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Aluvians
Gharu'ndim
Sho
Viamontians
Ispar History
Auberean History
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Event Teaser - from the
Turbine Site,
March 10, 2006
Adso stood guard, eyes alertly scanning the horizon,
ready to react to anything that appeared in his peripheral vision. All
around them, the ground was blackened and littered with debris. Behind him,
his Master knelt over a human corpse.
"Just as I thought," said his Master, "this one has some of the markings of
the Rossu Morta. He was not one of those soldiers we saw."
Adso knew better than to turn to look, or even respond. He knew that his
Master was testing him to see if he would forget his discipline. He had been
given the responsibility to watch his Master's back, and previous
apprentices had met unfortunate fates simply from forgetting themselves for
a brief moment during an assigned task. Such was the bargain made, in
exchange for training that could be found nowhere else on Dereth...
Behind him, he could sense, but not see, that his Master had finished his
inspection and stood up. Still, he did not turn or let down his guard. He
only allowed himself to relax when the familiar voice of command spoke:
"Very well, Adso, you can come off guard. I am pleased."
Adso grinned with fierce, hot pride, then quickly erased the expression from
his face before turning to his Master.
His Master watched him carefully, and Adso suddenly knew that it had been a
futile effort to conceal his proud reaction. A thought came unbidden to his
mind, that he should not have to suffer for being proud of his abilities.
This, too, his Master seemed to read in his expression, or his posture. He
did not believe the whispered stories that the man could read minds.
"You are right to be proud of yourself, Adso. Your only flaw was in how you
masked the set of your shoulders and the tension in your arms. We haven't
gone over those techniques in formal training yet. I am not angry, but
remember that every second spent congratulating yourself is a second in
which you are not focused on the task at hand. Now, my precocious student...
what's on your mind?"
Ridiculously relieved, the young scout allowed himself a glance at the
corpse.
"Who killed him, Master? Was it the Living Shadow?"
"Not in the sense you might be thinking, Adso. This one had made his
pilgrimage to the Hopeslayer's altar, and even more strangely, his armor had
some splatters on it, which... smelled like the vapors of the Black Breath.
But the wounds did not come from the hands of the Shadow's monsters. It was
a more ordinary death – killed by another Isparian. I recognize the wounds
made by Weeping Weapons."
His Master paused for a moment of thought, then went on. "His killer,
however, did not stay to loot the victim. I suppose there were others
fighting here, and the killer did not have the luxury of time to enjoy his
killing rights. That was lucky for us... this one didn't fight with a
Weeping Weapon. His weapon is much more interesting than that. The weapon
had been carefully and lovingly constructed by the owner himself."
Adso did not have to ask to realize that his Master would already have taken
the weapon and put it away, to be analyzed later by some of their
associates. He had other questions.
"Was it a struggle between the Rossu Morta and these Whispering Blade
warriors?"
At that, his Master shrugged. "Who knows why people fight now? It may well
have been some kind of assassins' fight, but I don't see enough evidence of
traps to really think that. Maybe it was personal. Just belonging to the
Rossu Morta marks the victim as someone more likely to find himself in
deadly combat."
"I don't know much about the Rossu Morta, Master."
"It's enough to know that they had a bloody reputation on Ispar, and that
the reputation was well earned. Still, they're not mindless brutes. Some of
them can still be useful. Especially for their access to certain
archives..." His Master's smile was sharp and amused. Adso had come to know
that, from time to time, the man could not help but congratulate himself on
his own cunning, and he had to believe that this was just such a situation.
His Master went on: "The thing to remember about them is that they are a lot
more independent than they have ever let on to the Kings they've served. I
doubt that Varicci, in his unhealthy obsession, realizes just how much
trouble he's bought himself by reconstituting the Ordina." Adso knew that
hearing this kind of sensitive information was a sign of great trust. He
could also tell that he'd been told as much as he would be told... For now.
