Character Help FAQ
1. The Story of Asheron's Call
THE STORY OF ASHERON'S CALL
The game world of Asheron's Call is the island of Dereth, on the world of Auberean. Members of four major human heritage groups have been transported here from their home world of Ispar by means of portals, said to
have been created by the renowned magical researcher, Lord Asheron of Knorr.
It's a strange new world where monsters lurk and fortunes can be made. There are many cities and underground passages to explore. Only hints and traces remain of
the mighty Empyrean races that once occupied this island. By exploring their subterranean passageways you may discover something of the mystery of their life
and disappearance, and learn why you and your fellow adventurers have come here, answering the call of Asheron himself.
Wherever you go there will be companions, adventurers, and strange hostile creatures. Opportunities for combat are many and magic is everywhere. Possibly
the most extraordinary thing of all is that whoever dies while sojourning here is instantly restored to life.
Many adventures await the traveler in Dereth. There are friends to be made, foes to be vanquished, fame and riches to be acquired. May good fortune and the
blessings of Asheron await you on your journey here.
2. Getting Started
GETTING STARTED
To begin playing Asheron's Call, all you need to do is create a character and enter the world. For more information please see the instruction manual that came with the game, or click the topics below.
CREATING A NEW CHARACTER
To create a new character, simply click the "Create Character" button on the character selection screen that appears when you first start the game.
Once you have entered character generation, there are six areas in which you can customize your character.
In each area, you can make your own choices or click "Random" below to make a random selection. You can skip ahead or back to any section by selecting it at the top.
- Heritage: Choose your Heritage group. Descriptions of each group can be found to the left. Only players who have purchased the Throne of Destiny expansion pack may create Viamontian characters. Your Heritage group will determine some of your starting skills. In addition some magical items can only be activated by members of a specific Heritage group.
- Profession: Your Profession determines your starting Attributes and Skills. Each Profession is described in the box below. You may also select Custom to choose your own Attributes and Skills.
- Skills: Your skills determine what your character can do. If you chose a Profession, your Skills are selected for you, but you can still change them here. Please read the information on the right.
- Appearance: At this screen you can customize your character's gender, face and starting clothing.
- Town: Select the town where your character will enter Dereth. Each town has its own style and set of starting quests. Only players who have purchased the Throne of Destiny expansion pack may start in Sanamar.
- Summary: Choose your character's name and click FINISH to enter Dereth!
SUGGESTIONS FOR NEW PLAYERS
Suggestions for New Players
- Read the Letter from Home in your backpack.
- Use the Training Academy to learn how combat, magic, and other important
game skills work. You begin the game inside the Training Academy, simply follow the instructions to learn how to play the game.
- Read the Player's Handbook. To see the handbook, go to http://ac.turbine.com/index.php?page_id=170
GETTING HELP
There are several ways to get Help in Asheron's Call.
- In-Game Help: You're reading it now.
- Command Line Help: You can find a great deal of information by typing /HELP in the command line. You can get help on some specific commands and topics by typing /HELP <TOPIC>.
- Urgent Assistance: If you need immediate help in-game, you can request to speak to one of our Envoys by using Urgent Assistance.
- Customer Service: If you need Technical or Billing Support, please contact our Customer Service group. You can find information on how to contact them at http://ac.turbine.com/?page_id=173.
- On The Web: You can find additional information on many topics in the Asheron's Call website and forums at http://ac.turbine.com and http://ac.warcry.com
URGENT ASSISTANCE
Use this option only if you are stuck in a situation that prevents you from
playing the game. To receive assistance:
- Click the Options button (checkmarks).
- Click Urgent Assistance.
REPORT ABUSE
Use this option only if you witness another player violating the Asheron's Call Code of Conduct or Terms of Service.
- Click the Options button (checkmarks).
- Click Report Abuse.
3. Getting Around
YOUR CHARACTER IMAGE
There is an image of your character in the Player panel whenever your character's Inventory is displayed. Any armor or clothing your character is wearing is displayed on this image. Any weapons or jewelry your character has equipped will be visible in one of the equipment slots surrounding your character's image.
USING THE COMPASS
The compass display is a small, circular area at the upper right hand side of your screen that shows your immediate environment.
The letter N represents North. The gray V at the top of the compass shows your approximate current line of sight. The green cross hair in the center represents your character.
The colored blips represent other characters, monsters, or features:
- White - Players (non-player killer)
- Square Blips - Member of your Allegiance
- Red - Player Killers (will be an X if you are also a Player Killer)
- Pink - Player Killer Lites (will be an X if you are also a Player Killer Lite)
- Cyan - Envoys, Game Administrators, and Live Event Operators
- Green Upward Triangle - Member of your Fellowship
- Green Downward Triangle - Leader of your Fellowship
- Yellow - Vendors and Non-Player Characters (NPCs)
- Orange - Monsters/Killable Non-Player Characters (NPCs)
- Blue - Lifestones
- Purple - Portals
Note: If you have a character, Lifestone, or portal selected, its blip will be
circled.
USING THE MAP
To see your map panel, click the Map button (or use the Map key - the default key binding for this is F10). This panel has two subpanels. One specifically for the map and the other for Housing information.
Map
The current in-game date and time of day are located at the top of your map. Your location in the game world is shown by a green circle when you are outside. Your
current map coordinates are located at the bottom of the map.
All towns as well as some Points-Of-Interest have a mouse-over tool tip associated with them that displays the name of the location.
House
All information regarding any housing you own will be displayed here. This information includes original purchase price, rent cost, when the dwelling was purchased, when rent is next due, where the dwelling is located (if it is landscape housing), and whether or not you may purchase a new dwelling. After viewing the House tab, you can toggle back to the Map tab to see the location of your house on the map (if it is landscape housing).
If you own no dwelling, this panel will not display any information.
3D-VIEW WINDOW
The 3d-View Window is located on the left side of your screen. It is where your character moves, engages in combat, buys, sells, and interacts with other game characters and with items in the game world.
Items can be moved from the View Window to your Inventory, or from your Inventory to the View Window with one exception. You cannot move a wielded item (such as a mace or shield) from the 3d View to your Inventory panel.
MOVING WITH THE KEYBOARD
The following are the default motion bindings for Asheron's Call.
- To run forward, press the UP ARROW or W
- To walk forward, press SHIFT+UP ARROW or SHIFT+W
- To activate auto-run, press Q
- To turn left, press the LEFT ARROW or A
- To turn right, press the RIGHT ARROW or D
- To walk backward, press the DOWN ARROW or X
- To sidestep left or right, press Z or C
- To jump, press the SPACEBAR and hold it until the bar at the bottom of the 3d-View Window fills. The longer SPACEBAR is depressed, the higher you will jump. If you are walking or running when you jump, you will jump in the direction you are moving.
Note: Your character's default movement is set to run. To change the default to walk, click the Options button, click the Character tab, and then clear the
checkmark next to Run as Default Movement.
MOVING WITH THE MOUSE
Presently, it is not possible to move your character with the mouse. However, you can control the 3d-View Window's camera with your mouse providing you have a three-button mouse.
Click and hold down your middle mouse button (commonly this is the mouse wheel) and then move your mouse.
You can alter Mouselook sensitivity as well as invert mouselook axis at the bottom of the Config tab in the Options panel.
CHANGING THE KEYBOARD
You can modify what different keys or other input buttons do in-game. Click the Options button, then click "Configure Keyboard".
