Tactics: Medenian Path

Noam & Asilon / Beal na Carraige / Andor / Andor Queen & King / Fire Canyon / Cursed Home / Veltain Mines / Lost Ruins / Law / Water Dungeon / AJ: Frogs / AJ: Spores / AJ: Drendrons / AJ: Hostile Grounds /
AJ: Crystal Cave / YT: Dendrons / YT: Brutes / YT: Fish / YT: Sisters(Vines) / YT: Grey Yowiens / YT: Chief(Boss)

Noam/Asilon Plains (Level 41+, AB1+ for AP)

  • Originally the first Ability hunting ground in Darkages, it has since become home to leeching level 41-80 Aislings, since the Ability Point rewards aren’t nearly as good as other areas
  • PND is the main killer for these areas, though for the lower rooms, and for leeching, Maiden Trap is the most popular
  • There’s no need to be grouped or spelled here, you will instantly skull upon death regaurdless, and the monsters will be spamming ao sith on the attacker

Beal na Carraige (AB1-10)

  • This is one of the first Medenian Path hunting grounds in darkages, and for the AB range of 1-10, the most lucrative
  • All the mobs in this zone are Earth defense/attack, so use Wind elements to kill and either a Dark or Earth belt
  • Fas/Cradh your mobs to kill them, you may need to do this several times since they will ao sith
  • Walking around the room will summon the mobs for you, so the more people you have walking, the more there will be to kill
  • This area isn’t so difficult, though if you are still getting the hang of it, you may want at least 2 casters and 2 bashers

Andor (AB5+)

  • Typically Andor rooms 1 through 139 are solo’d by a rogue with poison, though lets have some fun!
  • The first few rooms aren’t so rough, though once you get past room 80, everything is much harder
  • They are random elemental defense/offense, so either sense and use elementals, or stick to dark
  • Fas/Cradh the ants. Kaze and Norjo(?) are dark defense and have a high hp regeneration, so let PND, Deo Searg, or Ard Deo Searg do the killing here
  • The same applies for Worms, these critters aren’t to be taken lightly. The red ones will kill you if you attack them with anything, the green will kill you if you happen to stand next to it unhidden! They will both kill the attacker upon death, so have your reds ready
  • Deeper into Andor we find Flying ants; the red ones will hp cup your group, while the blue mana cup your group, so watch out
  • There are invisible ants here, so mind your step. These bad boys will Assassin Strike your group if you stand next to them
  • Captain’s may crasher your group if you’re next to them, and also have the chance to cast Komet upon dieing
  • Dark Belts are used here, keep your party fassed

Andor Queen/King (AB40+)

  • To begin, gather your party inside of Andor 140 (Parties usually consist of 1 Summoner, 1 Bard, 1 Tank and 1 Archer)
  • The King will attack from a distance, so the tank will stand stationary in the south corner of the platform, with the rest lined up to the right of them
  • Killing these guys relies on Cursed Tunes, so if your bard cannot cast them, have a party member cast Gramail Reflect to reflect it back on them
  • Once Cursed Tunes has taken hold, start to Frost Arrow and PND to take the mob down
  • The Queen is free-range, and will not retreat if you advance, so moving is permitted for her
  • Use your Dark Belts and Fas up!
  • Cooldown time for this is 3 hours

Fire Canyon (AB7+)

  • Though this area might be slow with an hourly rate of 25k, it’s not so bad for 2man groups to get a bit of work done
  • There are 3 types of mobs here; The first spawns 2 others when it’s at low health, and will run away from you; The second are blobs, which are non-aggressive until you hit them; The third are the spawns, which are highly aggressive and will port to you
  • All mobs here are Fire/Fire, so attack with Water and use a Dark, Light or Fire belt
  • Fas/Cradh the mobs, and try to keep the spawners suained so they don’t run off on you
  • In this area you will also instantly skull upon death, reguardless if you’re grouped or not

Cursed Home (Floor 1 AB7+, Floor 2/3 AB20+)

