Event
Teaser - From
the
AC Insider
A Swelling Tide
"This discourse is at an end, Ciandra. There
are no words left between us." Nuhmudira's words, laced with venom, stung
Ciandra deeply.
"I only —" Nuhmudira glared at the younger
woman. Ciandra felt compelled to become silent, but finished her statement.
"I have only continued your work."
"You have done no such thing." The words fell
like a hammer on an anvil, each word purposeful and accentuated. Nuhmudira's
eyes grew dark. "You have turned to him. Time and again, you have turned to
him. Why?" She stepped toward Ciandra. "He sits alone in his tower, meddling
with us only when it suits his purpose. He has lied to us and used us and
yet you turn to him, not your mentor, your teacher, your friend." She paused
briefly. "Tell me Ciandra, can you explain why it is you turned to Asheron?
Can you tell me when you first went to see him? When it was that you sought
him out for understanding and enlightenment?" Ciandra searched her mind for
the answer. "Yes, that is right Ciandra, he sought you first."
"How did you —" Ciandra began to ask.
"Now you wish to turn to me for answers,
student?" She motioned for Ciandra to leave. "The strain of seeing you at
Elysa's Council is the most I will suffer. Do not seek me out again, child."
Ciandra was taken aback. She tried to meet
Nuhmudira's eyes but her old teacher was already moving across the room
toward a desk. She turned, opened the cottage door, and headed out into the
night.
"Is she the next one, then?" The voice came
from the shadows. A man, neither tall nor broad, stood there. His deep-set
eyes glinted in the candlelight.
"No. She is precious to me still." Nuhmudira
sat at her desk. "She also strives toward the same goals as I. Her efforts
thus far have been remarkable, and she leads the Arcanum well in my stead. I
think that Ciandra shall remain, I think that she will have a use in the
future."
*****
"Did you feel that?" Anton asked Gent, who
sat across the table. They were in Eastham, sharing a pint, while Gent
worked on fitting his armor with a myriad of salvaged goods.
"Feel what?" Gent asked, half-paying
attention.
"Tremor," Anton replied and looked toward the
project Gent was working on.
"Tremor, what's that?" Gent dropped a few
more gems into his ust and ground them down.
"When the ground shakes, you know?" Anton
smirked and took a swallow of his ale.
"The ground shook just then?" Gent shook the
bag and made sure that it was full.
"You felt it too, then?" asked Anton
swallowing hard.
"Felt what?" Gent retorted, looking up at his
friend.
"Tremor." Anton placed the mug of ale on the
table and took up a piece of bread.
"You mean like when the ground shakes?" Gent
rocked back away from his armor and looked over his shoulder at his friend.
"Yeah," Anton nodded in confirmation.
"You just told me a tremor is when the ground
shakes." Gent shrugged and turned back to his armor, hoisting it onto a
table and taking up residence on a stool.
"Yes. Did you feel it then?" Anton asked with
his mouth full.
"What? A tremor?" Gent asked as he began
polishing the armor and preparing it for a most critical attempt at imbuing
the fine metals.
"Yeah," Anton answered, becoming increasingly
frustrated.
"Well I felt something shake, but I thought
it was just me trying to get this armor imbued. It's not easy you know, one
wrong move and —" His response was cut short as the ground shook again,
tossing both of them to the ground. In the process the armor was left
cracked and broken.
"Bollocks! I felt that one. Look at me
armor." Gent bent down to pick up the pieces, and looked at Anton, whose ear
was pressed firmly to the barroom floor. "What are you doing?"
"Listening," Anton responded, shushing him.
"To what?" Gent lowered himself down toward
his friend.
"Don't know yet. But it sounds like
something's moving; digging." He lifted his ear from the floor and looked at
his friend with wide eyes. "Not something… thousands of somethings."
Teaser Video (first
shown at the 2003 ACPL!)
