Event Teaser - From
the
Turbine Site
(July 9, 2004)
Thunder shook the hall. Niarltah paused
mid-stride and looked toward the nearest window. Outside, trees bent toward
the ground in honor of the wind that threatened to tear their roots from the
ground. Further down the hall, Muldaveus’ booming voice drowned out the roar
of the wind. The Lugian was still howling about their defeat at the hands of
the Isparians.
Niarltah was more concerned with how the
Isparians had come to know that they were meeting with the Burun. They had
taken several precautions in releasing the information of that meeting and
still the Isparians arrived within moments of the treaty’s ratification. The
Burun had taken the assault in stride, leaving when called upon to retreat;
then the ill-tempered Burun, Morgluuk, had taken his leave. Torgluuk
remained behind to discuss the further implications of the treaty.
Torgluuk was proving a quick study of the
languages of this world. He had learned the common tongue of the humans and
was beginning to learn the intricacies of the Lugian language as well.
However, the Tumerok language was beyond the Burun’s capacity. Too often the
Burun’s inflection would make the words take on an entirely new meaning.
Niarltah had asked Torgluuk to refrain from speaking the Tumerok language,
as he had asked Muldaveus two years prior. They had all settled on the
common language of the Isparians. Though they despised the creatures, the
Isparian language was simpler. Plus, there was no loss of pride when someone
mistakenly butchered such a base tongue.
At the moment, Torgluuk was on the other side
of the door at the end of the hall, a patient audience to Muldaveus’
childish rant. Niarltah glanced back to the storm and shook his head. How
long can the tree bend before the storm shatters its spine?
He approached the door and pushed it open.
Muldaveus took great strides before the fire,
his shadow dancing along the wall like a giant caricature of himself.
Niarltah smiled in spite of the Lugian’s ramblings and outbursts. Torgluuk
was stoic in a dark corner, preferring to distance himself from the flames.
A squat mushroom on the floor before him gave off a soft blue glow. Small
trails of spores trailed from the fungus and made their way to the Burun’s
head. Torgluuk inhaled the spores into a series of holes on the top of his
head and the side of his mouth. Niarltah wondered what the fungus did for
the Burun. He had tasted the fungal bloom and was not aware of any changes
in his own body. Priests and shaman had asked the spirits what the purpose
of the spores was and learned nothing.
As he closed the doors behind him, Niarltah
looked to Muldaveus and motioned to a stone slab that served as the Lugian’s
chair. Torgluuk scooped the fungus from the floor and hopped to the table
where Niarltah was sitting.
“Where is your brother?” Niarltah asked,
looking pointedly at Torgluuk.
“We look for other places where our race is
trapped,” Torgluuk replied in his croaking voice.
Niarltah nodded as Muldaveus began, “What
now? How did they learn of our plans? I want answers and heads!”
Niarltah calmly turned to the Lugian. “We’ll
have answers when we all start to remain calm.” He stared at Muldaveus for a
long moment. The Lugian lowered his eyes and gave a resigned grunt. Torgluuk
seemed nonplussed by the short disagreement. Niarltah wondered if the alien
creature noticed the staredown at all. The Burun gave no indication that the
temperament of the discussion had unnerved him.
Niarltah smoothed his bandoleer, leaned
forward, and began the nightly conference.
****
Finn crested a hill and checked his pack. His
food was running low and his water supply was nearly gone. The journey had
taken him a great deal longer than he had planned.
“Well Finn, you’re the one that said no using
item magic,” he chuckled at his personal joke and took a piece of bread from
his pack, placing it on the back of his shield. The air whipped in from the
north and the stench of death weighed heavy on the wind. “North of here is
no good. That’s the valley they keep talking about at the mansion. You’re
having a hard enough time finding your way through the Direlands, no reason
to go looking for death there.”
He looked up at the sun and removed his helm.
Sweat beaded on his forehead. He wiped his hand across his brow to clear the
sweat before it fell into his eye. He turned the helmet over in his hands
and placed it on the ground, using it as a makeshift seat. Scooping up his
shield, he settled in for a light lunch and took a bite of the dry bread.
“At least it’s a nice day, Finny.” He said to
himself as he munched happily on his food. As he swallowed he felt a tremor,
minor at first, then growing in intensity until it knocked him from his
helmet to the soft sand beneath. “What on Dereth?”
