The History of Asheron's Call
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A Swelling Tide - July 2003
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"This discourse is at an end,
Ciandra. There are no words left between us." Nuhmudira's
words, laced with venom, stung Ciandra deeply.
"I only —" Nuhmudira
glared at the younger woman. Ciandra felt compelled to become
silent, but finished her statement. "I have only continued
your work."
"You have done no such
thing." The words fell like a hammer on an anvil, each word
purposeful and accentuated. Nuhmudira's eyes grew dark.
"You have turned to him. Time and again, you have turned to
him. Why?" She stepped toward Ciandra. "He sits alone
in his tower, meddling with us only when it suits his purpose.
He has lied to us and used us and yet you turn to him, not your
mentor, your teacher, your friend." She paused briefly.
"Tell me Ciandra, can you explain why it is you turned to
Asheron? Can you tell me when you first went to see him? When it
was that you sought him out for understanding and
enlightenment?" Ciandra searched her mind for the answer.
"Yes, that is right Ciandra, he sought you first."
"How did you —"
Ciandra began to ask.
"Now you wish to turn to me
for answers, student?" She motioned for Ciandra to leave.
"The strain of seeing you at Elysa's Council is the most I
will suffer. Do not seek me out again, child."
Ciandra was taken aback. She
tried to meet Nuhmudira's eyes but her old teacher was already
moving across the room toward a desk. She turned, opened the
cottage door, and headed out into the night.
"Is she the next one,
then?" The voice came from the shadows. A man, neither tall
nor broad, stood there. His deep-set eyes glinted in the
candlelight.
"No. She is precious to me
still." Nuhmudira sat at her desk. "She also strives
toward the same goals as I. Her efforts thus far have been
remarkable, and she leads the Arcanum well in my stead. I think
that Ciandra shall remain, I think that she will have a use in
the future."
"Did you feel that?"
Anton asked Gent, who sat across the table. They were in
Eastham, sharing a pint, while Gent worked on fitting his armor
with a myriad of salvaged goods.
"Feel what?" Gent
asked, half-paying attention.
"Tremor," Anton
replied and looked toward the project Gent was working on.
"Tremor, what's that?"
Gent dropped a few more gems into his ust and ground them down.
"When the ground shakes,
you know?" Anton smirked and took a swallow of his ale.
"The ground shook just
then?" Gent shook the bag and made sure that it was full.
"You felt it too,
then?" asked Anton swallowing hard.
"Felt what?" Gent
retorted, looking up at his friend.
"Tremor." Anton
placed the mug of ale on the table and took up a piece of bread.
"You mean like when the
ground shakes?" Gent rocked back away from his armor and
looked over his shoulder at his friend.
"Yeah," Anton nodded
in confirmation.
"You just told me a tremor
is when the ground shakes." Gent shrugged and turned back
to his armor, hoisting it onto a table and taking up residence
on a stool.
"Yes. Did you feel it
then?" Anton asked with his mouth full.
"What? A tremor?" Gent
asked as he began polishing the armor and preparing it for a
most critical attempt at imbuing the fine metals.
"Yeah," Anton
answered, becoming increasingly frustrated.
"Well I felt something
shake, but I thought it was just me trying to get this armor
imbued. It's not easy you know, one wrong move and —"
His response was cut short as the ground shook again, tossing
both of them to the ground. In the process the armor was left
cracked and broken.
"Bollocks! I felt that one.
Look at me armor." Gent bent down to pick up the pieces,
and looked at Anton, whose ear was pressed firmly to the barroom
floor. "What are you doing?"
"Listening," Anton
responded, shushing him.
"To what?" Gent
lowered himself down toward his friend.
"Don't know yet. But it
sounds like something's moving; digging." He lifted his ear
from the floor and looked at his friend with wide eyes.
"Not something… thousands of somethings."
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Welcome to the July 2003 edition of
the Asheron's Call Letter to the Players. We have an
awful lot to discuss this month, so let's get right to it.
A Groundbreaking Opportunity
The contest to name the new town has gone smashingly so far!
After receiving more than 900 suggestions, our elite panel of
monkey judges laboriously picked their favorite five entries. It
was a tough choice! As I write this, the players are
voting—and campaigning strenuously—for their personal pick.
Remember, the final winner will be announced at the ACPL on July
12th. Don't miss it!
New Tinkering Effects
The July update contains a wide variety of new tinkering
effects, including both tinkers and imbues. Here are in-depth
explanations of each.
Resistance Rending Imbues
Resistance Rending describes a new set of weapon
imbues—one for each damage type—that increases the damage
the imbued weapon inflicts with that damage type. In other
words, Resistance Rending is like a built-in elemental
Vulnerability spell. However—and this is
important!—Resistance Rending and Vulnerability spells do not
stack. If, for instance, you are attacking with a Slashing Rend
Tachi and the target is currently suffering under a Blade
Vulnerability spell, then your attack will only receive the
benefit of one effect—whichever is larger. Note that the
magnitude of the Resistance Rending effect depends on the attack
skill of the weapon's wielder.
