Event Teaser - from the
Turbine Site,
September 20th, 2005
Two youths perched on the top of a ridge. Though they were young, not yet
fully grown, they had the broad shoulders and thick limbs of Aluvian
mountain folk. The bows they clutched in trembling hands were huge and
thick, requiring enormous strength to pull properly. They were crouched
down, trying to remain hidden behind a rock formation, and spying on a
gathering of warriors in the valley far below.
"They didn't find our trail," said the younger one, Matthias, with obvious
relief.
"See, I told you," said his brother, Jedeth. "We've been hunting Gromnies
and Siraluun in these parts for years, we got the advantage on these big,
clanking brutes. They don't know their way around our land. Especially not
at dusk, when there's not that much light and a body's eyes haven't adjusted
to the dark yet."
Matthias, now more calm, turned contemplative. "You ever seen any man that
big?" he asked, as they watched the squad of monstrous Viamontian Knights on
the valley floor, standing around the corpses of two of their friends.
Red-fletched arrows perforated the chests of the two fallen Knights.
"Papa used to talk about how tough it was to fight Ferran Knights, in the
Viamontian Wars back home on Ispar. But they were just men, same size as us.
And Count Tenera, when he told us that these new Knights weren't Ferrans,
but worse, and ten feet tall... Well, it's one thing to hear it, and another
thing to see it. And to have to shoot at it while it's waving a sword as big
as you are." He paused, and looked at his younger brother. "I won't lie to
you, Matty, I felt a powerful fear when we sprung that trap. My hands were
shaking when we attacked. Still are shaking. It's lucky we got them both."
Matthias put a comforting hand on his brother's shoulder. "I was scared too,
Jed. But we did good. The plan worked. And we'll only keep getting better,
as we get in more practice killing them Knights."
Down below, a smaller figure had joined the armored brutes. He, too, was
armored, but of normal human size, and issuing orders to the great soldiers.
He was clearly some kind of officer among these Viamontian invaders.
Jedeth pointed. "Look, there, a guy our size, in armor. What'd Tenera tell
us about them?"
"He said they were the magic types," said Matthias. "That we'd better make
the first shot count, because they could hit us from far away."
"Yeah, that's what I thought I remembered," said Jedeth. "This one may be
more clever than them others, but he isn't that smart. He's not wearing a
helmet." He drew another red-fletched arrow from his quiver. This one,
however, had the word "Carenzi" painted on the shaft, in vivid red letters
to match the fletching.
Matthias drew a similar arrow from his quiver. Both brothers moved quietly
from their spying position behind the rock formation to a low crouch on
either side of it. With great care, each nocked an arrow. "On three," Jedeth
whispered.
They lifted their bows, pulled the strings slowly back as the thick wooden
weapons creaked softly, and then aimed. "One... two... three."
Two soft twangs went off, and a heartbeat later, the Viamontian mage had two
quivering arrows sprouting from his forehead. He toppled stiffly to the
ground. The cluster of warriors looked up at where the arrows must have come
from, but only saw rocks and empty ridgeline. Three of them broke from the
formation and charged up the ridge at terrifying speed, but by the time they
reached the rock formation, there was no sign of the brothers' passing.
******
King Varicci II stepped over the armored bulk of a dead Viamontian Knight
and looked down on the dead mage. He bent to yank one of the arrows out of
the corpse's forehead. He turned the bloodstained arrow over in his hands
and saw the word painted on the shaft.
"Carenzi," he read. Varicci turned to his companion, Commander Enrico di
Bellenesse. "What is this Carenzi?" he asked.
Enrico glanced at the arrow. "A small animal... like a badger from Ispar,
but terribly ferocious. They are common on this island. It seems the local
resistance has taken them as some sort of symbol. A cache of weapons
recently went missing from a storeroom. There was similar writing on the
storeroom's broken door."
"The people of the towns have come to their senses and are cooperating, but
these Carenzi..." The King's face twisted in disgust. "They are probably
Aluvian gutterfolk, again unable to accept conquest by Viamont. They are
beasts, Enrico. You will have to kill every one of them."
Enrico nodded stiffly. "Yes, Majesty. It will be done."
The King put his hand on Enrico's armored shoulder and regarded the soldier
with a cool and appraising eye. "We must have a quick pacification of this
island so we can dispatch forces to the new land, Enrico. I cannot have
these Carenzi rebels bleeding off my soldiers one and two at a time, not
when there is such a pressing need to investigate this place called Vissidal."
