It's A Wipe!

It's A Wipe!

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Beating the Hardest difficulty (Includes loot tables)
By Jorimoni
This guide will explain the differences between the normal difficulty and the Hardest difficulty and provide the loot tables for each tier.
   
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Introduction
This guide will help you deal with the differences between Normal and Hardest and how to best progress through the game. It will help you deal with your raid's morale difficutlies and show a per raid recommendation for raid team composition.

Additionally it will contain a section with the loot from each tier. This information is gathered from several runs through the game made in March 2015. New items may have appeared or items may have been changed since then.

This guide will obviously contain spoilers and shouldn't be used if you wish to surprise yourself with mechanics.
Differences between Normal and Hardest
The fights themselves will not change mechanic wise, the monsters will use the same abilities in the same turn and deal the same amount of damage. The main differences will be the follow three things.

  • Raiders can make mistakes or go AFK.
  • Morale will be significantly more difficult to handle.
  • Monsters have a lot more health.

Raiders making mistakes means they switch role or switch row, if they go afk they won't attack or cast during the current turn. These things will make your run a lot more interesting and frustrating.
Player class and Reset Period
For your first playthrough I would recommend you play as a Warrior tank and use the Daily reset period. The player character will never make a mistake and picking a tank makes sure you do not lose aggro because your tank went AFK or switched row.

The weekly and daily reset periods will not differ too much but the daily reset will help out at the start and helps grinding loot in the later stages.

For the sake of this guide I will assume you have chosen the daily reset period and that your player character is a Warrior.
Managing Morale
Managing your guild's morale is by far the hardest aspect of this difficulty. Let it drop too far and your raiders will lose morale faster and faster and eventually leave the guild. Here's a few tips to keep your morale high.
  1. Don't use regular gifts. Save your gold and purchase the guild hall which will increase all raider's morale by 20.
  2. Keep farming raids with the same loot table until all raiders are equally geared and have more than 60 morale
  3. Listen to your raiders. If they want a break use a spare raider, if they want to raid more bring them in.

If your morale drops below certain tresholds you might see the following attributes pop up
  • Is feeling neglected - Once they reach this status morale will start to drop faster.
  • Once your raider has less than 50 morale you might see the "Wants to raid more" and "Needs a break from raiding" pop up at the same time. Once you have all 3 negative attributes on a single player their morale will be difficult to increase.

Having the "Is feeling neglected" status is pretty much inevitable and there's not much you can do about it.
Tier 1 - Tutorial & Evil Orc Army
The first 2 raids serve as an introduction to the game and are pretty simple and straightforward. The fights are basic tank & spank fights.

Tutorial is the only raid instance where the player limit is 5 players instead of 10 players, all other raids are for 10 players.

Tutorial Boss
Nothing special here. Since this boss drops trinkets you might want to kill it once or twice but other than this you're better off going straight to the Evil Orc Army.

If this is your first playthrough you might want to use this boss to experiment what the different commands do.

Evil Orc Army

Raid Composition:
Since this raid has no raid damage you can get away with a team without a druid healer. The raid has no need for a second tank either. If you do not get lucky with your first few raid drops your tank will get pounded in the later fights.
  • 1 Warrior tank
  • 3 Cleric Healers
  • 3 Rogues
  • 1 Wizard
  • 1 Bard
  • 1 Mage

Ax Orc
Standard tank & spank. Your healers will have no problem keeping your tank up.

2 Ax Orcs
If you did not get a tank drop in your first fight you will have to use the "OMG! Heal.." command a lot in the 2nd fight. This will bombard your tank with heals and get you through the critical part until the first Ax Orc is dead.

Double Ax Orc
This fight will introduce you to a mob that attacks twice during a single round.

The incoming damage will be slightly more difficult to deal with but can be handled by using the "OMG! Heal..." command.

1 Orc Captain + 2 Orc Healers
In the event you healers and your tank did not get any upgrades during the first 3 fights you will have a hard time clearing this fight on the first go. Let your DPS burn down both healers before starting on the Orc Captain.