From this screen you can map up to three different keys or input buttons to any game command. Simply select one of the open boxes and then hit the key or button that you want to map to the command.
You can Revert your changes without saving them by clicking Revert. Clicking Defaults restores all keymaps to the Defaults.
You can Save and Load keymap files with the Save As.. and Load File... buttons, respectively.
CHANGING THE CAMERA VIEW
You can change your view of the game world by changing the relative position of the game camera. Press the appropriate key on the numeric keypad.
- To Raise Camera - Numpad 8
- To Lower Camera - Numpad 2
- To Rotate Camera Left - Numpad 4
- To Rotate Camera Right - Numpad 6
- To Zoom Camera out - Numpad PLUS (+)
- To Zoom Camera in - Numpad MINUS (-)
- To Set Camera to Third Person View - Numpad 0 (zero)
- To Set Camera to First Person View - Numpad PERIOD (.)
- To Move Camera with Mouse - Hold Numpad / or middle mouse button
- To Set Camera to Overhead View - Numpad 5
- To Set Camera to Map View - Numpad ENTER
PORTALS
Portals are swirling energy vortices of various colors that transport your character via portal space to other locations. A portal's destination may be nearby or many miles distant.
To see the destination of a portal and any other information about it, select it and click the Magnifying Glass underneath the Options button (you can also ID it by pressing E on your keyboard).
To teleport to the destination, double-click the portal or walk into it. Summoned portals can be entered by double-clicking on them or by selecting them and pressing R on your keyboard.
Portals can include a variety of restrictions that gate access to their destinations. Most commonly you may encounter portals that require you to be of a certain level before using them, or require that you have completed a certain task.
Portals come in a variety of colors which can be used to gauge the intended difficulty level of the destination.
- Purple Portal - unspecified/all levels
- Blue Portal - Level 1 to 20
- Green Portal - Level 20 to 40
- Yellow Portal - Level 40 to 60
- Orange Portal - Level 60 to 80
- Red Portal - Level 80 or greater
OPENING DOORS
If the door is unlocked, double-click it to open or close it (you can also select the door and press R on your keyboard). Some doors that cannot be opened by double-clicking can be opened by stepping on a pressure plate located on the floor nearby, or by pulling a lever or pushing a switch somewhere in the vicinity.
If the door is locked, use a key or lockpick to attempt to open it. Double-click the key or lockpick in your Inventory, and then click the door. Providing you have the correct key (if using a key) or your lockpick skill is high enough (if using a lockpick), you will unlock the door. Double click on the door to open it. Doors that have been unlocked will only remain so for a short amount of time, so it is best to make your way through before it closes and relocks.
Keys and lockpicks have a limited number of uses. To see how many uses remain in a key or lockpick, examine it.
THE MARKETPLACE
The Marketplace can be reached by any player by typing @marketplace into the Chat Bar.
In the Marketplace you will frequently find other players who are willing to trade items, or cast spells on you or tinker your items -- for a price.
To leave the Marketplace, you will need to use a recall command such as @lifestone or @house recall, or Portal Magic if you are trained in such arts.
THE PK ARENAS
The PK or PK Lite Arenas can be reached by any player by typing @pkarena or @pklarena into the Chat Bar.
In the PK or PKL Arenas you will frequently find other players who are willing to fight each other, or watch other players fight each other.
In order to enter the PK Arena you must be a Player Killer. In order to enter the PKL Arena, you must be a Player Killer Lite. You may not log out in these arenas. If you log out in one of the arenas, when you log back in you will appear at your Lifestone.
4. Characters
OVERVIEW OF CHARACTERS
There are six types of game characters in Asheron's Call: player characters, non-player characters, player killers, player killer lites, monsters, and Envoys. each type of character appears in your Compass as a different colored blip.
PLAYER CHARACTERS
Other players playing the game are Player Characters. The majority of player characters (other than on the world of Darktide) are Non-Player Killers and appear as white dots on your radar.
You can interact with other players by chatting with them, joining Allegiances or Fellowships with them, or trading with them.
PLAYER KILLERS
Player Killers are players who have decided to shrug off Asheron's protection and fight not only against the hordes of creatures populating the world of Dereth, but also each other.
Player killers can cause damage to and be damaged by other player killers. Those who compete in Player vs. Player conflict risk a trip to a lifestone as well as losing a number of items from their inventory which the winner of the battle can then loot from the corpse of the fallen.
After a death to another Player Killer, the player will for a short time be Non-Player Killer. Once Asheron's protection has worn off, the player will once again become a Player Killer.
Player Killers can cast beneficial spells and effects on non-player killers. Non-Player Killers and Player Killer Lites cannot cast beneficial spells or effects on Player Killers.
Player killers appear in your compass as red blips. Player Killers within your allegiance will appear in your compass as a red square. Player Killers within your fellowship will appear as normal green triangles.
To become a player killer, find the Altar of Bael'Zharon and double-click it. To change from a player killer back into a non-player killer, the character must find and double-click the Altar of Asheron. For the conversion to be successful, the character must not have killed another character for some time.
All characters on the world of Darktide are automatically Player Killers. They cannot become non-player killers or player killer lites.
PLAYER KILLER LITE
PK Lite allows you to challenge other players in an informal fashion, without many of the risks commonly associated with PK combat.
To enter PK Lite, type @pklite. You will begin an emote sequence similar to the @house_recall and @lifestone commands, and there will be a local text broadcast: "<your name> is looking for a fight!" For those who wish to ignore these messages, the broadcast can be filtered with @filter -recall.
Only Non-Player Killers can enter PK Lite. PKs cannot enter PK Lite, not even during the brief period after death when they are not attackable.
There are two ways to leave PK Lite: dying in a PKL fight and exiting the game. To avoid possible exploits, @pklite will not allow you to leave PK Lite. Likewise, exiting the game will always change you back to NPK status.
Killing a player in a PKL fight does not earn any experience.
When you die in a PKL fight, you do not drop any items or accrue any vitae. You do, however, leave an empty corpse. A PKL death will increase your death count. PKL players cannot share the same space as other PKL players, but are ethereal to NPKs and PKs.
PKL players cannot help or harm PKs, nor can they be helped or be harmed by them. (By "help," we mean healing or beneficial enchantments.) PKL players cannot harm NPKs, but can help them. PKL players cannot be helped by NPKs.
PKL players are affected by all of the timers and restrictions on PK players, such as the timers on recalling and the restrictions on moving while healing or casting a spell.
To see a brief summary of these rules, type @help pklite.
MONSTERS
Monsters, or Creatures, are non-player characters that players can engage in combat. They are represented in your Compass by orange blips.
Monsters frequently carry treasure that you can take (loot) after you defeat them.
See Also:
- Assessing Creatures
NONPLAYER CHARACTERS
Most Non-Player Characters (NPCs) that you'll meet in Asheron's Call are Vendors.
Vendors buy and sell items. Most vendors specialize in a few types of items only. For example, a weaponsmith may sell only weapons and trade notes, while a
jeweler may sell only jewelry and gems. Not all vendors sell items for the same prices, or pay the same prices for items you sell to them.
You will also meet Non-Player Characters who aren't Vendors. You can interact with these NPCs by double-clicking on them. Some of them will have advice for you, or will ask you to complete a task for them. Generally, completing this task -- or quest -- will bring you a reward!
ENVOYS
Envoys are official representatives of Turbine's Player Support staff. They appear on your radar as a Cyan colored blip. All Envoys have +Envoy as a part of their name as well as a distinct Envoy Robe and particle effect.