"I have not heard much of Vissidal, Majesty, since I have been so occupied
with the campaign on this island. What has happened?"
"It is an island that apparently has risen from the deeps of the ocean. We
don't know what buried it, or what caused it to come to the surface again.
But there is good reason to believe that at least some of the knowledge I
seek is to be found there."
"May I ask, Majesty, what knowledge you seek on that distant island?"
Varicci smiled, his eyes glittering in the early evening moonlight. "The way
to achieve true and final victory, my dear trusted friend. On Vissidal and
elsewhere, I seek a way to destroy the only advantage of poor Elysa's ragtag
army of Bloodless mongrels."
Exclusive Teaser Pics!
(click to enlarge) |

Maggie's |

Maggie's |

Vault |

Vault |

Mystics |

Mystics |

Warcry |

Warcry |
Roll Out Article - from the
Turbine Site,
September 21th, 2005
Ardry stepped out of the woods to behold the great stone battlements of
the bandit chief MacDugal's fortress. He had a passing acquaintance with
the inhabitants of the castle, and stopped by occasionally, when he was
ranging in the area and needed to restock supplies. He approached and
greeted the man who sat, trembling, by the front gate.
"What news, Karwin?" he called.
Karwin scrambled to his feet. "Got any beer? They stole my beer. It
stole my beer. Darned thing, never thought to see another one again&"
Ardry held up his hands to slow Karwin's feverish speech.
"What? Who stole your beer?"
"A little green thing. Looked like& Well, Mosswarty. Very suspiciously
Mosswarty. But blue! Like the sea&"
"A Mosswart stole your beer?" Ardry had heard many tall claims from
Karwin before.
"It wasn't a proper Mosswart, but that's right enough. He said he was
from an island to the northeast. And he smelled like the sea! The sea,
and beer. Which he stole. The beer that is, not the sea." Karwin nodded
very enthusiastically to punctuate his point.
"Karwin, there's no island to the northeast. There is only the ancient
foundry island, north by northwest of here."
Karwin ignored him and pressed on with his story. "He smelled of the
sea, and of beer, and he said that his god, who he named Angry Grandfather,
wanted him to search all over for beer and come back to their island in the
northeast!"
"Karwin, I am telling you, there is only the island of Aerlinthe, north
by northwest&" He was interrupted by Karwin's furious babble.
"Didn't you feel the rumble? Didn't it make you stumble? Nights ago,
who remembers when? But something has come up which once was deep! And
before that, it was up again! To get there, you must pass the Watchers and
go underneath the Leviathan!"
Ardry shook his head. "I'm heading in to resupply, Karwin. I'll bring
you some food on my way out." He did remember the shaking of the earth,
just three nights past. He'd assumed that it had been another eruption on
Aerlinthe, but he tried to remember the sensations of that night as best he
could& And now, to think about it, the rolling waves of tremors had
seemed to come from the northeast&
An hour later, Ardry stood on the shore northeast of Macdugal's castle,
his pack bulging with fresh supplies. He looked out over the sea, and
sighed. "That lunatic was right after all."
*******
Welcome to the September 2005 Event, Under Cover of Night!
We are very excited about this event. There are some great improvements, and
some really unique adventures.
All of the important changes that have been made are listed in the
Letter to the
Players.
Developer's Notes - from the
Turbine Site,
September 21th, 2005
New Content and Functionality
- AC finally gets global chat channels.
- Players will now be able to have multiple chat windows.
- Players can now set an AFK message. This function can be explored by
typing @help AFK.
- The first of several High Yield hunting landscape islands appears.
- A new creature appears on Dereth!
- Crowns receive some love.
- Hats, Shoes, and Gloves also receive some love.
- Elemental wands can now be tinkered to increase their damage
multiplier.
- Several trophy items that had lost their original art and display
can be handed into one of 4 new NPC's in exchange for brand new versions
of these items.
Miscellaneous Changes and Improvements
- The Path of the Blind and Egg Orchard hunting dungeons have been
duplicated.
- The three monster plant spells from the August event say that they
buff your secondary attribute regen rates for 25%. But in actuality,
they buff you for 30%. This has been fixed and is now buffing at the 25%
as intended.
- The Salvagers Helm had the description that it was dyeable, but it
was not. This has been fixed and the helmet can now be dyed.
