Event Teaser - From
the
Microsoft Insider AC Site
October,
2002
"Wilomine, another ale!" Caebyrn bellowed as
he leaned over the bar.
"Patience, patience," Wilomine replied from
the back of the tavern. "It's coming."
"Telling the tale of how I beat Gaerlan is
tiring work!" Caebyrn bellowed back, then turned back to face the crowded
bar. "Now, where was I?"
"Something about riddles," said a voice from
one of the tables.
"Right, right, the Tribunal. So, the Tribunal
posed a riddle to each of us. Of course, I had no problems."
A voice in the back of the room snickered,
"Only because someone gave you the answer."
"You know Earnbil, if I were another man, I
might have to take you to task for that comment," Caebyrn paused to reach
around and pick up the pint of ale Wilomine had placed on the bar behind
him. "Anyway, after I answered the Tribunal's riddle, it transported me into
this long hallway. At the end there was this barred door; couldn't see any
way through other than beating on it with my axe."
Caebyrn paused again and took a sip of his
ale. "Then I heard the rumbling. I turned around and this huge ball of fire
was rolling toward me. I just barely dodged it in time, only to see another
roll out of the alcove next me. It was pretty close there."
"After a few of us beat on that door for a
bit, it finally caved in and we made it through the other trials in the
Citadel. We found that item that Asheron wanted. I gave it to him and then
he sent us off to face Gaerlan."
"What's he like?" came a voice.
"Gaerlan?" Caebyrn took another drink of his
ale. "He's a dolt."
"No, no. Asheron," came the same voice.
"Oh him. Seems like a nice fellow. I invited
him by for an ale… Surprised he didn't show up," replied Caebyrn. "So, as I
was saying, there we were, facing Gaerlan. He was muttering insults at us,
swinging this huge flaming sword. People were falling down dead before him
left and right. I barely dodged one of his swings."
"And probably soiled your armor in the
process," called out the voice in the back, accompanied by a few snickers.
"Earnbil, if you don't shut that mouth of
yours, I'll tell everyone about that time a Reedshark snuck up and bit
your-" Caebyrn cut himself short. "Well there are ladies in the room."
"So," Caebyrn said, looking back at the
crowded tavern, "Gaerlan is swinging that sword, summoning creatures,
casting spells. Just about everyone around me is cut down by him, when I
finally land my axe on him and he starts to fall. Then, just before he hits
the ground--and this is something I'll never forget--Nuhmudira appears."
A few mutters of surprise were heard from the
table, and Caebyrn continued, "Aye, I know! So Nuhmudira appears and
suspends Gaerlan's body in the air. She goes on to say about how he tried to
condemn her to an eternity of torment, or some such. Then she creates this
filactrum… thallicum… phillatree…"
"Phylactery?" came from a table near Caebyrn.
With a snap of his fingers, Caebyrn
continued, "That's it. So this phylactery grows up from the ground and
Gaerlan's body disappears. I look into the thing and see Gaerlan floating
around in it. I'll tell ya, he didn't look happy. Then when I touch the
thing, a shield extrudes from its surface and I grab it."
A low noise of disgust was heard from some in
the room.
"Aye, it was rather unnerving." He paused to
take another drink of his ale. "But, I have to say, the shield is
respectable. I carried it when I defeated the Harbinger-"
The room erupted in laughter.
"Psssh, if you don't believe me, that's
fine." Caebyrn tilted back his head and finished his ale. "Queen Elysa's
thanks was more than enough reward."
Wilomine appeared behind Caebyrn and picked
up the now-empty pint. "Ok, ok, Champion of Dereth, now that you've saved us
all, what are you going to do?"
"Me?" Caebyrn replied, "I'm going to the
Festival Grounds!"
