So on April 2nd 2020, XL released the Hidden Story patch that briefly mentioned about NPCs being able to sell Erenor Infusions in exchange of Territory Coins.
Yes, I know you can craft Erenor Infusions using Territory Coins and other mats, but this new addition only required Territory Coins. People thought this might be a potential way to get cheaper Erenor experience compared to the traditional Ayanad Staff feeding method or crafting your own Erenor Infusion. We finally got some information about how many Territory Coins would cost you to get those Erenor Infusions and they aren’t looking great.
The Table
Grade
# of required Territory Coins
Arcane
50
Heroic
100
Unique
140
Celestial
190
Divine
250
Epic
320
Legendary
750
Mythic
1750
Eternal
2500
Characters can only exchange one Erenor Infusion per day from all the Territories you own. There’s also a limit of how many infusions that are available by that faction.
Some rough NA Math
So I bought a ton of Lord’s Coins for 35 gold per piece hoping it to be worth the investment. Heck even if it wasn’t really worth, I had enough time to sell them or even use a portion myself.
Legendary Infusions
Amount of gold you spend getting Legendary Erenor exp buying Infusions = 750 * 35 (How much I spent per coin) * 4 (staff gives about 8184 exp, but infusions gives u 2k) = 105,000 Gold.
It usually costs around 60,000 ~ 70,000 Gold for a 2H Ayanad Leggy Staff. (8184 exp)
So for buying Infusions to be equivalent in efficiency compared to staves, Lord’s Coins have to be around 20G ~ 23G which is definitely not the case in NA Legacy.
Divine Infusions
Amount of gold you spend getting Divine Erenor exp buying Infusions = 250 * 35 (How much I spent per coin) * 3.7 (staff gives about 7343 exp, but infusions gives u 2k) = 32,375 Gold.
It usually costs around 10,000 ~ 12,000 Gold for a 2H Ayanad Divine Staff. (7343 exp)
So for buying Infusions to be equivalent in efficiency compared to staves, Lord’s Coins have to be around 10G ~ 13G which is also not the case in NA Legacy.
Conclusion
So yeah, nothing else really left on my end. The hype that Erenor would become easier to make was just a hype and actually never was true. Once I get more information about other grade, I’ll update the table.
The latest Archeage Amigo patch note was releases a couple weeks earlier than expected. Naturally, this means the patch won’t be as significant of a patch, but there’s some interesting incremental changes instead of a bunch of whole new contents.
A few to note are:
There’s a new chronicles Hidden Story quest line.
Extra calculating factors for Faction Scores and the actual points are view-able by the players.
Extra perks for owning a territory and some reward changes from sieges.
New mounts you can capture.
Nerfs/Balance to Swiftblade and Malediction skill trees.
Fixes to House Fairy.
Increased loot drop & slight fix to Golden Shrine Dungeon.
Apprentice Carlisle:
A new quest line called the Chronicles quest is out. The original main quest is usually about the Gods from the past or world threatening bosses like Anthalon and Serpentis. However Archeage has many other stories other than that. Each region has its own story. To introduce you guys all this back story, XL introduced the Chronicles quest line.
To activate the Chronicles quests, you need to spend a little bit of Gold and Gilda Stars to activate it. If you don’t want to do the quest, just don’t buy it and it won’t show up in your quest log.
Faction Score:
After the Faction Score system was released, XL’s have seen multiple attempts of KR players trying to game the system to make it favorable for their own faction. Since the actual points were not available to the public a lot of players have been left with confusion. They are now making the Faction Score available to the public.
New changes to Faction Score display.
Details:
Faction Score level stages are now expanded to 10 instead of 5.
Balanced the amount of points you get depending on how hard the boss is.
Faction Score is now affected by the number of participants that joined content.
The old Faction Score was based on the results of the content. (whether the boss died or not) Now Faction Scores will be also considering the number of players that joined Sieges or Raid contents. It also takes into consider about the change of the number of participants as time passes during content, so it will be able to more accurately calculate each of the Faction’s actual strength.
Territory:
After the Garden patch got released, Territory content became less appealing based on how little it gives compared to Garden content.
XL has been busy adding new content and was busy to balance this, but hopes this patch adds vigor to Territory content.
First of all, if the Attacking faction wins, the amount of payment the faction wins gets increased by approximately 2 ~ 3 times than before.
Second of all, during certain conditions, the Castle will spawn a workbench where you can use your Territory Coins to by items like Hiram Upgrade scrolls (T1 ~ T4) and Erenor Infusions. The more territory the faction owns, the better items the faction and buy with a better price.
New Weekly Quests.
T1~T3 scrolls can be purchasable via Lord’s Coins, but T4 scrolls can only be obtainable via the weekly quest you can get from the Castle. The weekly quest is only available if you have a certain amount of contribution to the castle.
