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Sanctum of Burning Souls

February 23, 2012 1 comment

The Sanctum of Burning Souls, located in the Wild Lands of Zelata, is a popular group dungeon with mobs in the level 37-39 range, and is also interesting from a storyline point of view as several big quest chains culminate there. But the dungeon is also interesting as a potential source of vanity armor, and this will be the main focus of this post.

Eight armor sets (or rather “half-sets”) drop in the Sanctum, each of which consists of four parts: head, chest, legs and feet. Some of them are level 38, others are level 40. All of them are bind-on-pickup, except Vashian Schenti, which is bind-on-equip, but that’s probably an unintended mistake.

  • Mortiferous [heavy, defensive]
  • Bloodsire [heavy, DPS]
  • Griefscale [ranger]
  • Scarclaw [BS]
  • Coronal [PoM/ToS]
  • Blackmarrow [barbarian]
  • Vashian [assassin]
  • Kel’Avashk [HoX]

As you can see, there’s no set specifically aimed at demos or necros. They could use the HoX set, I suppose, but that one contains a fair bit of strength that would be of no use to a demo or necro.

The boss fights here are pretty straightfoward and don’t require any complicated strategies even if you’re doing with an entirely level-appropriate group. There’s a lot of trash mobs in the dungeon but many of them can be avoided, and there are a few spots where some of them can be reset.

Of course, if you go there with a level 80 character, you can trivially kill anything without any real risk to yourself. In fact you could already do this well below level 80.

Screenshots

Blackmarrow


Bloodsire


Coronal


Griefscale


Kel’Avashk


Mortiferous


Scarclaw


Vashian


Loot tables

Generally, each boss drops one weapon and one piece of armor. (The Ancient Blood Defiler is an exception; see below.) I vaguely seem to remember that in the early days, the allocation of armor pieces to the bosses was somewhat methodical; either it was so that one boss dropped chests, one dropped legs, etc., or it was so that one boss dropped heavy armor, one dropped light armor, etc. In any case, the loot tables were thoroughly reshuffled at some point and there doesn’t seem to be any rhyme or reason to them nowadays, except insofar as each boss drops one item from each set.

The first boss (Vengeful Drowned One) also drops a quest item, Ritual Chalice, which someone has to pick up in order to spawn the second boss (Ancient Dark Beast) — there’s also a quest involving this, but you don’t need the quest itself to use the chalice.

The last boss (Acheronian Warlord) also drops a Totem of Origins. This item can be used to teleport you to your racial homeland (e.g. if your character is a Cimmerian, you get teleported to Conarch Village, etc.), but it was more useful in the early days of the game than it is now. In fact initially it was only available as part of certain pre-order offers. A few months after the launch, they added it to the end bosses of several dungeons, of which the one in Sanctum is perhaps the most easily reached, so that any high-level character could easily farm himself a Totem of Origins if he wanted it. Later it became included in various subscription-related offers, so that many people can nowadays easily /claim a Totem at any time on any of their characters. Its cooldown is and has always been 24 hours, making it somewhat of an option of last resort. Nowadays, with so many other teleportation options available, the Totem of Origins is more of a historical relic than a practically useful item.

Vengeful Drowned One

Drops one of the following weapons:

  • Black Vash [1he]
  • Crowfire [bow]
  • Terminus [shield, str, con]

And one of the following armor pieces:

  • Blackmarrow Boots
  • Bloodsire Helm
  • Coronal Boots
  • Griefscale Harness
  • Kel’Avashk Cap
  • Mortiferous Tasset
  • Scarclaw Hauberk
  • Vashian Treads

Ancient Dark Beast

Drops one of the following weapons:

  • Blackfist [1hb, con, combat rtg]
  • Cruciatus [1hb, holy]
  • Nimbus [1hb, wis, electrical]

And one of the following armor pieces:

  • Blackmarrow Chest
  • Bloodsire Harness
  • Coronal Leggings
  • Griefscale Leggings
  • Kel’Avashk Schenti
  • Mortiferous Helm
  • Scarclaw Boots
  • Vashian Keffiyeh

Ancient Blood Defiler

As far as I can tell, he always drops the following two items, one of each:

  • Bloodtained Band [ring, str/con/dex]
  • Duskfang [dex dagger]

Princess Akivasha

Drops one of the following weapons:

  • Akivneteh [staff, magic dmg]
  • Y’toth [dagger, dex]

And one of the following armor pieces:

  • Blackmarrow Helm
  • Bloodsire Boots
  • Coronal Helm
  • Griefscale Helm
  • Kel’Avashk Robes
  • Mortiferous Boots
  • Scarclaw Leggings
  • Vashian Schenti

Occasionally I’ve also seen her drop a bind-on-equip weapon (probably from the world-drop tables) on top of the above-mentioned drops. I guess the other bosses have a chance of dropping those as well (and BoE armor etc. too).

Acheronian Warlord

Drops one of the following weapons:

  • Death’s Door [polearm, str]
  • Soulstorm [1he, str, con]
  • Spinegrist [2hb]
  • Vyre [2he, str]

And one of the following armor pieces:

  • Blackmarrow Leggings
  • Bloodsire Tasset
  • Coronal Jerkin
  • Griefscale Boots
  • Kel’Avashk Sandals
  • Mortiferous Chestguard
  • Vashian Tunic
  • Scarclaw Helm

He also drops the following things:

  • Totem of Origins (always)
  • Architect: Patient Watcher (recipe, drops rarely)
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House of Crom loot tables

February 20, 2012 5 comments

This post contains loot tables for the bosses in the House of Crom, both the social part and the single-group part. Some of the rare items from the rare bosses might be still missing, but all parts of the complete armor sets are here. (See also: screenshots of some of these sets.)

If you have any information about any missing items from the loot tables below, let me know.

These tables focus on gear and generally don’t show things like Vessels of Attainment, Excavator’s Kits, Rare Trophies, Skulls, and Fragments of Atlantean, which also drop from many of these bosses in various combinations.

Vile Nativity

Sentinel of Defense

  • Belt of Lunacy
  • Belt of the Unutterable
  • Boots of the Membranous
  • Girdle of Insanity
  • Hand-wraps of the Sepulcher
  • Legguards of the Atlantean

Queen Cao-Polyphya

  • Helm of the Beyond
  • Helm of the Inconceivable
  • Chestplate of the Atlantean
  • Leggings of the Unutterable
  • Leggings of Insanity
  • Leggings of Lunacy
  • Legguards of Writhing
  • Royal Atlantean Gown (rare)
  • Tunic of Bedlam
  • Tunic of the Sepulcher

Overseer Olik

He usually drops one Vanir weapon and one item from the Excavator set.

  • Vanir Avenger
  • Vanir Stonecrusher
  • Vanir Fleshcarver
  • Vanir Butcher Axe
  • Vanir Square Shield
  • Wind of the Vanir [bow]
  • Ring of the Excavator [110 int, 39 crit rtg]
  • Armbands of the Excavator
  • Grips of the Excavator
  • Helm of the Excavator
  • Wristbands of the Excavator

Idols of Silence

  • Armguards of the Beyond
  • Belt of Bedlam
  • Boots of the Ichorous
  • Boots of the Spheres
  • Bracers of the Inconceivable
  • Bracers of Writhing

This encounter also drops potions that temporarily boost your stats (Elixir / Refined Elixir of X, for various values of X).

