Dark Ages (computer game)

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Dark Ages: Online Roleplaying
Image:DarkAgesLogo.jpg

Developer(s) Nexon
Designer(s) US version: David Kennerly
Korean version / server architecture: Nexon
Engine Based on the Nexon DOOMVAS architecture
Latest version 7.05 (June 2006)
Release date(s) 2 August 1999
Genre(s) Fantasy MMORPG
Mode(s) Multiplayer
Platform(s) Microsoft Windows
Media Online distribution
System requirements Operating System: Microsoft Windows
CPU: Pentium MMX 200Mhz or higher
RAM:64MB RAM
Input Keyboard, Mouse

Dark Ages: Online Roleplaying is an MMORPG, based on Celtic mythology, developed by Nexon, Inc (now known as Kru Interactive). It is loosely based on the Korean game called Legend of Darkness. The American version was developed by David Kennerly (not the photographer), who based it somewhat on the works of horror writer H.P. Lovecraft. The game originally thrived on player involvement in the management of the game and progression of the storyline, even going so far as allowing players control over in-game punishments and laws. Compared to most modern MMORPGs, there is fairly low playerbase. The graphics style is also somewhat older, giving up the recent lure of 3D for a more top-down-esque feel. Some players feel that the game must rise to the recently created standards of other games, while other players enjoy and prefer the simpler, less complex interface.

Contents

[edit] Legend

[edit] Hy-brasyl

There were no ill-stars during the days or nights of Hy-brasyl. Fruits were plentiful, and fulfilling, and beasts and men alike followed their nature.

Elders heard an angelic voice when it was their time. They parted from Hy-brasyl fondly; without regret. Who could regret the golden streets, towers, or unspoiled fruits and meats. On their hill, or in their home, they awaited with a patience known today only in Aosda. Death came gently, creeping as a slow, silky sheet over their eyes. The elders simply slipped beneath the waves of Hy-brasyl and drifted on fond memories in Grinneal.

A millennium passed. Some would say it was too short; yet it was the memory to last through all the ages. A man was found in the street, dead, cold. He had lived across the river Cionta. Hy-brasyl mourned his death, but wondered why he had died suddenly, violently, with a pale look across his face.

Thus began the investigation into the nature of the world. Elements were no longer partners for play and imagination, but were tools for discovery. Those that began the discipline, though, found no peace in the answer. Human magic was born; along with it men gained a fatal glimpse of the nature of things outside the local harmony.

[edit] Drowning of Hy-brasyl

Hy-brasyl split. People horded nature; for the power found therein. A few harnessed magic and ruled thereby. The new rulers ground stones into potions and advanced the art of war into more deadly swords. Agricultural flourished for the purpose of supporting armed assault; all to horde the power locked in the elements.

The first ill-star was recorded. A star was seen streaking the sky, and it was noted as a herald of doom. Perhaps such stars had scribed the sky before, yet never was one watched intently for signs of good or ill fortune for one's neighbor. Hideous altars were built toward the stars and toward the north, Kadath, where it is said resided the worldly home of the Gods.

Priests arose and foolishly succoured those of Kadath. Fulfilling their own prophecy of doom, men acquired, for the first time, the notice of that which dwells in Kadath. The priests whose prayers toward dark north were answered, went mad. Others may have, we shall never know, for they disappeared into the dark north forever. Wise men left Hy-brasyl, now corrupt, avoiding the corrupt men and the things with which they dealt.

Meanwhile, the magician's balance of nature was destroyed. Elements were employed to war with others. Air, Water, Earth, and Fire assaulted neighbors. Thus, Hy-brasyl drowned. Shadows crossed over the day, and all became as night. People turned to look but could not find light of day or star. A rumble emerged, as waves climbed higher, the water flooding the streets, the cities, and the tallest towers.

Only the fastest that fled the drowning city survived. They scored the land with their labor. Some stumbled onto or sought out the wise men who had left earlier. The people ignored the cause of chaos and sought the comfort that was Hy-brasyl in its glory.

A few of the less wise of the men became kings. Three lasting civilizations were born. Finach, presently known as Mileth. Sarnath, presently known as Gear Inbhir, and Niara. Crusades against neighbors arose, from which only the few in power or seclusion escaped toil, disease and death. Conquest became their religion. Elemental magic scattered the mountains and rained stardust on the heads of enemies.

[edit] Birth of Chadul

Out of an obscene understanding of the elements was wrought a fifth element: darkness. From it, atrocious creatures were born. Some which died or vanished with only a lingering sense remaining, and others that the foolish summoner would wish that they had vanished. Their towns, too, would be eaten by the monstrocities.

Magic outside of the King's courts was generally prohibited thereafter. Kings, however, used the magic in their wars and in the imposition and sustenance of their luxury. The creatures became threats to neighboring enemies and internal opponents that challenged the throne.

