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[[The Changing of the Ways]]
[[The Changing of the Ways]]
* Metal armors now weigh 1/3rd less, have 1/3rd less value, and have had their elemental protections increased.
* Metal armors now weigh 1/3rd less, have 1/3rd less value, and have had their elemental protections increased.
[[The Gathering Storm]]
* Dabus, maces, morningstars, and tofuns have had their burden reduced.
* Most thrown weapons have had their burden reduced.


[[Flesh and Blood]]
[[Flesh and Blood]]

Revision as of 00:00, 27 January 2015


Loot is any item dropped by a creature, inside a chest or found on the environment. In Asheron's Call, loot can be mutated in various ways before it's finally generated as an item. There are also fixed loot items such as trophies and rares which do not change before appearing as loot.

Overview

Mutated Loot

Before an item is mutated it's selected from the loot tables. There are tables for all the possible items and also tables for all the mutations. The tables are organised into loot tiers with more powerful stats available at the higher tiers. Some types of item are found in all tiers while some do do not appear until the higher levels. For example, chainmail armor is available from tier 1 up to tier 8 but lorica armor does not appear in loot at all until tier 5.

To control the type, number of items and the tier the items are generated from, profiles are used and shared among the creatures and chests in the game.[1] [2]

Profile types:

  • Generic Items - Basic consumables and other items that do not mutate at all (similar to trophies).
  • Mundane Items - Mutated items that do not have magical spells.
  • Magical Items - Mutated items that possess magical spells and mana.

Once an item has been selected, it will be mutated with mundane properties such as material (salvage) type, value, armor level, wield requirement and so on. If the item is magical, it will also be mutated with spells and related magical properties such as spellcraft and mana.

Creatures and Chests

Loot tiers are generally linked with a target creature level range unless they are the highest tier 8 creatures which are found in the highest level areas such as the Rynthid Infested Plains.

Chests that generate loot usually require unlocking with a key before they can be opened. Some chests contain random trophies in addition to mutated loot such as the chests found in the Dens of Iniquity.

In addition to the loot tier, some creatures and chests are also "luckier" and have an increased chance to generate items with better cantrips, ratings and stats.[3].

Many bosses and tougher creatures such as the gold creatures on Vissidal island can also drop larger quantities of loot than normal.[4]

Fixed Loot

Trophies

See also: Creatures, Popular Trophies

Most creatures can drop their own trophies in addition to separate mutated loot from the tiers. For example, a Platinum Golem drops tier 6 loot but it also has four trophy drops which it can drop one or more of.

File:Trophies Live.jpg
An Ancient Empyrean Trinket and some mutated loot.

Trophies include items such as quest items, body parts, keys and other useful items. Many trophies can be given to Collectors and Crafters for rewards.

Trophies usually have fixed drop rates for quest items and random drop rates for other items. Trophies can be dropped by both creatures and inside certain chests such as those found in the Dens of Iniquity.

Rares

For a list of available rares by tier, see the Rares page

Introduced in the Throne of Destiny expansion, rares are powerful items that can drop on a defeated creature greater in level than the player character who killed it, or on any creature over level 100.

There are six tiers of rares ranging from the most common tier 1 rares, which consist of volatile skill buff gems, to the least common tier 6 rares consisting of weapons for each class. Rare armor and weapons can also be levelled up to cast more powerful spells on the wielder. Consumable type items in tier 5 are eternal/infinite and have an unlimited number of uses.

File:Rares Live.jpg
A Berzerker's Crystal (tier 1 rare) and some mutated loot.
Real Time Rares

There is a real time rare timer for each character, which starts the first time you kill a rare eligible creature. A character such as a mule that has never killed anything will not have an active timer. It works by looking at the real time that has elapsed since the last rare was found, it increases as the time gets closer to two months (real life time) at which point it is a 100% chance. People have found that for characters that don't normally hunt, it's best to take them out at at the 30 day mark and a rare will drop after a few kills (although it sometimes can take longer since it's still a % chance at the 30 day mark).

