A Perfect Paradox

 
Aluvians

Gharu'ndim

Sho

Viamontians

Ispar History

Auberean History

Texts

Rumors

Event Teaser - From the AC Insider

Queen Elysa Strathelar listened to the latest reports of guards reporting from the western Direlands. Celdiseth scowled and Ciandra sat quietly as the report dragged on. Lord Kresovus knelt at Asheron's right and Aun Hareltah at his left. Antius, the latest addition to this council, sat beside Elysa. Nuhmudira seemed thoughtful, her attention focused on the newcomer. Perhaps, she pondered, his inclusion was more for personal reasons.

When the guards had finished, Elysa looked toward Asheron. Seeing that he remained embroiled in his own thoughts, she dismissed the guards and addressed the gathering. "Lord Kresovus, you said that the Raiders have begun to move camps from around Linvak?"

Kresovus cleared his throat and stood. "Yes. We have been following their movements. Muldaveus, the commander who betrayed us and named himself Lord of the Raiders, has gone into hiding, leaving his commanders to hold the siege of Linvak Tukal. Whatever his reasons may be, the Raiders have abandoned their siege and have declared war upon all Dereth. They have been spotted near the housing settlements that your Arcanum established-"

"I... established the settlements," Nuhmudira interjected. Her eyes hardened, meeting the gray giant's gaze with no sign of fear.

"Nuhmudira, please let Lord Kresovus continue." Elysa did her best to chide the woman gently. Since her ordeal in the previous year, Nuhmudira had become even more the curmudgeon than Celdiseth.

But Celdiseth added salt to the wound. "Well then, that puts you in your place doesn't it now?" 

"Celdiseth!" the Queen snapped. The brusque archmage recoiled from Elysa's glare. Nuhmudira noted this spark of strength and leadership. Asheron sat silently, seeming to ignore the outburst.

"I will not see this meeting devolve," Elysa continued. "We are here to ascertain the cause of these migrations and the fluctuations in the mana streams." She motioned to Kresovus to continue.

Kresovus looked ready to relieve Nuhmudira and Celdiseth of their heads. "Thank you. The raiders have spread like a plague through a battle-weakened force." He knelt.

Elysa nodded to Aun Hareltah to speak next. "Wharu is moving," he said. "Atua ngamaru's servants, the Hea, also move, but these are not efforts in unison." He fell silent.

"I've recently come from the Vesayen Isles," Antius began. "Kryst has seen hordes of Mosswarts crossing through the surf carrying round stones and ritual implements, pursued or aided by Moarsmen." He paused. "The Undead are also stirring. The emanations beneath Yanshi reveal that the Harbinger still bides within the earth, but its incomplete summoning has left it weakened. Something else is altering the flow of power throughout Dereth, affecting even the innate power of every living thing, including us. Some creatures are gaining strength, while others are weakening."

Noticing her discomfort during Antius's report, Elysa prompted, "Ciandra?"

The younger woman responded, "Asheron visited the temples in the north and south. He explained that his people had used these temples as places to rejuvenate themselves." She paused. "But the source of that healing power was always unknown."

Murmurs of reaction to this news quickly swelled into shouting until even Elysa could not silence it. Suddenly, Asheron separated his hands. A subtle magic filled the room, causing it to fall silent. All eyes, save Nuhmudira's, turned to him.

Asheron spoke. "I also said that your people would start to feel changes, benevolent changes. This has come to pass. I did wonder what the price of this benevolence would be. There is something out there, something that I cannot discern. Bickering will not help. You are all children on this world, called here by my will. You have always shown remarkable resilience in the things you've accomplished, thriving on adversity and strife. Change is inevitable. Without it you have only stagnation. Stagnation leads to apathy; and apathy is a void into which evil creeps." He paused. "Magic has not been altered, but I do feel a void. Do not turn upon one another now. Resolve your problems. None of you here is worthy of judging the others." He cast a pointed glance toward Nuhmudira.

A hushed silence filled the room as Nuhmudira rose and departed.

******

"Director."

"Yes?"

"Are you prepared to receive your enlightenment?"

"Yes."
 
Puppet slid the slab forward. A sound of steel grating on slate filled the cavity near the energy source. Moments passed, then the observer emerged, changed. As it floated toward Aerbax, a black energy coruscated through the eyes of the mask.