The hideous creatures prospered under foolish reigns. These creatures were different from monsters known to the world. There was no orc or goblin that gripped the mind, and tore it like these beings did. The dubhaimid, as the were fearfully called, went through maddening motions, as if dancing to an obscene god. The dubhaim knew the secrets of life and death; which meant death for all mortal races. They created and stocked the underworld, land of terror and darkness. This was nothing like the final resting place, Grinneal of Hy-brasyl. Souls screamed without rest in the underworld of the dubhaimid.

Perhaps they screamed too loudly, or perhaps the thoughts of the living were too strong. The eighth aeon of Temuair was known. Wise men described it by the being that was born: Chadul, the ruler of the third realm: the underworld. The wise returned to the worship of Danaan, goddess of the light.

A war rose up of light and darkness, the armies amassed under Danaan or Chadul. Danaan convinced the other beings aid to her, and Chadul was defeated in three days. Chadul was held at bay at the darkness. Not without casualties. The mortal world was ravaged by hail, earthquakes, floods, fire, and the fingers of the dubhaimid.

The beings realized what was done and wept for mortality. Mortal spirits wandered the land, and slipped into the darkness of Chadul's realm. Darkness spread.

[edit] Era of Conquerors

Survivors gathered and balkanized. The wisdom wars should have taught them did not survive. Hungry for a memory of Hy-brasyl glory, without the discipline to its creation in their heart, they used more of the darkness for conquest. Lord Tenes arose from them, forming a foolish alliance with six other lords and one inhuman thing. They called their alliance the League of Darkness.

They formed a pact called the Anaman. It was a foolish agreement between themselves and an agent of otherworldly chaos. They gained a thousand-year lifespan and the unification of Temuair. The pact was not purely evil. It allowed fresh souls to escape the realm of Chadul.

The League and outsiders divided Temuair into ten kingdoms, beginning the Dark Ages. Kings and Lords were tired of war. They gathered to try to create a pact of peace. They could not agree, out of greed. Tenes, though, got what he wanted.

A new lord stood against Tenes: Ainmeal. Ainmeal worshipped Danaan, and had the favor of the goddess. He swept through battle gracefuly. Though not of the courtly upbringing of Tenes, Ainmeal exceeded in grace of wit and temperament. The sidh, the faerie races, were said to converse and aid Ainmeal in battle. A glow stood about him in battle. And a woe befell his adversaries.

[edit] Rise of Loures

The kings' magic power and armies came from ancient civilizations, and the territories they founded their kingdoms upon. No one wanted to give up their territory. Ainmeal gathered with three kings to found the new capital, Loures on the great plain: Ardmagh. Tenes, the ruler of the city, and his allies went to war. His notable allies were: Suomi, Massai, Feasgar, and Glaic. Allies dominated the beginning of the war. Ainmeal, however, did not back down. Ainmeal divided the allies against each other. Then Suomi joined Ainmeal's forces, ending the war. Now Loures ruled the empire, and Ainmeal was King of Ardmagh.

Originally, Ainmeal renamed Loures, To erase the memory of its previous reign, But it soon regained its older name when he left the throne to his son. Loures had achieved its might and craftsmanship from the artisans that had worked under Tenes, Not Ainmeal. When Ainmeal's son died, a shaman-empress was elected. This lineage was a puppet to the spirit that had existed before Ainmeal.

'Twas not till the fourth empress, Ealagad, the "Steel Swan," took power. She gathered the other nine kings. She was stronger than the dubhaimid. The dubhaimid dreamt of resurrection. It created many hideous monsters; which sought the ancient civilization: Aosda.

Seven beings led the spirits of Aosda to Temuair. These beings were determined to protect mortals. Thus they began the 100 years war against Darkness, for the sake of the light, and to complete the unfinished empire. It was the Shadows War.

Those united under Ealagad suffered defeat in the form of plagues of madness until magicians of Rucesion discovered the sixth element: light. The creatures of darkness, the dubhaimid, were defeated after another generation of war. Rich towns filled their streets with lamps containing a tear of this element to keep the darkness at bay.

Yet, every light casts a shadow....

(Excerpted from Seanchas Temuair, Vol. 1, in the Library of Loures)

[edit] Timeline

Both Temuair and Dark Ages itself have significant timelines.

[edit] The Timeline of Temuair

See Dark Ages (computer game) - Temuair timeline.

[edit] The Timeline of Dark Ages

Dark Ages went through a long period of testing prior to its commercial release on 2 August 1999. Many of the aspects of the beta testing focused on both the client and server sides, as well as the complex political and religious systems designed by Kennerly. Furthermore, the focus of Atavism Age was to build a large community of people who might serve as stewards for the world itself when it became commercially available after the end of the testing phases - helping new players to become acclimated to Temuair's complex and deep roleplaying environment, as well as maintaining the fabric of the society through the political system.

Players who applied for any of the testing phases were required to submit an application focusing on their roleplaying experience, as well as what they felt they could do to aid the community.

Many of the initial testers for Dark Ages came from the player base of Nexus: The Kingdom of the Winds.

