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    Version: 1.200 | Updated: 07/22/06 | Search Guide | Bookmark Guide

                                Legend of Darkness
                                  Version 1.200
                                 By Steve G Blow
    Legend of Darkness, and Dark Ages are registered trademarks of Nexon, inc.  The
    author of this guide takes no credit in the creation, advertisement, or any
    other aspect of the creation of Legend of Darkness.  The author has never had,
    and does not have any affiliation with Nexon, inc.  This guide is written for
    non-profit purpouses, and may not be sold, provided as part of a deal, or pub-
    lished in a publication.  This guide may not be edited, or used as a means of
    creating a guide of your own.  This guide may be distributed electronically, and
    physically, but only intact and only for free.  Failure to comply can and will
    be pursued to the fullest extents of the law.
                                 Table of Contents
                         Chapter 1 - The Legend of Darkness
                         Chapter 2 - Classes
                         Chapter 3 - FAQ
                         Chapter 4 - Revision History
                         Chapter 1 - The Legend of Darkness
        Approximately 10 years ago Nexon Inc, a Korean company launched a title
    known as "The Legend of Darkness."  After 2 years, Nexon decided to go
    International and ported "The Legend of Darkness" into the American market.
    The game took a renaming and became "Dark Ages," a shorter title that was felt
    would make more sense to the American Gaming Market.
        The game follows the epic struggles presented in Celtic and Gaelic mythoi,
    placing the player in the role of an Aisling (a Gaelic word that roughly is
    translated into "the Dreamer.")  Every aspect of LoD revolves around your own
    interactions with others.  In this, LoD is a game that not only encourages
    player interaction, it also enforces it.
        The players may take on a player-driven world of politics, religion, and
    even education and profession.  There are so many aspects in LoD that are
    player-driven, GMs are very very rare, and some believe they may no longer
        Legend of Darkness is very player moderated, and like stated before this
    may be the only type of moderation you'll see.  The game has a 2D isometric
    interface, and is very much hack-and-slash.  There are many ways to gain
    experience points other than just fighting, but it's much quicker to group up,
    and HnS than it is to pray to your deity five times a day or partake in the
    (very small number of) non-combat quests.
        The Legend of Darkness awaits, can you bring the light of Dion back to the
    lands of Temuair and Medina?
                                Chapter 2 - Classes
        In Legend of Darkness, you will begin a peasant.  You have six progression
    path choices, these being the Monk, Peasant, Priest, Rogue, Warrior and Wizard
    professions.  In order to take on any profession other than Peasant you will
    need to find yourself a sponsor who will guide you through the sponsor process
    at the Temple of Veils.  To find the Temple of Veils, you need to go to the
    North-East most point of Mileth (where your character's life begins).
      * Monk:    Powerful and complex, the Monk class has what is arguably the
                 most difficult progression.  You will have access to few weapons,
                 none of which are "regular" weapons in the respect of the word.
                 As a Monk you will get the most varied skill set, but are best
                 suited in a supporting position and will find soloing is very
                 difficult, albeit not impossible.  On a scale of 1 to 6, the Monk
                 has a difficulty of 5.
      * Peasant: Simple and nearly benign, the Peasant class truly has the most
                 difficult progression path.  With access to only basic weapons,
                 and access to only the shirt or dress as armor, the Peasant has
                 no hopes of soloing.  As a peasant you will have much hardship
                 ahead of you provided by such factors as the inability to level
                 your attack skill, and getting only one skill that has next to
                 no power at all.  On a scale of 1 to 6, the Peasant has a diffi-
                 culty of 6.
      * Priest:  Supportive, the Priest's role is almost entirely in the back of
                 the group.  Sporting access to a limited selection of attacking
                 spells, the Priest is capable of keeping their group alive but
                 will rarely be able to solo.  Their greatest assets are their
                 enchantments and healing spells, and their weakest assets are
                 their suite of attack spells.  On a scale of 1 to 6, the Priest
                 has a difficulty of 2.
      * Rogue:   Sneaky, tricky and noteworthy, the Rogue's role is entirely as
                 a support class.  With such abilities as traps, and thrown
                 weapons, the Rogue is capable of soloing with little or no
                 problems.  However, they have almost nothing in the way of direct
                 damage and can't take it as well as they can give it.  On a scale
                 of 1 to 6, the Rogue has a difficulty of 1.