"Do you feel enlightened?" Aerbax inquired as he floated closer to the Director.

"Harmoniously discordant," the modified Director replied.

"My perfect paradox," Aerbax said, as he lightly runningan his sickle along the mask of the Director.


March Dev Notes - From the AC Insider

A Perfect Paradox

Nuhmudira looked to her new assistant as the crystal was placed into the matrix between the anchor points. The Lifestone hummed to life. Nuhmudira had completed the beacons not long ago and had had time to place only a handful across the lands. But this one at the base of the Marescent Plateau would prove to be the greatest accomplishment. She looked at the man and motioned for him to take his leave.

She was mindful of the eyes at her back, for her retainer had returned.

*****

The Overlord tore through the human's chest plate, exposing bone and felling him with a single blow. He howled in victory and called his troops to his side. The humans had come to the hall of the Overlord for the last time. No longer would the champion chosen by Hea Arantah stand by idly while invaders came into his home to steal his treasures. The time to show his throat was done. The time to tear out the throats of others was at hand.

*****

Olthoi swarmed all around in a rush of madness the like of which the battle party had never seen. Warriors, Nobles and Eviscerators dwarfed the newest breed, but proved to be half as stalwart and strong. The stench of decay filled the air, and acrid smoke billowed from places where ichor dripping from Olthoi maws struck the desert sand. The battle force locked shields as the archers loosed their volleys. Mages launched their spells but to little avail. The melee fighters felt the crush of the encroaching tide of claws. When the dust settled, the human force had survived though many had lost their lives.

Listed below are the changes introduced in our March event. We've spelled out specific changes to game functionality and existing content, but the details on new content are up to you to discover! Speak to town criers, barkeeps, and scribes for hints about the latest happenings in Dereth. For more information on this month's event, please see this month's Letter to the Players. Please submit any bugs you come across to http://bugs.zone.com.

New Functionality and Content

  • A new style of Lifestone has popped up on the landscape…
  • Monster rebalancing is complete. Monsters' levels are more indicative of the areas where they live. Rebalancing involved the revision of melee, missile, and magical abilities and defenses, along with updating the weapons monsters use in combat.  More information is available in this month's Letter to the Players
  • We've continued our updates of existing quests, so many quests will be more difficult and more rewarding.

Miscellaneous Improvements and Changes

  • The Fellowship panel, and the way in which the game manages the updating and display of fellowship information, has changed slightly. We believe these changes will make the Fellowship panel more useful and less likely to cause problems, but we will be monitoring feedback on the changes and possibly adjusting them if necessary.
  • The timer on picking up a skill alteration gem has been reduced from 21 days to 14 days. Remember that your timer starts when you pick up the gem, not when you use it, so you can keep several gems in your inventory at one time.
  • Shadow Hunter Armor is now repeatable. If you've already received a complete suit of Shadow Hunter armor, you can give another gem of the quality of armor you desire to one of the Master Armor Smiths. The Smith will let you know that you've completed that particular armor quest, but if you'd like to have another suit of armor made, the smithy will happily craft another for you. They will then return the gem. Handing it to the Smith again will restart the quest from scratch for you.
  • You can now use the four non-magic recalls (@lifestone, @marketplace, and the two @house recalls) to get yourself out of a situation in which you are stuck. For instance, if you get stuck bouncing around in a crevasse, try using @lifestone to get free.
  • Several interactions which were one-time-per-character are now repeatable. These include:
    • Picking up the infusions for the Sword of Lost Light and the Sword of Lost Hope quests.
    • Picking up the notes in Nuhmudira's Labyrinth.
    • Picking up Martine's Mask and Robe.
    • Getting the Trove Key from Josef, and picking up the Prismatic Stone.
    • Various interactions with the Blind Snowman.

Minor Details

  • Some older portals have had their level restrictions modified or lifted entirely.
  • You can now drag your main backpack into the vendor window to sell everything in it. Remember to check your inventory before you sell; you don't want to lose those tinkered items!
  • A number of spells have new icons to better differentiate them from other, similar spells.
  • The spear version of the Ebon Spine Harpoon was originally intended to do both cold and piercing damage, depending on the power setting at which it was used. Unfortunately, the game does not support that combination of attacks, with the result that the spear never worked correctly. This spear now does cold damage at all power settings; note, however, that the damage remains hollow.
  • A bug that prevented the tinkering of treasure-generated fire spears has been fixed.
  • A number of existing items are now hookable and can be displayed proudly in your home.
  • Baby bunnies are back in Dereth. What more do we need to say?

