Arcane Artistry
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Arcane Artistry
- Quest giver
- Lydirceil
- Location
- Phantom Village (X:6.6, Y:7.1)
- Quest line
Weapon Enhancement Sidequests
┗ Phantom Weapons Quests- Level
- 100
- Required quest
- Unfamiliar Territory
- Required items
- 3 Azurite Demiatma
3 Verdigris Demiatma
3 Malachite Demiatma
3 Realgar Demiatma
3 Caput Mortuum Demiatma
3 Orpiment Demiatma - Experience
0- Gil
829- Next quest
- Forging the Phantasmal
- Patch
- 7.25
- Links
- EDB GT TC
“Lydirceil is on the hunt for a missing weaponsmith.
— In-game description
Walkthrough
See Phantom Weapons Penumbrae/Quest.
Steps
Journal
- Lydirceil is on the hunt for a missing weaponsmith.
- You encounter Lydirceil by the isle's fledgling smithy, bemoaning the disorderly conduct of the master artisan hired for the expedition. After spending much of the journey to the Occult Crescent languishing in the ship's hold and making a sizable dent in the crew's liquid provisions, it would appear the weaponsmith has attempted to flee. Lydirceil bids you seek out the man in question─Gerolt─and implore him to return.
- Gerolt turns out to be in the midst of a fruitless quest for rum among a pile of supply crates. According to the weaponsmith, he was not made aware of the expedition's destination until the ship had already left High Tide Harbor─perhaps explaining the erratic behavior Lydirceil recounted. Realizing that fulfilling his contractual duties will be the fastest way off the isle, Gerolt makes his way back to smithy, ready─though hardly raring─to work. No doubt Lydirceil will wish to thank you for locating the wayward weaponsmith.
- With Gerolt returned, Lydirceil is eager to see him earn his keep. The weaponsmith, however, considers all but the most challenging commissions beneath him, and outlines his plans for a brand-new weapon enhancement technique. Lydirceil acknowledges the folly of having a realm-renowned craftsman perform the everyday drudgery of running a smithy, and begrudgingly assents. According to Gerolt, your weapon can be raised to hitherto unimaginable heights of power through the use of crystalline objects known as demiatma.
- ※Three pieces of six unique varieties are required, and these can be obtained from FATEs and critical encounters on the Occult Crescent's south horn, or from FATEs in the following regions:
- Urqopacha, Kozama'uka, Yak T'el, Shaaloani, Heritage Found, or Living Memory.
- You deliver the requisite six varieties of demiatma to the weaponsmith, who seems eager to begin─not least because renewed access to the expedition's rum supply is contingent on his progress. Taking the crystals, he vows to imbue his tools in preparation for the enhancement process.
Dialogue
Accepting the quest
Lydirceil: That rum-addled reprobate... Wouldn't be surprised if we found 'im floatin' in the sea. Lydirceil: Oh, 'ave need of the smithy, do ye? I'm afraid we ain't up an runnin' yet. Lydirceil: Truth be told, the weaponsmith we 'ired bolted before we could finish settin' up shop. Lydirceil: A master of 'is craft, by all accounts, but 'e's been nothin' but trouble since 'e set foot on the ship. Kept tryin' to escape, so we threw 'im in the 'old. Lydirceil: Our woes didn't end there, though... 'E drank most of the booze we'd brought along for the expedition. I tell you, the bugger was 'alf pickled by the time we 'auled 'im out. Anyroad, the bastard's now gone an' disappeared!
What will you say? > This fellow you speak of sounds vaguely familiar... > Sounds like you kidnapped an upstanding artisan and held him prisoner...
< This fellow you speak of sounds vaguely familiar... > Lydirceil: Eh? Either yer already acquainted with the scoundrel, or Eorzea's 'ome to more cantankerous weaponsmiths than I'd thought...
Lydirceil: Needless to say, there aren't many folk willin' to sail for Shades' Triangle... While we were scratchin' around tryin' to find someone, a certain enterprisin' woman put us in touch. Lydirceil: They say there ain't a finer weaponsmith alive today, but 'e drinks like a sailor on shore leave, an' is up to 'is neck in debt. 'E signed up for the expedition to settle 'is dues. Lydirceil: Anyroad, 'e can't 'ave gotten far. It's not like there's any way off this rock... Lydirceil: If 'e's 'alf as good as they say, I reckon 'e'll be a boon for yer adventurin'. Keep yer eyes peeled─if ye run into a shirtless, rum-soaked good-for-nothin' by the name o' Gerolt, tell 'im to come see me.
Optional Dialogue
Lydirceil: If the rumors are true, this Gerolt feller's a damn fine weaponsmith. Send 'im my way if ye find 'im!