When you approach the end of the fight you might be struggling with healer mana if you mostly depended on the "OMG! Heal..." command.
Tier 2 - Upper Fire Caverns
Raid Composition
  • 1 Warrior Tank
  • 2 Cleric healers
  • 1 Druid Healer
  • 3 Rogues
  • 1 Wizard
  • 1 Bard
  • 1 Mage

Requirements
  • Your melee DPS needs to be able to deal ~100 damage in a single turn

Giant Dwarf
This fight will introduce you to the stomp that deals 15 damage to anyone in the front row. This turn happens every 3rd turn (Turn 3, then 6, then 9, then 12 ect ect). It can be avoided by issuing the "Back up!" command on the turn the mob will use it.

Since all raiders start with at least 20 HP it can be safely ignored so you don't have to stop DPS'ing.

Lesser Fire Elemental
Will do a raid wide magma wave that deals 5 damage to everyone in your raid every second round. Simply having a druid healer in your raid will counter this ability.

Fire Lizard
The Fire Lizard starts out with 2 Fire Bombs with 300 HP each. After 4 rounds the Fire Bombs will self destruct and deal 15 damage to every member of your raid. If both of them go off any of your raiders with 30 or less health will die.

At the start of the fight have your Melee DPS deal with the Fire Bomb by issuing the "Focus DPS - Melee DPS focus" command and repeat this command every single time the bombs respawn.

Magma Giant
This fight will combine elements from the first 2 fights of this raid and will force you to actually deal with the mechanics. Every 2nd round he will do the raid wide AoE that deals 5 damage and every 3rd round he will cast the stomp that deals 15 damage to anyone in the front row.

Simply use the "Back up!" command on every 3rd turn to avoid the damage from the stomp. If you fail to do this and a member of your party eats a fire AoE + Stomp before your druid has an opportunity to heal up the raid it means death unless they have more than 20 HP.

Once your front row players have 30 HP or more you can safely ignore this mechanic.
Tier 2 - Evil Orc Castle
Raid Composition
  • 1 Warrior tank
  • 2 Cleric Healer
  • 1 Druid Healer
  • 3 Rogues
  • 1 Wizard
  • 1 Mage
  • 1 Bard

Requirements
Alternate the position of your raid team between front row and back row for the last fight. I found myself using the following positions. When someone switches position immediately issue the "Switch row..." command to get that member in the correct row again.
  • Bard - Front row
  • Wizard - Back row
  • Rogue - Front row
  • Cleric - Back row
  • Warrior - Front row
  • Druid - Back row
  • Rogue - Front row
  • Cleric - Back row
  • Rogue - Front row
  • Wizard - Back row

3 Ax Orcs + 2 Orc Healers
Simply focus down the Orc Healers first. Use the "OMG! Heal..." command on your tank if the tank's gear is lacking.

The Beast
This fight introduces you to the counter mechanic. The Beast will do a 4 turn rotation, he can be attacked normally every 1st and 2nd turn but counters if he is attacked during the 3rd or 4th. Simply issue the "Stop DPS - All DPS stop" command during the 3rd and 4th turn of a rotation.

Warchief Handstrong
Will dismount after reaching 1500 HP. If he slaps someone that player is unable to act during that turn. Shouldn't pose that much of a problem.

2 Draconic Guards + Draconic Advisor
This fight will be brutal on your tank so it is recommended to use the "OMG! Heal..." command until one of the Draconic Guards is dead. The guards will have 2 attack opportunities each round just like the Double Ax Orc from the Evil Orc Army.

The Draconic Advisor will fire a fire ball at a random raid member and hit that member + anyone standing next to him on the same row, it is for this reason that we alternated the raid's position between front and back row at the start.

Take down the Draconic Guards first to reduce damage received by the tank.
Tier 2 - Troll Village
Raid Composition
This is the first raid where you really need a 2nd tank. Your off tank doesn't require a lot of gear but needs to be able to withstand a few attacks and hold 2nd place on the threat table.
  • 2 Warrior tanks
  • 2 Cleric Healers
  • 1 Druid Healer
  • 2 Rogues
  • 1 Wizard
  • 1 Mage
  • 1 Bard

Requirements
All raiders should have a minimum of 30 HP to soak Lil'Bitey's random attack

Snake Priest + 2 Big Snakes
Let all your DPS focus down the Snake Priest. If you kill the Big Snakes they will respawn after a few turns and if you leave them alone they will gain more max health. The Big Snakes start with 300 HP, then 500 HP, then 800HP.