Drop Rates

For every 1 weapon (Tier 6) that drops the following should drop (in the long run).[5]

Drop rates
Tier Type Drop Rate
Tier 1 Creature Magic Gems 3500
Tier 2 Life and Item Magic Gems, Potions 350
Tier 3 Healing Kits, Keys 35
Tier 4 Armor, Jewelry 2.8
Tier 5 Eternal Gems, Pack (Rare) 1.16
Tier 6 Weapons

Estimated drop rate of a rare item is one in 2,500 rare eligible creature kills.

Items

Basic Items

Tier Peas Mana Stones Potions Healing Kits Lockpicks Spell Scrolls Coalesced Mana
1 Lead Pea Minor Mana Stone
Lesser Mana Stone
Stamina Potion
Health Draught
Mana Draught
Stamina Tincture
Potion of Healing
Mana Potion
Handy Healing Kit
Adept Healing Kit
Plain Lockpick
Reliable Lockpick
Level I
Level II
Level III
Coalesced Mana (Yellow)
2 Lead Pea
Iron Pea
Minor Mana Stone
Lesser Mana Stone
Mana Stone
Stamina Potion
Health Draught
Mana Draught
Stamina Tincture
Potion of Healing
Mana Potion
Stamina Elixir
Health Tincture
Mana Tincture
Adept Healing Kit
Gifted Healing Kit
Plain Lockpick
Reliable Lockpick
Good Lockpick
Level III
Level IV
Level V
Coalesced Mana (Yellow)
3 Lead Pea
Iron Pea
Copper Pea
Lesser Mana Stone
Mana Stone
Moderate Mana Stone
Stamina Tincture
Potion of Healing
Mana Potion
Stamina Elixir
Health Tincture
Mana Tincture
Stamina Brew
Health Elixir
Mana Elixir
Adept Healing Kit
Gifted Healing Kit
Excellent Healing Kit
Reliable Lockpick
Good Lockpick
Excellent Lockpick
Level V
Level VI
Level VII
Coalesced Mana (Yellow)
Coalesced Mana (Red)
4 Lead Pea
Iron Pea
Copper Pea
Lesser Mana Stone
Mana Stone
Moderate Mana Stone
Stamina Tincture
Potion of Healing
Mana Potion
Stamina Elixir
Health Tincture
Mana Tincture
Stamina Brew
Health Elixir
Mana Elixir
Adept Healing Kit
Gifted Healing Kit
Excellent Healing Kit
Reliable Lockpick
Good Lockpick
Excellent Lockpick
Level V
Level VI
Level VII
Coalesced Mana (Yellow)
Coalesced Mana (Red)
Coalesced Mana (Blue)
5 Copper Pea
Silver Pea
Gold Pea
Moderate Mana Stone
Greater Mana Stone
Major Mana Stone
Stamina Brew
Health Elixir
Mana Elixir
Stamina Tonic
Health Tonic
Mana Tonic
Stamina Philtre
Health Philtre
Mana Philtre
Excellent Healing Kit
Peerless Healing Kit
Treated Healing Kit
Excellent Lockpick
Superb Lockpick
Peerless Lockpick
Level VI
Level VII
None
6-8 Silver Pea
Gold Pea
Pyreal Pea
Greater Mana Stone
Major Mana Stone
Stamina Brew
Health Elixir
Mana Elixir
Stamina Tonic
Health Tonic
Mana Tonic
Stamina Philtre
Health Philtre
Mana Philtre
Excellent Healing Kit
Peerless Healing Kit
Treated Healing Kit
Excellent Lockpick
Superb Lockpick
Peerless Lockpick
Level VII
Level VIII Spell Components (Tier 8 only)
None

Cloaks

Icon Loot Tier
Cloak (Level 1) 1+
Cloak (Level 2) 3+
Cloak (Level 3) 5+
Cloak (Level 4) 6+
Cloak (Level 5) 7+