[edit] Atavism Age

There were three Atavism Ages, which could be considered true beta tests. As mentioned above, it is thought that the purpose of the Atavism Age was to "seed" the world with committed roleplayers, who would begin to contribute heavily to the fabric of Temuair through the contests. The contests themselves gave clout, a unit of political power in Dark Ages. This aimed at creating a functioning, sustainable meritocracy, populated by Aislings who had contributed to the culture of Temuair and gained enough clout to take the highest offices.

Atavism Age I began around 1 February 1999, admitting a significant number of applicants. It expanded the works of Chaos Age and began testing on social structures, such as the guiding and mentoring systems.

Atavism Age II began on 23 February 1999, giving continuity to the testing and development began in Atavism Age I.

Atavism Age III, the longest and largest of the Atavism ages, with over a thousand players admitted in many batches (previous phases only had one batch each), commenced on 19 March 1999, and lasted until the beginning of the commercial phase of the game, on 2 August 1999. Due to the unique and compelling nature of the political and religious systems, a large amount of player effort had gone into enacting laws to enforce various codes of behavior and what was considered to be the proper functioning of Temuairan society. These political developments, more than any other, would be put to the test during the commercial phase, when the existing player base seemed to double overnight.

[edit] Storyline

The backstory essentially is that a long time past, the people called Tuatha de Danaan ("Children of Danaan") arrived in the lands of Temuair, meaning Earth-Sea in the Tuathan tongue. There was formed the civilization called Hy-brasyl. It was a peaceful time, in harmony with nature. For the first time after a millennium of peace a man is found murdered, and exploration into the outside world begins. With this comes the harnessing of the elements for magickal power.

Along with this exploration, Kadath, the worldly home of the Gods, is re-discovered (it had been first discovered in an earlier civilization called Aosda). Dark altars and temples are constructed, and the Priests of these Dark Gods go crazy in their search for Godly knowledge. In this madness, Hy-brasyl is drowned, with the death of all those who know the forbidden knowledge.

Over 300 years go by until the knowledge is regained, and along with the four other elements (Fire, Earth, Water, Wind), a fifth is discovered: Darkness. With this discovery come the Dubhaimid, the dark ones. Formed by the Dark God Chadul, these dark forces terrorize Temuair. The wise amongst the Tuatha de Danaan return to the worship of the Light Goddess Danaan, who enters into the Great War with Chadul.

Many years later, the Six Lords of Temuair meet to form an unholy Pact with Chadul. Led by Tenes, King of Ardmagh, the Anaman Pact is formed, granting each of the Lords a 1000 year lifespan and the unity of Temuair. In the ensuing war, Danaan's chosen Paladin, Ainmeal, fights against Tenes in battle and wins, ending another dark threat. Ainmeal renames Ardmagh to "Loures."

Again much time of peace passes, until the 4th Emperess of Loures, Ealagad, comes to power. She seeks to rekindle the power of Chadul and does so, restoring the Dubhaimid to Temuair. Danaan again intervenes, this time by sacrificing Herself in order to defeat Chadul for the final time. With the end of this Shadows War, the first of the Aislings (Dreamers) is born, free from his old mundane life, and making a difference in the new Atavism Age.

[edit] Calendar

Dark Ages time is approximately eight times faster than Earth time. It is measured in the following ways:

  • 1 Temuair Day = 3 Hours
  • 1 Temuair Moon = 3.5 Days
  • 1 Temuair Double-Moon = 1 Week
  • 1 Deoch (Year) = 45 Days

You may also see "Deochs" called "Grinneals" and "Danaanas." The time of Aosda until the coming of the Tuatha de Danaan is given in Grinneals. The time from the coming of the Tuatha de Danaan until the first Aisling is given in Danaans. Since that time (the release of the game), years are measured in Deochs.

[edit] The Deoch in relation to Earth time

Deoch time in Temuair does, in fact, have a basis in real time. The "epoch" of Deoch time (Deoch 1, 1st Moon, 1st Day) is thought to commence upon the first deployment of the Dark Ages game servers. In 1999, Nexon suggested that Deoch time began on 31 December 1998 at 04:00:03 AM GMT. Although time officially moves at 8 times Earth time, calculations using this as a basis are often significantly incorrect. An experientally-derived value of approximately 7.998 times Earth time, combined with the Temuairan Epoch, can regularly predict time in Temuair to within 16 Temuairan hours (2 Earth hours), and is used as the basis for the Aosdic clock.

[edit] Religion

Dark Ages was given two unique gifts amongst the "Legend of Darkness"-based games by David Kennerly. The first is religion. The game sports eight different Temples, each run entirely by a clergy made up of the players. In addition, five of the gods are meant to represent the dominant attribute of one of the five paths in the game.