The Snake Priest should die before the Big Snakes have more than 800 HP. If you have trouble keeping your tank up even with the "OMG! Heal..." command you can decide to focus one of the snakes and kill it once it pops up again.

Tiger Friar + High Tiger Priest + Tiger Bishop
This will be the first fight where you have to kill all targets within a set amount of rounds before they revive. Start the fight off by bringing the High Tiger Priest to ~300 HP then focus all DPS on the Tiger Friar and bring him to ~300HP, then switch to the Bishop.

By the time you bring the Bishop to ~300 HP you can alternate between the mobs to bring them lower and lower. If you fail to kill all 3 targets within a few rounds of each other they will revive with full health.

Raptor Priest + Lil'Bitey
This fight will introduce you to an attack hitting multiple targets as well as a kill order and a counter.

It is required that you have 2 tanks for this fight as the Raptor Priest will hit the main tank + the 2nd member on the threat list (you can't see this threat list). Make sure your off tank is able to maintain 2nd place on the threat list.

If you kill Lil'Bitey first the Raptor Priest will enter a frenzy and counter any attack done to him from that point onwards. This will be plain suicide for your DPS.

To avoid this you need to kill the Raptor Priest first and deal with Lil'Bitey's random attack. The random attack will deal more than 20 damage thus it is recommended to have at least 30 health on all members of your raid.

Troll-Tron
Basic tank and spank but introduces ground based damage. Occasionally the boss will throw down some slime pools. Simply move your raiders out of it.

The boss will regain health depending on how many members are in the slime pools. If no one is in it he will gain 500 HP but you can reduce this by having someone in the slime pool. Only use members of your raid that have 30 HP or more (which most probably have).
Tier 3 - Fiery Center
Raid Composition
  • 2 Warrior tanks
  • 2 Cleric Healers
  • 1 Druid Healer
  • 2 Rogues
  • 1 Wizard
  • 1 Mage
  • 1 Bard

Requirements
To beat the last boss you want all of your raider to have 50 HP or more. This ensures that you can stay alive later on into the fight.

3 Magma Giants
Remember the Magma Giant from Upper Fire Cave? Triple the damage and you have this fight!

If you can manage the "Back up!" command properly this fight will be a walk in the park. Just make sure to avoid all the stomps unless you want your front row raiders to eat 45 dmg + 15 dmg from the AoE that might occur at the same time.

5 Fiery Hounds
These mobs have to die at the same time. I preffer to nuke 1 mob to ~900 HP then wittle them down 1 by 1 until they all match the first mob you damaged. Once all mobs are around the same HP alternate your attacks between each mob until they die.

Keep a special eye on the wizard, he will always finish casting a cast on a mob and ignores the "Focus DPS!" command until he finished his cast. Occasionally your wizard tends to crit for a few hundred damage and insta kill a mob. When this happens just hold all DPS until the mob is back up and focus it down first.

3 Fiery Warriors + 2 Fiery Wizards + 2 Medics
This fight looks intimidating but is in fact relatively easy if you pick it up well. Before you start you need to know a few things.
  • The Fiery Warriors hit 2 targets. The main aggro target and the 2nd aggro target.
  • Enemy casts are interruptable by landing a crit on them (not 100% sure but it is damage based).
  • The enemy can crit.
Use your tank with the least health as main tank on the 3 Fiery warriors and make sure your strongest tank is assigned as off-tank. Let your main tank pick up both Fiery Wizards.

Let the entire team focus down the Fiery Wizards first. Their damage is the most unpredictable and if you get unlucky with a crit your tank can get 500 damage with 1 attack. Letting everyone focus the Wizards can cause them to be interrupted.

Once the Fiery Wizards are down you can clean up the rest of the mobs with relative ease.

Lord of Flames
Just like the Fire Lizard in the Upper Fire Cave this guy has Fire Bombs with 300 HP that explode after 4 turns. The Lord of Flames himself will have a very high HP pool.

In this fight you can practice moving your entire raid up and down. Every 3rd round he will nuke an entire row with some damage that increases each time he will cast it. On round 3 he nukes the entire back row for 10 damage, on round 6 he nukes the front row for 20 damage, on round 9 he nukes the back row for 30 damage, and so on and so on.