Coalesced Aetheria

Coalesced Aetheria Loot Tier
Coalesced Aetheria (Blue 1) 5+
Coalesced Aetheria (Blue 2) 5+
Coalesced Aetheria (Blue 3) 5+
Coalesced Aetheria (Blue 4) 6+
Coalesced Aetheria (Yellow 1) 6+
Coalesced Aetheria (Yellow 2) 6+
Coalesced Aetheria (Yellow 3) 6+
Coalesced Aetheria (Yellow 4) 6+
Coalesced Aetheria (Blue 5) 7+
Coalesced Aetheria (Yellow 5) 7+
Coalesced Aetheria (Red 1) 7+
Coalesced Aetheria (Red 2) 7+
Coalesced Aetheria (Red 3) 7+
Coalesced Aetheria (Red 4) 7+
Coalesced Aetheria (Red 5) 7+

Essences

Essences Loot Tier
Essences (Level 50) 1+
Essences (Level 80) 5+
Essences (Level 100) 5+
Essences (Level 125) 6+
Essences (Level 150) 6+
Essences (Level 180) 7+
Essences (Level 200) 7+

Armor

For armor levels, see #Max Armor Levels

Armor Loot Tier

Chainmail Armor
Leather Armor
Studded Leather Armor
Bandana
Beret
Cloth Cap
Cloth Gloves
Cowl
Crown
Fez
Hood
Kasa
Metal Cap
Qafiya
Turban
Loafers
Sandals
Shoes
Slippers
Steel Toed Boots
Buckler
Kite Shield
Large Kite Shield
Round Shield
Large Round Shield

1+

Platemail Armor
Scalemail Armor
Yoroi Armor
Diforsa Armor
Circlet
Armet
Baigha
Heaume
Helmet
Horned Helm
Kabuton
Sollerets
Viamontian Laced Boots
Tower Shield

2+

Celdon Armor
Amuli Armor
Koujia Armor
Tenassa Armor
Covenant Armor
Signet Crown
Suikan Over-robe
Faran Over-robe
Dho Vest and Over-robe
Vestiri Over-robe
Covenant Shield

3+

Lorica Armor
Nariyid Armor
Chiran Armor
Alduressa Armor
Coronet
Diadem

5+

Knorr Academy Armor
Sedgemail Leather Armor
Haebrean Armor
Teardrop Crown
Lyceum Hood
Empyrean Over-robe

6+

Olthoi Armor
Olthoi Alduressa Armor
Olthoi Amuli Armor
Olthoi Celdon Armor
Olthoi Koujia Armor
Olthoi Shield

7+
Society Armor 8*

* Society Armor Chests only

Stats

Wield Requirements

Loot Tier Melee Weapons - Base Skill Missile Weapons - Base Skill Magic Casters - Base Skill Covenant Armor - Melee Defense Covenant Armor - Missile Defense Covenant Armor - Magic Defense Standard Armor/Clothing/Jewelry - Character Level
1 No Wield No Wield No Wield N/A N/A N/A No Wield
2 No Wield
250
No Wield
250
No Wield N/A N/A N/A No Wield
3 No Wield
250
300
No Wield
250
270
No Wield 200
250
300
160
205
245
145
185
225
No Wield
4 No Wield
250
300
No Wield
250
270
No Wield 200
250
300
160
205
245
145
185
225
No Wield
5 300
325
350
270
290
315
No Wield
290
310
200
250
300
325
350
370
160
205
245
270
290
305
145
185
225
245
265
280
No Wield
6 350
370
400
315
335
360
No Wield
310
330
355

200
250
300
325
350
370
400
160
205
245
270
290
305
330
145
185
225
245
265
280
300
No Wield
7  370*
400
420
 335*
360
375
 330*
355
375
200
250
300
325
350
370
400
160
205
245
270
290
305
330
145
185
225
245
270
290
310
150
8 400
420
430
360
375
385
355
375
385
200
250
300
325
350
370
400
160
205
245
270
290
305
330
??
??
??
??
270
290
310
180