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Teaser Pics
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Developer's Notes
-
From
the
AC Insider
She tested the walls of the tunnel, exerting
pressure against the ceiling, pressing against the walls, all in an effort
to ensure the safety of her children. Her workers had done well. She called
to her eldest children and instructed them to organize their broods. The
time to move was upon them.
The tunnels stretched endlessly into the
dark, but she still felt her other children somewhere beyond. She could also
sense the thing that had given her the scar. The magic of the wound
was still active after all these years. Soon she would complete what she had
started so long ago. The last of the things that had brought her to
this world would perish, and then she would stand as the supreme ruler.
Her forces already covered all livable
locations, and though her contact with the hive she had sent to destroy the
thing had been severed hundred of years ago, she could feel them
now. They were without direction and lost, save for a small collection that
was held under the control of another lesser Queen. She had already exerted
her control over that brood and commanded their construction of tunnels to
the new mainland. The two broods would meet in the middle and bring this
land under her sway as well.
But there was something else that needed to
be done first. She watched as her children marched in columns behind her
eldest. She watched as they spread along the tunnels that stretched off into
unknown darkness. She watched and directed them to the thing. It
would whimper before her, it would make the noises that others like it had
made, and she would finally be content.
New Functionality and Content
- The new stronghold in the Dires, Candeth
Keep, has begun construction!
- A number of new tinkering effects are now
available. Players can choose from three new imbues--Resistance Rending
for weapons, armor imbues, and cantrip imbues for jewelry--as well as the
ability to tinker some skill requirements on equipment or prevent an item
from being sold or salvaged. Please see the
Letter to the
Players for the details of these new effects.
- New keys and chests are being found in the
western Direlands.
- The @day command is now available
for players with dark monitors. This command will toggle your outdoor
world view to a brighter state and back to normal.
- Two new features show up when you ID an
object. When you ID armor, you will now see the exact numeric value of
armor protection to the various elements in addition to the traditional
descriptive phrase. Also, all items will now display a number of
additional properties such as Bonded and Attuned.
Please see the
Letter to the Players for more information.
- Has that digging noise gotten louder?
Miscellaneous Improvements and
Changes
- Many town criers have been awfully surly
of late! It can be difficult to find one who will give out information
for free. But all of them are still more than happy to chat for a few
pyreals!
- Due to an issue with Zbuffering on some
systems, ACD3Dsetup now defaults everyone to Zbuffering off. If
you wish to turn Zbuffering on you will need to run the setup program and
select it.
- Natural resistance no longer affects the
mana that you lose when casting spells, or the stamina that you lose when
jumping, attacking, being attacked, or healing.
- The damage modifiers on the Weeping Bow,
Crossbow, and Atlatl have been adjusted, as has the slayer bonus on the
Weeping Wand.
- Thrown weapons have seen some changes,
including changes to the damage done by spikes and atlatl darts. In
addition, treasure-generated atlatls and some quest atlatls have had their
damage modifiers changed. See the
Letter to the
Players for details.
- The Barbed Fletching Tool can be used on
wrapped arrowheads and deadly arrowheads (and even wrapped deadly
arrowheads). In addition, barbed arrowheads of all sorts can be used to
make atlatl darts.
- Light bows and crossbows are now more
useful, with the potential to do more damage.
- Some creatures on the landscape were
spawning faster than intended. This could cause problems for players
while hunting, as well as cause problems for the servers. We've slowed
these creatures down a bit.
- Similarly, the rate at which some
creatures summon their minions has been slowed down.
- A few recent creatures have had their
health, armor, and attacks tweaked slightly in order to bring them more in
line with their intended difficulty.
- Runed chests with a lockpick resistance of
400 are once again spawning on the landscape.
- The Golden Chests at the casinos now give
better treasure.
- The randomly spawning hive dungeons on
Marae Lassel have been upgraded. In addition, the restrictions preventing
you from logging into the game inside the dungeons have been removed.
- Wands with slayer qualities do somewhat
better damage against their proper enemy. Try them out!