- Some of the skill task NPC's would give the quest's to players who
were not able to complete the quests. This has been fixed. You must now
be the proper level to get these quests.
- The fellowship spell Endless Well was causing players to receive
double damage from acid attacks. This has been fixed and will no longer
affect the damage you take from acid attacks.
- Several areas in the landscape that would cause players to get stuck
have been fixed.
- The Aviators cap is now dyeable.
- The number of players allowed on the squelch list has been changed
from 32 to 64.
- A new splash screen has been added for this month's event.
Minor Details
- Pyreal target Drudges are now tall enough to be hit by High Attacks.
- Several small text errors have been fixed.
Letter
to the Players - from the
Turbine Site,
September 19th, 2005
SEPTEMBER LETTER TO THE PLAYERS
Welcome to the September Letter to the Players! We've got quite a large
event in store for all of you this month. The September Event, "Under Cover
of Night" marks some dangerous times for the Dereth, but also includes some
new improvements players can use to defeat their adversaries. This event is
currently scheduled for Wednesday, September 21st.
COMING SOON
(These are the items we plan to implement for the September Event)
GLOBAL CHAT
Global Chat marks a significant upgrade to Asheron Call's chat system.
The Global Chat system will include four new chat channels – General, Trade,
Looking For Group, and Roleplay.
General
The General channel is an all-purpose channel that allows all players of
Asheron's Call to chat with each other about any aspect of Asheron's Call.
Trade
The Trade channel exists specifically for players to advertise their
wares to each other and to arrange trades.
Looking For Group
This channel exists specifically to help players find others to join
them for in-game activities.
Roleplay
The Roleplay channel allows players who enjoy roleplaying their
characters a place to chat in-character, arrange roleplaying activities, and
meet likeminded individuals. Note that this channel does not receive any
special enforcement.
Joining and Leaving the Channel
All channels can be joined and/or left in one of two ways:
Through a checkbox in the Character Settings tab of the Options UI Panel.
Note that this change takes effect as soon as the checkbox is used; the
Apply button does not need to be pressed before this change takes effect.
Through a text command:
/join
/leave
The text command is just a shortcut to the UI checkbox, and it sets the
checkbox as appropriate. The player will see a confirmation message in their
chat area when they have entered or left a channel that looks like this:
You have [joinedleft] the [tag] channel.
See the Global Chat Channel Summary below for channel names and tags.
Players are automatically joined to any channels that they have checked
when they login, and they will also see the join messages on login.
Talking in the Channel
Players can prefix any text they wish to send to the channel with the
command symbol (/ or @) and the channel name. For instance, the following
will send the message to the trade channel.
@ct I have Elysa's Crystal that I'm willing to trade for 4 MMDs!
In addition, players can also set their Chat Bar menu so that everything
they type without a prefix automatically goes to the selected channel.
You may also join or leave a channel by selecting it from your Character
Options panel, under Chat.
Note that players can only send text to a channel if they are currently
listening to it. Players who attempt to send text to a channel that they are
not listening to will see the message:
You may not speak on that channel because you are not currently listening
to it.
When a player receives text from a global channel, that text will be
prefixed by a channel tag (detailed below) and the name of the character who
sent the text. For instance, other players listening to the trade channel
when I sent the text above will see:
[Trade] Mor'gan says, "I have Elysa's Crystal that I'm willing to trade
for 4 MMDs!"
All global channels will display in the same text color: a kind of
blue-grey.
Squelching
Squelching rules apply to text in global chat channels in the same way
that they apply to text sent in open local chat ("says"). That is, if I have
a character is explicitly squelched, I will never see anything that that
character says. If I have the character's account squelched, I will not see
things that other characters on that account say as well.
We will also be increasing the maximum characters/accounts that can be
squelched at once from 32 to 64.
Global Chat Channel Summary
| Channel |
Default |
Checkbox Text |
Tool Tip |
Name |
Tag |
| General |
On |
Listen to General Chat. |
When this option is enabled, you can hear and speak
on the global General chat channel. This channel is for general
discussions about Asheron's Call. |
general, cg |
[General] |
| Trade |
On |
Listen to Trade Chat. |
When this option is enabled, you can hear and speak
on the global Trade chat channel. This channel is for arranging
in-game trades with other players. |
trade, ct |
[Trade] |
| LFG |
On |
Listen to LFG Chat. |
When this option is enabled, you can hear and speak
on the global Looking For Group chat channel. This channel helps you
find other players to adventure with. |
lfg, clfg |
[LFG] |
| Roleplay |
Off |
Listen to Roleplay Chat. |
When this option is enabled, you can hear and speak
on the global Roleplay chat channel. This channel is for
in-character roleplaying and for discussions about roleplaying in
Asheron's Call. |
roleplay, crp |
[Roleplay] |
Chat Windows
We are also adding some new functionality to the chat window to help
players better manage the new chat channels. This new functionality can best
be described as: extra floating chat windows and filtering the text that
displays in those windows.