Argo-satha

  • Harness of Insanity
  • Harness of the Inconceivable
  • Headdress of Bedlam
  • Headdress of Lunacy
  • Helm of Writhing
  • Leggings of the Nebulous
  • Leggings of the Sepulcher
  • Legguards of the Beyond
  • Tunic of the Unutterable

The Little Prince

  • Chestplate of the Beyond
  • Circlet of the Sepulcher
  • Circlet of the Unutterable
  • Legguards of the Inconceivable
  • Leggings of Bedlam
  • Harness of Writhing
  • Helm of the Atlantean
  • Helm of Insanity
  • Tunic of Lunacy

In hardmode you also get one of the cloaks:

  • Valka’s Illimitable Aegis [tanking cloak]
  • Vicious Cape of Ill Intent [melee DPS with str]
  • Bladekissed Cloak of the Final Goodnight [dex]
  • Mantle of Valka’s Wrath [wis]
  • Shroud of the Ghost Crows’ Spite [int]

Threshold of Divinity

Jotunrodull

  • Arm-straps of the Nebulous
  • Belt of the Atlantean
  • Boots of the Wells of Night
  • Grips of the Ichorous
  • Harness of the Membranous
  • Wristband of the Sepulcher

Shryke

  • Armbands of the Inconceivable
  • Arm-straps of the Wells of Night
  • Belt of the Beyond
  • Belt of the Spheres
  • Bracers of Insanity
  • Bracers of the Membranous
  • Hand-wraps of the Nebulous

Vram the Duellist

  • Boots of Writhing
  • Bracers of the Ichorous
  • Gauntlets of the Beyond
  • Headdress of the Wells of Night
  • Helm of the Membranous
  • Leggings of the Spheres
  • Tunic of the Nebulous

Thaex the Challenger

  • Armbands of the Ichorous
  • Belt of the Nebulous
  • Boots of the Atlantean
  • Boots of the Inconceivable
  • Bracers of Lunacy
  • Circlet of the Spheres
  • Gloves of Bedlam

Am-ra the Trapper

  • Arm-straps of the Sepulcher
  • Belt of the Wells of Night
  • Boots of Insanity
  • Circlet of the Nebulous
  • Girdle of the Inconceivable
  • Grips of Writhing

Gor-na the Commander

  • Armbands of the Membranous
  • Boots of Lunacy
  • Grips of Insanity
  • Hand-wraps of the Spheres
  • Leggings of the Wells of Night
  • Legguards of the Atlantean
  • Wristband of the Unutterable

Dem-ru the Mage

  • Arm-straps of the Spheres
  • Bracers of Bedlam
  • Girdle of Writhing
  • Gloves of Lunacy
  • Hand-wraps of the Unutterable
  • Harness of the Ichorous
  • Vambraces of the Beyond

Priest Syth-Los

  • Armbands of Insanity
  • Arm-straps of Bedlam
  • Boots of the Sepulcher
  • Gloves of the Wells of Night
  • Legguards of the Membranous
  • Vambraces of the Atlantean
  • Wristband of the Nebulous

Artificer Xan-Phon

  • Arm-straps of Lunacy
  • Boots of Bedlam
  • Boots of the Unutterable
  • Gauntlets of the Atlantean
  • Girdle of the Ichorous
  • Girdle of the Membranous
  • Wristband of the Spheres

Alchemist Myk-ra

  • Arm-straps of the Unutterable
  • Belt of the Sepulcher
  • Boots of the Beyond
  • Grips of the Membranous
  • Helm of the Ichorous
  • Tunic of the Wells of Night

I’ve seen the following item drop occasionally from his rare form, Myk-ra the Apex Alchemist; I don’t know whether it also drops from the common form:

  • Alchemist’s Pendant

Rune-Caster Narvi

He usually drops one piece of the Excavator set and one piece of Vanir armor, most of which are notable for the high amount of constitution.

  • Belt of the Excavator
  • Boots of the Excavator
  • Hauberk of the Excavator
  • Tasset of the Excavator
  • Throwing Axe of the Ziggurat [thrown]
  • Vanir Armguards of Subterfuge
  • Vanir Bracers of Deterrence [light wrist, 75 con]
  • Vanir Helmet of Vitality [bs/ranger, 96 con]
  • Vanir Boots of Rapidity [cloth, 65 con]

I’ve seen the following items drop occasionally from his rare form, Narvi the Opener of Hideous Doors; I don’t know whether they also drop from the common form:

  • Square Shield of the Ziggurat
  • Talisman of the Ziggurat [boe, very good blue magical talisman]

Arcanist Khor-nu

  • Armbands of Writhing
  • Armguards of the Atlantean
  • Boots of the Nebulous
  • Bracers of the Wells of Night
  • Grips of the Inconceivable
  • Leggings of the Ichorous
  • Tunic of the Spheres

Cross Road King

  • Pet: Furious Spirit
  • 2x Fragment of Atlantean

He also drops a Crate of Rare Trophies and 2 Vessels of Attainment for each member in the group.

House of Crom armor sets

February 10, 2012 10 comments

As far as I’m aware, there are 15 sets of blue armor dropping in the House of Crom. All of them are full sets, i.e. consisting of all 8 parts (chest, head, legs, feet, shoulder, wrist, hands, belt):

  • Atlantean [plate]
  • Bedlam [hox]
  • Beyond [heavy]
  • Excavator [social]
  • Ichorous [barb]
  • Inconceivable [bs]
  • Insanity [barb]
  • Lunacy [sin]
  • Membranous [bs/ranger]
  • Nebulous [pom/tos]
  • Sepulcher [demo/necro]
  • Spheres [demo/necro]
  • Unutterable [pom/tos]
  • Wells of Night [sin]
  • Writhing [ranger]

Most people who go to the House of Crom probably already have gear with better stats than these sets, so they will be mostly interesting as vanity armor (if at all). I personally don’t find their appearance to be all that impressive, with the exception of certain helmets which are so ridiculously horny that people will probably start offering you five dollah if they see you walking around in them.


(Click to enlarge.)

The above picture shows the Helm of Insanity, but there are several other similar ones.

This post is about stats; see also: screenshots of some of these sets, what drops where.

Comparison of stats

The following tables show the total stats of each set (after taking trickledowns from things like strength, dexterity, etc. into account). They are arranged so that sets that seem to be targeting the same or related classes are shown next to each other:

Soldier sets: Atlantean (plate), Beyond (heavy)

These two sets seem to go into opposite extremes; Atlantean has lots of HP and no DPS, Beyond has plenty of DPS but no HP.

Attribute Atlantean
(plate)
Beyond
(heavy)
Armor 5605 6486
Crit Dmg Rtg 232
Crit Rtg 190
Critigation 1460 1460
DPS 82.1
HP 7304
Hate Inc Rtg 130
Hit Rtg 322 344
Immunity Rtg 73
Nat Stam Regen 79.7 29.0
Stamina 1926 1158

See also my separate post about the Atlantean set from a few days ago.

Barbarian sets: Ichorous, Insanity

Ichorous has HP, stamina and stamina regen; Insanity has armor and DPS.

