I'm Michael from ger and I realy enjoy playing AT.
Between the 0.8.7 and 0.8.8 I just farmed a little while for a Helm of Foreseeing.
I don't have any of the fancy rare items until now and I'm not that pasionate to get them, but...
In the list by Reizy the drop-chance is given as:
Helm of Foreseeing 1 1/10000%
just like the RolS.
Well in this thread the drop-chance for a RolS is posted as 1/10000.
There is a slight difference in 1/10000 and 1/10000% (=1/1000000).
I know that Reizy is not a developer and vice versa.
Can the Developer team give the right numer for the drop-chance please?
I don't panic in any way. I'm only farming for items when bored. If I find one, it's nice ... if not, who cares. (My char. is lvl82, I'm more or less invulnerable and like a hot knife through butter)
Again thank you and
maybee @Reizy: Thank you for your great work and effort to make these lists. They are still exciting to look at. Maybee you want to change the number in your lists.
Samuel wrote: ↑Thu Jun 23, 2011 11:18 pm1. Introduction to Extraordinary and Legendary Items
Extraordinary Items are hard to obtain, because they have a drop ratio of 0.1%. On average (i.e. a 50% chance) you have to kill specific monsters 693 times to obtain the desired Extraordinary Item. When you are lucky you might get one earlier, but on average it will be very hard to get some Extraordinary Items.
And there is still a bigger challenge: Get a Legendary Item.
Legendary Items are impossible to obtain, because they have a drop ratio of 0.01%. On average (i.e. a 50% chance) you have to kill specific monsters 6932 times to obtain the desired item. To obtain an Legendary Item you need approximately 50 hours, so better be lucky.
2. Magic Finder Skill
Every skillpoint in this skill improves the drop ratio of the Extraordinary and Legendary Items by 50% of the base drop rate.
For example with 3 skillpoints the Legendary Item drop chance increases from 0.01% to 0.025%.
Stats:
Category: Wearable (ring)
Attack chance: 25%
Attack damage: 4-7
Increases critical hit skill by 6
Block chance: 5
Actor condition: Regeneration (heals 1 HP every 6 seconds)
Location:
From the Foaming Flask tavern (just north of Vilegard) follow the road heading east. There is a hidden path in the north leading to the gargoyle cave, where you may get a RoLS.
Monsters dropping a RoLS: Shadow gargoyle trainer, Shadow gargoyle master
Monster partitions: (3+1+1+1) + (1+1) + (3+1+1+1)
Measure items: Polished gem (1000), Small rock (2500)
Location:
From the village Prim (north-west of Flagstone) follow the path heading to Blackwater mountain. Directly on this path near Blackwater mountain you may get an ElyR.
Stats:
Category: Weapon, Rapier
Attack cost: 5
Attack chance: 21
Attack damage: 1-6
Boost max HP: 5
Special abilities: gives 0-3 HP on a successful hit and 3 HP on a kill
Location:
From the village Prim (north-west of Flagstone) follow the path heading to Blackwater mountain. There is a shrine at the base of the mountain, enter it and you may get a RoL inside.
Monsters dropping a RoL: Kazaul imp
Monster partitions: (3+5)
Measure items: Small rock (500), Polished sparkling gem (1000)
3.04 Helm of Foreseeing (Abbreviation: HoF)
Stats:
Category: Wearable (helmet, light)
Attack chance: -2
Block chance: 14
Boost max HP: -4
Damage Resistance: 1
Actor conditions: 15% Clairvoyance (gives 10 Attack chance and 10 Block chance) x 2 for four rounds and/or 4% Mind fog (gives -10 Attack chance and -10 Block chance) x 2 for 5 rounds on every kill.
Location:
The cave on the north side of the mountain lake on the way to Remgard.
Monsters dropping a HoF: Cave troll shaman
Monster partitions: (2+1+1) + (2+2+2)
Measure items: Iron club (500), Polished gem (500)
3.05 Yczorah nucleus (Abbreviation: YN)
Stats:
Category: Weapon (scepter)
Increase attack cost: 7
Boost max AP: 2
Attack chance: 14
Block chance: -3
Attack damage: 2 - 5
Damage modifier: 188%
Boost critical skill: 12
Critical multiplier: 1.5
Boost Max HP: 12
Boost damage resistance: -2
Increase move cost: -1
Actor conditions: 5% Sustenance (+1 HP) x 2 for two rounds on source and/or 10% Bleeding wound (-1 HP) x 2 for 2 rounds on target, on every hit. 20% Nausea (-10 AC, -10 BC) x 4 for 3 rounds on source, on every kill.