[edit] Gods

Deoch is the god of creation, and a God torn between Light and Dark. His history is, for the most part, shrouded in mystery. It's widely believed that Deoch was actually once a soldier, and was later found studying the Dark Arts, eventually to become Chadul's right-hand man. However, Deoch fell in love with Danaan while she worked on the Aisling. After Danaan sacraficed herself to stop Chadul, Deoch continued and finished Danaan's work on the Aisling. The Temuairian calendar is dated in his name for this. His allies are Sgrios and Glioca. His enemies are Luathas and Fiosachd. His Temple is in the town of Suomi.

Luathas is the God of Gnosis. He was originally of the Aosda society, but was made into a God by Danaan. His allies are Cail and Gramail. His enemies are Deoch and Ceannlaidir. His Temple is in the town of Rucesion. He is the patron god of Wizards.

Ceannlaidir is the God of War. He leapt out of the primordeal fire. His allies are Fiosachd and Sgrios. His enemies are Luathas and Glioca. His Temple is in the town of Piet. He is the patron god of Warriors.

Glioca is the Goddess of Compassion, and the daughter of Danaan. Her allies are Cail and Deoch. Her enemies are Ceannlaidir and Gramail. Her Temple is in the town of Mileth. She is the patron god of Priests.

Gramail is the God of Law. He was originally of the Aosda society, but was made into a God by Danaan. His allies are Fiosachd and Luathas. His enemies are Glioca and Sgrios. His Temple is in the city of Loures.

Sgrios is the God of Destruction. He marks Aislings that return from death with his scar, and is believed to be the god of death, and closely related to Chadul. Whether this is true remains a point of debate. His allies are Deoch and Ceannlaidir. His enemies are Gramail and Cail. His Temple is hidden in the Dubhaimid Castle.

Cail is the God of Harmony. He is the son of Glioca and Ceannlaidir. His allies are Luathas and Glioca. His enemies are Sgrios and Fiosachd. His Temple is in the town of Undine. He is the patron god of Monks.

Fiosachd is the God of Wealth and Luck. He was originally of the Aosda society, but was made into a God by Danaan. His allies are Ceannlaidir and Gramail. His enemies are Cail and Deoch. His Temple is in the town of Abel. He is the patron god of Rogues.

There are also the beings called the Other Gods, but they do not have Temples, and knowledge of them is entirely by the players. The two most well-known Other Gods are Danaan and Chadul, but others exist in player-written history and lore.

[edit] Clergy

Each Temple has a clergy made entirely of players. Players may hold any of the following ranks:

Probate is the rank of initiated, unregistered players. It is also the rank of any Priest who has been the target of a heresy action. These people have the ability to pray when in the Temple of their God.

Worshipper is the rank of initiated, registered players. These people have the ability to pray in the Temple of their God or when elsewhere, by use of their Prayer Necklace. They may also be sent on religious geasea by any Priest or higher of their Temple.

Acolyte is the rank of Clergy-Helper. These people must be appointed by a person of rank Priest or higher. They have all the abilities of a Worshipper, as well as the ability to summon creatures of their God. They may also receive Holy Symbols of their God from a Cleric or higher. If a Priest or a Wizard, they may also receive a Holy or Magus staff of their God. Acolytes also have the ability to remove an enemy God's blessing from an item. Acolytes are also the only people who may begin a heresy action, which removes a Priest or higher from power.

Priest is the lowest rank of the actual Clergy, and is obtainable only by members of the Priest class. To become a Priest, you must have been an Acolyte for two double-moons (two weeks). Priests have the ability to initiate new worshippers, banish people from the Temple, and consecrate items (adding their God's touch to the item). They may also invite unregistered people into the Temple. Priests have the ability to hold a Mass, which gives all present worshippers of the Trinity 50,000 experience. Priests can also destroy items if they are touched by an enemy God, or may simply remove the enemy God's touch. Priests are also able to send Worshippers or higher on Geasea.

Cleric is obtainable only by those who have won a rank of "Clave" or above in any contest. They must have initiated at least 40 people in order to obtain Cleric alone, or 20 people if assisted by a Minister or higher. Clerics have all the abilities of a Priest, and may also create Holy Symbols, Holy Staves of their God, and Magus Staves of their God.

Minister is obtainable only by those who have won a rank of "Village" or above in any contest. They must have initiated at least 40 people in order to obtain Minister alone, or 80 people if assisted by a High Priest. Ministers have all the abilities of a Cleric.

High Priest is obtainable also by those who have won a rank of "Village" or above in any contest. They must have initiated at least 160 people into their Temple. High Priests have all the abilities of a Minister, and may also excommunicate members. This act will cause the High Priest to lose ten initiations, lose all of his faith, and will forcibly remove any member of the Fellowship from the Fellowship.

[edit] Politics

One of the other prizes given to Dark Ages by David Kennerly is the political system. At the time of this writing, only two towns have a political system. In these towns, players may hold the following offices:

Respected Citizen is not a true political position. It requires 10 votes, and it requires that you have mentored at least one person. Respected Citizens gain a variety of abilities, including making people citizens of your town, re-entering the Tutorial as a Tutorial Mentor, dying armor, and crafting armor.