At the start of the row simply use the "Hug the Mob!" or "Move Back!" commands to position your raid.

I would recommend having your raiders with 50-60 HP each so they can survive both fire bomb explosions plus the random damage the Lord of Flames can do
Tier 3 - Dragon's Lair
Raid Composition
  • 1-2 Warrior Tanks
  • 2 Cleric Healers
  • 1 Druid Healer
  • 2-3 Rogues
  • 1 Wizard
  • 1 Mage
  • 1 Bard

Requirements
  • All your raiders should have at least 40 HP
  • Just like in the Evil Orc Castle alternate your raid's position between front row and back row
  • Decently geared druid that can heal at least ~25-30 damage in 1 turn

2 Elite Draconic Guards + Not Draconic Advisor
This is practically the same fight as the Draconic team in Evil Orc Castle but with beefed up numbers. Make sure you have alternated the position of your raid between front and back row to make sure the Advisor's random nuke hits only 1 player at a time.

Use the "OMG! Heal..." command if your tanks have bad gear.

Draconic Berserker
Start your raid out with everyone in the front row. If you simply start attacking the mob he will counter all your attacks. To prevent this mechanic use the following commands in the first 3 rounds as indicated by the arrows on his chestplate.
  1. Hug the mob!
  2. Fall back!
  3. Hug the mob!

This will completely prevent the counter mechanic from happening again in the fight. Once it is eliminated the fight becomes a basic tank and spank

6 Black Whelps / 6 Green Whelps / 6 Blue Whelps / 6 Red Whelps / 6 Bronze Whelps
Luckily you do not have to fight all whelps at the same time. You fight a pair of 2 whelps of each color at the same time. Once 1 is taken down a new one will spawn in the next round.

First you should focus down the Black Whelps. They will ignore your tanks and attack a random party member, if you get unlucky you can instantly lose one of your raiders. Once all 6 Black Whelps are dead you should focus on the Green whelps that use a raid wide AoE each turn.

Once you get past those 2 colors you're free to pick what you want. I usually take out the Blue Whelps since they can heal.

Singe
Standard tank and spank fight with some random damage thrown around every few turns. After 4 turns he will lift off into the air and spawn 2 Green Whelps. Since your melee can't hit Singe while he is in the air you should use the "Focus DPS!" command to force the melee to kill the whelps. After 4 rounds Singe will come back to the ground and repeat the process.

Due to the random damage any raider with less than 50 HP can get nuked in a single turn.
Tier 3 - Insect Temple
This raid is by far the most annoying one on the hardest difficulty. Due to the increased health pool of the mobs it is strongly recommended to bring a DPS heavy raid setup. The mobs will do very little damage to your tank or your raid.

Raid Composition
  • 1 Warrior Tank
  • 1 Cleric Healer
  • 1 Druid Healer
  • 3 Rogues
  • 2 Wizards
  • 1 Mage
  • 1 Bard

Requirements
  • Have everyone in the raid with at least 50 HP
  • Your melee DPS should be able to dish out ~500 dmg in a single round
  • Patience

Prophet Dung-Beetle
By far the longest fight you'll do in the instance. The main enemy has 4000 HP but will split in 3 mobs for every 1000 damage you do. These extra mobs have 2000 HP each and once killed will reform into the main enemy. This process will repeat for every 1000 HP you do on the main enemy

The special thing about this fight is that you have to kill the 3 adds in a very specific order. If you fail to kill them in this order the main enemy will reappear with his original health from the start of the phase. So if you have the wrong kill order in wave 1 he will reform with 4000 HP instead of 3000 HP significantly increasing the duration of the fight.

Take them down in the following order corresponding to each split.
  1. Red -> Orange -> Violet
  2. Yellow -> Green -> Violet
  3. Blue -> Indigo -> Violet

Princess Bee + 6 Pretty Princess Chests
The Princess Bee will reflect any damage done to it and attacking it is plain suicide for anyone but the tank. Instead of attacking the boss directly you have to deal damage by killing the Chests.

Once the fight starts make sure all your DPS has the Princess Bee as their last priority target or they might wind up killing themselves if the focused chest is dead.

Have everyone start on the first chest and switch to the 2nd chest on the next round. In the following round the first chest will be back and you kill that one again. Repeat this process until the boss is dead.