Envoys can be contacted in-game for urgent assistance (a broken quest for example), or abuse reports (filing a report on someone using inappropriate language) by clicking the Options button and then filing a call for Urgent Assistance or Report Abuse from the Gameplay Options Panels. These two features should only be used to file legitimate requests for assistance.
NOTE: At times you may encounter other members of the Turbine Staff, such as Turbine Developers and Live Event Operators. They will appear on the radar as a Cyan blip like Envoys, but will have either +Turbine Dev, +LeO or +LeM at the beginning of their names.
ASSESSING CHARACTERS
Assessing characters successfully tells you important details about them.
- To assess a player character, non-player character, or monster,
click the character or monster. - Click the Examine button (magnifying glass) or press E on your Keyboard.
Information about the character or monster appears in the Assessment panel. The health bar of other characters will appear beneath their names when you select
them.
When assessed, all players and monsters will display an image of themselves in your ID Panel. If your Assess Person or Assess Creature is high enough, you will also be able to see the Attributes, Health, Mana, and Stamina of your target.
Players can choose to attempt to deceive you, which makes assessing their attributes more difficult.
Players may also choose to display a variety of statistics about their characters (such as Date of Birth, Time in Game, Fishing Skill, Chess Rank, and Number of Deaths). You can choose which of these you wish to display by clicking the Options buttons and checking the ones you wish to display in the Other Players portion of the Character Settings tab.
5. Improving Characters
IMPROVING YOUR CHARACTER
In addition to acquiring new and more powerful items and equipment, you can directly improve your character by spending experience points to increase your Skills or Attributes.
APPLYING EXPERIENCE POINTS
Your character earns experience points during gameplay. These may be spent to raise Attributes and Skills.
- Click the Skills button, and then click the Attributes tab or Skills tab.
- Click an Attribute or Skill.
- If you have enough points to raise it, a green triangle appears at the bottom of the panel. This will show the number of experience points required
to raise it one level. - Click the triangle to raise the attribute or skill.
Improving Skills makes them more effective. Improving Secondary Attributes (Health, Stamina and Mana) increases the maximum pool of these Attributes. Improving Primary Attributes will improve any Skill or Secondary Attribute tied to that Primary Attribute.
ADDING SKILLS
As your character gains levels, he or she will earn skill credits that can be used to raise untrained or unusable skills to trained.
- To raise a skill's training level, click the Skill button.
- Click on the untrained or unusable skill that you wish to train.
- Click the green triangle at the bottom of the Skills panel. If there are enough skill credits to raise the training level of the skill, the triangle
will be highlighted.
It is possible to use skill credits to raise a trained skill to specialized, but a specific quest must be completed. No character may ever have more than 64 skill credits spent on specialized skills -- including those skill credits spent during character creation.
REMOVING SKILLS
It is possible to untrain or unspecialize some skills in order to recover the experience and skill credits spent on those skills. However to do so a specific quest must be completed. More information on this quest can be found at our quest walkthrough.
6. Housing
HOUSING
As part of the Asheron's Call: Dark Majesty expansion pack, player own-able housing was introduced. Originally, small Cottages, medium sized Villas, and sprawling Mansions were introduced. Not long afterwards, single room Residential Quarters were also introduced.
Type @house available to see how many houses are available and where they are in the world.
To see separate types of housing available type @hslist [housing type] where the housing type options are mansion villa cottage and apartment
ie: @hslist mansion
Many towns have Settlement Portal Hubs through which you can travel to see various settlements across mainland Dereth.
PURCHASING A HOUSE
Houses come in four sizes: Residential Quarters, Cottages, Villas, and Mansions.
Each housing type shares certain qualities with one another.
All houses:
- Have a number of hooks to display items and trophies.
- Have at least one, and as many as five storage chests, that can hold 26 loose items and one full backpack of items.
- Can be recalled to by the house owner via use of a special command.
- Require upkeep on a monthly basis (with the exception of Residential Quarters, which require upkeep every 3 months).
- Have level restrictions, and/or allegiance rank restrictions.
- Require at least one writ and one specific trophy item to make the initial purchase (trophy item varies between settlements).
- Only one character per account per world may own a dwelling.
Residential Quarters:
- Are found in various housing dungeons.
- Contain 3 hooks: 2 wall hooks and 1 floor hook.
- Contain one storage chest for keeping your items safe.
- Require the purchaser be level 20 or greater to purchase.
- Require 100,000 pyreals and 1 Writ of Refuge for purchase.
Cottages:
- Come in three different styles.
- Contain 50 hooks for your items (25 can be used simultaneously).
- Contain one storage chest for keeping your items safe.
- Require the purchaser be level 20 or greater to purchase.
- Require 300,000 pyreals, 1 Writ of Refuge and 1 trophy item for initial purchase.
Villas:
- Come in two different styles.
- Contain 70 hooks for your items (50 can be used simultaneously).
- Contain two storage chests for keeping your items safe.
- Require the purchaser to be level 35+ to purchase.
- Require 2,000,000 pyreals, 5 Writs of Refuge and 1 trophy item for initial purchase.
Mansions:
- Have one immense and awe-inspiring style.
- Contain 100 hooks (All 100 can be used simultaneously).
- Contain five storage chests for keeping your items safe.
- Require the purchaser to be at least level 50 and a Rank 6 monarch!
- Require 10,000,000 pyreals, 20 Writs of Refuge, 2 Dread Mattekar Paws, 15 A Lucky Gold Letters, 20 Golden Gromnies, 7 Idol Gems to purchase.
Writs of Refuge
A new form of currency was introduced to Asheron's Call for the purpose of purchasing and maintaining houses. The Writ of Refuge is an item granted by members of the Zaikhal Arcanum for performing certain tasks or retrieving and returning certain trophy items to them. These tasks are geared roughly toward the level of the purchaser of the home at each level.
Arcanum Agents can be found in most cities and towns. Stop in and talk to one and he or she will tell you what items can be traded for writs.
It is also possible to obtain writs through certain quests.
Covenant Crystals
Covenant Crystals appear wherever there is a home. It is used to purchase and pay maintenance on the home. They link the character to the home and to everything that is contained within.
ABANDONING A HOUSE
If you decide you no longer wish to keep the dwelling you presently own, simply type the command @house abandon and you will be presented with a pop-up window asking if you are certain this is what you want to do.
With the exception of Residential Quarters, you may only purchase one dwelling every 30 days. Should you abandon a cottage, villa, or mansion less than 30 days after you purchased it, you will be unable to purchase another until the timer has expired. Residential Quarters have no purchasing timer associated with them, so you may freely purchase and abandon one as frequently as you desire.
When abandoned, you lose all access to the hooks and storage chests of the home. Be sure to clear the hooks and storage of anything you may desire to keep before abandoning.
NOTE: Type the @house help command to see all commands associated with housing.
HOUSING GUEST PERMISSIONS
There are a variety of tools available for home owners to manage who is and is not allowed in their home as well as who is and is not allowed access to their storage.
Players who are a guest in your home can freely enter it. In order for a player to have access to your storage, he or she must first be on your guest list.
- @house guest add <player name> - adds player to your guest list.
- @house guest remove <player name> - removes player from your guest list.
- @house guest add_allegiance - adds your allegiance to your guest list.
- @house guest remove_allegiance - removes your allegiance from your guest list.
- @house boot <player name> - Forcibly removes a player from your house.
- @house boot all - Forcibly removes all players from your house.
- @house guest remove_all - Removes all guests from your guest list.
