The following are bits of information pulled from our boards and from other public sources of information.
Click below on the following topics to learn more:

Third Party Plugins

Rank Trees Explained
Max Damage Weapons
Burden per Point of Strength
Skill Costs
Death Item Calculations
Monster Distribution Map
Salvage Properties
RQ Portal Routes
Hub Portals
Did you know?
What time is it?
 

 








From Sucamarto's AC Heaven
Here is a list of Decal Plugins as of Nov 25 2007. Hover over the name for a description

AC+
- Version 1.0.3.306
(Decal Alpha 8)
(Requires Radar Add-On V 1.2.0.41 or later to work)
AgentZ - Version 1.0.0.0 (Decal Alpha 7)

A.K.A. - Version 1.0.1.1 (Decal Alpha 8)
 
Allegiance Scanner - Version 1.4.0.0 (Decal Alpha 7)
(Allegiance Scanner Web Page Display - 1.0)
 Alinco - Version 1.4.9.9
(Decal Alpha 8)
(Requires Alinco World Filter 1.4.2.1)
 Alinco Buffs - Version 1.5.1.1 (Decal Alpha 8)
(Requires Alinco World Filter 1.4.2.1)
 AmmoGimp - Version 1.4.1.0
(Decal Alpha 8)
 Archery Mode - Version 1.2.0.0
(Decal Alpha 8)
Babel Fish - Version 1.0.0.0
(Decal Alpha 7)
 BuffMe - Version 0.1.8.2 (Decal Alpha 8)
BotShopper - Version 1.1.0.1 (Decal Alpha 7)
Buzzard - Version 1.9.2.0 Alpha (Decal Alpha 3)
CastAway Bot - Version 1.7.0.863 (Decal Alpha 8)
Cast It! - Version 1.0.2.0
(Decal Alpha 8)
Catch It! - Version 1.2.0.0
(Decal Alpha 8)
CODMail - Version 0.9.8.0 (Decal Alpha 5)
Combater 2 - Version 2.0.0.3
(Decal Alpha 7)
Corpse Tracker - Version 1.0.1.2
(Decal Alpha 8)
(Requires Radar Add-On V 1.2.0.41 or later to work)
CraftBot - Version 1.0.2674.10 (Decal Alpha 8)
 DCS - Version 2.0.0.3 (Decal Alpha 7)
(Requires .Net Framework - Version 2.0.50215.45)
 Decal 3 - Version 2.9.6.0 Alpha 8
(Includes Decal Hotkey System (DHS) - Version 2.9.6.0)
 DoorButler - Version 1.0.0.0 (Decal Alpha 8)
 Evader - Version 1.0.0.0 (Decal Alpha 4)
Find It! - Version 2.9.7.0 (Decal Alpha 7)
(Decal Hotkey System - Version 1.5.0.0 for Find IT)
Fortune Hunter - Version 1.0.1.1 (Decal Alpha 8)
 GoArrow - Version 1.2.0.1 (Decal Alpha 8)
 Head Count - Version 1.0.0.1 (Decal Alpha 3)
 Hush - Version 1.0.0.15 (Decal Alpha 8)
 HWAC Stats - Version 1.4.0.2 (Decal Alpha 8)
HWAC Stats Server - Version 3.0.0.1
(Decal Alpha 8)
 Imp Inventory - Version 1.0.0.4 (Decal Alpha 7)
Insane-Bot Client - Version 1.1.0.30 (Decal Alpha 6)
Khao Tipper - Version 2.7.0.50 (Decal Alpha 7)
 LifeTank XI - Version 11.7.0.8 (Decal Alpha 8) 
Location Helper - Version 0.0.0.15 (Decal Alpha 6)
LogWiz - Version 2.0.0.0
(Decal Alpha 7)
 Make It! - Version 5.9.7.0 (Decal Alpha 7)
(Expanded Recipe List for Make It!)
Mana Minder - Version 1.0.0.2 (Decal Alpha 7)
Media Control - 1.1.0.0 (Decal Alpha 5)
Meginjarder - Version 3.0.0.10 Alpha (Decal Alpha 6)
(Server Update Required)
Meginjarder - Version 3.0.0.12 (Decal Alpha 7)
Updated site (Server Update Required)

