The History of Asheron's Call
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The Slumbering Giant - January
2003
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If Aerbax were capable of a smile,
as the meatlings understood it, it would be grim and taut, much
like the smile that was permanently etched on his mask. He
floated around his latest creation, another failure. The jaw of
this Mosswart now lay exposed, deformed and clattering against
the exposed bone of the upper palate as the Mosswart struggled
for breath. Aerbax resigned himself to the fact that each
failure was another step closer to success.
As he studied the creation, he
was uncertain where the experiment had gone wrong. He trusted
Puppet to be able to discern the moment in which the subject had
been overexposed to the energy source and had begun to twist
beyond the defined parameters. The Mosswart let out a deep,
guttural burble that sounded like nothing ever heard on Dereth
before. Then the jaws clattered shut again, bone grinding on
bone.
Puppet cocked its head to one
side as it listened to the inaudible commands Aerbax issued.
Puppet nodded once it understood. Aerbax turned back to the
Mosswart, his creation, his child, and rested the edge of his
cloak atop the creature's lacerated and oozing brow. Aerbax
forced a thought through the Mosswart's pain-ridden mind:
"Soon my child, soon it will all be over."
He wheeled from the slab and
floated through a nearby door.
"No Ketnan, no center
court… They call this Arwic!?" Lienne chortled as she
polished the inside of a silver goblet. "I'll tell you what
I think. Once these accursed walls were up, they ought to have
moved us all out of town and sealed this place forever.
Everything happens for a reason, you know, and we should never
have tried to rebuild here. I'm only staying 'cause I trust that
Strathelar knows what she's doing." She spit onto the rag
and went back to polishing the goblet.
Her lone patron groaned in
disgust as he watched the action.
"The ale kills whatever
germs I may pass, you doddering fool. Besides, there are darker
things at work in this town than I could possibly pass
along." She harrumphed and turned her back on the drunkard,
continuing to shine the goblet.
Her patron clapped his stein on
the bar and tossed a few pyreals onto the countertop. He walked
to the door and opened it wide.
He paused in the doorway and
turned back to Lienne. "You know what you need, Lienne? You
need to walk outside and see how beautiful the snow looks draped
over the walls and the outlying area. You need a breath of fresh
air." She turned to look at him with a scowl on her face.
Shaking his head, the man pushed his way out of the tavern, into
the shadows of the looming buildings of Arwic.
She did not breathe until the
crisp winter air that blew through the door had passed over her
and the feeling of warmth from the hearth returned.
"There's something wicked here… Something not quite
dead," she mumbled to herself.
As she placed the goblet on a
hanging rack, the wind whistled the cracks in the wooden walls
in a cacophony that almost sounded like the suffering of a great
beast.
It was a thing of legend. It
wasn't real. It couldn't be real. Yet the sharp crack of
Earnbil's jaw striking a rock as he fell was enough to tell him
that this was no dream. As he tried to scramble back to his
feet, he looked behind him. The trees he had just passed were
now shaking violently, the low rumble of the shaking ground
increasing in intensity and volume. He spat blood as he finally
steadied himself and continued his panicked flight.
The Direlands were dangerous,
but nothing like this had ever been seen before. Where had it
come from; where had they all come from? About him he heard the
shouts of his compatriots as they screamed in horror, fear,
panic, or a mindless combination of all three. Clouds shrouded
the sun as he saw Matthius try to escape into portalspace, only
to fall dead on the ground, a heavy crossbow bolt lodged in his
chest.
A roar tore through the valley
and loose rock and snow shook from the tops of the mountains,
knocking Earnbil off his feet again. As he desperately clambered
to his feet, he chanced one more look behind him. The Tumeroks
picking at Matthius' body slunk away into the cover of some
nearby brush. Soon after, the trees parted and a tremor shook
the ground. It shook Earnbil to his very bones.
"It can't be, it's
impossible," he whimpered. "None have ever seen such
since-"
His words ceased as his body
crumpled beneath the weight of a tremendous force.
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Welcome to the January edition of
the Asheron's Call Letter to the Players. The AC Live
team hopes that you are enjoying the winter season, both in-game
and out. The January update for AC is just around the
corner. We're busy putting some of the final touches on this
month's content along with taking some time to improve gameplay
for our players. There's a lot to cover this month, so without
further ado, here are the bigger changes that will take place in
Dereth in January.
