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Event Teaser - From
the
Zone
June 10, 2002
Elysa Strathelar knew she was dreaming. She struggled
against the invisible tendrils that held her, and that felt real enough.
Panic and anger surged within her as she fought, twisting and snarling. . .
but it was obviously a dream. A figure stood just outside of the corner of
her eye, enough so that she knew he was there, could not see him directly.
He seemed to flicker, there, not there, there, not there.
And she was floating, hovering above her bed. She could
not turn her head, which was bound like the rest of her body, but she was
several paces from her vaulted stone ceiling, and she could see the torch
flames on the wall lapping up the warm night air as soft breezes blew in
through the open tower windows.
In a back corner of her mind, behind the rage
and fear as she fought against her unseen tormentor, she wondered what the
dream meant. Yet another example of the icy rage she felt toward Martine?
Her continued attempts to deal with the shock of almost losing her son? Her
previous resentment towards Asheron, as she had had to cope with these
problems alone? All of these, perhaps.
There was mumbling. She could hear the tones,
but the words were hard to make out, and Elysa could not turn her head to
catch the sound. Eventually, she heard two voices. One was low and deep,
with an almost keening quality. The other was high and tinny; hollow tones
encased in dank metal.
How unusual to have such lucidity during a
dream, she thought. There was none of the usual muddled slew of images
barely connected to one another. No, there was only the struggling and
resistance. The anger and the fear.
The voices were closer now. “Elysa. . .” This
was the low voice, and the stark need in it made her wonder what hell the
person uttering her name had gone through. Twenty years in Dereth had made
her intimate with pain, and she recognized immediately the sound of someone
similarly seared.
She stopped struggling. She wanted to comfort
the man, reassure him. As she ceased struggling, she felt her body slowly
lower back towards the bed.
This time the voice was right behind her
head. “Elysa, I. . .” and she felt a hand touch her, stroke the sides of her
hair. It felt warm and wet, and glistened red at the edge of her vision.
This was not a dream.
Elysa convulsed, disbelief warring with the
worst fear she had ever known. The voice continued, “I know I have said, and
done, horrible things, Elysa. But here, hidden away in stone and shadow,
there is no wider audience. There is only you and me. And so, so much to
talk about.” Acid bile rose from her stomach, making her gag with the
vileness of it, of him. This was not a dream. She tried to break free from
his magical bonds, she tried to scream. Nothing. She could not move. This
was not a dream.
“What was it, Elysa, that first drew me to
you? In the beginning, I admit, there were certain opaque intentions and
manipulations in regards to your Empyrean advisor. I wanted him dead, I
needed him dead. You were, at first, a tool. One of many at my disposal, I
thought.”
“Warning. Proximity. . .”
“Silence!” There had been that tinnying voice
before Martine had cut it off. It came from her side as well. Someone else?
Elysa struggled to control her fear. She tried to draw strength from her one
consolation. . . Borelean was not here. She had sent him away with Asheron
to a safer, less public place, after the first reports had trickled in of
Martine's appearances throughout Dereth.
Her son was safe. Now all she needed was for
Martine to. . . he brought up his deformed claw against the side of her face
and pressed it there. She could feel its warmth. It throbbed. All thought
left her mind as Elysa screamed silently.
“Yes, my darling. I understand that emotion
well. You have known pain. Such exquisite pain. And that was why I marked
you. You had lost, as I had lost. You had grieved, as I had grieved. I had
thought that you should lose a child, as I had lost a child. . . but that is
behind us now. We will raise Borelean together, as man and wife. We will
rule Dereth as King and Queen. Dereth and beyond.
“Tonight is when I claim you, Elysa. We shall
be married. We shall be in love. No one will stand in our way.
“Warning. . .”
The heavy oak door leading to Elysa's
bedchamber exploded inward. The invisible bonds holding Elysa up immediately
disappeared. As she fell back she glanced to her side. Surrounded by a blue
nimbus, his eyes flashing scarlet, Asheron stood in the doorway.
__________
Finally. Martine had waited for this moment
for such a long time. And now everything was at hand. His bride-to-be at his
side. His nemesis in front of him. A corpse-to-be. Martine raised his hands
sending a coruscating stream of flame at Asheron. An appetizer for the
banquet to follow.
He saw Elysa fall and land on the bed. She
reached under the pillow and hurled something at him. A throwing knife,
flipping end over end, the light of the flame shining off its metal blade.
Asheron had warded off the fire and bolts of acid and frost were now
speeding back toward Martine. His heart warmed to see what a little lioness
Elysa was. Lovely.
He snatched the knife out of the air and
tucked it behind his back. It could be a memento to show their children. The
acid stream and frost bolts he let through. As his surface flesh crackled
and burned, he wanted to show Asheron the type of pain he should expect. He
looked Asheron in the eye and smiled.
On each side of the splintered door, stone
blocks ripped apart as two of Asheron's Diamond Golems thundered into the
room. They towered over everything, animated man-shapes of diamond,
Asheron's special creations, representing over a millennia of Empyrean
demiurgic research.
They stood motionless as Asheron stepped
forward. Elysa had scampered out of sight, but Martine would have time to
finish their date later. Asheron was here. Martine giggled.
“Martine, you must stop this madness. We, all
of us, are in grave danger. . . we need. . .” Asheron spoke with the
tremulousness of an old man. Even the halo of color that surrounded him, a
mark of Empyrean power, flickered occasionally, revealing him to be nothing
more than the tired, pathetic husk he was. It almost seemed unworthy for
this man to have earned so much of Martine's hate. But Martine wanted this
play finished.
“We need what? We need nothing, fool. You
warn me of sycophants and mice. No one will oppose me. No one can. You are
old and tired. I have come to give you the gift of permanent rest, Weyrava.
It is far more than you deserve, but today is my wedding day and I am in a
generous mood.”
Martine moved forward as the Diamond Golems
stepped in front of Asheron. His first spell took the head off of one of
them. Its form continued to lumber about and swing at Martine. The second
one landed a clean blow to the side of Martine's body that drove him against
the far wall. Martine floated himself up as the ribs on his right side began
to reform.
Asheron pressed the attack, bolt after bolt
of eldritch might slamming into Martine. Martine took each blow, letting the
pain of each ravaging attack strengthen his resolve. Enough.
Martine teleported quickly behind the last
remaining Golem, the first one having succumbed to its beheading, and
plunged his hands through the magical bonds that kept it animated. The Golem
blew up, spraying shards of diamond throughout the room. Martine shielded
himself from the explosion and saw Asheron do the same. He couldn't see
Elysa, but he could always repair her later.
No more words came from Asheron, his focus
stayed completely on spewing magical energies at the approaching Martine.
There were no more Golems, however. No more saviors and no more tricks.
