Some time ago I posted some screenshots of the Steel Behemoth set, one of the T6 full-plate armor sets. Well, after many months of further lootwhoring, I am now in a position to post a few more sets 🙂
This is the full-plate protection set. It looks just like Steel Behemoth, except that it’s blue instead of orange. I think I like this color scheme better than the orange one:
Compared with the Steel Behemoth set in terms of stats, the Warded Brute set gives you 1355 protection at the expense of 1488 HP and some smallish amounts of DPS, armor, hit rating and hate increase rating.
For the sake of completeness, I’ll repost the Steel Behemoth full-plate set from my previous post:
There are two heavy sets in T6, both fairly DPS-oriented; Masquer of the Sands is for DTs (it includes magic damage (unholy)), while Great Impi is suitable for conquerors and guardians. Compared to the two plate sets, this one has more DPS, critical rating, lots of hit rating, and even a little protection (400 to be precise); at the same time, of course, it has less armor and HP.
The mighty DPS gaurd!
The DT set (Masquer of the Sand) looks the same, just recolored (reddish instead of green).
I think that except for the headpiece, which is completely ridiculous, the rest of this set actually looks pretty good. It reminds me a little of these guys:
another DT set the PoM/ToS T6 set. In terms of stats, it’s a very nice set. It gives you a total of 777.4 magic damage and 2288 heal rating (see also my old post with the comparison of priest armor sets). This means that compared with the T5 PoM/ToS sets, you gain about 850 HP and 900 heal rating, as well as a little magic damage, hit rating, and 400 protection (not counting what you get indirectly from wisdom). In other words, the T6 set has almost as much heal rating as the T4 Thousand Blossoms set (which remains the set with the largest amount of heal rating), while having more DPS than any other priest set.
The main downside is that it looks fairly ridiculous. There’s the inevitable skull on the left shoulder, some elephant tusks on the helmet, some sort of miniature palm tree on the top of your head that will be all the rage at your next cannibals’ meetup, etc. :}
Soon™ some day, hopefully: Cackling Marionette, the demo/necro set (a.k.a. how many dead babies can you fit onto a set of armor before your own pets start laughing at you?).
The Slithering Chaos is a six-player dungeon introduced in update 5.1. The entrance is located in the Dragon’s Spine at (1273, 316), in the southern excavation site.
The trash mobs can be CC’ed, but do not fear them as they can get bugged and you then have to exit the dungeon for 10 minutes to reset them. One ability that is particularly worth interrupting is Tempest, which is a frontal cone knockback. There is also Revitalize, a very powerful and annoying heal on the mobs (if you didn’t manage to interrupt it, a rogue can still remove it with Tainted Weapons).
There are three boss fights, all featuring the same boss (Avatar of Yig) that looks like an enormous dust mite.
The Void Behind the Veil: from Alanza, it requires the Shard of Madness as a prequest (that is a Sepulcher of the Wyrm quest from Ankh-Ausar; it becomes available after you’ve done the early part of the Crawling Chaos quest chain, up to the Serpent Beneath the Skin quest). Rewards: 2 expertise points, 24 MoA.
The Origin of Species: from Alanza; it becomes available if you have completed The Void Behind the Veil and also The Metamorphic Madman (the latter is a solo quest that begins with killing the Scorpion mob near (980, 527); note that sometimes the instance of the playfield gets bugged and the scorpion stops respawning; in that case try switching to a different instance). This is a solo quest that is mostly of interest because it leads to the next one.
The Descent of Serpent Men: from Yaqub-Har; this is a followup to the Origin of Species. This quest requires you to kill three bosses in the Coils of Ubah Kan, then all three bosses in the Slithering Chaos, and finally you have to get a Shard of the Trapezohedron, where the intention was probably that you’d have to also clear the Sepulcher of the Wyrm to get this; but the Slithering Chaos is really just a copy of the Sepulcher, and the developers presumably forgot to remove the Shard of the Trapezohedron from it, so that you can also pick it up from the Slithering Chaos. In both dungeons is on the little mound in the centre of the final boss room.
The quest reward for the Descent of Serpent Men is one of the rings that also drop from the final boss in the Shard of the Trapezohedron. You can choose among two or three different rings depending on your archetype.
The first fight
The boss normally does physical damage on the aggro holder. However, if the aggro holder isn’t standing in front of the boss and within melee range of it, the boss will instead hit him with Smite, which is a much harder-hitting magical ranged attack.
Occasionally, a gray circle spawns on the ground, centered on the player that is the farthest away from the boss. Anyone that stands in these circles will take damage, so you should have one player at range all the time to make sure the circles don’t spawn immediately in front of the boss.