      * Warrior: Strong and tough, the Warrior is always the front-line man in
                 the front of the group.  Sporting the greatest access to weapons
                 and armor, the Warrior can take it, but isn't as capable of giv-
                 ing it back out.  The warrior has the highest number of attack
                 abilities and uses them all simultaneously which makes it very
                 possible to deal out hundreds of damage in one hit, however the
                 enemies also return hundreds of damage in one hit, so the Warrior
                 may need to depend on his or her priest.  On a scale of 1 to 6,
                 the Warrior has a difficulty of 4.
      * Wizard:  Intelligent and cunning, the Wizard is the artillery of the group
                 and can reduce many creatures to little or no hp with a few well-
                 placed spells.  Suffering from the least amount of hitpoints the
                 Wizard cannot solo simply because of the spells that can be cast
                 back at him/her, which would be capable of killing them in one
                 hit.  They have the highest amount of powerful spells, and are a
                 neccessity in most parties.  On a scale of 1 to 6, the Wizard has
                 a difficulty of 3.
        As you can see by the preceding list, I have assigned the classes in an
    order of difficulty with Rogue being easiest and Peasant being hardest.  This
    list in no way says that you will experience the same level of difficulty, it
    merely expresses the level of difficulty I experienced with said classes.
        The professions also have the ability to become promoted classes, similar
    to the promotions of Final Fantasy.  Those upgrades are from Monk to Druid,
    from Priest to Bard, from Rogue to Archer, from Warrior to Gladiator and from
    Wizard to Summoner.  The Peasant is not considered a true profession therefore
    it has no promotion.
    There is a little more in-depth below:
        Monks have become a common word amongst games these days.  Rather than use
    the correct term, being "Shaolin Monk," they just use a shortform "Monk."  The
    Shaolin Monk is the most interesting character class in the game, in its own
        You get a myriad of powerful abilities and skills.  These range from the
    very nice double punch, to the even more powerful round kick, and the always
    devistating wraith touch.  There's also the Dion abilities, to grant yourself a
    temporary invulnerability, even at the lower levels.
        What are the disadvatanges of the Monk?  Dugons.  A lot of the powerful
    techniques require a character to teach other characters, "Dugons."  There is
    two types of Hubae (Students).  Free, and Paid.  Paid Hubae are (typically) a
    for sure thing, but if you pay them before you teach them, you're a fool.  But
    a paid Hubae usually costs between 500,000 and 3,000,000 gold.  You won't be
    earning that kind of money in a month, unless you're at least level 40.
        Free Hubaes exist, but, they're only really available to those who role-play
    as they're typically of the role-playing crowd.  They meet in a group called the
    "Council of Sabonim," every Friday in the Mileth college area.
        You must be of level 11 or higher (and must have attained your White Dugon
    at the very least) to teach Hubae.  You cannot teach a Dugon you do not yet know
    yourself.  There are 8 Dugons, and they require a total of 32 Hubae to learn all
    of them.  The first Dugon is the White Dugon, and the last Dugon is the black
    Dugon.  You can be taught the Black Dugon, but, more likely, you'll have to
    learn the Black Dugon on your own.
        Monks are also able to learn styles, although only one style may be learned.
    This ranges from the mighty Draco form, to the elusive White Bat form.  Each
    of the styles has their own special abilities.  An example would be the Draco
    Form's abilities, Tail Whip (4-way kick), Draco Style (low-level Dion), and
    Snort (Cheap Taunt ability).  I believe that you can change your style if you
    don't like it, but I believe it costs a pretty penny to do so.
        Basic, simple, and yet, difficult.  The peasant is the easiest character to
    max out, because it is the only class who begins with max skills.  YOu probably
    wonder what that means.  Well, as a peasant, you cannot improve any of your
    skills.  For example, a Wizard can raise Assail to 60/60, and a Warrior can
    raise Assail to 100/100.  (Assail is the attack skill).  Your maximum for assail
    is effectively 0/-.  Yep, you don't even have the option of gaining 1 point of
    skill in assail.