MiniMap - Version 1.0.1.43 (Decal Alpha 8)
(Requires Radar Add-On V 1.2.0.41 or later to work)
Mob Tracker - Version 1.1.0.0 (Decal Alpha 8)
Mouse Wheel v2 - Version 1.8.0.0 (Decal Alpha 8)
Mule Trade It! - Version 0.0.0.368 (Decal Alpha 7)
MuleShopper - Version 1.2.0.1 Beta (Decal Alpha 5)
MuleTrader - Version 0.0.0.363 Beta (Decal Alpha 7)
playersOnline - Version 1.0.0.0 (Decal Alpha 7)
PhatLewt - Version 2.0.3.4 (Decal Alpha 6)
PhatLewt - Version 2.0.3.4i (Decal Alpha 6)
(PhatLewt Unofficial Development Site by Surge of Morningthaw)

PhatLewt - Version 2.0.3.4m (Decal Alpha 8)
(PhatLewt Unofficial Development Site by Sif al Taak)

PK Hunter - Version 2.0.0.3 Beta (Decal Alpha 8)
Population Filter - Version 0.0.2.5 Alpha (Decal Alpha 6)
Portal Helper - Version 1.9.6.0 (Decal Alpha 6)
 Plugin Manager - Version 0.1.0.2 Beta 1 (Decal Alpha 8)
Quack - Version 1.7.0.0 (Decal Alpha 7)
 Quest Timer - Version 2.4.0.2 Alpha (Decal Alpha 5)
Quick Buff - Version 0.9.06.1109 (Decal Alpha 8)
Quick Cast - Version 1.0.06.1219 (Decal Alpha 8)
 Radar Add-On - Version 1.2.0.41 (Decal Alpha 8)
 RareTracker - Version 1.0.0.1 (Decal Alpha 8)
 Reloader - Version 1.0.1.3 (Decal Alpha 8)
RoboBuff - Version 0.0.3.4 (Decal Alpha 7)
 RoboChef - Version ?.?.?.? Updated Planned
ScrollReader3 - Version 1.1.0.0 (Decal Alpha 7)
 Scroll Manager - Version ?.?.?.? Updated Planned
Scroll Watcher - Version 0.4.0.112 (Decal Alpha 6)
shortcutMaker - Version 1.0.0.0 (Decal Alpha 7)
 SkunkVision - Version 1.0.0.7
(Decal Alpha 8)
SkunkWorks - Version 3.5.0.491
Alpha (Decal Alpha 7)
Sort It! - Version 5.9.6.0 (Decal Alpha 7)
Spellbar Saver - Version 2.2.0.1
(Decal Alpha 8)
Spies - Version 3.0.0.2 (Decal Alpha 7)
Squire - Version 1.0.1.0 (Decal Alpha 8)
 SSSort - Version 2.2.0.0 (Decal Alpha 8)
Target Info - Version 3.1.0.1 Alpha (Decal Alpha 7)
 Debuff Data - May Update for Target Info
(Unzip debuff_data.zip into Target Info folder to install it)
 The Deep - Version 2.7.0.20 (Decal Alpha 7)
Time and Experience - Version 1.0.0.2 (Decal Alpha 8)
Tings - Version 1.0.0.42 (Decal Alpha 8)
Tink It! - Version ?.?.?.? Updated Planned
Track It! - Version ?.?.?.? Updated Planned
 TreeStats 2 - Version 0.1.6.3 (Decal Alpha 6)
Trophy Hunter - Version 2.0.0.13 (Decal Alpha 8)
Tworock's Shortcuts - Version 1.1.0.3
(Decal Alpha 7)
Tworock's Travels - Version 1.0.2.0
(Decal Alpha 8)
Virindi Booter - Version 1.1.0.1
(Decal Alpha 8)
Virindi Follower - Version 0.0.0.4 beta (Decal Alpha 8)
VMT - Version 0.1.0.5 beta (Decal Alpha 8)
winampController - Version 1.0.0.0 (Decal Alpha 7)
 XPender - Version 1.0.06.1208 Beta (Decal Alpha 8)

  WARNING 

Version 2.9.6.0 Alpha 8 is out now, Read the full post here on the following forum: ACDEV Forums.