He clamored to his feet and watched as the
sand from a nearby peak tumbled down toward the flatter sand dunes. He could
hear a bubbling sound, like water being displaced. He knelt and took his
helm up from the ground, turned it over to empty the sand and then slid it
onto his head. The ground shook again, less violently this time, and he
grabbed his pack and strapped it across his back. A groan sounded about him
like stone moving against the earth and then the world became silent save
for the sound of rocks and sand sliding down nearby slopes. Taking up his
shield he set about finding the source of the tremor and the sound.
“…and they said I was crazy for making my way
around Dereth without the use of portals. Well this wonder is all Finn
Skigg’s, ladies and gentlemen. All mine, indeed.” He began to walk to the
south and east where he thought the tremor originated.
He hadn’t traveled far when he caught sight
of the valley crested between four spires. The interior of the valley was
lush, green and verdant. Trees stretched out of the valley and supped at the
edge of what appeared to be a fetid pond. But this was not as surprising as
what stood in the water.
Stretching from the dull blue-green pond was
a building like none he had seen before. It protruded twenty—perhaps thirty
feet out of the water and bore a resemblance to the Empyrean buildings that
were scattered across all of Dereth. He looked at the back of the building
and was struck with a great sense of wonder. He took a step toward the
valley and found himself looking for purchase on the shifted silt of the
landscape. The loose gravel and sand failed to support his weight, and he
tumbled forward. He came to a sudden crash at the bottom of the pit. The
taste of blood filled his mouth and his head felt fuzzy. He struggled to
right himself and stretched his legs out in front of him.
He undid his pack and placed it on the ground
beneath a nearby tree and organized his thoughts. “All right, you fell in.
Not a problem. There’s bound to be a way out of this place.” He began to
scan the valley for signs of egress as he rose to his feet and dusted off
his armor. Everywhere he looked, he saw steep walls that would allow no
purchase, and his eyes kept sliding to the enormous structure that dominated
the center of the valley.
“Well, Finn. What now?” He walked toward the
structure. “I say we walk up those steps and see what this place has to
offer.”
He strapped his shield to his arm and
withdrew his mace. Tentatively, he made his way to the steps that lead up
the front of the building. Time had worn away much of the intricacy and
stonework along the walls of the structure but it was still soundly intact.
The smell of rot and swamp were unmistakable but he was beyond fear at this
point. Curiosity drove him further up the stairs and to the crest of the
first level. His eyes caught the glint of something shining on the edge of
the structure, just at the top of the next stairs. He slid his mace back
into his belt loop and started upward.
As he took his first step he heard a sound
that froze his heart within his chest. It was the sound of suffering given
voice, the sound of death claiming another victim and yet, not giving that
victim absolute release. He wheeled and tried to draw his mace but it was
too late. A leather bound hand cracked him across the jaw and broke teeth
free. He crashed to the ground as a foot slammed into his ankle, snapping it
as he fell backwards. His sight went white with pain and he fell hard
against the ancient stone. As he looked up he saw a head, bound in leather
swathing, lean toward him and breathe stale air from a vertical slit in what
should have been a face. He felt something slip between his ribs and then
the spiral whirl of portal space overtook him.
****
He rubbed at his arms as he made the final
turn and looked inside his new home. Age was finally catching up with him
and though he knew that his time was limited he wanted to make sure that he
could still achieve the glory of his youth. He dropped the stock of the
crossbow against his leg and pulled the string taught against the latch. He
rested a bolt into the runnel and brought the weapon against his shoulder.
In the distance, he could barely make out the silhouette of the target he
had placed. He narrowed his eye and let the bolt fly.
He watched as the bolt sailed through the air
and slapped into the dust a few feet before the target. He let out a grunt
and wandered inside, disgusted at himself. At least he still had his secrets
to share. Nothing to do now but wait. They’d come…he’d made certain that
they would.
Exclusive Teaser Pics
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Roll Out Article -
From
the
Turbine Site
Fanzen San walked quietly back into the
Hebian-to library. He had spent the better part of a week traveling along
the shores and inland areas of the Vesayen Islands. He was tired and worn
out from a long, yet fruitful trip. The trip had been something that he
meant to do for years now, but time had never been in surplus. But recent
events, witnessed just outside of the city, had given him a reason to
venture out into the wilds of the island.
He returned to the confines of the library a
little wiser and little better worn for his efforts. He knew that others
would follow his steps and would be pleased with his findings.
Many of this month’s changes have already
been described in detail in the
Letter to the Players. There are three other topics that we’d like to
discuss in detail.
Gibbering Claws
In this month’s event we have added a quest
timer to the Gibbering Claw, to make it difficult for players to prevent
other players from getting a Claw. This does affect existing Claws. If you
pick up a Claw – even one you currently own – you will not be able to pick
up any other Claw for 14 days.
