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Aluvians
Gharu'ndim
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Ispar History
Auberean History
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First Hints of the August Event - From
the
Zone
July 30, 2002
As the threat of Gaerlan continues to loom over the people of Dereth, new
challenges and abilities await the players of Asheron's Call in the August
Event!
Teaser Pics
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Event Teaser - From
the
Zone
August 9, 2002
(View the preview movie for the August Event
here --14.5 MBs.)
He moved quickly. It was necessary; he would soon be missed, and he could
not bear the strain that it would put on his mother. He decided to go after
the start of Alba'rel's cycle, slipping through the portal under an assault
of acidic clouds and frosty air.
Asheron had not yet stirred, and every day
the color drained out of his face a little more. Borelean's mother dressed
the wound every few hours, yet each new dressing revealed that the old one
was horribly stained. The wound simply would not knit. When his mother
slept, Borelean had tried to heal Asheron's wound using what little life
magic he had been taught. It was to no avail. Asheron was dying, and Dereth
with him.
Rithwic was silent, save for the peddlers who
mostly wept and wondered when Gaerlan's forces would return. Worse, they
pondered where this Harbinger would rise, what it was, and how they would
stand against it.
Gaerlan had proven to be unstoppable. His
armies had swept across Osteth into the civilized towns and laid siege
without effort. Now they held nearly every city across Dereth in an
ever-tightening grasp. For every elemental that fell to the blades of the
Isparians, another would rise, followed by its brethren. Gaerlan had proven
that he was immune to the barriers Nuhmudira had created to shield the
Isparians from the Empyrean, so even the sanctity and safety of being within
one's home had become unsure.
In mansions maintained by the richest and
most powerful nobles, panicked voices rose to question Gaerlan's intent. “Is
he bringing back the Hopeslayer?”“Is it Bael'Zharon?”“The master Lady
Aerfalle speaks of?” All these questions and so few answers. In a time
before, his mother had stood by the side of many of these men and women and
brought down a Shadow Spire outside Cragstone. Those days were now
forgotten. Some muttered now that High Queen Elysa Strathelar was a corrupt
noble who had secured her position through her friendship with Asheron.
Regicide was never far from their minds. Borelean was young, but he was
quickly losing his innocence about the world and the people who would one
day be his subjects.
During his mother's council meetings, he had
listened to the councilors and watched the proceedings through a crack in
the door. He knew that his mother was the strongest-willed person on this
world, and though at times she was overprotective of him, her first duty was
the safety of her people. Now, however, she knew that they faced a foe
against whom they had no hope--none without Asheron. The Isparians truly
were fledglings on this world. The magic at Gaerlan and Asheron's command
was advanced far beyond anything any of them understood. That is, any except
Martine.
Borelean remembered when Bael'Zharon had
first come to Dereth, how his mother had warned him that she was going to
face grave danger and that he needed to be brave for her. He had not
understood what she'd meant, until now.
He passed the beleaguered Lugian Emissary
speaking to a passer-by. “Have you heard anything about Linvak Tukal? Timaru?”
the gray giant asked in a deep gruff voice. The passer-by shook her head and
moved on into the night.
Borelean stopped and looked at the Lugian as
the first drop of rain fell from the sky. “Linvak Tukal? Are you worried
that your home is in danger too?” he asked.
The gray giant kneeled to speak to him. “Of
course I am, little boy. Whoever this man is, he will not stop with your
race. He does not mean to stop with any of us. He will fight until we are
all gone.” The Lugian managed a smile and stood upright once more. Borelean
gazed up at the hulking mass of the Lugian for a long moment, then sprinted
toward the portal as the rain intensified.
The tunnels were easy to navigate. He wasn't
the only child among those who milled within, so he easily made his way
through the crowd without being noticed. He followed the passage upward and
looked in on the throne room where Martine sat. Creeping silently across the
floor and past the two slumbering forms outside, he pulled himself through a
window and looked at the man.
“Why did you try to kill Uncle Asheron?” he
asked without fear.
The man's head, devoid of skin, twisted
unnaturally as the masked face seemed to regard him.
“He's not dead. Not yet. You can make things
right.”
Borelean's words were met with silence.
“It is not possible!” Gaerlan fumed. “I
followed the rituals perfectly as they were laid out in the book! How could
she have been freed? There is no way. . .”
His ice blue eyes looked out over the
horizon. Below him, off at a great distance, he could see the Crater Lake.
“Vermin! Freeing a murderer, a seeker of Falatacot ways! A Blood Witch! You
are not worthy!” He gripped the hilt at his waist and let out a low growl.
“Soon Iasparailaun, soon.”
He tapped the hilt and turned toward the
tower. Wind rushed over the edge of the battlements and coalesced into a
tangible being.
“Master. We are prepared.”The voice
slipped into his mind. Concentrating for a long moment, he saw what his army
saw. Each stood ready for the final assault.
Although he still commanded the forces of the
elements, the Harbinger could not be summoned without a physical form to
contain its power. Undoubtedly the small minds of these Isparians were
oblivious to his failing, and the occupation of Osteth would crush their
wills and secure his victory. Nevertheless, he needed to act quickly. The
vermin must not be given any chance to take advantage of this setback. One
example had already been made, and as long as the wreckage smoldered, etched
in their memory, he had an advantage over the Isparians. Still, the
Harbinger was coming. Unless he stopped it, it would consume everything.
He still had time. Not much, but enough.
*****
“The Lugians delivered the armor to us as
promised. But when the storehouses were raided, we lost every last piece. We
have had very little luck ascertaining the whereabouts of anything that was
taken.”
Ciandra paused and looked across the room,
then swallowed hard before she continued.
“We also lost the amulets, all of them. We
sent citizens to collect them, but all that have been retrieved are ruined.