Master and student both looked north, their attention captured by a blinking
light on the horizon. It was a signal from one of Adso's fellow students, a
less accomplished scout. The pattern of light flashes indicated that the
other acolyte had found something of urgent interest.
"Well, your lesser brother thinks we ought to hurry." Adso nodded, and the
both of them shouldered their packs.
Adso glanced at his Master's pack and noticed something extremely odd. The
thick leather of the pack and its various flaps and covers could not conceal
the bulbous head of a strange figurine, or the red glow projecting from its
eyes.
"Master, forgive my indiscretion, but what is that thing with the glowing
eyes?"
His Master stopped and let out a soft sigh, then turned and opened the pack.
Inside, on top of the rest of his Master's meticulously organized
belongings, Adso saw a small doll, shaped like the magically animated
Mosswart idols of the coastal jungles, with a glowing sigil on its chest. It
was stuffed like a child's toy. Despite the glowing red eyes, it looked...
cute. Like a child's toy. Adso would have been less shocked if he'd seen
Asheron's severed head peeking out from his Master's pack.
"The victim also carried this," his Master explained, almost sheepishly. "It
is unusual enough that I took it for examination. Who knows what strange
secrets it holds? And it reminds me of the stuffed cloth bears that were a
common toy among Aluvian children. You probably don't even know what a bear
looks like, Adso. Come on, now. We have a summons to answer."
Adso followed after his Master in a run, covering blasted ground with
silent, efficient strides. Try as he might, he had just learned that there
was something of a sentimental spirit in his ruthless and efficient Master,
after all. It made him admire the man more... and made him wary that this
knowledge, this unexpected encounter with his Master's softer side, had
probably reduced the chances that he would survive this apprenticeship.
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Rollout Article - from the
Turbine Site,
March 15, 2006
A dusty, travel-stained man with the brawny build of a
smith stopped, sighing, in front of the Smoking Axe tavern of Ayan Baqur. He
wiped a thick layer of sweat from the flushed blue skin of his brow. He
turned and noticed an old man, standing quietly in the shade of the tavern
and nursing a cool mug of beer.
"Pardon me, sir," the smith said, stepping over to introduce himself. The
old man turned, looked around, then turned back to the smith with a vaguely
confused look.
"Sir? Who? What? You mean me?"
"Uh, well, yes. It is a common form of address here, is it not?"
"Polite, yes. Common, no." The old man took a sip from his mug, wiped some
foam from his lips, and gave a short, if wobbly, bow. "I'm Ulgrim. I'm the
man to know around these parts."
The smith bowed back. "A pleasure to meet you, sir. Ulgrim. Sir. I do seek
knowledgeable locals. My name is Iian di Alduressa, and I am newly arrived
to this realm."
"Well, welcome to Ayan Baqur then, Iian. Viamontian, are you? We don't get
many Viamontians in these parts."
Iian nodded slowly. "I understand that there is a war going on between my
King and the Queen of the people of the mainland... Is it unsafe for me
here?"
"Unsafe? No... Well, no more unsafe for you than it is for anyone else
around here. No, we just don't get many Viamontians in Ayan Baqur because
the desert sun turns your skin a most unfashionable shade of purple. Makes
you look like Tumeroks, especially if you're not in the habit of shaving."
"I see... That is useful information..." Iian shook his head, trying to
clear his thoughts. "I was wondering if you could tell me how to find some
people..."
"Well, I can tell you about some people you shouldn't be looking for! There
are these people, you see, who have sworn their souls to a dark power, and
get their jollies from killing other people for fun and profit. You can tell
by the faint reddish aura around them, and all the jewelry and expensive
things they like to carry around with them. Like they're looking to leave
behind a fancy-looking corpse. Those folks have been going Mite-squeak crazy
lately. It's like mating season for murderers!" Ulgrim waved his mug around
for emphasis, sloshing dark, foamy stout on Iian's dusty boots.
