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- I: Races | May's Site
Race First things first... what race are you? Each race of Zolian has unique abilities and stats. Each race also comes with a different skin, so be sure to check out the peasants below each description. Human Dwarf Halfling High Elf Dark Elf Wood Elf Half Elf Orc Dragonkin Half Beast Merfolk Human Humans are known for their tenacity, creativity, and endless capacity to learn. Racial bonus stats: Str +1 Int +1 Wis +1 Con +1 Dex +1 Luck +1 You get to choose one ability: -Slash: Very strong assail that sometimes hits the target twice. Based on STR, CON, DEX -Adrenaline: Increase your dexterity momentarily. -Caltrops: Lay down a trap that does moderate damage. Fixed damage not based on stats. Dwarves Dwarves are steadfast, hardy and brave. They value their culture, family, and fine craftsman ship. Racial bonus stats: STR+2, CON +2, AC +2 Spell Received -Stone Skin: Immortal for a set time. Halfling Halflings are the peace keepers, highly sociable and nimble. Received stats: INT+2, DEX +4, Luck +4. Receive skill -Appraise: Advanced Item Identification or -Remote Bank: Withdraw from Bank remotely. High Elf High Elves respect those who know how to handle magic, they look down on those who don't. Received stats: INT+8, WIS+3, DEX+2. Pick one spell: -Destructive Force: Push all monsters within 5 tiles, two tiles away from you. -Elemental Bolt: Send fourth a random elemental bolt. 95 exponent -Magic Missile: Send fourth 3 magical bolts to random enemies. 90 exponent Dark Elf Dark Elves were once corrupted and driven deep within the underworld. They're charismatic and cunning. Received stats: CON+2, DEX+3, Luck+2. Skill received: -Shadowfade: Hide Wood Elf Wood Elves are reclusive. They've spent their entire youth training in archery and have a natural camouflage. Stats received: WIS+2, DEX+5 2 Abilities received: -Archery: Use bow at a distance (8 tiles max). Dex, str, and distanced based assail. -Camouflage: Passive . Reduces threat more frequently. Half Elf A touch of elven blood remains. Half elves have strength from both humans and elves in their bloodlines. Stats received:+1 ability based stat, +4 stat points. Pick one ability: -Calming voice: Removes target's threat. Makes monsters less likely to attack you. -Atlantean Weapon: Embue weapon with a random element.(Secondary offense) -Elemental Bane: reduces damage from all elements by 33%. Orc Orcs are strong warriors who diverted from the goblins and kobolds in the deep woodlands. Stats received: STR+3, INT+1, CON+3 Skill received -Pain Bane: Damage resistance by 5% Dragonkin Dragonkin are born from various dragons and humans mixing. Their DNA twisted with the serpent blood renders them immune to various afflictions. Stats received: INT+2 Regen +5 Pick skill and immunity: -Red : Immune to fire dmg. Fire Breath: Fire dmg front and sides (str, con) -Blue : Immune to water dmg. Bubble burst: Water dmg front and sides (str, con) -Green : Immune to earth dmg. Earthly delights: Restore HP front and sides (str, con) -Black : Immune to poison. Poison talon: Earth dmg + poison front and sides (str, dex) -White : Immune to entice. Icy Blast: Front and sides Water dmg + freeze (wis, str) - Brass : Immune to fire dmg. Silent siren: Front and sides Earth dmg + silences (str, con) -Bronze : Immune to wind dmg. Toxic Breath: Front and sides wind dmg +poison (str,con) -Copper : Immune to earth dmg. Vicious Roar: Increase attack power. -Gold : Immune to void dmg. Golden Lair: Hastens party -Silver : Immune to holy dmg. Heavenly Gaze. Front and sides restore HP/MP. (str,con Red Blue Green Black White Brass Bronze Copper Gold Silver Half Beast Half-beasts are a mixed race. They have blood and DNA from various races and thus have various proficiencies. Stats received: +30 points Skill received: Dash Merfolk Merfolk: Legendary race of the sea. They have a natural defense to water-based spells. Stats received: +2 all stats All abilities received: -Splash: Add 50% threat -Tail Flip: High damage water attack. -Water Immunity
- Armors | May's Site
Peasant Arcanus Assassin Berserker Cleric Defender Monk Jobs Peasant Arcanus Assassin Berserker Cleric Defender Monk Armors
- Abel Dungeon | May's Site
Abel Dungeon Off the docks of Abel, you will find a dungeon on the coast. Careful since you can harm other Aislings along this coast (PvP map). If you happen to be killed, travel to the little hut (8, 29) to be revived. This beach dungeon is quite moist, attracting slugs and spores. At the very bottom, you will find the Crossroads that also connects to the bottom of Piet. This is also where Bron Evers patiently waits with some goodies to sell, and knows a secret within the crossroads. Abel Dungeon is best suited for levels 20 and exp will drop off around level 90.