High Queen Elysa has been more than helpful, her Royal Guard have assisted
us at every turn.
“Asheron came to us a few months ago. . .”
Ciandra stopped short as her guest lifted a quizzical brow, a lattice of
wrinkles joining together in a spider web across her forehead.
Ciandra cleared her throat, then continued.
“His assistance proved invaluable in much of our research. We have created a
new kind of device, as instructed, that will allow weapons and wands to bite
deeper against a chosen entity. Thus far we have only succeeded in altering
the focus to deal with the elemental menace, but we continue our research to
increase the spectrum of creatures that such items will affect.”
Her guest reached forward and collected a
ceramic mug from the table. Carefully, Ciandra lifted the teapot and filled
the mug.
“We have also made great strides in tinkering
as well. Everything has continued to fall into place.” Ciandra paused. “Nuhmudira?”
Her guest sipped the tea gently.
“How did you escape?”
“There are more important things to attend to
than the how of my escape.” Nuhmudira smiled, and placed the mug on the
table with a gentle clink. “Please tell me more. . .”
Ciandra obliged as the night slowly gave way
to the dawn.
*****
Antius drank from his waterskin. Timaru was
fast becoming a second home to him, though Lytelthorpe was only a few portal
trips away. He had been upon Marae Lassel since the High Queen had asked
that he watch the comings and goings from Martine's Holding some months
before, and he had come to appreciate the free spirit of Timaru. He stayed
with the Aun Tumeroks from time to time and listened to the wisdom imparted
by Aun Hareltah. He had found them to be an intricate people with a rich
heritage far more in tune with the spirits of the world than the Isparians'.
News of recent events on Dereth had reached
Aun Hareltah and had disturbed the quiet of the Timaru Xuta. The disquiet
was grave enough to call the Shamans from their drumming circles. As Antius
watched the discussion being held in the lodge, he wondered what could
possibly be so important as to call them from the Menhir Rings. After a few
hours, Hareltah emerged from the tent and walked in a slow gait toward
Antius.
“The Spirits within the world weep, but their
tears are drying quickly,” Aun Hareltah said. A look of concern passed over
the elder's face. “Our duty is to protect Palenqual from Wharu, Ispar
Antiusnua, yet the spirits of the land have spoken to us. You will be needed
soon by your Xuta. There is a great force coming, one that will lead to the
eradication of all that lives and dies. Even Wharu's children cannot face
down this thing.”
Antius looked at the Elder quizzically, then
nodded. Magic had fluctuated and not for the better. Everything had changed
in the wink of an eye, and though it was possible to adapt, it was
nevertheless something that had not been expected.
“Before your people came among us, one like
you, but touched by Atua Ngamaru, spoke of a powerful Pale One who had not
left with the others. He called that one Asheron. You must seek him. He is
needed for this world to survive.” The Elder placed his hand upon Antius'
shoulder and bowed his head gently. Antius repeated the gesture, pondering
what Hareltah had said. As the Elder turned back to the tent, Antius
withdrew a sapphire orb from his pouch and muttered the words that would
take him to High Queen Elysa's castle.
He arrived to find the castle in utter ruin.
“The same happened in Yanshi.” A voice called
behind him. A man in the yellow and red robes of the royal guard stood at
attention, looking at him as though he knew him.
“Antius Blackmoor, yes?” Antius nodded. “The
High Queen has a new request of you. Please follow me.”
*****
The fever tugged at him again. Elysa pressed
the cloth against his burning brow and spoke to him as she had for nearly
two months now.
“Do you remember when you told me that you
had made a difficult decision, Asheron?” She smiled as she dipped the cloth
into the basin. “I know what you meant, and I'll be damned if you made that
choice just to leave us. So you need to fight. We need you. Gaerlan is
growing stronger by the day.”
A tiny voice sounded from behind her,
distant, almost unreal.
“Mother. . .” She turned and saw Borelean.
In one fluid motion, her left hand grasped
the bow as her right hand slipped an arrow from beneath Asheron's bed. She
had nocked and aimed the arrow by the time she was standing. Her eyes were
fixed on the eyeholes of the mask of the man standing behind her son.
Beneath them, she could see a glint of white, of something not quite human,
not quite Virindi. A chill ran down her spine. It was Martine.
“Hello, Elysa.”
Unlike any other gaming experience, the
world of Asheron's Call continues to evolve. Join us,
as we open our August Event, Atonement. Be sure to
continue your part in this incredible ongoing story, and we'll see you in
Dereth!
Roll Out Article - From
the
Zone
August 15, 2002
(View the teaser movie
here : 14.5 MB)
An uneasy peace had settled over the town since the final defeat of the
Elemental Generals and the appearance of the portal to Gaerlan's Sanctum.
Accounts from those daring enough to enter said the halls of the sanctum
echoed with incantations. Strangely, although these brave souls said they
heard the words of the spells in another language, the words' meanings
appeared in their minds. Gaerlan seemed to be calling the elemental forces
together into one form. Considering his contempt for Derethians, all knew
this didn't bode well for them. However, Gaerlan's efforts seemed to have
been stymied by the loss of his “vessel,” the missing Nuhmudira that he had
been planning to use to contain the Elemental force. It was hoped that this
obstacle would prevent Gaerlan from completing his work. In spite of that,
it appeared now that he had pushed forward, with cataclysmic results for
Yanshi.
It began with an earth-shattering explosion
violently shaking the people of Yanshi from their beds. Pure mana exploded
up from the earth below Yanshi, igniting the buildings of the town and
sending the residents fleeing. Those that couldn't escape were killed in the
explosions, but the Lifestones resurrected all--save one. The Jeweler Xao Wu
never appeared. The survivors were stunned, for only a few had truly died a
violent death since Asheron had perfected the Lifestones. The question was
muttered among them: had Gaerlan found a means of breaking their connection
to the Lifestones?