Life Magic Changes
In our examination of the magic system, we found that the
previous changes to transfer spells helped us reach many of the
goals we had set for these spells, but we also found that we
could improve the magic system further. Moreover, we found that
there were many other areas of magic we could improve upon at
the same time. We think these changes will help mitigate some of
the concerns our players have had with the previous changes, as
well as introduce even more strategy for those who enjoy playing
a mage.
The following chart explains the
changes made to the Life Magic transfer and harm spells:
Table 1 - Transfer and Harm
Range Changes
Spell Level |
Old Range |
New Range |
1 |
5 |
10 |
2 |
7 |
15 |
3 |
9 |
20 |
4 |
15 |
25 |
5 |
20 |
30 |
6 |
25 |
33 |
7 |
35 |
35 |
The health transfer spells
received some special attention, since these serve a unique
purpose for many mages. The chart below explains the changes,
but the concept behind the changes can be summed up rather
easily: Lower level health transfers are geared for defense,
while higher level transfers are geared toward offense. Remember
that the changes below only affect health transfers; stamina and
mana transfers remain the same.
Table 2 - Health Transfer
Spell Changes
Spell
Level |
Old %
Drained |
New %
Drained |
Old Max
Health Drained |
New Max
Health Drained |
Old
Health Received Multiplier |
New
Health Received Multiplier |
1 |
10% |
25% |
100 |
30 |
1.0 |
2.0 |
2 |
15% |
25% |
100 |
50 |
1.0 |
1.6 |
3 |
20% |
25% |
100 |
75 |
1.0 |
1.33 |
4 |
25% |
25% |
100 |
100 |
1.0 |
1.0 |
5 |
30% |
30% |
100 |
120 |
1.0 |
1.0 |
6 |
40% |
40% |
100 |
150 |
1.0 |
.75 |
7 |
50% |
50% |
100 |
180 |
1.0 |
.5 |
One thing that has not changed
in Life Magic is that you can only transfer as much of the
secondary attribute as you need. So if you are completely
healed, you still will not be able to transfer health from a
target.
If Table 2 seems a bit
confusing, we can provide two examples that may help clear
things up:
Example 1 - A
mage is taking damage and would like to recover some health
quickly. Using the level 1 health transfer spell, he takes 30
points away from a monster attacking him and receives 60 points
in return. He does this a few times to help keep him alive while
he tries to make a speedy retreat.
Example 2 - A
mage has taken some damage, but well within what she can handle.
She targets a nearby creature that has quite a bit of health.
Using the level 7 health transfer spell, she takes 180 points of
health away from the creature, and receives 90 in return.
Another change to Life Magic
revolves around the Life Bolts. Their travel speed has been
increased so that their rate of travel is exactly between the
speed of a War Magic Bolt and a War Magic Streak. Previously,
the Life Bolts traveled at the same rate as a War Magic Bolt.
War Magic Changes
With regard to War Magic, we felt the majority of people's
issues revolved around one point: War Magic can do tremendous
amounts of damage, but can be inconsistent over short periods of
time. This inconsistency could lead to frustration, so we've
made two changes to War Magic to try and address this. The first
change involves increasing the damage dealt out by volley and
blast spells, a class of spells that many war mages found
ineffective in the past. These changes will bring the spells in
line with the damage dealt out by Bolts and should be useful in
crowded situations. The chart below breaks these changes down
further:
Table 3 - Blast and Volley
Damage per Bolt Changes
Spell
Level |
Old
Damage(per bolt) |
New
Damage(per bolt) |
3 |
8-15 |
10-20 |
4 |
11-20 |
16-32 |
5 |
13-25 |
25-50 |
6 |
21-40 |
33-66 |
7 |
40-80 |
40-80 |
The other change this month
involves revising the damage and casting time of the Streak
spells, as explained in the following chart:
Table 4 - Streak Damage and
Rate of Fire Changes
Spell
Level |
Old
Damage Range |
New
Damage Range |
Old
Rate of Fire |
New
Rate of Fire |
1 |
4 - 8 |
6 -12 |
35 |
35 |
2 |
7 - 13 |
7 - 14 |
26 |
35 |
3 |
9 - 18 |
9 - 18 |
22 |
35 |
4 |
16 - 30 |
12 - 24 |
19 |
35 |
5 |
23 - 45 |
15 -30 |
17 |
35 |
6 |
32 -60 |
20 -40 |
17 |
35 |
7 |
40 -80 |
26 - 52 |
17 |
35 |
The figure for the rate of fire
in Table 4 is an approximation of how many times the spell can
be cast per minute. You can see that the damage has actually
been reduced for most streaks. However, mages can now cast these
spells significantly faster than they had in the past, providing
mages with the ability to fire off streaks in rapid succession,
or use them as a "finishing move" on a creature that
is almost dead. We hope these changes will give War Mages more
options in dealing out damage, depending on the situation they
find themselves in.
