Magic Equipment
Magic Equipment is the Legendary Armoury chapter for spellcasters. It covers the Iron’s Spellbooks crafting materials, the runes of every spell school, a robe set for each school and the stronger sets made from them with smithing templates, the upgrade orbs, magic rings and curios, and the familiars of Alshanex’s Familiars. Spellbooks and staves are in a separate chapter, Magic Academy (see Pursuit of Mastery).
Requirements#
- The Arcane Path in Act I links to the chapter’s first checkmark (“Now that you’ve learned about the available classes, it’s time to craft your first piece of equipment”).
Sections#
Materials#
Arcane Essence (8 more as a reward), Cinder Essence (smelted Arcane Essence), Arcane Ingot, Arcane Cloth, and the mithril line: Mithril Scrap → Mithril Ingot → Mithril Weave.
Runes#
A Blank Runestone (after the Arcane Ingot) opens one quest per school rune: Fire, Ice, Lightning, Holy, Nature, Ender, Blood, Evocation, Eldritch, Geo, Sound and Aqua. Each gives 2 XP levels and a themed item, such as a Blaze Rod for the Fire Rune.
Robes#
Each school rune opens that school’s robe set (1 XP level), and several robes lead on to a smithing template and a stronger set (Flawed Gems and 5 XP levels):
| School | First set | Later sets |
|---|---|---|
| Fire | Pyromancer | Fire Dragon Priest Armour; Tectonic Crest (with Primordial Crest) |
| Ice | Cryomancer | Ice Dragon Priest Armour; Cursed Wraithguard |
| Lightning | Electromancer | Lightning Dragon Priest Armour; Mechanized Exoskeleton |
| Holy | Priest | Blessed Priest (needs a Divine Mold, which Sunleia drops) |
| Nature and Geo | Plagued, Geomancer | Primordial Crest |
| Ender and Eldritch | Shadow-Walker, Forgotten | Abyssal Hide |
| Blood | Cultist | Crimson Wizard |
| Evocation | Archevoker | — |
| Sound | Bard | — |
| Aqua | Deepling Mage | Riptide Sovereign, Forlorn Harbinger |
| No school | Wandering Magician → Scarecrow → Wizard | — |
The Geomancer robes come from the Sculptor's monastery in Fallen Myths, as the quest notes.
Upgrade orbs#
An Empty Upgrade Orb (after the Arcane Ingot, Cinder Essence and Mithril Ingot) opens one quest per orb: the twelve schools plus Mana, Cooldown and Protection. Each gives two runes of that school.
Rings and curios#
- Starter curios open straight from the first quest: Silver Ring, Amethyst Resonance Charm, Fireward, Frostward and Poisonward Rings, Ring of Expediency, Emerald Stoneplate Ring, Wither Ring, Ring of Life and Ring of the Eternal Resting. Ring of Mana and Ring of Recovery need an Arcane Ingot.
- Forgotten Sands opens from Act II’s Find Structure: The Forgotten Sands and asks for a Blessed Gold Ingot. It leads to twelve relics found there (Forgotten Crown, Golden Bell, Contaminated Cheese and others), each of which opens a school Echo, and the echoes open the higher curios such as the Firestorm Ring, Cryostorm Bracelet and Amulet of Spectral Shift.
Weapons and Nether materials#
- Pyrium Ingot opens once the Citadel is found; it leads to the Legionnaire Flamberge, Hellrazor and the Infernal Sorcerer Chestplate.
- Divine Soulshard opens after the Echo of Tyros kill; with Mithril Weave it leads to the Lightbringer Chestplate and Boots of Speed.
- Weapon Parts (from a Mithril Ingot) lead to the Boreal Blade and Twilight Gale.
Familiars#
Alshanex’s Familliars explains that familiars are tamed with Arcane Essence and told to stay with a Stick. It opens four structure quests (Hunter Campsite, Graveyard, Origin Island, End Laboratory), a Bottled Familiar Soul and fourteen familiar shards, and the Shrinkinator, which crafts familiar equipment: Life Fruits, Plating, Magic Power and Magic Resist Essences, and the Tiny Totem. See Familiars.
Rewards#
Most quests give a roll on Cracked or Chipped Magic Gems, runes or XP levels; the upgraded robe sets give Flawed Gems. See Quest Reward Tables.