Yet the desperate times have brought boons to
mages and warrior alike. The Arcanum's continued research into Empyrean
transmutation techniques has resulted in new abilities for Tinkers. Now that
they can imbue weapons and wands with abilities unseen before, Tinkers know
they will be getting little sleep in the days to come. At the same time, the
world's magical fields continue to shift, giving war mages new spells and
increased power. After suffering from the effects of Gaerlan's tampering for
months, these new abilities are a welcome change.
Along with all of this, tales are being told
though that Martine has shaken off his stupor, and that the people of Dereth,
coupled with the visit of young Prince Borelean, were responsible for
helping him. As fantastic as these tales sound, more surprising events have
happened. All that the people of Dereth can do is prepare themselves for the
battles that are sure to come.
Following is a list of the most
interesting additions made to the game with this update. However, please
note that not everything has been included--that would spoil the fun of
finding out all manner of things added or changed! As usual, though, the
town criers, barkeeps, and scribes may know the latest news. Also, the
trades of crafting and selling are always in flux, so changes to prices and
features are not always listed here in their entirety.
Highlights Include:
- The people of Dereth have reminded Martine
of his humanity.
- New abilities and spells are available for
War Mages.
- A new style of armor is to be found in the
land.
- Magic Item Tinkering makes it debut.
- More Residential Quarters are available
for purchase.
Be sure to check the
Developer's Notes for August and the
Letter to the Players to learn more details of the Atonement
event. Join us as we continue the ongoing saga of Asheron's Call, and
we'll see you in Dereth!
Developer's Notes -- August - From
the
Zone
August 15, 2002
(View the teaser movie
here : 14.5 MB)
Here are just some of the additions made in
the August 15 game update, Atonement. The following list is comprised
of detailed notes straight from the developers themselves. For a summary of
things of interest, be sure to consult the official event article,
Atonement.
We appreciate your feedback and bug reports
in helping to ensure that the world of Dereth is a stable and fun place to
be. Please submit any such bug reports to
http://bugs.zone.com.
New Functionality and Content
- Gaerlan's elemental magic has changed the
face of Osteth.
- War Magic spells now benefit from a
skill-based damage bonus. The amount of the bonus to the damage inflicted
by the spell is based upon the level of the spell and the buffed skill of
the spell caster. Please see this month's
Letter to the Players for the full details on this new system.
- In addition to the new damage bonus for
War Magic, all mages have a chance of causing additional damage through a
“critical strike.” In some respects, a critical strike is similar to melee
critical hits, although the dynamic is very different. Our
Letter to the Players explains this new system.
- A new class of war spells, called arcs,
has been added. These spells arc similar to arrows and do not “track” like
other spells. This means the spell will land where the target was standing
when the spell was launched, not an estimation of where the target should
be if the target was moving.
- The Slayer quality has been added to the
Isparian wands. This quality will increase the damage of all projectile
spells cast on the creature type for which the wand is a “slayer.” For
example, spells that are cast while wielding a Smoldering Isparian Wand
will inflict additional damage to Frost Elementals. This quality will not
increase the effect of any spell that is not a projectile, ring, wall, or
arc.
- A new style of armor is now appearing as
loot.
- Both Hollow and Deadly Hollow weapons have
been modified to do more damage. In addition, Deadly Hollow versions of
Daggers, Nabuts and Katars can now be created. Players will also now be
able to craft “Phantom” weapons.
- Player Killers will find that recalling
and logging out takes a bit longer. A Player Killer character now takes an
additional twenty seconds to log out, while Portal Sending spells, such as
those cast by the Shendolain Gem or the Aerlinthe Recall spell, delay for
two seconds before taking effect. This does not affect characters that are
not Player Killers.
- Magic Item Tinkering effects make their
appearance this month! There are three new effects that Magic Item Tinkers
can add. For a full explanation, see
August's Letter to the Players.
- We have a new piece of armor to complement
greaves. You should be finding tassets, armor that covers the upper leg,
as loot on creatures.
- There are 500 new Residential Quarters
available for purchase.
Miscellaneous Improvements and Changes
- A new wield requirement level has been
added for melee weapons to provide an intermediate goal between the two
existing requirement levels. We've also modified the wield requirements on
the higher damage missile weapons to bring them more in line with melee
weapons. These changes are fully explained in the
Letter to the Players.
- The individual protection multipliers
provided by armor are now capped at 2.0. Previously, these protection
multipliers could be raised above 2.0 through Item Magic Bane spells.
- The descriptions of clothing and armor
have been changed to reflect what areas they protect, not what areas they
appear to cover. The
Letter to the Players has more details on this change.
- Due to the way vendors handled salvaged
materials, selling salvaged materials was not working as we had intended.
Only materials without an effect associated with them could be sold. This
has been changed so that now, all blacksmiths, weaponsmiths, armorers,
shopkeepers, and provisioners should purchase all types of salvaged
materials.
- The drop rates for some materials from
higher-level loot sources have been slightly altered. Gold shouldn't be as
prevalent as it once was, while Mahogany, Oak and Pine should be slightly
more prevalent than they were before.
- If a character's quest timer has not
expired and they are prevented from picking up an item, they will receive
a message explaining how long it is before they can pick up that item
again.
- The changes made to the sort order of
items sold by vendors inadvertently changed the order in which creatures
would wield their weapons. This caused creatures such as Lugians to wield
melee weapons over missile weapons. This has been corrected and you should
now be dodging rocks once again.
- The quest spells from the Gredaline
Consulate and those cast by the Lugian gems have had their duration
increased to match the level of the spell they most closely represent.