Another important ability cast by the boss is Eradicate. At the end of this cast, there is a big AOE hit that comes from a glowing sphere in the center of the room. Thus, before the cast is finished, everyone should go behind the pillars to break line of sight to the center of the room (note: not line of sight to the boss!), and then go back to their usual positions after the Eradicate cast is finished.
The aggro behavior of the boss in this fight is a bit odd; it seems that he can only change aggro after eradicate, even if you use goad or forced engage.
The boss runs away at 25% of health and leaves behind a loot box which mostly drops blue chaos gems (which are tradable, unlike the purple and legendary gems which are bind-on-equip). There’s a small chance of getting a purple gem here as well.
(The loot box, just like in the other two fights in this dungeon, is a separately killable mob, so you can relog to a different character before killing it.)
The second fight
The boss still does mostly physical damage on the aggro holder and spawns gray circles on the farthest player, just like in the first fight. Occasionally he also cycles through three new attacks:
• Primacy is a frontal cone magical attack. The cone is fairly narrow, but the hit (which comes at the end of the cast) is very hard and will oneshot most people, so everyone should avoid it by moving to the side.
• Undertow: at the end of the cast, the floor of the room gets covered by electricity that will kill anyone that comes in contact with it. This electricity stays there for several seconds, until you see the electrical particles disappear. To avoid this damage, everyone must be on elevated ground — the various pillars, torch holders, and assorted other rubble that lies around the room. The very centermost part of the little mound in front of the boss is also safe, but has enough space for only two people; so ideally, the aggro holder should stay there (because if he moves away, the boss will hit him with Smite, same as in the first phase) with one of the healers.
• Spines of Set: is like Primacy, but it hits in a cone on the sides of the boss (perhaps also behind him?), so everyone should avoid it by moving to the front of the boss.
When the boss’s health drops below 50%, he gains another ability: Resplendent Beam. This is a channelled cast where the boss targets a player at random and a beam goes from the boss to that player. This player and everyone else standing in the way of the beam will constantly be taking damage from the beam (this is untyped damage, so it bypasses mitigation, bubbles etc.). To break the spell, the targeted player must quickly run into one of the gray circles on the ground. Thus it is useful to make sure that at least one circle is not too far from the boss (but also not too close to it so that the mound where the aggro holder stays during Undertow doesn’t get covered by a gray circle). It is also useful is players spread apart a little during this phase, so that they won’t all be taking damage when one of them gets the beam.
The boss runs away at 10% and leaves behind a loot box which drops purple chaos rings. There will also be a clickable item on the ground called a Broken Antenna. Clicking it gives you an item called Luminescent Antenna Fragments in your inventory, which you will need in the third fight.
The third fight
The boss alternates between two phases. In the first phase, he does physical attacks on the aggro holder (and hits him with Smite if he is not in front of the boss and within melee range), puts gray circles on the ground where the farthest player was, and does the Primacy frontal cone attack.
During this phase, the boss has a 95% damage deflection shield, so he takes almost no damage. He also has a buff called Curse of Yig, which slowly stacks up and if it reaches 10 stacks, everyone gets oneshotted.
Eventually the boss casts Rapture; a large red circle slowly emerges from the boss and at the end of the cast, there is a big AoE hit of holy damage. Thus, everyone has to run out of the red circle to survive.
After Rapture, you should send three players to the three large orb-like structures on the outer edge of the room, where each of them should stand at one orb and click his Luminescent Antenna Fragments (all approximately at the same time, somewhat like Yaremka’s balls in BRC Wing 1; wait for a red particle effect to appear on the globe before using your antenna). This will switch the boss into the second phase, remove his damage deflection shield (so you can and should DPS him during this phase), and reset his Curse of Yig buff (so that it won’t reach 10 stacks and oneshot everyone). The three players that used the antenna fragments also get a protection buff (Blessing of the Trapezohedron: +80% electrical and holy invulnerability) that makes them safe from the Horror of Yig attack (on which see below). However, they must be careful not to take aggro while they have this buff, or they will get killed instantly.
In the second phase, the boss does damage in the following ways:
• Horror of Yig: the boss keeps spamming this attack, which does electrical damage to everyone that is near the boss, unless they got a protective buff from using the antenna fragments (on which more below).
• Seethe: everyone is constantly taking holy damage from this unless they stand in one of the gray circles on the ground that have been left behind from the first phase.
• Baptism of Fire: a large fiery cone particle appears (without the boss casting anything) at the location of a player (seems to be always on the second one on the aggro list — it could even be a pet, dread shadow etc.). A few seconds later, the cone explodes and does a big hit of fire damage to anyone nearby, so players must move away from this cone to survive. (Note that the area of effect of this attack is a little bigger than the cone itself.)
• The boss still uses Smite on the aggro holder if the latter is not in front of the boss and in melee range. This should be avoided and in fact in this phase Smite hits harder than in the first phase..
