick skill requirement.  When you open the chest, you will find inside it two items.  They are "Boot" and "Another Boot" (LOL.)  When you combine them, you will get the Boots of the Vault (AL 50, Sprint V, Jumping Mastery V.)  They are a perfect color/design match for the silver version of the armor.

  You will need the slip of paper.  Take it to "Eaushi the Trainer" (He looks like a diamond golem) and he will transport you into the training dungeons.  There are three routes, each to get a crystal:

  1. The Girth (Easiest) (Left Door)

  2. The Leggings (Medium) (Middle Door)

  3. The Coat (Hardest) (Right Door)

  As you go down each route, you will be fighting golems guarding each crystal piece.  Buff with Bludgeoning, Fire, and Lightning Protections and use Frost spells to kill them.   (Worst ones cast Fire Vuln and Vuln 5 on you.)  Lower level folks will want to have a War Mage with a minimum of 320 War skill to take them, a melee person is also recommend to take the spell attacks as much as possible.  Their are 4 golems in each training mission. You only need to go through 3 though to get the crystals. once you go through the door in the dungeon, you follow a hall to a jump down. Straight ahead is a 4-way intersection. If you go left the passage slopes down to the right and takes you under the main cavern. there is one golem in here and the exit portal. you can safely kill this one with drain or war. at this point you can take a ramp up to the main cavern from here or continue on the bottom. Likely you will see the golem in the main cavern above.  You will now need to go up and kill him with war. If you take the ramp up you will be in the same place as if you went straight at the 4 way intersection. If you went right at the 4 way you go down slope to the left and run into another golem before hitting the room with the portal and the 1st golem. No need to go this way. The final golem is back down in the main cavern near the pillars. he has the crystal. Their is no reason ever to engage with more than one at a time. once you get the crystal, take portal back to castle.  Then you will come back to the diamond golem, show him the slip of paper, and did all over again until you have all 3 crystals.  

  Once you have all three crystals, give them to the trainer golem, and he will give you the 3 pieces of the suit.  Unfortunately, until you get the kindling stones you cannot wear it. Note: There is a one month quest timer on giving the crystals to the training golem.

Step 4: The Kindling Stones/Globe of Auberean 

  Now that you have your armor, journey to the Hieromancer's Hall (4.4S  82.8W).  You will need to buff with everything, as this dungeon is populated with Banderling Enforcers/Thrashers/Manglers, Umbris, Astyrrians, Scintillas, Magma Golems, etc.  There is a complex lever system involved here, and a fast respawn, so you will want to do this in a good size tough group.

  As you get inside a ways, there will be a fork in the path.  Each branch leads to a room full of Enforcers and a switch in it that you will need to activate.  Once you hit both the switches, go upstairs. 

  Find a spawn of Iron Golems.  There are two switches here. Hit them both and go upstairs.

  When you get up to the top, there will be Umbris and Astyrrians.  There will be a door to the left and right down the hallways.  If you hit the two switches at the Irons and got up here quickly enough, these two doors will be open.  If not, go back and re-hit the Iron switches.

  Past these two doors are spiral stairs going down and ending at another door.  The switches in the Enforcer rooms activate these doors, so you can see how you must blast through here as quickly as possible.

  Once inside the door, you will find yourself in a meeting hall that has three pedestals up front around a fire.  Each pedestal spawns a different color kindling stone every 15-25 seconds.  There is no quest timer on these, and as there is a high chance of breaking them, grab a bunch of each and get out of there.

  In the kindling stone dungeon (Heiromancer's Hall) there is a blue orb, guarded by a Vapor Golem.  If you get it and turn it into the Eaushi the Trainer back at the Training Castle, you will get a Globe of Auberean.  

Step 5: The Armor 

  Ok, so now you got the armor and stones.  To turn the armor into Thaumaturgic Plate, you will need to use one of the kindling stones (whichever color you like) on each piece.  before you do this, make sure you majorly buff your War skill, focus, and even use the "focusing stone" if you have one.  Reports indicate that you will break the stone 50% of the time with a 290 buffed War skill.

  If you are Specialized in War Magic, at this point you can attempt to make the Exarch Plate Armor .  Take a 2nd kindling stone and apply it to each piece of the armor.  If you are successful, it will become Exarch Plate, otherwise it will simply revert to the unkindled state.


