Ipnysh Sanctuary Room 1 Guide

Got some Ipnysh Sacntuary (Golden Shrine) boss videos that you guys might be interested in. The 2nd boss and the 4th boss are the hard ones with the 2nd boss being the hardest.

Thanks to Kimnuts for making the videos that I referenced to write up the guide!

This room consists of 4 mini bosses that all have different mechanics. Before you start, the runs are much easier if your healer can rez quickly.

1st boss by Kimnuts.

Basic Skills

The boss skills are the following:

Stomp (대지 밟기)

Tramp Earth

The boss does a couple jumps and the last jump is the high jump. When the Taurus’ last jump is about to land, players can jump to dodge this mechanic. Seems to have about a 15m range.

Charge (돌진)

Spawns a mat and charges.

Melees behind the boss needs to back off when it does the charge. It also hits players that aren’t on the mat if they are behind the boss.

Back Kick (뒷발치기)

As always keep distance from the boss.

Hits targets behind the boss. Pretty simple.

Rear Kick (올려 차기)

Seems like you should always just move away when the boss runs towards you.

Hits targets in front of the boss. Main aggro should avoid the attack using mobility skills like backdrop.

1-1 Agile Taurus

First of all, all the boss skills can be used while standing still and even when it’s moving. It is crucial to make sure you can recognize the actual physical motions of the boss for each of the skills. In future phases, clones of the boss spawn and it’s hard to check their casting bars, so you need to memorize the visuals of each pattern.

This boss is pretty easy as long as you have witchcraft. Bubbles can be used to lift the Rapter mobs (explained below when it spawns) and the nearby towers will kill the rapters for you. Basically you need to dodge the rapters while kiting the Taurus. Honestly, you can do the entire first room without a healer at all. If you die too much, spec defense or spec witchcraft, or get more mobility.

Once the boss has 80% HP, it spawns Rapters that only take 1 damage from your attacks. You need to align yourself so that the boss attacks hit the Rapters. Or you can just lift the Rapters will CCs like Bubble and the surrounding towers will attack the Rapters.

Try not to get lifted, because those towers will also hit you.

Once the boss has 40% HP, it will spawn a clone of itself which disappears in 40 seconds. The clone also can lift you so be careful. The purple traps in the middle lifts you up if you stand on it so be aware.

The easiest way to deal with the clone is to spawn a healing circle right where it’s supposed to spawn and make the clone aggro onto the healing circle at the start. If not possible, you can just ignore it and full DPS the boss.

1-2 Sturdy Taurus

If you get hit by the boss’ Sunder Earth, you will most definitely insta-die. (Unless you have a fuck ton of HP.) The main aggro just needs to move away from the boss and avoid the Sunder Earth.

When the boss hits 70% HP, it spawns suiciding robots. If you hit them, they explode and causes an AOE trip around itself. It’s stationary when spawns, but later on moves, so kill them asap. You can notice that the boss acts up weirdly if the main aggro dies. This is fixed in our version, so do not worry about it.

When the boss hits 40% HP, it spawns a clone that also does the same thing. The clone is immune to damage so it will eventually always get aggroed to the healer. But when it first spawns, it will initially aggro to whoever is closest to the clone. The aggro will eventually change to the healer, so the healer needs to heal while kiting the clone. Again, you can also use healing circle for this clone to dodge the whole mechanic.

1-3 Fortified Golem

For this boss, you also just have to be careful with the aggro. When the boss spawns, stick to the center of the map, so that the boss doesn’t move to somewhere else.

Stay inside the center quadrant like this.

At the start, out of the 9 quadrants of the map thorns spawn on all the quadrants except the center one. These thorns will trip you if you get hit.

This boss has 2 patterns and you only have to pay attention to one of the pattern. The boss’s normal attack is a shock attack and the boss shoots the attack towards the main aggro. If you get hit by it, you get pushed and tripped, so you need to avoid it by doing long stutter steps. You can see it how it’s done below.

You can see the red circle player is doing long stutter steps to avoid the shock attack.

The shock attack has a mini skill channel at the start and immediately starts a slightly longer skill channel. When the 1st mini channel ends, move to the side. Once the 2nd skill channel ends, go back to where you were.

Occasionally the boss spawns suicide robots on the 4 corners of the center quadrant so stay away from it. These suicide robots seems to blow up when it gets aggro.