Attribute Ichorous
(melee light)
Insanity
(melee light)
Armor 2804 3790
Crit Dmg Rtg 223
Crit Rtg 182
Critigation 1460 1460
DPS 39.3 83.3
Evade Rtg 38
HP 2792
Hit Rtg 380 285
Nat Stam Regen 83.5 24.7
Offhand Rtg 80
Procs 2x Ripping Revenge
Stamina 2850 986

Assassin sets: Lunacy, Wells of Night

Attribute Lunacy
(melee cloth)
Wells of Night
(melee cloth)
Armor 1964 1964
Crit Dmg Rtg 225
Crit Rtg 183
Critigation 1460 1460
DPS 82.9 38.6
Evade Rtg 312
HP 2752
Hit Rtg 230 391
Nat Stam Regen 31.2 85.8
Offhand Rtg 105
Stamina 1248 2901

Mage sets: Sepulcher, Spheres, Bedlam

Sepulcher is the offensive demo/necro set, Spheres is the defensive demo/necro set, Bedlam is the HoX set:

Attribute Sepulcher
(magic cloth)
Spheres
(magic cloth)
Bedlam
(HoX)
Armor 1964 1964 2898
Crit Dmg Rtg 216 214
Crit Rtg 179 178
Critigation 1460 1460 1460
DPS 80.1
HP 2768
Hit Rtg 321 391 321
Magic Damage 543 249 463*
Mana 2715 2904
Nat Mana Regen 63.4 84
Nat Stam Regen 17.3 23.4
Protection (Cold, Electrical, Fire) 543
Stamina 692 934

*Note: on the HoX set, it’s actually Magic Damage (Fire) rather than general Magic Damage.

PoM/ToS sets: Nebulous, Unutterable

Nebulous has heal rating and HP, but no magic damage; with Unutterable it’s just the other way around.

Attribute Nebulous
(priest light)
Unutterable
(priest light)
Armor 2932 2804
Crit Dmg Rtg 217
Crit Rtg 192 179
Critigation 1460 1460
Evade Rtg 134
HP 2880
Hate Inc Rtg -122
Heal Rtg 1316
Hit Rtg 321
Magic Damage 543
Mana 2850 2715
Nat Mana Regen 82.8 63.4
Nat Stam Regen 18
Protection (Holy, Unholy) 543
Stamina 720

Medium sets: Inconceivable (BS), Writhing (ranger), Membranous (generic medium)

There are three medium sets; Inconceivable has strength, Writhing has dexterity, Membranous has generic combat rating.

Attribute Inconceivable
(BS)
Writhing
(ranger)
Membranous
(generic medium)
Armor 4755 3701 3701
Crit Dmg Rtg 224 225
Crit Rtg 186 184
Critigation 1460 1314 1460
DPS 82.2 83.3 39.3
Evade Rtg 123 312
HP 2792
Hit Rtg 319 345 380
Nat Stam Regen 26.4 31.2 83.6
Stamina 1054 1248 2850
Categories: Age of Conan, Gear

House of Crom – Threshold of Divinity – Boss Encounters

February 7, 2012 18 comments

[This post is entirely about boss encounters; for other information about the Threshold of Divinity, see the previous post.]


Or click here to see a larger map in vector format (SVG).

Most of the boss encounters are pretty simple, more so than in most of the recent group dungeons.

Jotunrodull

There are 6 adds in front of him, they spawn 2 by 2; when you kill an add, his corpse puts a cold dot on people nearby, so don’t stand near corpses. When all 6 adds are dead, the boss spawns after a while.

Breath of the Tundra: snare in a cone in front of him (80% snare for 10 sec), you can move out of it before it’s done casting.

Ice Fall: summons frost aoe on the ground, move away (or stay in and outheal it, it doesn’t hurt that much).

The rare form is called Jotunrodull Lord of Black Ice.

Shryke

At first there are 2 adds, Fire Guard and Ice Guard. They are tank and spank, they spawn some minions, you can fight both of them together. Shryke spawns when they are both dead.

There are two rooms attached to Shryke’s, a “fire room” and an “ice room”; people have tried various things along the lines of moving adds to their respective rooms (or to the opposite rooms) and killing them there, without, so far as I know, anything interesting coming of it.

Shryke has 2 special spells which are a frequent cause of wipes and premature baldness in this encounter:

Column Lightning: the boss targets one player at random (watch the target’s target) and sends a ray of light to that player. This player should look around himself to see which of the adds along the walls has got a blue shield particle on it; the player should then run behind that add so as to break the line of sight to the boss. This interrupts the ray, briefly stuns the boss and the fight can continue.

Until this happens, the ray is doing damage to anybody standing in its way, as well as to the targeted player himself. So the targeted player should react reasonably quickly, and most importantly he shouldn’t run around the room like a headless chicken because doing so will simply mow down the rest of the group like a giant lawnmower.

Forked Lightning: the boss runs to the center of the room, 6 adds spawn along the walls and a ray of light connects the boss to each of the adds and does damage to any player standing in its way. The adds walk clockwise along the walls of the room. So each player should go stand somewhere between two adds and walk in step with them, so as to avoid getting damaged by the rays.

It’s a good idea to move the boss to the edge of the room after Column Lightning, so that you’ll have more time to prepare as he runs to the middle before doing Forked Lightning. After Forked Lightning, fight him in the middle because he’ll do Column Lightning next and running from the middle is more convenient for the player targeted by Column Lightning. After Column Lightning is done, move him to the edges again, and so on.

With a bit of kiting (and plenty of time to heal up during Forked Lightning), some classes (e.g. tanks) can actually solo this boss, but it would take a very long time. I had to solo him from 30% to 0% once because all the other team members were dead.

He has a rare form called Shryke the Storm-Shrieker.

Hero Plateau

There’s a mob called Atlantean Conjurer standing just south of the Supply Room, at the foot of a long stairway. Near the top of the stairway there’s a small platform with a door which leads to the Hero Plateau. The door is blocked by a wall of fire if the Atlantean Conjurer is alive, so you need to kill him first. Along the stairway there are five statues, with a clickable button near the bottom of each statue. Clicking the button spawns a boss; but he will despawn unless someone is already on the plateau to fight him. So one player should wait by a statue while the others to up to the plateau, and when they are there he should click the button to spawn the boss and then join his teammates on the plateau.

Each of the five statues spawns a different boss: Vram the Duellist, Thaex the Challenger, Am-ra the Trapper, Gor-na the Commander, Dem-ru the Mage. Killing these bosses gives you 60-minute debuffs (e.g. Duellist’s Bane, Challenger’s Bane, etc.) which prevent you from spawning the same boss again. (In addition, each debuff also provides a small beneficial buff to one of your stats.) But the debuffs disappear if you switch to a different instance of the dungeon, so you can actually farm these bosses more often if you like.

Vram the Duellist

He has a deflection shield; the more people are nearby, the less it deflects, so everyone should hug him. Occasionally he does an AoE knockback; just run back in after it.

Thaex the Challenger

He also has a deflection shield; the more people are nearby the more it deflects! So everyone who can do good ranged damage should stay away.

Explosive Flask: the target gets a dot, and an AoE on the ground, anyone in it gets the dot as well. So the target should run away from other people until the cast is done. This attack seems to usually target the player that is the farthest away from the boss. It comes very soon after Brawler’s Defiance, so if nobody is standing at range, someone should run away temporarily at Brawler’s Defiance to make sure that the AoE lands on him and not on the entire group by the boss.

Am-ra the Trapper

Viper’s Decoy: spawns a trap on the ground, which looks like an electrical circle; the boss also gets a 70% damage deflection shield at that time. Move him into the trap to remove the shield, but don’t stand in the trap yourself or you will take damage. Sometimes the traps are a bit bugged and are invisible.

The traps seem to usually land near the player that was the farthest away from the boss.

Gor-na the Commander

Battle Clamor: puts a 50% snare for 5 seconds on nearby players.

Rally the Troops: spawns an add (Soldier), which you should kill near the boss (this will remove the boss’s damage deflection buff that he gained by spawning the Soldier). If you kill him far away from the boss, the damage deflection buff won’t be removed..

Blow the Horn: spawns a minion, which you should not kill near the boss or the boss will heal up. Stop DPS when you see this spell being cast, someone should then aggro the minion and kite it away, and then DPS on the boss can be resumed. You can safely kill the minion when it’s away from the boss. An easy way to do this is to fear the minion so he moves away from the boss, then cc him when he’s away to prevent him from running back.