- Spell book filters now persist between
logins and are specific to each character.
Minor Details
- The mana cost for levels 1 through 5 Life
Magic Drains has been reduced.
- Due to a long-outstanding bug, translucent
objects, such as some creatures or quest items, occasionally lost their
transparency. This has been corrected and these objects should no longer
loose their translucent quality.
- The number of Eviscerators and Legionaries
dropping the quest pincers has been increased. You will now find three
Eviscerators that drop pincers in the “Lair of the Eviscerators” and two
Legionaries dropping pincers in the “Ancient Empyrean Grotto.”
- The difficulty level for creating Perfect
Infused Pyreal Ingots has been lowered.
- In adding the new armor for this patch, we
discovered that Koujia Sleeves, Amuli Leggings and Steel-Toed Boots were
infrequently appearing in higher quality loot sources. They have been
modified so that they should now be appearing more frequently in
higher-level loot sources.
- We fixed a bug that would crash your
client when you tried to set your client's font to one with a name longer
than thirty-two characters and that did not exist on your system.
- The examination panel has been slightly
tweaked. Special properties on items, such as the Slayer quality, now
display in a specific area. Also, since the Attack Bonus modifier provides
no benefit to missile weapons, this information will no longer display
when missile weapons are examined.
- Kira Sojini and Guard Tsaya have had their
gender issues resolved.
- Wedding Planners are now wearing dresses.
Previously they had been wearing a shirt and boots, but lacking pants.
(Resisting the temptation to make a snide comment. . .)
Letter to
the Players - From
the
Zone
August 15, 2002
August is another exciting month for players
of Asheron's Call! Here is a summary of the changes and additions for
August.
Armor Changes
Covenant Armor: This month marks the appearance of a new style of
armor for players. In addition to being visually appealing, this armor is
quite powerful, with protection values far beyond that of currently existing
armor. However, this increased power prevents the armor from being tinkered,
dyed, or even enchanted! Players looking for a suit of Covenant Armor will
find it as treasure from higher-level treasure sources.
Tassets: We've had a breakthrough in
armor technology. Players will now find upper leg armor, called tassets, as
treasure at all levels of play.
Armor Coloring: Both the tassets and
the Covenant Armor have unique abilities to allow players to customize
their appearance. The Covenant Armor pieces have the ability to take on
the color of the character's shirt and pants and use those colors as
highlights. Players will be able to change the appearance of their armor
simply by changing or dyeing their underlying clothing. Tassets also have
the ability to take on another color, but in this case, they take on the
color of the character's greaves. However, there is a restriction on this:
the tassets only take on the color of the greaves if the tassets and the
greaves are of the same type. If both pieces are metal, the tassets will
take on the color of the greaves. The same is true if both pieces are
leather, yet if the pieces are of different types, with one being metal
and the other leather, the tassets will not take on the color of the
greaves.
Areas Protected by Clothing and Armor:
A long-standing issue in Asheron's Call has caused some
confusion about what areas of the body are protected by various pieces of
clothing and armor. When examining a piece of clothing or armor, a line of
text detailing this item would appear in the examination panel. However,
instead of stating what areas of the body this item protected, this
was only a list of the areas of the character's body the item covered.
For example, when examining a pair of boots, the examination panel would
display that they covered the feet and lower legs. In reality however, the
boots only provided damage protection for the character's feet. We have
modified the examination panel for all pieces of armor and clothing so
that it accurately displays the areas of the body these items protect.
Areas Protected by Clothing and Armor:
A long-standing issue in Asheron's Call has caused some
confusion about what areas of the body are protected by various pieces of
clothing and armor. When examining a piece of clothing or armor, a line of
text detailing this item would appear in the examination panel. However,
instead of stating what areas of the body this item protected, this
was only a list of the areas of the character's body the item covered.
For example, when examining a pair of boots, the examination panel would
display that they covered the feet and lower legs. In reality however, the
boots only provided damage protection for the character's feet. We have
modified the examination panel for all pieces of armor and clothing so
that it accurately displays the areas of the body these items protect.
|
Descriptor |
Modifier |
|
Poor |
0.1 -- 0.4 |
|
Below Average |
0.4 -- 0.8 |
|
Average |
0.8 -- 1.2 |
|
Above Average |
1.2 -- 1.6 |
|
Excellent |
1.6 -- 2.0 |
|
Unparalleled |
2.0 |
The Item Magic Bane spells modify these protection modifiers by increasing
the multiplier and making the armor more resistant to that form of damage.
In the past, these spells could increase the protection modifiers on some
items far beyond the originally intended limit of 2.0. To address this,
we've instituted a 2.0 cap on the protection modifiers. Any item that
naturally or through spells had its protection modifier increased over 2.0
will now treat this modifier as though it had a 2.0 modifier.
Example: A piece of armor has a 1.3
protection (Above Average) against fire damage. Previously, casting Flame
Bane 6 on this item would raise its protection to 2.8. Casting this spell
now will only raise the protection to 2.0.
Enhancements for Player Killers
Timers: In the past, many Player Killers have complained that a
character in danger could escape an attack by logging off or using one of
the “Portal Sending” spells. To address these issues, we've added two new
features that effect Player Killer characters only.
The first feature is a new log off timer.
Player Killer characters now take an additional 20 seconds to log off.
During these 20 seconds the character is unable to move, chat, or otherwise
interact with the game. After 20 seconds the normal log off animation will
be played. It should be noted that any time a character is logging off, PK
or not, all physical attacks against them become automatically critical.
(Note that spells do not share this behavior.) We hope this will stress the
need to log off in a safe place.