When the boss reaches 60% HP, the thorns on the ground swap and only spawns at the center of the map. It also spawns the Mechanoid Hog looking boss clone you saw from 2nd phase of the 1st stage. Like the previous phase, this boss clone only gets aggro from the healer, so the healer needs to kite the clone.

At 40% HP, the thorns now spawn on the outer quadrants, so get back inside. The clone could still be alive depending on the amount of your DPS. If it is still alive, whoever has the aggro of the clone needs to kite the clone. Also again, you can use healing circle to dodge this mechanic.

Suicide bots will now spawn again on the outer quadrants, so a DPS (preferably an archer with missile rain) needs to blow them up to make the healer’s life easier.

During the entire time, the main aggro just needs to kite the shock attack.

How to kite the Shock Cannons

Dodge like this when there’s no mines.
Dodge like this when there’s mines on the corner.

1-4 Reinforced Taurus

So finally the 4th phase boss in level 1. Over all the patterns are identical to the 1st phase, but it uses Sunder Earth (that one shots people). Luckily it doesn’t spawn the rapters. Instead is spawns the suicide bots.

At the start, there’s no special pattern. Just look at the boss’ movements and react accordingly.

At 85%, a clone from the phase 2 spawns. Remember you need to pay attention with the clone as they can also do patterns. It can use Sunder

At 75%, 2 clones from phase 1 spawn. As always clones eventually aggro to healers, so its crucial for the healers to position correctly so that the clone attacks don’t hit the DPS.

At 50%, 2 clones spawn from phase 2, but they stay stationary and only uses Sunder Earth. This will one shot you. The best way to react to this pattern is to make whoever aggroed by these clones stay at the middle, so that the Sunder Earths won’t go on some weird direction. This helps your party members significantly, because now people can predict where the Sunder Earths are going to land.

At 20%, 1 clone from phase 4 spawns. It basically does all the patterns. Basically assume that all the clones will to all the patterns, since there’s too many clones in the map. Clones do disappear after 40 seconds since they are spawned though.

Damn the boss is too hard!

Hey, if the boss is too hard, whenever clones spawns, stop DPS entirely and kite patterns until the clones go away. After then, revive the dead, and continue with the boss.

Ipnysh Sanctuary Room 2 Guide

Got some Ipnysh Sacntuary (Golden Shrine) boss videos that you guys might be interested in. The 2nd boss and the 4th boss are the hard ones with the 2nd boss being the hardest.

Thanks to Kimnuts for making the videos that I referenced to write up the guide!

2nd Boss

2 Tank, 2 Healer, 1 DPS by Kimnuts
2 Tank, 1 Healer, 2 DPS by Lulu

Ah I guess you finally beat the first bosses. Now its Luxior and Umbrael that you need to kill.

Party Composition

In Kimnut’s video, the party has 2 healers, 3 archers. 2 of the archers have shields and specced Defense. Lulu’s video runs 2 tanks, 1 healer, and 2 DPS. Having 1 dedicated DPS with 2 healer adds more stability to the attempt, but slows down the run. Having 2 dedicated DPS with 1 healer speeds up the process, but adds more burden to your healer and it get harder to recover (harder to revive dead people).

I personally prefer a 2 tank (that also can dps), 2 healer, 1 dps party composition, but you can also beat this pretty easily with a 2 tank, 1 healer, 2 dps party. It just requires a different way to approach the boss. As long as your party members aren’t monkeys, the 1 healer comp will work better, because you’ll have more damage for the last boss. (More DPS helps.)

Buffs and Debuffs

Buffs and Debuffs

The first debuff is the timer till it hits Enrage mode. When the boss is in enrage, you basically can’t beat it, because it gains 300% increased damage and 80% received damage. Just reset at the point.

The first buff is the type of the boss. The first buff shows your the type the boss is. Light Warden Luxior is light type and Shadow Warden Umbrael is dark type. If you get hit by the boss with the same type as yourself, you will only receive 1/3 of the actual damage. You also need the same type to react on a specific boss pattern. So it’s important to have two players tanking each of the bosses.

The 2nd buff is the amount of shield the boss has. Both bosses start with 10k shield. If you hit the boss when the shield is present, you “get” the same type the boss has. The tanks must each get the light and dark type. This means one of your tank needs to tank the light type and the other tank needs to tank the dark type. What types should the DPS get? It really depends on your party.