During the second phase, the boss doesn’t have a damage shield, so this is when you should focus on doing DPS on him. Eventually the boss switches back into the first phase and the fight goes on like this until he’s dead.
A few notes to help people survive the various sources of damage in the second phase:
• The aggro holder needs to be able to stand in a gray circle so he doesn’t get damage from Seethe; but at the same time he must still be standing in front of the boss and within melee range so that he doesn’t get Smite. And at the same time, this circle must be positioned so that the aggro holder can stand out of it in the first phase and still not get hit by Smite (because in the first phase, standing in the gray circle causes you to take unholy damage). This means that one gray circle has to be carefully positioned in front of the boss, but a little to the side, so that the area where the aggro holder is safe from Smite is partly within the circle and partly outside of it. (Note: circles disappear after some time, so you should spawn a new one if needed; e.g. after each Rapture, everyone can run in and wait in front of the boss until the gray circle spawns there, and then the three people who have to click the antennas should run out to the globes and do it.)
When the boss switches back to the first phase, one of the people that don’t use the antennas on the globes can use his antenna to remove the gray circle in front of the boss so that it won’t get in the way of the aggro holder while he is tanking the boss. You’ll be able to spawn a new circle after the next Rapture anyway, as described above.
• Ranged DPS players should stay at range from the boss so that they don’t get hit by Horror of Yig. So they should be staying in one of the other gray circles that are farther away from the boss.
• Three players can be made safe from Horror of Yig by having them use their antenna fragments. This should be non-tanks that will need to be close to the boss, e.g. melee DPSers and healers.
• The area in which a gray circle on the ground protects you from Seethe is slightly larger than the circle itself. A PoM/ToS can, with a bit of care, stand just outside the circle in front of the boss and thus be far enough from the boss to avoid the Horrors AoE while still being close enough to the circle to also avoid the Seethe AoE; and also be able to heal the tank from there and do some damage (e.g. with Storm Field). This is useful if you have enough melee DPSers that need the protection buff more than a PoM/ToS does (because they really can’t be useful if they have to stay at range).
• Tanks should use a lot of protection, various protection-related group buffs from healers etc. are also very useful here. Some offtanking (at least with a dread shadow) is also useful, preferably in the shielded phase.
• If you use the antenna and then have aggro, the boss oneshots you (Damnation), so you can’t use the antenna to provide tanks with protection buffs directly.
The loot box from this fight drops legendary chaos gems as well as (purple) rings with a chaos gem slot.
For more about the gems that drop in the Slithering Chaos, see this excellent post by Fass in the AoC forum.
- Mark of Metamorphosis: 65 str, 373 heal rtg, 172 combat rtg, 51 hit rtg, 43 crit rtg, -183 pvp combat rtg, chaos gem
- Mark of the Serpent King: 79 wis, 60 magic dmg, 51 hit rtg, 43 crit rtg, -54 pvp magic dmg, chaos gem
- Might of the Serpent Men: 79 str, 258 combat rtg, 51 hit rtg, 43 crit rtg, -247 pvp combat rtg, chaos gem
- Ophidian Band: 79 dex, 258 combat rtg, 51 hti rtg, 43 crit rtg, -247 pvp combat rtg
- Ring of the Serpent Father: 65 wis, 373 heal rtg, 40 magic dmg, 51 hit rtg, 43 crit rtg, -39 pvp magic dmg, chaos gem
- Serpent’s Scale: 280 armor, 63 con, 51 hit rtg, 43 crit rtg, 156 protection, chaos gem
- Sigil of Yig’s Dominion: 79 int, 60 magic dmg, 51 hit rtg, 43 crit rtg, -54 pvp magic dmg, chaos gem
- Undulating Band of Yig: 32 str, 32 int, 50 magic dmg, 172 combat rtg, 51 hit rtg, 43 crit rtg, -134 pvp combat rtg, -35 pvp magic dmg
Gem stats (excluding any blessings)
The new chaos gems that drop in this dungeon consist of a base stat and zero or more T6 blessings (zero for blue gems, one for purple, two for legendary). Additionally, the base stat is 50% higher on the legendary gems than on the other two; the list below will show this in parentheses. What exactly the base stat is depends on the prefix in the name of the gem:
Precise: 27 (40) critical rating.
Warding: 267 (400) armor, 47 (70) protection.
Fierce: the stats on this gem depend on the class of the character with which you’re looking at the gem.
- Guardian, barbarian, assassin, conqueror, ranger: 150 (225) combat rating.
- PoM, ToS: 160 (240) heal rating, 20 (30) magic damage.
- HoX, dark templar: 20 (30) magic damage, 100 (150) combat rating.
- Necromancer, demonologist: 33 (50) magic damage.
- Bear shaman: 160 (240) heal rating, 100 (150) combat rating.