Example: I have a Gibbering Claw on my
character, and another one in my residential quarter’s chest. If I put the
Claw in my inventory on the ground and then pick it back up, I will not be
able to pick up the Claw in my chest for 14 days. However I will be able to
drop and pick up the first Claw again as many times as I like.
Software Mode
One of this month’s new dungeons uses new and
more detailed graphics for some items that will not display properly if you
are playing Asheron’s Call without hardware 3D video acceleration. After an
informal poll last month, we felt that this is acceptable. Players without
hardware 3D acceleration will still be able to enter this dungeon, acquire
the items, and play normally; they simply will see flat colored polygons
instead of the expected item textures.
We may introduce more items like these in the
near future, and we’ll be presenting more information on the topic of
Software Mode soon.
Turbine Nation
We’re currently taking registrations for
Turbine Nation 2004,
to be held August 7 at the Rhode Island Convention Center in Providence, RI.
We’ll be revealing exciting details about the upcoming Asheron’s Call
expansion pack, having Q&A sessions, giving away door prizes, and sitting
down for lunch with our players in the annual Asheron’s Call Player
Luncheon. We’re also running two exciting contests – the
Make-a-Monster Contest and the
Make-a-Movie Contest.
Get your ticket today!
Developer's Notes -
From
the
Turbine Site
New Functionality and Content
- War Magic
critical hits have been improved. The largest changes are to the
maximum effect of the Crippling Blow and Critical Strike imbues when
used with War Magic.
- It is possible to gain the ability to
add a
Magic-Absorbing property, similar to that of the Aegis Shield, to
any loot missile weapon.
- The content surrounding the town of
Lin has been revised.
- The
Singularity Weapons quest has been revised.
Miscellaneous Changes and Improvements
- Campfires taken from the Renegade camp
are now floor-hookable.
- The Lugian Crest, Lugian Armor, Blade of
the Heart, Cloth of the Arm, Sceptre of the Mind, Lugian Pauldron, and
Lugian Scepter are all no longer Attuned.
- The new Virindi Scalpel was intended to
no longer be life-hollow, but gain the double-strike ability. These
changes have been made for this month.
- Yaja’s Reach can now do both slashing
and piercing damage, as intended.
- Homunculus Heads no longer have crafter
wield requirements.
- There is now a 14-day timer on picking
up a
Gibbering Claw.
- The Arcane Lore requirement on the
Renegade Ring has been reduced to 100.
- Some Hollow Boulders were not correctly
ignoring magic protections. This has been fixed.
- Behdo Yii now gives out his jewelry
before giving other items, so that if your backpack is nearly full you
will still get the jewelry reward.
- The rewards for the Hea Toneawa quest
have been improved slightly.
- A bug that was preventing the Ceremony
room in the Gaerlan quest from resetting has been fixed. Killing the
creatures that spawn if silence is broken will reset the room.
- Gaerlan’s health regeneration has been
decreased at all four level breaks of the quest.
- The spawn rate on the Homunculus has
been increased.
- A Titan Mana Charge no longer spawns in
the Lyceum.
- Marguls would make a typeless damage
melee attack during their spellcasting animation if you were standing
above them. This has been removed.
- Text indicating the intended level range
has been added to the descriptions of most gems that open quest portals.
- Additional text has been added to Gems
of Enlightenment to reflect specialization costs.
- It is no longer possible to lock housing
chests with a lockpick.
- Emotes have been removed from most
collectors. No more failing to hand in that Wasp Wing because the
collector is yawning!
- It was possible to use hooked items many
times in a row, very rapidly. This could cause strange behavior from
some hooked objects, so hooked items now have a delay similar to that
found on NPCs. This change will also allow us to expand the sorts of
things that hooked items can do in the future.
- Loot weapons that cannot be imbued now
state as such explicitly when identified. This currently only applies to
missile weapons that have had the magic-absorbing property applied.
- The Sclavus Cathedral that has been
overrun by Burun is now known as the Burun Cathedral.
- The creatures in the Effigy Foundry have
been rebalanced for characters from levels 20 to 30.
- A landscape generator right next to Aun
Papileona has been removed.
- A room in the Orphanage has been tweaked
to make combat in the room more challenging.
- The lower arm part of Nariyid sleeves
now dye correctly.
- Living Hoeroas should now look better
when hooked.
- The Glittering Necklace of Acid and
Piercing Protection now looks better when hooked.
- Bloodletter, Soulrender, Fleshripper and
Crystal-Tipped atlatl darts now have unique icons.
