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  • Draconic Omega | May's Site

    Draconic Omega Dennis, a traveler from the Adventurer's Guild, has discovered a wormhole that connects our world to the realm of the Voidsphere. The population there can be quiet hostile. According to Ethos Prime, this has been the way since their creation. Draconic Omega has caused the vibrational pull in the Voidsphere and is hiding out in the Shadow Tower. Ethos Prime has a mission for us: fight our way up the tower to defeat Draconic Omega and relieve them of this rift. But don't go alone as these mobs are different from what we are use to. Watch your step on the way to the tower. There are some things you will need to remember before reaching Draconic Omega: The entrance to Shadow Tower is located in the Enclave Apex. You must take down at least five tanks for safe entry into the tower. Once one Aisling enters the tower, the entire group will be pulled through the portal. Make sure everyone in your party is ready before you step foot inside. The tower contains five floors filled with deadly machines. Floor five has two extra rooms that each house a giant snakelike creature. They seem to be protecting a precious power source you will need to collect. You must find where to take these sources on floor five to get Arc Zeta and Neo Zeta online. They each contain a processing core that will guide you to where Omega hides. You must have the two processing cores in order to transport your entire party to Zenith. We must help Ethos Prime. We don't know the scale of Draconic Omega's pull yet. And I am sure Ethos Prime has ways to assist us in our efforts as well as any weapons or gear we find along the way... Good luck.

  • Arcanus | May's Site

    Arcanus Best known for mastering the elements with magic and skill. Has the ability to amplify elemental damage of whoever they wish. They are also able to silence an enemy from talking or casting. One spell is quite impressive, attacking anything they can see with terror all at once. Spells Skills Crystals & Orbs Spells Skills Crystals & Orbs

  • Master Quest | May's Site

    Master Quests I have grouped the quests Necra Scribblings and Artur's Gift together since most likely, you will do one right after the other. However, there is no time limit, so please take your time as the road can get a bit dark and scary. Both quests can also be viewed in the event tab and you will get a legend mark for each as well as for Mastering. Please know that you should be 120 and dual classed to start the quests. You can start a bit before since you will most likely level a bit, but it can also be dangerous. If you are already level 120, you can talk to Artur to get Dia Aite. Or you can also get Dia Aite from Santa, if you have finished his quest. You do not need to talk to Artur to start the Necra Scribblings quest. BUT you will need to talk to him BEFORE heading to Tagor Dungeon/Necropolis! If you are going solo, I recommend bringing antidotes, eyedrops, ard ioc deums, and elemental essences. And please reach out on discord if you need a rescue or would like company! Let us begin.... Necra Scrib b lings Deep down in the crypt there is a tree: Todesbaum who longs to be free. Waiting quietly in the mourning room : below the floor of the last royal tomb . This tree of death holds a "key", Not to be confused with the royal decree . A book, for exchange, is what he will accept With bloody robes, the lich lord knows where it is kept Hunt this lich until what you hold is bound , talk to Todesbaum , throw him the scribblings you have found. After the storm, he seems to unravel... Deeper now into Necropolis you can travel. Artur's Gift The mysterious Artur in Mileth Inn has a request for those at insight 120 who feel they are ready to master. After giving you access to Tagor's Necropolis entrance, you must travel deep into the dungeon to find what he requests. If you haven't seen Todesbaum before you head to Tagor, you won't make it far. There are lexicons of 6 different colors held by the demon orphans of the graveyard. The lexicons you will need to find is of a certain color depending on your class. The color will match the class color in this guide. These books are bound to you and you cannot trade them or put them down. You can bank them, but can have only one of each in your possession. If you find you have grabbed what you don't need, you can see if a beggar will take it. Cleric: White Monk: Brown Defender: Blue Assassin: Black Berserker: Red Arcanus: Green Bring the lexicon back to Artur and don't leave until you receive your gift!