  1. This release Alpha 8 is intended for PLUGIN DEVELOPERS. This means that end-users should AVOID installing this, because all plugins will break.

  2. This release is built with .NET 2.0 Final/RTM. You need to uninstall the Beta 2 framework and install the release .NET 2.0 framework.

  3. This release requires Internet Explorer 6.0 or above.

  4. This release requires  D3DX with extensions. If you have do not have D3DX installed, you can obtain the setup files Here.

  5. Visual C 2005 Runtime libraries.




Ever wonder what an Ou is?
Ever wonder what an Ou is?

Well now you know... 
Aluvian  Sho  Gharu  Viamontian
Rank Title (M/F) 
10 High King / High Queen 
9 King / Queen 
8 Aetheling / Aethelinga 
7 Duke / Duchess 
6 Ealdor / Ealdora 
5 Thane / Thane 
4 Reeve / Reeve 
3 Baron / Baroness 
2 Baronet / Baronet 
1 Yeoman / Yeoman 
Rank Title (M/F or no diff) 
10 Koutei 
9 Ou / Jou-Ou 
8 Taikou 
7 Kou 
6 Kun-Chueh 
5 Ta-Chueh 
4 Shi-Chueh 
3 Nan-Cheuh 
2 Jo-Cheuh 
1 Jinin 
Rank Name (M/F) 
10 Sultan / Sultana 
9 Malik / Malika 
8 Amir / Amira 
7 Mushir / Mushira 
6 Qadi / Qadiya 
5 Naqib / Naqiba 
4 Mu'allim / Mu'allima 
3 Maulan / Maulana 
2 Shayk / Shakya 
1 Sayyid / Sayyida 
Rank Name (M/F) 
10 High King / High Queen
9 King / Queen
8 Grand Duke / Grand Duchess
7 Duke / Duchess 
6 Marquis / Marquise
5 Count / Countess
4 Viscount / Viscountess 
3 Baron / Baroness 
2 Banner 
1 Squire / Dame 


btw Rank 10 takes 1022 perfectly organized ppl lol

Now to perfectly organize these people, heres what you need to do to reach rank 6 for a mansion purchase:
Simply continue to extrapolate this chart to reach rank 10.

Rank  6

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Max Damage Weapons
 
Melee No wield 250 wield 300 wield 325 wield Attack (norm) Melee (norm) Attack (sing) Melee (sing)
SWORD: 12-20 18-30 21-35 24-40 +12 +12 +15 +15
AXE: 10.8-18 16.8-28 19.2-32 21.6-36 +12 +12 +15 +15
HAMMER: 7.8-13 15-25 17.4-29 19.8-33 +12 +12 +15 +15
SPEAR: (trident) 8.5-17 13.2-24 14.3-26 16-28 +12 +12 +15 +15
SPEAR: (naginata) 8.5-17 12.5-23 12.5-25 13.5-27 +12 +12 +15 +15
MACE: (morning star) 13.5-18 19.5-26 22.5-30 25.5-34 +12 +12 +15 +15
MACE: (spiked club) 12-16 15.75-21 21.75-29 24-32 +12 +12 +15 +15
STAFF: 9-12 9.75-13 10.5-14 11.25-15 +12 +12 +15 +15
UNARMED: 4-8 5.5-11 6.5-13 7-14 +12 +17 +15 +20
DIRK: 6-12 6.5-13 7-14 7.5-15 +12 +12 +15 +15
                 
Ranged No wield 250 wield 270 wield 290 wield Attack (norm) Melee (norm) Attack (sing) Melee (sing)
BOW: 100% 110% 120% 130%   +12   +15
CROSSBOW: 130% 140% 145% 150%   +12   +15
THROWN: 130% 140% 145% 150%   +12   +15
                 
Hiltables       Damage Attack (norm) Melee (norm) Attack (sing) Melee (sing)
DAGGER:       2-7 +9 +9 +11 +11
HILTABLE SWORDS:       6.5-13 +9 +9 +11 +11
 
Burden per Point of Strength
A character can hold 150 BU per point of Strength. So to figure out your 100% burden level multiply your Strength by 150. This formula is linear so it is true for any Strength level.
 