- Creature Enchantment Dispel scrolls and
all Item Enchantment scrolls now have unique icons.
- The icons for some creature-cast
fellowship spells now have a different icon to indicate that they affect
multiple players.
- Spiketails were intended to be made
unsellable with all other player-craftable items in June, but were
missed. They are now properly unsellable.
- The Bronze Statues in towns now behave
like signs and not like books. To read them, you only need to examine
them instead of “using” them.
- We have fixed a bug that, in some very
rare cases, could cause monsters to ignore your presence.
- Many creatures have had small tweaks for
balance.
Minor Details
- The old Scalpel is now called “Virindi
Scalpel” and the new one is “Sharpened Virindi Scalpel.”
- A reference to missing chickens has been
removed from the Fishing Hole.
- A duplicate rumor has been removed from
the barkeep in Redspire.
- Typos in some Marae Lassel rumors have
been corrected.
- Some portal drops that left you facing
the wrong direction have been fixed.
- The Hollowed-Out Tree Trunk no longer
refers to a Dread Mattekar Hide.
- The Sublime Elari Bow and Sharpened
Virindi Scalpel are no longer sellable.
- A typo in Behdo Yii’s text has been
fixed.
- The Portal Space quest Buadren has had
descriptive text added to help distinguish it from Living Weapons
Buadren.
- A typo in the name of the Lytelthorpe
Portal Gem has been fixed.
- A typo in the name of the Carenzi
Stalker has been fixed.
- A black line in the icon for the
sweet-smelling piece of bark has been removed.
- A typo in the message received when
crafting a one-eyed Orb of the Homunculus has been fixed.
- Some of Gabrielle’s text has been
clarified.
- Descriptive text on the Renegade Meat,
Distilled Mana and Refined Chorizite Chunk has been corrected.
July
Letter to the Players -
From the
Turbine Site
Welcome to the July Letter to the Players!
Last month in Dereth, Isparians continued to
fight against the growing Burun/Renegade alliance. Renegade and Burun
camps were discovered across the land, and each one became the site of a
pitched battle. New discoveries by the Arcanum have cut down on the time
required to prepare for a fight and made it easier for allegiances to
rally together in towns. But will this be enough to defeat this new
threat, when the Burun leaders have powerful magic, fierce warriors, and
strong allies already familiar with our tactics and weaknesses?
Before we take a look at the changes
coming for the July event, there are three other topics I’d like to
discuss.
Verdantine
We’d just like to thank all of you who
helped us make the Verdantine launch a success. While there were
certainly a few rough patches, we’ve seen folks having a lot of
fun starting over again. It was fun for us too! Not just as developers
watching our players having fun, but also as players ourselves running
around the new world. Who knows, maybe that person you fellowed with
last night was a member of the Live Team...
Billing Migration
As Jessica mentioned in her latest
Transition Diary, we’re in the process of writing up documentation
and FAQs for the upcoming migration. We expect to be able to post this
information in the near future. To restate for emphasis: We’re taking
our time with this because we need to be as careful as possible.
To that end, in the coming months more of
our Engineering and Quality Assurance resources are going to be
dedicated to the billing migration. I mention this because it means that
fewer of our In Concept topics will be moving to In Development. The
success of the migration is quite simply higher priority.
Turbine Nation 2004
Our Turbine Nation schedule is posted and
registration is underway! Both of these and more can be found at our
Turbine Nation
website. There will be information about the upcoming Expansion
Pack, the Asheron’s Call Player Luncheon, and lots of chances to talk to
the Live Team. All that plus info on Asheron’s Call 2 and Turbine’s
upcoming titles: Middle-Earth Online and Dungeons & Dragons Online! Join
us in Providence, RI, on Saturday, August 7th!
Now let’s take a look at some of the
things that are...
Coming Soon
(These are items that we plan to
implement in the July event. Many of these items were mentioned in prior
articles.)
Improved War Magic Critical Hits
In July, War Magic critical hits in
Player-vs.-Monster (PvM) combat will be improved. The three changes
listed below will affect only War Magic spells landed in combat
on monsters and War Magic spells cast by monsters on players. War Magic
critical hits for Player-vs.-Player (PvP) combat will not change.
- Currently when a War Magic spell
scores a critical hit, it adds a multiple of the base damage of the
spell to a normal damage roll. Starting in July, War Magic critical
hits will instead add a multiple of the maximum damage of the
spell. No more crits that do less damage than non-crits!
- Critical Strike for War Magic
currently scales from 5% critical hit chance to 25% critical hit
chance at maximum effectiveness. In July, the maximum effectiveness
will be increased to 50% chance.