March Letter to the Players  - From the AC Insider

Welcome to the March edition of the Asheron's Call Letter to the Players. The AC Live team, in between digging out of the snowstorms, has been extremely busy this past month. March will bring some long overdue changes to the denizens of Dereth. Although there's lots of upcoming content, there's really only one major change we'd like to tell you about before the patch, and that is Monster Rebalancing.

Over the past few months, we've been looking at every single creature in the game in terms of their relative difficulty vs. reward (in both XP and loot) and found that many were unbalanced for the game as it is today. To give you an understanding of what the issues were in examining this problem, we've written a brief Q&A.

Monster Rebalancing

1) What does "rebalance" mean?

Rebalance means adjusting the skills of the creatures to be more indicative of their level of difficulty.

2) Why rebalance monsters?

While it may not have appeared that monster difficulty was broken, through the years of Asheron's Call development we realized that, at any given time, one class of character would be more pronounced and able than the others. This has been due to an imbalance in creature defenses. We are adjusting this to bring a more acceptable level of difficulty for creatures.

3) Is it true that you are adjusting creature levels to mirror player levels more closely?

Yes, in a sense, but not in a restrictive manner. We are not looking to create cookie cutter levels. We are trying to give a more adequate representation of the creature level. For example, in some instances levels will be geared only toward an archer of that level; in others, a mage or melee character. The level is now just a more useful tool for you, the player, to gauge what you can or cannot fight.

4) I've heard that you are "nerfing" missile characters. Is this true?

No. We are doing nothing to missile characters directly. What we've stated is that the skill being adjusted for most creatures is their missile defense. This will alter, in some cases, the creatures that missile characters were hunting; however, the most relevant cases are those characters that were hunting creature far above their level.

5) I like/hate the new monster spawns. Why did you do this?

During the Virindi story arc, the monster redistribution was a result of Virindi influence over the world. Now that the Virindi are no longer influencing the land, some creatures have begun a natural migration while others make their way across the lands for their own dire purposes.

6) Are the new creatures (Drudge Bloodletters, Banderling Scalpers and Predators, Sclavus Lords, and Olthoi Warriors) balanced?

Olthoi Warriors are right where we want them. The Bloodletters, Scalpers, Predators and Lords are very close, though not perfect.

7) If you are adjusting creature levels, how am I going to earn experience with the XP reduction code?

Every effort is being made to ensure that leveling does not become a tedious measure of diminishing returns. To that end, we are giving creatures designed for a certain level of player a generous buffer in which the creature is still worthwhile to hunt. This does not mean that players will feel it necessary to hunt one grouping of creature until they level. (For example, Gardok has hunted Olthoi Soldiers as his main source of leveling creature from levels 40 to 50. He now finds that the Soldiers [Level 61]  have become simple, yet still yield good experience. He had attempted to hunt Nobles before, but often found that he could hit them reliably enough to earn the same amount of experience as he could off of Soldiers. With the new rebalancing complete, he decides to test Nobles out again and finds that he is earning more experience on them now than he was on the Soldiers.)

8) Are you adjusting creature experience?

Yes. Creatures will reward you based on their level of difficulty. For most creatures, you will see an increase in the amount of experience that they yield, but for some you'll see a reduction. The goal is to stop the feeling of a leveling treadmill after level 80.

9) How is experience calculated?

While we cannot give you the exact model for this, we can give you some insight into how we are calculating creature experience. We first determine the level of character for which the creature is designed, then determine whether the creature is designed with deadlier skills than others (e.g., does it have War Magic?, is it Hollow? does it have a breath weapon?). If the creature does have deadlier skills, an enhancement modifier is added to the creature. We then determine how many characters would ideally be suited to face this creature. That number influences the experience yield as well. The final determinant is the creature's skills. The higher these are, the better the experience.

10) Are you taking away solo advancement?

