Hiram Guardian Introduction and Guide

Hiram Gear is a new type of gear available in ArcheAge 4.5 and Fresh Start Phase 2 that’s available for all characters level 50 and above. This gear can only be obtained from killing certain mobs in Aurorian zones: Diamond Shores, Calmlands, Heedmar, Marcala, and Nuimari. The mobs you need to kill are called Abyssal mobs. These mobs will have the title “Abyssal Legion” above them to identify them as Abyssal mobs.

Abyssal mobs are spread all across Diamond Shores. However the other zones have specific spawn areas. These maps are provided on the Korean ArcheAge wiki and show the locations of these Abyssal mobs in the four zones:

Calmlands
Heedmar
Marcala
Nuimari

The Hiram equipment drop in Unidentified form and requires 60 Labor to identify. Identification uses Larceny Proficiency, so you can reduce the Labor to identify by increasing this proficiency. Also note all Hiram gear is bind on pickup, so you must farm the mobs yourself or win the loot roll in a party.

Unidentified Hiram gear is grouped into 6 types: 1-Hand Weapon, 2-Hand Weapon, Instrument, Plate Armor, Leather Armor, and Cloth Armor. When you identify an item, it will give you a random piece of equipment of that category. So, identifying an Unidentified Plate Armor will randomly give you any of the 7 pieces of Plate Armor (Helm, Chest, Gloves etc). Note: Bows & Shields are considered “1-Hand Weapon” for equipment type.

When you identify a piece of equipment, not only will you get a random piece in the specified type, the item will have 3 randomly generated stats. These stats are generated from a “stat pool” of possible options.

One of the 3 stats will always be one of the 5 base character stats (Strength, Agility, Intelligence, Spirit, Stamina). The other two stats are randomly selected from a pool based on the item.

This table shows the Stat Pool options for Weapons:

One-Hand
Two-Hand
Bow
Shield, Instrument
Item randomly chooses one base stat listed here:

Base Stat Minimum (Grand) Maximum (Celestial)
Strength +24 +80
Agility +24 +80
Intelligence +24 +80
Spirit +24 +80
Stamina +24 +80

Item randomly chooses two effects listed here:

Effect Minimum (Grand) Maximum (Celestial)
Melee Critical Chance 1.3% 4.3%
Ranged Critical Chance 1.3% 4.3%
Magic Critical Chance 1.3% 4.3%
Healing Critical Chance 1.3% 4.3%
Melee Critical Damage 1.2% 3.6%
Ranged Critical Damage 1.2% 3.6%
Magical Critical Damage 1.2% 3.6%
Critical Heal Bonus 1.2% 3.6%
Cast Time 0.8% 2.6%
Attack Speed +12 +40
Physical Defense Penetration +144 +480
Magic Defense Penetration +144 +480
Item randomly chooses one base stat listed here:

Base Stat Minimum (Grand) Maximum (Celestial)
Strength +36 +120
Agility +36 +120
Intelligence +36 +120
Spirit +36 +120
Stamina +36 +120

Item randomly chooses two effects listed here:

Effect Minimum (Grand) Maximum (Celestial)
Melee Critical Chance 1.7% 5.5%
Ranged Critical Chance 1.7% 5.5%
Magic Critical Chance 1.7% 5.5%
Healing Critical Chance 1.7% 5.5%
Melee Critical Damage 4.7% 15.5%
Ranged Critical Damage 4.7% 15.5%
Magical Critical Damage 4.7% 15.5%
Critical Heal Bonus 4.7% 15.5%
Cast Time 0.9% 3.0%
Attack Speed +15 +47
Physical Defense Penetration +180 +600
Magic Defense Penetration +180 +600
Item randomly chooses one base stat listed here:

Base Stat Minimum (Grand) Maximum (Celestial)
Strength +24 +80
Agility +24 +80
Intelligence +24 +80
Spirit +24 +80
Stamina +24 +80

Item randomly chooses two effects listed here:

Effect Minimum (Grand) Maximum (Celestial)
Melee Critical Chance 1.2% 3.8%
Ranged Critical Chance 1.2% 3.8%
Magic Critical Chance 1.2% 3.8%
Healing Critical Chance 1.2% 3.8%
Melee Critical Damage 3.2% 10.5%
Ranged Critical Damage 3.2% 10.5%
Magical Critical Damage 3.2% 10.5%
Critical Heal Bonus 3.2% 10.5%
Cast Time 0.7% 2.1%
Attack Speed +10 +32
Physical Defense Penetration +123 +410
Magic Defense Penetration +123 +410
Item randomly chooses one base stat listed here:

Base Stat Minimum (Grand) Maximum (Celestial)
Strength +24 +80
Agility +24 +80
Intelligence +24 +80
Spirit +24 +80
Stamina +24 +80

Item randomly chooses two effects listed here:

Effect Minimum (Grand) Maximum (Celestial)
Melee Attack +4.5 +15
Ranged Attack +4.5 +15
Magic Attack +4.5 +15
Healing Power +4.5 +15
Parry Rate 1.0% 3.2%
Shield Block Rate 0.8% 2.4%
Evasion 0.4% 1.5%
Movement Speed 0.6% 2.0%