Stats:
Category: Weapon (Scepter, blunt)
Attack cost: 4
Attack chance: -10
Attack damage: 0-2
Damage modifier: 102%
Increases critical skill by 1
Enables critical hits with a multiplier of x1.5
Actor condition: on a successful hit there is a 50% chance to apply the actor condition "Chaotic grip" (reduces Block chance by 10% and Damage resistance by 1) x 5 to the attacked monster for 3 rounds.
Location:
From Loneford (north-east of Crossglen) follow the path at the river in the north-east heading to Brimhaven. There is a path in the north-west leading to the iqhan cave, where you may get a ChaR.
Monsters dropping a ChaR: Iqhan chaos beast
Monster partitions: (4+3) + (1)
Measure items: Regular potion of health (50)
Location:
From the village Prim (north-west of Flagstone) head west and enter the bjorgur cave.
Monsters dropping a GoLF: Restless apparition, Skeletal reaper
Monster partitions: (1) + (1+1+1+1)
Measure items: Sharpened gem (100), Bone (100)
4.03 Shadowfang (Abbreviation: ShaF)
Stats:
Category: Weapon (shortsword)
Boost max HP: -20
Attack cost: 4
Attack chance: 40
Attack damage: 2-5
Actor condition: on a successful hit there is a 20% chance to apply the actor condition "Minor fatigue" (gives 2 Attack cost and 2 Move cost penalty; reduces Attack damage by 1) to the player for 3 rounds.
Location:
From Loneford (north-east of Crossglen) follow the path at the river in the north-east heading to Brimhaven. On this path and south of Gauwards safe house at the path you may get a ShaF.
Monsters dropping a ShaF: Izthiel Guardian
Monster partitions: (1) + (2) + (2) + (2) + (2) + (1+1) + (1+1+1)
Measure items: Jinxed ring of damage resistance (10), Polished ring (200)
Stats:
Category: Two-handed sword
Attack cost: 7
Attack chance: 23
Attack damage: 1-19
Block chance: -4
Boost max HP: -3
Increase critical skill: 10
Critical multiplier: 2
Actor condition: on every kill there is a 55% chance to gain the actor condition "Strength" (gives 1 additional attack damage) x 2 for 5 rounds
Location:
From Crossroads guardhouse (north of Crossglen) follow the path in the south-east heading to Vilegard. Enter the green maze in the north leading to lodars hideaway. In the green maze you may get a WMC.
Monsters dropping a WMC: Branchtender, Frantic branchtender
Monster partitions: (1) + (1) + (1) + (1) + (1) + (1)
Measure items: Regular potion of health (100)
4.07 Gem of warmth (Abbreviation: GoW)
Stats:
Category: Gem
Location:
From Crossroads guardhouse (north of Crossglen) follow the path in the south-east heading to Vilegard. Enter the Charwood forest and find the Charwood mine. In there you may get a GoW.
Stats:
Category: Shield
Attack chance: -4
Block chance: 10
Damage resistance: 1
Actor conditions: 15% Fortified defense (gives 22 Block) on every kill for 5 rounds.
Location:
Head south on the Duleian road from the Crossroads guardhouse, then south from the road into a cave.
Monsters dropping a BD: Crimson jelly
Monster partitions: (2+1+1+2+2+1+1)
Measure items: Mundane ring (500), Polished necklace (500)
4.09 Hunter's Sword (Abbreviation: HS)
Stats:
Category: Longsword
Attack cost: 4
Attack chance: 25
Attack damage: 2-8
On very kill: restores 1-3AP
Actor condition: on every kill there is a 10% chance to gain the actor condition "Minor berserker rage" (gives 35 HP, 60 AC, -90 BC, -1 DR) for 3 rounds
Location:
On the way to Remgard, where there are lots of Arulirs.
Monsters dropping a HS:
This item is unusual. Some monsters drop it with a 1/1000 chance, others with a 1/10000 chance
Monsters dropping a HS with 1/1000 chance: Demonic Arulir
Monster partitions: (2)
Measure items: Blue crystal (30)
Monsters dropping a HS with 1/10000 chance: Nephrite Gornaud, Garnet Gornaud, Azurite Gornaud
Monster partitions: (1) + (1) + (1+1) + (1) + (1) + (1)
Measure items: Blue crystal (500)
4.10 Whip of Binding (Abbreviation: WoB)
Stats:
Category: Whip
Attack cost: 5
Attack chance: 10
Block chance: 8
Attack damage: 2-5
Critical skill: 5
Critical multiplier: 1.5
Actor condition: on every hit there is a 25% chance to inflict the actor condition "Entanglement" (Increases move cost +3, increases attack cost +1) for 2 rounds
Location:
A cave that you can get to from the river, close to the graveyard.