Unlike previous weapon imbues,
Resistance Rending materials are applied using the Weapon
Tinkering skill. Resistance Rending imbues can be applied to any
treasure-generated melee weapon, missile weapon, or magic
caster, but remember that an item can only ever be imbued with
one effect, so choose carefully.
Jewelry Cantrip Imbues
Thanks to the hard work of the Arcanum, it will soon be
possible for skilled tinkers to add certain cantrip spells to
magical jewelry. For now, the list of cantrips that can be added
is relatively short, and these cantrips can only be applied to
magical, treasure-generated jewelry, but it's a start!
The cantrips that can be imbued
into jewelry in July include: Minor Strength, Minor Endurance,
Minor Coordination, Minor Quickness, Minor Focus, Minor Self,
Warrior's Vitality, Warrior's Vigor, Wizard's Intellect, Minor
Health Gain, Minor Stamina Gain, and Minor Mana Gain. Imbuing a
piece of jewelry uses the Magic Item Tinkering skill, and also
raises the Arcane Lore requirement and the Spellcraft of the
piece by 25 points.
Armor Defense Imbues
In July we usher in our first three armor imbues, one
for each defense skill. These effects imbue a piece of
treasure-generated armor with a +1 stackable defense bonus. This
defense bonus, like the defense modifier on a weapon, only comes
into play during an attack—it does not help you meet skill
requirements nor show up on your skill panel.
Armor defense imbues can be
applied with the Armor Tinkering skill to any piece of
treasure-generated armor, including Covenant Armor.
Requirement Tinkering
This month also introduces six new tinkering effects
that deal with the activation requirements on an item. All of
them are regular tinkers—not imbues—and all use the Item
Tinkering skill.
Three of the materials can be
used on an item with a heritage activation requirement to change
that heritage requirement to a different one. Which heritage
requirement you end up with depends on which material you use.
Two of the materials can be used on an item with a Melee Defense
or Missile Defense activation requirement. These materials swap
the skill requirements—Melee Defense becomes Missile Defense,
or vice versa—and also change the level of the requirement to
account for the differences in the skills' attribute formulas.
In other words, going from Melee Defense to Missile Defense
lowers the requirement somewhat; going the other way raises it
somewhat.
Lastly, one material can only be
used on items with an allegiance rank activation requirement.
This material removes the rank requirement, but in exchange sets
the Arcane Lore difficulty of the item equal to the item's
Spellcraft.
Leather Tinkering
The last new tinkering effect for July is a special
one: you can use Salvaged Leather on an item to mark the item as
'Retained'. Retained items cannot be salvaged or sold to
vendors. Like Ivory, Leather does not require any tinkering
skill to apply, it does not add to the number of times the
target has been tinkered, and there is no chance that applying
Leather can destroy the target.
Covenant Armor Tinkering
Originally, Covenant Armor could not be tinkered at
all. Later, tinkers found a way to apply Item Tinkering
materials to Covenant Armor. And now, starting with the July
update, Covenant Armor can be tinkered with all the materials
that can normally be applied to armor except Steel. Steel
remains one material that just will not apply to Covenant Armor,
no matter what the poor tinkers of Dereth do.
Appraisal Panel Additions
Starting with the July update, the Item Appraisal panel displays
some new information. First off, you will now be able to see
exact numeric values—in addition to the existing descriptive
phrase—to tell you how well your armor protects you from the
various elements.
Secondly, we've added a few new
types of "Special Properties" to the panel. In
addition to listing imbues and slayer types, and telling you if
an item is unenchantable, the "Special Properties"
section will now also list the following qualities (if they are
applicable):
- Bonded: This item has
no chance to drop to your corpse when you die (a.k.a.
"no drop").
- Dropped on Death: This
item will always drop to your corpse when you die.
- Destroyed on Death:
This item will be destroyed when you die. The non-upgraded
Singularity weapons are a good example of this.
- Attuned: This item
cannot be transferred to another player, or placed on the ground
or in an external container (a.k.a. "no give").
- Retained: This item
cannot be sold to a vendor or salvaged.
Thrown Weapons Changes
The July update includes several small tweaks to thrown weapons,
including changes to the damage done by spikes and atlatl darts.
But a more important change for thrown weapons involves the
damage modifiers on treasure-generated atlatls. The following
chart illustrates these changes.
Wield Requirement |
Previous Damage
Modifier Range |
New Damage
Modifier Range |
None |
0% to 100% |
0% to 120% |
250 |
110% |
130% |
270 |
120% |
140% |
290 |
130% |
150% |
In conjunction with the new
damage modifier ranges on treasure-generated atlatls, we have
also updated the damage modifiers on some quest atlatls. Note
that we only updated newer quest atlatls and those that had been
upgraded recently; atlatls that are part of older quests will be
updated when we upgrade their respective quests.