Either 1 tank be alone with 1 type and the rest can all be on the other type. Another option is to have 1 tank and 1 healer pair up to have the same type and the DPS can be on either type. There’s advantages and disadvantages on both situations.

Example how the types can be assigned.

First of all, there is a pattern that makes the boss teleport randomly to anyone with the same type. If the tank is the only one with, for example, a light type, the Luxior will always teleport to the tank, and shoot auras to the tank. This makes the tank’s life easier, because there are going to be less unexpected situations happening, and Luxior will have less mettle stacks, which makes it easier for an inexperienced tank. Another option available is to have 1 tank and 1 healer pair up and the DPS get any type. This helps the tanks get consistent heals, because the healer will always be close to the tanks, and will help 2 inexperienced healer keep their tanks up. It really depends on your party.

I personally like having 1 tank stay alone and have the rest DPS one boss at a time.

The boss skills are the following:

Luxior’s Skill Patterns

Horizontal Strike

Hits targets infront of the boss. Basically the front 180′ angle.

When Luxior uses this skill, the boss moves forward slightly. You need to pay attention so that the boss’s skill doesn’t hit your back, since the skill wouldn’t get blocked and will kill the tank.

Cross Quake

Creates a Cross shape mat that deals massive damage.

The Cross Attack’s cross mat is very large and can reach from one end to almost the other end so both tanks should be aware of this. Once the scale pattern happens, Cross Quake starts creating a star shaped mat instead of a cross one, so players must be careful where they stand.

It’s easier to position your camera like this to look at the floor from the top to easily see the shape.

The best way to dodge this skill is to move back a bit and look at the mat from the top (example shown above) and move out of the mat.

Summon Light

Notice that the boss channels twice.

Once the shield of the boss is gone, the boss enters the 2nd phase and will start be using this skill.

After the first skill channel, it will teleport to the main aggro. Every player with the same type needs to get close to the boss before this first channel ends or they will get hit by a purple Damage over Time attack that lasts for 10 seconds when the 2nd skill channel ends. This DoT damage hurts and prevents people from rezzing the dead, so everyone needs to pay attention to this.

If you fail and get the DoT damage, your healer should use mana barrier to keep the players with the DoT tick safe.

TL; DR: Players with the same type of the boss MUST get close to the boss or said players will gain 200% reduced healing. and DoT damage.

Vertical Strike

Also be careful so that the skill doesn’t hit your back.

Like Horizontal Strike, you want to back up slightly.

Luxior’s Aura

Shows you the skill pattern and how to prevent the aura from spawning.

When Luxior’s Aura happens, It randomly chooses someone who has the same type as the boss and shoots a light ball. When the light ball hits the target, it spawns a circle aura on the floor that deals damage to people in it. You can prevent the aura from spawning by getting hit by it while you are on the window shown above. Umbrael’s Aura is identical to this skill pattern. You can see what happens if the aura actually spawns in the Umbrael’s Aura section.

Chasing Lights & Cleanse Umbrael’s Aura

Randomly teleports to target and cleanses area.

After the first channel ends, Luxior randomly teleports to a player with the same type and later on cleanses Umbrael’s dark Auras that are towards the temporarily aggroed player. If you need to remove Umbrael’s Auras, the main aggro can move in front of an Aura so that Luxior can remove the aura. An example is shown above. Notice that the Shadow Aura disappears after the boss uses the skill.

Umbrael’s Skill Pattern

Umbrael seems easier to tank than Luxior, because Umbrael doesn’t move around while attacking unlike Luxior.

Impaling Strike

Hey, my group actually got to the 2nd boss day 1.

This is basically Umbrael’s version of Horizontal Strike. This skill can be blocked and you always want to get hit by the skill (still should block it), because this is the weakest skill. Once Umbrael uses this skill, it will consume its Mettle stack to deal increased damage (like how Luxior does with Horizontal Strike.)

Shadow Orb

Another “basic” attack of Umbrael

Consider this Umbrael’s version of vertical strike. You also want to get hit by this instead of dodging them, because it’s also one of the more weaker skills.

Lightning Strike

Spawns Lighting Strikes on the ground players with the same type.

The Lighting Strike attack will hit players close to the boss or the players that doesn’t have the Light type. It’s easy to dodge, so dodge it! Just make sure dodging takes higher priority than finishing your channeling of a skill.