"Ah, yes, I see. That, too, is a valuable insight. But you see, on Ispar I
was a royal armorsmith, and I am looking for some armorsmiths of some renown
in this realm, who have mastered the art of fusing crystals to metal..."
Ulgrim interrupted again, to point at a woman lounging near the tavern
entrance, on the other side of the door. "Speaking of people... You see her?
Lydda? She tells people she's a plumber, but I know she's not. The reason I
know is that some of Berkholt's taps have broken, and she hasn't done a
thing to help fix them. She's up to something shady, I can tell. But does
anyone believe old Ulgrim, no matter how many times I've been proven right?
No ho ho! And then the Virindi take over and their brains get turned to
applesauce! Applesauce, I tell you!" More stout sloshed from the wildly
swung mug, this time splattering on Ulgrim's robe. The old man had a wild
look in his eyes, and this time the foam around his mouth was not from his
beer.
The woman Ulgrim had identified as Lydda turned, looked at them, and rolled
her eyes. She was obviously used to these accusatory outbursts from Ulgrim.
Iian retreated, bowing repeatedly as he stepped backwards. "Thank you for
your time, sir. I shall take your wise words to heart." Once he'd gotten a
few steps away, he turned and walked quickly, headed for the nearest portal.
"I may as well just head back home," he muttered. "These mainland Isparians
have gone crazy." He had intended to step into the tavern for a cool drink,
but was beginning to think that the beer here was tainted with some kind of
mind-warping solution. He didn't want to end up like the infamous Duke Raoul
of Viamont.
Ulgrim watched the smith scurrying away and shook a fist at him. "Hey! You
could at least buy an old man a mug of stout for all the help I gave you!"
He shook his head. "What a rude and snooty young man. Just like his King. I
wouldn't have wanted to introduce him to the Shadow Armor smiths anyway."
Dev Notes - from the
Turbine Site,
March 15, 2006
New content and Functionality
- There is a rumor floating around Dereth that a
smith who can craft Viamontian Shadow Armor may be somewhere in Dereth.
From what has been told, he is not quite ready to begin crafting the
armor yet. His goal this month appears to be collecting information.
- The temples of Forgetfulness and Enlightenment
both now have the option for players to turn in unused tokens that may
have been mistakenly picked up to an NPC. They will then be able to pick
up another token in its place.
- We have split up the timers on the attribute gems
so that players can not make the mistake of picking up 18 of one type of
token. Players can now only pick up 9 of the un-train and train tokens
respectively. As a side effect of this change, all players will have
their timers reset for changing attributes. This will not affect the
timers on skill changes. Players will be able to keep all of the tokens
they already have.
- The books in the temples of Enlightenment and
Forgetfulness have been updated to reflect all of the recent changes to
the temples.
- A language filter has been added into the game
this month. It can be activated in the character options section of your
user interface. While we know this filter won't catch everything, it
will allow those people who do not want to see certain words, the
ability to filter them out. We do want to be clear this is not a
substitute for reporting language to customer service. If you see
someone using profanity we still encourage everyone to report the
offending person. This filter is simply a means to help reduce the
visibility of these words to those people who do not wish to see them.
- We have made a lot of changes to help improve PvP
this month. Including damage changes and the ability to make loot
generated weapons un-enchantable. You can read more about these changes
here.
We are really excited about these changes and we feel they are helping
us move in the right direction. We will continue to take in all feedback
on these improvements and make changes based on that feedback.
- A shadowy pair of figures arrive in Dereth this
month, promising the ability to help players erase any evidence of their
previous service to either Elysa or Varicci. They are essentially
offering to knock a player's Loyalty record back to zero, so they would
be free to start over on the questing ladder and choose to serve a
different monarch. Of course, this service comes at a price, and the
mysterious agents will only risk interfering with royal records once per
character. Any Loyalty quests introduced after this month will be beyond
the power of the agents to erase, so there will be a point (coming
soon!) at which a player's Loyalty will be permanent.