*Not found in Mana Forge Chests

Salvage and Workmanship

Salvage
Salvage Materials Loot Tier
1 - 2 ??
1+
2+
3+
4+
5+
Workmanship
Workmanship Loot Tier
1 - 5 1+
2 - 6 2+
3 - 7 3+
3 - 8 4+
3 - 9 5+
4 - 10 6+

Spells and Ratings

See also: Loot/Spell Distribution

Tier Spell Level and Cantrips Ratings
1 1, 2, 3
Minor Cantrips
None
2 3, 4, 5
Minor Cantrips
Major Cantrips
None
3 4, 5, 6
Minor Cantrips
Major Cantrips
None
4 4, 5, 6
Minor Cantrips
Major Cantrips
None
5 5, 6, 7
Minor Cantrips
Major Cantrips
None
6 6, 7
Minor Cantrips (4 Max.)
Major Cantrips (2 Max.)
None
7 6, 7, 8
Minor Cantrips (4 Max.)
Major Cantrips (5 Max.)
Epic Cantrips (3 Max.)
Attribute Sets
None
8 6, 7, 8
Minor Cantrips
Major Cantrips
Epic Cantrips
Legendary Cantrips
Attribute Sets
Armor:
Critical Damage Rating or Critical Damage Resist Rating up to 2

Clothing/Cloaks:
Damage Rating or Damage Resist Rating up to 3

Jewelry/Trinkets:
Max Health Boost rating or Healing Rating up to 3

Weapons:
None

Max Armor Levels

Standard Armor
Coverage Tier 1 Tier 2 Tier 3 Tier 4 Tier 5 Tier 6 Tier 7 Tier 8
Upper/Lower Body 303
Head 334
Hands 334
Feet 334
Shield 201
Covenant Armor
Tier/Wields Max AL
Tier Melee Req Missile Req Magic Req Upper/Lower Body Head Hands Feet Shield
3+ 200 160 145
3+ 250 205 185
3+ 300 245 225
4+ 325 270 245
4+ 350 290 270
5+ 370 305 290
6+ 400 330 310
7+ 410 340 320? 525

Max Weapon Modifiers

Note on variances: Some Two Handed Spears in low loot tiers can spawn with 75% variance, which is wider than in the variance tables. It is unknown at this time if this is a bug or intentional, and if it replaces a value on this chart or extends its size. This chart is valid for two-handed weapons in higher loot tiers.

Every one hand wield*type spawns with one of five possible variances. Two Handed weapons drop with six possible variances apiece. These potential variances hold steady across wields and loot tiers.

Heavy Weapons

Base Damage
Weapon Type No Wield 250 Wield 300 Wield 325 Wield 350 Wield 370 Wield 400 Wield 420 Wield 430 Wield Best Variance
Axe 26 68 71 74 90%
Dagger 24 65 68 71 47%
Dagger Multi 13 33 36 38 40%
Mace 22 63 66 69 30%
Spear 25 66 69 72 59%
Sword 24 65 68 71 47%
Sword Multi 12 33 38 40%
Staff 23 63 66 70 38%
UA 20 54 56 59 44%
Variances
Weapon Type 1 2 3 4 5
Axe 90% 93% 95% 97% 99%
Spear 59% 63% 68% 72% 75%
UA 44% 48% 53% 58% 60%
Sword 47% 50% 53% 57% 62%
Sword Multi 40% 43% 48% 53% 58%
Dagger 47% 50% 53% 57% 62%
Dagger Multi 40% 43% 48% 53% 58%
Staff 38% 42% 45% 50% 52%
Mace 30% 33% 37% 42% 46%
Other Modifiers (Tiers 7 - 8)
Weapon Type Name Speed Attack Defense Magic Missile
Axe Battle Axe 46 22 18 4.0 4.0
Lugian Hammer 39
Silifi
War Axe 48
Dagger Dirk 29 20 20 4.0 4.0
Stiletto 32
Jambiya 11
Mace Flanged Mace 18 22 4.0 4.0
Mace (Weapon) 30
Mazule 30
Morning Star 54
Spear Spine Glaive 29 25 15 4.0 4.0
Partizan
Trident 42
Staff Nabut 36 15 25 4.0 4.0
Stick 23
Sword Flamberge 20 20 4.0 4.0
Ken
Long Sword
Tachi 29
Takuba
Schlager
UA Cestus 16 20 20 4.0 4.0
Nekode 16