New UI where you can spend Lord’s Coins.
Battle Mounts:
XL added 5 new Battle Mounts that can be captured in game. They have about the same abilities and they look like those below.
I still don’t have a single Battle Mount in the game actually.
Swiftblade & Malediction Balance
After February’s Skill Balance patch, a lot have been said about Swiftblade being too powerful. Malediction had a lot of discussions about whether it was too strong as well. The reason XL didn’t touch the two skill’s balance was because they had to touch both skill classes or it would end up being either melee dps being too OP or mage dps being too OP.
They tried analyzing user patterns during the past few months, but they couldn’t decide which class was stronger. Yeah, but they know Archery is shit tier 😦 However, they did admit that Swiftblade itself as a class was more superior compared to other skill trees.
As a result, XL is deciding to nerf both Malediction and Swiftblade in a minor fashion.
Swiftblade
Sinister Strike (Wave): Skill damage reduced by 10%
Twin Shadow Slash: Skill damage reduced by 10%
Blink (Includes all Ancestral skills): No longer able to use the skill during Global Cooldown.
Malediction
Mana Bolts: Skill damage reduced by 6.6%
Crashing Wave: Skill damage reduced by 10%
Serpent Bite (Including all Ancestral skills): Additional Damage from Malediction stacks reduced by 20% and 10 Stack effect that petrifies target reduced to 2 seconds from 2.5 seconds.
House Fairy:
If players used the House Fairy to do Husbandry, they were not able to Pelts and would only receive Meat instead. Now for some husbandry products, users will be able to receive Pelts as well as the Meat and can also receive Fur, Feathers, etc via RNG.
House Fairies also sometimes give you a higher yield that usual. (Kind of like a mini-jackpot.)
Erenor Golden Shrine
This new dungeon was harder than probably most of you guys have thought. I’m pretty sure no 5 man party was able to beat the entire dungeon yet. I haven’t seen a single post claiming that they finished it so yeah…
The reason why no one was able to beat it was not only because the dungeon is very difficult; it was also because only players with Library sets really need to go for it. Those with better gear (Erenor set), don’t really have to go for it.
XL announced the following changes:
The first and second boss’s loot drop got increased. Now players will be able to earn more mats that are used for awakening their Library gear.
The time limit for beating the dungeon has been increased to 3 hours from the original 2 hours.
The spell named Kallil’s Sword range has been changed to only hit targets 200′ degrees in front of the boss. (This is the 2nd boss’ pattern.)
From what I heard, this pattern used to be very wide.
XL notices the difficulty of this dungeon, but is hesitant to make it easier as that also can make the dungeon less exciting.
Minor Changes about the KR Unchained Server (Garden Server):
Ehh… nothing much. They’re just gonna release some content the KR Unchained server does not have yet by Mid April.
Some Future Info:
XL is preparing some new updates for the players that are stressed by the whole Corona situation and are preparing some in game goodies that will help players such as Auroria Hunting events and free loot boxes and free Awakening Scrolls. They are going to receive synth exp bonus events and 2x WHM, EHM daily and weekly quest rewards.
Here is some new stuff XL is prepping for their June Update. Can be changed.
Charybdis boss is finally out. It’s an easy boss to kill, because it is very difficult to reset it. It spawns North East of Aegis Island on Thursdays and Sundays at 9:30PM EST (10:30PM EDT).
I had this post written a long time ago, but it’s finally public now.
Since it is very difficult to reset the boss, it is important to get the tag on the boss.
The spawn location is marked below with the red dot.
The coordinates for Charybdis is: W 5’54’ 5″, S 1’3′ 45″. (Double check please.)
Red dot is where Charybdis spawns.
It drops Charybdis gear by chance and always drops a trip gem as well as mats required for crafting a Charybdis gear and mats required for awakening raid boss gear.
If you want to kill this boss even with enemies contesting you, for fuck sake, spec defense when I’m telling you right now and focus on the objectives instead of fighting your enemy. Have a couple boats shooting the boss at all times so that, even if a boat sinks, your raid will still have other boats shooting on the boss to prevent it up resetting.
Patterns
Charybdis Patterns: Seems like most non aoe spells just targets the main aggro.
Dahuta’s Curse (다후타의 저주): After casting Dahuta’s Curse, everyone except the boat captains get a blue effect debuff and must go in water to get rid of the debuff. After some time, people with the blue effect gets dealt damage. Failing to remove this debuff spawns the Ghost NPC. Ally Ghost NPC interferes with boat movements and heals players and boats when interacted. Enemy Ghost NPCs also interferes movements. Both ally and hostile ghosts will get absorbed by Charybdis during the absorption pattern, and reduces boss stacks and must be killed or interacted.
Water Cannon (물대포): Boss tilts to one direction and shoots water. Drinks water first during casting and turns anti-clockwise 90′ and shoots it.
