Dark Ages (video game)
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Dark Ages | |
---|---|
Developer(s) | Nexon |
Designer(s) | US version: David Ethan Kennerly Korean version / server architecture: Nexon |
Engine | Based on the Nexon DOOMVAS architecture |
Version | 7.17 (17th October, 2007) |
Platform(s) | Microsoft Windows |
Release date | 2nd August 1999 |
Genre(s) | Fantasy MMORPG |
Mode(s) | Multiplayer |
Media | Online distribution |
System requirements | Operating System: Microsoft Windows CPU: Pentium MMX 200 MHz or higher RAM:64MB RAM |
Input methods | Keyboard, Mouse |
Dark Ages is an MMORPG, based on Celtic mythology, originally developed by Nexon and now operated by KRU Interactive. It is loosely based on the Korean game called Legend of Darkness. The American version was developed by David Ethan 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 politics and laws.
Contents |
[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 had existed, a man is found murdered, and exploration into the outside world begins. With this comes the harnessing of the elements for magical power.
Along with this exploration, Kadath, the worldly home of the Gods, is discovered. 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 Empress 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] Religion
Dark Ages was given two unique gifts amongst the "Legend of Darkness"-based games by David Ethan Kennerly. The first is religion. The game sports eight different Temples, each run entirely by a clergy made up of the players.
[edit] Gods
Each of the gods is associated with a point on a unicursal octagram, which is a star with eight points. Being unicursal, the star may be drawn without lifting the stylus. This order traces the alliances of the gods. Each point that is connected represents an alliance. But each point that is next to each other represents an enemy. For example, Deoch is allied with Sgrios and Glioca, and is enemies with Fiosachd and Luathas.
In the order of alliance starting with the most creative god, they are:
Deoch is the God of Inspiration. He was originally a dubhaim God, but shifted to the Light during the Shadows War when he fell in love with Danaan. His allies are Sgrios and Glioca. His enemies are Luathas and Fiosachd. His Temple is in the town of Suomi.
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.
Cail is the God of Nature. 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.
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.
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.
Fiosachd is the God of Swiftness and Wealth. 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.
Ceannlaidir is the God of War. He leapt out of the primordial fire. His allies are Fiosachd and Sgrios. His enemies are Luathas and Glioca. His Temple is in the town of Piet.
Sgrios is the God of Destruction and Decay. He is the Guardian to the Underworld. His allies are Deoch and Ceannlaidir. His enemies are Gramail and Cail. His Temple is hidden in the Dubhaimid Castle.
Based on this order there is a cycle of being. Each stage of experience leads to the next: Inspiration, Mercy, Harmony, Knowledge, Law, Fortune, War, and Death. Like the unicursal octagram, the cycle again repeats with Inspiration.
[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 50k 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 Ethan Kennerly is the political system. Originally only two towns Rucesion and Mileth were involved in the player run politics, but later the separate in game continent of Medenia has also developed a player run politic of its very own. [the following details relate to the original politics of Rucesion and Mileth only]
Political Offices: -
Respected Citizen is not a true political position. It requires 10 votes, and it requires that you have mentored at least one person. You gain the ability to make people citizens of your town, and the ability to dye clothing with the help of a tailor.
[edit] Executive 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.
[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. ToS violations outside of player run towns are the exclusive remit of Rangers.
[edit] Payment
The game is free to play with no level or time restrictions: AB leveling not included (leveling up after you hit 99). However, many features of the game are disabled until players register/make an account. Registration requires players to purchase a serial code/coupon. Coupons can be sold as a single-month registration for $9.95 or a recurring payment subscription of $9.95 per month.
In addition, Dark Ages has an Item Shop which allows players to buy in-game items in exchange for KRU currency called Kruna. Kruna can be bought as $9.95 for 1000 Kruna or $29.85 for 3300 Kruna. Occasionally, registered players will be rewarded with free Kruna. This normally happens during Item Shop events such as Halloween or Christmas.
[edit] Classes
The following are 'base' classes, termed 'pure' in the game. A strength of the game is the fact that classes can be mixed, and any one Aisling (game character) may actually combine two different classes. The path (synonym of class in game) or paths that a player chooses for his character are very important as his prowess on the battlefield (something which is vital for his development in game) will be strongly influenced (dictated, even) by the classes that he chooses. All classes are chosen by going to the temple. Sub classes and Master classes are later in the game.