The blessings on the gems are the same ones that also occur on T6 weapons and necklaces. Thus, by combining these with the new rings and gems, you can get three or even four stacks of a blessing. You need at least two stacks of a blessing for it to have an effect, but by combining the new rings (and gems) with T6 weapons and necklaces you can get three or even four stacks of a blessing.
- Ashur — Armor/Spell Penetration
- Black Pharaoh — Critical Damage Increase
- Crawling Mist — Hate Increase
- Emandua — Heal Rating
- Manic Haze — Offhand Rating + Tenacity
- Silence Falls — Hate Decrease
- Silver Twilight — Mana Tap
- Steel Behemoth —Critigation Chance
Here is an updated version of my previous tables about loot that drops from the various kinds of caches that you get from unchained and excavator dungeons. As a bonus, I have now included a table for plain old Excavator’s Kits for the first time!
Excavator’s Kit (green)
The other caches in this post were introduced with the unchained dungeon system in Update 4.1.4, but Excavator’s Kits are older, having been introduced together with House of Crom in Update 3.2. They drop directly from bosses and even trashmobs in unchained and excavator dungeons, and judging by what we’ve seen on testlive, they will also drop in the new Slithering Chaos dungeon.
The table below is based on 1084 drops from 719 Excavator’s Kits (I got one drop 385 times; two drops 303 times; three drops 31 times). There doesn’t seem to have been any change in the number of drops per kit in Update 5.0.
|What||How many times it dropped|
|3 Sweetpressed Haste||76|
|2 Potent Daggamalt||22|
|2 Dire Sweetpressed Haste||24|
|2 Absolute Moonspill||25|
|Ta Neheh Leaf Elixir||70|
|Small money drop (48–88 copper)||238|
|Large money drop (3.9–15.5 silver)||10|
|an old-world level 80 blue BoE item (not from one of the level 70–80 sets)||46|
|an old-world level 80 purple BoE item (I got a Blade of Black Bile)||1|
|Manual of Discipline [10000 Mastery AA XP]||214|
|Flask of Completion [20000 Mastery AA XP]||65|
Each type of money drops seems to be roughly uniformly distributed in its range. For the small drops, the minimum I got was 0.4813 silver, the maximum was 0.8830 and the average was 0.6778. For the large drops, the minimum was 3.9099, the maximum was 15.5092 and the average was 9.7149.
Unopened Chest (green)
|What||How many times it dropped|
|3 Sweetpressed Haste||114|
|Manual of Instruction [2000 Mastery AA XP]||126|
|Manual of Discipline [10000 Mastery AA XP]||69|
|Flask of Completion [20000 Mastery AA XP]||34|
|2 Ta Neheh Leaf Elixir||21|
|2 Kingsmight Ale||17|
|2 Bloodpurple Ale||16|
|money (1–5 silver)||285|
|an old-world level 80 blue BoE item (not from one of the level 70–80 sets)||15|
|an old-world level 80 purple BoE item (I got a Black Cragsfall)||1|
|Pet (9× Shredder, 7× Acheronian Raider, 5× Undead Guardian, 4× Emperor Scorpion)||25|
|Pharaoh’s Guard green armor (1× Armplates, 1× Boots, 2× Gloves, 1× Goldmail, 1× Helm, 3× Sleevelets)||9|
When we say that several of these things can drop, they can be the same thing twice, so you might get e.g. 6 Daggamalt from one chest. if the game decides to give you two money drops from the same cache, they will be shown separately in the money channel, rather than added up and shown as a single drop.
The table above shows 957 drops from opening 728 caches. It appears that the number of drops per cache has been increased in Update 5.0 (this also applies to Acheronian Caches and Mystical Acheronian Caches), at least for subscribers. Before 5.0, I got from 1 to 3 drops per cache (1 drop from 535 caches; 2 drops from 86 caches; 3 drops from 2 caches); since 5.0, I got from 2 to 4 drops per cache (2 drops from 76 caches; 3 drops from 24 caches; 4 drops from 5 caches).
It seems that potion and food drops don’t take your class into account, so that I get mana potions and food on my guardian as well. (Initially I thought that food drops take your class into account, but eventually I started getting mana food on my guardian as well; perhaps it was just a matter of randomness or they may have changed that in 4.1.5 or thereabouts.)
From the money drops seen so far, it seems pretty reasonable to conclude that the amount of money in each money drop is distributed uniformly in the range [1, 5] silver. (The actual minimum and maximum I’ve seen were 1.0062 and 4.9796 silver.)
