The History of Asheron's Call
A Changing of the Ways - May 2001
Linvak Tukal has stood as a mystery to the Isparians since the fog surrounding it was lifted. Now as the snows of the lower mountains retreats beneath the springtime sun the last vestiges of the fog fade from the citadel, revealing portals guarded by Lugian Raiders, besieging the Lugians within.

Making their way through the renegade Lugian forces adventurers find that Lugian society is much like their own. They have crafters and warriors, merchants and leaders.

In an effort to enlist the children of Ispar as allies in their battle against their misguided cousins Lugians reward the stalwart with items of great power. Emissaries enter towns all over Dereth with gems that contain spells of protection from the School of the Heart. These gems house lower tiered spells that last for an extended time. Further entwined in the information that the Lugians espouse are tales of how their brethren fell to the machinations of the Virindi.

Deep within the Direlands the Virinidi presence grows. The town of Ayan Baqur has been wrested from Isparian control. The inhabitants of Ayan Baqur have been captured and dragged deep beneath the sands where they have been stripped of their sense of self. Travelers fear for the safety of Ayan's residents as they uncover twisted laboratories of the Virindi with remnants of experiments gone horribly awry, piecing together that the floating masters of time and space can only intend harm to their captives. While in the town proper Virindi vendors replace their human counterparts, mocking all who have dealings with them.

All is not woe and despair. Throughout Osteth profiteers who have benefited from their days spent hunting across Dereth established casinos to entertain the masses. High stakes gambling yields rewards such as Platinum Scarabs and Pyreal Nuggets. Though some have walked out with incredible prizes, most leave with nothing more than rotting cabbage to show for frivolously spent pyreals, but then that is the nature of a gamble.

Outside the gambling dens warriors hunt together with heightened cooperation to find greater weapons and tougher opponents. Mattekar larger than their remaining cousins have been spotted breathing fire and ice from their maws. These new creatures have made the further advancement of fellowships enabling one another to recover items lost on death a welcome addition.

Spring has arrived, but the evil of the Virindi is on the rise and their taint spreads even to those who would be allies to Isparian people. Stay focused on the enemy and challenge at hand but remember to enjoy yourself as well. . .

New Functionality
  • Players are now given the coordinates of their characters' corpses when they die outside.
  • New command: “@log <filename>”. @log'ing will log all text from the chat box to the given file name. Try @help log for more information.
  • Players can undertake a quest to change their characters' template names. You can stop being called “Adventurer.”

Miscellaneous Improvements
  • Stat buffs now last as long as skill buffs of the same level.
  • All debuff spells have had their durations halved.
  • Fletching and alchemy “peas!”
  • Most bowyers will now sell at least basic arrows, blunt arrows and broadhead arrows, as well as the wrapped (“pea”) component equivalents. Most non-starter towns now sell arrows, blunt arrows, frog crotch arrows, armor piercing arrows, as well as the wrapped component equivalents.
  • Danby's Outpost has opened along the northern coast of the Inland Sea.
  • Creatures who cast spells now have particle and sound power-ups.
  • Pyreals are now weightless!
  • Stack sizes have been increased to at least 100. For arrows and quarrels, stack sizes are now 250.
  • Removed the spell economy modifier from Transfer, Fester, and Protection spells so they wouldn't be negative. Instead of having a negative "bonus," none will exist at all.
  • Metal armors now weigh 1/3rd less, have 1/3rd less value, and have had their elemental protections increased.
  • Crystal shield spells no longer interfere with the Healing Mastery spells. They were using the same spell categories, which caused Heal Mastery 6 to fail if the shield was equipped and Warrior's Vitality was cast on you.
  • Arcane Restoration is no longer surpassed by Mana Renewal Self 6. Same root cause as the issue above.
  • New scrolls have been added to the treasure system.
  • The Aerlinthe Repair Golem was always supposed to wait until three hours after the death of RelicBonesPortal to re-spawn. He never did. This was not a problem until the new ninety-minute Keep generators were added -- people were able to get in again before the previous spawn cycle had shut down. Result: players saw the spawn shut off after ten minutes in the Keep. The Golem is now spawned after the spec'd three hour interval.
  • Torches will now be housecleaned in a matter of seconds when dropped on the ground. No more lag-inducing torch spam.
  • There is now a chance for a Tiny Shard at the casinos in exchange for all pack toys.
  • Undead, Mu-miyah, and Sclavus have been tweaked to make them more inline with their levels.

Minor Details
  • Item Enchantment skill icon is now a hammer.
  • Spear skill icon for chargen is now included.
  • All bowyers now stock fletching supplies.
  • Aqua Incanta now has a new icon that's aqua blue, rather than white, to avoid confusion with Neutral Balms.
  • Victual Oil and Victual Infusions were changed from green to brown (in the icons) and orange (in the setups) to avoid confusion with acids, which are green.
  • Pack toys no longer decay when left on the ground. Mr. Tusker won't run away looking for nanners anymore.
  • Added the word "add" to the help text for @permit. The help text now correctly says: “@permit add <playername>”.
  • Screenshots are now numbered in a sort-friendly fashion: i.e., ACscrn0001.bmp instead of ACscrn1.bmp.
  • Ambient sound upgrade is now complete. Large and small rivers have been refurbished.