100% Burden = Strength * 150
200% Burden = Strength * 150 * 2
300% (Max) Burden = Strength * 150 * 3  
Skill Costs
Listed below you will find the names & formula for the known skills.
Additionally you will find the formula's used for calculating each skill's base value and the number of spell points required to train or specialize in each skill.
 
Additional skill points are earned at the following levels:
2, 3, 4, 5, 6, 7, 8, 9, 10, 12, 14, 16, 18, 20, 23, 26, 29, 32, 35.
After level 35, you will earn one point for every 5 levels you advance (40, 45, 50, 55, 60, 65, etc...).

Name Formula Train Specialize
Alchemy (C+ F)/3 6 6
Arcane Lore F/3 4 2
Armor Tinkering (F+End)/2 4 N/A
Assess Creature (F+Slf)/2 4 2
Assess Person (F+Slf)/2 2 2
Axe (Str+C)/3 6 6
Bow C/2 8 8
Cooking (C+F)/3 4 4
Creature Enchantment (F+Slf)/4 8 8
Crossbow C/2 6 6
Dagger (Q+C)/3 4 4
Deception (F+Slf)/4 4 2
Fletching (C+F)/3 4 4
Healing (F+C)/3 6 4
Item Enchantment (F+Slf)/4 8 8
Item Tinkering (F+C)/2 2 N/A
Jump (Str+C)/ 2 N/A 4
Leadership Slf/4 4 2
Life Magic (F+Slf)/4 12 8
Lockpick (C+F)/3 6 4
Loyalty Slf/4 N/A 2
Mace (Str+C)/3 6 6
Magic Defense (Slf+F)/7 N/A 12
Magic Item Tinkering (F) 4 N/A
Mana Conversion (F+Slf)/6 6 6
Melee Defense (Q+C)/3 10 10
Missile Defense (Q+C)/5 6 4
Run Q N/A 4
Salvaging N/A N/A N/A
Spear (Str+C)/3 4 4
Staff (Str+C)/3 4 4
Sword (Str+C)/3 8 8
Thrown Weapons C/2 6 6
Unarmed Combat (Str+C)/3 6 6
War Magic (F+Slf)/4 16 12
Weapon Tinkering (F) 4 N/A
Death Item Calculations
Basics
 
First, how much you drop depends on your level:  
When you are level 5 or under, you don't drop anything when you die.  
From level 6 to level 10, you lose half your coins (not trade notes) and nothing else.  
From level 11 to level 20, you lose half your coins and possibly one non-wielded item (that is, something that you were neither wearing nor holding in your hands).  
From level 21 to level 35, you lose half your coins and some number of non-wielded items.  
After level 35, you lose half your coins and some number of items. At this point, you can drop items that you were wearing or holding.  
 
Now, in those last two cases, I said 'some number'.  
 
Some number here is equal to your level divided by 10, rounded down, plus a random number between 0 and 2.  
So:
from level 21 to 29 you can lose between two and four items;  
from 30 to 39 you can lose three to five items;  
from 40 to 49 you can lose four to six items, and so forth.  
By level 126 you can be losing up to 14 items!  
 
(One caveat here: if you were killed in a PK battle, you always lose items as if you were over level 35, although the exact number you lose is still determined by your real level / 10. In other words, PK deaths do not get the special protection from item loss that NPK deaths get under level 35.)  
 
 
The Item Categories
So that's how many items you lose on death -- but how do we determine which items are lost? This is where the categories come into it.  
 
Each item in the game has a particular item type associated with it. The actual types (categories) are listed below. When we are deciding what items you drop on death, we make a list of all the items you are carrying, sorted by value (high value first). But we may adjust their values in two ways. If the item is not the most valuable item in that category, then we cut its value in half. And whether or not it is the most valuable item in its category, we randomize its value a little bit to mix things up. (To answer your first question explicitly, the cutting-the-value-in-half is not cumulative -- the second- and third- and fouth-most valuable items of one category all have their values halved, not halved and then quartered and then eighthed.)  
 