- Heart of Oak now stacks with Minor
Willpower.
- A bug that allowed mansion owners to swear
allegiance to others in some circumstances has been fixed.
- You can now squelch characters and the
accounts of characters who are currently offline.
Minor Details
- Isparian bows and crossbows once again
wield correctly.
- Isparian wands now change appearance
depending on which stone is in them.
- The riddle logic in Oswald's Lair has been
corrected.
- The coded message on the Wooden Tablet is
now spelled correctly.
- Some of the Wai Jhou collectors' speech
was not correct at times. It is now fixed.
- The Wai Jhou sign now welcomes you to Wai
Jhou.
- A number of objects now have the correct
plural forms when stacked. No more "Bunch of Nannerses"!
July
Letter to the Players -
From
the
AC Insider Welcome to the July 2003 edition of the
Asheron's Call Letter to the Players. We have an awful lot to
discuss this month, so let's get right to it.
A Groundbreaking Opportunity
The contest to name the new town has gone smashingly so far! After receiving
more than 900 suggestions, our elite panel of monkey judges laboriously
picked their favorite five entries. It was a tough choice! As I write this,
the players are voting—and campaigning strenuously—for their personal pick.
Remember, the final winner will be announced at the ACPL on July 12th. Don't
miss it!
New Tinkering Effects
The July update contains a wide variety of new tinkering effects, including
both tinkers and imbues. Here are in-depth explanations of each.
Resistance Rending Imbues
Resistance Rending describes a new set of weapon imbues—one for
each damage type—that increases the damage the imbued weapon inflicts with
that damage type. In other words, Resistance Rending is like a built-in
elemental Vulnerability spell. However—and this is important!—Resistance
Rending and Vulnerability spells do not stack. If, for instance, you are
attacking with a Slashing Rend Tachi and the target is currently suffering
under a Blade Vulnerability spell, then your attack will only receive the
benefit of one effect—whichever is larger. Note that the magnitude of the
Resistance Rending effect depends on the attack skill of the weapon's
wielder.
Unlike previous weapon imbues, Resistance
Rending materials are applied using the Weapon Tinkering skill. Resistance
Rending imbues can be applied to any treasure-generated melee weapon,
missile weapon, or magic caster, but remember that an item can only ever be
imbued with one effect, so choose carefully.
Jewelry Cantrip Imbues
Thanks to the hard work of the Arcanum, it will soon be possible
for skilled tinkers to add certain cantrip spells to magical jewelry. For
now, the list of cantrips that can be added is relatively short, and these
cantrips can only be applied to magical, treasure-generated jewelry, but
it's a start!
The cantrips that can be imbued into jewelry
in July include: Minor Strength, Minor Endurance, Minor Coordination, Minor
Quickness, Minor Focus, Minor Self, Warrior's Vitality, Warrior's Vigor,
Wizard's Intellect, Minor Health Gain, Minor Stamina Gain, and Minor Mana
Gain. Imbuing a piece of jewelry uses the Magic Item Tinkering skill, and
also raises the Arcane Lore requirement and the Spellcraft of the piece by
25 points.
Armor Defense Imbues
In July we usher in our first three armor imbues, one for each
defense skill. These effects imbue a piece of treasure-generated armor with
a +1 stackable defense bonus. This defense bonus, like the defense modifier
on a weapon, only comes into play during an attack—it does not help you meet
skill requirements nor show up on your skill panel.
Armor defense imbues can be applied with the
Armor Tinkering skill to any piece of treasure-generated armor, including
Covenant Armor.
Requirement Tinkering
This month also introduces six new tinkering effects that deal with
the activation requirements on an item. All of them are regular tinkers—not
imbues—and all use the Item Tinkering skill.
Three of the materials can be used on an item
with a heritage activation requirement to change that heritage requirement
to a different one. Which heritage requirement you end up with depends on
which material you use.