This table shows the Stat Pool options for Armor:

Head
Chest
Legs
Hands, Feet
Wrist, Waist
Item randomly chooses one base stat listed here:

Base Stat Minimum (Grand) Maximum (Celestial)
Strength +30 +97
Agility +30 +97
Intelligence +30 +97
Spirit +30 +97
Stamina +30 +97

Item randomly chooses two effects listed here:

Effect Minimum (Grand) Maximum (Celestial)
Melee Damage Reduction 0.4% 1.5%
Ranged Damage Reduction 0.4% 1.5%
Magic Damage Reduction 0.4% 1.5%
Shield Defense Penetration 0.9% 3.0%
Shield Defense Penetration Rate 0.9% 3.0%
Maximum Health +90 +300
Resilience +94 +312
Item randomly chooses one base stat listed here:

Base Stat Minimum (Grand) Maximum (Celestial)
Strength +49 +162
Agility +49 +162
Intelligence +49 +162
Spirit +49 +162
Stamina +49 +162

Item randomly chooses two effects listed here:

Effect Minimum (Grand) Maximum (Celestial)
Melee Damage Reduction 0.8% 2.5%
Ranged Damage Reduction 0.8% 2.5%
Magic Damage Reduction 0.8% 2.5%
Shield Defense Penetration 1.5% 5.0%
Shield Defense Penetration Rate 1.5% 5.0%
Maximum Health +150 +500
Resilience +156 +520
Item randomly chooses one base stat listed here:

Base Stat Minimum (Grand) Maximum (Celestial)
Strength +39 +130
Agility +39 +130
Intelligence +39 +130
Spirit +39 +130
Stamina +39 +130

Item randomly chooses two effects listed here:

Effect Minimum (Grand) Maximum (Celestial)
Melee Damage Reduction 0.6% 2.0%
Ranged Damage Reduction 0.6% 2.0%
Magic Damage Reduction 0.6% 2.0%
Shield Defense Penetration 1.2% 4.0%
Shield Defense Penetration Rate 1.2% 4.0%
Maximum Health +120 +400
Resilience +125 +416
Item randomly chooses one base stat listed here:

Base Stat Minimum (Grand) Maximum (Celestial)
Strength +20 +65
Agility +20 +65
Intelligence +20 +65
Spirit +20 +65
Stamina +20 +65

Item randomly chooses two effects listed here:

Effect Minimum (Grand) Maximum (Celestial)
Melee Damage Reduction 0.3% 1.0%
Ranged Damage Reduction 0.3% 1.0%
Magic Damage Reduction 0.3% 1.0%
Shield Defense Penetration 0.6% 2.0%
Shield Defense Penetration Rate 0.6% 2.0%
Maximum Health +60 +200
Resilience +63 +208
Item randomly chooses one base stat listed here:

Base Stat Minimum (Grand) Maximum (Celestial)
Strength +10 +33
Agility +10 +33
Intelligence +10 +33
Spirit +10 +33
Stamina +30 +33

Item randomly chooses two effects listed here:

Effect Minimum (Grand) Maximum (Celestial)
Movement Speed 0.6% 2.0%
Toughness +30 +100
Focus +24 +80
Melee Backstab Damage 0.8% 2.5%
Ranged Backstab Damage 0.8% 2.5%
Magic Backstab Damage 0.8% 2.5%
Received Healing 1.2% 4.0%

Upgrading Hiram Gear

All identified Hiram equipment start at Grand grade and can be upgraded through a process called “Synthesis”, similar to your Costume, Cloak and Undergarments. This just means you upgrade Hiram gear by feeding it other Hiram gear. So if you identify a piece of Hiram gear you like, you can feed it other Hiram gear you don’t need. Note: you can use ANY other Hiram gear to feed a piece, regardless of item type. For example you can use any Hiram armor piece to upgrade a Hiram weapon and vice versa. The Highest grade you can upgrade Hiram gear is Celestial. Hiram gear must be identified first to feed into other Hiram gear.

As you upgrade a piece of Hiram gear, you’ll have a chance to change the random stats on the piece. As your Hiram gear increases in grade from Grand to Rare to Arcane and higher, you’ll have an option to re-roll 1 of the 3 random stats to another. However, the new stat will also be randomly selected from the Stat Pool options listed above. Once your Hiram gear reaches Celestial grade, you’ll no longer be able to re-roll the stats.

Additional Notes:
Hiram gear cannot be Tempered.
Hiram gear score is equivalent to Delphinad gear. (Delphinad is one tier above Epherium and is currently not available on Fresh Start)
Each time you “Synthesize” a piece of Hiram gear, there is a small Gold fee and 20 Labor cost.
The Korean Fresh Start Server has a tier 2 version of Hiram gear called “Shining Hiram”, but no information for when it will come to NA/EU Fresh Start.

This information is from the Korean ArcheAge Wiki https://archeage.xlgames.com/wikis/고대의%20장비

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Isnt the crit damage for 1h supposed to be 12.0%?