Light / Finesse Weapons

Base Damage
Weapon Type No Wield 250 Wield 300 Wield 325 Wield 350 Wield 370 Wield 400 Wield 420 Wield 430 Wield Best Variance
Axe 22 55 57 61 80%
Dagger 18 51 54 58 42%
Dagger Multi 7 24 27 28 24%
Mace 19 50 52 57 23%
-Jitte (Mace) 19 48 57 32.5%
Spear 21 53 56 60 65%
Sword 20 52 55 58 42%
Sword Multi 7 24 25 28 24%
Staff 19 51 54 57 32.5%
UA 17 44 46 48 43%
Variances
Weapon Type 1 2 3 4 5
Axe 80% 83% 85% 90% 95%
Spear 65% 68% 71% 75% 80%
UA 43% 48% 53% 58% 60%
Sword 42% 47% 52% 56% 60%
Sword Multi 24% 28% 35% 40% 45%
Dagger 42% 47% 52% 56% 60%
Dagger Multi 24% 28% 35% 40% 45%
Staff 32.5% 35% 40% 45% 50%
Mace 23% 28% 32% 37% 43%
-Jitte 32.5% 35% 40% 45% 50%
Frequency of variance categories dropped in loot
1 2 3 4 5
Frequency 10% 20% 40% 20% 10%
Other Modifiers (Light Weapons, Tiers 7 - 8)
Weapon Type Name Speed Attack Defense Magic Missile
Axe Dolabra 47 22 18 4.0 4.0
Hand Axe 47
Ono
War Hammer 39
Dagger Dagger (Weapon) 16 20 20 4.0 4.0
Khanjar 15
Mace Club 31 18 22 4.0 4.0
Kasrullah
Spiked Club 31
Spear Spear (Weapon) 25 25 15 4.0 4.0
Yari 27
Staff Quarter Staff 22 15 25 4.0 4.0
Sword Broad Sword 20 20 4.0 4.0
Dericost Blade 28
Epee 24
Kaskara 30
Spada
Shamshir
UA Knuckles 15 20 20 4.0 4.0
Katar
Other Modifiers (Finesse Weapons, Tiers 7 - 8)
Weapon Type Name Speed Attack Defense Magic Missile
Axe Hammer (Weapon) 40 22 18 4.0 4.0
Hatchet
Shou-ono 22
Tungi 39
Dagger Knife 7 20 20 4.0 4.0
Lancet
Poniard
Mace Board with Nail 30 18 22 4.0 4.0
Dabus
Tofun 15
Jitte 27 15 25 4.0 4.0
Spear Budiaq 27 25 15 4.0 4.0
Naginata 25
Staff Bastone 22 15 25 4.0 4.0
Jo 22
Sword Rapier 24 20 20 4.0 4.0
Sabra
Scimitar 27
Short Sword
Simi
Yaoji 25
UA Claw 16 20 20 4.0 4.0
Hand Wraps 17