Asheron was his.
As the arrow entered the back of his neck and
through his throat, Martine gurgled, a short gasp of air and blood. The
sharp metal point of the arrow glistened and dripped red beneath his head.
He turned, almost stumbling, to see Elysa behind him, her bow already nocked
with another arrow and firing.
“Elysa,” he tried to say, although his vocal
cords were still not quite working. Even as he disintegrated the approaching
arrow and sent a shockwave knocking Elysa hard against the stone wall, he
wanted her to know he still loved her. She crumpled down to the floor.
Asheron leapt by Martine to come to her side, but Martine grabbed him as he
passed and flung him to the ground.
Martine held Asheron there in the same bonds
he had held his bride with, as he took the arrow and passed it through his
throat, healing the ripping and tearing as it occurred. A few dry gasps, and
he was ready.
“How does it feel, little Empyrean, to be in
the presence of a superior. For so long you have hid behind your powers,
your “benevolent” attitude toward the Isparians hiding the contempt that
you, that every one of you, feel toward my former “lesser” race. Shake your
head all you wish. We know the truth.
“But I promise you this, Asheron Realaidain.
I will watch and protect these people better than you ever did. Yes, there
will be pain. There will be sacrifice. Greatness requires it. But they will
love me. I will love them. If you ever cared for any of the Isparians at
all, let that be your final consolation.”
Martine's hand glowed with purple sparks as
he raised it for the killing blow.
__________
Asheron looked up at Martine and prepared
himself for one final strike. It was possible that Martine would focus all
of his energies to kill him, leaving Asheron free to cast his own last
spell. Asheron had little hope of killing Martine, but any blow might help.
I am sorry, Elysa. I am sorry, Martine. I failed you, both.
Martine's blow did not fall. Asheron saw
Martine's mask ripple, and the black holes of his eyes filled with a
purplish glow.
“Please. It hurts very much to do
this. He is fighting me very hard. He is not. . . happy.”
Though the speaker did not speak with the
usual syntax of his race, Asheron recognized the high, metallic tones of the
Virindi. Had the Virindi side of Martine finally broken through? And did
that improve the situation? He struggled to speak, but the bonds continued
to hold him in place.
“No. No time to release you. You
must listen to me. I have died once already. It's important that you
understand that. They had fused the human and my. . . self together. This
had never been done before. But they did it, and the human killed me.
Complete assimilation. There was no self. There was only Martine.”
Asheron had not realized the depths of the
Virindi experiments upon Martine. He had had suspicions. . .
“But he brought me back. Do you see?
I did not exist, and he recreated me. I am not Virindi. I am a part of him
that he made into Virindi. Please understand. Even then, so long ago, he did
not trust. He knows. He does not want to know, but he knows.”
The Virindi screamed.
“He is going to kill me again. He
cannot stand betrayal. But I knew that you must not die now. Martine knows.
Please. I. . . I am losing hold. My death did not hurt this much the first
time. Leave. Take the woman and leave now. Remember that Martine
understands! Leave!”
Asheron was free once more. He spared one
final glance for Martine's body, wracked by pain and struggle, and heard the
final, anguished screams of the tortured Virindi. He gathered up Elysa,
unconscious but still breathing, and began to portal them both out of the
chamber.
Martine looked up at their disappearing forms
and screamed. Asheron felt Elysa's tower coming apart as Martine let loose
with his destructive power. And then there was shadow and silence.
It was time to begin the final plan.
__________
Unlike any other gaming experience, the world of
Asheron's Call continues to evolve. Join us, as we open our June Event,
Castling. Be sure to continue your part in this incredible ongoing story,
and we'll see you in Dereth!
Roll Out Article - From
the
Zone
June 13, 2002
Any comfort brought to the people by the
victories against the Bronze Statues and their new weapons was shattered by
the assault on their Queen and the destruction of her castle by the insane
Martine. Just barely escaping the destruction with her and her son's lives,
Queen Elysa begins taking steps, with the aid of Asheron, to truly make
Dereth her people's homeland. The last Empyrean has been of great assistance
of late to the people of Dereth and has some wondering if he can indeed be
trusted as the Queen has always maintained. Martine's rage at having the
Queen snatched from his grasp has not been satiated by the mere destruction
of her castle, and he continues to formulate plans, breathing hate for
Asheron.
Still reeling from this attack, the people
were dealt another blow when mages were jolted awake in the dark of night,
clutching their heads in pain. Throughout the ley lines of magical force
deep in the planet, a vast fluctuation was felt. Reports trickled in that
the magical Essences, those forces that aided the people in learning higher
magics, were destroyed, and the rings where they stood smashed. To their
dismay, the recovered mages discovered that their magics were not as
powerful as they had once been. They were able, though, to take some solace
in the fact that this fluctuation caused their magics to last much longer
than they had previously.
Realizing what a blow this was to the
Isparians, Asheron shared knowledge on how to create magical foci with the
Arcanum. These bulky packs contained the essence of the magical schools
known to the Isparians. With these in hand, along with Prismatic Tapers and
Scarabs, Isparians could cast their spells without the other components they
had used since their arrival on Dereth. Asheron also shared a means to
record scrolls so that all those skilled in the various schools could
understand them, not just lore scholars. Scriveners quickly set up shop in
the various towns selling scrolls for purchase.
Amidst these events, the exploration of
Dereth continues. Rumors return of an ancient Empyrean construct unlike any
seen before, containing artifacts of an unknown purpose. Parties have begun
gathering to find this construct and pull what secrets they can from it.
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:
- More Cottages and Villas can be found for
purchase.
- Find your Fellowship leader more easily.
- New magic foci can be used in place of
traditional spell components.
- Tedious magical research has been removed
and replaced by easily-read scrolls.
- More things to make your home uniquely
you!
Be sure to check the
Developer's Notes for June to learn more details of the Castling
event. Join us as we continue the ongoing saga of Asheron's Call, and
we'll see you in Dereth!
Developer's Notes
- From
the
Zone
June 13, 2002
Here are just some of the additions made in
the June 13 game update, Castling. 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,
Castling.
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
- 150 Cottages and 50 Villas have been added
to the game.
- See our earlier
letter to the players for all the details about our changes to the
magic system.
- There is now a separate panel for negative
magical enchantments (the original enchantment panel now lists only
positive magical enchantments). Both panels are in the far right upper
corner.
- @allegiance info
is a new monarch-only command. Typing @allegiance info <charactername>
(for a character in that monarch's allegiance) will display the
following: the full name and title of the character, the full name and
title of the character's patron, and the full name and title of each of
the character's vassals. This command can only be used once every 30
seconds.
- The number of allegiance broadcasts the
allegiance speaker can make per day has been raised from 3 to 10. In
addition, monarchs may now assign speaker status to someone even if they
are not currently online.