[edit] Warrior
The quintessential bashing class, warriors can both sustain and dole out heavy damage. Warriors can wield a very wide assortment of swords and even some axes, hammers and clubs. They have the most armor and unique weapons/shields available to them. Warriors are the class to be thrown in the middle of a mob and watch them brawl their way back out. The few spells that they have (generally reserved for the pures of the class) help them sustain, prevent and even reflect most damage that could come their way. Warriors have many impressive attack skills and the status effect skill beag suain that temporarily prevents a monster from moving. Pures in this class have a version of beag suain that hits every target in sight without exception and without fail (given they have enough mana to succeed). As more and more areas are discovered in Medenia, the paralyzing skills of the pure warrior are being relied upon more and more to keep groups alive in bloodthirsty mobs.
[edit] Monk
The Monk is a cross fighter/magic user. He is a martial artist, and uses punches and kicks to attack his enemy. He also has some magic, such as curing poison and blindness. Monks may also obtain "Dugons," which are colored ranks. Each rank gives a colored headband with certain stat improvements, as well as granting one or two skills. In most PvP situations, Monks will have the advantage. Once druid, monks gain incredible strength in their skills and, pound for pound, are unrivaled in the damage they can do in a combo in most PvP situations. They are only rivaled by the rogue class for damage that can be done to a single target in most PvE settings. Pure monks are rewarded with some unique skills and an enhanced version of a "combo scroll". It is this skill that puts monks over the top. It should be noted that the monk class is a very versatile class and due to that is often subbing to and from to make some of the most powerful and versatile character builds in the game. Monks often rededicate to warriors to produce the bashing titan known as "morriors" or with the rogue class to form the mysterious "mogue" which both gain significant advantages from their training as monks. Warriors that rededicate often rededicate to the path of monk to form the "wonk". With the many assails and skills of the premaster warrior combined with the mystical fighting of the monk, wonks are a force to be reckoned with. Monks can also gain an Animal Form, which grants three specific skills/spells based on the Form. These Forms are:
[edit] Kelberoth Form
- Kelberoth Stance - Increases Strength
- Kelberoth Strike - Does damage at the cost of health
- Roar - Stuns all enemies around you
[edit] Draco Form
- Draco Stance - Temporary Invulnerability (Seven seconds)
- Draco Tail Kick - Hit enemies on all sides of you
- Snort - A very quick taunting spell
[edit] White Bat Form
- White Bat Stance - Temporary Invisibility
- Dark Spear - Blind an enemy
- Echolocation - Gives you data about an enemy
[edit] Scorpion Form
- Scorpion Stance - Increases armor temporarily
- Scorpion Sting - Poison an enemy
- Trance - Hypnotize an enemy
After going Druid, monks get to pick another Form. These Forms are:
[edit] Feral Form
-Strong skills with longer aethers make this the supreme damage dealing form.
[edit] Karura Form
-Enhanced mobility, attack skills and spells make this a versatile form that is fun to play and rewarding with higher ability levels.
[edit] Komodas Form
-The lizard. A unique mix of strong skills, self healing and the ability to throw monsters around. Making this a unique form that is fun to master.
[edit] Priest
Priests are the healing class, and then some. Relied upon heavily for hunting for their ability to heal hunters and curse monsters and without equal in most PvP situation, priests are anything but your typical healer. Apart from healing, priests have many spells to enhance their hunters abilities and defenses and are rivaled only by archers and very very powerful wizards when it comes to dispatching a mob of dark defense monsters. Outside of PvP and PvE, priests play a unique role in the community where they can join one of the several temples of Temuair and are the only class that can ascend past the rank of probate and acolyte all the way to the High Cleric position. This powerful class is often combined with the powerful wizard class to form either a wiest (wizard/priest) or a prizard (priest/wizard). Wiests can both enhance the attributes of the elements and manipulate them (to a significantly lesser extent than the classes ending in wizard) and cast curses to optimize any monster to be hunted by any class. Prizards can, to a lesser extent and depending on the time and effort spent while dedicated to the priest class, curse, enhance and heal as well as retain all of the benefits of a wizard to also optimize any monster to be hunted by any class. While able to heal less, they can deal significantly more damage in significantly more PvE situations than the priest. Pure priests are rewarded with a powerful light attack and once bards, a longer lasting sleep spell, that makes the pure priest without equal in most PvP situations. As more and more areas are discovered in Medenia, it is becoming clear that priests will always be heavily relied upon for their group healing abilities.