This boss has an enrage timer, not that you will normally reach it. Probably other bosses do too. I saw it when I happened to see a certain notorious ToS exploiting a ledge where the boss couldn’t reach him (but nevertheless didn’t reset) to solo farm the boss; this of course took so long that the enrage timer was reached. The boss was down to about 50% HP when he enraged; when he was at around 40%, he disappeared 😛

Dem-ru the Mage

Blood Extraction: the target of the spell should run behind a column and wait there until the cast is done. Otherwise the boss will heal up.

Priest Syth-Los

This boss is in a chapel-like room adjacent to the Supply Room. There are several plates in the room, labelled with words (Be, Befuddle, Faith, Feeble, I, Lose, Thee, Thou, Thy, Valka); to spawn the boss, you have to click the words in the right order to form a suitable phrase.

Three phrases have so far been reported:

  • Thou Be Feeble: spawns the boss with a Crushing Humility debuff (-20% invulnerability to physical damage).
  • Lose Thy Faith: spawns the boss with a True Humility debuff (-20% invulnerability to magical damage).
  • I Befuddle Thee: spawns the boss with a Sacrilege debuff. The tooltip on this debuff doesn’t say what it does, but it seems to make the boss do less damage on the players than normally.

There are several inscriptions in the room, which suggest that there might be four verses, not three, so presumably there is a fourth one in addition to the three above, but AFAIK nobody has yet found it.

The boss also has a rare form, called Hierophant Syth-Los, which AFAIK is again simply random and is not related to which phrase you use to spawn him.

During the fight, the boss spawns various adds which heal him up, so you should kill them quickly. He has an AoE spell called Wrath of Atlantis, so don’t stand near him if you’re very low on health.

Occasionally he casts a spell called Mark of the Pariah on a random player; this causes a new add to spawn, Atlantean Zealot, who is aggro-locked on that player. So if that player is squishy, he might have to kite the Zealot a little while others DPS him (or at least move away, the Zealot often seems content to stand still if his target is not right next to him).

Artificer Xan-Phon

This boss stands in the forge room near the Supply Room. Abilities to watch out for:

Punishing Throw: if someone is too far from him, he spams this attack on that person. You can use this to “offtank” — if you move far enough, he will start hitting you with Punishing Throw instead of attacking the aggro holder. But this should not be attempted by squishies as they will get 3-shotted from it.

Burning Salve: puts a fire dot on a random target. When the dot expires, any player nearby also takes a fairly big hit from it. So the player with Burning Salve should move away from others until the dot expires (but don’t move so far that you’ll get Punishing Throw, of course).

Power of the Forge: the boss goes to the forge and gets a buff called “Empowered!” (+10% scale, +100% damage multiplier).

Next to the forge there are two pillars called Heating Device and Cooling Device. You can increase the health of these devices by doing fire and cold damage on them, respectively (when he casts Power of the Forge, they seem to reset to 50%).

If you heal up the Heating Device to 100% (by doing fire damage on it), the boss’s Empowered! buff will be replaced by a weaker buff called “Overheated!” (5 sec stun and a +50% damage modifier for 25 sec); and when he subsequently recasts Power of the Forge, he will refresh this weaker buff instead of the original one. This makes it much easier to tank him.

If you heal up the Cooling Device to 100% (by doing cold damage on it), the boss gets a debuff called “Frosted!” (+50% hinder movement for 25 sec). This debuff replaces his “Empowered!” buff, thereby making it easier to tank the boss. However, when he next casts Power of the Forge, he’ll get Empowered! again rather than refreshing Frosted! (so you have to heal up the Cooling Device again, etc.). So this is a bit less advantageous than using the Heating Device, but it’s still very useful if you have someone that can do cold damage but nobody that could do fire damage. The snare from Frosted! would also be useful if you have to kite him.

If you pull the boss far away from the forge at the start of the fight, he gets bugged and spams Punishing Throw at the aggro holder all the time; he won’t run to the forge etc. Some people deliberately use this as a tactic; it can be useful if you have no means of de-enraging him (by doing cold or fire damage on the pillars), as tanking him through Punishing Throw spam is easier than tanking him at the forge if he’s permanently buffed by the Empowered buff there. He still hits hard enough that you’ll probably need two tanks to swap aggro on him.

This boss has a rare form called Xan-Phon the Master Artificer.

Alchemist Myk-ra

This boss puts a lot of debuffs and dots on the players. The following debuffs apply in a cone in front of the boss; the tank can move out of the cone (like with Frost Whip in the Palace of Yun Rau) and the DPSers should be standing behind the boss anyway:

  • Transmuted: -50% electrical invulnerability, +20% hinder movement
  • Skin to Bark: -50% fire invulnerability, -50% poison invulnerability
  • Blood to Ice: -100% cold invulnerability, -1% frost damage every 5 sec for 10 min

The following spells put a debuff on all players but this debuff AFAIK has no effect:

  • Evaporate Compound: puts a debuff called Dense Gas
  • Chemical Reacion: puts a debuff called Condensing Vapors

Finally there are 4 spells which put a dot on all the players. All these dots work the same: -22% of the player’s damage every 3 seconds, for 12.5 seconds; but each dot does a different type of damage. There are also 4 cauldrons around the boss; if a player clicks one of the cauldrons, all players in the group get a temporary buff which removes one of the dots (or prevents them from getting it in the first place, if you click the cauldron before the boss has finished casting the spell that applies the dot).

Spell

Dot

Damage type

Cauldron

Buff
Ignite Burning Lungs fire Chill Heat Shield
Glaciate Frozen Lungs cold Melt Frost Shield
Electrify Electrical Burns electrical Discharge Grounding Shield
Toxify Asphyxiation poison Alkaline Alkaline Coating

It’s a good idea to assign one player to click the cauldrons, or you can try simply healing through the dots if your group is well geared and the healers are good.

Occasionally one of the statues in the niches along the walls of the room comes alive. The statue keeps standing still for some time, but eventually comes to the players and starts attacking them. If your DPS is at least halfway decent, the first statue will get really aggressive just as the boss is nearly dead, so you can have an offtank keep the statue busy until you kill the boss. Alternatively, you can focus more DPS on the statue so that you’ll kill it before it gets aggressive; look for the statue with a Gift of Life buff as that’s the one that will wake up next (the others have a Gift of Death buff and you should leave them alone for the time being although they are also attackable).

Having a Faded Keystone Fragment in your inventory and standing in front of the boss when he casts Transmute converts it into an Energized Keystone Fragment. (If you have multiple fragments, only one gets converted.)

The rare form of this boss is called Myk-ra the Apex Alchemist.

Arcanist Khor-nu

This boss and Narvi can be reached by clicking the “Temple District” door near the Supply room.

Initially, doing DPS on the boss will drain his stamina rather than his health. When his stamina is down to 0, you can DPS him normally. Occasionally he summons adds (Call apprentice); they are group mobs which you should kill but who won’t be causing you too much trouble.

Occasionally he spawns circles on the ground (yellow and purple ones), they appear gradually similarly to the ones in the Arbanus encounter. Move out of the circles to avoid taking damage:

  • Rune of Devouring: spawns a purple circle, anyone standing in it when it’s complete will take damage.
  • Rune of Hunger: spawns a yellow circle and roots people in or near it; when the root wears off, you should run out of the circle quickly. Anyone standing in the circle when it’s complete will have his mana drained.

Apart from that he keeps nuking the aggro holder with some fairly strong electrical attacks, so the tank should put on his protection gear.