[edit] Judicial Branch

Guard is a rank where the holder enforces the town's laws. Guards must have been a Respected Citizen for at least one term, and require 25 votes. They may banish any person from their town for 24 hours. They may also sponsor others to run for political office. They wear a green or blue tabard, depending on what town they are from.

Guard Captain is a rank slightly above Guard. Guard Captains must have four terms of Guard, and require 50 votes. They have the same abilities as a Guard, and wear the same tabard. However, Captains also wear a metal helmet.

Judge is the highest executive rank. Judges must have held four terms of Guard Captain and require 100 votes. They may hold trials, which is where citizens will appeal banishments and exilements. These trials involve a jury, prosecutor, and defendant. They may also sponsor others to run for political office. Judges wear a fluffy robe colored with their town's color.

[edit] Legislative Branch

Demagogue is the lowest rank of the Legislative Branch. Demagogues must have held four terms of Respected Citizen, and require 50 votes. They may make the town's laws, and also may exile people from their town permanently. They also have the ability to call down the Sgath on serious criminals, which is a monster that will kill them and make them lose their items. Demagogues may also sponsor others for political office. Demagogues wear a full-body robe of their town's color.

Burgess is the highest rank of the Legislative Branch. Burgesses must have held four terms of Demagogue and require 200 votes. They have the same power as Demagogues, but are often granted responsibility and in-game power by the town's laws. Burgesses are the only officials that can enact a barment from politics.

[edit] Outside the Towns

Outside of the towns, there are two other forces that keep the basic law (Terms of Service violations only). The ones that do the actual ToS-enforcement are a group called the Rangers. They can be recognized by their orange tabards. They have the ability to jail people for violating the ToS. Once you reach a certain number of arrests, you are automatically blocked from the game.

The other force is the Knights, who act as Nexon's agents in the game. They handle player requests and ideas. However, they also report extreme abuses to Nexon directly. BUT all ToS violations outside of the player-run towns should ALWAYS be submitted to the Rangers before the Knights.

[edit] Attribute Stats

These are the things that determines your character's ability to fight.

[edit] Health Points (HP)

This determines how healthy you are. When you get attacked, this 'stat' will decrease according to the AC stat and your element. Once 'this hits 0, if you are ungrouped, you get sent to Sgrios and all your perishable items that you have equipped will be destroyed. Non-perishable items you have equipped will drop to the ground as a death pile. If you are grouped on the other hand, and your HP hits 0, you will have a skull on the top of your head. It is up to your fellow group member to use a Red Potion (beothaich deum) on you to revive you. If they do not apply it in time, you will face the same fate as if you were ungrouped when you die. This 'stat' regenerates over time. (10%+1% for every CON above your level/25 seconds)

[edit] Mana Points (MP/Will)

This 'stat' will allow you to use Spells. When you use a spell, this 'stat' is depleted. Every spell has a MP requirement. Once your MP hits 0, you cannot cast any more spells. Also, you cannot cast any spell that has a higher MP requirement than your current MP. This 'stat' also regenerates over time. (10%+1% for every WIS above your level/25 seconds)

[edit] Main Attributes

The skills rely on these stats to be available to learn.

[edit] Strength (Str)

This stat will determine how hard you hit and how much weight you can carry.

[edit] Intelligence (Int)

This stat determines how hard your spells will hit.

[edit] Wisdom (Wis)

This stat determines how much your MP regenerates and how much MP you gain per level.

[edit] Constitution (Con)

This stat determines how much your HP regenerates and how much HP you gain per level, Also affects damage on monk class kicks.

[edit] Dexterity (Dex)

This stat determines how accurately you hit and how much your enemies miss when they attack you.

[edit] Other Stats

These stats are not shown in the status window. They only affect your combat ability. They cannot be used to learn skills.

[edit] Armor Class (AC)

This determines how much damage you take; the less AC you have, the less damage you receive when you get attacked. Clothes and items generally decreases your AC. When you have 0 AC you take 100% of the damage. 1 AC equals one 1% of damage; so you will take 200% of all damage at AC 100 and supposely 0% at -100AC.

[edit] HIT

This will increase the sucessfulness for your Assails.

[edit] Damage (Dmg)

This will make your Assails hit harder. Approximately 4% for every 6 DAM.

[edit] Magic Resistance (MR)

This determines the success rate of an enemies' spell casted on to an aisling. Equipment that rewards an aisling with Magic Resistance comes in multiples 10%s (Example: 10%, 20%, 30%, etc.). The more Magic Resistance an aisling has, the less successful an enemies' spell will be. There is a maximum of 70% Magic Resistance an aisling can have. Though, it is useful to have 'collateral Magic Resistance' in the event that a spell such as Ard Cradh is successfully casted on an aisling, reducing that aisling's Magic Resistance percentage (if an aisling has 100% Magic Resistance worth of equipment, only 70% Magic Resistance will be available for use, but if Ard Cradh is successfully casted on the aisling then the Magic Resistance percentage is reduce to 40%, but since there is 30% extra Magic Resistance from the remaining items the aisling retains the maximum of 70% Magic Resistance).