- @house guest list - Displays your current guest list (and denotes those who also have access to your storage).
- @house storage add [player name] - Gives a player permission to use your house storage. Warning: Adding players to the storage list will allow them to remove any items that you have within any chests in your home. Make sure that you know and trust
any individuals that you add to your storage list. - @house storage remove [player name] - Removes permission to use your house storage from a player.
- @house storage remove_all - Removes all storage permissions from guests.
- @house open - Creates an open house, allowing anyone who wishes to enter your house.
- @house close - Closes your house, preventing all but those on your guest list from entering.
NOTE: Type the @house help command to see all commands associated with housing.
HOUSING DECORATIONS
A home owner can decorate his or her home with a vast myriad of different items. From common furniture purchasable from vendors in various towns (such as couches, beds, and fire places) to trophies of victory (such as phyntos wasp wings, drudge heads, and banderling arms).
In addition to most weapons doubling as decorations, players can embark on quests to find special items made only for houses.
There are several different kinds of hooks available to hang your items from, though not all are available in all the different styles of housing: Yard Hooks, Roof Hooks, Ceiling Hooks, Wall Hooks, and Floor Hooks. Which of these hooks various items can be used on varies.
In order to change the decorations used on a house, you must be on the account of the owner of the dwelling. While guests can access your storage if you allow them, they cannot access decoration hooks.
Some housing decorations provide special effects to the user. These decorations can cast spells on the player, or send them to different areas of the world. The number of these that can be hooked on a single house is very limited and a number of them can only be hooked on Mansions.
There is only one command available for players to manage how the hooks in their homes display and behave:
- @house hooks on|off - Makes the hooks in your house visible or invisible. In addition, there are several items that can be used while hooked. To use these
items, your hooks must be off and invisible.
To hook an item, first make sure your hooks are visible (@house hooks on). Select the hook and then double-click it. This will open the hook. Place the item in the single open space and then close the hook. If you are unable to place the item in the hook, that means that item either does not work with that type of hook, or it simply cannot be hooked at all.
NOTE: Type the @house help command to see all commands associated with housing.
HOUSING LOCATIONS
Cottages, Villas, and Mansions can be found scattered across mainland Dereth in settlements or stand alone houses. To get to them, you either need to physically run, or utilize the Settlement Portal Hubs found on the outskirts of many towns.
Portals leading to Residential Quarters can be within the confines of certain towns, framed by a large sign bearing the name of the Quarters.
In order to find a dwelling that is available for purchase, enter the command @house available. This command lists the number of each type of housing available as well as coordinates for that housing. Residential Quarters only list how many are available. You will have to manually search for an open one.
You can only issue the @house available command a limited number of times per day.
NOTE: Type the @house help command to see all commands associated with housing.
HOUSING MAINTENANCE
All Housing has a regular upkeep cost.
Cottages cost 30,000 pyreals every 30 days in order to maintain ownership.
Villas cost 100,000 pyreals and 2 Writs of Refuge every 30 days in order to maintain ownership.
Mansions cost 1,000,000 pyreals and 10 Writs of Refuge every 30 days in order to maintain ownership. Mansion owner must be a monarch and must be Rank 6 in order to maintain ownership.
Residential Quarters cost 10,000 pyreals every 90 days in order to maintain ownership.
Maintenance costs are paid directly into the Covenant Crystals and may be made in increments so long as the full upkeep is paid by the time it is due. Covenant Crystals accept loose pyreal coin stacks as well as Trade Notes up to 250,000 pyreals in worth (MMD note).
If maintenance is not paid in time, ownership of the dwelling is released from the house, the former owner can no longer access hooks or storage, and the house goes back on the market - available for anyone with the money and items to purchase it.
SECURE STORAGE
All forms of housing have at least one available storage chest. Each storage chest can hold 26 loose items and have a space for one pack as well.
Cottages and Residential Quarters have a single storage chest.
Villas have two storage chests.
Mansions have five storage chests.
Players can grant their friends access to the storage chests if they so choose. In order to have access, a player much first be part of the owner's guest list.
- @house storage add [player name] - Gives a player permission to use your house storage. Warning: Adding players to the storage list will allow them to remove any items that you have within any chests in your home. Make sure that you know and trust any individuals that you add to your storage list.
- @house storage remove [player name] - Removes permission to use your house storage from a player.
- @house storage remove_all - Removes all storage permissions from guests.
NOTE: Type the @house help command to see all commands associated with housing.
HOUSE RECALL COMMANDS
Players who own dwellings, or those who are part of an allegiance that owns a dwelling, have access to special recall commands to make travelling home easier.
Any player who owns a home has access to the command @house recall. This command will begin a 30-second recall animation and then wisk the player away to his or her Covenant Crystal. While doing this, the player cannot interact with other players (outside of chat), equip and interact with items, or change combat states. If the player moves too far from where the command was initiated, the recall will fail and the player will have to attempt it again.
Any player who is part of an allegiance that owns a Mansion has access to the command @house mansion_recall. Much like the @house recall command, this command starts a recall animation and has the same restrictions. When finished, the player is whisked away to the Covenant Crystal of his or her Monarch's Mansion.
Any player who is part of an allegiance whose Monarch owns a Villa has access to the command @house alleg_recall. This command behaves the same way as the above two listed commands and when completed sends the player to the Covenant Crystal of his or her Monarch's Villa.
7. Items
ITEMS
Items in Dereth can be picked up, bought, sold, traded, and sometimes even enhanced.
SELECTING ITEMS
- To select an item, click it.
- To select the closest item, press the BACKSLASH key.
- To cycle back and forth between items in the View Window, press the LEFT BRACKET and RIGHT BRACKET keys.
HANDLING ITEMS
To pick up an item, drag the item to your backpack button, or place the item in one of your inventory slots.
To drop an item, drag the item to the 3D window.
USING ITEMS
To use an item, double-click that item.
You can use the currently selected item by pressing the hand icon on the toolbar, or by pressing the 'R' key on your keyboard.
See Also:
- Creating Inventory Shortcuts
BUYING ITEMS
Items can be purchased from vendors located in cities, towns and elsewhere throughout Dereth.
- Double-click on a vendor to see his/her wares.
- You can display the different types of items this vendor sells by selecting a category from the pull-down menu.
- Single-click an item on the list to view the cost of that item.
- Double-click an item on the list to buy that item.
To purchase multiple items at the same time, select an item on the list and press the 'Add to list' button to add it to your buy list. Go to the 'Buying tab' to see all items on your buy list. You can double-click items on this list to remove them. At any point you can buy one item, or buy all items on this list by clicking the appropriate button.
SELLING ITEMS
Items that you loot from monsters can be sold to vendors located in cities, towns and elsewhere throughout Dereth.
- Double-click on a vendor.
- Drag an item from your pack to the vendor panel and the panel will switch to the 'Selling' tab.
- If the vendor is buying that type of item, you will be able to drop the item into the sell list.
- Add additional items to this list if you wish.
- At any point you can sell one or all of the items on this list by pressing the 'Sell Item' or 'Sell All' buttons.
- Double-click an item to remove it from the sell list.
CREATING ITEMS
There are various craft skills that players can learn that will let them craft usefull items. Alchemy to create potions, Fletching to create arrows, and Cooking to create food are some examples.
Crafting usually involves combining one material with another to create a new item. This is generally done by double-clicking a material and then targeting the second material to combine with.
There are many recipes, formulas, and instructions out there to be discovered. Good luck!