In short, we are adding four buttons to the resize bar of the current
(main) chat window. Clicking on each of these buttons will toggle a floating
chat window that can be dragged around the 3D area and resized at will. The
size and position of each window will be saved for each character. The
floating chat windows are translucent; in normal circumstances, items can be
selected through the window, and hovering the mouse over the chat window
will darken it and cause it to intercept mouse clicks.
By default, all text types are displayed in the main chat window and no
chat types are displayed in the floating windows. The player can, however,
open the new Chat tab in the Options panel to select which types of chat
display in which windows. Players may choose to display the following types
of text in any (or no) windows:
-Area Chat (@say, @emote)
-Private Chat (@tell)
-Fellowship
-Allegiance (includes Allegiance Broadcast)
-General
-Trade
-LFG
-Roleplay
-Combat (not including magic)
-Magic
Gameplay (includes Recall, Craft, Advancement, Housing and System
Messages, etc – anything which is not communication from another player or
Combat/Magic)
The Gameplay category will always display in the main window (unless
individual components are filtered by the @filter command). In this way we
guarantee that you cannot accidentally miss important system messages more
easily than they can now. The Gameplay category can be turned on or off in
the floating windows, however.
Note that this functionality is in addition to the existing text
filtering capabilities. The UI does not replace the @filter command, because
we do not want to remove functionality that many of you rely on. In
addition, @filter allows players to filter out subtypes within the "Other"
category.
In addition, players can also adjust the active and inactive opacity of
the floating chat windows in the new Chat options tab (although note that
this slider controls all four floating windows at once; it is not a
window-by-window control).
Expanded Chat Commands
In an effort to make the chat system more user-friendly, we are adding a
number of new commands for existing chat types that mimic other games. We
have added an @w command that maps to private chat (@tell). Note that all of
these new and existing commands will be listed by the @help command.
And, to make the system less confusing, we consolidated the format of
communication in several channels to better indicate to players how they can
respond. The following table illustrates these changes.
Chat Commands Summary
| Channel |
Existing Commands |
Additional Commands |
Old Tag or Format |
New Tag or Format |
| Area Chat |
say |
s |
From: You say, "" To: Name says, "" |
No Change |
| Private Chat |
tell, t
(reply, r, rp,
retell, rt) |
send, whisper, w |
From: You tell Name, "" To: Name tells you, "" |
No Change |
| Fellowship |
f |
fellows, fellow, group, g, party |
From: You say to your Fellowship, "" To: Name
says to your fellowship, "" |
From: [Fellowship] You say, ""
To: [Fellowship] Name says, "" |
| Allegiance |
a |
guild, gu |
[Allegiance] Name says, "" |
No Change |
| Allegiance Broadcast |
allegiance broadcast |
ab |
From: You say to your Allegiance, "" To: Your
allegiance speaker Name says to you, "" |
From: [Allegiance Broadcast] You say, ""
To: [Allegiance Broadcast] Name says, "" |
| Monarch |
m
(mr) |
monarch |
From: You say to your Monarch, "" To: Your
follower Name says to you, "" |
No Change |
| Patron |
p
(pr) |
patron |
From: You say to your Patron, "" To: Your vassal
Name says to you, "" |
No Change |
| Vassals |
v |
vassals, vassal |
From: You say to your Vassals, "" To: Your patron
Name says to you, "" |
No Change |
| Co-Vassals |
c |
co-vassals, covassals, covassal |
From: You say to your Co-Vassals, "" To: Your
co-vassal Name says to you, "" |
From: [Co-Vassals] You say, ""
To: [Co-Vassals] Name says, "" |
Click Name to Tell
This feature makes communication easier for players. Players will be
able to click on the name of another player when that name appears in the
chat window as the originator of communication, and the following will
happen:
The chat entry bar will gain focus
The text "@tell , " will appear in the
chat entry bar (minus quotes).