        The most famous of the level 99 (as they can't attain mastery) peasants is
    the beautiful lady Naze.  She is a loremistress, as well as a role-player.  She
    can teach you what you need, if indeed you choose not to choose a path.  Take
    note that, while peasant does not master, it also does not have a Medenian (or
    expansion class) equivalent.
        What are the disadvantages of the peasant?  Low hitpoints, unless you are
    able to balance the stats right.  Crappy chances to hit enemies, unless you are
    able to balance the stats right.  Crappy damaage to enemies, unless you are able
    to balance the stats right.  See the pattern?  Peasants are the only open-ended
    class, because, they're the only class that requires *NO* pre-requisites for a
    skill here, and a spell there.  That's because you don't learn any.
        Peasants get a total of 196 attribute points throughout their career, that
    they can assign as they please.  Assigning attributes to Intelligence and Wisdom
    is pointless, unless you figure you will be guiding over to a Priest or Wizard,
    in which case, why are you even bothering to consider a peasant class?
        Naze makes the suggestion to raise Constitution to 12 (9 attributes), and
    then assign the remainder to Strength to raise it to 190 (187 attributes).  She
    muses, "if you will not be hitting often, you should at least be hitting hard."
    Due to how low your attack will be, you will typically have a 1 in 20 chance to
    strike an opponent.
        Peasants are recommended only for players who have been around the game a
    few times, and know what they're doing.  Trying to raise a peasant as your first
    character is not a very good idea, as it will frustrate you more than anything.
        No, not an old man holding a bible.  The Priest is the healing class of the
    game.  Your duty is to keep your group alive, and to protect them with your
    magic spells.  Your first healing spell will, of course, be "Beag Ioc," or
    Lesser Cure.  It heals a moderate amount of hitpoints.  The best idea is to max
    Beag Ioc to 100/100 and use it until level 41.  "A strong Beag Ioc beats a weak
    Ioc."  This is mostly true.
        Later on, you will get better spells, and more intricate spells.  All in the
    name of defense.  You DO get some damage spells, yes, but, not alot of damaage
    spells, and they don't really do enough damage to save your life in combat.  It
    is essential to get a Holy Diana as soon as you can at insight 19, however, to
    reduce all your spells by 2 lines (a line is approximately 1 second long, so,
    if you don't want to wait a second to cast Beag Ioc, you should get a Holy Diana
    as soon as you hit level 19.
        What is the disadvantages of the Priest?  Low hitpoints, you suck in combat,
    and if you run out of MP, you're useless until you get more.  Until level 19,
    you also don't have access to staves, making you a little less useful.  Some of
    your more powerful techniques are only taught by mundanes (NPCs) in dangerous
    zones.  For example, you can't learn Deo Searg (Searing Light), unless you are
    willing to traverse the Shining Forest, where there are Dragons, and high level
    Mantises about.
        The best solution to learning, is to find a teacher who role-plays.  These
    people will know how to best describe things, so that they make sense.  They are
    usually willing to help you with the more dangerous things as well.  Do not
    underestimate the powers of a master character.  Traversing some areas might be
    difficult for you, but a lot of master characters have 10,000 hitpoints, and so
    if you need to go somewhere, chances are they can take you there without your
    usual demise.
        Priests are neccessary in many situations.  And not only can the Priest cast
    healing spells, but they can also mix the powerful solution known as "Beothaic
    Deum."  Beothaic Deum is a healing potion, that revives a character who is on
    the brink of death.  Mind you, the only time you'll go onto the brink of death
    is when you are a member of a group, otherwise you instantly die.  Another term
    for this near-death condition is "skull."  Another term for beothaic deum is
    "red," or "red potion."
        Perhaps one of the only classes who are able to solo themselves to level 99.
    The Rogue has very crappy fighting ability, but, makes up for their lack of
    power with the ingenuity of traps.  Laying down a line of traps can easily kill
    off even more powerful monsters.
        You will start off with only the needle trap.  It is weak, no buts about it,
    dealing somewhere around 20 damage to a creature.  But after that, you will get
    much better traps.  Take note, that, you can't kill simply by hitting a beast
    with a trap, you must hit them in melee first, and then you can lay your traps,
    or you can hit them in melee and then run to lure them to your trap line.  The
    choice is yours.