GIVING ITEMS
To give an item to another player, drag the item onto that player in the view window.
Optionally you can map an unused key to 'give item' though this is not recommended.
TRADING ITEMS
Players are able to safely trade items between one another using the Secure Trade Panel.
- To begin a secure trade with a player, double-click on that player in the view window.
- The secure trade panel will come up showing a list of your offered items and a list of your partner's offered items.
- Drag items that you wish to trade to your side of the list.
- Once you are satisfied with the trade, click the green 'Trade' button to accept the trade.
- The green arrow on your partner's side will light up when they are satisfied with the trade conditions.
Note: Any changes to the trade conditions after someone has accepted the trade will clear all trade acceptance buttons, and each party must reaccept the new trade. Also, You can not remove items once added to the trade window. The only way to remove, is to clear the entire trade with the 'Clear All' button.
IMPROVING ITEMS
Items found in the game can be further improved by player craftmen using their tinkering skills.
Armor, weapon, and item tinkers can add bonuses to items found in Dereth by using these tinkering skills.
See also: Tinkering
APPRAISING ITEMS
Appraising an item tells you its value and other important things about the item.
To appraise an item, select the item and click the examine button (The magnifying glass) or press the examine key ('E').
Information about the item will appear in the Appraisal panel.
You can also examine spells and items in your inventory by right-clicking on them.
TRADE NOTES
Many vendors sell trade notes, which are exchangeable for pyreals. Although pyreals are weightless, trade notes are still valuable as they are not lost upon a character's death.
FOOD AND DRINK
You can buy food and drink from vendors, take them from defeated opponents, or find them in the game world. Eating food restores Stamina. Some foods restore more Stamina per portion than others. For example, a fish may restore 8 stamina when eaten, but an apple will restore 4 stamina.
A few foods also restore Health.
To eat or drink, double-click the food or drink item in your Inventory, or if you have the item set in one of your hotkeys, simply press the corresponding key.
Note: Your character cannot eat food while attacking or casting spells.
POTIONS AND ELIXIRS
Draughts, elixirs and potions that increase Health, Stamina, and Mana can be bought at the healer shops, found in the game world and crafted by those skilled in Alchemy.
To drink a draught, elixir, or potion, double-click it.
PUTTING ON CLOTHING AND JEWELERY
To wear clothing, including armor, drag the clothing item onto your character's paperdoll image.
To wear jewlery, drag the jewelry item into one of the jewelry slots next to your paperdoll image.
To remove clothing, including armor, drag the clothing off of your character's paperdoll image and into your inventory.
Note: You can also wear and remove clothing and jewelry by double-clicking the item. If it can't be worn for some reason, you will recieve an error message telling you why.
ORGANIZING ITEMS
Picking up items
To pick up an item, drag the item to your backpack button, or place the item in one of your inventory slots.
Dropping items
To drop an item, drag the item to the 3D window.
Splitting items
Some items can appear in your inventory as stacks of several of the same item. To split partial amounts of these items off:
- Select the item in your inventory.
- Drag the stack slider on the toolbar to split off the desired number of items.
- Click and drag the new stack of items off and into your inventory to create the new stack.
See Also:
- Containers
DECIDING HOW MUCH TO CARRY
A character's strength limits the amount of weight he or she can carry in inventory items. Carrying a heavy burden costs your character stamina points.
The Burden Indicator on the Inventory panel shows your character's burden relative to strength.
- If the indicator is in the green range, the character's strength is sufficient for the burden.
- If the indicator is in the yellow or red range, the burden is costing stamina and affecting the character's melee defense and missile defense skills.
LIFESTONES
Lifestones are large, blue, glowing gems represented in your Compass by a blue dot. Characters that have previously used a Lifestone will be resurrected at that Lifestone, should after they befall some mishap and die. If a character has not used a Lifestone, he or she will be resurrected at the starting location of his or her starting town. Using the Lifestone costs one-half your character's current Stamina points.
To set a Lifestone as your current resurrection point, double-click it.
8. Tinkering
TINKERING
The Basics
There are two aspects of tinkering, Salvaging and Application:
- Salvaging refers to the extraction of the base qualities of an item.
- Application refers to the infusion, or enhancement of an existing item by way of adding the salvaged qualities of other items to the "tinkered" item.
Qualities
Every item that has ever been created attains qualities. These qualities are determined by the craftsman who worked with them and the material that was initially used to create the item. These qualities are explained as Workmanship and Material Type.
Workmanship refers to how well made the item is. The higher the workmanship level the more potent the item is.
Material Type refers to the material that was used to craft the object. Typically these are metals, stones, cloths and gems.
The Ust and Salvaging
The Ust is a mystical device that reduces items into their base qualities, transforming them into a material. Each material type has a very specific purpose, or application.
The Ust can only be used to extract, or reduce, like propertied items. The first item placed into the Ust determines the type of materials that are to be
extracted. For example, placing a wool shirt within the Ust would mean that all other objects placed within would need to be made of wool in order for the
process to work.
Once you have placed your items within the Ust you can extract the qualities into a material. The material will be given a quantity, and an average workmanship of the items reduced. Anyone can use an Ust as it is a mystical device that harvests the qualities. However, if you have a stronger rudimentary understanding of how materials work, whether through your knowledge of armor, weaponry, or magical and normal item you will harvest greater amounts of materials. No matter how proficiently skilled you are in tinkering, the quality of the materials will be an average of the items used. Example: If you place a perfectly crafted item with a poorly crafted item you will most likely obtain a material of average quality.
Another mystical quality of the Ust is the ability to determine the difference between materials and items. When you place materials, the reduced form of items, into the Ust with other materials, the quantity of those items are added together, and a new average quality is obtained. The most amazing thing about this process is that the Ust recognizes when there are items mixed with materials. When instances such as this arise it will obtain the quantity and average workmanship quality of the items and add them to the existing materials.
For example, if you place 12 bolts of average Wool with three Wool shirts of perfect workmanship quality into the Ust, you will first collect the quantity of wool from the shirts. Let's say 16 bolts. The Ust will add the 16 bolts to the 12 bolts and determine the average workmanship quality of the material based on the total amount of items used.
Easy, right?
Remember, anyone can salvage. Items that are reduced to materials can be sold to shopkeepers at a greatly reduced cost, but they are also far lighter than the items they are extracted from.
Application
Salvaged materials can be applied to items. Each material will alter a very specific area of the item you wish to tinker with. Wool, for example is an excellent source of insulation from the cold. It's no surprise then that it will affect the level of cold protection that armor offers.
Applying materials can only be attempted by a skilled tinkerer. That means that you must be trained in armor, weapon, item or magic item tinkering in order to manipulate items with materials.
Armor tinkerers work with armor, weapon tinkerers work with weapons, magic items work with qualities of a powerful and mystical nature, at the moment we are still working on direct applications, and item tinkerers work with the generic applications such as weight, and value of objects. Again without training in one of these areas, it will not be possible for a person to apply materials.
Materials can only be added to items when you have 100 pieces of a single material type. For example, if you wished to increase the cold protection of a piece of armor, you would need 100 bolts of Wool and be an armor tinkerer to attempt the adjustment. Then based upon several factors you would either succeed or fail in the application.
Success will modify the protection to be better, whereas failure would result in both the material and the item being destroyed.
It is not easy to tinker with crafted items, but there are some things that will make the process go more smoothly:
- First obtain the highest average workmanship materials that you can, the better the workmanship of your materials, the easier they are to work and
adapt.
