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Welcome to Fragments of Temuair! Whether you are new here, a returning player, or somebody who has migrated over from USDA, there is a lot of information here that can get your mind a little boggled. These are a few knowledge pieces to start you off so that your adventure may be a pleasant one.I am sorry I accidentally deleted this. Please someone make a back up just incase. Now that I know you guys still use this sheet, I will never delete it again. - NeroZero
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Exploring: There are secrets hidden all around the world that even some of the oldest beta testers have yet to find, and new content being added all the time. Get your wanderlust on and dive in deep! Just make sure you keep yourself safe while you're out there.Tips:
Once you gain a mob's aggro, it will not drop it until you leave the room for a while. Some mobs that were passive on USDA are aggressive here, so be careful.

Additionally, stealth abilities (Hide, White Bat Form, etc) may also not always drop aggro. If an enemy sees you entering stealth, they may continue seeing you. Some bosses can also see through stealth.
Stats and What They Do

In Dark Ages, there are 5 general stats for players to put their points into.

Strength: The governing stat for Warriors. Raising this will increase the power of your Assails and melee-type abilities (Warrior skills mostly), and also increase your weight capacity, so you'll be able to carry more/heavier items. Strength also increases your resistance to Stun (immunity at 1500 STR)
Intelligence: The main stat for Wizards. Raising this will increase the power of offensive spells (Wizards and Priests). Intelligence also increases your resistance to Prahm (immunity at 1500 INT).
Wisdom: The main stat for Priests. Raising this will increase your mana regeneration speed and amount (has a sort of 'soft-cap' at 500 WIS, returning about 20% of your total mana every 5 seconds). Wisdom also increases your resistance to Suain (immunity at 1500 WIS).
Constitution: The main stat for Monks. Raising this will increase the power of Kick-type skills (Monks mostly) and also increases your health regeneration speed (similarly to Wisdom, this has a 'soft-cap' at around 500 CON). Constitution also increases your resistance to Blind (immunity at 1500 CON).
Dexterity: The main stat for Rogues. Raising this will increase the power of Stab-type skills and physical ranged attacks (mostly Rogues, and may also work on a Warrior's Windblade and Monk's Eagle Strike?). DEX also increases accuracy of melee and spells (this is important in Medenia). Dexterity also increases your resistance to Poison (immunity at 1500 DEX).
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Aldair: The Mundane named Aldair, at (24,54) in Mileth will teach you your first two skills if you talk to him about skills. You will learn "Assail", which is your basic melee attack, and "Look", which allows you to view anything in a pile directly infront of you. As you level, Aldair will have class specializations for you to choose from, so go back to visit him to see what goodies he has for you later on! (Class specializations are not limited to Aldair, but it will be up to you to explore and find them all ((More are said to be added later)) )Advanced Stats

In addition to the stats mentioned above, there are also stats that your equipment will help raise/lower.

AC: Armor Class. This stat is your defense. The less of it you have, the less damage you will take. For example, if you have -50 AC, you will take less damage than someone who has +50 AC. (Spells like Cradh work by INCREASING a target's AC, thus they take more damage.)
MR: Magic Resistance. This caps out at 70%, and gives you a chance to resist spells.
HIT: this stat increases your chance to dodge.
DMG: this stat increases the power of your melee and abilities (maybe? may need more clarification from others).
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Basic Controls and Commands:
Generally you will use the mouse to interact with the world, including picking up items, casting spells on others, etc., but here are a few other helpful keyboard shortcuts that will come in handy as well.

You can easily swap through your different tabs by pressing the following:
a (inventory), a again (gear page), s (skills), d (spells), f (chat), g (stats), h (extra skills/spells).
To note: While you are on your gear page, you can click on your Legend tab and Skills tab. Your Legend is a record of all of the tasks you have completed during your life.

Other shortcut keys:
q (menu), w (mailbox), e (player world list), r (status selection), t (map), y (group list), zxcv (movement keys), b (pick up item below and infront of you)

Commands:
Most buy/sell npcs (such as the smith) can be quick sold to by typing "Buy all my [itemname]" in the chat.
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Stat Advice: Due to the formula for Wisdom (for mp) and Constitution (for hp) scaling horribly as you level, the MORE Wis or Con you have at lower levels, the more benefit you will see from it as you level. Because of this, it is strongly advized that if you are a Warrior, Monk or Rogue class, pump Con to 30 before doing anything else. If you're a Priest or Wizard, pump Wis to 30 before doing anything else. This makes a huge difference later on.
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Leveling: If you're new and wondering where to start, the best thing you can do is check out the Quests and Daily Quests tab here on the wiki. This is a very grind intensive game, so the quests help out a ton on your adventure to 99. Aside from that, don't be afraid to be friendly and try to form parties. You have to be within 20 levels of another person to gain experience with them while partying.
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(Very)General Class Overview: At level 5 you can go to the Temple of Choosing in Mileth (93,12) to pick your class.