- Terror Quests | May's Site
Terrors of the Crypt There is a beggar who frequents the Tavern whispering "spare some change?" to anyone who looks his way. Have you actually sat down to talk to him? Senan, poor Senan. Seems as if he has worries greater than gold. Recently, Senan has told me he finds "cozy" places to rest his head in the crypt, far from any monster or Aisling. Every once in awhile, he talks about a monster plaguing him. Haunting him. Terrorizing him in his sleep . I did assume it was just crazy talk about dreams and hallucinations. I mean the man gets drunk and finds the crypt to be cozy! But have you heard the groans echoing the crypt recently? Maybe he isn't crazy after all... We must investigate further. Senan cannot fight this alone, so let's help him if you are up for it! I mean why not? You'll gain experience along the way. You hunt in the crypt already. Plus, once the terror ceases, Senan will speak of your heroic actions to everyone in Mileth and you'll gain some reputation . You may even find out an old friend can help you, or maybe you can help him. Be a Hero End the terror Good luck! Oh, and please check on him every once in awhile just incase these nightmares grow...
- Mehadi Swamp | May's Site
Mehadi Swamp Marshy, smelly, confusing Mehadi Swamp. This swamp belongs to none other than Shreek himself! You'll need access before chasing those vipers or mukuls around. Speak to Donkan to find out how to befriend Shreek! Don't get lost in the shifting swamp.
- Dark Knight | May's Site
Dark Knight Requirements: Master-Level 250 Current or past class of Berserker or Assassin 4 Assassin's Guild reputation 4 Undine Reputation Forsaken Dragon Slayer in inventory Once you have completed the requirements, talk to Sir Dolvet in Loures Castle throne room. More information to come
- Cthonic Remains | May's Site
Cthonic Remains House Macabre has been silent and dead, no hope, just graves on every path instead. The occasional cat's purr in the study, or the cellar with a history of being bloody. Sitting on dismal land with buildings that are tattered. Beneath is an underworld where cthonic creatures are scattered. Sounds of rattling bones and a beetle's scurry, muffled moans and the satyr's stomps of fury. The dark cleric's echoing chants will make you sweat. The deeper you travel the more monstrous they get. Then you hear the striking of hooves and a swing of a blade, you spot a rider rapidly approaching on his sinister crusade. This rider does not speak nor breathe a sigh, But his fierce stance and invisible gaze catches your eye. In his shadow you are overcome with dread, Alas, the rider you see has no head. Kopfloser Reiter lifts his scythe in the air- that beautiful weapon rumored to be rare. You have the chance to take what is his, or flee to camp for what the guild gives. Quick! His gallop is swifter than your mind, decide now and enjoy the grind! There are three entrances to Cthonic Remains in House Macabre Yard 4: (10,28) House Macabre study 4-1, go down to the cellar 4-3, and enter the first door at the top of the screen (10,1). There are two other entrances: (93,12) Macabre Study 4-2 ->(2,3) Cellar 4-5-> door at (1,4) or go to door (6,18) in cellar 4-5->(1,15) in Cellar 4-4. While in CR, there are two safe camps: Adventurer's Guild Camp (base camp) on level 15 (61, 83) and the Adventurer's Advanced Camp on level 31. Both camps carry rations you may need on the hunt and both are safe from the wandering abominations so feel free to rest here. The scrolls sold by Youn at base camp will port you either to CR entrance or base camp. They cost 150k a piece. The Adventure Guild is now asking for help cleaning up Cthonic Remains and gathering items. Please meet with Guild Leader Helnnis on Adventurer's Advanced Camp (Floor 31) to receive the quest. Once you complete three of the clean up quests, you will get the port to Advanced camp on the scroll. NEW: Helnnis has a few more quests for you to discover Cthonic Depths. Monster Forward SpecOp Camp after Cthonic Depths 17 is now open for a rest. Guild Officer Anna does not have any tasks yet. More on these camps with be updated once they are in game so stay tuned! Cthonic Depths
- Adventurer's Guild Letter | May's Site
Attention to All Aislings Adventurer's Guild is in need of assistance. Underneath House Macabre, Cthonic Remains has been filled with so many monsters and we are worried they will get out of hand. We can only do so much. We believe with your powers from Chadul, you can help us overcome the overwhelming threat. We have three camps to assist in our mission. Base camp is on the 15th floor where Youn will be selling rations. We only have a section of this floor for our camp. So when you leave this camp, stay on guard. Advanced camp is our main camp on floor 31. This is where you will find me, the guild leader. I have many things I need you to do. So as soon as you make it to the advanced camp, see me as soon as possible. Only open to level 400+. Loun is here selling rations. Our armorsmith Foutrai is one of the best. We recently have established our bank. There was also a man who decided to take refuge at our camp. He was sleeping for a bit, but now he has joined the guild. If he is awake, he can provide you with three different boosts. They are pricey and you will need to build your reputation with us in order to buy these boosts. Forward camp is deep in Cthonic Depths. Guild Officer Anna has been working on holding down that camp. I will eventually send you to go see her. Currently we have not built this camp completely. We need your help to get this camp up and running. Please... come see me when you can. See you soon, Adventurer's Guild Leader Helnnis