- Second, lesser quality workmanship items are easier to improve as they were not that well crafted to begin with. The more close to perfect an item is the harder it will be to improve.
- Third, don't overdo it. The more you tinker an object the more difficult it will become to make it better. So the easier it will become to ruin the object.
- Lastly, but most importantly; practice. You will get better if you practice your trade. The more often you work at the better you'll become.
OBTAINING SALVAGE
In order to salvage materials from treasure items, you must have an ust. These can be purchased at various vendors in town.
Once you have aquired an ust and have an item that you wish to salvage:
- To begin salvaging, double click on the ust to bring up the salvage panel.
- Once the salvage panel is up, place an item into that panel that you wish to break down into materials.
- Once you are ready to salvage, hit the 'Salvage' button. WARNING: The item will be destroyed.
At this point you should have recieved a small amount of raw materials for your efforts!
The types of materials you recieve and the craftmanship of those materials depend entirely on the different items you slavage. Try different armors and weapons and see what types of materials you get.
You can further combine materials of the same type to make larger and larger stacks of that material. Note that the workmanship of the materials will be averaged together as you combine more and more materials together.
You can only combine materials up to a unit size of 100. Once you have 100 units of a material you can not further add to that material.
At any time you can sell salvaged materials back to shopkeepers, or you can use your 100 units of a material to practice the fine art of imbuing.
Good luck and happy salvaging!
IMBUES
Full stacks of salvaged materials (100 units) can be applied to items. Each type of material applied has a very specific purpose and end result. You need to be trained in armor, weapon, item or magic item tinkering in order to apply materials to items.
To apply a material to an item:
- Double click on a full stack of a material.
- When the targeting cursor comes up, click on the item you wish to imbue.
- A dialog will come up making warning you that you will have a chance to destroy the target item.
- Once you confirm, you will either imbue that item with your material, or destroy that item.
- If successful, examine your new item and observe its new magical properties.
It is not easy to imbue items. The success rate can be very low. Higher player skill, higher quality materials, and lesser quality items can help improve your chances of success.
Practice, and good luck!
9. Combat
COMBAT
Combat is the heart and soul of Asheron's Call. Whether it's by magic, melee or ranged attack, it is through combat that you defeat the monsters that roam
the lands of Dereth.
It is by killing these monsters that experience points are gained. In addition, many useful items may be obtained from the bodies of the slain.
Note: Most monsters have inherent weaknesses. An experienced adventurer uses many types of weapons and attacks to discover these vulnerabilities.
ENTERING COMBAT MODE
- Drag a weapon from Inventory to the Weapon slot under your Character Image.
- Click the button with the dove in the lower-left corner of the Player panel.
- When you click this button, the image of the dove changes to either an axe (if you're using a melee weapon, such as a sword) or it will change to a bow and arrow (if you're using a missile weapon). If you are wielding a magic wand, staff, or orb, this button toggles magic mode and displays a fireball.
Note: To leave combat mode or magic mode, click the button again. The image on the button changes to a dove.
WIELDING A WEAPON
Weapon Slots are spaces under your character's image in the Inventory screen, used to denote where weapons can be dragged to and then wielded by your
character.
To wield a weapon, drag the weapon to the Weapon Slot under your character image. If you're using a missile weapon, such as a bow, make sure that you also
load ammunition.
Wield Requirements: Weapons that have a Wield Requirement may only be used by those who meet the prerequisites listed in the description of the item.
Activation Requirements: Weapons that have an Activation Requirement require the wield to meet the prerequisites listed in order to activate any spells on the item. You may wield the item even if you do not meet the prerequisites, but you will not be able to activate the item's spells.
Note: To unwield a weapon, drag the weapon from the weapon slot to an Inventory slot.
WEARING ARMOR
Armor protects against physical melee and missile attacks, but fares poorly against attacks of a magical nature.
To wear armor, drag the item onto your Character Image. You will not be able to wear armor over another armor item that covers the same body part. For instance, a chainmail shirt covers the abdomen, upper arm and lower arm. You will not be able to equip any pieces of armor that covers that same area such as a breastplate (abdomen) or pauldrons (upper arms).
Wield Requirements: Pieces of armor that have a Wield Requirement may only be used by those who meet the prerequisites listed in the description of the item.
Activation Requirements: Pieces of armor that have an Activation Requirement require the wearer to meet the prerequisites listed in order to activate any spells on the item. You may wear the item even if you do not meet the prerequisites, but you will not be able to activate the item's spells.
Note: To remove armor, drag the item from your Character Image to an Inventory slot.
WIELDING A SHIELD
Shields add an extra layer of protection to worn armor. When attacked from the front, any physical melee or missile attack must also penetrate your
shield in addition to any worn armor.
To wield a shield, drag the shield to the Shield slot under your Character Image.
Wield Requirements: Shields that have a Wield Requirement may only be used by those who meet the prerequisites listed in the description of the item.
Activation Requirements: Shields that have an Activation Requirement require the wielder to meet the prerequisites listed in order to activate any spells on the item. You may wield the item even if you do not meet the prerequisites, but you will not be able to activate the item's spells.
Note: To stop wielding a shield, drag the shield from the Shield slot to an Inventory slot, Shields cannot be wielded if you are wielding a missile weapon or casting device.
USING AMMUNITION
Missile weapons, such as bows, crossbows and thrown weapons, require a supply of ammunition, which can be purchased, found in the game world, or taken from a defeated opponent.
To ready ammunition for use, drag the ammunition from your Inventory to the Ammunition slot under the Character Image.
Wield Requirements: Ammunition that have a Wield Requirement may only be used by those who meet the prerequisites listed in the description of the item.
Note: To unready ammunition, drag the ammunition to an Inventory slot.
USING SHORTCUTS IN COMBAT
To create a shortcut for combat:
- Drag a weapon, shield, or ammunition item from Inventory to a numbered shortcut container.
- To use the shortcut, press the number key corresponding to the number of the shortcut.
To create a shortcut for spellcasting:
- Enter magic mode to bring up your spellcasting bar.
- Open your spellbook and drag spells from you spellbook to the spellcasting bar.
- To use shortcut, press the number key corresponding to the number of the shortcut
or simply double click on the icon on the spellcasting bar.
Note: You can use regular shortcuts even while your character is in magic mode by pressing CTRL+[shortcut number].
ATTACKING AN OPPONENT
- Drag a weapon from Inventory to the Weapons slot under your
Character Image. - Click the button with the dove to enter combat mode.
- Click the target you want to attack, and then click the High, Medium, or Low button on the Combat panel. To cancel a selected target, press ESC.
- To automatically repeat attacks, select the Automatically Repeat Attacks check box and select an attack height.
- To automatically select the nearest target, select the Auto Target check box. You will have to click High, Medium, or Low again to attack the new target.
Hit messages will report those body parts affected during the melee combat. Damage done by characters appears in pink text, and damage done to characters appears in red text.
Note: Your character will automatically attempt to evade an opponent's blows whether or not he or she is in combat mode, but being in combat mode confers an advantage to defense
ATTACKING WITH SPEED AND POWER
Your character's ability to make power attacks depends on Stamina. If Stamina reaches zero, you will no longer be able to make power attacks.
- Drag a weapon from Inventory to the Weapons slot under your Character Image.
- Click the button with the dove to enter combat mode.
- In the Combat panel, adjust the slider for speed or power. To attack with the maximum speed but minimum power, drag the slider all the way to the left. To attack with maximum power but minimum speed, drag the slider all the way to the right.