Teaser Pics
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Roll Out Article - From
the
Microsoft Insider AC Site
October 15,
2002
With Gaerlan defeated, the heroes of Dereth
now enjoy calm and reflect on the dramatic changes they have seen in the
last few months. Many are amazed when they think of the world as it was
before. Martine, who had caused so much trouble, has redeemed himself and is
now gone. Their Queen has stepped forward and taken a much more active role
in the affairs of her people, something she had not done for years. Even the
races formerly at odds have reached an accord unimaginable just a few months
before.
Beyond these most obvious changes seen in the world, daily lives have been
transformed. Cumbersome packs of spell components are gone, replaced by
magical Foci. Weapons and equipment now possess power that was unknown
before. And scrolls that all can easily comprehend have replaced the study
of the arcane that consumed the time of so many. Although the people of
Dereth know this peace will not last long, never before have they been so
prepared to face the challenges that lie ahead.
In honor of this, the festival season
promises to be especially notable. The various mask makers have kept their
festival tradition and are providing new wares for everyone to enjoy. Many
will find that they can use the needed respite to hone their crafting
skills, taking advantage of the master crafters found outside of Glenden
Woods.
Yet the season is marred by new dangers, some
found on the twisted landscape of the Obsidian Plains, while others are
found much closer to home…
Just a few of the changes made in October
are noted below. To learn more of what is happening in Dereth, make sure you
talk with town criers, barkeeps, and scribes!
Highlights Include:
- New and enhanced tinkering effects!
- Mana Conversion provides even more
benefits for mages!
- New regalia for the festival season!
The
Developer's Notes for October and the
Letter to the Players contain even more details about the
Festivus event. Join us as the saga of Asheron's Call continues,
and we'll see you in Dereth!
October Dev
Notes - From
the
Microsoft Insider AC Site
October 15,
2002
Thank you for your continued feedback and bug
reports. They are a valuable tool in our pursuit of making the world of
Dereth a stable and fun place to play. Please submit any such bug reports
to http://bugs.zone.com.
New Functionality and Content
With Gaerlan defeated, the people of Dereth
can devote themselves to enjoying the festival season!
Hollow and Phantom missile weapons make
their debut. Get out your Hollow armor!
Three new Tinkering effects have been
added, including the unique Ivory Tinkering. See the
Letter to the Players for more details.
Mana Conversion now provides additional
benefits as the character's skill increases. To complement this change,
the treasure system will now be generating casting wands that provide a
percentage bonus to mana conversion.
The benefits of skill specialization have
been increased. For more details, please see our previous
Letter to the Players regarding this change.
An additional 500 Residential Quarters are
available for purchase and can be found in the towns of Khayyaban, Lin,
and Samsur.
Miscellaneous Improvements and
Changes
Gaerlan's fallen citadel has been modified,
and players will find the quest easier to start. However, beware--some of
the Citadel's challenges have been made more difficult! For more details
on the changes, see this month's
Letter to the Players.
Specialists in the field of crafting have
founded a small community near Glenden Woods and have opened their doors
to those who seek to enhance their trade skills.
The mask makers have expanded their
abilities and are offering a host of new items.
Banderlings had been pestering us for an
upgrade to their appearance. Well, they finally got it!
The Player Killer delayed logoff has been
enhanced and changed. Player Killer characters will now log off normally
unless another player has attacked them within the last two minutes. If a
Player Killer character has been attacked, he/she will still go through
the 20-second log off timer. In addition, if a Player Killer has been
attacked in the last 20 seconds, he/she will be unable to use any portal
or recall spell; however, the Player Killer will be able to use these
again normally after the 20 seconds have passed.
Last month, a bug appeared that prevented
hooks and storage chests in housing dungeons from being updated with the
new homeowner information. This bug has been corrected. Any housing
dungeon that was affected should now have the correct homeowner
information.
Level 126 characters that had previously
reached the maximum amount of experience possible in their level will find
that they can now earn 8 million more experience points in that level.
This is the result of removing the previously unreachable level 127 from
the experience table. Players should see no effects on the amount of
experience these characters can apply to their skills.