Item Magic Changes
Item Magic received a slight change this month to two of its
spells. Since the appraisal skills were removed, the Hide/True
Value spells served no purpose in the game. In January, they
will be reborn as spells that increase or decrease the mana
conversion modifier on wands and other casting implements. This
spell works a bit differently than similar spells, such as Heart
Seeker or Defender. Instead of adding to any existing bonus,
this spell multiplies any existing bonus. For example, casting
Hermetic Link I on an orb with a Mana Conversion bonus of +10%
would increase the bonus by 1.1 to +11%. This means that items
without a mana conversion bonus do not receive a benefit, since
the spell's effect is being multiplied by zero. Since these new
spells replace the existing Hide/True Value spells, all
characters who had Hide/True Value in their spell books will
automatically receive the new spells.
Attribute Redistribution
Post-creation skill alteration is a good way to allow characters
to adjust to ongoing changes in game systems, but it's sometimes
not quite enough. Attribute allocation, after all, is almost as
important as what skills you have trained. In fact, it is only
at higher levels of play that the effects of the character's
starting attributes are really felt. So in January, players will
be able to adjust their starting attributes using a system
similar to the skill alteration gems that appeared in November.
We feel this is the last bit of flexibility you need to adjust
your character as you see fit to deal with any past or future
game play changes we might make.
The exact method for changing your character's attributes is via
a quest similar to the one introduced for skill sell-back, but
for every point of one attribute raised, you must lower another
by the same amount. To choose which attribute to raise and
which one to lower, you will need to obtain two gems, one for
the attribute to increase, another for the attribute to
decrease. Combining these two gems will result in an attribute
transfer gem. Using this gem will remove 10 points from one
attribute and give it to another. Keep in mind that this works
similarly to how attributes are handled at character creation;
that is, the innate attribute amounts cannot be lower than 10 or
more than 100. If the attribute is close to one of these limits,
only the amount to reach that limit would be transferred. For
example, if an innate attribute was 95, only 5 points could be
transferred to it. Essentially this means that you can now
redistribute the pool of 270 attribute points given to your
character at creation. You can find out a character's innate
attributes at any time by examining the burden panel. It will
now list the character's innate attributes, along with his or
her resistances and other important information.
Note that each gem used for
raising and lowering attributes has its own pickup timer, so
that one of each can be picked up every two weeks. This timer is
not shared with the timer used for skill alteration. The
combined transfer gem is not givable or droppable, but it can be
saved for later use.
Changes to the Gaerlan
Quest
As promised, January will include changes to the Gaerlan quest.
We've removed the dynamics that were causing it to not work as
intended from time to time. Below are the changes that were
made:
- The Guardian portals are
permanent fixtures at the various Essence ruins.
- Guardians within the dungeons
will reappear once every hour. This means that one group of
players can be ahead of another group by one hour at any stage
of the quest, but overlapping quests shouldn't present a
problem.
- The Platinum Golem outside of
the downed Citadel will no longer be event-driven; rather, he'll
now be a permanent spawn. Beware though; if you've bypassed any
section of the quest, the Golem will now return you to Eastham
when you speak to him.
- The Platinum Golems within the
Ziggurats will also be a permanent spawn.
- Activating or failing to
activate the Platinum Golems in the Ziggurats within the
allotted time no longer controls whether Gaerlan appears or not.
- Five portals will now appear in
the Citadel Library. These portals consist of four dungeon
portals, for the various level breaks, and a portal into the
final reward/prison chamber. Players that are killed by Gaerlan
and recalled to the Library will be able to rejoin their
fellowships.