- Click the target you want to attack, and then click the High, Medium, or Low button on the Combat panel.
Note: When using missile weapons such as bows and crossbows, power increases the accuracy of the missile attack rather than the force of the attack.
LOOTING VANQUISHED OPPONENTS
To loot a vanquished opponent:
- Double-click the corpse.
- To take an item, double-click it.
TAKING DAMAGE
Player characters can damage and be damaged by monsters. To monitor your own Health, watch the Health bar at the top left of the screen. The Health bars of other characters will appear beneath their names when you select them.
Hit messages will report those body parts affected during melee combat. Damage done by characters appears in pink text, while damage done to characters appears in red text.
Player characters cannot damage or be damaged by friendly nonplayer characters, such as shopkeepers.
Player characters cannot damage other player characters unless both are either Player Killers or Player Killers Lite. In this case, both attacker and defender must be in the same state. Player Killers cannot harm Player Killers Lite or vice-versa, and neither can harm Non-Player Killers.
Note: To see how much damage you are doing to your opponent during combat, watch the Health bar behind the opponent's name in the Selected Item box. As your opponent's Health drops, the Health bar shrinks from right to left, and is empty when your opponent has no Health left.
DEATH AND RESURRECTION
Characters die when their Health reaches zero for whatever reason.
Your character is immediately resurrected at the last lifestone he or she used or at the location where he or she started the game, but leaves behind one or more items and half the pyreals (coins) in their Inventory. The number of items lost depends on the character's level.
Higher level characters lose more items upon dying than do lower-level characters. Player killers may lose more items than non-player killers.
Your character's corpse will remain where he or she died for a short time, making it possible for you to recover your lost pyreals and items. If your character died on the surface of Dereth, the coordinates of his or her corpse will be broadcast to you upon resurrection.
When your character dies you suffer a penalty to your Vitae. Vitae represents your health, stamina and mana. The amount of Vitae penalty will vary depending on how many times you die and the level of your character. Vitae penalty is a temporary affliction and may be recovered by gaining experience points.
Note: Your character's current Health is displayed on the Health Status bar on the top left of the View Window.
See Also:
Lifestones[/a]
HEALING YOURSELF AND OTHERS
There are several ways to repair damage suffered in combat:
- Life mages can heal with healing spells.
- Characters with Healing as a trained or specialized skill can heal with healing kits.
- Draughts and potions that restore Health (as well as mana and/or stamina) can be bought or found.
Players who are Non-Player Killers cannot heal Player Killers or Player Killers Lite. PKs and PKLs cannot heal each other, but can heal NPKs.
See Also:
Healing Kits[/a]
10. Communication
CHATTING WITH OTHER PLAYERS
The Chat box is located at the bottom left of your screen. The Chat menu is located at the left of the Chat box.
- To enter chat mode, click the Chat box or hit Enter.
- Type your message.
- To send your message, click Send or press Enter.
All nearby players will see your message in their Chat window.
You can also send a message to a specific player so that other players can't see it. This is called a "tell".
- Enter chat mode.
- Type /t [Playername], Your message.
- Click Send or press Enter.
Only the other player will see your message. You can quickly reply to tells by going into chat mode and type /r and then your message.
See Also:
Logging Chat
Global Channels[/a]
GLOBAL CHANNELS
There are four Global Channels that can be read and spoken on by any character, anywhere in the game.
To join a Global Channel, type /join [channel name] in your chat bar. You will now see all chat on that Channel.
To leave a Channel, type /leave [channel name] in your chat bar. You will no longer see chat on that Channel.
You may also join or leave a channel by selecting it from your Character Options panel, under Chat.
To talk on a Channel, type /, then the nickname of the Channel, then your text. For example, if I wanted to talk on the Trade channel, I could type:
/ct I have an Orb of the Bunny Booty that I'm willing to trade for 4 MMDs!
All characters listening to the Trade channel would see this text, preceded by the tag [Trade].
The four Global Channels are:
General
Nicknames: general, cg
Default: ON
Tag: [General]
This channel is for general discussions about Asheron's Call.
Trade
Nicknames: trade, ct
Default: ON
Tag: [Trade]
This channel is for arranging in-game trades with other players.
Looking for Group (LFG)
Nicknames: lfg, clfg
Default: ON
Tag: [LFG]
This channel is for helping you find other players to adventure with.
Roleplay
Nicknames: roleplay, crp
Default: OFF
Tag: [Roleplay]
This channel is for in-character roleplaying and for discussions about roleplaying in Asheron's Call.
IGNORING SPECIFIC PLAYERS
To turn off communication with a specific player character:
- Click the character you want to squelch.
- Click the Chat menu next to the Chat box to display chat options.
- Click Ignore [character name].
To receive messages again from a character you have been ignoring, click
Ignore again to uncheck it.
You can also squelch another character by typing "/squelch <charactername>" in the chat bar. You can squelch all characters on a single account by adding -account to the end of the command.
Likewise, you can unsquelch a character with the /unsquelch command.
CHATTING WITH YOUR FELLOWSHIP
Fellowship Chat
If you are in a fellowship, you can chat with other fellowship members.
To chat with members of your fellowship, click next to the Chat menu and then
click Tell to Fellows.
You can also send a message to your fellowship by typing "/f message" in the chat bar.
CHATTING WITH YOUR ALLEGIANCE
If you are in an allegiance, you can chat with your entire allegiance, your vassals (if any), your patron, the other vassals of your patron, and your monarch.
- To chat with your entire allegiance, the Chat menu button to the left of the Chat bar and select Tell to Allegiance, or just type /a <message> in that chat bar.
- To chat with your vassals, click the Chat menu button to the left of the Chat bar and then click Tell to Vassals, or just type /v <message> in that chat bar.
- To chat with your patron, click the Chat menu button to the left of the Chat bar and then click Tell to Patron, or just type /p <message> in that chat bar.
- To chat with the other vassals of your Patron, type /c <message> in that chat bar.
- To chat with your Monarch, click the Chat menu button to the left of the Chat bar and then click Tell to Monarch, or just type /m <message> in that chat bar.
CHAT POSES AND EMOTES
There are a number of additional chat commands. Some of these, entitled Emotes, will cause your character to make a gesture or movement of some sort as well as display a message that all nearby can see.
For example, "*wave*" will make your character wave, and all nearby will receive a message in their Chat box indicating that you are waving.
Some of these commands will also fix your character into a new pose. For example "*sit*" will make your character sit down.
You can also create your own custome emote messages with the /e command. For example if you type "/e says hello." all nearby players would see, "<your character's name> says hello."
You can get a full list of emotes by typing @emotes in the command line.
11. Magic
MANA
Mana is the energy that powers magic. Each spell that your character casts costs a certain amount of Mana. This amount can be lowered by increasing your character's Mana Conversion skill. If you do not have enough Mana to cast a spell, the spell will fizzle and will not cast successfully.
To see your character's current Mana simply look at blue status bar at the top right of the game screen.
SPELL COMPONENTS
Spell components are the supplies necessary to cast magical spells. Each spell is created from a combination of components. There are two systems of components that can be used.
The first and most common components system is the Foci system. You will need to purchase or otherwise acquire a Foci for each school of magic that you wish to use. You will also need to purchase prismatic tapers and scarabs. This system can be easier as you need fewer overall components, but each Foci takes up a pack slot.