There is a chance that you spawn a fire bomb from one of the chests but these pose no danger at all since there is no raid damage going out at any point during the fight and your raiders should have plenty of HP to deal with at least 3 simultaneous explosions.

Right + Left
Right can only takes magical damage and Left can only take melee damage. Have you rogue focus on Left while your Wizards take on Right.

If the mobs are more than 1000 HP apart from each other they will enrage and kill the raid. For this purpose it is necessary to hold melee DPS once Left has more than 500 HP less than Right. Your wizards might surprise you with lucky crits and make a huge dent in Right's HP.

Pimple of Cthulu
This fight becomes significantly more difficult on the Hardest difficulty due to the tentacles having 666 HP. After 5 rounds the pimple will summon 2 tentacles. If the tentacles do not die within 4 rounds they will insta kill one of your raiders. To make matters worse 2 more tentacles will spawn every 5th round.

Have your wizards focus the pimple at all times to slowely kill the boss. Once the tentacles spawn you need to have all your melee DPS focus down the tentacles. If you can kill a tentacle in 2 rounds you're on the right track to beat the fight.

To increase the RNG element the pimple can Mind Control one of your raiders. If he happens to target a rogue it can cause you to fall behind on Tentacle DPS and lose raid members.

If you have troubles killing the tentacles on time you should gear your DPS a bit more before attempting the fight again.

Tier 4 - Undead Army
Congratulations on making the final raid! Time to face your biggest challenges and crack the toughest nuts.

Raid Composition
  • 2 Warrior Tanks
  • 2 Cleric Healers
  • 1 Druid Healer
  • 2 Rogues
  • 1 Wizard
  • 1 Mage
  • 1 Bard

Requirements
  • Your entire raid should have at least 100 HP.
  • Some Heal Up potions from the store to restore full health
  • Be able to deal 8000 damage in 10 turns.

Abominable Abomination
Pretty long fight and can get quite confusing. Starting at the 3rd round and every 2nd round thereafter he will nuke an entire row with 200 damage. He will start with the front row and then alternate between back and front.

A golden rule if you get confused is to remember that you do not want to be where the enemy wants you to be.

The entire fight will like like this (numbers represent round number).
  1. Nothing special, DPS away
  2. Your entire raid will be pushed to the front row.
  3. You issue the "Fall back!" command. Front row will be nuked with 200 damage
  4. Your entire raid will be pushed to the back row.
  5. You issue the "Hug the mob!" command. Back row will be nuked with 200 damage
  6. Your entire raid will be pushed to the front row.
  7. etc

Since the fight takes so long your raiders have plenty of time to make mistakes and accidentaly switch row into the lane that is about to be bombarded. To deal with this you have 2 options.
  1. Pray to RNGezus and repeat the fight until you beat it.
  2. Bring plenty of Rez Sticks. This might prevent you from increasing Morale with Guild Hall Improvements.

Famine + Pestilence + War + Death
This fight will be the most brutal on your tanks. Have one tank take War + Death and have the other take Pestilence + Famine. War will attack twice during each round and during his second attack he will hit the 2nd threat target as well.

Start out by DPS'ing down Death first. If you fail to kill him within 10 rounds he will instantly kill your main tank. Once Death is dead kill War to greatly reduce the incoming damage.

After War and Death are dead the fight is practically won if you have enough MP left on your healers. It doesn't really matter who you kill first but I usually take Famine to take out his healing.

Frozen Lich
A basic tank and spank with a twist. Every single round the lich will mind control a random raid members as well as dealing up to 50 AoE damage starting from the 3rd round and then every 2nd round thereafter.

Your raid should have enough health to survive the 50 AoE damage from the boss himself + whatever damage your mage can do (this includes the mage himself. He can burn himself to his fiery grave). If your Mage has very good gear this fight can get difficult.

Every 10 rounds he will summon one of the end bosses from previous raids as well. First will be the Orc Captain, then the Advisor, then the Magma Giant etc etc. It would be recommended to kill the Frozen Lich before the Magma Giant is out.

Evil <Insert guild's name here>
As the ultimate climax to the game your greatest enemy is.... your own guild.

You will fight mirror images of your raid composition with the exact same HP values and damage values as the original. You will be forced to hit the tank first and so will they.