The second feature is a new timer added to
the “Portal Sending” spells. Portal Sending spells (such as “Aerlinthe
Recall” and “Recall the Sanctuary”) and the spells cast by quest gems (such
as Shendolain Portal Gem), now delay by 2 seconds before transporting the
character. This 2-second delay is the normal delay seen in other portal
recall spells.
Please note that these timer changes only
affect Player Killer characters.
Hollow Weapons: In the August event,
we've made some revisions to Hollow Weapons to make them more effective and
provide players with more options in PK combat. To make these weapons more
effective, the maximum damage for all Hollow and Deadly Hollow weapons has
been increased. In addition, players will now be able to craft Deadly Hollow
versions of all Hollow racial weapons. Another revision provides a new
version of the Ravenous weapons, called Phantom weapons. The damage dealt
out by these Phantom weapons ignores all armor values on a target. This
includes the armor values provided by armor worn on the target as well as
armor spells cast on the target. The only factors that reduce the Phantom
weapon's damage are either the target's Natural Resistances or Life
Protection spells.
Although we had hoped to provide Hollow and
Phantom missile weapons for this event, we lacked the time to properly
implement them. However, they will be available in a future event.
Wield Requirement Changes
Last month saw the addition of high-damage melee weapons with a 325 weapon
skill wield requirement. After some thought, we determined that an
additional level of skill-restricted weapon between the 250 requirement and
the 325 requirement would be beneficial. That being the case, we have
modified the treasure system to generate some melee weapons with a 300
requirement. Although these weapons will not have the maximum damage
possible for that weapon type, these weapons would have come with a 325
requirement last month.
Also, we have added two new levels of wield
requirements for missile weapons and adjusted the existing level of wield
requirements to be more equivalent--in terms of invested experience--with
the melee requirements. Missile weapons can now spawn with weapon skill
requirements of 250, 270, or 290, depending upon their damage modifier.
Note that these changes only affect new
weapons generated this month. Existing weapons will not be changed at all.
War Magic Changes
Skill Based Damage Bonus: As we previously announced, this month War
Mages will begin seeing bonuses on the amount of damage their war spells
inflict. This bonus is a percentage damage bonus on top of the normal war
spell damage. This additional damage will be a constant percentage of the
minimum damage value. The percentage is determined by comparing the level of
the spell against the buffed war magic skill of the character. As the level
of the spell increases, so does the potential for increased damage, although
these higher percentages require more skill. Note that creatures do not
receive this bonus.
Critical Strikes: In addition to the
skill-based damage bonus, each projectile spell has a 2% chance of causing a
critical hit on the target and doing increased damage. A magical critical
hit is similar in some respects to melee critical hits (although the damage
calculation is handled differently). While a melee critical hit
automatically does twice the maximum damage of the weapon, a magical
critical hit will do an additional half the minimum damage of the spell. For
instance, a magical critical hit from a level 7 spell, which does 110-180
points of damage, would add an additional 55 points of damage to the spell.
Arc Spells: August also sees the
addition of a new type of projectile spell, the Arc. While most projectile
spells fly straight at their target, these spells arc similar to an arrow.
They also differ from projectiles in the fact that they do not “track” like
other spells. While a typical bolt spell will estimate where the target
should be and aim for that location, an Arc spell will land where the target
was when the spell was launched.
Slayer Wands: Projectile spells also
now benefit from the “slayer” quality that first appeared on melee and
missile weapons. While wielding slayer wands, players will see an increase
in the damage dealt by projectile spells to the creatures that match the
slayer type of each wand. Other effects of other types of spells, such as
life magic transfers and harms, creature ineptitudes, or item enchantments,
are not enhanced by this quality.
Magic Item Tinkering
The first three Magic Item Tinkering effects make their appearance this
month. These effects are completely unique and add properties to items never
before seen in Asheron's Call. Unlike other Tinkering effects, these
effects can only be applied to a weapon once, and an item can only have one
effect at a time. Due to these differences, these effects could more
properly be labeled “Weapon Imbuing.” In the future, more standard Tinkering
effects (i.e., those that can be applied more than once) may be available
for Magic Item Tinkering.
Imbuing a Weapon: Imbuing a weapon
with a new property involves many of the same steps as other Tinkering
operations. As with other operations, one hundred units of a material have
to be salvaged before the material can be used to imbue a weapon. The
difficulty of the operation is also based on the same factors as other
Tinkering operations. This means that the quality of the salvaged material,
the quality of the target item, and the Magic Item Tinkering skill of the
character all still affect the difficulty of the operation. It should be
noted that imbuing is more difficult than other Tinkering operations, and in
this tricky process the chance of success is never great. The other
restrictions also still apply, so an imbued sword or dagger cannot be
hilted, and these imbuing operations count against the total number of
tinkering operations that can be performed on an item.
Effects: The following three effects
are available in August:
--Critical Strike: Applying this
effect to a weapon or wand increases the chance of inflicting a critical hit
when wielding this item. The percentage of increase is determined by the
base skill of the character wielding the item.
--Crippling Blow: This effect
increases the amount of damage a weapon or wand does when it causes a
critical hit. Again the higher your base skill, the more damage you will do
when causing a critical hit.
--Armor Rending: The final Magic Item
Tinkering effect allows a weapon to ignore a portion of the target's total
armor, including the value added by a shield. The effect is similar to the
effect of Phantom weapons. The percentage of armor the weapon ignores is
based upon the base skill of the character. This effect is not available for
wands because war magic already ignores physical armor and armor spells.
The Future
Next month's event is promising to be one of our biggest yet, providing
players with quests and content unlike any seen before in Asheron's Call.
We'll see you next month, and thanks for playing!