Acheronian Cache (blue)
Here are the results based on 361 drops from 260 caches. Like with the green caches above, the number of drops per cache seems to have been increased in Update 5.0. Before that update, I got 1 or 2 drops per cache (1 drop 165 times; 2 drops 85 times); after that, I got from 2 to 4 drops per cache (2 drops 6 times; 3 drops twice; 4 drops twice).
|What||How many times it dropped|
|money (19–50 silver)||22|
|2 Ta Neheh Leaf Elixir||27|
|2 Kingsmight Ale||20|
|2 Dire Sweetpressed Haste||6|
|Pharaoh’s Guard Armplates||6|
|Pharaoh’s Guard Boots||4|
|Pharaoh’s Guard Gloves||5|
|Pharaoh’s Guard Goldmail||6|
|Pharaoh’s Guard Helm||9|
|Pharaoh’s Guard Shenti||2|
|Pharaoh’s Guard Sleevelets||5|
|Belt of Red Ruin||14|
|Belt of the Fallen Empire||21|
|Greaves of Red Ruin [feet]||23|
|Greaves of the Fallen Empire||23|
|Rerebrace of Red Ruin [shoulder]||25|
|Rerebrace of the Fallen Empire||23|
|Tasset of Red Ruin [legs]||29|
|Tasset of the Fallen Empire||27|
|Gloves of Red Ruin [hands]||1|
|Vambrace of Red Ruin [wrist]||2|
|Vambraces of the Fallen Empire||4|
(41× Elixir, 6× Refined Elixir, 2× self-rez)
|Elixir of Brute Force [366 combat rtg]||7|
|Elixir of Guile [73 crit rtg]||8|
|Elixir of Invigorative Rejuvenation [15 nat stam regen]||13|
|Elixir of Precision [73 hit rtg]||13|
|Refined Elixir of Brute Force [732 combat rtg]||1|
|Refined Elixir of Guile [183 crit rtg]||1|
|Refined Elixir of Invigorative Rejuvenation [30 nat stam regen]||1|
|Refined Elixir of Precision [183 hit rtg]||3|
|Minor Elixir of Resurgence [self-rez]||2|
|Mini-Pet: Acheronian Bloodletter||1|
|Mini-Pet: Acheronian Ritualist||2|
|Pet: Living Statue||3|
Regarding money drops, the ones I’ve seen so far lead me to believe that the amount is uniformly distributed in the range [19, 50] silver or so. The average of the drops I’ve seen so far is 34.19 silver. The only problem here is that my notes show drop drops far outside this range, namels 10.4923 and 10.8027, but that might well be an error in my notes. Apart from those two outliers, the lowest drop I’ve seen is 19.4109 and the highest is 49.3365.
I’m surprised that I got blue stamina potions (Dire Sweetpressed Haste) but no blue health potions (Potent Daggamalt). Mystical caches drop both, as we’ll see below.
The elixirs shown above are what you can get on a guardian; other classes get whatever is suitable for them (e.g. (Refined) Elixir of Mystical Excellence for mages).
Mystical Acheronian Cache (purple)
Here are the results based on 249 drops from 209 caches. Before Update 5.0, I was getting from 1 to 3 drops per cache (1 drop 172 times; 2 drops 30 times; 3 drops once); after that update, I got 2 or 3 drops per cache (2 drops 4 times; 3 drops twice).
|What||How many times it dropped|
|5 Potent Daggamalt||8|
|5 Dire Sweetpressed Haste||6|
|Breastplate of Red Ruin||2|
|Cuirass of the Fallen Empire [chest]||5|
|Gauntlets of the Fallen Empire||6|
|Gloves of Red Ruin||9|
|Helm of the Fallen Empire||5|
|Mask of Red Ruin||4|
|Vambrace of Red Ruin [wrist]||10|
|Vambraces of the Fallen Empire||12|
|Other purple bind-on-pickup gear:||12|
|Clasp of the Fallen Empire [necklace: 68 str, 37 hate inc rtg, 192 protection]||1|
|Emblem of Red Ruin [necklace: 86 str, 42 con, 18 hate dec rtg, 67 crit dmg rtg]||4|
|Trinket of Old Acheron [necklace: 534 combat rtg, 50 fatality rtg, 28 hate dec rtg, 67 crit dmg rtg]||3|
|Ring of Ancient Python [52 con, 52 hit rtg, 267 protection]||1|
|Ring of the Fallen Empire [80 str, 50 con, 35 hate inc rtg]||2|
|Claw of the Death Master [1hb: 116.1 dps, 86 str, 47 hit rtg, 47 crit rtg, 55 crit dmg rtg]||1|
|Purple bind-on-equip gear:||3|
|Fellblade of Crimson Slaughter [2he, boe: 132.4 dps, 42 str, 91 magic dmg (fire), 337 combat rtg (2he), 38 hit rtg, 72 crit rtg, 12 hate dec rtg, 90 crit dmg rtg, 18 mana tap rtg]||1|