It is possible to trivialize this fight by using the "OMG! Kill..." command to bypass the enemy tank and kill off their healers or DPS first. If you wish to use the more fun way you can utilize insta health pots to heal your tank if he is low or just fight it out like a man.

Congratulations, you have now cleared the Hardest Difficulty!
Bonus Boss - Evil Easter Egg
All your melee DPS will only deal 1 damage. Bring 1 or 2 mages and enjoy your OP loot!
Loot table - Tier 1
Contains items with Gearscore 5 and 10.

Warrior
Item
Slot
DPS
Armor
Health
Mana
Orcish Battle Ax
Main Hand
10
-
25
-
Knight's Shield
Off Hand
-
30
30
-
Full Plate Armor
Armor
-
70
45
-

Cleric
Item
Slot
DPS
Armor
Health
Mana
Polished Mace
Main Hand
8
-
-
60
Holy Buckler
Off Hand
-
15
-
60
Holy Plate Armor
Armor
-
25
-
75

Rogue
Item
Slot
DPS
Armor
Health
Mana
Orcish Toothpick
Main Hand
20
-
-
-
Small Ax
Off Hand
15
5
-
-
Studded Leather Armor
Armor
-
30
20
-

Druid
Item
Slot
DPS
Armor
Health
Mana
Etched Scimitar
Main Hand
10
-
-
60
Mossy Buckler
Off Hand
1
5
-
60
Mossy Leather Armor
Armor
-
15
5
75

Bard
Item
Slot
DPS
Armor
Health
Mana
Chipped Sword
Main Hand
10
-
-
60
Simple Flute
Off Hand
10
-
-
70
Badly Dyed Leather Armor
Armor
-
20
-
70

Wizard
Item
Slot
DPS
Armor
Health
Mana
Cracked Runic Staff
Main Hand
-
-
-
70
Dimly Glowing Wand
Off Hand
-
-
-
60
Pointy Wizard Hat
Armor
-
10
-
70

Mage
Item
Slot
DPS
Armor
Health
Mana
Cracked Runic Staff
Main Hand
-
-
-
70
Dimly Glowing Wand
Off Hand
-
-
-
60
Faded Red Robes
Armor
-
10
-
70

Trinkets
Item
Slot
Effect
Broken Red Trinket
Trinket
+10 HP
Broken Blue Trinket
Trinket
+10 MP
Broken Shield Trinket
Trinket
+10 AP
Broken Sword Trinket
Trinket
+1 Melee DPS
Broken Staff Trinket
Trinket
+1 Caster DPS
Broken Star Trinket
Trinket
+1% Crit Chance
Broken Bull Trinket
Trinket
+5% Threat
Loot table - Tier 2
Contains items with Gearscore 17, and 20.

Warrior
Item
Slot
DPS
Armor
Health
Mana
Special
Balanced Blade
Main Hand
20
10
50
-
-
Angry Troll Stick
Main Hand
15
-
-
-
+1% Crit Chance / +75% Threat
Enchanted Shield
Off Hand
-
70
100
-
-
Sharp Blade
Off Hand
30
-
-
-
-
Rusty Shiv
Off Hand
35
-
-
-
-
Dwarven-Forged Plate
Armor
-
120
150
-
-
Spiked Plate
Armor
10
90
60
-
-

Cleric
Item
Slot
DPS
Armor
Health
Mana
Special
Blessed Mace
Main Hand
15
-
-
100
-
Bandaged Mace
Main Hand
5
-
-
80
Crit Heal Chance +2%
Blessed Buckler
Off Hand
-
25
10
135
-
Blessed Plate Armor
Armor
-
45
20
165
-

Rogue
Item
Slot
DPS
Armor
Health
Mana
Special
Balanced Blade
Main Hand
20
10
50
-
-
Fine Rapier
Main Hand
45
-
-
-
-
Poisoned Blade
Main Hand
35
-
-
-
Crit Chance +2%
Sharp Blade
Off Hand
30
-
-
-
-
Rusty Shiv
Off Hand
35
-
-
-
-
Black Leather Armor
Armor
-
50
50
-
-

Druid
Item
Slot
DPS
Armor
Health
Mana
Special
Enchanted Scimitar
Main Hand
17
-
-
120
-
Vine Buckler
Off Hand
3
10
-
120
-
Vine Armor
Armor
-
30
25
160
-