The Defense of the Cisterns - From
the
Zone
September 17,
2002
On the night of September 16th, 2002, the
AC Team suited up specially created characters for a series of Live Ops
on the worlds of Thistledown, Harvestgain and Darktide. In laying out the
August Event, we included an element that would allow players to mount a
defense of the final Lightning Cistern Core. The Shard of the Herald defense
organized by players back in the November, 2000 event is something that
people in the community and on the AC Team look back to fondly.
However this time we decided to add a different element than was seen in the
Shard defense. Instead of the obvious choice seen in the Shard
defense--releasing Bael'Zharon is never a good thing--the choice in the
August Event was more ambiguous. Would you choose the devil you knew,
Gaerlan, or the devil you didn't, the Harbinger? Would you trust High Queen
Elysa's leadership and destroy the crystal, or resist her? We were unsure
exactly how the community would respond, but it was a feature we wanted to
add to the event and planned for it accordingly.
In monitoring the various discussion boards
after the community learned of the upcoming PK element, we saw people taking
sides and forming factions almost immediately. Over the weekend we checked
in on the progress of the various worlds, and were impressed with the
dedication and the abilities of the players, whether they were attacking or
defending. We were particularly impressed with a group of players on
Darktide who spent seven hours destroying the low level crystal! On the
majority of the worlds the attackers banded together and broke through
whatever lines the defenders placed and destroyed the crystals. However on
the worlds Thistledown, Harvestgain and Darktide, the crystals stood. Seeing
this, we decided to implement the series of Live Ops we had sketched out.
The Queen Onslaught
Two hours before the Live Ops, the Queen made the following proclamation:
Those that mean to keep the final cistern
core intact stand with Gaerlan. They stand against Dereth, and they stand
against their race. As High Queen it is my duty to defend and stand for and
with the people of Dereth. You have two hours. Then, if you continue this
folly I will bring my might to bear against you.
I implore you to reconsider your actions.
We have worked too hard to fail now. Gaerlan must be stopped and the defeat
of these crystals is the only way to breach his Citadel's defense. Stand
with your fellows. . . or face my wrath.
Those on the AC Team participating in
the event then began the process of creating and equipping the characters
they would need. The Queen's team consisted of:
- High Queen Elysa Strathelar
- Candeth Martine
- Lord Kresovus, Leader of the Lugians of
Linvak Tukal
- Aun Hareltah, Chieftain of the Aun Tumerok
Tribe
- Royal Guard Allyson
- Royal Guard Bahb
- Royal Guard Shara
- Royal Guard Kystra
- Royal Guard Xao
Gaerlan would also be making an appearance,
gloating and killing those who attacked his final crystal core. One choice
the team made for these Ops was to create characters that could be killed.
We wanted this to be a fair fight. . . or as fair as a fight of 9 versus 60
could be. Still it would not be god-like characters deciding the fate of the
world. We also established one rule for the Live Ops: if Queen Elysa were to
be killed in the final Crystal room, we would declare that the defenders had
held the line and conclude the Live Op.
The first world visited by the team was
Thistledown, famous for its defense of the Shard of the Herald. Here we
found ourselves facing an enormous number of defenders and had great
difficulty even entering the dungeon. Eventually the team made its way to
the final room and began the attack on the Crystal. However, the defense
mounted finally overcame the Queen, and Martine parted the scene with the
final words, “Very well, you have made your choice. I will do this on my
own.”
After licking our wounds, we visited the
world of Harvestgain. We found more equal numbers of defenders and attackers
on Harvestgain, and progressed to the final crystal room much more quickly.
Slowly the attackers, Royal Guard, and Elysa began chipping away at the
Crystal, when suddenly the Queen fell, to our surprise. Later review of what
happened revealed that two or three players, who had been attacking the
Crystal, turned on the Queen, firing two Hecatomb bolts at her, almost
completely draining her of life. A few melee attacks and the Queen was dead.
After the Queen fell, Martine parted the scene again with the same final
words.
The final world visited was Darktide. Many of
the Crystals had been left standing on Darktide, and the Queen's called all
who would to assault these crystals and destroy them. We found that many of
those who responded role-played well, and we were glad to have them at our
side as we destroyed the various crystals. The portal to the final Crystal
opened and the Queen and the attackers made their way to the crystal to
begin the assault. A few Royal Guards remained behind to try and prevent
defenders from entering. These Guards held the line, and the Queen and her
people finally destroyed the Crystal. Gaerlan, who had been battling Martine
in the Crystal room prior to this, left with a final sneer to the defenders,
“You weak Isparians! You cannot do even the SIMPLEST thing!”
With the last Live Op concluded, the team
began to again review player reactions, both in-game and on the discussion
boards. We do want to apologize to anyone who was trying to aid in the
attack on the Crystal and was killed by the Queen or members of her party.
Sometimes in the heat of battle, minds can be clouded by bloodlust. If you
were killed by Gaerlan and were defending the crystal, well, just remember
Gaerlan's opinion of Isparians!
Now What?
Well now you'll just have to wait and see. . .
Annals of Dereth
The Asheron's Call
Newsletter - August 2002
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Annals
of Dereth
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In this issue:
1 -- OUR SAGA THUS FAR
2 -- MAJOR EVENTS
ATONEMENT
LATEST DEV CHAT
SECURITY REMINDER
3 -- COMMUNITY EVENTS
4 -- TROUBLESHOOTING |
April 2002
Play it on the Zone!
http://zone.msn.com/asheronscall
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Welcome to the Annals of Dereth, the
newsletter for the Asheron's Call online role-playing game! We bring
you this bulletin every month to give you a wide view on Dereth's evolving
community, events, and features.
1 --
OUR SAGA THUS FAR...
Borelean moved quickly. It was necessary; he would soon
be missed, and he could not bear the strain that it would put on his mother. He decided to go after the start of Alba'rel's cycle, slipping through the
portal under an assault of acidic clouds and frosty air.