The cursor will be at the end of this text, so that the clicking player
can immediately continue with a private message to the clicked character.
Note that this system does not currently work in the allegiance, general,
trade, looking for group, or roleplay chat channels. We may add this
functionality in a future update.
NEW LANDMASS – VISSIDAL ISLAND
The new island for September is called Vissidal, or "Summer Palace" in
the Falatacot language. It was once a private island retreat for Falatacot
royalty and nobility, before catastrophic events sank it to the ocean floor.
Vissidal Island sits off the northeast coast of Dereth. It is shaped
like a long continental shelf, and seems to almost echo the shape of the
Derethian coast. In general, the island is close to sea level, but it rises
up to a ridge shape along most of its northern and eastern coast.
There is one outpost on the island. Located on the western shore of the
island, it is
Players will need to be a certain level and complete a quest before
gaining entry to the island. Those that venture to the island should beware
the Remoran!!
TREASURE
Crowns, Hats, Shoes, and Gloves spawn with much higher Armor Level can
now be found.
We've changed elemental wands so they can be tinkered to increase their
elemental damage multiplier.
Level 7 spells are now available as loot!
In addition, several types of armor will receive modified base
protections.
REFURBISHERS
For those who have trophy items that lost their original art and display
in a partially broken state after the release of ToD we have created a new
NPC that will accept a number of these items and exchange them for a brand
new version of the same item. These NPCs can be found in Holtburg, Shoushi,
Yaraq, and outside Sanamar.
The Refurbishers will accept the following items:
-Pack Cow
-Pack Drudge
-Golden Gromnie
-Pack Golem
-Pack Grievver
-Pack Idol
-Pack Lugian
-Pack Mosswart
-Velveteen Olthoi
-Pack Scarecrow
-Plush Tusker
-Pack Ursuin
-Pack Virindi
-Mu-miyah Guise
-Mu-miyah body with a Head
-Decorative Bronze Statue
-Commemorative Bronze Statue
-Oxidized Statue
-Decorative Bronze Statue
-Commemorative Bronze Statue
-Oxidized Statue
-Decorative Bronze Statue
-Commemorative Bronze Statue
-Oxidized Statue
-Commemorative Bronze Statue
-Decorative Bronze Statue
-Commemorative Bronze Statue
-Oxidized Statue
-Decorative Bronze Statue
-Commemorative Bronze Statue
-Oxidized Statue
DUNGEONS
Due to the over crowding of the Path of the Blind hunting dungeon we
have created two duplicate Path of the Blind dungeons. In addition, the XP
rewards for the Egg Orchard and Dark Design will be adjusted upwards to be
comparable to Path of the Blind.
Path of the Blind: Two copies will be made of the original Path of the
Blind dungeon. The entrances to these dungeons will be placed on landscape
somewhere on the Isle of Ruin
Egg Orchard: Modifications to the Olthoi within will be made so that
they are easier to kill. This will bring up the XP over time in line with
the Path of the Blind. In addition, we will create two duplicate dungeons
similar in design to what will be done with Path of the Blind.
Dark Design: Again the XP earned in this dungeon will be brought more in
line with the Path of the We have created versions of the Mosswarts that do
not cast and have interspersed these versions among the chain casting
versions of the Mosswarts. Also, the chain casting Mosswarts will have their
spellbook altered to cast less war spells and debuffs. Base stats will
remain the same as they are already fairly easy to kill.
NEW QUESTS
A variety of new quests have been added to the game. Here is just a
sampling of what's to come!
Gateway to the Deep - Players level 130 or above can engage in a
continent-spanning quest to open the portals to the new island. Once this
has been done, the quest serves as an initiation to gain access to the new
island. The initial iteration culminates in a group battle against the
fearsome creature!
Temple of Xik Minru – Level 130 or higher players can help a grieving
widow locate her long-lost husband. Xik Minru sounds a little familiar
doesn't it?
Enrico's Betrayal - Level 60 or higher players can help the commander of
the Viamontian invasion cover up evidence of his various betrayals.
Marae Lassel Kill Tasks - Level 20-80 players can obtain kill tasks
involving the Viamontian invasion of Marae Lassel
Well that just about covers everything. But of course there are many more
quests and surprises in store for you in this event! We'll be talking about
the October Event in the near future.
See you in Dereth!
- Calandryll