Summon Shadows

Umbrael’s version of Summon Light.

After the first channel, it randomly teleports to one of the players with the same type. After the 2nd channel, it gives a purple Damage over Time attack that lasts for 10 seconds to everyone except the Tanks like Summon Light. Your DPS and healer should be close to each other and the healer should use Mana Barrier to prevent from dying from this. If you have the Dark type and don’t get close to Umbrael like how I did in the example above, you’ll get 200% reduced healing, so the only way to keep yourself safe from it would be using Mana Barrier.

Umbrael’s Aura

During this pattern, the boss can use another skill, so be careful!
After Aura patterns, the boss can use another skill. This example uses Shadow Beam.

After channel finishes, the boss shoots a big purple orb that randomly chases one of the players with the same type. When it hits the player, it spawns Umbrael’s Aura on the ground that you want to stay out of. I didn’t do it in the 1st example, but if you jump on top of the window pane on the side and get hit by the orb, the Aura will not get spawned on the ground. (Check 2nd example.)

Chasing Shadows & Cleansing Luxior’s Aura

If there’s any Luxior’s Aura, this will remove them.

These 2 skills are a pair. After teleporting to a random player with dark type, Umbrael starts erasing Luxior’s Auras that are on the ground close by the Umbrael. It’s helpful to use this to remove any Luxior’s Aura that are nearby.

Shadow Beam

Try move around the beam so that you don’t get hit by it.

This pattern is a bit tricky. As soon as the boss channels Shadow Beam, it spawns a rotating beam around its staff that players need to avoid. This beam is pretty long so if the two bosses are close, the other tank also had to be careful. Best way to counter this is to call out Shadow Beam as soon as you see the cast. and get ready to dodge it. If you can’t dodge it, run towards the beam and jump to avoid it. The last resort is to use invincibility.

If you get hit by it, you get a skull debuff and you get slowed for 20 seconds and get DoT ticks. This hurts, so do your best to not get hit by the beam.

Sometimes the boss uses the pattern twice in a row, so be careful.

Scale Pattern

This happens to both bosses at the same time.

After phase 1 where the boss loses it’s shield, it can do the so-called “Scale Pattern.” One of the bosses randomly teleports to the center of the room and on scales located on the left and right side of the room light up. The location of the dark and light type are random, which means the dark type can either all spawn on the left side or all spawn on the right side of the room. In the example above, I am tanking the light boss and the light scales were on the other side of the map, so I had to run all the way there.

As soon as the scale pattern happens, you want to locate your scale and activate it. If you fail to do so, you get hit by a DoT skill by the bosses. Tanks should have top priority on getting the closest scale, then it should be the healers that gets the closer scales (Since its easy to revive a dead DPS).

Once the scale pattern ends, your type swaps. Light becomes dark and dark becomes light. (People without type stay type-less will always get hit by the DoT skill.) This means that the tanks are going to swap and tank the opposite boss after the scale pattern. You’ll see me tanking the Light boss and swap to tanking the dark boss in the example above.

Tips about Boss Type and DPS

Until the the tank gains enough aggro, the extra DPS shouldn’t be hitting the bosses. We can’t see it in the video, but you can notice that the extra DPS does get an attack type by hitting a boss, before the boss loses its shield.

Regardless of the party composition, seems like it’s best to have all the party get the same type except the ones tanking. For example, 4 players will get light type and 1 tank will get the dark type.

You can notice the player “비콸” is waiting until the tanks are gaining enough aggro.

Key Points to beat the bosses:

DPS and do the patterns until both bosses has 5% HP (265,000 HP) left. To be safe, slow DPS when you get close and avoid AOE skills. When a boss hits 5% HP, it will go into sleep mode that heals the other boss up to 30% hp. You want both bosses entering sleep mode and burn both of them at the same time. Check the example below on how this works.

Basically all of the bosses’ attacks hurt, but the tanks need to get hit by the skills called “Horizontal Strike” and “Impaling Strike”. They are kind of like the bosses’ basic attacks. The reason behind this is whenever the tank dodges those skills, the boss gains a buff stack called ” How dare you dodge this? (어쭈 피해?)” that increases the boss’s received damage and damage by 30%.

Also the bosses gain Mettle stacks whenever it is hit and “Horizontal Strike” and “Impaling Strike” both deals consumes the Mettle stacks to deal extra damage. When the attack is blocked, 100k Mettle stacks seem to deal 10k more damage.

