The Shadow Spires continued their
slow, imperturbable glide over the landscape, moving towards
goals none could yet guess. Small groups of Shadows could still
be found wandering the landscape, but their army, and their
generals, remained sight unseen. Many began to wonder what the
enemy was planning, if anything. Some optimists insisted that
the dark ones had forgotten about this world, and gone on the
bigger conquests elsewhere.
In north- and southwestern
Osteth, residents were harried by an influx of creatures from
the Direlands, driven east by the new, ferocious creatures that
arrived in Seedsow. They were not the only creatures busy,
however, as the massive Lugians discovered an ore with unique
properties in the Linvak Mountains to the south. Soon they had
opened three mines to recover this “Chorizite,” which
appeared to be conventional metal that had somehow been rendered
magically “dead,” and could not be affected by enchanters.
When humanity discovered this marvelous material, the workers
quickly found themselves overrun with eager would-be miners.
While the Lugian miners logged a
staggering number of workplace accidents with their supervisors,
Isparian sages found a variety of uses for Chorizite. Refined
and forged, it could make weapons capable of piercing all
protective enchantments to self and armor, although these
weapons also shrugged off all manner of arcane enhancement.
Ground, it could be used as a reagent by mages. As a result of
Chorizite's unique properties, spells that used powdered
Chorizite were able to dispel enchantments on their target.
Distilled, the ore could be used in alchemy, allowing those
skilled in this art to make drinkable potions that would dispel
low-level enchantments.
Meanwhile, one of the earliest
defenders of Dereth was found to be not quite as dead as had
been earlier assumed. The crypt of Mi Karu-Li, perhaps the most
famous user of the Sho jitte weapon (some said he was the only
user) was found empty. A note found nearby complained that he
had been buried alive, and had gone off to complete his work.
Explorers did later find Krau-Li, quite dead and half-decayed,
but still maintaining that he was alive. In exchange for the
return of one of his older jittes, he offered the reward of his
newly developed “improved” jitte.
The smiths of Dereth also
developed new weapons. Swordstaves and tridents came into use by
spear users, as did spiked clubs for those who preferred the
mace. Perhaps inspired by the ingenuity of humans, the mewling
drudges “developed” wooden boards with nails stuck through
them, and used them to poke innocent passersby. The giant
Lugians took this “innovation” one step further. Young
Lugian hooligans were soon to be found bashing one another with
bigger boards, and bigger nails.
The biggest news of the month
was the discovery of a passage to a heretofore-unknown island. A
pair of undead heralds arrived in the Direlands, one in the
northeast at the undead fortress of Chalicmere, and the other in
the southeast, at a trio of sandy old crypts. In exchange for
huge sums of money, these emissaries would cast a portal to the
island of Aerlinthe, lying to the northeast of Dereth.
Aerlinthe was an intensely
volcanic island, with several peaks ringing a central lagoon. It
seemed, in fact, that the island's nature had been the death of
its original population long ago; a ruined port was discovered
along the southeast shore, its inhabitants frozen into positions
of horror by falling ash. Many fossilized undead skeletons still
wandered the island, as did a host of bizarre new creatures.
Coral golems lined the navigation channel into the lagoon.
Tenuous vapor and plasma golems roamed the calderas of the
volcanoes and the underground.
Intrepid adventurers, following
instructions found on the bones of an undead Empyrean smith,
managed to restart the old forge mechanisms built into the
central mountain of Tenkarrdun. With a rumble that could be
heard as far away as Ayan Baqur, the volcano came to life.
Plumes of magma and a hoard of powerful blue-white fire
elementals issued forth from the caldera of great Tenkarrdun.
Those who visited the steaming crater found themselves
overwhelmed and driven back.
However, the sighting of a great
beast brought them back for more. The “Behemoth of Tenkarrdun,”
a huge and powerful (though stupid) magma golem, had crawled up
from the depths of the mountain to blister and squash all who
dared approach its home. It was, eventually, overwhelmed and
killed. Some say a mere duo managed to slay it, others insist
that it took an assault of nearly a hundred to bring it down.
Unfortunately, Aerlinthe has
managed to keep its remaining secrets for the time being. As
Leafdawning drew to a close, the bulk of the invading force of
fire elementals still held the caldera of Mount Tenkarrdun.
While many searched unsuccessfully for some obscure, hidden
method to end their reign, few seemed willing to directly
challenge them in open combat. Perhaps this was due to the
fierce conditions in the crater, or perhaps because what
commanded the occupying forces could not easily be discerned.
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- Squelch has been updated. There
is now a new set of commands to enable a user to take more
control over their gaming experience. The improved functionality
will allow you to squelch all characters from a single player.
You can also filter out unwanted messages, such as assessment.
All other previous functionality of squelch remains the same.
For a complete list of all commands, try the in-game help by
typing: /help squelch, /help filter, /help advancedsquelch and
/help messagetypes.
- All wands, whether new or
previously owned, fire more slowly.
- All quest-item wands, whether
new or previously owned, use half as much mana.
- Only new non-quest-item wands
will use half as much mana - we were unable to change old
non-quest-item wands.
- Certain monsters, such as
Olthoi, Lugians, Zefirs, and Phyntos Wasps, are more likely to
switch their targets than before, and attack those who are
hurting them the most.
- It less likely that you will
pop off the edge of a mountain and slide down the slope.
- Strange new weapons with
properties unseen before in Dereth have been added.
- More powerful spears and maces
have been introduced.
- The maximum stacking size for
spell components has been increased to 100 and for craft items
to 50.
- New spells to discover have
been added!
- New extremely powerful
monsters, residing in a place yet to be discovered by powerful
adventurers, have been added . . . be careful where you tread!
- The problems with players
receiving " You are not a Player Killer " error, or
(if PK) hurting themselves while firing arrows, have been fixed.
- Using mana stones on Compound
Bows now brings up a confirmation panel.
- Monsters in some dungeons now
regenerate a bit more slowly, to prevent the dungeons from
getting too overloaded.
- New and exciting dungeons have
been added for all to enjoy.
- Added alchemy/fletching/cooking
mastery to the treasure system - magic hats now have a 5% chance
of having one of these spells on it.
- Chances that a Diamond Golem
will drop a heart have been increased.
- The odds of getting a trophy
from certain banderlings have been increased.
- Corpses no longer float!
Gravity has sucked them back down to earth.
- Ambient sound upgrade project
has begun. The center of the Obsidian Plain and volcanic regions
have received love in this update. More to come.
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