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- 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
- 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.