  • VIII: Quests | May's Site

    Quests Quests give the lore of the land. The history of you and I can be uncovered. Reputation will be claimed when you complete them. Underlined quests have a separate story page. If you need help, reach out on Discord general chat or in game through world shout. You can always message me directly (Discord and ign: May). Happy Questing! Level 20-40 Quests Level 41-70 Quests Level 71-99 Quests Level 100+ Quests Terror of the Crypt lvl 20+ +1 Mileth reputation Nightmare of the Crypt lvl 41+ +1 Mileth Reputation Grotesque Nightmare of the Crypt lvl 80+ +1 Mileth reputation Necra Scribblings and Artur's Gift lvl 120+ +3 Loures and +1 Mileth reputation Level 1-19 Quests Master+ Quests A Nights Rest - Let Camille in Mileth Inn know how your stay was. +1 Mileth reputation Meaded Problems - Pete next to Mileth Inn might need some help with the mice. +1 Mileth reputation Mining and Blacksmithing A Warrior's Trial - lvl 3+ (Defender or Berserker only) Neal's Kill Quest with a skill reward of Aid for Berserker or Rescue for Defender. Mischievous Deeds - lvl 6+ (Assassin only) Keela's Kill Quest Darker Things - lvl 23+ Dar's Requests for ingredients continue +1 Mileth reputation Lost Spirit - lvl 30+ Santa has lost the Christmas Spirit! Reward: Dia Aite and Santa's Pileus Vixen's Scheme - lvl 30+ Santa's elves need help with these reindeer! Reward: Santa's Beard Things that go bump in the Twilight - lvl 34+ One last ingredient to help Dar +1 Mileth Reputation Hidden Paths - lvl 30+ (Assassin only) Keela needs you to find the hidden store in Abel and bring back some notes. Reward: Sneak Skill What the Farquat? - Lvl 41+ Shreek will not let anyone enter Mehadi Swamp. But maybe Donkan can help you befriend him! Advanced training - lvl 50+ (Defender or Berserker only) Neal's kill quest Reward: skill Lullaby Strike for Berserker or Raise Threat for Defender. Detrimental Exploits - lvl 71+ (Assassin only) Keela's kill quest Reward: skill Shadow Step Turbulent Combat - lvl 80+ (Defender or Berserker only) Neal's kill quest Reward: skill Desolate for Berserker or Defensive Stance for Defender. Warrior's Discipline - (all classes can complete) Lau's kill quest. Reward: skill Retribution for Berserker or Vampiric Slash for Defender. All other classes will just get the EXP and legend mark. Lau is located in Abel. Dream Walker +1 Mileth reputation Yule Revenge - lvl 290+ The Yeti is up to no good! Stop him then talk to Salena! Hoist the Colors - lvl 220+ Isaias will now ask you to collect items to make something useful for you! A Day at Sea - lvl 190+ Found an interesting drop from a pirate? Bring it to Isaias in Rionnag Harbor to start the quests. Eternal Love - lvl 30+ Eireann has a friend who lost their lover. +1 Mileth, Undine, and Loures reputation Dark Things - Dar requests you bring him strange ingredients. Draconic Omega- lvl 400+ Talk to Ethos Prime in Voidsphere Camp about Omega's vibrational pull. Void Cleric- lvl 400+ Talk to Helnnis about cleansing the Cthonic Depths of this creature! +1 Adventures Guild reputation Adventures Guild quests - Hellnis is located at Adventurer's Advanced Camp (CR31) Kill quests +1 Adventures Guild reputation for each Gathering quests +1 Adventures Guild reputation for each Ancient Armor Codex - Once you get a hold of the Ancient Armor Codex, be sure to talk to Tomayi in Loures Citadel to translate it. +1 Loures reputation Crafting Rouel's Armor - lvl 475+Bring the items you were gifted from Eternal Love quest to the armorsmith in Adventurer's Guild camp to craft Rouel's Armor. The armor you craft will be based on your second class (an arc/cleric would only get the cleric armor). +1 Loures Reputation