|Fellhammer of the Sanguine Disciple [2hb, boe: 133.3 dps, 67 str, 45 con, 391 combat rtg, 38 hit rtg, 60 crit rtg, 90 crit dmg rtg]||1|
|Heater-Shield of the Fallen Empire [shield, boe: 890 armor, 36 str, 52 con, 24 hate inc rtg]||1|
(38 Refined Elixir, 99 Refined Philtre, 18× self-rez)
|Refined Elixir of Brute Force [732 combat rtg]||8|
|Refined Elixir of Guile [183 crit rtg]||9|
|Refined Elixir of Invigorative Rejuvenation [30 nat stam regen]||9|
|Refined Elixir of Precision [183 hit rtg]||12|
|Refined Elixir of Strength [183 hit rtg]||1|
|Refined Philtre of Constitution [+5% con]||47|
|Refined Philtre of Strength [+10% str]||52|
|Minor Elixir of Resurgence [self-rez buff]||18|
|Pet: Scorpion Archer||3|
|Mini-Pet: Un Nefer||2|
|Mini-Pet: Scorpion Abomination||2|
|Phial of Tranquility [1 Expertise point]||5|
One particularly annoying detail: not one, but TWO hate decrease necklaces (both bind-on-pickup, of course) can drop for a guardian. Perhaps they were inspired by John Donne‘s bitter but delightfully snarky lines:
My constancy I to the planets give;
My truth to them who at the court do live;
My ingenuity and openness,
To Jesuits; to buffoons my pensiveness;
My silence to any, who abroad hath been;
My money to a Capuchin:
Thou, Love, taught’st me, by appointing me
To love there, where no love received can be,
Only to give to such as have an incapacity.
On my ToS, I got an Amulet of the Hell Walker and Aegis of the Blood God; on my assassin, I got an Amulet of Ancient Python.
Mystical Excavator’s Kit (purple)
These are the purple caches that you get as a quest reward for the excavator quest (to clear Ardashir Fort, Vile Nativity, Sepulcher of the Wyrm, and the Coils of Ubah Kan). Here are the results after opening 99 purple caches on my guardian, for a total of 120 drops. All this was before Update 5.0; there were 1 or 2 drops per cache (1 drop 78 times; 2 drops 21 times). I haven’t opened any caches of this type after 5.0 yet, so I don’t know if the number of drops has been increased here as well.
|What||How many times it dropped|
|5 Potent Daggamalt||6|
|5 Dire Sweetpressed Haste||2|
|Purple bind-on-pickup weapons:||8|
|Arakh of the Archaeologian [1he, bop: 117.6 dps, 83 str, 50 hit rtg, 34 crit rtg, 34 hate inc rtg, 47 crit dmg rtg]||4|
|Halberd of the Archaeologian [polearm, bop: 142.7 dps, 169 str, 221 combat rtg, 100 hit rtg, 86 crit rtg, 55 hate inc rtg, 123 crit dmg rtg]||4|
|Purple bind-on-equip weapons:||4|
|Fellhammer of the Sanguine Disciple [2hb, boe: 133.3 dps, 67 str, 45 con, 391 combat rtg, 38 hit rtg, 60 crit rtg, 90 crit dmg rtg]||1|
|Greatsword of the Death Master [2he, boe: 131.3 dps, 123 str, 169 combat rtg (2he), 35 hit rtg, 70 crti rtg, 100 crit dmg rtg]||1|
|Partizan of Red Ruin [polearm, boe: 135.8 dps, 50 str, 40 con, 7.7 nat stam regen, 409 combat rtg, 50 hit rtg, 75 crit rtg, 80 crit dmg rtg]||1|
|Scimitar of Red Ruin [1he, boe: 111.7 dps, 60 str, 84 combat rtg (1he), 30 hit rtg, 20 crit rtg, 40 crit dmg rtg, 21 offhand rtg]||1|
(36× Refined Elixir, 43× Refined Philtre, 6× self-rez)
|Refined Elixir of Brute Force [732 combat rtg]||13|
|Refined Elixir of Guile [183 crit rtg]||2|
|Refined Elixir of Invigorative Rejuvenation [30 nat stam regen]||10|
|Refined Elixir of Precision [183 hit rtg]||11|
|Refined Philtre of Constitution [+5% con]||17|
|Refined Philtre of Strength [+10% str]||26|
|Minor Elixir of Resurgence [self-rez buff]||6|
|Companion: Atlantean Shade||2|
|Mini-Pet: Deep Walker||1|
|Mini-Pet: Forsaken Child of Yig||3|
|Mini-Pet: Queen Cao-Polyphya||1|
|Mini-Pet: Serpent Man Underling||1|
|Pet: Atlantean Shade||1|
|Pet: War Rhino Calf||1|
|Phial of Tranquility [1 Expertise point]||4|
The Halberd of the Archaeologian uses the same model as Polearm of the Black Pharoah (from Coils of Ubah Kan).