Bard
Item
Slot
DPS
Armor
Health
Mana
Special
Tambourine
Main Hand
17
-
-
100
-
Pan Flute
Off Hand
-
-
10
140
-
Sharp Blade
Off Hand
30
-
-
-
-
Fashionable Leathers
Armor
-
30
30
160
-

Wizard
Item
Slot
DPS
Armor
Health
Mana
Special
Explosive Rod
Main Hand
-
-
-
20
Crit Chance +2% / Crit Damage +100%
Runed Staff
Main Hand
-
-
-
140
-
Crystal Orb
Off Hand
-
-
-
120
-
Fiery Wand
Off Hand
-
-
-
100
Crit Chance +2%
Safety Robes
Armor
-
60
50
90
-
Star Covered Robes
Armor
-
20
10
140
-

Mage
Item
Slot
DPS
Armor
Health
Mana
Special
Runed Staff
Main Hand
-
-
-
140
-
Crystal Orb
Off Hand
-
-
-
120
-
Fiery Wand
Off Hand
-
-
-
100
Crit Chance +2%
Safety Robes
Armor
-
60
50
90
-
Red Robes
Armor
-
20
10
140
-

Trinkets
Item
Slot
Effect
Red Trinket
Trinket
+40 HP
Blue Trinket
Trinket
+40 MP
Purple Trinket
Trinket
+20 HP / +20 MP
Shield Trinket
Trinket
+40 AP
Sword Trinket
Trinket
+4 Melee DPS
Staff Trinket
Trinket
+4 Caster DPS
Fist Trinket
Trinket
+1 DPS / +1% Crit Chance
Star Trinket
Trinket
+3% Crit Chance
Leaf Trinket
Trinket
+3% Crit Heal Chance
Bull Trinket
Trinket
+20% Threat
Dove Trinket
Trinket
-20% Threat
Loot table - Tier 3
Contains items of Gearscore 37, and 40

Contains items with Gearscore 20.

Warrior
Item
Slot
DPS
Armor
Health
Mana
Special
Warrior's Blade
Main Hand
40
20
150
-
-
Wastrel's Blade
Main Hand
65
-
-
-
-
Bulwark of Health
Off Hand
-
130
200
-
-
DragonBone Dagger
Off Hand
60
-
-
-
-
Mithril Armor
Armor
-
250
350
-
-
Fiery Plate
Armor
30
160
160
-
-

Cleric
Item
Slot
DPS
Armor
Health
Mana
Special
Swinging Censer
Main Hand
20
-
-
225
-
Prayer Beads
Main Hand
1
-
-
200
Crit Heal Chance +5%
Shield of Faith
Off Hand
-
40
35
275
-
Pious Plate
Armor
-
70
35
275
-

Rogue
Item
Slot
DPS
Armor
Health
Mana
Special
The Black Blade
Main Hand
90
-
-
-
-
Wastrel's Blade
Main Hand
65
-
-
-
-
Poisoned Rapier
Main Hand
75
-
-
-
Crit Chance +5%
DragonBone Dagger
Off Hand
60
-
-
-
-
Enchanted Leather Armor
Armor
10
70
100
-
-

Druid
Item
Slot
DPS
Armor
Health
Mana
Special
Cactus Blade
Main Hand
25
-
-
240
-
Ebony Buckler
Off Hand
5
20
-
270
-
Ivory Armor
Armor
-
50
50
290
-

Bard
Item
Slot
DPS
Armor
Health
Mana
Special
Spanish Guitar
Main Hand
25
-
-
240
-
Wastrel's Blade
Main Hand
65
-
-
-
-
Empty Guitar Case
Off Hand
-
-
20
270
-
Minstrel's Cape
Armor
-
70
50
290
-

Wizard
Item
Slot
DPS
Armor
Health
Mana
Special
Fancy Rod
Main Hand
-
-
-
140
Crit Chance +5% / Crit Damage +100%
Staff of Power
Main Hand
-
-
-
250
-
Star Wand
Off Hand
-
-
-
270
-
Robes of Power
Armor
-
30
20
280
-