In the past, spells native to a casting
implement--such as Heal Other 6 on the Healer's Heart-were not checked by
the common spell--casting error routines. This omission allowed these
spells to be cast in a number of unintended ways. We've corrected this
imbalance, and the spells cast by wands and orbs now go through the same
checks those found in your spell book do.
A host of existing Tinkering effects have
been enhanced to be more effective. However, these enhanced effects are
not retroactive, so existing Tinkered objects will not display these new,
more pronounced effects. See the
Letter to the Players for more information.
Minor Details
Through the use of certain quest items,
characters had been able to raise their specialized skills above the
maximum level allowed. We have corrected this bug. For more details on
this fix, please see our previous
Letter to the Players.
A few of the quest rewards given out by
Gaerlan's Phylactery have been modified and enhanced. The
Letter to the Players has more information.
Scarecrows and Pumpkins dot the landscape
again.
The Aun Tumeroks of Marae Lassel have
stumbled across a new Olthoi Hive.
A few trophy items can now be dyed. These
items are old style Olthoi helms, new style Olthoi Helms, old style
Mattekar Coats and Armoredillo Hide shirts. In the future, more trophy
items may receive this upgrade.
Weapon damage is now displayed to two
decimal places. This will allow a better display of the effects of
Tinkering on these items.
Creatures will no longer drop components
such as herbs, powders, and tapers as treasure. In place of these
components, they will drop scarabs. It should be noted that those
creatures that dropped as treasure component peas (of various kinds),
still do so.
Items that cannot be enchanted by Item
Magic will now display this property when examined.
We've corrected an error that prevented
fire staves from being Tinkered. Players should now be able to improve
these items.
Female allegiance titles are being
displayed properly again. You can be a Duchess again!
The town of Xarabydun is more accessible to
players of all levels.
The people of Dereth are evolving--they
have thumbs now!
Letter to
the Players - From
the
Microsoft Insider AC Site
October 11, 2002
First, thanks to all for the feedback we've
been receiving on the boards at
http://www.accmty.com
and
http://forums.turbinegames.com. It's been very helpful for us, and we
appreciate the community's participation. Last month was quite exciting
with the defeat of Gaerlan, and we received great feedback on this very
unique quest. The month of October brings the traditional season of
festivities to Dereth, and this year's will not disappoint! From new
masks to new dungeons, this month has many exciting additions for you.
Before I address some of the content and
changes this month, please read this important notice regarding Skill Level
Changes; it's fairly detailed to give you the complete rundown. This has
been posted for some time now, but in case you didn't read it, we wanted to
include it in the Letter to the Players.
Skill Level Changes
Some recent changes to our internal systems
have resulted in two changes involving skill levels that will occur with the
next update. This letter explains these changes in excruciating detail.
First, we should give you some background.
The level of a skill is made up of three different parts: the part that
comes from your attributes, the part that comes from the experience points
you have invested into the skill, and the "free" points that get added in on
top of the other two parts. Note that the part from experience points
includes both proficiency points earned by using the skill, character points
that you spent on the skill, and some quest rewards (such as from turning in
tessera). Also note that we have never previously used the third category,
the "free" points.
Specialization Bonus
With this update, we are changing the nature
of the bonus that you get when specializing a skill at character creation.
This change will be retroactive-that is, it will apply to all existing
characters with specialized skills as well as to new characters created
after the update.
Previously, when you specialized a skill at
creation, you were awarded 671 free experience points into that skill. That
experience gave you 10 levels' worth of skill, but it also increased the
experience cost of the next skill level. After the update, you will not
receive any free experience for a specialized skill, but you will instead
receive 10 "free" levels of that skill. These levels are added onto the
levels from your attributes and the levels from invested experience, and
therefore do not affect the cost of your next skill level.