After some time, he starts casting a very slow spell called Opening the Rift. During this time, he’ll be doing damage to one of the players, but I’m not sure how he decides which one; it might be based on distance, health, damage done or something else. The main thing is that at the end of Opening the Rift, he’ll oneshot everyone within a fairly long distance away from him.

It seems to me that these things are on a timer: Opening the Rift starts 3:30 minutes after the beginning of the fight, and ends 1:30 minutes later. Alternatively, it might be triggered by stamina as IME it usually started when his stamina is at 20%. In any case, the way these things are balanced now, most groups (even groups of more than 6 people) get oneshotted by Opening the Rift before DPSing the boss down to 0%. You can avoid this by simply running away to one of the corners of the room (see e.g. the map above) where you’ll be far enough to avoid the AoE.

He has a rare form called Khor-nu the Archarcanist.

Rune-Caster Narvi

He occasionally summons adds, which you should kill (they are weak at start but seem to gradually buff themselves up, so don’t delay too much in killing them). Every now and then he casts a damage shield and then does a slow-casting electrical AoE called Keystone Blast, but this can be outhealed without too much trouble.

Narvi’s loot is slightly different than for the other bosses mentioned so far. He drops a Rare Trophy for everyone, plus two pieces of gear. One of these will be a social item from the Excavator set (belt, boots, hauberk and tasset drop here from Narvi; the other parts drop from Overseer Olik in the Vile Nativity). The other will usually be one of various Vanir-style armor pieces which don’t seem to form sets but which are distinguished by an unusually high amount of constitution.

He also has a rare form called Narvi the Opener of Hideous Doors. This one drops the following things in addition to the loot mentioned above: another Rare Trophy and Vessel of Attainment (75k AA xp) for everyone; another Rare Trophy to roll on; and a Faded Keystone Fragment, also to roll on.

The keystone fragments from the rare form are the main reason why Narvi is the subject of much farming nowadays. One fairly popular trick is to have the group leader run to the rez pad in the Supply Room and switch to a different instance of the dungeon; meanwhile the rest of the group members wait at Narvi’s place and thus get ported into the new instance ready to fight Narvi there as well (if he’s alive in it). So you can be switching around in 2 or 3 instances of the dungeon and pretty much do nothing but fight Narvi all the time.

Cross Road King

This boss can be spawned at the crossroads about half-way between Jotunrodull’s room and Shryke’s room (see map).

Most of the other bosses in this dungeon have a small chance of dropping, in addition to their other loot, a generic item called Skull (it’s a white item, so unless your loot threshold is set to white or below, it won’t appear in the loot rolls). You’ll need 3 skulls to spawn the Cross Road King (they don’t all have to be on the same player); just click the pillar at the cross roads to place the skulls on it.

The boss occasionally buffs himself with a buff called A Feast of the Breathless. This gives him a heal (823 points every second), but more importantly, it gives him retributive damage: when you hit him with melee, you take 3% damage; when you hit him with magic, you take 7% damage. This retributive damage is untyped damage, so it isn’t subject to mitigation and it bypasses bubbles too! So be careful that you won’t kill yourself; the tank might have to kite him if necessary, but since he’s healing up during this time it’s best keep DPSing him and avoid kiting as much as possible.

Antediluvian Horror: fear on the aggro holder, after which he might switch aggro to someone else, so be careful.

Touch of the Grave: a big frost nuke on a randomly chosen player. If you’re a squishie, you might get oneshotted for it (tanks get hit for around 5k or so); so if you see him coming to you, run away and break his line of sight to avoid the hit.

This boss drops a crate of Rare Trophies for each player, plus 2 Fragments of Atlantean and a social pet to roll on. The social pet is called Furious Spirit and looks like a floating ghost, similar to the ones that you’ll be fighting as trash mobs in the dungeon.

House of Crom – Threshold of Divinity

February 7, 2012 4 comments

[Note: this post was getting a bit long and unwieldy, so I divided it into two parts. This part contains everything except the boss encounters, whereas the boss encounters will be the subject of a separate post.]

This is the social part of House of Crom, meaning that you don’t get a separate instance of each group; it’s more like a small playfield in which there can be several groups (or raids or solo players, not that the latter can do much by themselves).

There’s much that I don’t yet know about this dungeon, so hopefully I’ll update this post later if/when I get more information.

It’s a fairly large dungeon, but not really that complicated once you get used to it. See the map below:


Or click here to see a larger map in vector format (SVG).

Entrance: The main entrance to it is from the northern edge of Field of the Dead, in the old ruins where you did the Death to the Vanir quest chain in your mid-40s. You can also enter it from the Vile Nativity group dungeon.

Quests: You should definitely pick up a quest from Bhaltair in the Field of the Dead (in the camp near the exits to Conall’s Valley and Lacheish Plains). This quest will require you to speak to a couple of Cimmerian NPCs inside the dungeon, and completing it will allow you to use the “Dark Hallway” doors to go directly from the entrance to the supply room (see the map above). This is very handy if you want to join a group that is already somewhere deep inside the dungeon. If you can’t use the Dark Hallway, you’d have to run a fairly long distance through many mobs, and squishy classes very probably wouldn’t make it alive, so the rest of your group would have to come escort you from the entrance.

You can also pick up a quest called “The Stygian Scholar” from Ankh-Ausar, the Stygian antiquarian who stands in Khemi near the Khitai and Turan travel NPCs. You might remember him from the scrolls quest in Ai and T’ian’an district (in fact some people have reported that you can’t take his quest for the Threshold of Divinity unless you have previously completed the Ai/T’ian’an scrolls quest). Now he has a quest for you to read various Atlantean inscriptions in the Threshold of Divinity, with 3 expertise points as a reward. It appears that unless you take this quest, some of the inscriptions in the Threshold of Divinity (namely the ones required by this quest) will remain unreadable to you no matter how many Fragments of Atlantean you consume.

There are several more quests that you can pick up from NPCs inside the Threshold of Divinity, most of which are repeatable and don’t give any special rewards. A few of them are actually quests for the Vile Nativity.

Common and rare bosses

Many bosses in this dungeon exist in a “common” and “rare” form. Some people call them “normal” and “hardmode”, and indeed the rare form will have the same green hardmode buff that you can see in e.g. Khitai hardmodes; but since in all other respects each rare boss encounter is exactly the same as the corresponding common boss encounter, I’ll refer to them as common and rare instead of as normal and hardmode.

Thus, a common boss and his rare counterpart differ only in name and in the loot. Generally, each common boss drops a Rare Trophy (for each player), plus an Excavator’s Kit and a piece of blue gear to roll on. (The blue gear that drops here is part of the same sets that also drop in the Vile Nativity; in fact, if you want to get a complete set, you’ll need parts from both dungeons.) They also have a small chance to drop a Skull (to spawn the Cross Road King, see below) and/or a Fragment of Atlantean (for which also see below). (Note: if you’re in a raid of more than 6 people, as opposed to a group, the rare relics will generally not drop.)

Each rare boss drops the same things as the common boss, plus an extra Rare Trophy and Vessel of Attainment (75k AA xp) for each player, as well as another Rare Trophy to roll on. He also always drops a Fragment of Atlantean (whereas for a common boss there’s only a small chance that he’ll drop one).

Two exceptions to this scheme are Narvi and the Cross Road King; see below for more about their loot.