The Ongoing Saga
Last month, it became abundantly clear that the appearance of
increased Olthoi activity is no illusion. The Olthoi on both
Marae Lassel and Dereth itself are on the move, digging ever
deeper towards some unfathomable goal. Asheron, holed up in his
island tower, has no answer for us yet, and Queen Elysa, alarmed
by the growing threats—from the Olthoi, the Renegade Lugian
and Tumeroks, and now the murder of a member of her Council—is
left wondering whom she can trust.
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She tested the walls of the tunnel,
exerting pressure against the ceiling, pressing against the
walls, all in an effort to ensure the safety of her children.
Her workers had done well. She called to her eldest children and
instructed them to organize their broods. The time to move was
upon them.
The tunnels stretched endlessly
into the dark, but she still felt her other children somewhere
beyond. She could also sense the thing that had given
her the scar. The magic of the wound was still active after all
these years. Soon she would complete what she had started so
long ago. The last of the things that had brought her
to this world would perish, and then she would stand as the
supreme ruler.
Her forces already covered all
livable locations, and though her contact with the hive she had
sent to destroy the thing had been severed hundred of
years ago, she could feel them now. They were without direction
and lost, save for a small collection that was held under the
control of another lesser Queen. She had already exerted her
control over that brood and commanded their construction of
tunnels to the new mainland. The two broods would meet in the
middle and bring this land under her sway as well.
But there was something else
that needed to be done first. She watched as her children
marched in columns behind her eldest. She watched as they spread
along the tunnels that stretched off into unknown darkness. She
watched and directed them to the thing. It would
whimper before her, it would make the noises that others like it
had made, and she would finally be content.
New Functionality and
Content
- The new stronghold in the Dires,
Candeth Keep, has begun construction!
- A number of new tinkering
effects are now available. Players can choose from three
new imbues--Resistance Rending for weapons, armor imbues, and
cantrip imbues for jewelry--as well as the ability to tinker
some skill requirements on equipment or prevent an item from
being sold or salvaged. Please see the Letter
to the Players for the details of these new effects.
- New keys and chests are being
found in the western Direlands.
- The @day command is
now available for players with dark monitors. This command
will toggle your outdoor world view to a brighter state and back
to normal.
- Two new features show up when
you ID an object. When you ID armor, you will now see the
exact numeric value of armor protection to the various elements
in addition to the traditional descriptive phrase. Also,
all items will now display a number of additional properties
such as Bonded and Attuned. Please see
the Letter
to the Players for more information.
- Has that digging noise gotten
louder?
Miscellaneous
Improvements and Changes
- Many town criers have been
awfully surly of late! It can be difficult to find one who
will give out information for free. But all of them are
still more than happy to chat for a few pyreals!
- Due to an issue with Zbuffering
on some systems, ACD3Dsetup now defaults everyone to Zbuffering off.
If you wish to turn Zbuffering on you will need to run the setup
program and select it. For more information, please see the State of the Code.
- Natural resistance no longer
affects the mana that you lose when casting spells, or the
stamina that you lose when jumping, attacking, being attacked,
or healing.
- The damage modifiers on the
Weeping Bow, Crossbow, and Atlatl have been adjusted, as has the
slayer bonus on the Weeping Wand.
- Thrown weapons have seen some
changes, including changes to the damage done by spikes and
atlatl darts. In addition, treasure-generated atlatls and
some quest atlatls have had their damage modifiers changed.
See the Letter
to the Players for details.
- The Barbed Fletching Tool can
be used on wrapped arrowheads and deadly arrowheads (and even
wrapped deadly arrowheads). In addition, barbed arrowheads
of all sorts can be used to make atlatl darts.
- Light bows and crossbows are
now more useful, with the potential to do more damage.
- Some creatures on the landscape
were spawning faster than intended. This could cause
problems for players while hunting, as well as cause problems
for the servers. We've slowed these creatures down a bit.
- Similarly, the rate at which
some creatures summon their minions has been slowed down.
- A few recent creatures have had
their health, armor, and attacks tweaked slightly in order to
bring them more in line with their intended difficulty.
- Runed chests with a lockpick
resistance of 400 are once again spawning on the landscape.
- The Golden Chests at the
casinos now give better treasure.
- The randomly spawning hive
dungeons on Marae Lassel have been upgraded. In addition,
the restrictions preventing you from logging into the game
inside the dungeons have been removed.
- Wands with slayer qualities do
somewhat better damage against their proper enemy. Try
them out!
- Heart of Oak now stacks with
Minor Willpower.
- A bug that allowed mansion
owners to swear allegiance to others in some circumstances has
been fixed.
- You can now squelch characters
and the accounts of characters who are currently offline.
Minor Details
- Isparian bows and crossbows
once again wield correctly.
- Isparian wands now change
appearance depending on which stone is in them.
- The riddle logic in Oswald's
Lair has been corrected.
- The coded message on the Wooden
Tablet is now spelled correctly.
- Some of the Wai Jhou
collectors' speech was not correct at times. It is now
fixed.
- The Wai Jhou sign now welcomes
you to Wai Jhou.
- A number of objects now have
the correct plural forms when stacked. No more "Bunch
of Nannerses"!
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