Mage
Item
Slot
DPS
Armor
Health
Mana
Special
Staff of Power
Main Hand
-
-
-
250
-
Star Wand
Off Hand
-
-
-
270
-
Fiery Robes
Armor
-
30
20
280
-

Trinkets
Item
Slot
Effect
Greater Red Trinket
Trinket
+80 HP
Greater Blue Trinket
Trinket
+80 MP
Greater Purple Trinket
Trinket
+40 HP / +40 MP
Greater Shield Trinket
Trinket
+80 AP
Greater Sword Trinket
Trinket
+8 Melee DPS
Greater Staff Trinket
Trinket
+8 Caster DPS
Greater Star Trinket
Trinket
+6% Crit Chance
Greater Leaf Trinket
Trinket
+6% Crit Heal Chance
Greater Bull Trinket
Trinket
+40% Threat
Greater Dove Trinket
Trinket
-40% Threat
Amulet of the mind
Trinket
+2% Mana regen
Loot table - Tier 4
This tier will contain loot with Gearscore 50 and doesn't have a new tier of trinkets.

Warrior
Item
Slot
DPS
Armor
Health
Mana
Lichbone Blade
Main Hand
50
20
200
-
Shield of Bones
Off Hand
-
180
250
-
Yeti Claw
Off Hand
70
-
-
-
Armor of War
Armor
-
300
450
-

Cleric
Item
Slot
DPS
Armor
Health
Mana
Wrath of God
Main Hand
30
-
-
300
Hefty Scriptures
Off Hand
-
50
50
300
Holy Vestments
Armor
-
80
60
400

Rogue
Item
Slot
DPS
Armor
Health
Mana
Death's Scythe
Main Hand
110
-
-
-
Yeti Claw
Off Hand
70
-
-
-
Robes of Death
Armor
20
100
120
-

Druid
Item
Slot
DPS
Armor
Health
Mana
Frozen Vines
Main Hand
40
-
-
325
Frozen Pea Buckler
Off Hand
-
40
20
325
Icy Leaf Armor
Armor
-
60
60
350

Bard
Item
Slot
DPS
Armor
Health
Mana
Electric Guitar
Main Hand
40
-
-
325
Cowbell
Off Hand
40
-
-
325
Yeti Fur Cape
Armor
-
100
70
350

Wizard
Item
Slot
DPS
Armor
Health
Mana
Black Staff
Main Hand
-
-
-
325
Tri-Wand
Off Hand
-
-
-
325
Robes of the Lich
Armor
-
40
30
350

Mage
Item
Slot
DPS
Armor
Health
Mana
Black Staff
Main Hand
-
-
-
325
Tri-Wand
Off Hand
-
-
-
325
Asbestos Robes
Armor
-
40
30
350
Loot table - Evil Easter Egg
Contains items with Gearscore 60, 90, and 99.

Item
Slot
DPS
Armor
Health
Mana
Special
Excalibur
Main Hand
100
40
300
-
-
The Sword of 1K Truths
Main Hand
-
20
20
400
-
Boomstick
Off Hand
100
-
-
-
-
The one Ring
Off Hand
-
-
-
-
Grants Invisibility
3 Blue Stones
Off Hand
-
30
20
400
-
Powered Armor
Armor
10
400
500
-
-
Sorting Hat
Armor
-
50
50
450
-
1% Amulett
Trinket
99
99
99
-
-
3 Comments
Enyetahip 13 Apr, 2020 @ 10:50am 
I just got an item drop you don't have listed on Evil Easter Egg's loot table:
Needle
Main Weapon for Rogue, Warrior, and Bard
AP 10, DPS 150, HP 30
Jorimoni  [author] 5 Apr, 2015 @ 2:33pm 
Hey Benbe,

Thanks for the heads up. Never noticed it because I got bored of waiting on the rounds after a while and used the Ludicrous speed. Never had a wipe due to the random damage (just lost some members) because I usually did this raid last before moving on to the Undead Army.

I revisited the fight and updated the guid accordingly, thanks again!
Leya 4 Apr, 2015 @ 11:16am 
Your Lord of Flames guide is slightly wrong, it's only the AoE damage that increases, and that alternates between which row it hits, so you can just move your raid to the front or back dpeending, and keep fighting, i think the lojngest I've lasted is like, round 36 or something before killing him (massively undergeared).