  • The first floor here is simple enough, it can be solo’d with cradh and heals
  • All mobs in this area are also Fire/Fire, so use Water to kill again and use either a Dark, Light or Fire belt
  • Fas/Cradh all these mobs, suaining them also has its advangates
  • The second floor is alot harder, you’ll want to acquire a full group for this, along with someone to cast Paralyze Force since there are many mobs
  • The cooldown for the CH2 quest (Located at the Hwarone Inn) is one week

Veltain Mines (AB7+)

  • Killing is done strictly by PND here, some bashers may want to get in on the action though so Cradh and use elemental necklaces if you desire
  • The bosses aren’t to be taken too lightly now, their attacks are still very powerfull, and may require a constant heal for your group
  • Paralyze Force works for mobs, bosses not so much
  • An Archer is handy in here as well; they can summon your  group to the bosses, and help get the job done faster with Frost Arrow
  • Don’t Dion, they’ll ao sith you
  • Dark Belts are used here, keep your party fassed
  • The cooldown time to re-enter the boss areas is 3 hours

Lost Ruins (LR2 AB10-23, LR3 AB20-33, LR4 AB30-53, LR5 AB40+, LR6 AB50+)

  • All mobs are Earth defence/attack here, so Fas/Cradh and use Wind to kill
  • Stay dioned in all rooms minus LR6 (Dion in Law and Fire Serpant as well)
  • In LR2, the Grimes will spawn 2 helper Grimes when red or lower health, these two spawned Grimes are the only ones that count for the quest
  • In LR3 the Assassin Wolves spawn on all 4 sides of you while you walk around, so make sure to stay dioned. A high base (75k+) Prizard could solo here with difficulty
  • Pillars inside of the LR4 dungeon will attack you at a distance of 2 spaces, so stay outside that distance if you’re not attacking
  • Inside LR6 is basically another Chaos, though still with Earth defence. Frost Arrow helps out making the mobs ao sith themselves and spam pramh on you less. Not recommended to 2man this area, 4man is much safer
  • Dark Belts are used here, keep your party fassed

Law (AB50+)

  • The first boss to defeat is always the easiest, so Fas/Cradh the Assassin Lord and bash his brains out
  • Second boss is the Dung Lord; he’s not very happy for obvious reasons. Get someone to tank him, someone to use CT'(or a lot of shock), Frost/Shock, heals, flower, and possibly another summoner to focus strictly on killing his offspring
  • Third boss; Law. Keep yourself and group members dioned, make sure the healer is ready to heal himself as well. Allow CT, PND, Frost and Shock to do most of the work for you
  • Be ready for the nuke! Law will completely drain everyone’s mana when he’s getting low
  • Dark Belts are used here, keep your party fassed
  • The cooldown for this quest is 1 hour

Water Dungeon (AB 30+)

  • All mobs are Water defence (obviously), so Fas/Cradh and use Earth to kill
  • Keep yourself and group members dioned
  • Typically only one person will walk around on platforms to summon mobs, this is due to the high attack power of said mobs, so you don’t want to summon too many on your group
  • RS/AS are the main tools to kill inside this area, as well as high Groo summons
  • In the lower rooms, some mobs will cast a group mana nuke, so be ready to flower everyone
  • The boss is quite simple; Fas/Cradh the Pillars, and have a rogue RS them. Staying in a line facing the Pillars is always a good idea, though let the rogue go first!
  • With a well equipped group, it’s possible to split up into 2 groups for the boss room, just make sure each has someone to spell, heal, flower and RS
  • Dark Belts are used here, keep your party fassed
  • The cooldown for the quest aspect of this is 1 week, but may be done every 3 hours for chests

Aman Jungle; Frogs (AB20-53)

  • All mobs in AJ are Earth defence, so Fas/Cradh and use Wind to kill
  • Keep yourself and group members dioned
  • Typically larger groups are used for this, since the high volume of frogs can overwhelm a small group
  • In said larger groups there’s usually one or more of each; Healer, Speller, Tank, Summoner(to kill), Flower, MDC
  • For tanking the frogs, recommended health points would be around 50k but is always different according to how you move with them
  • Dark Belts are used here, keep your party fassed

Aman Jungle; Spores (AB20+)