 

Thaumaturgic Plate Armor

CoatGirthLeggings
 
InscriptionA heavily enchanted crystalline (coat/girth/leggings), of the type once worn into battle by the mages of the Yalaini order of Heiromancers.  Coat Only: The seal of the Yalaini Seaborne Empire is embossed on its chest.
Value8,0002,4004,800
Burden1005075
Armor Level0 (170)0 (170)0 (170)
Spellcraft270270270
Difficulty505050
Requirements270+ War Magic270+ War Magic270+ War Magic
Mana200020002000
Mana Usage1pt. per 8 Seconds1pt. per 8 Seconds1pt. per 8 Seconds
CoversChest, Arms, HandsCrotchUpper and Lower Legs
Unique Spells
  • Mana Conversion Mastery Other VI
  • Glimpse of Annihilation (+5 War Skill, Stackable)
  • Magic Resistance Other VI
  • Touch of Instrumentality (+5 Item Skill, Stackable)
  • Strength Other VI
  • Beast Whisper (+5 Creature Skill, Stackable)
Common Spells
  • Heiromancer's Ward (Raises Armor Level by 170 points)

  • Greater Decay Durance (Increases resistance to acid by 100%)

  • Greater Consumption Durance (Increases resistance to fire by 100%)

  • Greater Stasis Durance (Increases resistance to cold by 100%)

  • Greater Stimulation Durance (Increases resistance to lightning by 100%)

  • Lesser Slashing Durance (Increases resistance to slashing by 25%)

  • Lesser Bludgeoning Durance (Increases resistance to bludgeoning by 25%)

  • Lesser Piercing Durance (Increases resistance to piercing by 25%)


Exarch Plate Armor

CoatGirthLeggings
InscriptionA heavily enchanted crystalline (coat/girth/leggings), of the type once worn into battle by the Exarchs of the Yalaini order of Heiromancers.  Coat Only: The seal of the Yalaini Seaborne Empire is embossed on its chest. 
Value8,0002,4004,800
Burden1005075
Armor Level0 (170)0 (170)0 (170)
Spellcraft270270270
Difficulty505050
RequirementsSpecialized War MagicSpecialized War MagicSpecialized War Magic
Mana200020002000
Mana Usage1pt. per 8 Seconds1pt. per 8 Seconds1pt. per 8 Seconds
CoversChest, Arms, HandsCrotchUpper and Lower Legs
Protects (After Common Spells Cast)
  • Slashing - Poor
  • Piercing - Poor
  • Bludgeoning - Poor
  • Fire - Average
  • Cold - Average
  • Acid - Average
  • Lightning - Average
  • Slashing - Poor
  • Piercing - Poor
  • Bludgeoning - Poor
  • Fire - Average
  • Cold - Average
  • Acid - Average
  • Lightning - Average
  • Slashing - Poor
  • Piercing - Poor
  • Bludgeoning - Poor
  • Fire - Average
  • Cold - Average
  • Acid - Average
  • Lightning - Average
Unique Spells
  • Leadership Mastery Other V
  • Mana Conversion Mastery Other VI
  • Vision of Annihilation (+10 War Magic, Stackable)
  • Magic Resistance Other VI
  • Beast Murmur (+10 Creature Magic, Stackable)
  • Sprint Other V
  • Strength Other VI
  • Grip of Instrumentality (+10 Item Magic, Stackable)
Common Spells
  • Heiromancer's Ward (Raises Armor Level by 170 points)

  • Greater Decay Durance (Increases resistance to acid by 100%)

  • Greater Consumption Durance (Increases resistance to fire by 100%)

  • Greater Stasis Durance (Increases resistance to cold by 100%)

  • Greater Stimulation Durance (Increases resistance to lightning by 100%)

  • Lesser Slashing Durance (Increases resistance to slashing by 25%)

  • Lesser Bludgeoning Durance (Increases resistance to bludgeoning by 25%)

  • Lesser Piercing Durance (Increases resistance to piercing by 25%)

 

 

 

 

 

 

Boots of the Vault

Value5,500
Burden50
AL50
SpellsJumping Mastery V, Sprint V
Spellcraft175
Max Mana750
Duration1pt / 25 seconds
Difficulty10

 

Sasalia's Dress

Value4,000
Burden200
SpellsCooking Mastery V
Spellcraft275
Max Mana1000
Duration1pt / 25  seconds
Difficulty10
RestrictionsRequires 200+ Cooking Skill

 

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