Warrior: Warriors are known for wearing the heaviest armors with the best armor class and specialize in "Assail" type skills. Once obtained, all "Assail" type skills are used at the same time with space bar, making this the hardest normal melee hitting class. The role played in a party is DPS and Tank.
Monk: Monks specialize in "Kick" type skills. They jump behind their enemy using ambush and unleash all of their kicks for super 2x back attack damage. The role played in a party is DPS and Tank.
Rogue: Rogues specialize in Stab attacks and Trap type spells. They can make themselves invisible and blind their enemies, making them the sneakiest of all the classes. The role played in a party is Crowd Control, Elemental read and Support DPS.
Wizard: Wizards specialize in the 4 basic elements, and dabble in Dark elemental magic. They can change a monster's elemental defense to better suit their needs. They cast "Fas Nadur" type spells to amplify a player or monsters elemental defense, which can either be a blessing, or a curse, depending on how it's used. The role played in a party is mostly "Fas Nadur" buff/debuffer, but can extend to changing/reading of mob's elemental defense.
Priest: Priests specialize in Heal, Cure, Curse, Buffs and Light Elemental Magic spells. They are usually the busiest out of all of the classes, working hard to keep the party alive. A Priest's heals can damage "Undead" type mobs. The role played ina party is (usually) Full Support.
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Death: If your hp hits 0 here, whether you are in a party or not, you will enter a "skulled" state for about 7 seconds. During this time, somebody can revive you with a specific skill, or a Beothaich Duem potion. It is common practice to quickly look at your coordinates and room name at the bottom of your client window, log off and ask for a rescue in Discord. If you are not saved in time, then you will pile. Piling means that all of the gold and items that were in your inventory and on your body will be ripped from you and fall to the ground. Most items with a prefix are break on death and will break if currently equipped when death occurs. There will be a curse on your piled items to keep other players from stealing it, but you should hurry back to get it as soon as possible.
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Scars of Sgrios: If you die you will notice that a Scar of Sgrios will appear on your legend. This is bad for you and if you level with it you will get significantly less hp and mp on level than normal. This debuff stacks with each Sgrios scar you obtain, so it is important that you take care of them as soon as you get them. You can do this by joining a religion and gaining faith by praying or desecrating enemy God's items. Once you build up enough faith, you can walk up to the statue in your temple and pray to remove the Scar of Sgrios.
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Religion: At level 8 you can choose to join a religion. Once you choose your religion, you CAN NOT join another. Each religion has different stat bonus perks. You gain faith by praying and if you are of the priest path you gain a special Relic specific to your religion when your faith reaches max capacity. The Relics do some nifty things, so check out the "Relics" Tab before you choose while religion you want to go with.
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Basic Elements: Everything in the land has an elemental defense and an elemental offense, including us players. Our defense is based off our belt, and our offense is based off our necklace (unless your skill/spell specifically says it has its own element, in which case necklace does not matter). You can wear your first belt and necklace at level 6. There are 4 basic elements: Fire, Wind, Earth, and Water. Each element is stronger and weaker against another, in a rock/paper/scissors fashion. Fire beats Wind. Wind beats Earth. Earth beats Water. Water beats Fire. It is common practice for a mele type (Warrior, Monk, Rogue) to carry around an elemental set of 4 necklaces. Some classes have the ability to read a monsters elemental defense, but until you get to that point, it's a good idea to swap through your necklaces until you find the one that's doing the most damage.
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Advanced Elements: The two other elements you will find yourself faced with eventually are Dark and Light, which are weak to each other, but equally strong against all of the base 4 elements. At level 20 you can wear a Dark Belt, which will drastically increase your survivability.
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Upgrading Gear: You can take most pieces of gear to the Tagor Forge and pay 100k for a chance to upgrade it once. If the upgrade fails, it will break your item, but this can be avoided by using 10 Talos Fragments (turned into 1 Refined Talgonite) along with the 100k. A success or fail will take the 100k AND 1 Refined Talgonite, but will not break your item in this case. Amongst other things, every +5 levels the item will gain +1 to all stats, making it easier than ever to get all of your wizard and priest spells... Provided you're willing to put in the effort, of course!
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Medenian Gear and Stats: Upon reaching Medenia, you may notice your melee abilities and spells not hitting as often as they used to in Temuair. That's because most of the enemies in Medenia now have high amounts of Magic Resist and Physical Resist.

Magic Resist and Pierce: To bypass enemy resistances, you will want to invent in Medenian gear that contains some form of Pierce, such as: Fire/Wind/Earth/Sea Kanna Necklace and Mailbreaker (physical pierce for melee) / Manabreaker (spell pierce for casters) rings from Asilon shops. However, there is an important distinction between Magic Pierce and Elemental Pierce.
Magic Pierce helps your spells actually hit your target (like an accuracy check), whilst Elemental Pierce (for example Fire Pierce) will help your Fire based abilities/spells hit harder.

Accuracy: You may come across this stat when upgrading your gear at a Medenian Blacksmith with Raw Iron or enhancing it with Trials (Asilon Trials, Noam Arena, etc). This will help your melee and spells to hit your target. It is also thought that raising your Dexterity stat can help with accuracy as well...
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