Asheron had not yet stirred, and every day the color
drained out of his face a little more. Borelean's mother dressed the wound
every few hours, yet each new dressing revealed that the old one was
horribly stained. The wound simply would not knit. When his mother slept, Borelean had tried to heal Asheron's wound using what little life magic he
had been taught. It was to no avail. Asheron was dying, and Dereth with him.
Unlike any other gaming experience, the world of Asheron's Call
continues to evolve. Join us as we open our August Event,
Atonement. Be
sure to continue your part in this incredible ongoing story, and we'll see
you in Dereth!
2 --
MAJOR EVENTS
ATONEMENT
An uneasy peace had settled over the town since the final defeat of the
Elemental Generals and the appearance of the portal to Gaerlan's Sanctum.
Accounts from those daring enough to enter said the halls of the sanctum
echoed with incantations. Strangely, although these brave souls said they
heard the words of the spells in another language, the words' meanings
appeared in their minds. Gaerlan seemed to be calling the elemental forces
together into one form. Considering his contempt for Derethians, all knew
this didn't bode well for them. However, Gaerlan's efforts seemed to have
been stymied by the loss of his "vessel," the missing Nuhmudira that he had
been planning to use to contain the Elemental force. It was hoped that this
obstacle would prevent Gaerlan from completing his work. In spite of that,
it appeared now that he had pushed forward, with cataclysmic results for
Yanshi.
Our latest event, Atonement, opened Thursday, August 15. Find the full
details in the official article set, comprised of the
Rollout,
Developer's Notes,
and Letter to the
Players.
LATEST DEV CHAT
On Tuesday, August 13, the Turbine team met in the Zone Theater Chat Room to
discuss current issues with Asheron's Call and the world of Dereth.
For those of you who could not attend the August 13 Dev Chat, we have posted
the transcript here.
SECURITY REMINDER
We wanted to take this opportunity to remind all players about the
importance of keeping your Asheron's Call account secure. Find out
what you can do in the
following article.
3 --
COMMUNITY EVENTS
ALLEGIANCE HALL
Rising to the grand heights of the Allegiance system, the latest rank 10
monarch has come to power. Empereur, leader of the
Dereth Explorers,
recently became the first Koutei of Thistledown. In addition, Lorcan of the
House of Strathelar
has moved up one rank to become the King of Harvestgain.
To have your monarch listed in the
Allegiance Hall,
simply send a completed update to
asheron@microsoft.com. Updates must include a screen shot to verify
monarch information: name, title, and number of followers. In addition,
please state on which server world the monarch resides, the name of the
allegiance, and the URL to the allegiance Web site.
SEND THIS NEWSLETTER TO A FRIEND, AND LET
THEM KNOW TO:
PLAY IT ON THE ZONE!
4 --
TROUBLESHOOTING
If you have any problems with Asheron's Call or the
Zone, check out our Troubleshooters and Frequently Asked Questions and find
the answer to your problems there.
Troubleshooters:
http://support.microsoft.com/support/games/zone/asheron/tshoot/default.asp
http://support.microsoft.com/support/games/zone/tshoot/default.asp
Frequently Asked Questions:
http://support.microsoft.com/support/games/zone/faq/asheron/default.asp
http://support.microsoft.com/support/games/zone/faq/default.asp
Play it on the Zone!
http://www.zone.com/asheronscall
You registered to receive this newsletter
on the MSN Gaming Zone. To unsubscribe, do the following:
1. Go to MSN Newsletters:
http://g.msn.com/0NL33946/117
2. Log in with your Zone ID (not your AC
character name) and password.
3. Uncheck the box that's labeled "Send me
the Asheron's Call newsletter every month to: (your e-mail address)."
THIS DOCUMENT IS PROVIDED FOR INFORMATIONAL
PURPOSES ONLY. The information contained in this document represents the
current view of Microsoft Corporation on the issues discussed as of the date
of publication. Because Microsoft must respond to change in market
conditions, it should not be interpreted to be a commitment on the part of
Microsoft and Microsoft cannot guarantee the accuracy of any information
presented after the date of publication. INFORMATION PROVIDED IN THIS
DOCUMENT IS PROVIDED 'AS IS' WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF
MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND FREEDOM FROM
INFRINGEMENT. The user assumes the entire risk as to the accuracy and the
use of this document. This document may be copied and distributed subject to
the following conditions: 1. All text must be copied without modification
and all pages must be included 2. All copies must contain Microsoft's
copyright notice and any other notices provided therein 3. This document may
not be distributed for profit.
c2000 Microsoft, Inc.
Interview with Turbine's Les Nelken - From
the
Zone
August,
2002
During the June 2002 event, Castling,
players were introduced to the Arcane Pedestal and the “Precarious Sojourn”
floating dungeon. The designer, Les Nelken, took time to answer a few
questions about that particular quest and content design in general.
How did it all get started? Did you go into the
quest to provide a specific reward to the players? Or did you have a
specific experience you wanted to give the players?
The rewards were what started it--the Dereth Map and the Arcane Pedestal had
been created during the production phase of the Dark Majesty
Expansion Pack. We decided that we wanted to make these items available in
June. How that happened was entirely up to me. The Arcane Pedestal had been
created with no lore in mind; it was just a cool decoration. Designing
quests driven by existing reward items was not totally new territory for
me--quests I'd done over the two previous months, such as Thorsten's Armor
and the Horn of Vigilance, all started as items that had been previously
created.
With this item in hand, the main experience I
wanted to give players was the “Precarious Sojourn” floating dungeon.
What was your inspiration for a floating dungeon?