        What are the disadvantages of the Rogue?  Low hitpoints, low manapoints, and
    you have to either take the slow route of a group, or the dangerous route of
    traps.  You also aren't that good in combat, and your best suited using secrets,
    dirks, and whips.  That isn't to say the Rogue sucks, no, but, it can be a very
    difficult path.
        The best solution is to use what is called an "anchor."  This is where you
    find someone to group with you, even though you will be in different areas.  You
    will not die instantly (you will go near-death), and you will not share exp as
    long as you're not in the same area.
        Rogues are very useful as well for their miscellaneous traps, such as stun,
    blind, and poison trap.  Anyway you put it, the Rogue can be a powerful ally.
    If you're expecting an easy path, this is one of them sometimes.  This is a bit
    of an advanced class, and while it wouldn't be so difficult to raise one as your
    first character, it would be a lot easier to play another character classs.
        What role-playing game would be complete without its Knights?  You are at
    your best, when wading into melee combat armed with a sword in hand!  You are
    the mighty Warrior, the defender of the weak, the champion of the downtrodden.
        You will start off with access to nothing, save a dirk, and a stick.  At
    level 2 (3?), you gain access to your first rapier, the Eppee.  This is a weak
    sword, but, it is better than the dagger or stick.  You have access to some,
    but not a whole lot of skills.  The skills you will use most are Assail, Assault
    and other such attack skills related to swinging your weapon.  At level 71, you
    finally gain access to two-handed swords.
        What are the disadvantages of the Warrior?  Very little diversity.  Most of
    your time when grouping will be hitting the space bar.  You will need a priest
    to hunt as well.  While you have a good amount of hitpoints, you're not all that
    hard to hit, so your hitpoints won't last too long.
        Therefore, it is best to group as the Warrior.  That way you don't put your-
    self in a compromising situation.  If you do intend to hunt, do so with a Priest
    or you're basically committing suicide.  Also, when you reach the appropriate
    level, try to get your hands on a light or a dark belt.  Light Belts cost less,
    but Dark Belts last longer, and work better some argue.
        Warriors are good for beginners, and the easiest to raise.  It is suggested
    to keep your Strength equal to your level, or even higher, so you will deal
    more damage.  You might want to invest some points into Con too, but remember to
    raise your other attributes to gain your more powerful skills.  And don't forget
    to upgrade your weapons and armor whenever you can!!  The less you get hit the
    longer you live, the harder you hit, the longer you live still.
        Arcane gestures, powerful words, and a spark of magic and you destroy your
    enemies before you.  Your abilities are your best companion, and your best time
    is when you are casting a powerful spell.  You are the cunning Wizard, using
    the arcane to protect yourself, and to protect your allies.
        You will start off with no spells, and will not gain access to a spell until
    around the 5th level, when you finally have the attributes for one.  You can
    gain the levels neccessary in Mileth by talking to mUndanes, and asking them
    about various topics.  For example, ask the Mileth Priestess about honey.
        What are the disadvantages of the Wizard?  You suck without your magic.  You
    can't hit anything in combat, and you have the lowest HP in the game.  You can't
    heal, so once your HP hits 0-ish, you're dead unless a Priest can help you.  And
    even then, sometimes your priest partner is incompetent.
        Stay in the back, and cast spells from the front.  If a mob starts moving
    toward you, don't stand there, it might look like it's going after the Warrior,
    but 9 times out of 10, it'll be going after YOU!
        Perhaps the best aspect of the Wizard, is that you can deal the most damage
    through your spells.  You can deal thousands of damage with one spell (25,000 to
    45,000 with one spell!).  And also, as a Wizard, you can take up the art of
    Necromancy, and create a pet for yourself.  Unfortunately, the pet isn't all too
    reliable, so be careful with this one.
                             Chapter 3 - FAQ
    Q:  What is Legend of Darkness?
    A:  Legend of Darkness is a 2D MOG (Multiplayer Online Game).  I don't use the
        term massive, because, the game doesn't have a massive population, and when
        the game has more than 500 people connected at once, it tends to crash and
        lag a lot.  Legend of Darkness was also released in North America, under the
        title "Dark Ages."