The second method is used by characters who do not carry Foci. You will need to purchase scarabs, tapers, potions, herbs, gemstones and talismans. This system is used by players who do not want to carry Foci.
Casting spells sometimes destroys spell components. The more powerful the spell, the more likely some of its components will be destroyed by casting.
YOUR SPELLBOOK
Every character with a spellcasting skill has a spellbook containing all the spells he or she knows.
To display the spells in your Spellbook, click the Magic Wand button and then click the Spellbook tab.
When you learn a new spell, that spell will automatically appear in your Spellbook.
You can also click the Components tab to see a list of all the Spell Components you are currently carrying. In this list you can set the amount of each component to automatically purchase with the Component Buyer Command.
MAGIC MODE
- To enter magic mode, wield a wand, scepter, staff or orb by dragging it to the Weapon slot.
- Click the button with a dove in the lower-left corner of the Player panel.
- When you click this button, the dove will change to a fireball.
Note: To leave magic mode, click the button with a fireball. The image will change back to a dove.
CASTING SPELLS
- Enter Magic Mode. You'll see a Magic Bar at the bottom of the View Window. If you are not wielding a wand, orb, or staff when you click the button with a dove, you will enter Combat Mode,
- Click the target for the spell.
- On the Magic Bar, double-click the button for the spell you want to cast.
Note: If no target is selected, and the spell requires one, you will not be able to cast the spell. You will see a message in the View Window telling you to
select a target before casting the spell.
MAGIC SPELL SHORTCUTS
Your magic spell shortcuts appear on the Magic Bar at the bottom of your View Window when you enter magic mode.
Your starting spells have been moved to shortcut slots automatically. You can move other spells there by dragging them from the Spellbook to the Magic
Bar.
To cast a spell from a shortcut, press the number key on your keyboard that corresponds to the number on the shortcut slot.
Note: You can use regular shortcuts while in magic mode by pressing CTRL+[number].
EXAMINING YOUR SPELLS
- To examine a spell in your spellbook, click the Magic button.
- Click the Spellbook tab.
- Click the spell's name.
- Click the Examine button.
This will show you details about the spell such as its Mana cost and its effect.
EXAMINING SPELLS CAST ON YOU
If a spell has been cast on you, the blue or red magic wand symbol will light up in the upper-right corner of the Player panel. If the blue wand lights up, this means the spell is beneficial. If the red wand lights up, this means the spell is harmful.
To learn more about a spell that has been cast on you, click the magic wand symbol. You will see the name of the spell in the Spells in Effect panel, click the spell to see details below.
It is possible to learn spells or acquire items that Dispel harmful spells.
MAGIC ITEMS
It is possible to find, trade for, or buy magic items that contain Mana and are capable of casting one or more spells when used. To see what spells a magic item
contains, examine the item.
Whether or not a character can use the magic in a magic item depends on a number of factors. Many items have a degree of difficulty. If the character's Arcane Lore skill is equal to or greater than the Difficulty attribute of the item, the character will be able to use the magic in the item. In addition some items can only be activated by members of specific heritage groups.
Magic gems are one-use items. Using them casts the spell on the user once, and then destroys the gem.
Magical clothing, armor, weapons, and jewelry continue to cast their spells while they are worn or wielded, and the Mana they contain depletes as they are used. For this reason it is better to wear or wield those items only while they are needed. Mana can be restored to magic items by using a Mana stone.
Note: You can recognize a magic item by the blue glow around it when you view it in inventory.
MANA STONES
You recharge the mana in a magic item with a Mana Stone or Mana Charge, a device you can purchase from most magic vendors or find on the corpses of some creatures.
All Mana Stones have the same effect. The name of the Stone indicates the amount of mana that it can transfer. Empty Mana Stones can be used on magical items to destroy the item and charge the Stone. A charged Stone can be used on an item to transfer its mana into the item.
Mana Charges are somewhat easier to use -- they are one-time use Mana Stones that do not need to be charged.
Many people get confused about the procedure for using Mana Stones and end up destroying valuable items with them. They're really quite simple. First, select the Stone and examine it, either with the E key or the magnifying-glass icon. If the Stone has a mana score greater than 0, it will give that mana to the next magic item it is used on; if it has no mana, it will drain and destroy the next magic item it is used on.
Mana Stones are sometimes destroyed when successfully used to give mana to an item, so use them to drain items with an amount of mana as close to their capacity as possible.
If you use the Stone to drain an item with more mana than the Stone's capacity, you lose the excess mana from the item.
You can also use a full Mana Stone or Mana Charge on your paperdoll to add mana to all the items you currently have equipped.
12. Social
SOCIAL SYSTEMS
There are two main social systems in Asheron's Call -- Allegiances and Fellowships.
An Allegiance is made up of Patrons and Vassals. If a player swears allegiance to another player, the first player becomes the second player's Vassal. The second player is the first player's Patron. An Allegiance is a pyramid of patrons and vassals. The player at the top of the pyramid is called the Monarch. As Vassals gain experience, their Patrons will also gain experience -- the amount is based on the vassal's Loyalty, the Patron's Leadership, and additional factors such as the number of active Vassals the Patron has and how long the Vassal has been sworn to the Patron.
Allegiances are useful because they create a network of players who can aid each other and adventure together.
A Fellowship is a much smaller group, a temporary structure of players who are all working together for the short term. Members of a Fellowship share experience and can gain bonus experience based on the number of members in the Fellow.
SWEARING ALLEGIANCE
A player character can Swear Allegiance to any other player.The character who swears Allegiance becomes the Vassal. The character to whom he or she swears becomes the Patron. When a Vassal earns experience points, his or her Patron earns extra experience too, so long as the Patron is currently higher-level than the Vassal or has been higher-level than the Vassal at some point after Allegiance was sworn. These points are not deducted from what the vassal would ordinarily earn. These are additional experience points.
To swear allegiance to another player:
- Click the Social Systems button, and then click the Allegiance tab.
- Click a player character, and then click Swear Allegiance.
- A window will open on the person you are attempting to swear allegiance to, asking if they accept your oath of allegiance.
BREAKING ALLEGIANCE
Allegiance can be broken at any time by either the Patron or the Vassal, or a Guild Monarch or Officer.
- To break an alliance, click the Social Systems button, and then click the Allegiance tab.
- Click Break Allegiance, and then click the name if the person with whom you want to break Allegiance.
VIEWING ALLEGIANCE INFORMATION
To view allegiance information:
- Click the Social Systems button , and then click the Allegiance tab.
- To see information about a vassal, click a vassal's name on the Allegiance tab.
- To see information about your patron, click your patron's name on the Allegiance tab.
IGNORING ALLEGIANCE REQUESTS
To ignore requests to swear Allegiance to you, click the Social Systems button.
Check the Ignore Allegiance Requests option.
ALLEGIANCE TOOLS AND OFFICERS
Allegiance members have a number of commands available to them. Monarchs have even more commands and tools, including the ability to set Allegiance Officers who have some of the powers of a Monarch.
For the most recent list of available Allegiance commands, type "/help allegiance" in your Chat Bar.
CREATING A FELLOWSHIP
To create a new Fellowship:
- Click the Social Systems button.
- Click the Fellowship tab.
- Choose a name for your Fellowship, type it into the Fellowship Name box.
- Choose whether you want your Fellowship to share Experience and/or Loot -- click the appropriate options below.
- Click "Create Fellowship".
CHANGING FELLOWSHIP MEMBERS
To change Fellowship Members, click on the Social Systems button and then select the Fellowship tab. From here there are a number of