- The leader of a Fellowship now shows up as
a triangle dot on radar.
- You can now use the @filter command
to filter out recall messages. See @help filter for more details.
Miscellaneous Improvements and Changes
- All vendors now accept all trade notes.
- Pyreals now stack to a maximum of 10,000.
In July we will introduce three additional trade notes into the game.
- Mansions now have 100 hooks in them, all
of them usable.
- Neutral Balm's burden has been reduced
from 135 to 65 and is now available in more vendor locations.
- The Select Self key now works to have a
targeted action actually work on oneself. For example, a player can use a
healing kit and then the Select Self key to heal oneself.
- You now have a number of UI panels and
character options that you can bind to a keyboard map.
- A new mana stone, the Superb Mana Stone,
can be found at some mage vendors. In addition, many more mage vendors now
carry High and Great Mana Stones.
- All Bronze trophy items are now givable
and droppable again.
- New characters who start with a magic
school will start with the correct focus, 5 Lead Scarabs, and 25 Prismatic
Tapers. New characters who start with additional magic schools will
receive additional foci, but not additional scarabs or tapers.
- The time it takes to read and learn a
spell from a scroll has been reduced to roughly one second.
- When a character attempts to use a mana
stone to drain mana from an item, there will now be a confirmation check
even if the item does not contain any mana.
- Isparian Bows, Crossbows, and Atlatls are
now unenchantable.
- The Isparian Modifying Tool is now
unbreakable. The stones, however, will break each time you put them in an
Isparian weapon.
- The Arcane Lore difficulty on Gorgets with
Nuhmudira's Boon has been altered. The new difficulty levels are Red
(High) = 180, Blue (Mid) = 150, and Green (Low) = 120.
- Isparian Daggers now have the correct
damage range. Perfect Isparian Daggers have a maximum damage of 8, Superb
7, Good 6, and Quality 5.
- You now get 3 Wood, Copper, or Obsidian
Keys when you successfully carve Wood, Copper, or Obsidian Hearts.
- We made a few changes to the Tenkkardun
Foundry to reduce the viability of combat macroing in that location.
- Last month we introduced a bug which
prevented users from playing if they were using a machine running Win95a.
This should be fixed now.
- We believe we have fixed the bug where,
occasionally, a character logging into the world would find that their
items had lost all mana. This was a difficult bug to reproduce, and we
would appreciate any reports if players experience this bug in the future.
- There was a bug with the Fellowship panel
last month that kept it from updating properly. This should be fixed now.
- The bug where a character quits a
fellowship and the character keeps attempting to assess a person in the
fellowship has been fixed.
- We fixed a bug where the cursor appeared
as an hourglass on the Fellowship panel before a player actually created
the fellowship.
- There were a few bugs with the XP-sharing
code for certain fellowships involving players over level 50. These have
been fixed.
- There was a bug where you could exploit a
vendor by selling healing kits with less than full uses, then buying them
back cheaply at full uses. This has been fixed.
- For Creature Mastery scrolls, you will
need to ID and read the description to determine if it's a Self or Other
scroll. Self and Other do not appear in the title of the scroll. This will
be fixed in July.
Minor Details
- The Invoker now displays the correct
inscription.
- The portal to the Arcanum Research
Facility now has a level restriction prohibiting those characters under
level 20.
- Ciandra decided to reverse her impromptu
sex-change operation, and now looks like a woman.
- When using a mana stone on yourself, you
will receive a message letting you know when all your items are full.
- All non-used hooks now become visible
whenever a house is abandoned.
- Players can no longer open the doors to
the inside of the statues from the outside, unless they use the correct
key.
- Statue Portal dungeons are now no-recall,
no-tie, and no-summon.
- The Isparian Dagger model has been
changed.
- The experience point total for a few
statue creatures has been reduced.
Letter to the Players
- From
the
Zone
June 14, 2002
Why Now?
Castling, our June Event, marks what may be the most significant
change ever made in the history of Asheron's Call--the complete
revamping of how players learn and cast magical spells in Dereth. We did not
approach this change lightly; indeed, it was the subject of many intense
conversations! Those hours of discussion and argument ensured that the
changes we finally agreed upon all served our goal: to make Asheron's
Call as fun and compelling for as wide an audience as possible.
Many people have asked us, “Why now?” After
two and a half years of relatively few game system changes, why would
Turbine and Microsoft embark upon a path of such major changes? Our
determination to make these changes ultimately has to do with our desire to
see Asheron's Call thrive for a long time to come. Each major change
that we make comes from our strong belief that the specific change will
enhance the fun of the game for the vast majority of our players.
We could have decided to play it safe and
make only a few changes, to introduce small amounts of content designed to
placate our existing subscriber base until the ship of Asheron's Call 2,
to allow (and so encourage) AC to pass away in time for AC2.
Obviously, we chose a different path. And
we're not stopping with this month's magic changes! Next month, in addition
to the first stage of the Tinkering system, we will be making significant
changes to the Transfer spell system. Transfer spells, such as Drain Health,
will be altered substantially in July. (Look for more details to be posted
before the July Event). And in the following months, look for continued
tweaks to melee weapons, including addressing the Triple-Strike Dagger
issue.
Yes, we know that change can be scary and
sometimes painful in the short-term, but we also know that change is
necessary for long-term growth and happiness. We are striving to make sure
that any time we make major changes that reduce an ability of a given class
or skill, we also offer new benefits to that class or skill.
So why didn't we make some of these changes a
year ago? Although it was easy to see, in some cases, that things were not
working as well as they should, it was more difficult to come up with
solutions that we and the players would be happy with. Over the past eight
months, we developed a strong vision and consensus on what problems needed
to be addressed and how to address them. You are seeing the fruits of those
efforts now.
We're excited about the world that
Asheron's Call is coming to represent, and we hope you are, too.
Long live Asheron's Call!
Housing
This month we're releasing another 150 Cottages and 50 Villas. While we are
not releasing any Residential Quarters at this time, we are planning to
release 500 RQs in July (in addition to more Cottages, Villas, and even new
Mansions!). We're putting out 500 RQs instead of 1,000 so that we can better
monitor the impact of the RQs on the servers in July. Depending on the data,
we will decide how many more RQs will be released in the upcoming months
We also implemented 100 total hooks for
Mansions this month, each one of them usable by the monarch owner. There are
no plans to revisit hooks for any of the landscape dwellings at this time.
As for future housing improvements, the
server performance issues related to RQs a few months ago have caused us to
shelve our plans for incremental storage, at least temporarily. Once we are
assured that the worlds can support enough housing for all our players, we
may revisit the idea of allowing players to purchase increased storage for
their landscape dwelling.