[edit] Wizard
Wizards use their mastery of the arcane arts to manipulate their mana and the elements to both enhance the properties of elements as well as to wreak extensive damage with an impressive collection of elemental spells and enhancements. They can also summon thru necromancy an assortment of creatures to do their bidding, where other classes must rely on religious supplications to accomplish this. As Summoners, wizards who have dedicated themselves solely to the class of wizard (pures) are rewarded with the ability to transfer 100% of their mana to another player and to summon a Disenchanter which will cure them of almost every negative spell. All summoners also gain significantly stronger elemental spells and the ability to manifest each element in a different manner to aide them. While noticeably disadvantaged in most PvP situations, the wizard class excels in PvE and receive two of the most devastating spells that are used in hunting. The first is attainable by any wizard and converts 100% of their mana into pure destructive energy that takes the element of their choosing and (once mastered) attacks every target in their sight without exception and without fail. The second is learned by the wizards who find their Dark Artifact, and is a spell so powerful it can only be used once every 30 minutes. Wizards use Magus Staves to lower their casting times. They can also improve items with magical enchantments, but each enchantment requires a member of a certain other class. As more and more areas are discovered in Medenia, Pure Wizards are relied upon more and more for their ability to transfer their mana to others in bloodthirsty mobs.
[edit] Rogue
Rogues kind of a basher/trickster class. They use a variety of skills versus straight bashing. They can lay traps along the ground that will either harm an enemy or give a certain status effect: blind, sleep or poison. Rogues also have the ability to read enemies and tell their party elemental strengths and weaknesses. They also have a spell which allows them invisibility and the ability to see invisible aislings. Rogues also get some powerful bashing skills later on, but not so much as to equal warriors or monks. At master they receive Midnight Slash, Stab Twice, and the powerful Assassin Strike (which is the strongest hit in the game, but can only be used every 29 seconds). Pure rogues are rewarded with the highest mobility in one of the most unique and versatile skills in Dark Ages, Shadow Figure. As archer they receive a light attack called Star Arrow which hits multiple targets, the impressive Rear Strike, which deals devastating damage to multiple targets, as well as Frost Arrow which slows the enemy's regeneration and attack/movement speed. Pure archers are rewarded with a unique blinding spell and the potentially powerful "Volley" spell, which will simultaneously cast 15 of their archer attacks and aethers every 5 seconds! The versatile rogue class, much like the monk class, is often subbed to and from. Rogues often rededicate themselves to the priest, wizard, monk or warrior classes (riest, riz, ronk, rorrior) where they benefit from the rogues ability to control monsters. While ever class rededicates into the rogue class, the most notable is when the monk and rogue (sometimes argued to be the most disadvantaged pure classes) combine to form the mogue, which is a very strong and versatile incarnation of the rogue/archer...but will still never compare to the hunting prowess of the pure archer. As more and more areas are discovered in Medenia, archers are relied upon for their ability to slow mobs down with Frost Arrow and for their ability to kill most monsters effortlessly with their Assassin Strike or Rear Strike.
[edit] Master
This is the rank that each character can achieve after level 99. Being a Master opens up new quests, skills, and spells. If a Master completes certain quests, he can then achieve the so-called "Medenia classes" that let him go to another world and start as an upgrade to his old class. The medenia classes are:
Warrior --> Gladiator
Monk --> Druid
Priest --> Bard
Wizard --> Summoner
Rogue --> Archer
[edit] Class unbalance
Class unbalance is a topic frequented in discussions both inside and outside of Dark Ages. There are several different arguments made, both good and bad. Classes are generally evaluated separately in their abilities in PvP situations and their abilities in PvE situations. When considered together, there is generally a pretty fair balance between the pure classes. Of course the ability to rededicate yourself to a second class (sub) can dramatically effect this balance and in some circumstances make some classes very underpowered compared to their counterparts.