Miscellaneous Changes and Improvements
- After some changes were made to rares system, we
found that non Throne of Destiny players were also getting rares. There
was also an issue where PK Deaths had a chance to generate a rare on
Death. These have both been fixed for March.
- Ciandra has had some typos fixed in her speech
regarding the Essences of Magic quest.
- Minor and Major Salvaging have been surpassing
Alchemy spells of the same strength. This has been fixed for March.
- Players were reporting that after they put down
their Rose of Celdon ring they could not longer pick it up. This has
been fixed.
- On the Glenden Wood Invasion part II players were
only getting the minimum reward they were qualified for, even though
they were eligible to get the higher level reward. This has been fixed
and players should now get the proper rewards for this quest.
- All characters on the account of a character who
owns a house will have greater permissions involving house management.
These characters will be able to add and remove guests, add and remove
storage permissions, open and close the house, boot freeloaders, and
even place items on the house's hooks. There are only two things that a
non-owner character on the same account can't do with a house: abandon
the house, and change the allegiance permissions. In addition, other
characters on your account will be automatically removed from the house
guest list the first time they log in, thus making more space for
legitimate guests.
- We've also made some changes to the command
@house available, which lists how many houses of each type and available
for purchase and the locations of the houses (except apartments). First
off, we added a shorter alias for @house available, called @hslist.
Secondly, this command now takes as a parameter the type of house you'd
like to list. For instance, @hslist villa will show you a list of only
the available villas, while @hslist mansion will show you only mansions.
Keep in mind that the list of results is still limited to 400 houses,
however, so if there are more than 400 cottages available you will only
see the first 400 locations.
- Fixed a typo in the magic chat filter tool tip.
- You can now bind a key to select (but not open)
the next unopened corpse.
- Using the @help command to lookup the definition
and usage for one of the new global chat commands failed to list the
alternate command names for that command. @help now lists the alternate
commands for the global channels.
- The allegiance panel previously would not show
commas in the numbers it displayed. This has been fixed.
- Previously when Viamontian players would attempt
to un-spec loyalty, they would receive an odd message. Viamontian
players should now receive the correct message when un-specing loyalty.
March Letter to the Players - from the
Turbine Site,
March 10, 2006
Welcome to the
March Letter to the Players!
We have seen some exciting changes over the past few months as Dereth
continues to evolve and change. We've seen the beginning of the PvP
improvements that we have been discussing with the community, as well as
some new character options such as the title panel. What is in store for us
this month? Let's get right to it and find out!
Decisions, Decisions!
The storyline continues this month with more decision-based quests. What
decisions will you make? Make sure you make the right choices when deciding
which side of the war you want to be on. Every decision we make has
consequences.
PvP Combat
After soliciting extensive feedback from the PvP community, this month we
have made the first set of changes aimed at improving the PvP experience.
You can read more about these changes here:
PVP Changes.
We are really excited about these changes and we can't wait to see what you
think of them in action. We will of course continue to review all your
feedback on these improvements and make tweaks based on that feedback.
Temple Revision
Since we revised the Temples of Forgetfulness and Enlightenment in December,
they have suffered from some minor usability issues. In order to correct
those issues, we have made two small changes to the temples.
First, both temples now contain an NPC who would be happy to take any unused
tokens that you may have mistakenly picked up. This NPC will also decrement
your quest flags so that you will then be able to pick up another –
hopefully correct – token in its place.
In addition, we have split up the timers on the attribute gems so that
players can no longer make the fatal mistake of picking up 18 of one type of
token. Players can now only pick up 9 untrain tokens and 9 train tokens at
once. As a side effect of this change, all players will have their attribute
token timers reset with the March update. Players will also be able to keep
any attribute tokens that they may have already had. This change will not
affect the timers on skill tokens at all.
And finally, the books in the Temples of Enlightenment and Forgetfulness
have been updated to reflect all of the recent changes to the temples.