Two-Handed Weapons

Base Damage
Weapon Type No Wield 250 Wield 300 Wield 325 Wield 350 Wield 370 Wield 400 Wield 420 Wield 430 Wield Best Variance
Cleavers 13 31 33 39 42 45 30%
Spears 14 34 38 42 45 48 35%
Variances
Variance Approximate Frequency in Loot
30% 4.0%
35% 14.6%
40% 33.3%
45% 29.1%
50% 14.3%
55% 4.6%
Other Modifiers (Tiers 7 - 8)
Weapon Type Name Speed Attack Defense Magic Missile
Sword Nodachi 42 22 18 4.0 4.0
Sword Shashqa 22 18 4.0 4.0
Sword Spadone 41 22 18 4.0 4.0
Axe Greataxe 39 22 18
Mace Great Star Mace 22 18
Mace Quadrelle 32 22 18
Mace Khanda-handled Mace 35 22 18 3.5
Mace Tetsubo 32 22 18
Spear Assagai 40 20 20 4 4
Spear Pike 40 20 20 4 4
Spear Corsesca 40 20 20 4 4
Spear Magari Yari 40 20 20 4 4

Missile Weapons

Base Damage
Wield Req Weapon Type Damage Modifier Elemental Damage Bonus
No Wield Bow
Crossbow
Thrown
+110%
+140%
+130%
None
250 Bow
Crossbow
Thrown
+??
+??
+??
None
270 Bow
Crossbow
Thrown
+??
+??
+??
None
290 Bow
Crossbow
Thrown
+140%
+165%
+160%
None
315 Bow
Crossbow
Thrown
+140%
+165%
+160%
+5
+5
+4
335 Bow
Crossbow
Thrown
+140%
+165%
+160%
+9
+9
+7
360 Bow
Crossbow
Thrown
+140%
+165%
+160%
+16
+16
+16
375 Bow
Crossbow
Thrown
+140%
+165%
+160%
+18
+18
+18
385 Bow
Crossbow
Thrown
+140%
+165%
+160%
+22
+22
+22
Other Modifiers (Tiers 7 - 8)
Weapon Type Name Speed Defense Magic Missile
Bows Longbow Average (36) 20% 4.0% 4.0%
Compound Bow
Nayin
Shortbow
Shouyumi
War Bow
Yag
Yumi
Crossbows Arbalest
Compound Crossbow
Heavy Crossbow
Light Crossbow
Atlatl Dart Flinger
Royal Atlatl
Slingshot

Magic Casters

Base Damage
Wield Req vs Monsters vs Players
No Wield None None
290
310
330
355
375 16% 8%
385 18% 9%
Other Modifiers (Tiers 7 - 8)
Weapon Type Name Mana Conversion Melee Defense Missile Defense Magic Defense
Magic Casters Baton 10% 20% 4.0% 4.0%
Orb
Sceptre
Sceptre (War Magic)
Staff
Staff (War Magic)
Wand

Archives

Trivia

  • Prior to the Ancient Powers event, Asheron’s Call had only six loot tiers. When the game first shipped, only the first five were commonly available to players. The lowest tiers were assigned to the low level creatures; tier 4 was assigned to the high level creatures; and tier 5 was assigned only to very special creatures like Olthoi Nobles.[6]
  • There are currently 8 loot tiers and although not really seen, there is technically an 9th tier as many creatues do not generate any loot at all. They may, however, still drop trophies.
  • In the first 3 years of AC, when a creature was killed and loot was left inside the corpse, the body decayed immediately leaving the leftover loot on the floor. This feature was removed in The Iron Coast event to increase server performance. See Item Decay for a list of other similar changes made.
  • Creature trophies are generated as the creature spawns, with tier loot being generated on its death.[7]

Update History

The Changing of the Ways

  • Metal armors now weigh 1/3rd less, have 1/3rd less value, and have had their elemental protections increased.

The Gathering Storm

  • Dabus, maces, morningstars, and tofuns have had their burden reduced.
  • Most thrown weapons have had their burden reduced.

Flesh and Blood

  • Cantrips added for weapons and armor.
  • High level jewelry can now generate multiple spells (with increased Arcane Lore).

