1999 fantasy MMORPG video game
Dark Ages is a MMORPG based on Celtic mythology, originally developed by Nexon and now operated by KRU Interactive. It is loosely based on the Korean game "Legend of Darkness". The American version was developed by David Ethan Kennerly who based it somewhat on the works of horror writer H. P. Lovecraft. The game originally thrived on player involvement in the management of the game and progression of the storyline, even going so far as allowing players control over in-game politics and laws.
Expositional lore.
In a long past era, the people called Tuatha de Danaan ("Children of Danaan") arrived in the lands of Temuair, meaning Earth-Sea in the Tuathan tongue. A civilization formed there called Hy-brasyl. It was a peaceful time, in harmony with nature. For the first time, after a millennium of peace had existed, a man is found murdered, and exploration into the outside world begins. With this comes the harnessing of the elements for magical power.
Along with this exploration, Kadath, the worldly home of the gods, is discovered. Dark altars and temples are constructed, and the priests of these dark gods go mad in their search for divine knowledge. In this madness, Hy-brasyl is drowned, causing the death of all those who know the forbidden knowledge.
Over 300 years go by until the knowledge is regained, and along with the four other elements (Fire, Earth, Water, Wind), a fifth is discovered: Darkness. With this discovery come the Dubhaimid, the dark ones. Formed by the Dark God Chadul, these dark forces terrorize Temuair. The wise amongst the Tuatha de Danaan return to the worship of the Light Goddess Danaan, who enters into the Great War with Chadul.
Many years later, the Six Lords of Temuair meet to form an unholy Pact with Chadul. Led by Tenes, King of Ardmagh, the Anaman Pact is formed, granting each of the Lords a 1000-year lifespan and the unity of Temuair. In the ensuing war, Danaan's chosen Paladin, Ainmeal, fights against Tenes in battle and wins, ending another dark threat. Ainmeal renames Ardmagh to "Loures".
Again much time of peace passes, until the 4th Empress of Loures, Ealagad, comes to power. She seeks to rekindle the power of Chadul and does so, restoring the Dubhaimid to Temuair. Danaan again intervenes, this time by sacrificing Herself in order to defeat Chadul for the final time. With the end of this Shadows War, the first of the Aislings (Dreamers) are born, free from their old mundane life, and making a difference in the new Atavism Age.
Character customization.
Players begin the game with the creation of a new character. They may select a name up to 12 characters long. They may then select the gender and hair color of the character. A limited selection of gender-specific hairstyles is then chosen, eighteen styles for males and seventeen for females. Players then enter their desired password and enter the game as the default Peasant class.
Characters are broken up into the archetypal character classes of Warrior, Monk, Priest, Wizard and Rogue, with the default being Peasant. To become one of the common classes, players must enter a specific building in the starting town of Mileth. They may bring a player of the desired class to initiate them into the class, or may elect to do so alone, with the NPC as their initiator.
Classes.
Peasant.
Though a default class, players may choose to advance the Peasant class to level ninetyninety-nine nine. This class has no class-specific weapons or armors and receives the benefit of no special class-specific skills or spells. Any equipment which a peasant can use and wield can be used or wielded by any of the other classes in the game. This class does have the benefit of the lowest experience points required to level up. It is balanced by being the most difficult class to level up, having no skills or spells. A peasant may place all one hundred and ninety-six points gained from their levels into any of their stats, as there is no limit on a peasant's stats.
Warrior.
The archetypal fighting class is the Warrior. Warriors excel in hand-to-hand combat and gain the most armor value from their class-specific armors. They have a small selection of shields and one-handed weapons which only warrior may use and a selection of two handed weapons. This class gains the benefit of the most instant melee skills. Warriors also have a number of class specific combat skills most of which cause damage to targets in combat. Most of these skills have short cooldown periods. The warrior class has a very limited selection of spells, mostly only to attract enemy monsters or assist the characters defense against attack. Warriors smith many common weapons to become lighter and cause more damage.
Monk.
The Monk is the master of hand-to-hand fighting. They have a limited selection of class specific weapon, most of which are hand claw type weapons. Monks enjoy a number of class specific skills and spells, most of which are combat skills and used to mitigate their more limited selection of instant melee skills. The monk class has the next highest armor rating of their class specific armors, after warriors. While monks may use any common weapons, many of their class skills require them to have either no weapon or monk-only weapons equipped in order to function. The majority of a monk's combat damage is from their skills. Their spell selection is less limited than the warriors as they have the ability to remove blindness and poison status from themselves or other characters some slight healing spells and defense spells that can provide complete invincibility to damage for a brief amount of time. Monks may also practice herbalism to create potions which have similar effect to their spells. Many of the monk's skills and spells are based on the monk teaching Dugons to other monks. Dugons are similar to the belt system of karate in theory, but progress to the next dugon is based on how many pupils the monk has taught dugons to.
Rogue.