You will gain many levels when searching for Legendary Items. So sooner or later you need to know the respawn rules to maximize the amount of monsters killed per minute.
Every monster on every map will respawn if you rest in a bed.
Every monster on a specific map will respawn if you didn't enter that map for 3 minutes.
Each 0.5 seconds there is a chance of 1% per respawn area to spawn a monster. This only affects the current map. There are no respawns when the player is in a menu or a fight. If a spawn area has reached its maximum number of monsters, no further monsters respawn in it. So stay on maps with many respawn areas.
Monsters could not spawn directly on players, other monsters, obstacles and "event objects". So keep away from small respawn areas.
5.2 Maximizing your chances
As the result of the respawn rules there are 3 possible tactics.
Kill the specific monsters, enter other maps for 3 minutes and level there, come back to kill the specific monsters again.
Kill the specific monsters, try to go to an inn and come back in less than 3 minutes to kill the specific monsters again.
Stay on the map with the most respawn areas of specific monsters. For 3 minutes hunt every spawned monster on the current map down. After 3 minutes kill the specific monsters on the other maps. Go back to the first map and repeat.
5.3 Monster partitions
The monster partitions mentioned in the description of the items give you an idea about the respawn area structure.
The first map has 4 respawn areas. The first can respawn up to 3 monsters all others can only respawn 1 monster.
The second map has 2 respawn areas. They both can only respawn 1 monster.
The third map has 4 respawn areas. The first can respawn up to 3 monsters all others can only respawn 1 monster.
5.4 Measure items
Measure items could be used to show the progress of getting an Extraordinary or Legendary Item.
Example: (RoLS)
Measure item: Small rock (2500)
You will get approximately 2500 Small rocks (when you didn't skill "Magic Finder") for each RoLS you get. If you got 2500 Small rocks (from the specific monsters dropping the item) you had pretty good chances to get a ring.
But it doesn't mean anything - it's a matter of pure chance.
Hi guys. This list of extraordinary and legendary items is always updated? Were any extraordinary or legendary items added in version 0.8.8? I would also like to know: the gem of warmth (GoW) are useful for anything?
There is a site (I won't post the link because I'm afraid it's not a site managed by you and I don't know if I could post it or not) that shows in detail the map, the monsters and what they leave when they are defeated as well as the percentages. I find it very useful however it is updated to version 0.8.6... I hope it is updated to the latest version because I find it really useful.
I take this opportunity to wish everyone happy holidays
This list does not get immediately updated after a release in order to not spoil it for you and everybody else. We will update this list if it needs to be updated whenever we feel like the spoiling would not be there
Ok. thanks... although I don't know if there is anyone who goes to kill 10000 times all the enemies that are added every time there is an update... but maybe I'm wrong. GoW (Gem of Warmth)... what are they for? I understand extraordinary or legendary equipment where, regardless of whether the accessory is considered valid, they still give different statuses to your hero but I really don't understand the gem that can't even be equipped: can you tell me what use this extraordinary object has (or if he will have it in the future)? Furthermore... in order to be able to use all the legendary or extraordinary weapons, and therefore to encourage their search more, you could think of paths where you encounter enemies who are more "sensitive" to certain types of weapons; that is, by attacking them with a certain weapon, you have an advantage over all other weapons.
Legendary items were added to the game to give our players something to do between the releases. They are somewhat collector's items with no real use (except for the Ring)
So Legendaries shouldn't be essential to a quest, and we don't want a powerful item like a second Ring of Lesser Shadow, which many have complained about being dropped so rarely.
I understand... but it wouldn't be bad to make these objects a little useful to her. It would be enough to create mandatory paths to solve quests in which there are enemies who, if attacked with a certain weapon, suffer more damage or their AP are reduced giving them less chance to attack you, or do not give you negative effects (such as poison, bleeding or nausea )... In short, advantages that are certainly not decisive (it's not that the enemy becomes difficult if I use a different weapon: but by using that specific legendary/extraordinary weapon I obtain more advantages than any other weapon) but which make it even easier the path of our hero in that specific area. For GoW... could they be used to give power ups to our weapons/equipment? In exchange for a lot of money and thanks to the help of the city blacksmith...
I currently use the Xul'Viir as a weapon and I find it very strong.