Existing characters that have specialized
skills will lose the 671 experience points (that they were given at
creation) from that skill, but they will receive in exchange the same 10
"free" levels that new characters receive. Note that losing 671 experience
points may drop your skill level one or more levels, so that you may not
immediately be a full 10 levels higher in a specialized skill. Investing 671
more experience points into the skill, however, will make up this
difference.
Also note that this change only applies to
specialized skills. There is no change to the nature of the bonus you get
when training a skill at creation. Training a skill at creation will
continue to give you 526 free experience points in that skill, which is
enough experience to purchase the first 5 levels of your skill.
Regarding Quest Skill Experience Rewards
As mentioned above, quests that reward you
skill points, like the tessera and the Scroll of Dark Rain, actually
increase the level of invested experience in your skill. Because of a flaw
in the experience system, it used to be possible to use the rewards from
certain quests to raise the level of a specialized skill above the maximum
normal level. That is, you could invest experience points in the skill until
it was at its maximum level from experience, and then turn in tessera to
raise the skill another 1-5 levels. If you tried to accomplish this same
goal with a trained skill, however, you would still use up the tessera, but
you would receive no lasting benefit.
This behavior was never intended, and recent
changes to the internal structure of the experience system no longer allow
it. From now on, trained and specialized skills will behave the same way
with respect to tessera: if you have already invested the maximum experience
possible into the skill, then quest rewards like the tessera or the Scroll
of Dark Rain will not benefit you in any way. We strongly recommend,
therefore, that you do not attempt to receive a quest reward for a skill in
which you've already invested the maximum amount of experience. Indeed, we
have always recommended this.
Characters who have already used quest
rewards to raise the level of a specialized skill above the normal maximum
will lose the excess levels of that skill with the next update. For example,
let's say that Bob has invested experience to get his war magic skill to
223. (Note that we are only talking about the part of his skill level that
comes from experience here; we're ignoring the part from attributes.) Then
he turned in 5 war magic tessera. His war magic skill is now 2 levels above
the normal maximum from experience, or 228. After the update, Bob's war
skill will lose those 2 excess levels, and his war magic skill from
experience will be 226. Of course, since Bob has war magic specialized-and
we know that he must, or he wouldn't have been able to get those excess
points from tessera-he also receives the 10 free levels for having the skill
specialized. Overall, his war magic goes up 8 levels.
Now, let's move on to the summary of the
changes and additions for October.
Hollow and Phantom Missile Weapons:
Many of you have patiently waited, and now poppa's got a brand new bag… er,
quiver. We created them, played with them, tweaked them, re-tweaked them,
and now we're finally satisfied with their performance. We have added Hollow
and Phantom missile weapons to the game! Sorry for holding off on them for
so long, but we wanted to make sure they balanced well for both Player vs.
Environment and Player vs. Player. The arrows are obtained through a quest
similar to (but different than) the hollow melee weapon quest. Happy
hunting!
New Tinkering Effects:
This month sees the introduction of three new Tinkering effects. The first
uses Item Tinkering to increase the maximum amount of mana a magical item
can hold. The second uses Magic Item Tinkering to increase the mana
conversion modifier on magic casters-wands, orbs, staffs, and scepters. Note
that this Magic Item Tinkering effect is not an imbue; it follows the same
rules as normal Tinkering and not the special imbue rules.
Ivory Tinkering:
While this is not Tinkering in the strictest sense (as it does not require a
Tinkering skill to apply and therefore you cannot fail), it does allow you
to change a limited number of no-give/no-drop quest items in order to either
store these items or give them to another character. Please note, however,
that these quest items will only be wieldable by their original owner. The
specific quest items that you can affect this month are:
- Hollow Missile Weapons
- Deadly Hollow Melee Weapons
- Phantom Weapons
- Gaerlan's wands and robes
- Martine's mask and robe
We will be adding this feature to additional
quest items as time goes on. Since it requires that we modify each weapon,
not all will be immediately available. Look for more over the coming
months.
