Saturday, March 31, 2012

Newbing it up in Shoushi

After browsing the various interface tabs and taking a quick run through the Training Center to re-acquaint myself with the interface, I drop into Shoushi ready to speak with the Pathwarden and get my newb gear. Somewhat to my surprise, the Pathwarden directs me to a guy in a blue shirt standing next to him, who tells me to speak to another guy in the bar, who tells me to go back to the Pathwarden. Who, just to clarify, is right where I portalled in. Allegedly, this is a brief introduction to the contracts tab, a new feature since I last played in 2009. Personally, I think the NPCs are hazing the new guy by sending him on a snipe hunt. In any event, I get my pathwarden armor and get instructed by the presumably-snickering Pathwarden to talk to Oi-Teng Ye at the bar for my first quest.

Before doing so, however, I take a walk around Shoushi to re-familiarize myself with it. Of all the towns on Dereth, Shoushi is the most metropolitan-looking. The walls and the clustered buildings create a sense of a well-ordered city. The square in the center is walled in, as if someone had to keep the bustle out. And the spire provides not only that touch of grandeur, but is a great place to take pictures. I snap one for the blog's title. But adventure calls, and so my mind soon turns to more practical matters. I pick up some basic supplies: Full array of packs, health and stamina potions, and gems from the Lugian merchant in case I get into more trouble than I can handle. Also a Shoushi portal gem, just in case I have to make an escape faster than /lifestone allows. When I finally get around to talking to Oi-Teng, he refers me to Lou Ka, who gives me a list of eight items to retrieve from the ruins of an old underground mansion. (To outlanders: many Derethian dwellings are underground, built by the Empyrean predecessors and taken over by humans later. And by hordes of monsters soon after.)


Let me tell you, Shoushi newbie quests don't pull punches. Right inside the mansion portal, I come up against a Phyntos Wasp. These things are probably the most notorious newbie-killers in the game. They're child's play once your level is in the double digits, but their War Magic is a nasty shock for first-timers, knocking an average of 15 points off your health. Fortunately, I was smart enough to put most of my Training Center experience into boosting my health, so I dust him off without any real danger.


Braid Mansion makes a very good newbie dungeon. The helix-shaped hallways are a bit confusing, but other then that the layout is very straightforward: three floors which hold a sampler platter of the game's creatures. I faced mosswarts, shreaths, monougas, and another wasp or two while gathering up the needed items. I was a bit klutzy with the controls still, but the fights were easy enough to manage without serious difficulty. A bigger problem was managing the loot. Monty Haul is alive and well in Dereth, and everything I slew had four of five items, some of them valuable and some of them trash. Not that I'm complaining. It sure beats some MMOs where you have to grind for every damn thing. But with your carry weight limited, figuring out what to take with you is a bit of a challenge. My philosophy is to take magical gems, jewelry, clothing, and light weapons, plus any trophy items or gear I think I might be able to use. Armor or weapons with high burden values are not worth taking unless they're better than your current gear. When in doubt, grab what looks good and sort 'em out back in town. You've got to keep moving in AC, because enemies respawn fast.

Back at town, I deliver Lou Ka's stuff and turn in some Pynthos Wasp wings to the local collector. Sorting through the loot, I find some usable stuff, including gloves and a crown with an effective AL above 200. Also a decent frost mace which becomes my new main hand weapon. Then Lou Ka sends me to Nen Ai for my next quest. Nan Ai has a pet drudge (low-level goblin-like enemy) that she keeps as a pet, and he's a very picky eater. I have to fetch a specific brand of cheese and cider from an old underground cathedral that's infested with less-friendly drudges. This setup raises a number of questions. Why is Nen Ai is keeping a dangerous creature as a pet? Why she can't store her food somewhere more practical? Why is this drudge making exotic food demands instead of being grateful he doesn't have to feed on human garbage like every other drudge in Dereth? But XP is XP, so down I go.


The cheese is easily found, it's right there in a kitchen on the first floor. The cider is a different story, though. I have to go first upstairs, into what looks like a living area, then way downstairs into a series of humid caves where the drudges I've been fighting all the way are joined by some carrion shreath. Unfortunately for them, shreath are weak against cold, so my new club dispatches them with ease. Along the way, I also find something new: the cloak pictured above. Cloaks are something that the players always wanted in AC, but were only recently added. I want to try it on and see how it looks on Neria, but unfortunately, I don't meet the level restriction. So I instead shove it in a pack for future use and roll on. I find the cider at the end of a hall, guarded by two drudges. I grab it and then hike my way back through the dungeon. The return trip is uneventful, unless you count me finding some goggles on a shreath corpse. Fittingly, they do nothing:


By this point, I'm beginning to realize some of the tradeoffs on the new weapon system. First of all, it's hard to get a handle on what weapons you can use. With the old system, it was easy: Axes were axes, spears were spears, pointy bladed instruments were swords (except when they were daggers), etc.. Now, you've got to actually examine the weapon to figure out whether it's usable or trash. And while Dual Wield increases my power, it also means I have to manage twice as many weapons. (AC has seven damage "elements", and matching your opponent's weakness can be the difference between a difficult ten-minute fight and a quick dustup. To simplify things, I decide to hotkey weapons with a physical element to my offhand, and magical ones to my main hand. I can always change weapons manually if I run into a hard place. From the cathedral's loot, I pick out a dirk and an acid mace to start my next mission: the Shreath Hive.