However, we are still planning to implement
the ability for characters to “use” items on hooks, which would allow a
number of neat features, such as the ability to place permanent “portals” in
one's home. Look for the start of this feature in the next several months.
Miscellaneous Changes
- We're always happy when we can implement
new allegiance and fellowship improvements. We hope the @allegiance
info tool and the increased uses of the allegiance broadcasts help
monarchs manage their allegiances more productively. We're also pleased
with the new triangle radar shape for fellowship leaders. After being
frustrated for a long time by the inability of a large group to easily
follow a leader on the landscape, we hit upon this simple yet effective
solution. We hope you enjoy it.
- We fixed a number of longstanding and
irritating bugs this month. Two of the biggest were the “vendors not
buying back their own trade notes” and “characters logging back into the
world and occasionally discovering that all their items had lost all their
mana” problems. Our solution to the vendor issue was to make all vendors
able to purchase all trade notes, regardless of what trade notes they
sell. As we mentioned in the Dev Notes, the “items losing mana” issue was
extremely difficult to track down and reproduce, so please report any
instances if you see it happen again.
- Money, money, money. After analyzing the
current state of the pyreal economy and factoring in new changes such as
the updated magic system, we decided to increase the stack size of the
pyreal to 10,000. We think this change will help improve the liquidity of
the pyreal, especially at such a time when the pyreal may have its
greatest value.
- Superb Mana Stones. One change we wanted
to make sure to introduce whenever we implemented the new, extended buff
times was a new, high-mana mana stone. The Superb Mana Stone has a
reservoir of 2,000 mana, and can be found at many mage shops throughout
Dereth.
Hot Topics
- @filter recall command. While we
knew that some players would eventually learn to ignore the spammy text
messages from the numerous recall options available today, we wanted to
give players stronger relief from the incessant barrage should they
desire. (As one of our grandfathers always says, “Back in my day, we
didn't have all this newfangled `recallin'' all over the dang place. We
had to walk back to Serac Vault, in the snow, uphill. Both ways!”)
- Bronze weapons. We apologize for not
telling people in advance about the sudden change to the Bronze trophies
making them no-give. This had been planned as a one-month-only change, and
we are glad to change them back to their natural state this month.
- Hollow Weapons/Racial Weapons. For July,
we will be making some minor tweaks to unarmed weapons, staves, and
hollows (including some of the racial weapons). While the racial weapons
still will not have the effectiveness of their non-racial counterparts, or
of the current Triple-Strike Dagger, they will receive some bonuses. It
remains true that the four non-racial weapons, sword, axe, mace, and
spear, should be considered the “better” class of weapons in the game.
However, we do recognize that the current state of non-dagger racials
needs some improvement, and we hope to implement that in July.
- Fast-casting exploits. We're working hard
to get a fix for this in either July or August.
Next Month and Beyond
As we mentioned above, next month will see the advent of the first stage of
Tinkering, as well as changes to Drain and other Transfer spells.
While we have mentioned more Treasure system
changes (affecting both armor and weapons) for the last two months, we
unfortunately have had to postpone these changes due to our focusing on the
Magic and Tinkering systems. We really think July will see at least some of
these changes; August for sure!
And while it will be hard for us to rival the
suspense and excitement building in our current storyline, we will discuss
two top-secret issues in our next Letter to the Players. People have
suspected one of the issues for a long time, but the other is something that
almost no one ever knew?
See you next month!
--The AC Team
Transfer Spells
- From
the
Zone
June 19, 2002
What are Transfer Spells?
Transfer spells include the Drains (Drain Health, Drain Mana, Drain
Stamina); Self Transfers (Stamina to Mana, Stamina to Health, Mana to
Health, Mana to Stamina, Health to Mana, Health to Stamina); and Remote
Transfers (Infuse Health, Infuse Stamina, Infuse Mana). They do not
include such spells as Harm (with the exception of one important point which
will be highlighted below).
What are changing with the Transfer Spells?
- The range on Drains and Harm, Mana Drain,
and Enfeeble will be changed to the following table. In the new system,
range increases with each higher level of Drain or Harm, with a range of 5
meters at Level 1, capping at 20 meters at Level 7:
|
Level |
Old Range (actual range depends on
Life skill) |
New Range (after July update) |
|
1 |
12.8-34.7 |
5 |
|
2 |
12.1-31.7 |
7 |
|
3 |
11.3-28.8 |
9 |
|
4 |
10.6-25.9 |
11 |
|
5 |
9.9-23 |
13 |
|
6 |
9.1-20.1 |
15 |
|
7 |
9.1-20.1 |
20 |
- The percentage you drain from the
creature/player, and what you receive from that drain has been changed
to the following table. This only affects Drain spells, not
Self-Transfer spells. In the new system, the amount drained no
longer remains constant at 25%, but rather increases up to a cap of 50%
at Level 7 Drain. And the amount received now reflects exactly what was
drained. The maximum cap of 100 points drained or received remains in
place.
|
Level |
Previous Amount
Drained |
New Amount Drained |
Previous Amount Received |
New Amount
Received |
|
1 |
25% |
10% |
75% |
100% |
|
2 |
25% |
15% |
90% |
100% |
|
3 |
25% |
20% |
105% |
100% |
|
4 |
25% |
25% |
120% |
100% |
|
5 |
25% |
30% |
135% |
100% |
|
6 |
25% |
40% |
105% |
100% |
|
7 |
25% |
50% |
170% |
100% |
- A character can now no longer drain or
transfer vitals more than the amount that character is deficient in. For
example, if you are at full health, you will not be able to Drain Health
at all, nor use Stamina to Health or Mana to Health. If you are down 50
health, and you would have normally been able to drain a monster for 100
health, you will instead only gain 50 health (and the monster will only
have lost 50 health).
- There will be a new Life spell, levels
1-7 (name to be determined). This Life spell acts like a projectile War
spell, and it takes off a certain percentage of the Life caster's hit
points, and redirects that damage total at a creature/player. The table
currently looks like this (this information is subject to change):
|
Level |
Mana Cost |
Range |
% Health Drained from Caster |
Damage Multiplier* Amount Drained |
Damage at 300 health (current health
total, not raw) |
|
1 |
10 |
10+
0.1*skill |
25% |
.50 |
37.5 |
|
2 |
20 |
10+
0.2*skill |
25% |
.65 |
48.75 |
|
3 |
30 |
10+
0.3*skill |
25% |
.80 |
60 |
|
4 |
40 |
10+
0.4*skill |
25% |
.95 |
71.25 |
|
5 |
50 |
10+
0.5*skill |
25% |
1.10 |
82.5 |
|
6 |
60 |
10+
0.6*skill |
25% |
1.25 |
93.75 |
|
7 |
70 |
10+
0.7*skill |
25% |
1.4 |
105 |
Developer's Chat
- From the
Zone
June 20,
2002
mrquazarr_MS says:
Welcome everyone to another edition of the
Asheron's Call 1 Developer's Chat.
mrquazarr_MS says: My name is still Ken
Karl, Program Manager at Microsoft for Asheron's Call
mrquazarr_MS says: With me as always is
Ken Troop, Producer at Turbine who will introduce the whole gang (who I have
the privilage of sitting with live
this time)
kentroop_turbine says: Greetings
everyone. With us tonight are Kim, Les,
Allan, Sean D., Sean H., Brandon, Sandra and Todd
mrquazarr_MS says: Great... Lets get on
with the first question of the
evening
Raide_Duku in AsheronsCall asks: Will the
Grivver Nest dungeon expand next month?