Misc. Tinkering Improvements:
Several of the original sets of Tinkering effects now have a more pronounced
effect. Here's a quick chart for your reference:
|
Tinkering Effect |
Old Benefit |
New Benefit |
| Burden Reducing |
- 10% |
- 25% |
| Value Increasing |
+ 10% |
- 25% |
| Value Reducing |
- 10% |
- 25% |
| Slashing Resistance Increasing |
+ 0.1 |
+ 0.2 |
| Piercing Resistance Increasing |
+ 0.1 |
+ 0.2 |
| Bludgeoning Resistance Increasing |
+ 0.1 |
+ 0.2 |
| Acid Resistance Increasing |
+ 0.1 |
+ 0.4 |
| Cold Resistance Increasing |
+ 0.1 |
+ 0.4 |
| Fire Resistance Increasing |
+ 0.1 |
+ 0.4 |
| Lightning Resistance Increasing |
+ 0.1 |
+ 0.4 |
| Tighten Damage Variance |
0.2 |
20% |
| Speed Decreasing |
- 5 |
- 50 |
Note that the variance Tinkering changed from
being an additive effect to being a multiplicative effect. Also note that
these changes are not retroactive; items which have already been Tinkered
will not benefit from the changes.
Gaerlan Quest Changes:
The quest to face Gaerlan has gone through some significant changes
to make the quest more accessible and to address the bugs that were found
after the release of the quest. Overall we are pleased with the results of
the quest, but there were some areas that we found were a little too harsh
(or too easy), and the difficulty has been adjusted accordingly.
Additionally, some of the rewards were found to have bugs with the spells,
damage, variance, and restrictions that were placed on them. These have been
addressed and rectified. Here are the primary changes:
Start points for the quest have been moved
to the places where the essences once lived. A unique creature there will
begin the quest when it dies. Be warned it will take a while for that
creature to appear.
The access to the valley should now be
impossible. If you do find an area of the landscape that is still
passable, please send a report to bugs.zone.com or post a thread on the
accmty.com website.
The golem will now know if you belong in
the valley. This means that those of you that find any passable landscape
will be unceremoniously expelled.
The golems within the ziggurats will now be
there 24/7/365.
Gaerlan's rewards will now be given to all
players that take part in the fight against him.
Gaerlan's sword has been buffed for the
High and Extreme levels.
Rolling Death now places you in a safe spot
upon entry. But you should still be very careful when you enter because
something has changed about the dungeon.
A portal to the Citadel Library has been
placed in Eastham for players that are killed by the aspect of Gaerlan.
Gaerlan should no longer spawn after being
killed. Be considerate when you kill him, move along, nothing more to see
here.
Raudaloi now does Slashing on High power
and Piercing on low power.
Raudaloi now has a variance more on par
with other swords.
The four versions of Taulandoi now have
Moderate War Magic Aptitude. The mana rate has not been changed.
Saelgauloi now has a 225 Missile
Requirement and can be dropped. This should make it as usable as the
shield.
Dauloirae has been given Blade Protection
5, and has had its protection against blade raised slightly.
Palauloi has had its damage bonus increased
to 140%.
PK Logoff Changes:
After reviewing the recent Player Killer logoff delay, we've decided that
some changes are necessary to prevent escaping instantly during a PK fight.
For all you PK'ers out there, after you are attacked by another player,
you'll find that you will not be able to use any portal or recall spell for
the next 20 seconds. In addition to this, if you have been attacked by
another Player Killer within the past two minutes, the 20-second logoff time
will be applied to you; otherwise, Player Killers will logoff normally.
We hope you enjoy this festive month in
Dereth. Next month's update is taking form, and it's shaping up to be some
good content. We'll see you next month, and thanks for playing!