Two of the materials can be used on an item with a Melee Defense or Missile
Defense activation requirement. These materials swap the skill
requirements—Melee Defense becomes Missile Defense, or vice versa—and also
change the level of the requirement to account for the differences in the
skills' attribute formulas. In other words, going from Melee Defense to
Missile Defense lowers the requirement somewhat; going the other way raises
it somewhat.
Lastly, one material can only be used
on items with an allegiance rank activation requirement. This material
removes the rank requirement, but in exchange sets the Arcane Lore
difficulty of the item equal to the item's Spellcraft.
Leather Tinkering
The last new tinkering effect for July is a special one: you can
use Salvaged Leather on an item to mark the item as 'Retained'. Retained
items cannot be salvaged or sold to vendors. Like Ivory, Leather does not
require any tinkering skill to apply, it does not add to the number of times
the target has been tinkered, and there is no chance that applying Leather
can destroy the target.
Covenant Armor Tinkering
Originally, Covenant Armor could not be tinkered at all. Later,
tinkers found a way to apply Item Tinkering materials to Covenant Armor. And
now, starting with the July update, Covenant Armor can be tinkered with all
the materials that can normally be applied to armor except Steel. Steel
remains one material that just will not apply to Covenant Armor, no matter
what the poor tinkers of Dereth do.
Appraisal Panel Additions
Starting with the July update, the Item Appraisal panel displays some new
information. First off, you will now be able to see exact numeric values—in
addition to the existing descriptive phrase—to tell you how well your armor
protects you from the various elements.
Secondly, we've added a few new types of
"Special Properties" to the panel. In addition to listing imbues and slayer
types, and telling you if an item is unenchantable, the "Special Properties"
section will now also list the following qualities (if they are applicable):
- Bonded: This item has no chance
to drop to your corpse when you die (a.k.a. "no drop").
- Dropped on Death: This item will
always drop to your corpse when you die.
- Destroyed on Death: This item
will be destroyed when you die. The non-upgraded Singularity weapons are a
good example of this.
- Attuned: This item cannot be
transferred to another player, or placed on the ground or in an external
container (a.k.a. "no give").
- Retained: This item cannot be
sold to a vendor or salvaged.
Thrown Weapons Changes
The July update includes several small tweaks to thrown weapons, including
changes to the damage done by spikes and atlatl darts. But a more important
change for thrown weapons involves the damage modifiers on
treasure-generated atlatls. The following chart illustrates these changes.
| Wield
Requirement |
Previous
Damage
Modifier Range |
New Damage
Modifier Range |
| None |
0% to 100% |
0% to 120% |
| 250 |
110% |
130% |
| 270 |
120% |
140% |
| 290 |
130% |
150% |
In conjunction with the new damage
modifier ranges on treasure-generated atlatls, we have also updated the
damage modifiers on some quest atlatls. Note that we only updated newer
quest atlatls and those that had been upgraded recently; atlatls that are
part of older quests will be updated when we upgrade their respective
quests.
The Ongoing Saga
Last month, it became abundantly clear that the appearance of increased
Olthoi activity is no illusion. The Olthoi on both Marae Lassel and Dereth
itself are on the move, digging ever deeper towards some unfathomable goal.
Asheron, holed up in his island tower, has no answer for us yet, and Queen
Elysa, alarmed by the growing threats—from the Olthoi, the Renegade Lugian
and Tumeroks, and now the murder of a member of her Council—is left
wondering whom she can trust.
July Tinkering FAQ
- From
the
Turbine ACDM Site
By Alex "Ibn" Beckers
In July's event, "A Swelling Tide", we introduce
a number of new tinkering effects. We discussed these in the July
Letter to the
Players but many of you had further questions and requests for
clarification.
General Imbue Questions
Q: Will the new imbues have the 33%
maximum chance of success?
A: Yes.
Q: Will we ever allow an item to
receive more than one imbue?
A: We have no plans at this time to add this ability.