It also seems that rare bosses might occasionally drop an additional blue item:

  • Myk-ra the Apex Alchemist can drop Alchemist’s Pendant (necklace: 34 hit rtg, 40 immunity rtg, 55 crit dmg rtg, 380 combat rtg (fire));
  • Hierophant Syth-los can drop Ring of the Hierophant (220 mana, 75 magic dmg (holy), 48 hit rtg, 38 crit rtg, vengeful revenge);
  • Hierophant Syth-los can drop Ring of Conservation (122 armor, 50 con, 40 evade rtg, 40 immunity rtg);
  • Xan-Phon the Master Artificer can drop Ring of Scalding (9 nat mana regen, 75 magic dmg (fire), 49 hit rtg, 35 crit rtg, scalding revenge);
  • Xan-Phon the Master Artificer can drop Bolts of Conflagration (44 hit rtg, 48 fat rtg, 35 crit dmg rtg, 415 combat rtg (fire), flaring strike);
  • Narvi the Opener of Hideous Doors can drop Square Shield of the Ziggurat (692 armor, 50 con, 36 hit rtg, 26 hate inc rtg, 35 health tap rtg);
  • Shryke the Storm-Shrieker can drop Ring of Grounding (151 armor, 26 con, 411 combat rtg (electrical));
  • Shryke the Storm-Shrieker can drop Storm-Shrieker Pendant (40 con, 76 magic dmg (electrical), 31 hit rtg);
  • Jotunrodull Lord of Black Ice can drop Ymirish Frostband (ring: 10.5 nat mana regen, 76 magic dmg (cold), 48 hit rtg, 48 fat rtg, icy revenge);
  • Jotunrodull Lord of Black Ice can drop Froststrike (ring: 35 crit rtg, 50 offhand rtg, 400 combat rtg (cold));
  • Khor-nu the Archarcanist can drop Shockstrike Ring (75 magic dmg (electrical), 46 hit rtg, 36 crit rtg, 58 hit rtg, shocking revenge).


Funcom’s itemization skills at their finest. Beautiful-looking ring, unique model, but stats that ensure that nobody will want to wear it. Only necros do cold damage, and they won’t like this ring as it won’t do anything for their unholy damage.

Since it’s a social dungeon, mobs (trash as well as bosses) respawn after a few minutes, so in principle it can be a good place to farm rare trophies and AA xp, especially as it can be done well enough with a weak group. But the fact is that if you’re with a good group, you’ll probably get more rares and AA per time by going to the Vile Nativity than by doing the Threshold of Divinity.

I’ve heard various rumours and theories about how to spawn a rare boss (as opposed to a common one). For now, my impression is still that it’s simply a matter of random chance, just like for rare bosses in Onyx Chambers. When you kill a boss, there’s a small chance that when he respawns for the next time, he’ll be in the rare form instead of the common form.

Atlantean language

As mentioned above, bosses can drop a green generic item called Fragment of Atlantean. Clicking it in your inventory will consume it and increase your knowledge of the Atlantean language. This enables you to read the Atlantean inscriptions on the walls of the dungeon (a few of them are also in the Vile Nativity). Different inscriptions have different requirements (i.e. how many fragments you need to have consumed to be able to read them).

Some of the inscriptions merely contain background story information about the origins of the House of Crom; others perhaps contain hints and clues regarding the “secrets” of the dungeon (on which more below). You will also need to read some of these inscriptions if you want to complete Ankh-Ausar’s quest for 3 expertise points (mentioned above).

The Fragments of Atlantean are not bind-on-pickup, so you can move them between characters or even buy/sell them on the tradepost.

Apparently, after consuming 8 fragments, the game tells you that you can’t consume any more of them; but at the same time some people have reported that some of the inscriptions remain undecipherable to them. It seems that to read those remaining inscriptions, you need to have taken Ankh-Ausar’s quest for the Threshold of Divinity (“The Stygian Scholar”). [Update: apparently this has later been fixed and the inscriptions can be read without having Ankh-Ausar’s quest.]

There has also been a rumor that blue Fragments of Atlantean might also exist (in addition to the green ones), but I think that’s a result of confusion between Fragments of Atlantean and the Keystone Fragments (on which more below). I haven’t seen any concrete evidence of any such blue Fragments of Atlantean so far.

The Secrets of the Dungeon

The article published by Funcom at the release of House of Crom hints that there are brand-new epic weapons available in the dungeon (which nobody has found so far, AFAIK), and that some of the challenges in it require the coordination between multiple groups (and again AFAIK nobody has yet found anything useful in that direction). So if these things really exist and work as intended, it means there is a fair bit that remains to be discovered about the dungeon.

Unfortunately I don’t have any particularly useful insights about these questions; the most I can do for now is to try to recapitulate the various speculations that I’ve heard of so far. I recommend you to visit this thread on the EU forum for much interesting information, although, as is usually the case with such things, speculation is running wild, as is the occasional bit of disinformation and disagreeable attempts at secrecy.

Of course, this being Funcom, it’s entirely possible that some of the mechanics involved are hopelessly bugged, or that they are simply too hard to figure out (it’s difficult enough to find 6 people willing to experiment and tinker with things rather than just farm what they already know; finding multiple groups, if that’s what the dungeon requires, may well be impossible). The fiasco involving the Desumo hardmode in the Iron Tower is a salutary example; it remained bugged and/or undiscovered for long after the loot which it drops ceased to be attractive (and the devs all this time doing nothing about it, not even dropping any additional hints or clues to help the players figure it out — apparently they don’t care if a bit of their content goes completely unused by anyone), and is still unreasonably difficult to do now.

Some concrete open questions involving the Threshold of Divinity are:

  • Is there a way to reliably trigger rare versions of bosses?
  • What’s the use of the Keystone Fragments which drop from Narvi, and what is the role of the portal behind him?
  • The inscriptions in Syth-Los’s room speak about four verses, but only three are currently known; what’s the fourth one? And what’s the role of the emotes hinted at by those inscriptions?

We know from the various bits of lore that you learn in the House of Crom that Queen Cao-Polyphya had the Atlanteans build a ziggurat and ascended it, hoping to communicate with their god Valka, but instead ended up getting tentacle-raped by the Threshold Lurker, a Lovecraft-style eldritch abomination; the Little Prince, the last boss in the Vile Nativity, is the lovely offspring of their union, and the fact that the Atlanteans in the House of Crom are sort of frozen in time, leading a ghostly existence, may be in fact a favor bestowed on them by the Threshold Lurker. Now, as we can see there is a ziggurat behind Rune-Caster Narvi in the Threshold of Divinity, with a portal at the top and a staircase leading to it, it’s hardly surprising that people speculate that we might be able to use the portal and perhaps meet the Threshold Lurker ourselves that way. Whether this is actually the case I have no idea, and as far as I know nobody has yet succeeded in figuring this out.

Keystone fragments

Rune-Caster Narvi has a chance of dropping a green item called Faded Keystone Fragment. If you have such a fragment in your inventory during the Alchemist Myk-ra encounter, and get hit by his Transmute spell, the fragment gets changed into a blue item called Energized Keystone Fragment. Both kinds of fragments are tradable.

Apparently, the fragments can be combined with some other items by using the forge in the Artificer Xan-Phon encounter to obtain some kind of key, which can then be used in the portal back at Narvi’s place. AFAIK nobody has reported getting any further than that so far. See the above-mentioned forum thread, in particular this post and also this post with a link to the inscription that hints at the list of ingredients required. I unfortunately don’t know the details of these things myself.

Atlantean Inscriptions

As mentioned above, there are numerous clickable inscriptions in the House of Crom, many of which you can read once you have consumed enough Fragments of Atlantean. I’ll try to gather the texts of the inscriptions in this section. For now, some of them are missing because I haven’t consumed enough fragments yet. At the end of each inscription there’s a note about its location and approximate coordinates.