Language Filter
In response to your requests, we have added a simple language filter this
month. This filter can be activated in the character options section of your
user interface. It is off by default. When the filter is on, vulgar words
that appear in any kind of chat – including tells, fellowship chat, global
chats, and indeed every other kind of game chat – will be masked with
asterisks.
We want to be very clear about something: this filter is not a substitute
for customer service. If you see someone using profanity, please report them
and we will do our best to solve the problem. This filter is simply a means
to help reduce the visibility of these words to those people who do not wish
to see them in the meantime.
Housing Improvements
Starting with the March update, all characters on the account of a character
who owns a house will have greater permissions involving house management.
These characters will be able to add and remove guests, add and remove
storage permissions, open and close the house, boot freeloaders, and even
place items on the house's hooks. There are only two things that a non-owner
character on the same account can't do with a house: abandon the house, and
change the allegiance permissions. In addition, other characters on your
account will be automatically removed from the house guest list the first
time they log in, thus making more space for legitimate guests.
We've also made some changes to the command @house available, which lists
how many houses of each type and available for purchase and the locations of
the houses (except apartments). First off, we added a shorter alias for
@house available, called @hslist. Secondly, this command now takes as a
parameter the type of house you'd like to list. For instance, @hslist villa
will show you a list of only the available villas, while @hslist mansion
will show you only mansions. Keep in mind that the list of results is still
limited to 400 houses, however, so if there are more than 400 cottages
available you will only see the first 400 locations.
In-Concept
Based on feedback from players as well as members of the team, we are going
to be revising this section of the Letter to the Players. Starting next
month, when we list items in this section they will come with some
explaination as to what each item is. So instead of just listing the things
we want to do, we will list them with a description of each item.
Please remeber that along with everything that is listed here, there are
several new quests and other new and exciting things going into the game for
the March event.
So that's what's in store for March! We're excited about this month, and we
look forward to your
feedback!
PvP Improvements - from the
Turbine Site,
March 10, 2006
Some months ago, we started intensive research into
ways that we could improve the PvP experience in Asheron's Call. PvP is an
important aspect of the game and players who regularly engage in PvP combat
make up a significant portion of our subscribers. The PvP experience in
Asheron's Call isn't terrible by any means, but there is definite room for
improvement.
We started by identifying the major issues with PvP based on player
feedback. We quickly found that we could largely divide these issues into
two broad categories:
- PvP fights can be much too long and tedious.
- PvP combat does not have a larger purpose in the
world. In other words, PvP players want something meaningful to fight
over.
These are both broad and complex issues and we wanted
to make sure that we handled them carefully, not in a slipshod fashion. So
we decided to start with the first issue and see what progress we could make
there before we tackled the second issue.
We began our effort to make PvP fights less tedious by putting together a
series of proposals – things that we could do with our technology that might
help the situation – and then running those ideas past players for their
feedback, both on our forums and elsewhere. After an awful lot of quality
feedback from the PvP community and several rounds of tuning our ideas, we
arrived at the following list of first-pass changes that will be going live
with the March update.
First off, we will be increasing the damage on PvP-oriented quest weapons.
This includes the Weeping weapons, the Phantom weapons, the Deadly Hollow
melee weapons and the Hollow missile weapons. We have also added a system
that allows imbued loot weapons to be much more damaging when used in PvP
combat (both PK and PKL) without affecting their PvE effectiveness. This
includes Armor Rending, Resistance Rending of all varieties, Critical
Strike, and Crippling Blow imbues on all melee, missile, and magic caster
loot weapons (except that AR can't be used with magic casters, of course).
Together, these changes should allow all PvP combatants to do damage to
their opponents more effectively, and should reduce the length and tedium of
PvP fights.