- When you kill Gaerlan, he will
no longer summon a portal into the reward/prison chamber. Rather
he will summon a portal back into the Library.
The above changes should be all that are needed to remove the
possibility of malfunction on this quest. If there are issues,
we will address them.
The Marketplace
Since the inception of Asheron's Call, trading
and other services have been informal, player-driven affairs.
However, these player-driven dynamics can have a huge impact on
how much enjoyment players get from our game, since equipment
and spells are necessary to survive in the hostile island of
Dereth. To facilitate these dynamics, we are introducing a new
Marketplace to Dereth in January. This Marketplace is
essentially a modestly decorated dungeon. It contains a small
foyer where players will appear, and four hallways leading off
to four distinct wings. There are no chests or monsters in this
dungeon and there are no portals into or out of the Marketplace.
Players can only get there by using the new
"@marketplace" command, which works in the same way as
the "@lifestone" command. Of course, instead of taking
you to your lifestone, "@marketplace" takes you to the
Marketplace!
Miscellaneous Changes
- New Ivory Targets: There are
new ivory targets this month, and merchants who sell the
tinkering books now carry a book that lists all the targets
available for ivory tinkering.
- Ashbane: Ashbane (the trophy
sword from Aerfalle's Chest) used to drop on death, but starting
in January it will no longer drop on death. If you have
used dropping it on death to get it on a secondary character,
you may want to consider shifting it back to your main character
before the January prop.
New Patch Day
As you may have noticed, last month's patch and this month's
patch are being delivered one week later than usual. To
allow both Microsoft and Turbine to give AC the
attention it deserves, we have decided not to update both AC
and AC2 the same week. In that way, if an issue shows
up in either game, it won't distract from the other.
That's it for the big changes coming up for January. Of
course, that's not all that we have in store for you in the
future. But for any updates on content, you'll just have to wait
and see… As always, enjoy the game, and thank you for playing Asheron's
Call.
-The Asheron's Call
Team
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The taverns are abuzz with tales of
the creatures that have been seen. Those who had the misfortune
to meet these creatures drown their sorrows in pints of ale,
moaning that no one could stand before the creatures' immense
power. A few even say they have sighted a threat not seen since
the founding of Holtburg. Yet not all the tales are so dire. One
adventurer brings back a tale of the immense wealth he found, a
treasure hoard the likes of which has never been seen before.
This one tale is enough to motivate many adventurers to scour
the Direlands in search of the creatures and the hoards they
guard, even though death surely awaits.
The Queen and the Arcanum have
continued to bolster their defenses for any threats to come.
This is especially true in Arwic, which is now surrounded by a
set of thick walls. In addition, the Arcanum, under the
direction of the Queen, has created a special Marketplace that
is accessible to all of the people of Dereth. Now with just a
simple act of will, those in search of goods or services can be
transported to the Marketplace, making it easier for everyone to
find the materials they need to prepare themselves for whatever
challenges lie ahead. Ciandra, head of the Arcanum, has also
made a breakthrough in her studies of the gems uncovered by
Nuhmudira. Those gems could allow one to change his or her body
of knowledge and skills, but Ciandra has found a means to use
them to change the base qualities that one was born with. While
some mutter that this magic is horribly unnatural, most avail
themselves of the chance to change any deficiencies they find in
their makeup.
It may be that these projects
are completed just in time, as the first signs appear that the
quiet following Gaerlan's defeat is being broken. The Queen's
scouts report that a strange new portal has been found on the
Singularity Caul. Parties that have traveled through the portal
report of a facility filled with all manner of creatures, most
of them twisted by Virindi experimentation. Some even whisper
that Shadows could be found therein…
Here are the changes introduced
in our January event. Changes to game functionality and existing
content are listed, but new content is up for you to find! Speak
to town criers, barkeeps, and scribes for the latest happenings
in Dereth. For more information on this month's event, please
see this month's Letter to the Players. Please submit any bugs
you come across to http://bugs.zone.com.
New Functionality and
Content
- Wealth! Wealth beyond the
dreams of avarice!
- Characters can now redistribute
their base attributes! See the Letter to the Players for more
details.
- Nuhmudira's students are
continuing their studies of the Lifestones.
- Arwic has been fortified
against future attacks.
- The Marketplace is open for
business!