The concept of a floating dungeon was a dynamic I had in the back of my mind
for some time. Underground dungeons are great, but I wanted to create a new
experience for players, something different. Also, while Asheron's Call
is a 3D game, there are few opportunities for players to battle monsters
in a fully three-dimensional setting, one that uses the “Z” axis. I came up
with all sorts of technical and game-play reasons why the dungeon wouldn't
work, but figured out ways around them, and went ahead and did it.
To start with, I did a concept sketch of the
structure and its components. I gave this list to Sean Huxter [Lead Artist
for AC], who did his usual fantastic job and created the art assets
necessary to build the dungeon. Because the formats of the platforms are the
same as those used for buildings, this is the largest outdoor structure on
Dereth. As part of the experience--like you might see in a movie--I wanted
players to arrive at the dungeon, but not see the full extent of it. As they
go around a corner, a vista would open up and they would get to see the rest
of the structure, with the endgame tower floating off in the distance. And
if the time of day was just right, they would see the sun rising behind it.
I spent some time trying to find the proper
location in Dereth for this structure. Eventually I found an appropriately
shaped canyon, although it wasn't completely perfect. I had to modify a
cliff so that it blocked the view of the rest of the dungeon when you first
arrived. I also modified the canyon so that if you are really good at
jumping, you can jump onto a platform from the cliff. But don't miss!
What problems did you encounter when you were
developing this quest?
Originally, I had the entry portal to the “Precarious Sojourn” dungeon
floating a ways away from the suspension bridge. The concept was that
players would have to do a “leap of faith.” Properly quest-flagged, they
would succeed. Otherwise--well, there are numerous skeletons down at the
bottom of the cliff. Happy landings!
One of the first problems appeared when I was
trying to test the portal's placement. This test essentially consists of
playing AC on a private server located on my computer. It isn't
completely independent though; the local server is still linked to a remote
database server that stores and retrieves game information.
When I had placed the portal in Worldbuilder,
our in-house content tool, I had it floating out in the air at the end of
the bridge. However when I would enter the game world on my private server,
the portal was completely missing. After tracking the problem down, I found
that the portal was falling to the earth below and disappearing. Modifying
the portal's properties and setting the portal to ignore gravity made it
essentially weightless and kept it from falling and disappearing. While this
seems obvious, Worldbuilder had given nary a clue that this was going on and
had given the appearance that the portal was floating exactly where I put
it. Okay, fine!
The placement of the portal caused another
problem. I had placed it close enough to the bridge so that if you strained
forward, you would get sucked through. However, for some reason this would
cause you to appear at the arrival point with an incredibly high forward
velocity, flinging you, screaming and flailing, to the hard soil of the
Direlands far below. This was a bit more of an arrival thrill than I had
intended! Sean Dickinson [Data Integrator for AC] suggested putting
up invisible walls to contain the errant characters. For some reason the
portal was adding inertia to the avatar. The invisible walls were a simple
solution and they seem to have worked.
Another issue turned up when I was scripting
the Slithe Traddittor NPC. I wanted to push the tech a little so that
players could hand in the bronze statue parts in any order. This sounds like
a simple goal, but it's harder to implement than it sounds. In AC1,
the scripting process that makes our NPCs function requires a certain degree
of programming logic. In the end, I could see a couple of ways that it could
be made to work. And it did too, but not without everyone racking their
brains over it. Half the time, I still expect Slithe Traddittor to hand me a
toaster-oven instead of the Arcane Pedestal.
Was there anything in the quest that you wanted to
do, but couldn't, for whatever reason?
I would have loved to make the floating dungeon much bigger, more elaborate,
and with more monsters. Unfortunately, performance concerns prevented that.
I also would have liked a greater variety of architecture and platforms of
different sizes. The landscape is a grid of 24-meter by 24-meter squares
called “land cells.” The current platforms have to take up a full land cell
horizontally. That's really too far to jump, straight horizontally. With
smaller platforms and tighter distances I could have added more jumping
puzzle dynamics to the dungeon. I sometimes find jumping puzzles as
frustrating as the next gamer, but as a designer I feel obligated to create
at least one!
There are a number of steps in completing the quest
and receiving the final reward. How did you determine the number of steps
you wanted to use to complete it? Do you go into a quest thinking of how
long you want it to take the players to complete it?
A quest has several stages. First is the “introduction,” where the player is
given some of the background lore and receives the “mission statement.” Then
comes “questing,” in which the player goes off to accomplish the mission,
during which several varieties of mayhem are bound to occur. Eventually the
player reaches the “reward” stage, but this can have several sub-stages. The
reward can depend on, among other things, whether the player finds the final
quest item in a chest, has to craft it, or have an NPC give it to them. It
can be fun for players to assemble an item, but it didn't make sense that
they could do that in this quest.
With regard to how long I wanted the quest to
take, the story really influenced my decision. Slithe is a thrall of Gaerlan
and wants to be able to produce a number of these devices for him. The
length of a quest has to “feel right.” It would have been too short if all
the players had to do was capture the image of the Pedestal in the Imaging
crystal and hand it to Slithe. Also, since the Arcane Pedestal is partially
a mechanical device, it made sense to use some of the bronze statue parts
that had recently been added to the game.
Alatar Locke, the long lost explorer, reappeared in
your quest! Was he in the quest from the beginning, or was he just a bit of
flash that came later?
My initial concept for the quest was that the character now known as Slithe
would be a Cartographer and would offer the map as a reward to players who
brought him the pedestal. This changed at some point, and during a team
meeting when I was outlining the quest, Allan suggested that Alatar Locke
give players the map of Dereth, using the floating tower as a good vantage
point to draw it from. I thought that was a good idea so why not?
For quite a while, you were involved in placing
housing on the landscape. Was it a relief to start doing something other
than housing?
Are Mites annoying? Yes! |
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