There's more, but before we go any further let's have a word about these
damage increases. Our methodology here was pretty simple. We increased the
damage on the Weeping weapons by 10-20% (depending on weapon type), and then
increased the damage on the other weapons until the ratio of their damage to
Weeping damage was where we wanted it. We mostly preserved the existing
balance between Weeping weapons of different types, although casters got a
slightly smaller increase and staff and mace saw the largest increases. In
general, Hollow and Phantom weapons are more effective than Weeping weapons
in specific situations, but not as good in other situations. Imbued loot
weapons are 5-15% more damaging that Weeping weapons in general, although in
specific situations they can exceed those numbers (Crippling Blow critical
hits, for instance).
But that paragraph hides an awful lot of complexity. When we were deciding
how much to increase damage on weapons, we had to look at a variety of
numbers. Some of the major indicators we used were: the damage on a critical
hit; the damage on a normal, non-critical hit; and the average damage per
second. For each of these numbers, we also looked at how they differed based
on various opponents. For instance, how much damage was done against a
partially buffed opponent? A fully buffed and baned opponent? A fully buffed
opponent debuffed with Imperil only? Debuffed with Imperil and vulnerability
spells? And of course we also looked at the effects of different base armor
levels and compared these to the most commonly used equipment in PvP today.
It gets even more complicated when comparing different types of weapons to
each other. For instance, a Phantom weapon ignores all armor – and therefore
is not affected by Impenetrability or bane spells – but its damage is
affected by life protection and vulnerability spells. So a Phantom weapon
will generally be more effective on a heavily-armored opponent who is not at
all debuffed. But against the same opponent debuffed with Imperial and
Vulnerability spells, the Weeping weapon will often be more effective. In
other words, many weapons are quite situational. We wanted to make those
weapons superior in their given situations without making any one weapon
always superior – but at the same time make sure that all weapons were at
least somewhat effective, and always more effective than before.
So, while we have given you very general ranges for how much we improved
weapon damage, please understand that these can be very situational.
Now, in addition to the extra damage we also added some other interesting
abilities. For missile combat specifically we've added two new character
options: Lead Missile Targets and Use Fast Missiles. Both of these options
are available to all players, both PvP and PvE.
The Lead Missile Targets option is on by default, so it matches previous
missile behavior. When this option is on and you fire a missile launcher
such as a bow, crossbow, or atlatl, the game will aim at where it expects
the target to be when the missile arrives at the target. In other words, you
will lead the target. When this option is toggled off, however, firing a
missile launcher will fire the missile at where the target is now, not where
the server expects the target to be in a few seconds. This will make it much
harder to dodge arrows merely by gently strafing back and forth. And because
it is a character option, it can be mapped to a key press. Then PvP archers
can switch this behavior on and off at will to better react to the movements
of their enemies.
The option to Use Fast Missiles is off by default, which matches the
previous behavior for PvE. When this option is turned on, missiles do not
fire from the launcher any more frequently, but once they are fired they fly
through the air faster and with less arc. PvP players have seen this effect
before on the PvP-oriented quest missile weapons. But now all players will
have the option to turn this behavior on and off with any missile launcher.
And because this option can be mapped to a key press, PvP archers can again
switch this behavior on and off at will to better react to the movements of
their enemies.
Finally, an addition to the Cells of the Black Book dungeon in March will
allow players to make a loot weapon un-enchantable. An un-enchantable weapon
will still benefit from any inherent spells, but can't be buffed or debuffed
by any player or outside agency.
So, to sum up, in the March update we:
- Increased damage on PvP-oriented quest weapons.
- Increased damage on imbued loot weapons when they
are used in PvP combat only.
- Added two new character options for missile
combat that will help archers vary their attacks and make dodging
missiles more interesting.
- Added an interaction to make loot weapons un-enchantable.
And that's what we have in store in the March update
for PvP! We will be carefully monitoring how these plans play out in real
live situations, of course, and we'll be ready to make tweaks based on
feedback from the PvP community. If this goes well, we will also start the
planning and initial feedback phase for changes and systems aimed at giving
PvP a meaningful purpose in the world.
We wouldn't have been able to put these plans together without copious
high-quality feedback from you, our players. Thank you. We hope that we can
continue working together to make AC1 the best it's ever been.
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