  • 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

  • VII: Hall of Advancement | May's Site

    Hall of Advancement Please note: The option to dedicate has been removed. If you have dedicated before 1/17/2024, you now have the option to advance to whichever class. Dual Classi ng/ Advancing guide Advancing to a different class allows you to dual class. Dual classing allows you to learn all skills and spells from both classes at the same time, wear armor from both classes, and use weapons from both classes. There is an exception : if you dual class as berserker and defender, there will be a few skills you cannot learn. Neal's quests are the same for both classes, however you only get the skill for the most recent class you have chosen when you turn the quest in. So you can plan out when you want to advance by looking at their skills and figuring out which ones you want. There is no level requirement, but you do need to ensure that you have the correct stats and sacrifice hp/mp to advance. Stats to Dual Class/Advance: All of these stats, including HP/MP, are base.. not geared . The overall hp/mp shown in the table is what you will need to sacrifice PLUS 128 hp/mp since you cannot drop below that. These stats show what is required to go to your desired class, regardless of what your current class is: Mastering When you reach level 120 and have dual classed, you can begin the adventure to mastering. Please reference this quest guide for your journey: Requirements for becoming Master: Stat Reallocation At level 400+, you have the option to reallocate your stats. You must sacrifice 5% of hp and mp. Remember that you cannot go below 128hp or 128mp. The stats you are given depends on your level. Once you sacrifice, all your base stats will drop to 5 except for your racial stats. Please use this formula for the amount of points you receive: 500 + (your lvl - 250) + job level. If your race is Half-Elf or Half-Beast, then you will receive those points as well in your total. Please note that your full set of points will not show up right after reallocating. There is a limit that can show on the client. So once your level up points drop to zero, it will show the next amount until you no longer have them. The cost is high, so please have a plan before you commit to it. Master Quests Once you have these requirements, head to the Hall of Advancement in Mileth Village (93, 12) and talk to Seshbab about advancing. When you pick one of the classes, a pop-up will show the requirements. You must press close on the pop-up before selecting "I will devote myself to.." or backing out.

  • Weapons & Shields | May's Site

    Weapons & Shields Complete list of all weapons in Zolian with locations, drops, and price. Make sure to pay attention to the class and wield type columns. If you are a monk or defender, you can use 2hand weapons. Most of them are only defender, but there are still 2hand weapons for all classes. If the wield type says Main Hand Only, that means they will only be equipped to the main hand. "Can Dual Wield" means they can go in main and off-hand for dual wielding. You cannot dual wield a 2hand weapon. There are also 2handed staves! So make sure you learn Advanced Staff Training in order to wield. Many staves and wands are main hand, so you can equip a dual wield weapon in off-hand. Bows are also main hand so you can equip something like a dagger or even a sword in your off-hand. They go by level, however you can search for a class, spell lines, certain stats, wield type (main, dual, or 2hand) or a specific weapon. This list is always growing, so be sure to check back often. Weapons Mileth Altar Weapons Shields

  • Rifts | May's Site

    The rift is a fairly new discovery inside of Atlantis. In order to get to the portal, go to Abel Coast off of the docks. There is a section of land behind the Crypt where you will find Atlantis Entrance (46,1). To get into Atlantis, you MUST wear a scuba mask or be merfolk. Once you are geared up, head into Atlantis, and step into the portal (30, 28) where Chromitus will greet you and throw you into the rift if you wish. You must be level 500 in order to enter. The level of the map depends on the level of whoever enters the rift first. Mobs can be ten levels higher than you. If you are grouped, only one party member needs to enter the portal. There is a chance you can enter a rift someone has left as well. So the levels will stay the same as the person who entered first. (Thank you Ermac and Remy!) Once you enter the rifts, there is no exit (besides scrolling/dying). Rift maps are PvP, so even if you are in a group, you could possibly kill your party members. If you die due to another Aisling, you will turn into a ghost and revive in 5 seconds on the same map. (2/5/2025)UPDATE: If you die from a mob, you will skull inside the rift where someone on the same map can either rescue you or if you let the timer end, you will appear in front of the totem in Atlantis (Map #188). There is no penalty currently except for losing the rift you just died in. No hell, no pile, no scar. I have tested this today. Of course, you can take off scuba gear inside the rift, but once you get back into Atlantis make sure you equip your mask again before you start walking or you will start to drown. Another group could pop up on your map and kill you and race you to the boss. You will revive on the same rift map if this happens. The gear here drops Rare+ so the chances of Legendaries + are higher. So far, I have seen gear and gold drop and a lot of exp gained... BUT, once you kill all mobs, you will now be faced with a boss. Once more research is done about Atlantis and this portal, I will be sure to update! Until then happy rifting!! Congratulations to Remy, Ermac, and Aizen for completing a full rift and killing the boss!!! Atlantis Rift

  • Piet Dungeon | May's Site

    Piet Dungeon A little town North of Mileth is Piet. Piet's brackish water bring crabs, turtles, and brawlfish into it's dungeon. Of course, at the bottom of this dunegon (below level 11) you will find the Crossroads that connect to the bottom Abel dungeon (10-1). Piet Dungeon is great hunting for those level 15 until around 100 where experience starts to drop off.

  • Berserker | May's Site

    Berserker Skills Spells Spells Skills Skilled in dual wield and trained with one of the best armor breaking skills. This class can be seen as reckless with lack of defense. But when they start seeing red , they could cut down the mob before defensive measures are ever needed.

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