Now note that we still keep these things in a list sorted by adjusted value -- so its possible to have your two expensive weapons listed first and second, if the value of the second weapon cut in half is still higher than the value of the third item. What I am trying to get at here is that we do not segregate the list based on item type; we only use item type to determine how we adjust the value of the item.  
 
Finally, we go down the list and mark the first # things as dropped, where # is the number of items we have calculated that you are going to drop this death. For instance, if you are level 48, you will drop the first 4-6 items on that list.  
 
The categories of items are:
melee weapons  
missile weapons  
magic casters (like orbs & wands)  
armor  
clothing  
jewelry  
food  
gems  
components  
mana stones  
crafting ingredients  
parchments & books  
keys  
tradenotes - (Tradenotes don't drop on death, this category isn't counted at all)  
miscellaneous
(I've left out a few categories -- like lifestones -- because you aren't likely to be carrying an item of that type.)  
 
And there you have it -- the entire process of item loss on death spelled out in terrible detail. I hope that answered your questions sufficiently."  
 
An Example
Just for fun, lets assume your character is level 81. When you die you'll lose 8 items (level/10 rounded down) + 0 to 2 more. For the sake of argument, let's assume you get unlucky and you're going to drop 10 items.  
 
Let's do a possible inventory of your items.  
melee weapons - 10k sword, 6k cestus, and a few more swords worth 4k  
missile weapons - You just happened to have recently looted a 4k bow.  
magic casters (like orbs & wands) - Wands at 28k, 22k, and 15k, a very likely scenario.  
armor - Hauberk - 30k, leggings 10k, and some looted armor all 8k  
clothing - a nice tinkered shirt worth 45k  
jewelry - a few of these, 15k, 12 k, 10k  
gems - 10 of the 20k portal gems.  
mana stones - 5 mana charges worth 6k  
 
The first pass through will calculate the values. The numbers will be randomized a bit up or down but for the sake of ease we'll pretend there was no significant change in the values. The newly revalued list keeps the most expensive item in the category and halves the value of all of the other items in the same category. We'll end up with the following:  
 
melee weapons - 10k sword, 3k cestus, and a few more swords worth 2k  
missile weapons - 4k bow.  
magic casters (like orbs & wands) - Wands at 28k, 11k, and 7.5k  
armor - Hauberk - 30k, leggings 5k, and some looted armor all 4k  
clothing - shirt worth 45k  
jewelry - 15k, 6 k, 5k  
gems - 20k portal gem, and 9 more valued at 10k now.  
mana stones - mana charge worth 6k, and 4 more valued at 3k  
 
The next step is to sort the list based on the new values, at this point the item category doesn't matter. Since you're dropping 10 items we'll just list those.  
 
45k shirt  
30k hauberk  
28k wand  
20k portal gem  
15k jewelry  
11k wand  
10k portal gem  
10k portal gem  
10k portal gem  
10k portal gem  
 
Hopefully this clears up a little of the confusion in what you're likely to drop when you die. Don't forget there's a little randomness to it in the value calculations so the list will never be exact. If you don't mind a little vitae you can always do a little research yourself with the /die command in a spot where recovering your body is easy. Portal gems worth 20k and master robes worth 45k from the master mages make pretty reasonable death items, as do wands and jewelry. And don't forget item tinkering. Adding gold to a few lightweight items from each category can be a reliable way to protect your prized possessions from being dropped on the first death. Having extra "death items" can make even a second and third death without recovering the first body less of a horrible experience.  
 
