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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...

  • 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

  • IV: Hunting Grounds | May's Site

    The Hunt I will complete this with areas to hunt, levels of each map/floor, drops, and anything else special about that hunting ground. I would like to know everyone's opinions about how I have each hunting page set up. Should I take away anything? Add anything? Please let me know on Discord. That way I can do the rest of the pages similar. Mileth Crypt 1+ Woodlands 1+ Abel Dungeon 21+ Piet Dungeon 15+ Pravat Cave 60+ Oren 130+ North Pole 30+ Astrid 75+ Necropolis 120+ Dubhaim 150+ Loures Sewer 500+ Mehadi 48+ While on a hunt, you can click on a mob to learn more about them: When you click a mob, the information will show up at the top of your screen. On the left, you will have the name, level, current HP/max HP, size of mob, AC (armor class-The higher the number, the more damage mitigation), Will (magic resistance-The higher the number, the higher the spell mitigation/reduction of effectiveness), and O:offensive element and D:defensive element. This info will also show in your orange pull down notification bar as well as system message pane (shift f). On the right, you will see just the level and offensive and defensive elements. Elements : The mob's offensive and defensive element aren't always the same. For offensive (attack ) elements , you will want to choose a belt that has the best defense against it. In a lot of cases, it could just be the same exact element as the attack. In the Scorpion's case, it has an attack element of Fire, so the best belt to use would be Fire. You could also use Void if you don't have a Fire belt. Before I go on...Please understand that Void will not be the best/easiest/all-around belt choice for everything!!! 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... 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 our example Scorpion from above has the defensive element of Fire. We will want to use a water necklace or sal spell for the most damage. For more about elements check the element page . Armor Class (AC): AC is another thing we will need to pay attention to. The higher the AC, the more damage is mitigated. In other words, you will be doing less damage each strike. In order to lower AC, you will need armor rending skills (such as titan's cleave or hurricane kick), seals or cradhs, or "of rending" weapons/offhands. Certain mobs will have a low AC and high will, therefore are best for bashers. Be aware that the same can happen to you. Mobs are able to cast cradhs and use armor rending skills on you. To raise your AC, you will want to wear the highest level of gear that you can wear, and have aite, spectral shield/defensive stance, etc. Your fully geared dex affects AC as well. Magical attacks are not affected by AC. So if you are casting elemental spells, you do not need render their armor... Will (Magic Resistance): Just like AC, the higher the Will, the higher the resistance to magic. Any attack spell (such as ard sal) or debuff spell (such as seals) will be affected by will. The defender's skill Wrath Blow is the only thing that can lower a target's will , but also raises the defender's threat. Mobs with low will are best for casters. An Aislings will can only be raised by gear. Physical attacks such as assails are not affected by Will. Crowd Control (CC) : Things such as dark chain, halt, suains, pramh, and chill touch are known as crowd control. All classes learn some form of CC. (Blind no longer stops movement of mobs. They lower their hit chance.) These will also come in handy for long ranged attacks. Not only can these stop a monster, but some will also increase the damage of the next attack. Each spell/skill is special in it's own way. Some can be broken through attacks and some are removed after a certain time. Some mobs can ao sith themselves if you cast any CC skill/spell on them. The cleric skill, Smite, is also considered a CC skill as it freezes the target. When facing a boss, do not use CC (beag suains seem to work fine). They will ao sith causing you to go through your armor rending skills/spells again. Which with a higher will, could cost you some time. Other than bosses, you can try out everything you have to find what best works for you and your playstyle. Everyone will choose a different type they like and that is okay. Other Hunting Tactics: Mobs are very similar to our builds when it comes to AC and Will. There will be tank, common, and caster mobs. Tank mobs will have a higher AC and low will. Caster mobs have a higher will with low AC. Common mobs are pretty balanced. Knowing this, you will be able to identify these kind of mobs while hunting. In the beginning, you will most likely see common. For higher levels, there are areas that are better suited for soloing. As an example, Dubhaim Castle will be best for solo bashers. For casters, Astrid would be better. I think the best advice when solo hunting is to get fas and have a good set of belts and necklaces. I want to repeat this again... Void belt does not protect from all of the elements. I understand it is impractical to have a whole set of belts and necklaces and change them out every single time you move on. But we also get a chance to apply secondary defense and offensive elements, so you can find the best build for you. There are also races than can be immune to certain elemental damage. Elemental Bane (Half-elf) reduces elemental damage by 33%. There are so many ways to go about it, but I just want to get everyone to remember...a Void belt is not like a dark belt from Dark Ages . Also, it would be a great idea to carry potions with you. Lauren in Mileth and Gilath in Rionnag sell potions. You can get ard ioc deums from Mileth Altar as well. Hunting Basics Pirate Ship 190+ Lynith Sea 220+ House Macabre 75+ Cthonic 150+ Filth Forest 250+ VoidSphere 275+ Nobis 450+ Rift 500+

  • Links | May's Site

    The Buck Network-Zolian Dylan's Temuair Multiverse Blog Find discord info, client download, tools, item lists and more at the Buck Network. Dylan's blog contains information about all the different private servers based on Dark Ages and all his great adventures in each of them!

  • V: F1 Status Panel | May's Site

    Advanced Stats Panel Information from this page can also be found dir ectly in game in the item Zolian Guide. There is more info in that guide for basics so please check it out! The advanced stats panel will become your new friend. Once you hit insight 255 and stats hit 255, you will need to open this panel to check your insight and stats. Pressing F1 will show this extra information: Map# : This correlates to your current .map file in your installation folder Insight : Your players level Rank : Your players advanced level Latency : Connection speed/quality to the server, round-trip ping is calculated. Base Stats : These are your ungeared stats Gear Stats : These are the stats granted by your equipped items. Full Stats : These are your geared stats (Base + Gear) Offense : DMG : Boost to dps output after Armor is calculated. Amp : Your elemental offenses and defenses are multiplied by the value. (Affected by fas) Support/Secondary Offense : This is your secondary equipped element for offense (such as crystals/orbs. Atlantean weapon element shows here.) Defense: AC (Armor Class) : Mitigation is 1% per point. Obtained from armor and dex. Regen : Strength of health and mana regeneration. Obtained from armor. Support/secondary Defense : This is your secondary equipped element for defense. Obtained from shields and wrapped jugs. Exp Boxed : Exp you have gained is no longer limited to about 4.3b exp. Instead of checked the box on your "g" panel, check F1 for your accurate amount. Saving Throws: Fortitude : Is the percentage of hits you take that are mitigated by 33% (10% of con) Reflex : Is the percentage of physical attacks you completely dodge and receive no damage. Increases with armor only. Reflex replaces hit. Obtained from armor. Will : Is the percentage of magical attacks you mitigate and reduce their effectiveness. Increases with armor only. Will replaces MR. Obtained from armor. Enhancements: These are various equipment enhancements which grant you bonuses or effects (such as bleeding or spikes).

  • 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

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