Uppercut (올려치기): Dives into the water momentarily and causes a whirl around which causes boats to get pulled around. This is why Turtle boats are great. Enoans are somewhat okay because they move less.
Body Slam (몸통 내려치기): After finishing cast, boss tilts to one direction and then slams to opposite direction. Seems to always attack the aggro target. By non-stop driving the boat, boats can dodge the attack.
Howling (하울링): Just some random attack spell?
Raksha (라크샤): A Levi-like mob appears temporarily and eats the boat and flies to the sky. This can happen any time once the boss’ HP drops lower to a certain threshold. A red effect pops up in the water and a Levi-like mob follows the red effect and one-shots the boats close to the aura that have low hp (Hunts boats if the boat’s HP drops to lower than approximately 50% of the its max HP).
Hunting (먹이사냥): During casting, it shoots a circle sonic beam toward its’s target. Once casting is over, it attacks its target. Doesn’t seem to drag it though.
Sea of Death (죽음의 바다): Kills everyone who is in the water. Stay on boat or use invincibility mount/glider/skill. (This is a guaranteed cast after Dahuta’s Curse) After casting, it creates a God’s Whip visual and instantly kills players. Can also be randomly casted.
Spit (뱉어내기): Spits out green stuff. I think it just does poison damage. Nothing important.
Extra Info:
At 10% the boss gets Enraged buff. (50% dmg increase and hp regen) This buff only happens once and doesn’t happen again which means the boss will never regen again while it has aggro.
Rule of thumb is to staying away at least 45m away from the boss while constantly moving. This helps avoiding patterns and boats would be less likely to collide with each other.
Charybdis Dahuta’s Curse Stack: Starts with 100 stacks. The less stacks Charybdis has, the stronger the boss becomes.
When Dahuta’s Curse has lower than 40 stacks, damages hit for 30k~40k and becomes like an instant kill mechanic like Sea of Death.
Stacks
So there’s two types of Ghost NPCs.
Ally Ghost NPCs spawn close to the main raid that aggro-ed the boss. If you purify these NPCs, it heals nearby allies and ally boats. These NPCs are a nuisance, because they block boats from moving freely and can trap boats.
Targettable Enemy Ghost NPCs (They don’t attack though.) also exist and spawn around enemy contesting players.
Charybdis uses a skill (Soul Absorption) every so often that absorbs these ally and hostile enemy ghost NPCs. Each ally or hostile ghost reduces Dahuta’s Curse stack from Charybdis which makes the boss stronger. So you need to do your best to interact with the ally ghost NPCs and kill the hostile ones if you are trying to kill Charybdis.
When the boss resets, this stack doesn’t immediately go back to 100, but it eventually does reset back to its original 100 stack.
Killing the Boss
As long as you have enough boats and people with an actual non-decorative brain, killing Charybdis is very – and I repeat – very easy. The boss is very difficult to reset, because the boss is stationary. It has no chasing mechanic like Kraken, so as long as, at least 1 person in the whole fucking raid is aggroed to the boss, Charybdis will never reset. Doesn’t even have to be siege damage, just hit the boss to keep the aggro.
Don’t spec sooth. You’re god damn useless. The respawn Nui is right next to the boss. If you specced Soothsayer, you literally wasted a skill class that could’ve been either Auramancy or Defense which are great for survivability or mobility. With Sooths in the raid, people are also not going to respawn right away after they died. This makes them have to wait longer for their rebirth to wear off. You are the ones that are fucking up the whole raid.
Spec Defense. Even the most talented players benefit off of invincibility when they are in the water during Sea of Death. And I know there’s a bunch of washed up players that think they are too cool to spec Defense.
This boss is a fucking PVE boss. Stop wandering around to kill people. Get 2~3 boats ready for each driver and just ignore the contesting raid. Non-stop dps the boss and have a group of players to kill the hostile Ghost NPCs. Always interact with ally NPCs whenever you have the opportunity. Do not PVP. It’s pointless. A competent raid is going to have players constantly hitting the boss and eventually this boss will die, because, I mean, it only regens once.
When a boat dies, just rotate through your other boats. By the time your last boat dies, you’ll have your first boat up.
Get Strength of the Faction for shorter Rebirth timer.
Contesting the Boss
Uhh good luck. Do your best to ram all the boats.
You could also actively kill the players that are trying to kill your ally Ghost NPCs (Hostile to the attempting raid.) That way, you can reduce the boss’ stacks to make every hit one shot players.
Ideal play is to tag the boss on spawn and literally just keep it your tag.
So… I’ve done snippets of translations regarding the Garden update which includes the new Gear Specialization feature, but this is some details explanation with numbers involved 😃 I’ve been calling this Gear Specialization Levels before, but umm Gamigo decided to call it Equipment Subtype Levels so I’ll call it that way from now on.