Certainly not. We are well aware that one of the draws of Asheron's Call is the fact that a player can advance through levels alone. Creatures may be better suited for combat by multiple players, but they are still very defeatable solo. Of course, a group may increase significantly the amount of experience that you can earn over time, but this has been the case for a while.

11) What about the offensive skills of creatures?

These are being adjusted as well.

12) If you are adjusting creature skills, is there hope that player skills like Melee Defense, Missile Defense, and Magic Defense will have more use?

Yes. Part of this rebalancing action is to give credence to the skills to which players have chosen to pay attention.

While that's not all that's coming, the Re-balance is the only thing we wanted to give you a heads up on.  As usual, for any updates on content, you'll just have to go adventuring. Thanks for reading, and thank you for playing Asheron's Call

-The Asheron's Call Team


Rebalancing FAQ  - From the AC Community Boards

1) Why rebalance monsters?

A. While it may appear that monster difficulty was not broken, it has become apparent through the several years of Asheron's Call development that at any given time one "class" of character is more pronounced and able than the others. This has been due to an imbalance in creature defenses. We are adjusting this to bring a more acceptable level of difficulty for creatures.

2) What does "rebalance" mean?

A. Rebalance means adjusting the skills of the creatures to be more indicative of their level of difficulty.

3) Is it true that you are adjusting creature levels to more closely mirror player levels?

A. Yes; in a sense. But not in a restrictive manner. We are not looking to create cookie cutter levels. We are trying to give a more adequate representation of the creature level. In some instances those levels will only be geared toward an archer of that level, in others a mage or melee character. The level is now just a more useful tool for you, the player to gauge what you can or cannot fight.

4) I've heard that you are "nerfing" missile characters; is this true?

A. No. Missile characters are having nothing done to them directly. What has been stated is that the skill that most creatures are having adjusted is their missile defense. This will alter, in some cases, the creatures that missile characters were hunting. The most relevant cases however are those characters that were hunting creature far above their level.

5) I like/hate the new monster spawns; why did you do this?

A. During the Virindi story arc the monster redistribution was a result of virindi influence over the world. Now that the virindi are no longer influencing the land some creatures have begun a natural migration, while others make their way across the lands for their own dire purposes.

6) Are the new creatures (Drudge Bloodletters, Banderling Scalpers and Predators, Sclavus Lords and Olthoi Warriors) balanced?

A. Olthoi Warriors are almost right where we want them. The Bloodletters, Scalpers, Predators and Lords are very close, though not perfect.

7) If you are adjusting creature levels how am I going to earn experience with the xp reduction code?

A. Every effort is being made to ensure that leveling does not become a tedious measure of diminishing returns. To that end creatures are being designed for a certain level of player but being given a generous buffer in which the creature is still worthwhile to hunt. This does not mean that players will feel it necessary to hunt one grouping of creature until they level.
(ex. Gardok has hunted Olthoi Soldiers as his main source of leveling creature from level 40-50. He now finds that the soldiers   have become simple yet still yield good experience. He has attempted to hunt Nobles before, but often found that he cannot hit them reliably enough to earn the same amount of experience as he can off of soldiers. With the new rebalancing complete he decides to test them out again and finds that he is earning more experience on the Nobles now than he was on the soldiers.)

8) Are you adjusting creature experience?

A. Yes. Creatures will reward you based on their difficulty. Most creatures will see an increase in the amount of experience that they yield, but there will be some that see a reduction. The goal is to stop the feeling of a leveling treadmill after level 80.

9) How is experience calculated?

A. While we cannot give you the exact model for this, we can give you some insight as to how we are calculating the creatures experience. We first determine the level of character that the creature is designed for then determine whether the creature is designed with more deadly skills than others, (Does it have War Magic, is it Hollow does it have a breath weapon?) if the creature does an enhancement modifier is added to the creature. We then determine how many characters would ideally be suited to face this creature. That number influences the experience yield as well. The final determinant is the creatures skills. The higher these are the better the experience.

10) Are you taking away solo advancement?

A. Certainly not. We are well aware that one of the draws of Asheron's Call is the fact that a player can advance through levels alone. Creatures may be better suited for being faced off by multiple players but they are still very soloable. Again though a group may increase the amount of experience that you can earn over time significantly, but this has been the case for a while.

11) What about the offensive skills of creatures?

A. These are being adjusted as well.

12) If you are adjusting creature skills is there hope that player skills like melee defense, missile defense and magic defense will have more use?