The island nation, my love — you surrendered to the sea — land of ancients. I lost my heart. Craven lost souls of the deep, buried in the bellies of gulls. Waiting for the sun to surrended to the sky — the sky to surrended to the stars — the stars to surrended to the dark. Eternal peace at last. [Supply room; 450, 515]

There is wrong done with the knife,
with the stone and the flame,
with the wave and the quake,
with the famine and the fear,
with the plage and the calamity.
There is wrong done to us!
And though the gods smile,
there are those of us left
who will not let wrongs go unseen.
[Artificer Xan-Phon’s room; 435, 584.]

There is a celestial operation of maximum importance.
The bloody birth pangs of a screaming new aeon.
When it becomes necessary to utter a Word.
The whole planet was bathed in death.

There is wrong done to us!
The gods must see us!
The gods must weep!
[Artificer Xan-Phon’s room; 408, 592.]

When it becomes necessary to utter a Word,
When the fire blazes with star lust,
When Valka’s tears shine,
Then we must offer our metal
And four measures of the dust of crystals
And the blue blood of the earth,
And the Eye of Heaven shall be accomplished.
Dare you to open it? Dare you to see
The terrifying vistas of divine love?
[Artificer Xan-Phon’s room; 401, 579.]

Kull the foundling. We took him in. Kull the heathen. We cast him out. Kull the exile of Atlantis. Kull, who surpassed all men, experienced all emotions, and carved his trials on stone tablets. Kull, who we shall not forgive. Kull was king of Velusia when the Snakes Who Walk came. Very nearly did they take the world in creeping coils. Kull cast them out. They fled to the south, into caves, into hiding. In hiding they remain today. They walk amongst us still. They wear our faces, and you shall not know them save by these words: KA NAMA KAA LAJERAMA. [Hero Plateau; 439, 487.]

The visage of demons sets us to trembling. The visage of the phoenix sets demons to trembling. [Hero Stair Terasse; 429, 518.]

The treasures of the phoenix were scattered long ago. Still they abide in hidden places. [Hero Stairs Patio; 349, 445.]

The island nation, my love — you surrendered to the sea — land of ancients. I lost my heart. Craven lost souls of the deep, burried in the bellies of gulls. Waiting fo rthe sun to surrender to the sky — the sky to surrender to the stars — the stars to surrended to the dark. Eternal peace at last. [Hero Stairs Patio; 338, 439.]

The Queen ascended the stairs alone and descended the stairs radiant with immaculate child, and she spoke: “Valka’s voice comes in the form of iridescent spheres. The spheres! The spheres! They froth and bubble with the wisdom that flows as thick and sweet as glowing honey.” [Jotunrodull’s room; 439, 295.

The Picts harry us. Strange ape-men swarm us. We change. We lose our metal to stone. We lose our art to savagery. We lose ourselves. Neither man nor woman is the most tragic death. Our culture is dying. Valka! Our memory is dying. [Next to the portal atop the ziggurat above Narvi’s room; 522, 489.]

The Shining Trapezohedron, the anti-pyramid, the smoking mirror, the window to beyond. It was found in the cities-before-cities. It was lost by the Snakes Who Walk. It was lost by the Lemurians. It was lost by the Atlanteans. Always lost. Always found. It waits with the patience of a Crawling Chaos. [The Ledge of the Scholars; 629, 383.]

The Ledge of the Scholars also contains four tablets called Atlantean Scriptures:

He knows the gate. He is the gate. He is the key and guardian of the gate. [The Ledge of the Scholars; 622, 397.]

He is the Lurker at the Threshold, and his computation is eight, and twenty, and four hundred. [The Ledge of the Scholars; 603, 406.]

Not in the spaces we know, but between them, they walk serene and primal, undimensioned and to us unseen. [The Ledge of the Scholars; 590, 402.]

Ia, Old One! Ia, Faceless One! Ia, he whose name is The Abnormal Ones Are Coming! Ia! Ia! [The Ledge of the Scholars; 587, 387.]

There are four inscriptions in Priest Syth-Los’s room:

When you speak the first verse, acknowledge the stars, and pray they acknowledge not you. [Priest Syth-Los’s room; 494, 541.]

When you speak the second verse, tickle the horizon, that it might shiver open to the beyond. [Priest Syth-Los’s room; 508, 542.]

When you speak the third verse, play the drum of your breast, lest your heart forget to beat. [Priest Syth-Los’s room; 508, 507.]

When you speak the fourth verse, invite the Lurker, that he might part the curtain of reality. [Priest Syth-Los’s room; 495, 509.]

Evil luck the day the City sank. Evil luck attend the Picts. Evil luck the day we left our families to build this house. Evil luck the night the Queen descended the steps. Evil luck to the change in her eyes. Evil luck to the handmaiden’s whispered secret. Evil luck to the handmaiden’s whispered secret. Evil luck to our ignorant toil. Evil luck attend me for remaining silent. Evil luck attend the Little Prince. Evil luck tonight, as I carve these secret letters. Evil luck and a red doom. Evil luck to us all. [Shryke’s room; 357, 391.]

Inscriptions in the Vile Nativity

There are also a few inscriptions in the group dungeon part of House of Crom:

Boiling oceans. Quaking earth. Screaming volcanoes. Kamelia, Valusia, Verulia, Grondar, Thule, and Commoria are dead. We stand atop their graves, bleeding out. [Queen Cao-Polyphya’s room; 673, 441.]

The Picts harry us. Strange ape-men swarm us. We change. We lose our metal to stone. We lose our art to savagery. We lose ourselves. Neither man nor woman is the most tragic death. Our culture is dying. Valka! Our memory is dying. [Queen Cao-Polyphya’s room; 695, 449.]

Evil luck the day the City sank. Evil luck attend the Picts. Evil luck the day we left our families to build this house. Evil luck the night the Queen descended the steps. Evil luck to the change in her eyes. Evil luck to the handmaiden’s whispered secret. Evil luck to our ignorant toil. Evil luck attend me for remaining silent. Evil luck attend the Little Prince. Evil luck tonight, as I carve these secret letters. Evil luck and a red doom. Evil luck to us all. [In the room between the rez pad and the Queen’s room; 667, 334.]

Valka, to thee do we cry for banished children of Atlantis. To thee do we sigh, mourning and weeping in this salty ocean of tears. [Overseer Olik’s room; 532, 370.]

Our gods will appear. Our gods must appear. Our Queen is gravid with divinity. [Overseer Olik’s room; 595, 393.]

The Queen ascended the stairs alone and descended the stairs radiant with immaculate child, and she spoke: “Valka’s voice comes in the form of iridescent spheres. The spheres! The spheres! They froth and bubble with the wisdom that flows as thick and sweet as glowing honey.” [The Antechamber (room with five pads); 479, 321.]

Boss encounters

See the next post.

Soldier accessories

February 7, 2012 2 comments

Here’s another comparison of item stats, this time for accessories that might be of interest to soldier classes. Some of them are more tanking-oriented while others are more DPS-oriented (and would also be of interest to barbarians).

There are three tables: for rings, cloaks, and necklaces. They include more or less all the blue and purple level 80 accessories that I could find and that might be of interest to soldier classes (of course, many of these items are by now somewhat obsolete and uninteresting; e.g. there’s not much reason nowadays to go out of your way to farm blue accessories from Atzel’s Fortress).

Within each table, the items are sorted in decreasing order of HP, and those with no HP are sorted in increasing order of combat rating. This roughly sorts them from more tanking-oriented to more DPS-oriented. If you move your mouse over an item name, your browser should hopefully display a tooltip with more information about where you can get that item. Where there’s an asterisk in the “Other” column, you can move your mouse over it to see the other stats that don’t have a separate column of their own.