- Oren | May's Site
Oren Oren is a beautiful seaside port that has been overrun by pirates! Even though the ones roaming the city are not aggressive, they have great memory. So be sure not to tease one and run. Outside of the city is the Oren Jungle with an armorer (Jungle 10-11) and blacksmith (Jungle 15). There are ruins that you should avoid since pirates are quite hostile there, unless you are strong enough.
- VI: Elements | May's Site
Elements of Zolian Thanks to Alvino for the elemental table! Elements in Zolian are different from what you might remember. There is no dark or light. And three new elements are added: Rage, Sorrow, and Terror. Hunting and the elements: Monsters will have offensive (attack) elements and defensive elements just the same as you. How these react is shown in the table above. Each table shows a different tier of fas and as you can see, fas really amplifies your damage. So be sure to fas yourself. Fas only works as a buff, so do not fas monsters! When reading the table, the far left column shows attack element. The top row shows the defense element. Where they intersect is how the damage is amplified. Green is less damaging whereas red is the highest. As you can see, any belt is better than no belt. But, as soon as you start hunting you will be finding belts. Belts are important part of your defense! And necklaces are a huge part of your attack damage. Please understand that Void will not be the best/easiest/all-around belt choice for defense!!! Water and wind are also strong elements against void. You can get one shot from becoming dependent on void belts!!! This isn't Dark Ages. There will be time when you come across a mob with an attack element of Rage, Sorrow, or Terror. Since we do not have belts of Rage, Sorrow, or Terror, you need to check the element table to find your best belt. For rage attack, you can use either Holy or Void; Sorrow attacks, use Holy; Terror, use Void. Secondary defense element will also help against a mobs attack element, and you can get these from things such as shields or the cleric's jugs. Your secondary defense will show on F1 panel. This way you can mix and match. For example: If you have a void belt, your defense will be void. You can equip a Wrapped Gust Jug (Cleric) or a Shield of Gust aswell for a bit of protection from Wind attacks. Like I said before, wind is also a bit strong against Void, so using a secondary defense of wind can help when you are attacked by wind. Certain races are also immune to certain elements. Elemental bane (Half-elf) mitigates elemental damage by 33%. For their defensive elements, you want to use an attack that will do the most damage. This means necklaces and of course elemental spells. So if you come across a monster with defense element of water, you will want to use an earth attack/necklace. Same as their attack elements, we will see mobs with a defense element of Rage, Sorrow, or Terror and we don't have necklaces for them. For Rage use Holy attacks; Sorrow use Void; and Terror, use either Holy or Void. Arcanus spell MSPG is a Terror attack and is weakest against Void, Rage, and Terror defenses! Secondary offense elements can add to your elemental damage and are obtainable from Arcanus orbs, Atlantean weapon (half-elf ability), quivers, certain weapons, and more. Secondary offense element will also show on F1 panel. TIP: If you wanted to increase MSPG damage, then try equipping a holy orb. On a side note: When you get a weapon with an elemental variance at the end such as "of flame" or "of dusk", it does not act as a secondary attack element. What happens is, the piece of gear has a chance to proc (programmed random occurrence) the variance onto the target being hit. So, for example, if I equip a Dragon Slayer of Flame, and start hitting a mob, there will be a chance the main hand or off hand or both (whichever hand it is in) will cast a fire attack. Shield variances are different. If you were to equip a Floga Bronze Shield of Gust, your secondary defense element will be fire (Floga) and the shield will be able to proc a wind attack (Gust). You can see the different types of shield variances at the bottom of the page here . Arcanus off-hands (orbs/crystals) can also have a variance as well since they are held in your off-hand!