Monster Distribution Map
MonsterMap.jpg (547892 bytes)
Click to enlarge
Salvage Properties

Special Tinks
Ivory - remove no drop  
Leather - No sale, no salvage  
 
Armor Tinks
Steel +20 AL  
Marble - +.2 bludgeon  
Alabaster - +.2 Pierce  
Bronze - +.2 Blade  
Ceramic - +.4 Fire  
Wool - +.4 Cold  
Armoredillo - +.4 Acid  
Reedshark - +.4 Electric  
 
Item Tinks
Linen -  -25% burden  
Pine -  -25% value  
Gold -  +25% value  
 
Magic Item Tinks
Moonstone +100 Mana  
Opal - +1 Mana C  
 
Armor Imbues
Yellow Topaz - +1 missile d  
Peridot - +1 melee d  
Zircon - +1 magic d  
 
Minor Imbues
Red Jade - minor health gain  
Lavender Jade - minor mana gain  
Citrine - minor stam gain  
Hematite - Warrior Vitality  
Azurite - Wizards Intellect  
Malachite - Warriors Vigor  
Carnelian - minor str  
Bloodstone - minor end  
Smoky Quartz - minor coord  
Rose Quartz - minor quick  
Agate - minor focus  
Lapis Lazuli - minor will  

Critical Imbues
Black opal -critical strike  
Fire opal - crippling blow  
 
Rendering Imbues
Sunstone - armor rend  
Aquamarine - cold rend  
Emerald - acid rend  
Black garnet - pierce rend  
Red garnet - fire rend  
White sapphire - blud rend  
Jet - lightning rend  
Imperial topaz - slash rend  
 
Weapon Tinks
Iron - +1 Damage  
Granite - -20% variance  
Velvet +1 Attack  
Mahogany +4% damage on missile  
Brass - +1 Defense  
Oak - -5 Speed  
 
Activation reqs
Silver - melee to missile req  
Copper - missile to melee req  
Silk - remove rank req.  
Ebony - change race req't to Gharu  
Porcelain - change race req't to Sho  
Teak - change race req't to Aluv 
Satin - change race req't to Viamontian
RQ Portal Routes
Each of the following Residential Quarters can be found in these towns, with portals to the corresponding towns inside.

Oriel - Kayyaban, Mayoi, Plateau

Haven - Lytelthorpe, Tou-Tou, Uziz

Victory - Kayyaban, Lin, Samsur

Atrium - Qalaba'r, Baishi, Glenden Wood

Sanctum - Zaikhal, Cragstone, Hebian-to
The following 'hub' dungeons contain the corresponding portals.

Abandoned Mine (34.9N,54.5E) aka Subway
Arwic
Holtburg
Glenden Wood
Shoushi
Cragstone
Mayoi
Hebian-to
Surface
Underground City
Qalaba'r
Yaraq
Samsur
Zaikhal
Rithwic

Jungle Shadows (69.4S,94.5E) aka Jungle Sub/New Sub

Baishi
Eastham
Glenden Wood
South Dires (84.2S, 34.4W)
North Direlands (24.4N, 53.8W)
Hebian-to
Neydisa's Castle
Tufa
Zaikhal
Plateau

The Web Maze (49.4S,65.3E) (near Baishi)

Hebian-to
Mayoi
Shoushi

Desert March 6.7N,3.8W (near Zaikhal & Al Jalima) >MAP HERE<

Bandit Castle (65.0N, 49.3E)
Obsidian Rim (48.0S, 65.0W) lvl 35+ 
South Mt. Esper (56.8N, 12.9E) lvl 12+ 
South Dires (84.2S, 34.4W) lvl 12+ 
Black Hill (62.4S, 52.3W) near Wai Jhou
North Dires (24.4N, 53.8W) lvl 12+

Direlands Subway  18.6 S, 84.3 W not really near anything and quite dangerous, full of platinum golems >MAP HERE<
Stonehold Valley
Direlands North Landbridge
Direlands South Landbridge
Vesayen Isles
South Shore Heights
Obsidian Span
Obsidian Plains
Direlands Southeast Shore
Darktide Festival Stone
Slaughterhouse
Isle of Tears
Black Hill
Walled Portals
Obsidian Rim Portal