A Summary of Life Magic Tweaks - From
the
Microsoft Insider AC Site
October, 2002
After reading feedback from players, we have isolated a number of problems
that life mages have been having since we made the changes to transfer
magic in July. Some of these problems we have already addressed (as you'll
see with the October update), and some are going to require further
action. Based on your feedback—and I want to stress here how important
your feedback has been in this process—we are planning to implement the
following tweaks to drain spell mechanics. (Note that, with two
exceptions, we are only talking about offensive drain spells here. The
exceptions will be highlighted below.)
IMPORTANT NOTE: None of
these plans are set in stone either in terms of scope or timing. We're
going to try to get them done quickly, but we may need to change our
plans, and we may need to push them back a month or more. Now, keeping
that in mind, this is what we have planned:
First, the ranges for all drain spells will
be increased to 20 meters, which is the current range of level 7 drain
spells. We believe that this will alleviate the problems with the limited
range of drain spells. This change also applies to Harm and related spells
(this is the first of the exceptions mentioned above).
Second, the travel speed of life bolts will
be increased to make them comparable with war magic bolts of the same level.
Please note that life bolts are not meant to be the main offensive strategy
for life magic, but this change should make them a little more fun to use.
We will also consider some other changes to the dynamics of life bolts, but
don't look for those immediately (this is the second exception).
Third, the percentage that is drained by the
lower level spells will be going up slightly, and the absolute maximum cap
on how much you can drain will be adjusted at all levels. We present these
two together because they are really intertwined, but let's pick them apart
so we can see what's happening.
Before the Transfer changes, all drain spells
drained 25% of the target's health (or mana or stamina). In July, this
percentage changed depending on what level of spell you were casting, so
that level 1 drains drained 10% and level 7 drains drained 50%. In November,
no level will drain less than 25%. This means that the percentage drained by
the lower level spells will be increasing, but the percentage drained by the
higher level spells will remain unchanged. The following table illustrates
these changes. We believe that this will help increase the effectiveness of
drain spells at low levels.
Table 1: Percentage Drained by Spell
Level
| Spell Level |
Previous % Drained |
New % Drained |
| 1 |
10% |
25% |
| 2 |
15% |
25% |
| 3 |
20% |
25% |
| 4 |
25% |
25% |
| 5 |
30% |
30% |
| 6 |
40% |
40% |
| 7 |
50% |
50% |
Now, in tandem with this change, we will be
adjusting the absolute maximum amount that you can drain with each level of
spell. Previously, this absolute maximum was 100 for all spell levels. In
the future, this maximum will depend on what level of drain you are casting.
The following table summarizes this change.
Table 2: Maximum Drain Amounts
| Spell Level |
Previous Max Drained |
New Max Drained |
| 1 |
100 |
15 |
| 2 |
100 |
25 |
| 3 |
100 |
35 |
| 4 |
100 |
60 |
| 5 |
100 |
90 |
| 6 |
100 |
120 |
| 7 |
100 |
180 |
Note that this absolute maximum is still
overridden by the amount of health (or mana or stamina) that the caster has
space for. In other words, if you are only down by 5 health, you will only
be able to drain 5 health from your opponent no matter what level of spell
you cast. But if you are down 150 health, then casting a level 7 drain would
allow you to drain up to 150 health from your opponent. Casting a level 6
drain would allow you to drain a maximum of 120 health from your opponent.
We believe that these two changes together—an
increase in the percent drained at low spell levels and the adjustment of
the maximum amount drained—will allow for more effective draining at all
levels, without allowing low level drain spells to become as unbalanced as
they had been in the past.
So these are the changes to drain spell
mechanics that we are planning to implement in the coming months. There are
three other changes which are not specific to drain spells or even to life
magic, but which deserve a mention here as they will help alleviate some of
the problems that all mages face.
First, in the October update we introduced
changes that increase the average effectiveness of mana conversion at high
levels. This—plus the mana conversion modifier on magic casters and the
ability to increase that modifier through Tinkering—should help all mages
with the important task of mana management.