Intro
XL released the Garden Update a while ago and it is the update which NA/EU will be getting next. The Garden patch is probably one of XL’s most ambitious patches ever, since it introduces a cross server region.
Apart from introducing a new region, they also added new tiers for Hiram gear and Erenor gear! Hiram gets T5 (Exalted) and Erenor gets T3 (Brilliant). (After the Garden Patch, yall would’ve noticed that Library now got T3 as well.)
Unlike the T3 Library gear that is added later into the game, T5 Hiram and T3 Erenor doesn’t really get much of a buff in stats or damage initially. The cool thing though is that T5 Hiram, T3 Erenor, T2 Library gear all gets a new feature called Equipment Subtype. This applies to both Weapon and Armor.
Basically these extra levels increases your gear’s strength against its counterparts. For example, if you level up your bow’s subtype level, the bow will hit harder against cloth players. If you level up your cloth gear’s subtype level, bow attacks will basically hurt less.
At level 10, it has been reported that you would have a DPS increase of 10~20%. Not sure how much armor levels would affect that yet, since these were tests users did by themselves.
Max Levels for each Gear Type
Each gear all have different max enhancement level it can reach and here are the following: (I don’t know what the levels for T3 Library weapons will be. Tbh, no one should use it anyway.)
XL mentioned eventually players will be able to max level up the enhancement level for the gears that don’t go up to 4, 10 (mythic, eternal respectively)
Gear
Weapon
Armor
Mythic
Eternal
Mythic
Eternal
T5 Hiram
4
10
2
5
T3 Erenor
4
10
2
5
T2 RD
–
4
–
2
T1 Levi
T1 Charybdis
T2 Lib
T3 Lib (Immortal Warden)
TBD
TBD
2
5
T2 BD
4
10
2
5
T2 Levi
T2 Charybdis
T2 Anthalon
Leveling Tab UI
Imagine Feeding Eternal Erenor Infusions 🤮
Leveling Gear Specialization Levels require you to consume existing experience points from your gear. You can’t feed experience in a way it will lower your gear’s item grade (Eternal -> Mythic), so you will have to feed Eternal Erenor Infusions to your Eternal Erenor gear or Mythic Erenor Infusions to your Mythic Erenors. Uhh…. Good luck with that. You can always feed staves and shit if you can afford it.
Luckily for Hiram and Library gear, you can just feed the gear with existing infusions into your gear. The catch is that it requires way more experience than Erenor.
Damage Type VS Armor Type
Attack Speeds are written in parenthesis. The damage type for each weapon are the following:
The bludgeoning type and blasting type is newly added.
Clubs and Greatclubs have bludgeoning damage/heal type which means it will heal players that are wearing Cloth and Leather more, but not for players wearing Plate.
Erenor Required EXP per Level
Here’s the required amount of EXP per each Level for Erenor. It is the same for both Mythic and Erenor.
Weapon:
311
622
933
1244
1555
1866
2177
2488
2799
3110
Total EXP: 17105.
Armor:
233
466
699
932
1165
Total EXP: 3495.
The amount of gold required to leveling up varies. It’s hard to find exact numbers, because no one cared to post it, but it seems like the cost ranges from the hundreds to the thousands. I don’t have info about the exact numbers for the labor cost and gold cost, but I mean if you’re aiming to level up Erenor gear, the amount of labor and gold required for each level are the least of your concerns.
It’s pretty difficult to take advantage of leveling up an existing Erenor gear at Mythic up to 4 (since that is the max level at Mythic) and then synthesizing it to Eternal to max it to level 10, because – uhh… – it’s pricey to get a Mythic Erenor at high exp %, but if you are able to achieve that, you can save some gold by doing so.
Basically if you take the staff route to level up Erenor gear, after feeding 6 leggy staves, awaken the Erenor to T3. Level 2 of your subtype levels. Feed Mythic Erenor crate exp/Mythic staves/Mythic crafted infusions and aim to roll over 2796 mythic exp so that you can use mythic exp to level your gear all the way to level 5.
Armor pieces cost the same regardless of what piece it is. (The amount of GS you gain per piece are different though.) For example, a chest piece gain more GS than a glove piece.
Leveling a gear from 1 to 2 is the same as leveling a gear from 4 to 5, leveling each of your gear one by one instead of trying to max level 1 piece at a time.
Level up Weapon first or Armor first? WEAPON FIRST. There’s a bunch of explanation here: http://www.inven.co.kr/board/archeage/2641/13886 I’m lazy so just believe me. For healers who overheal, sure, go for armor first.
Apart from the static cost for leveling, The amount of exp consumed also costs you gold. For Immortal Warden gear, from level 1~5, it will roughly cost you 10k gold for each piece. The cost varies depending on the type of gear. (Eg. Costs more for chest piece.)