Miscellaneous
Improvements and Changes
- The Harbinger's spirit has been
more restless lately…
- Life, war, and item magic
spells have received a number of enhancements. Please see this
month's Letter to the Players for the full details.
- The Bane and Lure spells have
been given new icons to better differentiate them from each
other. This includes all variants of the Impenetrability and
Brittlemail spells.
- Ivory can now be applied to a
number of additional quest items that are bonded to the
character, making it so these items can be taken from the
character's inventory and stored. In addition, a book is now on
sale in-game that explains which items can receive Ivory. If you
are unsure whether an item in your inventory can have Ivory
applied to it, feel free to try a bag of Ivory on the item. If
the item can't receive the Ivory, you can't hurt it!
- The restrictions on portal use
for Player Killers have been enhanced. The restrictions are now
applied to both the attacker and the person attacked, but only
if the attack was successful. If the attack was evaded or
resisted, the portal restrictions are not applied to either
party. In addition, the restrictions are only applied if a
negative effect was applied to the target, such as a harmful
spell or attack. It should be noted that casting negative Item
spells does not cause these restrictions to be applied to the
attacker or defender.
- The corpse protection for
monsters has been increased from 30 seconds to 90 seconds.
During those 90 seconds, only the character that killed the
monster, or a member of his Fellowship if Fellowship sharing is
enabled, will be able to loot a monster's corpse. After that
timer expires, anyone can loot the corpse.
- The damage modifiers for the
various Hollow and Phantom weapons have been increased. The
changes to these weapons are shown below:
Type |
Previous Modifier |
New Modifier |
Hollow Atlatl |
100% |
125% |
Hollow Bow |
100% |
125% |
Hollow Crossbow |
100% |
145% |
Phantom Atlatl |
-45% |
-40% |
Phantom Bow |
-45% |
-35% |
Phantom Crossbow - |
-45% |
-35% |
- The parts of Ulgrim's Scroll of
Recall can now be given, in case you're just dying to know where
Ulgrim has been recently.
- New characters that have
fletching trained at their creation will start with 30 Atlatl
dart shafts.
- New characters that have thrown
weapons trained at their creation will start with a Starter
Atlatl and 250 Atlatl darts.
- The stack size for carved wood,
copper, and obsidian hearts has been increased from 3 to 50 keys
per stack.
- In simplifying the code used to
dye items, it became nearly impossible to have failed dyeing
interactions result in pink or orange items. These failures have
been restored. Now every time a dyeing interaction fails, the
item will be dyed pink or orange.
- To aid in many crafting
interactions, you can now drag many unusable items to your
hotkey bar. These items can then be selected easily as targets
for a crafting interaction.
Minor Details
- If a housing chest or hook is a
duplicate and not properly "attached" to your house,
you will no longer be able to place items in it. If you try to
place items in these duplicates, you will be given a warning
message that it is a duplicate. It is important that you remove
all items from the duplicate and then let the house reset. For
more information on letting your house reset, please see our
article on Double Hooks and Storage chests.
- As mentioned in the Letter to
the Players, we've tweaked the dynamics of the Gaerlan quest,
which should make the quest, as a whole, much more reliable.
- Players who have defeated Mowen
in combat will now be able to receive the Tusker Paw from
Oolutanga every three days, as was originally intended.
- A bug that was causing some
treasure items to be generated without racial requirements has
been corrected.
- Last month, armor that came
from lower level treasure sources was being generated with armor
values much lower than intended. This has been fixed, and newly
generated armor from these sources will now have the intended
armor values.
- Occasionally if a chest was not
closed properly, it would not regenerate its treasure. This has
been corrected.
- Although players were informed
that turning in a Liberator Tusk would result in a 75,000
experience point reward, the NPC was actually rewarding only a
fraction of that. The NPC is now giving the correct amount of
experience to players.
- The NPCs for the revised
Neydisa and Bandit Castle quests introduced in December could
break under certain conditions. This has been fixed and they
should no longer break.
- Ashbane, the sword found in
Lady Aerfalle's treasure chest, can no longer be lost on death.
- The Guardian of the Helm is
once again leaving his quest items behind on his corpse.
- The rate at which elemental
weapons are generated by the treasure system has been slightly
increased.
- An item that has had its
inscription removed will no longer show "--" as the
inscription.
- The log command has been
modified to handle certain characters better.
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