Search for Gerolt (cutscene)
Gerolt: Not a drop o' rum to be had in this bloody ghost town... Gerolt: There was no mention o' Shades' Triangle when I signed the godsdamned contract... Talk about false bloody pretenses. More fool me for trustin' that wily harridan, eh? Gerolt: Hm? Who the hells are─ Gerolt: Oh, bugger me... Can't I do one bleedin' job without you showin' yer ugly mug? Gerolt: That said, there's never a dull moment when us two team up... Gerolt: How about we finish the job sharpish and get off this desolate rock, eh?
Optional Dialogue
Gerolt: This place is pretty spacious, as far as ghost towns go. By the time I'd finished wanderin' about, the rum'd worn off...
Speak with Lydirceil
Lydirceil: Ye must've 'ad an 'ard time coaxin' 'im back. 'Pologies for all the trouble.
Cutscene
Lydirceil: Right. With the smithy up an' runnin', it's 'igh time ye started earnin' yer keep.
Gerolt: Listen here! D'ye really think I'm goin' to sully me hammer an' tongs knockin' out work any village smith with half a brain could handle? Gerolt: No. Nothin' less than nigh-impossible feats o' genius stoke me fire these days!
Lydirceil: Says the impudent sot who drank the 'old dry, rackin' up more debt in the process! Yer 'ardly in a position to dictate terms. Lydirceil: Though it does seem daft to fork over eye-waterin' sums to 'ire Eorzea's finest weaponsmith, only to 'ave 'im forgin' plain ol' swords an' shields. Lydirceil: Any ideas, adventurer?
What will you say? > It's not quite my field of expertise... > I'm sure Eorzea's finest weaponsmith has his own ideas.
< I'm sure Eorzea's finest weaponsmith has his own ideas. > Gerolt: He does, as a matter of fact... Devisin' a new means o' refinin' weapons an' armor!
Gerolt: I couldn't help notice all the aether permeatin' the place. Reckon I'll tap into that somehow. Gerolt: 'Course, I'll need raw materials... Some magic-warped ore from the isle should do just the trick.
Lydirceil: If it's ores yer after, our surveyors'll soon be conductin' a preliminary excavation. Is that all you need to start?
Gerolt: Hardly... If that were the case, any ol' fool could do the job. Gerolt: Magical properties can be fleetin' an' elusive. Without a means to properly harness the aether, there's every chance the ore'd degrade in the process.
Lydirceil: So ye'll require somethin' else besides raw materials... Any inklin' as to what that might be?
Gerolt: Sometimes a foul beastie in the throes o' death'll leave behind a crystallized chunk o' their life essence. Gerolt: I've used the stuff in the past, an' while it ain't exactly common, I'd wager ye'll find it on this bastard rock. Gerolt: Not that it's unique to the island, mind. I'm sure ye'll find it elsewhere too.
Lydirceil: Does this mysterious crystal 'ave a name?
Gerolt: Indeed it does... Demiatma!
Lydirceil: Thanks for providin' the spark our weaponsmith needed. Looks like 'e's committed to fulfillin' 'is contractual duties, at the very least. Lydirceil: Say, 'ow'd you feel about 'andlin' the fiend-fellin' part o' the gambit? Lydirceil: While yer out acquirin' demiatma, I'll see 'ow amenable Gerolt is to 'elpin' around the smithy. I reckon that's a reasonable division o' labor.
System: Demiatma can be obtained from FATEs and critical encounters on the Occult Crescent's south horn. System: It can also be obtained from FATEs in other regions. System: These regions are Urqopacha, Kozama'uka, Yak T'el, Shaaloani, Heritage Found, and Living Memory.
Optional Dialogue
Lydirceil: We best strike while the iron's 'ot, if ye'll forgive the pun. The sooner we get 'old o' the demiatma, the sooner Gerolt can get to work.
Deliver the requisite demiatma to Gerolt (cutscene)
Gerolt: I'll channel the isle's aether into a smithin' process the likes o' which the realm has never seen! To do that, I reckon I'll need at least six kinds of demiatma─three of each to be sure me work is foolproof. Gerolt: Progress as last! These bilge rats are withholdin' the rum until I finish me work... I've been itchin' to start. Gerolt: Ye did well, lad. These are potent samples indeed. Gerolt: Time to start imbuin' me tools! Gerolt: MUAHAHAHA! Gerolt: No matter how many weapons I craft, the demiatma won't lose its potency. Don't worry about havin' to scrounge around for any more o' the stuff. Gerolt: Right, you best get ready for me next feat o' genius!
System: The assorted demiatma has imbued Gerolt's tools with potent magical energies. All that remains is the weapon enhancement process itself!
Optional Dialogue
Gerolt: Takes a godly pair o' hands to wring the magic out of a hammer. This godly pair o' hands in particular.
Trivia
- The Warrior of Light has an averse reaction to the mention of atma by Gerolt in a quest cutscene, a reference to the tedium of obtaining atma in the Zodiac Weapons upgrade process from A Realm Reborn.