Having been through this dungeon on both my previous ventures into Dereth, I know I'm going to be under fire right from the start. See, the first room of this dungeon is designed well from an aesthetic perspective but poorly in terms of gameplay. It's basically a huge room with a pit below and two levels of catwalks above, accessable by a tunnel. However, their are drudges on each level, and they have a tendency to jump down from above to try and get you. One landed on my head for ten damage, lucky I still had that pointy crown. :) Above you can see me in the middle of the fight. Note also the Shoushi town stamp sitting by the portal, which I grab. I'll need it to get some explorer gear later on.

I'm here in the Shreath Hive to find four stones representing the philosophical basis on Sho culture. Oi-Teng has been sending newbies to fetch them for him since the game opened in '99. I think he plants them here himself as part of the "obnoxious old mentor" routine. My radar picks up the first one on the catwalks above, so up I go. Fighting drudges all the way up, I notice a problem with my choice of weapons. They're slow. The damage is good, but the animations are glacial. Having some experience I neglected to spend, I boost my Quickness by 20 points, to no appreciable effect. To truly alleviate the problem I'll need Swift Killer spells, so I make a note to start boosting my Item Magic. Despite the trouble, I make it to the top, where you can get a passable sense of this room's grandeur:


Then it's back downstairs, into the pit at the bottom, and through it to a series of sewer-like tunnels. Here, the dungeon starts to live up to its name, with shreath all over. I switch to the frost weapon to bash my way through them. They aren't hard, but in AC multiple weak enemies can add up. After taking a bit more damage then I'd like, I boost my defenses with the lugian gems, which gives me some more breathing room. Exploring the tunnels I find the second stone and a balcony looking over one of the more impressive rooms of the game:


As you can see, it's some nice architecture, but I'm more interested in the third stone, sitting on a lower balcony just offscreen. I remember that the fourth and last stone is through a passage in the central column, for which I have to get down to the bottom floor. Exploring the sewer tunnels further, I find a winding path leading down, and grab the third stone along the way. It's at this point I realize what I'm in for down there. This room is basically the first on steroids: balconies and tunnels full of shreath all along the edges means that as soon as I draw aggro, I'll have every shreath in the area coming down to get me. I consider making a run for it, but that rarely works, and least with a low Run skill: you just wind up with the mobs striking at your back when I can't fight back. No, I'll have to take this bull by the horns:


The ensuing fight is suitably epic, for a melee with gimped weapons. I need a stamina potion or two, and have a little scare when a Pynthos Wasp joins the fray, but my skills prevail and eventually they all lie dead at my feet. I want to loot the bodies, but with the respawn timer ticking I leave them behind and run for the passageway instead. The final room is a little anticlimactic by comparison: three shreath which I polish off easily, earning the last stone, a chest full of good loot, and two chests full of junky loot. Back in town, I turn in the stones, and sell my loot. The three dungeons I ran tonight have given me enough coin to buy my first MMD Trade Note, which I consider a worthwhile evening.

Tune in next time, as Neria and I take this show on the road!

Friday, March 30, 2012

Dramatis Personae

Since I plan to solo most of the game, and remembering my previous ventures into Dereth, I decide that a melee character is the way to go. Unfortunately, I hit my first stumbling block right at the character creation screen: I do not remember what initial stats for a melee are. I remember Strength and Coordination are supposed to be max and Endurance and Self are supposed to be min, but of Quickness and Focus, I remember only that one was supposed to be max and the other min. I wrack my memory for the solution, but I got nothing, and a trip to the AC Community Wiki reveals only old templates of dubious relevance. I contemplate posting a message to the forums along the lines of "How do I swung swords?", but finally decide "Eh, screw it." I set Focus to 80 and Endurance to 30. Because eff starting with 5 Health. Besides, since we can re-allocate stats these days, I can just change it later if I hit trouble.

Still, I get a dose of humility. I may brag about having played before years ago, but Asheron's Call can change a lot in a short time.  I'm a newb. A born-again newb, but still a newb. I'll be learning as I go, and probably embarassing myself along the way. But hey, what can you do with a blog if not laugh about your own dumbassery.

With skill selection, I'm a little more confident. I give the list a once-over and quickly rule out tinkering and assessing skills, plus random B.S. like Jump and Loyalty. Tinkering is powerful, I know, but also rather tedious and grind-y, plus since tinkering skills are cheap, I can always get them later if I need them.

I note with approval that we all get Arcane Lore for free these days. Good move, Turbine, it was always necessity #1. To it I add two other necessities, Lockpick and Item Magic. The first isn't technically a necessity, but since I'm on a mission to go everywhere, I can't be stopped by locked doors. The second gives you portal spells, without which travel can get annoying fast. I consider is there are any other necessities. Alchemy is tempting, for its psuedo-Life Magic and quest uses, but in the end I decide I can put it off. Cooking is also tempting, given the power of rations, but I should be able to get by with just store-bought potions for a while. Healing I look long and hard at before deciding to just see if I can get by with potions.