Spd_turbine says: Well, there does seem
to be a deeper cave in the dungeon. You will just have to wait and see...
Alua in AsheronsCall asks:
How's the progress on Tinkering coming
along? Is it going to be ready for next patch?
kentroop_turbine says: Tinkering is
coming along nicely. Early next week
there should be a detailed letter put up on the Zone describing the system.
kentroop_turbine says: We expect that at
least part of the functionality
will be in for July, if not everything. Also, the skill/xp credit for
assess skills will definitely be in for July.
Astroth1 in AsheronsCall asks: Hi, in the
next patch, you have given a hint
about fixing dagger to be more fair to the game. Is that change indeed
nerfing triple strike?
kentroop_turbine says: Here are our long
term plans for weapons, including
dagger.
kentroop_turbine says: Please keep in
mind that these new systems are still being designed, and are subject to
change, perhaps drastic change.
kentroop_turbine says: Our ultimate goal
for tinkering is to allow players
to "imbue" random loot melee weapons with various special dynamics.
kentroop_turbine says: For example, I
could try to make any loot generated
mace I found, a double-striking mace.
kentroop_turbine says: Now, each time I
attempt to imbue a weapon, I risk
destroying it.
kentroop_turbine says: And I can only
imbue a weapon once, I can't
"double-imbue" a weapon.
kentroop_turbine says: The exact list of
"imbue" characteristics is still to
be determined
kentroop_turbine says: But such dynamics
as double-strike, perhaps
triple-strike, a weapon that randomly casts a certain spell, etc. are all
being considered.
kentroop_turbine says: One important
thing about these new imbued weapons, is that their effect will never work
100% of the time
kentroop_turbine says: So that even if
you did have a triple-strike spear,
for example, the number of times you successfully triple-striked would
depend on the type of weapon, and your skill level.
kentroop_turbine says: If and when we do
implement this new dynamic, our
thought right now is to remove all hilts from the game.
kentroop_turbine says: So that all
weapons follow this new dynamic.
kentroop_turbine says: Until we introduce
this feature, however,
double-strike swords, and double and triple-strike daggers will not be
changed at all.
bytor13 in AsheronsCall asks: Is anything
going to be done about the
Kailndan? It is the hardest quest weapon in the game to get, and almost
unusable.
Orion_Turbine says: There are a host of
quest weapons from the past that we are looking into enhancing. This process
will take time.
Jff_1 in AsheronsCall asks:
Will the war spell economy be put back
in?
kentroop_turbine says: Our primary reason
for taking the economy out was,
with the duration changes, the vastly superior nature of creature/life buffs
vs. arcane lore buffs.
kentroop_turbine says: With that in mind,
we are working on implementing a
system for putting a new "skill-based" bonus for War spells only.
kentroop_turbine says: This would be
exactly like the system we had
originally conceived of, detailed in the dev chat two months ago, but again,
for War spells only.
kentroop_turbine says: The exact details
are still tbd...but you should
expect this change in August.
EvilMavi in AsheronsCall
asks: Will Prismatic Taper Peas ever
exist? If not,
is there any chance that perhaps you could make Prismatic Tapers a part of
monster loot so they drop like other components?
kentroop_turbine says: We are looking
into increasing the stack size for the
prismatic tapers to 500 or more. At this time, we have no immediate plans
for prismatic taper peas to be sold. At some later point, we may introduce
prismatic tapers dropping off of creatures.
kentroop_turbine says: The stack size
change is occurring in July.
drobb68 in AsheronsCall asks:
If/when can we expect more storage/hooks
to become available for RQ's, Villas, Cottages, Etc.
kentroop_turbine says: Not anytime soon,
if ever.
kentroop_turbine says: While we have been
very excited in the past to
implement features that give players more storage options...
kentroop_turbine says: right now our
primary concern is server stability,
which increased storage for characters could jeopardize.
kentroop_turbine says: So, we will be
rolling out RQs slowly....and if we
feel like everyone who wants a house type has one, and the servers are still
performing well, then we will look into increased storage options.
kentroop_turbine says: There are no
current plans for any additional hooks
for any type of dwelling.
Robbie1986 in AsheronsCall asks: Are you
guys going to fix fastcasting?
kentroop_turbine says: We're working hard
on fixing this. Right now our
best estimate is August. It is a difficult fix to do right, and we want to
minimize the potential of us having to revisit the change.
crazy_town420 in AsheronsCall asks:
If/when hilts are removed from the game, would the players lose the
swords/daggers they hilted?
kentroop_turbine says: No.
kentroop_turbine says: There are still a
number of things we have to
determine about how we roll out this system.
kentroop_turbine says: But players would
not lose these weapons. At worst,
they would just become unhilted.
kentroop_turbine says: Just a general
point.
kentroop_turbine says: Every change that
we've made over these last 6
months: from deadly arrows and new weapons, to the endurance changes, and to
the magic and now drain changes ----- all of it has been done because we
feel strongly that these changes make the game of AC bette
kentroop_turbine says: better. More fun
and more compelling.
kentroop_turbine says: Yes, we know that
some of these changes hurt
established playstyles and characters. Sometimes very harshly. But we have
not taken any of these changes lightly. And each time we undertake to
"balance" a system, we try very hard to introduce new and...
kentroop_turbine says: exciting dynamics
to the system being changed.
kentroop_turbine says: Ultimately, our
main focus and purpose...the reason
why we are paid...is to make AC a better game.
Paradox27 in AsheronsCall asks: Will we
ever have the functonality to
multi-selecti tems, or select items by type? This will reduce selling time
in towns.
kentroop_turbine says: While we would
love to do it, it is a very difficult
task given our UI code. So unfortunately, no.
Ganondorf99 in AsheronsCall asks: Will
Arwic ever be rebuilt?
Orion_Turbine says: You never know what
the Queen will do. She may well be having those masons in the Arcanum
thinking about rebuilding Arwic at this moment. But like all things they
take time.