A. Yes. Part of this rebalance is to give credence to skills that players have chosen to pay attention to.

13) Are any other aspects of creatures rebalanced or just the skills?

A. In some instances there will be adjustments made to creature damage, armor, abilities such as shield hollow, etc..

14) Is Monster loot going to change?

A. If time permits for some of the loot to change for the March update, then yes some loot profiles will change.


Orion
"I wonder what that price will be."
 


Monsters Returning Home - From the Turbine's AC Site

Going Home. Finally, after months (and in some cases, years) of being in foreign territory, the creatures of Dereth are returning home. Tired of roaming alien lands or enduring harsh conditions, the call to return to their native climates has inspired them to migrate back to familiar and welcome terrain. As players traverse the Dereth frontiers, they no longer encounter Mattekars panting in the desert. Nor Sclavus or Mosswarts. Lugians are no longer found in the northern regions. (The truth is, they never really did like it there.) All creatures, with the exception of those that carry with them special treasure chests, have made their way back to the home climate. Additionally, all creatures are set to a more level-centric style of hunting ground.

This was and will continue to be a large and complicated process. Nearly everyone participated. During the planning stages, the entire team discussed and decided on the level categorizations (Newbie = 1-20, High = 60+, etc.) and where these level breaks would appear on the countryside (e.g., Dires are High and Extreme, NW Osteth is High). This high-level broad implementation has been incorporated in this month's event. While a lot of time has been and continues to be spent on strategy for the rebalancing of monsters, the nitty-gritty details involved in rebalancing all monsters will be worked in over time.

Orion built the generators (for more information on generators, see the article about generators in the Quest Implementation series). Percentage tables are used to raise and lower the probability for creatures to be brought into the world by a generator. Orion assigned percentages and later, tweaked them to add flavor in specific areas. Zontar dealt with placing the spawn generators in the world. Srand provided level-based input and was (and continues to be) involved in strategy discussions on monster balancing implementations. Speed did integration and the Wumpus did the testing and verification. As usual, there were many meetings on all the different aspects of this process.

To begin with, all existing generators were removed from the landscape. This means hundreds of lines of now useless data have been removed. In this aspect, Speed's time and dedication was invaluable. Once the old generators were removed, Orion could create new generators across the world. He also had to catalogue all the creatures in the game, verify their levels and do some prep work on them for future balancing. Equally important, he catalogued important non-player character (NPC) portals that are necessary parts to old quests, to be sure that they were not missing when this process was completed. Then he drew out hard copies of the spawns.

At which point Zontar stepped in. His responsibility was to place the spawn generators by drawing out the spawns in the game map. All the remaining tasks hinged on this. Without it, the project would have come to a screeching halt. How was this accomplished? Essentially, the spawn generators are painted onto the landscape and associated to a region within Dereth.

Now for the technically gritty details.

Two grayscale graphic files were used. The first is the "Block Encounter" map, which has large blocks of color (shades of gray) that designate different regions (e.g., Newbie Playgrounds) or areas (e.g., Tusker Island). The second is the "AC Encounter" map which covers Dereth and has pixel-size dots of varying degrees of gray (very black to fairly white) on it. Each dot represents a generator in the world. Now, the different colors (shades of gray) in both files are assigned a numerical value; these values are then assigned a generator type. Zontar modified these values in a "config" file to add the new generators.

First Zontar had to paint the new regions on the block encounter map. Orion had mapped this, by hand, on a large Mylar map. Then Zontar painted the generators onto the "AC Encounter" map. He used the placement of the original generators, since if he'd painted them in a new random density, he would've been tweaking them for months to come. So he used the original locations and painted the appropriate colors for all the different monster mixes in each geographical location. He used a separate file for each region, about 14 in all. Had he used layers (think sheets of acetate which you can paint on each one separately) in Photoshop, the file sizes would have become unwieldy. Then for each region he utilized layering for each pf the different generator mixes, such as "Shoreline" and "Forests." The basic process was relatively simple but Zontar did end up having to utilize a wide range of Photoshop methods for selecting items, masking off areas, etc.