Persuasion

  • Damage and variance bonuses added to weapons.
  • Weapons with these bonuses have a wield requirement of 250.
  • Shields no longer generate useless spells (bow, crossbow, magic skills).
  • Gauntlets and sollerets can now generate with bow, crossbow, and thrown weapons masteries.
  • The chance for various spells and weapon types to generate have been adjusted.

Hidden Vein

  • All players can now appraise items regardless of their skill levels.
  • The rate at which dual and treble-spell jewelry drops have been doubled again.
  • Dual-spell clothing added.

Repercussions

  • Royal Atlatls added to loot.
  • New max damages and variances for melee weapons added.
  • Weapons with these new values will have a wield requirement of 325.
  • Armor now has the potential to have higher AL for each type of armor.

Atonement

  • Covenant Armor introduced.
  • Tassets introduced.
  • Intermediate wield tier of 300 added to melee weapons.
  • Missile weapon wields of 270 and 290 added for high damage mod weapons.
  • Armor and clothing now states exactly what body parts are protected in the ID panel.
  • Armor protection caps (can no longer be increased through bane spells) added for the seven protection modifiers added:
    • Poor: 0.1 -- 0.4
    • Below Average: 0.4 -- 0.8
    • Average: 0.8 -- 1.2
    • Above Average: 1.2 -- 1.6
    • Excellent: 1.6 -- 2.0
    • Unparalleled: 2.0

Verdict

  • Certain thrown weapons--such as throwing axes, clubs, daggers, djarids, darts, javelins, and shokens--will no longer appear as treasure (now found at town Bowyers).
  • SIK chests should now provide slightly better treasure.

Festivus

  • Mana Conversion modifiers introduced for casting devices.

The Iron Coast

  • Loot no longer appears on the floor when a corpse decays. Monster corpses now remain for five minutes--a much longer period than they currently do--but when they decay, any unclaimed loot that remains on the corpse will also decay.

The Hall of the Tusker King

  • Parchment no longer drops as loot.
  • Creatures no longer drop their pitiful unmutated weapons.
  • Missile weapon ammunition (i.e., arrows, crossbow bolts, and atlatl darts) no longer drops as loot.
  • Foods now only drop at low treasure levels. At higher levels, food has been replaced with potions. This does not affect special food drops, like fire auroch meat or spices.
  • More types of scarabs (e.g., lead, iron, copper) drop at lower levels of loot. At higher levels of loot, scarabs have been replaced with scarab peas.
  • Weapon damage, variance, offense and defense modifiers, and speed now mutate more often. In addition, weapon burden can now mutate as well.
  • The armor level and burden on armor mutates more often. In addition, the elemental protection of shields can mutate.
  • Jewelry now has a chance to be generated with heritage requirements.

Discoveries

  • The highest profile of loot, such as that found in Singularity Troves, has been upgraded in several small ways.

A Swelling Tide

  • The Golden Chests at the casinos now give better treasure.

Reign of Terror

  • Sturdy Steel Chests should provide slightly more loot.

Waking from the Abyss

  • New types of leather armor can now be found in loot, such as leather long gauntlets and leather pants.

The Madness of Men

  • Phase 1 of the major treasure revisions.

Across the Vast Divide

  • Phase 2 of the major treasure revisions.

A New Threat

  • Phase 3 of the major treasure revisions.

Mired Hearts

  • Phase 4 of the major treasure revisions.

Assault

  • Higher wield-req weapons added (Each additional tier of weapons has an average damage-over-time increase of 5% when compared to the preceding tier.)
    • Melee weapons with a 350 wield requirement.
    • Missile weapons with a 315 wield requirement.
    • Magic casters with 290 and 310 War Magic.
  • Elemental damage bonuses introduced for missile and magic weapons with 315+ and 290+ wield requirements.