Shiloh_MS in AsheronsCall asks: whats the
reasoning behind the drain
changes, don't you think it's a bit late in the game life ?
kentroop_turbine says: Primarily it was
because Drain Health 1 should have
been fixed a long time ago, and we finally decided to do it.
kentroop_turbine says: Also, while we
were at it, we also wanted to
partially address some pvp and macro issues, although we don't think our
changes are a solution to either of those issues (macroing or balanced pvp)
kentroop_turbine says: People should keep
in mind that our end goal is to
have a system that is fun and works
kentroop_turbine has left the conversation.
kentroop_turbine has joined the conversation.
kentroop_turbine says: People should keep
in mind that our end goal is to
make a system that is fun and that works...and that we've shown that we're
willing to continue to tweak the system if our changes require it.
kentroop_turbine says: Finally, one last
note on the changes in general.
kentroop_turbine says: If AC were to
continue to stay the same, and never
change, it ultimately would die.
kentroop_turbine says: We agree that
unrestrained "nerfing" is a horrible
idea. But we aren't doing that. We're attempting to create new systems and
new forms of play, that hopefully will allow AC to continue as a fun game
for far longer than it would otherwise.
kentroop_turbine says: Of course, we
continue to welcome feedback, whether positive or negative, to ensure we're
staying on that course.
AC_Tandy_HG in AsheronsCall asks: Will
the attributes that tinkering skills
will be based on be the same as the current appraisal skills? If not, what
attributes will they be based on?
kentroop_turbine says: For Magic Item
tinkering it's just Focus.
kentroop_turbine says: For Weapon
Tinkering its focus + strength /2
kentroop_turbine says: For Armor
Tinkering it's Focus + Endurance /2
kentroop_turbine says: For Item Tinkering
it's Focus + Coordination /2
kentroop_turbine says: (For all of those
it was (att. + att) /2
RolandoMartinez in
AsheronsCall asks: Currently PvP has been
nearly
impossible, and far more frustrating and annoying than it is worth. The game
has been nerfed over and over till we are at the point where no one can kill
anyone else. Do you plan to fix this or are you content to let PvP die?
kentroop_turbine says: We think that with
the return of the war economy, and two other changes, the pvp dynamic will
allow for easier deaths....
kentroop_turbine says: These 2 changes
are:
Payson_Turbine has left the conversation.
kentroop_turbine says: 1) increased
hollow weapon damage, for all hollow
weapons (and new hollow arrows) and new "armor-hollow" weapons and arrows
(that will not be nearly as good as war spells, but still have some impact))
kentroop_turbine says: 2) We will be
looking at adding a logout timer for
pkers...as well as making sure that all "recall" opportunities take a
significant amount of time.
Payson_Turbine has joined the conversation.
kentroop_turbine says: we're planning on introducing this in August.
Angel_Uriel in AsheronsCall
asks: Will there be more color dye's for
the Neo
GSX???
kentroop_turbine says: No, there are no
plans for new dyes for the neo gsx.
SpongerX in AsheronsCall
asks: Will banes ever be made less
powerful? I
believe that melee users are not doing near enough damage in PVP with level
7 imperil/vuln as they should
kentroop_turbine says: We're thinking
about changes to banes. Right now,
the primary thought is to limit banes to 2.0 effectiveness. Once we decide,
we will let the players know before we introduce it in an Event.
LifeguardAC in AsheronsCall
asks: Will creatures follow the same
rules
regarding the new drain spells as players?
kentroop_turbine says: Yes, although for
right now, no creature will have
the ability to cast the new life bolt spell. Also, keep in mind the new
lifebolt spells have no prot/vuln, although they are resisted by Drain
Resistance.
DarthDakhanavar in
AsheronsCall asks: Will you balance out
the "tinkering"
of weapons with the skill credit cost? For example Will Unarmeds Triple
strike(6 skill credits) Be more powerful than swords(16 credits)?
kentroop_turbine says: Yes, our primary
goal is that the higher the skill
cost of a weapon, the more effective it is. That goal has not changed.
Strike_Line0 in AsheronsCall
asks: I noticed a wierd building in the
water
SE of Aerlinthe Island, there doesn't appear to be any way up or portals
near by, Whats the deal with this place?
Orion_Turbine says: My favorite thing
about working on Asheron's Call is
that we get to tell an Epic story. The appearance of this Citadel is
grounded in stories that have been part of Asheron's Call for some time now.
Orion_Turbine says: The ultimate purpose
of that place will become more
apparent as this storyline unfolds.
Caarth1 in AsheronsCall asks:
Is there going to be new ways to get
writs,
soon?
Orion_Turbine says: Yes.
cb377 in AsheronsCall asks:
Will tinkered items be no drop and/or no
give?
kentroop_turbine says: No, tinkered items
will not be no-drop or no-give.
The tinkering skills are both for personal use and for trade.
FWH_Spinky in AsheronsCall
asks: Now that you have determine the
fact that the "Wi Flag" DOES exist, can you give us details as to why we've
spent the last 18 mos. collecting thousands of deaths? I'd like to know
exactly what made me the target of most monster's hostility.
kentroop_turbine says: Look for the
details in our July Letter to the
Players, it's a juicy story...
kentroop_turbine says: Well, at least if
you're a geeky coder, it's juicy
kentroop_turbine says: But all the same,
we'll reveal all the sordid details
in the letter.
mrquazarr_MS says:
And now its time to end our chat with our
Trademarked
"Totally Irrelevant Question on the Night"...
valkyrie509 in AsheronsCall asks: Are you
the muffin man?
Orion_Turbine says: The muffin man?
les_turbine says: The Muffin man?
mrquazarr_MS says: the muffin man
kentroop_turbine has left the conversation.
Payson_Turbine says: Who lives on Drury
Lane?
les_turbine says: Yes, I know the Muffin
man!
Spd_turbine says: The Muffin Man?
Payson_Turbine says: Pop Goes the Weasel!
les_turbine says: The Muffin man!
Sean_Turbine says: She's married to the
muffin man...
mrquazarr_MS says: I am the Muffin Man
Orion_Turbine says: Pop goes the weasal,
cause the weasal goes Pop!
Sean_Turbine says: Doctor Who Roolz!
Spd_turbine says: Yeah
les_turbine says: Yo, da Weaz know de
Muffin Mna
Orion_Turbine says: Good Night all!
mrquazarr_MS says: Night
Spd_turbine says: Goodnight
Orion_Turbine has left the conversation.
Sean_Turbine says: Nighty-Night!
les_turbine says: Good night
Payson_Turbine says: Night all
Payson_Turbine has left the conversation.
Spd_turbine has left the conversation.
mrquazarr_MS has left the conversation.