Umbral Hall 75.8 S, 83.1 E near Kryst >MAP HERE<
Kara
Lin
Rithwic
Lytelthorpe
Al Jalima
Xarabydun
Nanto
Eastham
Plateau
Samsur
Glenden Wood
Arwic
Sawato
MacNiall's Freehold
Khayyaban
Al Arqas
Kryst
Uziz
Stonehold
Tou Tou
Did you know? <thanks Mirth> <and this is with default keyboard mapping>
Stepping behind a Lugian when he begins his rock throwing animation will cause him to put his rocks away and pull out his melee weapon.
If you hit the HOME key, the monster who did the last damage to you will be auto-targeted. CTRL-Home for you mages.
Ctrl+F shows your frames per second and graphic degrade rate (also /framerate)
Heal yourself by hotkeying a healing kit and your main pack. Then all you have to do is press Healing kit hotkey, Backpack hotkey and your healed!
Use the delete key to scroll left on your spell bar and the page down key to scroll right
To scroll to the different spell tabs use insert to scroll left and page up to scroll right, works well when you have allot of spells on your bars and you are out of hotkeys, it will also roll to the 1st spell on the bar if you scroll all the way to the right to the end of the spells on that particular bar..
Control-insert will take you to the first spell on a spellbar, control-page up will take you to the last spell.
If your in a tight spot on a one-on-one fight with a creature, just back him into a corner and heal. Notice when monsters attack with melee they take a step back to get the correct distance away, if you charge them when they are not the correct distance they will back up again, without attacking. Likewise you also have to back up to attack. But when they are backed into a corner, neither of you can attack...so you can stand there, heal, debuff him, rebuff yourself, have a cup of coffee, or whatever. Warning: Monsters can still use bows, throwing weapons, and magic while in a corner.
Turn landscape down, even to 1/8th, to see the landblock lines better. AI determines notice range not on distance or sight, but by landblocks. By turning it down and making it more visible, you will be able to work the AI better.
Press Numpad 5 to change the camera to over your character's head. this is useful for giving items to PC or NPCs, especially gambling. Also useful for too many stacked corpses in a cluttered dungeon, instead of madly pressing [ or ] to target the right one.
Use the P key to find that Monster you Vulned, then ran from as the whole clan came back. Works so long as the one you vulned is the last one you targeted.
That if you put on all your running buffs and strength buffs when you start running, and then take em all off while you are running, you don't slow down until you stop and start again. That way you can put on those sprint 6 shoes and strength 6 necklace, start your run, replace them with armor and you stay at the same rate.
If you need to heal someone in your party in the midst of combat you can use a medkit and target their name in the fellowship page. Good for when they are swarmed and you can't get your cursor on them easily. Also works for targeting spells etc...
Mages, when you are in spell mode - ever wish you could get at your item hot keys without having to drop from combat/casting mode? Hold the Ctrl key and the number keys will do your item hot keys instead of your spells.
Archers you can hold off firing until your mage vulns by either holding down END (sometimes doesn't work) or repeatedly hitting END before the charge reaches your setting, then let fly when your support mage makes the forward swing.
Mages don't forget you have special uses for the Delete, End, PgUp and PgDn. They control your spell bars. Ctrl-Ins and Ctrl-PgUp take you to the first and last spell tab, respectively. Insert takes you left one tab. PgUp takes you right one tab. Delete takes you one spell left, PgDn takes you one spell right.
Baning your undies is a proven fact - it does make a difference! 
What time is it?
 
Dereth's calendar is based on the Old Roulean system of measuring the passage of time during the day. 
There are sixteen terms with each term representing a hour and a-half of time in a 24-hour day.

Times of the Day

Hour Similar to your Time
Dawnsong (sunrise) 6:00 AM
Dawnsong-and-Half 7:30 AM
Morntide 9:00 AM
Morntide-and-Half 10:30 AM
Midsong (noon) 12:00 PM
Midsong-and-Half 1:30 PM
Warmtide 3:00 PM
Warmtide-and-Half 4:30 PM
Evensong 6:00 PM
Evensong-and-Half 7:30 PM
Gloaming (sunset) 9:00 PM
Gloaming-and-Half 10:30 PM
Darktide (midnight) 12:00 AM
Darktide-and-Half 1:30 AM
Foredawn 3:00 AM
Foredawn-and-Half 4:30 AM

 

These are the Old Roulean terms for the months of the year. There are three months within every season for a total of twelve months.
Months of the Year
Spring Summer Fall Winter
Morningthaw Leafdawning Harvestgain Snowreap
Solclaim Verdantine Leafcull Coldeve
Seedsow Thistledown Frostfell Wintersebb