    Q:  Why are the spells all written with weird names?
    A:  Contrary to belief, these names aren't weird.  They're Gaelic, a dialect
        from the history of Ireland and Scottland.  For example, the word you see
        as Aisling means "Dreamer."
    Q:  How do I contact a GM (Game Master)?
    A:  Typically, you don't.  Game Masters don't really log onto dark ages much, if
        they log on at all.  Instead, you want to contact a Guard, or if a Guard is
        not overtly able to help you, you want to contact a Ranger.  You can find
        Guards and Rangers via the who list.
    Q:  What is the difference between a Guard and a Ranger?
    A:  The Guard is only able to enforce where he/she is posted as a guard, while
        a Ranger has jurisdiction everywhere.  In this a Guard is limited to his
        province and the Ranger is an organization with higher authority who has
        no restrictions but is much more reclusive.
    Q:  Don't MMOGs and MOGs cause players to kill themselves?
    A:  In a word, no.  Players who have killed themselves over MOGs, and MMOGs have
        been known to be victims of psychological disorders.  Some of the disorders
        have been depressive, and obssessive, as well as anger-based disorders.  It
        can't be blamed on a game for when such a player commits suicide.  Nowhere
        in the game will you ever see an NPC or a creature tell you to go and slit
        your throat.  And if you take the suggestions of other players, you're just
        asking for trouble.
    Q:  How may I contact you?
    A:  I don't provide a contact point.  This is for several reasons.  First and
        foremost, I receive enough spam as it is thanks to internet search bots.
        Second, because I don't want to have 20 people write me the same email
        every 2 days to update, replace, change or fix any "errors" in my guide.
        I doublecheck my information before I write it, and if I don't write it,
        it's because I don't feel that it was neccessary.
    Q:  Why is this guide so short?
    A:  The guide is short, because in the past I merely slapped together some
        info on Legend of Darkness in the beginning, as there was no other LoD FAQ
        posted.  Since then I've revisited and revised this guide, which is the
        guide you read today.
    Q:  Who are you in-game?
    A:  To be honest, I'm noone in game any longer.  I've since given up on Legend
        of Darkness.  The game only provided frustration for me, and the game was
        no longer keeping my interests.  As a whole, I've given up on MOGs in gen-
        eral, simply because they all hold the same aspect.  The game becomes like
        a job or chore and loses the fun factor.  The first dozen levels or so are
        fun, but overall the gameplay doesn't change any.  End-game is merely the
        difference of doing 45,000 damage to a monster or doing 200 damage to a
        monster to kill it.  I can no longer be bothered to put in three times the
        effort for the same outcome.
    Q:  If you no longer play, why update this guide?
    A:  Because simply put, the half-assed guide I wrote before is/was flawed, and
        needed updating.  For the longest time I've wanted to update the guide but
        didn't feel the inclination to do so.  Now I've decided to touch up on the
        guide and give the guide that I *SHOULD* have produced the first time, and
        not just a lame attempt to be the first to write an LoD guide.
                             Chapter 4 - Revision History
      -First version of the guide, no changes (obviously).
      -Re-wrote the first chapter to better reflect a summary of the game, rather
       than a cheap review or a bad plug.
      -Added more questions to the FAQ section, including an update to the
       question regarding "who I am" in-game.
      -Re-wrote much of the second chapter to give a better scope on just what the
       professions are, and perhaps even how to choose a profession.
      -Removed Chapter 3, as it was wholely an incomplete and fragmented chapter.
       It was unfair to suggest Chapter 3 as a "guide" for Monks, as the chapter
       didn't provide any wholely useful information and likewise didn't help the
       There is of course, a possibility of another version, which would feature
    more in-depths reviews on the classes and their skills, and would give a
    "class guide" for all six of the professions.  At this time, however, this
    guide is released under the principles of WYSIWYG an accronym that stands for
    "What you see, is what you get."  In this, I make no committments to an
    updated version but I would be interested in fully completing the guide at
    some point.
    Guide is Copyright(C) 2004 to 2006 of Steve B.

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