Azeraphel_Turbine has left the conversation.
Letter to the
Players - Tinkering - From
the
Zone
June 25, 2002
If there is one constant that defines all
massive multiplayer online games it is change. We feel this is especially
true of Asheron's Call. In the past few months we've revised the
treasure system--and we aren't done yet! We've simplified how magic works,
and provided a thrilling story arc whose effects will resonate far into the
future. Now we are on the cusp of adding the new Tinkering system to the
game, along with entirely new Tinkering skills. All of us are extremely
excited about this system and feel that it is going to introduce fascinating
new dynamics for all Asheron's Call players. The thrust of this
letter is to convey to you the whys, hows and whats of this new system.
What's This About a Skill Credit Refund?
In July, the old Appraisal skills will be completely removed from the game.
They will not be available for new characters to train. However, the
Tinkering skills will be available for them. Existing characters that had
either trained or specialized an Appraisal will be refunded the skill point
cost for those skills. The exceptions to this are Gharu'ndim characters.
Instead of being refunded the skill point cost of their default racial
skill, Item Appraisal, they will be trained in Item Tinkering, their new
default racial skill.
Any experience that was spent in the Appraisal skills will
be completely refunded to the character. This includes any experience a
Gharun'dim character may have spent in Item Appraisal. If any skill tesseras
were spent to increase the character's Appraisal skills, the experience
equivalent to purchasing that point of skill will be refunded to that
character. This does not, however, reset the quest flag for those tessera.
In addition, the experience represented by the +5 skill points for training
(+10 skill points for specializing) an Appraisal that was given to a
character at creation will not be returned to the character.
The following tables explain the refund of skill credits
in detail:
|
Race |
Item
|
Armor |
Weapon |
Magic Item |
|
Aluvian, Sho |
2 Skill Credits |
4 Skill Credits |
4 Skill Credits |
4 Skill Credits |
|
Gharu'ndim |
0
Skill Credits |
4 Skill Credits |
4 Skill Credits |
4 Skill Credits |
Table 2: Skill Credit Refund for Characters with
Appraisal Skills Specialized*
|
Race |
Item
|
Armor |
Weapon |
Magic Item |
|
Aluvian, Sho |
4 Skill Credits |
6 Skill Credits |
6 Skill Credits |
8 Skill Credits |
|
Gharu'ndim |
2
Skill Credits |
6 Skill Credits |
6 Skill Credits |
8 Skill Credits |
* -- Note that all experience spent on these skills is refunded to the
character, no matter their race.
The New Tinkering Skills
With the Appraisal skills gone, what do the new skills look like? The
following charts explain the new Tinkering skills as compared to the old
Appraisal skills:
Table 3: Item Tinkering
|
- |
Original
Appraisal |
New Tinkering |
|
Name |
Item Appraisal
|
Item Tinkering |
|
Cost |
2
Skill Points |
2
Skill Points |
|
Spec Cost |
2
Skill Points |
Skill cannot be specialized |
|
Based on |
Focus |
(Focus + Endurance) /2 |
Table 4:
Armor Tinkering
|
- |
Original
Appraisal |
New Tinkering |
|
Name |
Armor Appraisal
|
Armor Tinkering |
|
Cost |
4
Skill Points |
4
Skill Points |
|
Spec Cost |
2
Skill Points |
Skill cannot be specialized |
|
Based on |
Focus |
(Focus + Endurance) /2 |
Table 5:
Weapon Tinkering
|
- |
Original
Appraisal |
New Tinkering |
|
Name |
Weapon Appraisal
|
Weapon Tinkering |
|
Cost |
4
Skill Points |
4
Skill Points |
|
Spec Cost |
2
Skill Points |
Skill cannot be specialized |
|
Based on |
Focus |
(Focus +
Strength) /2 |
Table 6:
Magic Item Tinkering
|
- |
Original
Appraisal |
New Tinkering |
|
Name |
Magic Item Appraisal
|
MagicItem Tinkering |
|
Cost |
4
Skill Points |
4
Skill Points |
|
Spec Cost |
4
Skill Points |
Skill cannot be specialized |
|
Based on |
Focus |
Focus |
Note that these new skills cannot be specialized. This is
because existing characters are unable to specialize skills after their
creation. Allowing new characters to specialize these skills would give them
an unfair advantage over existing characters. With no one able to specialize
Tinkering skills, a level playing field is created for all characters, new
or existing.
What can these new skills do? As was mentioned above, only
Item, Armor and Weapon Tinkering currently have defined enhancing effects.
The list provided below is only the effects that will be seen in July. More
effects can and will be added in the coming months. The effects provided by
Magic Item Tinkering, once available, will entail giving items unique
abilities they do not currently have.
Table 7: Item Tinkering Effects
|
Effect |
|
Reduce Burden |
|
Increase Value |
|
Decrease Value |
Table 8: Armor Tinkering Effects
|
Effect |
|
Increase Armor Level |
|
Increase Slashing Resistance |
|
Increase Piercing Resistance |
|
Increase Bludgeoning Resistance |
|
Increase Acid Resistance |
|
Increase Cold Resistance |
|
Increase Fire Resistance |
|
Increase Electric Resistance |
Table 9: Weapon Tinkering Effects
|
Effect |
|
Improve Damage Variance |
|
Increase Damage (Melee Weapons) |
|
Increase Damage Modifier (Missile Weapons) |
|
Improve Speed |
|
Increase Attack Modifier |
|
Increase Defense Modifier |
Trust Quality Workmanship
Before detailing the process of Tinkering, it is necessary to
explain the workmanship of treasure-generated items. While workmanship has
always been an element of treasure items, it hasn't been important enough
for the players to take notice of. Workmanship is now a fundamental part of
Tinkering and acts as a modifier in Tinkering operations, reducing the
difficulty of these operations. The table provided explains the different
levels of workmanship, from lowest to highest.
Table 10: Workmanship of Treasure Generated Items
|
Workmanship |
Quality |
|
<no
description> |
0-1 |
|
Well-Crafted |
2 |
|
Finely Crafted |
3 |
|
Exquisitely Crafted |
4 |
|
Magnificently Crafted |
5 |
|
Nearly Flawless |
6 |
|
Flawless |
7 |
|
Utterly Flawless |
8 |
|
Incomparable |
9 |
|
Priceless |
10 |
So I Have the Skill. . . Now What?
Tinkering actually involves two steps. The first step is salvaging certain
materials--like steel or alabaster--from items generated by the treasure
system. These salvaged materials are collected until you have a certain
quantity and are then used to enhance the abilities of another item.
While all material types found in the game
are salvageable, only a handful of materials currently have defined
enhancing effects. More effects will be assigned to materials in the coming
months. In addition, players won't see the effects provided by Magic Item
Tinkering in July, but we hope they will be available in August.