Resistance Rending Imbues
Q: What happens if we imbue a weapon
with Resistance Rending for a damage type that it doesn't deal? (For example
imbuing a Fire Tachi with Cold Resistance Rending.) Similarly, what happens
if I use Fire Arrows with a bow that has been imbued with Cold Resistance
Rending?
A: The imbue will take, but will have no effect. Likewise, the
Resistance Rending on a missile weapon will only have an effect when you use
the appropriate ammunition type.
Q: How much extra damage will a
Resistance Rend do?
A: At maximum effective skill, it is roughly equivalent to a level VI
vulnerability spell.
Q: Will Resistance Rending work with
wands?
A: Yes. This will primarily benefit mages by reducing the need to
cast a vulnerability spell before attacking with war magic.
Q: Will Resistance Rending on a wand
also affect any war spell that the wand itself can cast? For example if I
have a wand with a built-in Acid Blast V, will Acid Resistance Rending
improve the damage?
A: Yes.
Q: Will Resistance Rending affect
life spells such as drains and harms?
A: Not at this time, and we have no immediate plans to add this
functionality.
Q: Will Resistance Rend on a wand
work differently than on a melee weapon or missile weapon, similar to how
Critical Strike and Crippling Blow work differently?
A: Critical Strike and Crippling Blow work differently for wands
because criticals work differently for wands. This difference doesn't apply
to Resistance Rending.
Jewelry Cantrip Imbues
Q: Will the jewelry imbues affect
the maximum mana and mana burn rate of the item?
A: No.
Q: Will you be making more minors
available for imbuing?
A: We'd like to see how well the existing ones work before adding new
ones, but it is certainly a possibility.
Q: Can we imbue jewelry that is not
currently magical?
A: No.
Armor Defense Imbues
Q: Could you provide more details
about the Armor Defense imbues?
A: It's an imbue, so you can do it once and only once to any piece of
armor. The maximum chance of success is 33%, like all imbues. And the bonus
you get is +1 skill point, not +1%. You can imbue the piece with a bonus to
melee defense, missile defense, or magic defense.
So you can build a suit that, with all of its
pieces, gives you +10 melee defense, or +5 melee defense and +5 magic
defense, or what have you. These bonuses stack with any spells or weapon
modifiers you have.
Each effect -- Melee Defense, Missile
Defense, or Magic Defense -- is a separate imbue.
Q: The Armor Defense imbues appear
to be underpowered, considering the 66% risk of failure even in a best case.
A: When creating new dynamics like this, we generally start
cautiously to avoid potentially doing awful things to game balance. We will
pay close attention to your feedback and look into adjusting the imbues in
the future if necessary.
Requirement Tinkering
Q: Will changing requirements on an
item also affect any wield requirements?
A: No, they will only change the activation requirements.
Q: If I have an item that has a rank
requirement in addition to other requirements and I remove the rank
requirement, will the new arcane lore requirement take into account the
other requirements?
A: Unfortunately no, the new arcane lore difficulty will be set equal
to the spellcraft. Any heritage or skill requirement will no longer provide
a benefit. This is a technology limitation.
Q: Can we add heritage requirements?
A: Not at this time, and we have no immediate plans to add this
functionality.
Q: Can hilted weapons be affected by
the requirement tinkering effects?
A: At this time, no hilted weapons can be tinkered, nor can you hilt
a tinkered weapon. We are considering removing this restriction for the
requirement tinkers, but we haven't reached a decision yet.
Leather Tinkering
Q: Will Retained items (tinkered
with leather) still be tinkerable?
A: Yes.
Q: Are Retained items also Bonded
(no-drop)?
A: No, Retained items will still be droppable on death.
Q: Can Retained items be destroyed
by using a mana stone on them?
A: At this time, yes. We would like to change this in the future.
Q: Will they be only wieldable by
the tinkerer, like the Ivory tinker?
A: No.
Q: Can quest items be Retained?
A: Not at this time, although this is something that we will look at
in the future, time allowing.
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