[edit] Classes

[edit] General information

There are five classes, in addition to one, Peasant, which is not really a class in its own right, but rather a precursor to the main five. There exists an interesting form of 'subpathing', also. Once a character reaches level 99, assuming they aren't a Peasant, they have a choice to make. There is the option of 'subbing' (subpathing), whereby they will change to a different class and return to level 1, having to rise in levels again but retaining the skills and spells of their previous class, typically making them more powerful. Alternatively there is the option of 'going pure', staying the same path at level 99. Once level 99, a character subbed or pure may become a Master, giving them access to new equipment, skills and spells, areas, etc. A pure character will receive more benefits after Mastering than a subbed character, which is the desired incentive for a character to sacrifice extra skills and spells by 'going pure'.

[edit] Monk

Monks are intended by the game to be users of both melee combat and magic. They are designed as users of martial arts, using punches and kicks, typically in combination. Due to the game's arguably bad design, Monk's magic rarely extends past novelty or a small convenience, while they typically are nowhere near as strong as Warriors. Therefore the jack of all trades seemingly has no great advantage. Monks have a choice of one of four 'animal forms' to learn, with which they may learn unique skills and spells. Again, due to bad design, one of these is completely pointless, and one a mere novelty. Also for the Monks is the Dugon system, where Monks must defeat certain monsters and teach students (Hubae) in exchange for color-coded headbands and skills. Although the Hubae quota has been greatly reduced over time, the Hubae system remains corrupt. Demand for Hubae outweighs supply, and there is therefore a trade in creating new Monks to sell to older ones. Animal forms and Dugons seem to have been failed attempts at creating a roleplaying atmosphere for this class. Monks shine, however, within the subpath system. Two of the most popular subs come from Monk (Monk to Rogue and Monk to Warrior), while the Warrior to Monk has strength comparable with the greatest path combinations. In contrast, Pure Monks are one of the weakest characters and to this day there is no great incentive to create one.

[edit] Priest

Priests are the 'buffers' and 'debuffers' of the game. They are responsible for keeping their hunting group alive and well, while weakening enemies, all with their vast collection of spells. This path seems to have been balanced relatively well, though the 'healer' seems to be a stock character of RPG games anyway. Priests are also the only players able to rise high in the ranks of the religious system. The Priest to Wizard subpath is popular, and rising in popularity is Priest to Rogue. Arguably the best and most popular type of Priest is the Wizard to Priest, although Pure Priests can in fact compare.

[edit] Rogue

Another class fairly ambiguous in its role, the Rogue is, like the monk, designed to be a 'jack of all trades' - in fact, a Rogue's role in hunting varies from level to level. Rogues have the ability to lay traps on the ground, with which they may hunt by themselves up until level 50-60, when group hunting becomes more efficient for them. Then, their role is to immobilize groups of enemies using blinding traps, and to tell enemies' elemental properties to maximize the damage which the fighters can do to them. Once Archers, their role is to kill enemies using an attack spell which they learn. Pure Rogues, like Pure Monks, are very weak in comparison to subpaths. However, the Monk to Rogue option remains popular, and to a lesser extent the Rogue to Priest or Wizard. The latter are usually created for their ability to leech.

[edit] Warrior

Another 'stock character', the Warrior's role is simple - to take a lot of damage, and give a lot of damage back. Their role, no matter what level, remains constant - to keep bashing monsters until they die. There is fairly little else to say about Warriors, but nonetheless they are valued highly by hunting groups. The Monk to Warrior is usually the strongest possible path, while Warrior to Monk is also powerful. Pure Warriors however are arguably the best Pure class, as they receive a truly vast array of unique skills.

[edit] Wizard

The Wizard is designed to be an offensive user of magic. In practice, this is rarely the case. Wizards can use their magic to kill creatures in hunting until the 20s or 30s. Then, their main role involves the use of a unique spell which amplifies elemental properties of friends and foe. With the right elements in play, they can make friends much tougher and foes much weaker. It is a shame that until they are very highly experienced, their role does not extent much farther than repeatedly casting one spell on everything they see. With high amounts of mana, limited offensive spellcasting is useful in some hunting areas, however ironically Pure Priests are typically stronger in this respect. Pure Wizards are not hugely attractive, but at least receive an invincibility spell to compare with those of many other path combinations. Pure Summoners may be attractive for financial gain; they have a spell which transfers mana to others, which they can sell as a service to those using mana to quickly improve their spells.

[edit] Negative Status Effects

There are six status that will help the caster weaken his/her enemies. They all could be cured by waiting for the status to run out, but most of them have quick remedies.

[edit] Poison/Puinsein

The creature/Aisling affected by this status will lose a certain amount of HP per second(depending on the type of poison cast upon the target and the total HP of the target, as poison is now percentage based). This status can be cured quickly with the spell Ao Puinsein or a Personnica Deum potion made by a herbalist.