Second, we will soon be raising both the
natural rate at which projectile spells land critical hits, and the effect
of using a magic caster imbued with Critical Strike. This will help both war
mages and life mages who use life bolts.
Third, we will be introducing a way to
"sell-back" skills that a character no longer wants and to specialize skills
after creation. This will be accomplished by completing a quest. This
quest will be restricted to players of level 25 or higher and may only be
completed once every two weeks. Each time a player completes the quest,
they will be given the opportunity to unspecialize a specialized skill
(i.e., knocking it down to trained), untrain a trained skill (i.e., making
it untrained), or specialize a trained skill. Please note that you still
need the required amount of skill points to specialize a skill this way, and
that you cannot untrain a skill which was given to the character for free at
character creation (e.g., Jump or the racial skills).
When specializing a skill that is already trained:
- The character must have enough available
skill credits to specialize the skill.
- The character will be awarded 10 "free"
points in that skill.
- The character keeps all the experience
they have already invested in the skill, but the level of the skill that
comes from the invested experience is recalculated using the specialized
experience curve.
- The skill is set to specialized status.
When unspecializing a skill:
- The character is refunded all the
experience invested in the skill. This is added to the character's
available experience.
- The skill loses the 10 "free" points for
specialization.
- The skill is set to trained status.
When untraining a trained skill:
- The character is refunded all the
experience invested in the skill. This is added to the character's
available experience.
- If the skill is not a
free skill from creation or a racial skill:
- The character is refunded the trained
cost of the skill in skill credits. These are added to the character's
available skill credits.
- The skill is set to untrained status.
Note that you can "untrain" a skill that was
given to the character for free at character creation (such as Jump or a
racial skill) in order to be refunded the experience invested in that skill.
However, you will not be refunded the skill credit cost of the skill, nor
will it actually become untrained.
We are also introducing one small system change to support this quest.
Previously, any creation skill credits that were not spent during character
creation were lost to that character entirely. Now, any unspent creation
skill credits will carry over and be available after creation.
We hope that these tweaks and proposals will
improve the experience of playing a life mage, and indeed improve the
experience of Asheron's Call all around. As mentioned above, your
feedback has always been extremely important to us in identifying the rough
spots in the game and in formulating the solutions. We look forward to your
continued feedback about these proposals.
--The AC Team
Annals of Dereth
The Asheron's Call
Newsletter - October 2002
 |
Annals
of Dereth
|
|
|
|
In this issue:
1 -- AC2
BETA NEWS
2 -- END OF AC2 BETA EVENT!
3 -- PREORDER AC2
4 -- NEW HOME FOR AC NEWS
5 -- TROUBLESHOOTING |
September 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 -- AC2 BETA NEWS
We've given FilePlanet another chunk of
AC2 Beta accounts to distribute. You'll be given login information when you
install the game from the setup file. Don't
delay, these always go fast! Note that you
do NOT need to subscribe to FilePlanet's monthly paid service to get the
beta--just look for "Public Servers" in the list of download sites.
http://g.msn.com/0NL33946/16
2 --
END OF AC2 BETA EVENT
The end of the AC2 beta is in sight, and we have posted
a special teaser for the grand finale. The
event runs from 10/31-11/3, so plan for some time to play!
You won't want to miss it.
http://g.msn.com/0NL33946/17
3 -- PREORDER
AC2
Get a jump on the competition by
preordering Asheron's Call 2 from participating merchants. Check our
preorder page for all the details, including a way for you to reserve a
character name when you order from Amazon! EB and Gamestop are even running
contests where you can win an account for life, so click over!
http://g.msn.com/0NL33946/18
4 -- NEW HOME
FOR AC NEWS
Current AC1 news has moved to some new pages. Please take
note of our new State of the Network, State of the Code and Event News
pages. We also have an official, moderated message board. See you there!
5 --
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)."
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