The Partizan of Red Ruin uses the same model as Blighted Halberd (from Xibaluku) and Imperial Acheronian Halberd (from the Iron Tower). A recolored version of the same model is also used for the Whispering Touch (T3 crafted polearm).
In terms of stats, the bind-on-pickup polearm (Halberd of the Archaeologian) is very nice; basically the same stats as on the T4 polearm, just in slightly lower amounts. The bind-on-equip polearm (Partizan of Red Ruin) is much less attractive; compared to other purple polearms in the game, it’s low on strength and constitution and it seems to be a bit more dps-oriented. I guess you could say it’s somewhere on the level of T1/T2 polearms. At least it’s better than the other bind-on-equip purple polearms (The Herald of Blight, Return of Time).
On my necro, this type of cache also dropped a Dagger of the Archaeologian (BoP).
For a complete list of the various purple weapons and accessories that are available from the Mystical caches (of both types), see AoC > TV.
Funcom’s approach to monetizing AoC has been despicably greedy ever since they first introduced the item shop about a year after launch. But with today’s changes, they have surpassed my wildest fears. All vanity items and a great many other things have been removed, prices on many of the remaining items have been increased dramatically, and you can now buy full sets of T3 armor as well as treasure chests which have a chance of dropping T4 and T5 raid tokens (rare as well as common ones).
And meanwhile the community manager has the unspeakable, bald-faced impudence to say that they only “streamlined the item shop and removed some clutter”!
Fuck off and die, Failcom, you worthless, pathetic excuse for a game company.
This is one of the armor sets that were introduced with the unchained dungeon system and parts of it drop from the various boxes that you get there, either as direct drops from bosses or as quest rewards from the quest to clear all 4 unchained dungeons. Bloodhunter is the assassin set.
One of the many wonders of Funcom’s software development is that somehow they manage to make some items look vastly different on the character selection screen than they do in game. This set is one of them. On the character selection screen, it has a hideous combination of colors, some parts are purplish and some are a sort of greyish green that can best be described as puke-colored:
Looks like a cosplay effort gone horribly wrong.
Fortunately, in game it looks almost completely black instead. That’s much better and especially suitable for an assassin:
And it looks even better without the headpiece and the belt 🙂
I was quite lucky with this set; I got the whole set after doing just 3 full unchained runs (i.e. where each run consisted of all four unchained dungeons), whereas on my guardian it took me about 12 runs to finish collecting the full-plate set and over 30 runs for the heavy set.
The HoX unchained set (Crimson Slaughter) looks exactly the same, as far as I know. And the demo/necro set (Hell Walker) looks the same too, except for the fact that it isn’t (nearly) black in game — it’s vomit-colored, same as on the character selection screen (another way to describe this set is by saying that it’s worn by Black Ring Reanimator mobs in BRC Wing 2).
So I’m half afraid that one fine day, someone at Funcom will decide that the badass black color of the HoX and sin sets is really a bug, and the set will be ‘fixed’ into having the same vomit color that the demo/necro set already has now.
Since all parts of the unchained armor sets are bind-on-pickup, the various caches only drop items from sets that are suitable to your character’s class. If you want to wear this stuff on a character from some other class, one possible option might be to farm Caravan Raiders Hideout in normal mode (i.e. not unchained). The bosses there can drop items that have the same names and appearance as those from the unchained armor sets, but not the same stats (for example, items from CRH normal mode don’t have any critigation). Another difference is that in the unchained sets, hands are always purple, but in CRH normal mode the hands are blue. I don’t know if the drops in CRH normal mode cover all possible locations; I’ve seen hands, belts and feet so far, but admittedly I don’t do CRH normal mode much.
Steel Behemoth is one of the two T6 full-plate sets. I recently got the last piece I was missing from it, so here’s a screenshot of the whole set:
If you went on a safari wearing this stuff, you’d either get molested by a rhino or shot at by poachers 😛
I actually rather like the look of most of the T6 raid armor sets, and I’m glad that the developers took the trouble to design new sets rather than just recolor old ones like they did in T5. Of course, they had to cut some corners anyway, and so for example the other T6 plate set (Warded Brute, the protection set) looks the same as this one, just in a different color (a kind of violet). One minor complaint is that for a full-plate set, it sure doesn’t look very plate-y. In fact the chest piece is delightfully revealing:
There are of course the inevitable clipping issues, or in case of the dangly bit in the front (which is part of the leg piece), they aren’t so much issues as lifetime subscriptions and charter memberships 😛 Still, overall I’m definitely happier with the look of this set than I was with the T5 set.