- Crippling Blow for War Magic
currently scales from adding 50% of the spells damage on critical
hits to adding 100% at maximum effectiveness. In July, the maximum
effectiveness will be increased to adding up to 500% of the spell’s
damage.
Again, the three changes listed below
will affect only War Magic spells landed in combat on monsters
and War Magic spells cast by monsters on players. War Magic critical
hits for Player-vs.-Player (PvP) combat will not change.
There is one additional change that will
affect both PvP and PvM combat. All imbues and slayer bonuses scale
their effectiveness based on the skill level of the player. Currently,
imbues and slayer bonuses, when used with War Magic, scale from minimum
effectiveness at 150 base War Magic skill to maximum effectiveness at
400 base War Magic skill. Starting in July, imbue and slayer effects for
War Magic will scale will scale from minimum effectiveness at 125 to
maximum effectiveness at 360.
These changes are intended to improve War
Magic damage over time in PvM combat, in to increase the effectiveness
of imbues for War Magic.
Aegis Effect for Loot Missile Weapons
In July, Bow, Crossbow and Atlatl users
will be able to gain the ability to add a Magic-Absorbing property to
any loot missile weapon. This property will work in exactly the same way
as an Aegis shield, but has the side-effect of a 10% melee defense
penalty. You will be able to grant this property to an item that has
been imbued and/or tinkered, but you can’t add an imbue after having
added this property.
It’s important to note that this is not
expected to be the be-all, end-all balancing item for PvP missile
weapons. We still have additional goals, as we’ve mentioned in previous
articles. This new property is intended to give missile weapon users
additional options in both PvP and PvM combat, in situations where
incoming war spells are a greater threat than melee attacks.
Content Update: Lin
We are continuing with our ongoing
process of updating the towns of Dereth and their surrounding content.
In July, Lin and its nearby content will be revised to better suit its
role as a base for characters in the 20-40 range.
Content Update: Singularity Weapons
We’re also continuing our ongoing process
of updating older quests. In July, the Singularity Weapons are being
revised. The existing two tiers of weapons are being restated for
characters in their 40’s and 70’s, and a new third tier is being added
for characters in their 50’s.
In Development
(These are the game changes that we
are working on for the August event. None of these items are guaranteed
to be added for August, as scheduling and priorities can change. Your
feedback on these topics is particularly valuable.)
Crafting Quests
Due to scheduling conflicts, the addition
of new crafting quests has been pushed back until August. These quests
may be similar to those introduced in the June event, but would be
designed for higher-level characters.
Content Update: Aerlinthe
We would like to update Aerlinthe in a
manner similar to the recent Marae Lassel update. Landscape hunting on
Aerlinthe will likely be revamped to better suit mid to high level
characters. The Lady Aerfalle quest may have minor cosmetic changes,
such as tweaks to the creatures in the various dungeons associated with
the quest, but we do not expect to make any major revisions to the quest
mechanics.
In Concept
(These are the game changes that we
are thinking about for September and beyond. We cannot guarantee when –
or even if – any of these changes will be added to the game, as
scheduling and priorities can change. Your feedback on these topics is
particularly valuable.
If not mentioned elsewhere in this
Letter, topics listed as In Concept in prior articles have not
changed status.)
War Magic Improvements
Along with the critical hit improvements
that we’re adding in July, we are looking at increasing War Magic damage
on Bolts, Arcs, and Streaks at spell levels 1 through 6. The goal is to
improve War Magic damage over time at lower levels, where it currently
lags behind other combat skills in comparison to its skill credit cost.
Level 7 Streaks may also have their damage increased, although this is
still being researched. We want to ensure that any improvements we make
benefit War Mages in PvM combat without unbalancing War Magic in PvP
play.
Content Update: Three Crystals Quest
After the June Letter to the Players,
priorities and schedules changed and this content revision has been
pushed out past August. We plan to revise the Fenmalain, Caulnalain, and
Shendolain Crystal quests and quest rewards to make them more
appropriate for their various level ranges.
Conclusion
Those are our plans for July and beyond.
Please note that topics that have been previously mentioned in the In
Development and In Concept sections of prior articles are
still being developed or considered, unless mentioned otherwise. As I
mentioned at the beginning of this letter, you may see fewer In Concept
articles making it into Development in the near future as we focus more
resources on the billing migration.
As always, we value your feedback on this
letter. See you in Dereth!
- Ibn
Concept Art
Turbine posted some fun concept art that
didn't make it into the game.
Visit the forums for a lively discussion on who may be depicted in
the chess game below!
Concept Art
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