If your party members have big dick damage, but your tanks aren’t that tanky, your party needs to slow down DPS. Bosses with too high Mettle stacks can kill tanks that aren’t fully equipped to tank.

Luckily attacks from the bosses can be blocked, parried, and evaded, so the 2 tanks need to spec Defense with a shield and use Gale Shield Slam whenever available to dodge the bosses’ attacks. With block, the hits are manageable.

Because the boss starts with 10k shield at the start, (The video shows 50k due to it being done before the nerf.) the tanks can’t keep aggro from the healer. It’s important for the tank to use hard aggro skills like “Boastful Roar” and “Mocking Howl” to keep it from aggroing to the healer. It’s also important to make the boss face towards the wall so that it won’t accidentally hit other players.

Pro tip: You can notice that the main tank archer swapped to normal Endless Arrow. This is probably to prevent the GCD so that he can use his defense skills on time.

The End Game (Killing the Bosses)

This was our first kill lol

DPS both bosses down to 10% HP. Then, slowly chip down both bosses down to 5% HP. Do not use your nuke skill combo right now, because you will need to use that on the 2nd boss. Once one of the bosses gets stunned by reaching 5% HP, everyone needs to immediately go to the other boss and DPS the boss down before it heals the stunned boss. This example was when we first killed the bosses, so you’ll notice us DPSing the first boss down to 3% HP, but this is not needed.

Cost of Erenor Infusions (Territory Coins)

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?
Heroic?
Unique?
Celestial?
Divine250
Epic500? (My guess)
Legendary750
Mythic?
Eternal?
Characters can only exchange one Erenor Infusion per day from all the Territories you own.

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.

Equipment Subtype Levels

Previously known as Gear Specialization Levels

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:

  • Piercing: Bow(1.0)
  • Slashing: Dagger(0.8), Sword(1.0), Katana(1.0), Nodachi(1.1), Greatsword(1.1), Shortspear(1.1), Longspear(1.2)
  • Crushing: Axe(1.1), Greataxe(1.2)
  • Blasting: Sceptor(1.0), Staff(1.3)
  • Bludgeoning: Club(1.2), Greatclub(1.3)
Armor TypeSlashingCrushingBludgeoningBlastingPiercing
ClothLowNoneMedium HighNoneHigh
LeatherHighMediumMedium LowLowNone
PlateNoneMediumNoneHighLow
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:

  1. 311
  2. 622
  3. 933
  4. 1244
  5. 1555
  6. 1866
  7. 2177
  8. 2488
  9. 2799
  10. 3110

Total EXP: 17105.

Armor:

  1. 233
  2. 466
  3. 699
  4. 932
  5. 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.

Hiram Required EXP per Level

I got this info from KR inven: http://m.inven.co.kr/board/archeage/2836/279641
Here are the EXP required for Hiram at each level.

Level

Weapon

Armor

EXP

Labor

Gold

EXP

Labor

Gold

1

372,339

550

500

219,484

220

250

2

744,678

600

750

438,968

240

375

3

1,117,017

650

1,000

658,452

260

500

4

1,489,356

700

1,250

877,936

280

625

5

1,861,695

750

1,500

1,097,420

300

750

6

2,234,034

800

1,750

7

2,606,373

850

2,000

8

2,978,712

900

2,250

9

3,351,051

950

2,500

10

3,723,390

1,000

2,750

Total

20,478,645

7,750

16,250

3,292,260

1,300

2,500

Immortal Warden Required EXP per Level

Got this from KR inven as well:
http://m.inven.co.kr/board/archeage/2641/13961
Here are the EXP required for Immortal Warden at each level

Level

Weapon

Armor

EXP

Labor

Gold

EXP

Labor

Gold

1

TBD

TBD

TBD

109,473

220

250

2

TBD

TBD

TBD

218,946

240

375

3

TBD

TBD

TBD

328,419

260

500

4

TBD

TBD

TBD

437,892

280

625

5

TBD

TBD

TBD

547,365

300

750

6

TBD

TBD

TBD

7

TBD

TBD

TBD

8

TBD

TBD

TBD

9

TBD

TBD

TBD

10

TBD

TBD

TBD

Total

TBD

TBD

TBD

1,642,095

1,300

2,500

Quick Facts

  • The EXP required for 1H is equivalent to a 2H.
  • 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.)