Example: Keryth's patron Tarka
gives her a quantity of Salvaged Wool. The item is described as “Salvaged
Wool (75)”in her inventory. Examining it reveals that Armor Tinkering uses
this material and that it increases armor's cold resistance. It also reveals
that the average workmanship of the material is 4. Her patron also gives her
“Salvaged Ivory (15)”. Examining this reveals that this item has no apparent
use (no Tinkering skill uses it).
How Do I Salvage?
The Tinkering skills--like the Appraisals--can be used without being
trained, so any character can salvage. Trained characters though will have
the advantage of being able to salvage more material and value from an item
than untrained characters.
For a character to start their career in
salvaging, they will need to purchase an Ust. Ust is an ancient Empyrean
word meaning “That Which Reduces” and is a fundamental part of the salvaging
process. An Ust will be easy for players to find, as vendors in the major
cities will be selling them at a low cost.
Once the Ust is in the character's inventory,
double-clicking on it will bring up the Salvage panel. Items of similar
material types can be dragged into the panel, and once the player has all
the items they want to salvage in the panel, they can click the Salvage
button. The character then receives a portion of the material salvaged from
the original items. The amount of material returned is based upon the
workmanship of the items put in and the character's highest Tinkering skill.
Example: After defeating a pack of
Banderling Maulers, Keryth picks up a Flawless Gold Hammer, an Utterly
Flawless Pyreal Tungi, and a set of Exquisitely Crafted Gold Bracers. None
of these items are really worth hanging on to, so she decides to salvage
materials from them.
She places all three of the items in the
Ust, but the Ust won't let her salvage them because they are different
materials. Noticing her mistake, she places the Gold Hammer and the set of
Gold Bracers in the Ust. The Ust reduces the items into “Salvaged Gold
(10)”. Examining the gold reveals that it is of an average workmanship of 6.
Placing the Pyreal Tungi in the Ust by itself creates “Salvaged Pyreal
(3)”in her inventory. Examining the pyreal will show an average workmanship
of 8.
Later on Keryth comes across a
Well-Crafted Pyreal Yumi. She places the salvaged pyreal she created earlier
and the Yumi into the Salvage panel. The Yumi and the previously salvaged
pyreal are combined into “Salvaged Pyreal (4)”. Examining the pyreal now
reveals that the average workmanship is 5.
The salvaged materials also retain a portion
of the value of the items used in their creation, but retain almost none of
the burden of those items. These salvaged materials can then be sold to
almost any vendor, if the player has no interest in using them in later
Tinkering processes.
Example: The combined value of the
Gold Hammer and the set of Gold Bracers used by Keryth to create her
salvaged gold was 8,360 pyreals and their combined weight was 875 bu. The
salvaged gold is worth 842 pyreals and weighs 100 bu.
As each item is added, its workmanship will
affect the value and average workmanship of the entire stack. Combining
shoddy items with a stack of higher workmanship material will reduce the
workmanship of the stack as a whole. Items can continue to be added to a
stack until the stack reaches 100 units of material. At that point no more
material can be added to the stack and the player should start a new stack.
Also, smaller stacks of material can be combined into larger ones. When
combining smaller stacks of material, the skill of the salvager does not
affect the quantity or value of the material in the resulting combined
stack. Players should be aware that if the total material in the smaller
stacks is over 100, the excess materials are lost.
Example: Keryth has two stacks of
salvaged gold in her inventory. One stack is “Salvaged Gold (40),”which has
an average workmanship of 8 and a value of 4,323 pyreals. The other stack is
“Salvaged Gold (65)”with an average workmanship of 9 and a value of 6,468
pyreals.
When she combines these stacks in her Ust,
she receives “Salvaged Gold (100)”. Examining the combined stack of gold
shows that its average workmanship is 8 and it is worth 10,278 pyreals. The
5 excess units were lost.
How Do I Enhance?
Once there are 100 units in a stack of salvaged materials, the material is
ready to be used to enhance an item. While all characters can salvage, only
characters with trained Tinkering skills can attempt to enhance an item. In
addition, since each material is specific to the Tinkering skill that uses
it, only characters trained in the right skill can use that material.
Enhancing an item is the most dangerous step
in Tinkering as there is a risk of destroying the item if the Tinkering
fails. Additionally, whether the enhancement was a success or a failure, the
salvaged material is always consumed in the process.
There are a variety of factors that affect
how difficult it is to enhance an item. Some factors make the application
easier, while others make it more difficult. The workmanship of the item
being enhanced increases the difficulty, as a higher workmanship item is
harder to enhance than a lower one. Also some enhancements are harder than
others, making the enhancement harder. Finally, the number of times the item
has been tinkered increases the difficulty. Making the process easier is the
average workmanship quality of the salvaged materials; higher workmanship
materials are easier to work with than shoddy materials. Of course, the
higher the skill of the Tinker the better chance they have of successfully
applying the enhancement.
Example: After her hunts, Keryth
comes back with quite a few salvaged materials. The items used to create
some of her salvaged materials weren't of the best workmanship and aren't
complete stacks, so she decides to sell them. However she did come back with
“Salvaged Gold (100)”with an average workmanship of “Flawless”. Since she's
trained in Item Tinkering, she decides to risk using the gold to enhance the
value of a favorite keepsake.
The item she selects is an Exquisitely
Crafted Alabaster Orb. Crossing her fingers, she applies the salvaged gold
to the Orb. Unfortunately she fails and the Orb is destroyed. She also loses
the gold, but she knew that was going to happen, no matter whether she
succeeded or failed.
Back at the allegiance mansion her patron
surprises her and gives her “Salvaged Mahogany (100)”with an average
workmanship of “Incomparable”. When she examines it she sees that the
Mahogany is used in Weapon Tinkering and can increase the damage modifier
for her bow. Since she's not trained in Weapon Tinkering and knows this is a
difficult enhancement, she seeks out the allegiance Weapon Tinker.
Fortunately Jill of All Trades is there and offers to apply the Mahogany to
her bow. As Keryth holds her breath, Jill applies the material to the bow.
Fortunately Jill is successful and Keryth is thrilled to see that 4% has
been added to the damage modifier of her bow.
Remember, no matter the success or failure of
the Tinker, the salvaged material is always consumed in the enhancing
process.
Tinker, Tailor, Soldier, Spy
We hope that now it's obvious why we are so excited about this new system.
In our own discussions we came up with a number of uses for Tinkering and we
are confident that it will add a whole new level of enjoyment for
Asheron's Call players. We are also confident that the community will
come up with some fairly ingenious uses for Tinkering as well.
So be prepared, come July the possibilities
will be almost endless! |
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