That takes care of the basics. Now to the fun part: combat skills. Looking over the new melee skills, I specialize both Dirty Fighting and Sneak Attack. Noting that the latter is linked to Deception, I spec that too. These look like they will seriously pump up melee DPS, which has me wondering if the community's been complaining about balance issues or something. I look at Recklessness too, but don't like what I see so much. It allows you to do more damage in exchange for taking more damage, which seems like a risky idea for a newb to embrace. So I leave Recklessness behind.

Now I have to choose what kind of a melee I want to be. It's a tough call. Back in the old days, you just picked Sword, Axe, or Unarmed (the others were kind of gimped), grabbed a shield to go with it, and sallied forth. Now we've got the choice of the more nebulous Light, Heavy, Finesse, or Two-handed, and all except the last can be played with either Shield or Dual Wielding. That's a total of seven options, and if I hadn't ruled out Recklessness they'd double to fourteen. I get analysis paralysis, and thumb through the wiki looking for guidance. I figure out that Heavy does more damage than Light, with the tradeoff that Light is four skill points cheaper. That doesn't seem like a terribly good trade to me, so I chuck Light weapons. I'm left with five potential paths that I can't decide among. Finesse is what Dagger used to be, a skill that allows you to eschew Strength. This is interesting, but also risky. Two-Handed might be powerful or weak, depending on the balance and how relevant Cleaving is. Dual Wielding looks fun but logistically tricky.

Suddenly, I realize: "Wait a minute, I have multiple character slots. Why not make use of them?" I'm trying to do everything, and there are four starter towns, each with their own newbie quests. I can make four different characters, play each one for a bit, and then figure out which I like best.

So, allow me to introduce the team:


Neria, Sho Dual Heavy wandering the world in search of mastery of the martial arts and better pants.


Elderwulf, aging but still badass Aluvian Shield Heavy.


Kalixia, Aluvian Dual Finesse with a quick dagger and a sharp tongue.


And our token non-human teammate, the stoic Gear Knight Ferrion.

(On that last one, it is WAY too hard to create a Gear Knight that doesn't look like either Iron Man or a giant plastic action figure.)

(Better photos to come once I have more photogenic gear.)

I plan to take Melee Defense as soon as possible (Kalixia can get it immediately, since Finesse is cheap) and Life Magic later (around level 32, according to a skill calculator I found on the wiki.) After that, there are a number of other skills I'm interested in, but with skill sellback, I can't make any decisions that are irrevocable, so I'll just play it by ear for now.

Next time, the adventure begins!

Thursday, March 29, 2012

Mission Statement

The call of an MMORPG is strong. Try as I might, I just can't get away from it.

This blog originated on March 29th, 2012, when I started playing Asheron's Call for the third time. The first time was back in '99, when the game was new. I played for about a year or so, then lost interest. The second time was about ten years later, just before Gear Knights were introduced. The game was getting a renewed push due to the 10th anniversary, and I hopped back in to check it out. I played for a few months, but again lost interest. Then, around mid-March of 2012, I got nostalgic and did some Googling. I learned that they had recently revamped the combat system completely. Big deal, I thought. But out of curiosity, I took a look at new skills, and before I knew it I was working out character templates in my head and dreaming of running the Green Mire Grave again.

So, I'm back again. But this time, I think it will be different. Because this time I'm on a mission.

See, the big selling point of Asheron's Call was the way the world is expanded. Instead of expansion packs every 6-24 months, Turbine gives free updates every month. After over 12 years of this, there's a huge amount of content, including a lot of things most players never even see, or haven't seen for years. Turbine claims to have over 100 dungeons and over 600 quests, but the players just seem to stick to the same few high-level hunting areas time and again. But the game has a lot more to offer than just an endless repetitive grind. I want to bring to light all the places you can go, and all the things you can do.

So, I'm playing with my own set of rules, which will be followed strictly except when they're not:

  1. I will make a concerted effort to take in everything the game has to offer. Run every quest, explore every dungeon, fight every enemy. I will squeeze every last drop of awesome of of the land of Dereth.
  2. I will blog about my experiences here, so that the AC Community and the Internet as a whole knows what's out there.
  3. I will solo as much of the game as I can. This is more a playstyle preference than anything else, but it's also because I want to be able to go at my own pace.
  4. I will not use quest walkthroughs or maps. I will endeavor to experience the game as the developers intended. Except when I don't. (Hey, frustration is a fact of life.)
Ambitious? Maybe. Will I make it? Well, I don't know. I'll be honest with you: I don't know what the future holds. I might get bored again and walk away. Or I might get busy with life and have long absences. Or the game might shut down before I get halfway though. But I'm going to do my best to bring everything this game's got into the light.

Asheron's Call is a great game, but one that's been forgotten by the world. I think it deserves better. There's a world of adventure out there, just waiting to be discovered.