Infiltration

  • Tier 6 wield-req weapons added:
    • Melee weapons with wield requirements of 370 and 400.
    • Missile weapons with wield requirements of 335 and 360.
    • Casters with wield requirements of 330 and 355.

Friend and Foe

  • New loot weapon styles added:
    • Baton
    • Board with Nail
    • Claw
    • Compound Bow
    • Compound Crossbow
    • Dericost Blade
    • Glaive
    • Lancet
    • Lugian Hammer
    • Slingshot
    • Stick

Under Cover of Night

  • Crowns, Hats, Shoes, and Gloves spawn with much higher Armor Level can now be found.
  • Improved elemental protections on Leather, Studded Leather and Scalemail armor and clothing.
  • Elemental wands can now be tinkered to increase their elemental damage multiplier.
  • Loot can now generate with level 7 spells.
  • Cantrip spells can now be found on jewelry and clothing in addition to armor and weapons.

Ancient Powers

  • Loot Tier 7 introduced.

Shifting Tactics

  • Weapons with new tier stats in 420 and 400 wield should be far more common.
  • Armor sets now have a higher chance of dropping.
  • All armor sets now have an equal chance of dropping instead of favoring some over others.

Old Ghosts

  • Loot in the 7th tier expanded to creatures that also drop Pristine Mana Shards.
  • Min AL increase on Covenant type (unenchantable) armor.
  • Staff damage variance for tier 7 corrected.
  • Increased number of items in weapon mana forge chests by 1.
  • Significantly reduced chances of pulling bane cantrips in highest loot tiers.
  • Hiltable Daggers and Swords now drop from tier 7 creatures.
  • Allegiance Rank requirements should no longer show up in Mana Forge Chests or on the Creatures dropping the high tier of loot.

Picking up the Pieces

  • New multi-strike weapons should now be able to be hilted after being tinked and hilting should no longer make the item attuned and bonded.

Shedding Skin

  • Loot should no longer spawn with Racial Requirements. Pieces that would have racial requirements are instead generated as "exceptional" pieces that have lower Arcane Lore requirements.

Celebration

Filling in the Blanks

Hidden In Shadows

Cloak of Darkness

  • Cloaks added to all tiers of loot.

Master of Design

  • Lightning proof sets will no longer appear more often than other sets from Casino chests.

Road to Revenge

  • Spear two-handed weapons now have the same possible variances as cleaving two-handed weapons.
  • Small maximum damage increase for light axes.

Balance of Power

  • Loot Tier 8 introduced.
  • Armor/Damage/Elemental Damage/Percent Damage can drop at new higher level in all loot tiers.
  • Minors can now drop from the lowest loot tier. Majors can now be found one tier earlier than before.
  • The rate of cantrips in tiers 1-6 has been increased.
  • Creatures that drop tier 7 loot (mana forge level of loot) have been adjusted to drop better loot more often.
  • Mana Forge chests have had luck applied to them.
  • All types of non-covenant armor can now drop with the top AL as opposed to only certain types of armor as it has been in the past.
  • There is now a max damage(elemental damage/percent damage) difference between the top and second to top wield on all weapon types.
  • Epic loot with sets will now drop with a level restriction of 150 instead of 180.
  • Broken Mana Forge Keys now have a 24 hr lifespan that is removed upon fixing the key.
  • Epic Spirit Drinker is now more effective.
  • Epic skills/attributes are now more effective.
  • Epic Hermetic Link now exists.
  • Summoning skill boost has been added to the Wise set.
  • Pristine Mana Shards will no longer drop in loot. Existing shards can still be turned in for keys. All creatures that previously dropped shards now have a chance of dropping a broken key.
  • Loot tiers and creature levels standardized (part of an on-going creature rebalance)
    • 1-15 - Tier 1
    • 20-30 - Tier 2
    • 40-50 - Tier 3
    • 60-80 - Tier 4
    • 100-115 - Tier 5
    • 135-160 - Tier 6
    • 185+ - Tier 7

External Links

References