- II: Classes and jobs | May's Site
Classes and Jobs Arcanus Cleric Berserker Defender Monk Assassin These classes are not what Temuair remembers. After you choose your race in the tutorial, you are then sent to choose a class. After awhile, you will need to pick a second class to dual class. There are stat and vitality requirements for dual classing here . These chapters can help you learn a bit about who they are, skills, spells, and any other special things about them. Once you master, you will learn about the different jobs available. Check these pages for the requirements. Please understand that jobs are still a work in progress . You can find which quests give reputation points on the quest page. Assassin's guild is not available yet, but I wanted to post the current requirements for Dark Knight so everyone can get an idea and farm for that DS. Also, be aware that these requirements can change. Necromancer Necromancer Sharpshooter Sharpshooter Shaolin Monk Shaolin Monk Samurai Samurai Dark Knight Dark Knight Oracle Oracle
- III: Gear | May's Site
Gear Weapons & Shields Information from this page can also be found directly in game in the item Zolian Guide. There is more info in that guide for basics so please check it out! Item Quality Variances There are different variances for weapons, shields, and armor. To see what points you have all together, check F1 panel. Weapon: Aegis (2% or 4%): Casts magic reflect (Deireas Faileas) Vampirism (2% or 4%): Absorbs health; 7% DMG dealt with 1 point, 14% DMG dealt with 2 points. Ghosting NEW! (2% or 4%): Absorbs mana; 7% DMG dealt with 1 point, 14% DMG dealt with 2 points. Haste (2% or 4%): Decrease cooldown timers for assails, abilities, and spells; 25% with 1 point 50% with 2 points. Bleeding (2% or 4%): Bleed the target 2% health over 7 seconds Rending (2% or 4%): Remove 10 armor for 30 seconds. Reaping (1%): Has a chance to instantly kill monsters (Monsters only) Gust/Quake/Rain/Flame/Dusk/Dawn (3% or 6%): Elemental weapon procs that increase based on level. Armor: Embunement : 1 Reflex Blessing : 2 DMG Mana : 250MP Reinforcement : 1 AC, 250 HP Spikes: Attacks reflect a % of damage back at attacker 3% per piece of gear. Gramail : 2 Will Deoch : 10 Regen, -2AC Ceannlaidir : 1 STR Cail: 1 CON Fiosachd: 1 DEX Glioca : 1 WIS Luathas : 1 INT Sgrios: 2 STR, 1 AC, -10 Regen Shield: Floga: Fire Zephyr: Wind Thalassa: Water Laspi: Earth Agios: Holy Skia: Void Accessories Armor Note: Anything Epic-Mythic that drops from a mob will make a sound and have a colored highlighter letting you know it's there. Damaged items can be fixed by Callum in Mileth Tavern or Ameen in Undine Tavern. Tarnished (after piling) can be repaired by many NPCs including Callough in Mileth Armor shop. Damaged : -2AC Common : No adjustment. Base stats Uncommon : All stats +1 +1 dmg +100 hp Rare : All stats +1 +1AC +2dmg +1reflex +1will +500hp/100mp Epic : All stats +2 +1AC +2dmg +2reflex +2will +5regen +750hp/250mp Legendary : All stats +3 +2AC +15dmg +4reflex +4will +10regen +1000hp/500mp Forsaken : All stats +4 +3AC +20dmg +5reflex +5will +20regen +1500hp/1000mp Mythic : All stats +5 +5AC +25dmg +6reflex +6will +30regen +2500hp/2000mp Gear Points Gear points or GP will be displayed in Stat panel (or g panel). Gear points will be used for access to certain hunting areas. Once more information is released and are used in game, I will update here as well. For now, your gear points are based on the quality of your gear, as well as the blacksmith and armor smith tiers to weapons and armor. Here is their worth: Quality: Damaged: -100 Common: 0 Uncommon: +50 Rare: +100 Epic: +200 Legendary: +400 Forsaken: +500 Mythic: +1000 Armor Smith: Copper: +50 Iron:+100 Steel: +150 Forged: +200 Elven: +250 Dwarven: +350 Mythril: +450 Hybrasyl: +600 MoonStone: +800 SunStone: +1000 Blacksmith: +1: +50 +2: +100 +3: +200 +4: +300 +5: +400 +6: +500