[edit] Blind/Dall

The creature/Aisling affected by this status will lose its sight. When an Aisling is affected, he/she sees everything as black, although they could still use 'Tab' to sense monsters/allies/obstacles. Certain creatures who are blinded will either stop moving, casting spells and attacking(or a combination of all three). Some will stop moving but attack at a slower rate if an Aisling is adjacent to the creature. Also, there are some creatures who are not affected by the blind status.

[edit] Pramh/Sleep

When a creature/Aisling is afflicted with this status, they cannot move, attack nor cast spells. To 'cure' this status, the victim will have to be damaged.

[edit] Beag Suain

The creature/Aisling affected by this spell cannot move. Creatures can not attack while affected by this status. They could still use spells, though. To cure this status, you must use the spell 'Ao Beag Suain'.

[edit] Suain

The creature/Aisling affected by this status is completely immobolized. They can not move, attack nor cast spells.It can only be cured with 'Ao Suain'.

[edit] Curses/Cradhs

When afflicted with these status, your attack abilities are not hindered, however your defences are. These status only affect Armor Class and Magic Resistance despite their gruesome 'Skull' animation.

[edit] Beag Cradh

Minor Curse. Can be cured with Ao Beag Cradh +20 AC, lasts 2 minutes and 30 seconds.

[edit] Cradh

Moderate Curse. Can be cured by Ao Cradh +35 AC, -10 MR, lasts 3 minutes.

[edit] Mor Cradh

Stronger Curse. Can be cured by Ao Mor Cradh +50 AC. -20 MR, lasts 3 minutes 30 seconds.

[edit] Ard Cradh

Strongest Curse. Can be cured by Ao Ard Cradh +65 AC, -30 MR, lasts four minutes

[edit] Master

At insight 99, and after meeting certain requirements, a player can achieve the rank of Master. This is not a change in class, but a change in title. If a Pure becomes a Master, they no longer have the option to rededicate. Masters gain new and powerful equipment, armor, skills and spells. They also have the ability to do new quests, including the four Grand Master quests, which each give the player even greater equipment and armor upon completion, and must all be completed in order to move up to a Medenia class.

[edit] Class Rededication

When a player reaches insight 99, they can choose to rededicate or 'sub', as it is often called. This means that the player will become of a different class, and go back to insight 1. However, they will keep any skills and spells they learned when they were of their previous class, so certain combinations of classes can be very powerful as they possess the skills and spells of two classes. High-end 'subs' include 'Wiests' (Wizards turned Priests) and 'Morriors' (Monks turned Warriors). It is more effort to get to insight 99, go back to 1, then get to 99 again, but the results are often worth it. A Master or any character that has not subbed is called a Pure, or Pure Path. eg a Pure Warrior. Pure Paths do have some advantages however, aside from taking less time to make. Their Grand Master equipment is better than that of a Sub's Grand Master equipment. Pure Paths also gain at least one extra Master skill or spell. Pure Warriors gain many unique extra skills.

[edit] Medenia Classes

A Medenia class player can learn new skills and spell and use new equipment. For a player to upgrade from their current class to its respective Medenia class, they must be a Master with all four of the Grand Master quests completed, also known as a Grand Master. They must also sacrifice quite a lot of experience, HP and MP, and their Master and Grand Master equipment. Medenia classes can gain Ability Experience in order to reach new Ability Levels, although it must be said that these levels require far, far more hunting to reach than their respective insight levels. Similarly to insight levels, new AB levels allow the player to equip new items and gain new skills and spells. Ability Experience can only be gained from hunting in Medenian hunting areas, with the exception of Eingren Manor which is not in Medenia. The Medenia classes are:

[edit] Gladiator

The upgrade of Warrior. Gladiators lose the large axes and sabres, and sport various large weapons known as Blades. Pure-path Gladiators learn the spell Aegis Sphere, which lasts for 40 minutes and increases your armor (-17 AC) for the duration of the spell.

[edit] Druid

The upgrade of Monk. While Druids have no specific weapon, they can gain some very powerful attacks. They also have the unique ability to turn into a large upright-standing animal at will. Like monks, they learn an animal form. Unlike monks, they cannot change this form to another one, and there are only three of them.

[edit] Feral Form

The most popular form, Feral Druids are granted the ability to change into a wolf. They are the most popular because they learn two very powerful attacks straight away. Feral Form is the best form in Arena as they can use combination skills at once which deal huge damage to others.

  • Feral - 6% bonus damage, 1000 hp bonus
  • Wild Feral - 12% bonus damage, 2000 hp bonus
  • Fierce Feral - 18% bonus damage, 3000 hp bonus
  • Master Feral - 24% bonus damage, 4000 hp bonus (coming soon)

[edit] Karura Form

Much less popular is this form, Karura Druids can change into a bird. Their attacks are less powerful than those of Feral, but they are given a wind elemental spell and blinding attack that lasts for a short period of time. Karura Form is the best form in hunting due to the period time to reuse their skills.