  • This is typically just poisoned and solo’d by rogues, though groups can accomplish it
  • Fas/Cradh the mobs, and attempt to kill them one at a time, as fast as possible (this is due to the Spores spamming cupping spells on your group as they reach lower health)
  • Remember to continually spam Fas/Cradh, they will sith themselves
  • Keep yourself and group members dioned
  • Dark Belts are used here, keep your party fassed

Aman Jungle; Drendrons (AB20+)

  • They are Earth defence, so Fas/Cradh and use Wind to kill
  • Remember to continually spam Fas/Cradh, they will sith themselves
  • You can use Dion, though it’s not as effective since most attacks will pass through
  • They have a high and fast regeneration, so attempt to kill them as quickly as possible (mainly AS/RS
  • Dark Belts are used here, keep your party fassed

Aman Jungle; Hostile Grounds (AB20-53)

  • In order to enter this area, you’ll need to complete your Elemus quests
  • They’re Earth defense, so Fas/Cradh these mobs, and use Wind to kill
  • Do not Dion, they will ao sith you
  • Do not use status spells/skills, such as  WFF or Pramh, they will regenerate fully with these
  • Dark Belts and Wind Necklaces are used here, keep your party fassed

Aman Jungle; Crystal Cave (AB40-63)

  • This is simple enough with high hp, though dion failures are known to kill 200k glads within seconds so be vigilant
  • They are Earth defence, so Fas/Cradh and use Wind to kill them (AS/RS will 1-shot them)
  • Keep yourself and group members dioned at ALL times, there’s no knowing when they might spawn and ninja your entire group in a flash
  • If you’re luring a mob, make sure to stay close; being too far away from these mobs will cause them to group cup
  • Do not use status spells/skills, such as  WFF or Pramh, they will regenerate fully with these
  • These rooms can be accomplished with only 3 people, though it’s still dangerous if you slack
  • Dark Belts are used here, keep your party fassed

Yowien Territory (AB40+): Dendrons

  • The same principal as Dendrons in Aman Jungle;
  • They are Earth defense/offense, so use Wind to kill
  • Keep spamming Fas/Cradh, they’ll continually ao sith
  • They’ll spam poisons/blinds, so remember to ao
  • You can dion, but they’ll sap the tankers mana
  • Dark belts are used, keep your party fassed

Yowien Territory (AB40+): Baby Brutes/Brutes

  • Brutes are Water defense, so use Earth to kill these
  • Fas/Cradh these mobs, then switch staves to be ready to heal
  • They hit pretty hard, so keep dion up at all times
  • Dark Belts are used, keep your party fassed

Yowien Territory (AB40+): Fish

  • These annoying buggers wont attack back, instead they’ll flee, so try to use some crowd control on them; Beag Suain, Suain or Paralyze Force
  • They’re Earth/Earth, so Fas/Cradh and use Wind to kill

Yowien Territory (AB40+): Sisters (Vines)

  • Pretty much the same as CC; they’re Earth/Earth, so Fas/Cradh and use Wind to kill
  • These guys hit really hard, so keep dion up at all times to avoid a ninja-ambush
  • Dark Belts are used, keep your party fassed at all times
  • When attacking the Tree Vines, Fas it and just keep on spamming; Shock Arrow is the most useful for this

Yowien Territory (AB40+): Grey/Green Yowiens

  • These are Earth/Earth, so use Wind to kill
  • They’ll constantly cast ao sith on themselves, so keep spamming Fas/Cradh
  • You can dion, but they’ll drain the tanks mana points
  • They don’t hit too hard, so a constant heal isn’t really needed
  • Dark Belts are used, keep your party fassed

Yowien Territory (AB40+): Yowien Chief/…uh…Hulk/Christmas tree hybrid guy

  • In order to take down the Chief, you’ll need roughly;
  • 1 CT, 1 Heal, 2-3 MPND, 2-3 Archers and 1 or 2 Tanks
  • Once you kill the Chief, he’ll transform into his “Angry” state which I describe as the “Hulk/Christmas tree hybrid guy” for lack of knowing its name
  • He’ll summon little minions, but it isn’t needed to kill them, although they’re majorly annoying when they stand on top of players or kill the novices in your group

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This guide has been written by ZulZander.  If you have any corrections, or would like anything added please private message me.  You can also contact me in-game on Zhath.

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