The Rogue is touted as the intermediate class between the basher classes and the caster classes though the class functions more as a basher. Rogues heavily rely on trap skills which places a damage or status inflicting trap on a tile on which enemies must step. Rogue traps either cause damage or poison, blind or sleep status. Rogues have the ability to hide from monsters and other characters in order to move around without attention. Rogues have a decent ability in hand-to-hand combat and have a number of class specific weapons; melee daggers or thrown daggers and shuriken type weapons called surigams. Rogues may also change the hairstyle of other characters from a selection of around 80 gender specific styles. They have the next strongest armors from monks. Rogues can also smith their class specific weapons to become lighter and cause more damage.
Priest.
The Priest class has a few abilities in hand-to-hand combat and is a poor melee fighter. Their armors are the second weakest of all common classes. Priests enjoy a large selection of spells most of which protect themselves or others from danger either through removing of curses which cause armours values to drop, remove most negative status ailments or healing other characters. The class also enjoys a wide variety of spells which cause status ailments of blindness, sleep, poison, frozen in place, or curses which reduce armor values. The priest class also casts a limited selection of direct damage spells, which are based on the Light element. Priest specific weapons are specialized staffs which reduce the waiting time for their spells to discharge. Priests may also create the same potions as monks. They are the only class which can progress beyond Acolyte status in the eight religious shrines.
Wizard.
The Wizard is the archetypal magical attacker. This class also has a few abilities in hand-to-hand combat making them a poor melee fighter. Their amours are the weakest in the game rendering wizards the most susceptible to damage from enemies. Wizards are masters of the elements and most of their spells are based on the four elements of fire, air, earth and water called in the game, respectively: srad, athar, creag and sal. Their spells revolve around causing direct damage with elemental spells, and although a max-level in wizard can decimate entire legions of foes from afar with a wide variety of potent spells, a wizard who is still in the process of leveling will find it impractical to attempt to be a damage dealer and will instead only focus on strengthening the elemental affinities of friends and foes. Strong spells require lots of stats, nobody expects (or wants) wizards to deal damage in a group setting while leveling, and not pumping WIS will result in a vastly lower MP pool, plus the players can just pick up the spells they missed leveling up at 99. For these reasons most wizards plan their character with level 99 in mind and pump their WIS high as early as possible, resulting in giant mana pools compared to a character that does not. Wizards can also increase the elemental affinity of enemies or allies (an important mechanic in "Dark Ages"), and switching the elemental affinities of enemies, but the latter function of forced elemental affinity switching does not work on any enemies the same level or higher than the wizard, rendering it useless against any enemies that a top-level wizard would fight. Wizards may learn Dark element spells which cause direct damage in combat. Wizards also gain some spells that steal MP from group members or draw MP from specialized potions that contain the essence of the elements. Wizards can also enchant equipment either to become lighter and make the wearer more likely to successfully strike their opponent, detract less MP from the wearer or grant extra MP to the wearer, make the wearer cause more damage, or get an increase in hp from the gear. Wizards may practice alchemy to create some items. They may also practice necromancy which summons monsters to fight for the wizard. Wizard-specific weapons are staffs that predominantly lower the time needed for spells to discharge.
Stats.
"Dark Ages" uses a system of 5 primary stats and 4 secondary stats. Primary stats start at 3, and 2 primary stat points are gained every time a character increases in level. These points can be spent to increase a character's stats. Stats can also be altered by equipped items worn by the character. The primary stats are STR (Strength), CON (Constitution), DEX (Dexterity), INT (Intelligence), and WIS (Wisdom).
The secondary stats are MR (Magic Resistance), AC (Armor Class), HIT, and DMG (Damage). Secondary stats are modified by gear.
Learning skills and spells require the character to have a certain amount of each stat, for example for a Warrior to learn the "Windblade" ability, the following stat levels need to be reached: INT and CON to 5, STR to 6, and DEX to 12. The ability can then be learned after presenting the trainer with a specific item(s) and/or gold. Many players plan their character around using items to boost stats so they can learn skills with the fewest points spent. The excess points can be spent in CON or WIS, allowing the character to enjoy a greatly improved HP or MP pool and regeneration while leveling.
HP and MP are the standards hit point and magic points. HP is reduced from receiving damage in combat from enemies, and if it is reduced to 0 results in the death of the character except under special circumstances. If a character is a member of a party, instead of immediate death the character is in a swooning state in which they cannot move or use skills, spells, potions or complete any action other than speech. It is commonly called Skulling in the game, in reference to the skull which appears over the character head for a short duration. Other characters may use a specialized potion to cancel the effect and return the character to 1 HP during the duration. Otherwise, the spell ends and the character dies per usual. HP and MP are increased every time the character gains a level based on a mathematical formula involving the characters CON stat for HP or the characters WIS stat for MP.
Rededication and Mastering.
Once a character has reached level ninety-nine in