Par for the course with a project of this magnitude, a bug was discovered by the Wumpus during testing. Those adorable and furry little critters we are used to seeing just outside of town: Bunnies. They'd left out the bunnies. In their place, the generators were spawning all manners of monsters that were not content with simply nibbling on carrots - some of these creatures were aggressive enough to follow and attack players in town. Not good.

What happened? Well, the arrangement in the old config file had distributed bunnies in an entirely different manner. With the new encounter and generator setups, it was not clear the bunnies were missing until testing. Zontar placed the bunny generators in an open slot he located within the new config file, looked up where the old bunny generators had been on the Encounter map and painted them in. All on the day of Code Freeze!

So a huge round of both "thanks" with the occasional "whew!" to both Orion and Zontar for their extraordinary efforts this month! And on to new horizons, the next phase, as they and the rest of the team move on to fine-tuning the balancing of these monsters within their native environments.


Annals of Dereth

The Asheron's Call Newsletter March 2003

go to MSN Home  Annals of Dereth

In this issue:

1 -- MARCH TEASER
2 -- LETTER TO THE PLAYERS
3 -- MARCH DEV NOTES
4 -- HALL OF SHAME
5 -- YOUR HOME FOR NEWS
6 -- TROUBLESHOOTING

ANNALS OF DERETH

The Asheron's Call Newsletter
March 2003

Play it on the Zone!
http://zone.msn.com/asheronscall

 


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 -- MARCH TEASER: A PERFECT PARADOX

Puppet slid the slab forward. A sound of steel grating on slate filled the cavity near the energy source. Moments passed, then the observer emerged, changed. As it floated toward Aerbax, a black energy coruscated through the eyes of the mask...

http://g.msn.com/0NL33946/105


2 -- LETTER TO THE PLAYERS

"Over the past few months, we've been looking at every single creature in the game in terms of their relative difficulty vs. reward (in both XP and loot) and found that many were unbalanced for the game as it is today. To give you an understanding of what the issues were in examining this problem, we've written a brief Q&A..."

http://g.msn.com/0NL33946/106


3 -- MARCH DEV NOTES

"Miscellaneous Improvements and Changes: The Fellowship panel, and the way in which the game manages the updating and display of fellowship information, has changed slightly. We believe these changes will make the Fellowship panel more useful and less likely to cause problems, but we will be monitoring feedback on the changes and possibly adjusting them if necessary."

Plus much more...

http://g.msn.com/0NL33946/107


4 -- HALL OF SHAME

The AC "Hall of Shame" has been updated often with the names of some particularly naughty avatars.

http://g.msn.com/0NL33946/108


5 -- YOUR 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!


SEND THIS NEWSLETTER TO A FRIEND, AND LET THEM KNOW TO:

PLAY IT ON THE ZONE!


6 -- 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://g.msn.com/0NL33946/113
http://g.msn.com/0NL33946/114
 

Frequently Asked Questions:
http://g.msn.com/0NL33946/115
http://g.msn.com/0NL33946/116
 

Play it on the Zone!
http://g.msn.com/0NL33946/104


You registered to receive this newsletter on the MSN Gaming Zone. To unsubscribe, do the following:

1. Go to MSN Newsletters:
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3. Uncheck the box that's labeled "Send me the Asheron's Call newsletter every month to: (your e-mail address)."

THIS DOCUMENT IS PROVIDED FOR INFORMATIONAL PURPOSES ONLY. The information contained in this document represents the current view of Microsoft Corporation on the issues discussed as of the date of publication. Because Microsoft must respond to change in market conditions, it should not be interpreted to be a commitment on the part of Microsoft and Microsoft cannot guarantee the accuracy of any information presented after the date of publication. INFORMATION PROVIDED IN THIS DOCUMENT IS PROVIDED 'AS IS' WITHOUT WARRANTY OF ANY KIND, EITHER EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE IMPLIED WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND FREEDOM FROM INFRINGEMENT. The user assumes the entire risk as to the accuracy and the use of this document. This document may be copied and distributed subject to the following conditions: 1. All text must be copied without modification and all pages must be included 2. All copies must contain Microsoft's copyright notice and any other notices provided therein 3. This document may not be distributed for profit.

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Contents

Event Teaser
Build Notes

Letter to the Players
Monsters Returning Home
Rebalancing FAQ
Annals of Dereth
Town Crier Rumors
Ulgrim Sayings
Patch Page


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