[edit] Komodas Form

The least popular, Komodas lets the Druid turn into a lizard. Their one initial attack isn't too bad, but their self-healing spell is very mana-consuming and therefore practically useless.

[edit] Bard

The upgrade of Priest. Bards lose the holy staves and replace them with Harps. The playing of these harps can do some damage, but the main attraction of becoming a Bard is the curse spell which they learn, which is useful in the arena.

[edit] Summoner

The upgrade of Wizard. Summoners replace their magic staves with floating orbs called Spheres, and they can learn powerful elemental spells called Summons, which work slightly differently from conventional Wizard spells.

[edit] Archer

The upgrade of Rogue. Archers use Bows (or sometimes Rogue weapons). They are able to do some damage by firing shots at enemies, though this technique is not very powerful. The main attractions for those becoming Archers is their Light elemental spell Star Arrow, and their ability to use Spear Arrows, special arrows which are uncommon but can make short work of some of the most powerful monsters.

[edit] Contests

There are seven types of in-game contests held in order to recognize the players. There are four levels of winning. In order from least to greatest, these are: Clave, Village, Folk (Kingdom), Aisling.

The manner in which the contests are judged has changed a few times over the course of the game. Originally, these contests were run by Nexon, and the players submitted their entries by e-mail. Voting was done exclusively by Nexon, and winners would be reported.

The next contest system allowed for player voting. Contest entries were put up on the Dark Ages website, and any previous contest winner could vote on an entry by logging into the site and selecting an entry.

The third system was a modification to the second: instead of voting on the website, a new building was created in the Mileth College where entrants would post their works on a message board, and previous award winners would vote through an NPC. These contests were run by the then-recently-created Knights.

Currently, contests are run through a process of education. Whenever a person attends a class at the Mileth College, they have a chance at receiving credit in the form of a legend mark (Educated - 1 and so on). Once five of these marks are received, the person can post a contest entry in the contest room at the Mileth college on any subject that he wishes. Previous award winners give their recommendations on the appropriate rank of award which is then tallied by a Contest Host (Naze for Biography, History, Literature, Lore, Philosophy and Poetry; Lenoa for Art) and submitted to KRU Interactive for approval. The final decision is made autonomously and usually coincides with the votes.

Winning a contest can have numerous benefits in the forms of experience, clout, a legend mark, and money. The amount of experience, clout and money is based on which rank you attain. These ranks are used to help out in other areas of the game, for example the religious system. Those who achieve Village recognition or higher can teach classes at the Mileth College. Award winners who choose to teach are rewarded for their contribution to the community with a randomly afforded "Tentative Noble Garment" legend mark, which may be exchanged in Loures for various noble garments. With enough of these credits, one can create a Loures Lord or Lady, which are decorative robes. This garment is accompanied by a legend mark, "Lord/Lady of the Arts". The different types of contests are:

[edit] Art

Visual works based on characters or places in Temuair. Music was previously also accepted under Art. Awards in this category are "Abel Clave Artist", "Undine Village Artist", "Rucesion Kingdom Artist" and "Aisling Artist". Examples are Glioca's Vigil or Mor Strioch Bais.

[edit] Biography

Biographies written of players' characters or mundanes. Awards in this category include "Mileth Clave/Village/Kingdom Persona" (Note: There is no Aisling recognition in this category). Examples are The Breath of Heaven or Brothaigh.

[edit] History

Tales of Temuair's history. This is the true inspiration of history, and is entirely player-created. Awards in this category include "Undine Clave Historian", "Suomi Village Historian", "Piet Kingdom Historian" and "Aisling Historian". Examples are The Tuatha de Danaan,the Aosda and the Mag Mell? or The Diary of Teirsaes.

[edit] Literature

Stories that are set within and evoke the themes of Temuair. Awards in this category include "Mileth Clave/Village/Kingdom Bard" and "Aisling Bard". Examples are In the Name of the Goddess or Fireflies.

[edit] Lore

Works that archive knowledge of Temuair. Awards in this category include "Mileth Clave Lorekeeper", "Suomi Village Lorekeeper", "Rucesion Kingdom Lorekeeper" and "Aisling Lorekeeper". Examples are General Glossary of Terms in Temuair or Beastiary of Temuair.

[edit] Memory

Memories (Screenshots) that capture the essence of Temuair. This award is no longer available. Awards in this category include "Piet Clave Memory" and "Piet Village Memory". No examples of Memory works remain.

[edit] Philosophy

Theories on the theology and other mystical elements of Temuair. Awards in this category include "Undine Clave/Kingdom Philosopher", "Suomi Village Philosopher" and "Aisling Philosopher". Examples are Nature of the Dark Masters or The Society of the Dubhaimid.

[edit] Poetry

Poetry inspired by Temuair. Awards in Poetry are the same as Literature. Examples are The Eulogy or Temuairan Nights.

[edit] External links

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