Some interesting patterns emerge that I wasn’t aware of until now; for example, rings can have critical rating but not critical damage rating; with cloaks and necklaces it’s just the other way around.

Rings

Item

Armor

Protection

Combat Rtg

HP

Stamina

Hit Rtg

Crit Rtg

Other

Coil of the Jiang Shi

680

170

50

62

*

Runic Band of Inherent Hatred

133

624

156

30

30

Death’s Ward

170

110

624

156

50

Devourer’s Ring of the Abyss

130

113

624

156

54

Ring of Chthonic Nightmares

608

152

56

Ring of the Vampire Squid

592

148

60

54

*

Coil of the Boa

172

258

576

316

Abyssal Demon Ring of Constitution

152

552

138

48

Ring of Dreaming Demons

544

136

49

Sturdy Pirate Ring

152

544

136

Ring of the Ponderous Lady

520

130

46

49

Ring of Iron Skin

138

120

520

210

Ring of Mordec

96

54

440

146

*

Ring of Ancient Python

267

416

104

52

Quartermaster’s Band

125

416

104

A Father’s Pledge

105

400

100

23

*

Zamoran Treasury Ring

400

100

34

45

*

Band of Introspection

153

102

384

164

Mercenary Band

366

*

Panoptic Pirate Ring

350

350

*

Spiritguard

126

344

86

41

*

Signet of Anarchy

60

90

336

144

37

Signet of Approbation

60

90

336

144

37

Jinxring

30

45

320

110

41

Tigerstrike

172

258

320

252

52

Ring of Amra the Lion

66

215

312

144

Furious Band

86

129

288

158

34

Warding Loop

148

272

68

*

The Fury of Iziel

336

272

68

41

Bullmight Band

42

173

248

104

Ring of Leverage

226

232

58

49

Ring of Warmaster’s Wrath

255

232

284

41

*

Ring of Grounding

151

411

208

52

Energetic Band + Stormforged Oblique Crysoprase

361

144

36

40

Ring of Fleshfire

42

267

128

74

Ring of Protection + Protective Oblique Corundum

75

282

Band of Khan

153

101

49

49

*

High Priest’s Ring of Strength

160

225

240

160

*

Band of Bloodthirst

260

32

32

A Father’s Wrath

75

310

35

40

Sovereign of Anarchy

60

330

260

27

Sovereign of Approbation

60

330

260

27

Ring of Flaming Fury

333

38

44

Cang-Jei’s Laugh

170

390

170

55

42

Trickster’s Charm

168

407

168

48

50

Coil of the Python

140

410

140

50

56

Abyssal Demon Ring of Strength

152

438

152

Forceful Pirate Ring

465

Erlik’s Ring of the Underworld

46

560

*

Band of the Immortals

182

573

182

51

61

Bond of the Champion of Cimmeria

180

582

180

50

62

Band of the Twice-Conquered

603

403

61

62

Cloaks

Item

Armor

Protection

Combat Rtg

HP

Stamina

Hate Inc Rtg

Hit Rtg

Crit Dmg Rtg

Other

Valka’s Illimitable Aegis

172

624

156

37

67

Cape of the Imperium

170

600

150

36

40

Wrap of the Exuberant

550

350

55

Cape of Atlantis

544

136

-35

55

*

Filigree Steelsilk Cloak + Protective Oblique Corundum

142

456

114

Wolf Tamer’s Cloak

440

110

-29

55

Abyssal Cape of the Fallen Empire

151

262

416

104

30

Amra’s Pride

160

255

400

100

55

66

Wind of Battle

149

117

360

168

Jawsnapper’s Hide

94

141

352

182

46

Spiritual Ward

320

80

*

Jovian Battle Cape

126

60

320

120

16

Black Dragon Cloak

125

165

304

76

40

48

Vigilant Serpentweave

150

425

304

226

67

Howler Hide Cloak

207

256

64

37

Drape of the Headless Man (BoE from Khitai bags)

253

224

56

26

Elemental Ward

200

50

*

Northern Frostscape

200

50

*

Dawnmist Mantle

202

184

246

Heavy Jovian Cape

250

120

255

30

45

Cloak of Champions + Retributive Oblique Citrine

126

122

100

100

*

Cloak of Equivalence

330

39

56

*

Cloak of Furor

338

21

49

Cape of Reprisal

160

450

160

-36

58

Abyssal Cloak of the Death Master

167

531

62

67

Cape of Eleven Fallen Names

184

536

184

30

50

70

Cang Jei’s Eleven Sacred Obscenities

565

450

-30

55

70

Necklaces

Item

Armor

Protection

Combat Rtg

HP

Stamina

Hit Rtg

Crit Dmg Rtg

Other

Soulbearer

625

54

65

*

Pendant of Royal Zamoran Favor

624

156

55

66

Set’s Potency

172

258

576

316

Chain of Unbreakable Links

188

282

560

328

33

74

Abyssal Demon Pendant of Constitution

152

552

138

49

58

Wolf Tooth Pendant

528

362

58

Pendant of Longevity

153

54

472

154

Steadfastness of Jovus

126

456

114

*

Filigree Gold Carcanet + Protective Oblique Corundum

142

456

114

Kakaba Guide

170

255

448

282

65

Necklace of Thousand Souls

126

202

400

100

Spellvex Carcanet

44

400

267

Gaze of Set

384

226

31

*

Scipio’s Necklace of Protection

220

360

90

*

Blood Choker

84

126

360

174

40

Set’s Perversion

164

446

320

244

66

Charm of the Laughing Shadows

558

320

80

42

74

Pathfinder’s Necklace

256

64

*

Survivor’s Luck

283

256

64

38

Amulet of the Asshuri

125

340

240

140

40

Necklace of Relentless Belicosity

249

200

284

41

*

Mark of Deception

300

160

40

38

Surberec’s Collar

300

152

38

41

Eye of the Watcher + Malefic Oblique Melanite

360

100

40

49

Amulet of Good Fortune + Searing Oblique Fiery Amber

75

100

*

Clasp of the Fallen Empire

136

192

204

136

37

Fury of Jovus

300

275

41

49

Abyssal Demon Pendant of Strength

152

438

152

Pendant of the Legion Commander

152

474

152

Necklace of Wormfire

515

62

*
Categories: Age of Conan, Gear

Royal Atlantean Gown

February 5, 2012 2 comments

This is a somewhat rare drop from Queen Cao-Polyphya in the Vile Nativity (the 6-person part of House of Crom). Interestingly enough, it’s bind-on-equip rather than bind-on-pickup, so you can mail it between characters or even sell it. Technically it’s similar to the disguises that you get during some faction quests in Khitai: it’s considered to be a social chest armor piece and when you put it on, it actually hides all the armor that you’re wearing in the other slots. Unfortunately you can’t equip it in the vanity armor slots, and it can be worn only by female characters.


I think the dress looks gorgeous, but it has some horrible clipping issues if your character has long hair.

In the early days after the House of Crom has been released, there has been some speculation that Argo-Satha drops the male-only counterpart to this robe (e.g. link), but by now he has been killed so many times by so many people that we can probably pretty safely conclude that no such male robe exists.

The Royal Atlantean Gown plays a key role in the process of spawning the Lurker at the Threshold, a hidden raid boss in the Threshold of Divinity.

P.S. I recently noticed a forum post which speculates that the chance of the gown dropping is higher if there are more female characters in the group. I have no idea whether there’s anything to this or not — my guess is that the groups I’m in always have a reasonable number of female characters and the drop rate is still very low. It would require a huge amount of farming to notice a difference between two such low drop probabilities (if such a difference exists at all, of course).

Categories: Age of Conan, Vanity Gear