In terms of stats, Steel Behemoth is a physical tanking set, with an emphasis on armor and HP; thus, it’s similar to the Courageous Souls set from T4, but with most attributes increased by 5–10% (the DPS and critical damage rating got a more substantial increase). In addition, wearing T6 armor gives you a buff called Emerald Lotus Coating, whose strength depends on how many T6 armor pieces you’re wearing:
- 2–3 items: 220 armor penetration, 152 spell penetration, 158 tenacity
- 4–5 items: 470 armor penetration, 330 spell penetration, 340 tenacity
- 6–7 items: 845 armor penetration, 590 spell penetration, 610 tenacity
- 8 items: 1250 armor penetration, 875 spell penetration, 900 tenacity
In addition, the buff includes some negative PvP stats to make T6 armor unattractive in PvP. For PvE, my understanding is that tenacity is only useful in T6 for now, since that’s the only place where mobs have critigation. Armor and spell penetration might also be useful in some lower raid tiers where the mobs have a lot of armor and protection (see also this interesting recent forum thread about penetration stats).
A rare panda boss spawns in Chosain, just southwest of the bamboo grove in the central part of the playfield (the one where you go as part of the quest chain to obtain your tiger mount from the Tamarin Tigers faction). I first heard of it (and of the unique thrown weapon that drops from it) when people were talking about it in the comments of my “About” page; since then I occasionally rode past that bamboo forest on purpose every now and then but never had any luck seeing it. So, more recently, I decided to look for it a little more deliberately, and yesterday I finally found it.
Take that, WWF!
There is a tiger mob (Wildwood Stalker) patrolling slowly south of that bamboo grove. If you kill it, it can take quite a long time to respawn, up to 2.5 hours when I was killing it. The impression I have is that this mob is a placeholder for the panda boss, so when you kill it (or you enter a new instance of the playfield), there’s a small chance that the panda boss will spawn in its place instead of a new tiger. The patrolling tiger spawns around (455, 755) and then moves in a sort of rectangle south and east of there.
So getting the panda to appear seems to be mostly a matter of killing that tiger again and again, and waiting for a very long time between the respawns. I was mostly standing at the nearby rock at (435, 775) and waiting, alt-tabbed away from the game. When the tiger respawns, its patrol route will soon bring it close enough to this location that it will aggro you, so I was simply standing there in defensive stance and checking back every few minutes to see if the tiger showed up or not. With some luck, I found find it nibbling on my guardian so I could kill it, but sometimes it had already managed to kill me by the time I got back into the game.
On one occasion I found my guardian dead but the combat log showed that she had been getting hit by a Panda, not by the Wildwood Stalker, which confirmed that I was on the right track 🙂 Unfortunately, the panda had already despawned by then. After another day or two of waiting, I finally got lucky and alt-tabbed back into the game just as the panda was attacking me, so I could finally kill it.
The Panda was a level 83 boss and according to my combat log, it had around 22225 HP, which is just as one would expect from a level 83 Khitai boss. There’s a nice video on youtube where someone’s fighting the panda on a barbarian and almost gets killed by it 🙂 so I was sort of expecting a harder fight than it turned out to be. (Incidentally, that video also shows that the panda appears in a sort of impromptu miniature bamboo grove, which then promptly disappears. I didn’t see that one myself, probably because it was already gone by the time I had alt-tabbed back into the game.)
The panda boss does have a few interesting abilities: occasionally it casts a buff called Bamboo Grove (+20% evade chance, +50 damage deflection for 20 sec) and eventually it got another buff called Shadow Style (-30% movement multiplier, +50% damage multiplier for 25 sec). Its white hits are crushing damage, but it also has an attack called Bamboo Paddle, which does slashing damage. When you kill it, you get a 12-hour debuff called Panda Killer (-500 charisma), same as from killing the panda pet in the new Pit Master’s Arena. (Charisma, of course, is a joke stat that doesn’t actually do anything. IIRC it appears in some other places in the game, possibly from one of the whores in Tarantia Common District.)
Another interesting thing about the panda boss is that it drops a thrown weapon called Bamboo Javelin with a unique 3-d model. Thrown weapons, of course, are largely a joke as well; they had some use in the very early times of the game, when most classes couldn’t use bows or crossbows until level 40, soldiers didn’t have the Irritate ability yet, so for some classes a thrown weapon was the only way they could pull a mob from range. But after these things were changed in update 1.05 or so, thrown weapons are mostly interesting as some sort of easter eggs, and by the time the Khitai expansion was released, the devs seemed to see them in such a light as well.
There is another famous joke thrown weapon in Khitai, namely The Rock (which drops from the somewhat uncommon mini boss in the Den of the Crowmen). I was naturally curious how the stats on these two thrown weapons compare. It turns out that The Rock is very defensively oriented (306 armor, 130 con, 99 hit rtg, but only 35.1 DPS) whereas the Bamboo Javelin is much more aggressive (62.3 DPS — twice as much as The Rock! — 86 hit rtg, 89 crit rtg, 93 crit dmg rtg, 61 hate increase rtg).