Asheron's Call by Dave Booth Asheron's Call (AC) is Microsoft's product in the online RPG genre. Although, to coin a phrase, 'comparisons are odious', it is normally bracketed together with Ultima Online and Everquest. As such the game is inevitably compared with the other two. My own experience prior to AC was with Ultima Online. The AC box comes with CD, game guidebook - a deceptively slim oeuvre - and a quick-reference card. The q-ref card opens out into sections. It consists of a map of the world of Dereth, commonly used keyboard shortcuts, and a list of the skills you will use in game. More on that later. Installation consists of loading the software from CD, then registering your product with the Zone, who host the servers that AC runs on. The same as if you've ever registered software on the web. Registration also starts the clock ticking on your first month's subscription to the game. So dive in and get playing. You first select a 'world' in which to play. Similar to UO, in that each world is a server implementation of AC. There are plenty of them for the user population, in fact it was a surprise over time to notice that rarely does a server host over 2500 gamers, when you consider that a UO server commonly hosts 20 to 30000. Bigger boxes with stronger elastic bands I guess. The servers are co-located somewhere on the US Eastern seaboard so your choice of server doesn't affect the dreaded lag. What is worth noticing is that all servers bar one are designated 'non-player killer'. This means that characters created on those servers are initially non-PK. It *is* possible to subsequently turn PK on such a server, however PKs cannot attack non-PKs ever for any reason. To freely PK and be PK'd from day one, choose the Darktide server. Chosen your world? The next phase is character creation. This is the most hotly debated subject in AC. The choices you make in character creation determine by and large what your guy will be like for the rest of his game life. In UO, you can learn and unlearn skills and so change your character. Merchant in March, swordsman in September. Not so in AC; skills cannot be unlearned, and the cost of learning new skills increases exponentially. You initially choose your character's race. Sho - Asian, Aluvian - European, and Gharu'ndim - North African/Middle Eastern. Each comes with innate abilities, such as the Aluvian dexterity in using the dagger. Race also plays a part in your ability to use some magically enhanced items, though this restriction is comparatively rare. Sho characters for example are marginally more likely to be able to use magic bows. You then choose your character's sex and appearance (like skin tone and hair style). Thankfully neither sex nor follic density has an impact on the game. The next phase is to define the basic physical attributes of your character. They include Quickness (which among other things, affects how fast you can run) and Focus (which affects how well you can heal wounds). The most points that can be given to an attribute is 100, and of course there aren't enough points to go round so it's decision time. A mage character will want high Focus and Self - Self equals mana in AC. For a successful swordswinger, choose high Co-ordination, as this increases the chances that you'll land a critical hit. And so on. Now you design your character's set of skills. Skills and attributes should go hand in hand, so to be able to run fast from day 1 you need to have both a high Quickness attribute and Run skill. There are plenty of skills to choose from, again with a limit to the number of points to spend on raising them. The critical choice however is whether to Specialise, Train, Untrain, or Unuse a given skill. To raise a skill from Unused to Specialised means spending LOTS of points, compared to making an Untrained skill into a Trained one. Why? Because whereas Unused skills will not be available to you, Untrained ones will be usable but not improve, Trained ones will improve, and Specialised ones will improve rapidly. I'd recommend that the new AC player start out by creating a character purely for learning the game. Learning the game mechanics and exploring Dereth are very absorbing activities in their own right. Also your first character could well be later used to good purpose in a support role, having skills that your 'main' character doesn't have. It is impossible to build a character with every conceivable combat and merchant skill. So think longer term, when you'll need several characters with their own specific skills and roles. Alternatively you might prefer to read up on character creation and gameplay strategies first. In which case I can thoroughly recommend the alt.games.asherons-call newsgroup, and the Crossroads of Dereth (cod.xrgaming.net) and AC Stratics (ac.stratics.com) websites. There are several published 'templates' which purport to permit you to design characters like the Uber-Mage. Such templates do work provided (a) you're already well familiar with the game and (b) you have a support structure, as in other well-developed characters, whether on your account or friends who will help out. My characters now (after 2 months) consist of : Harry, an archer who also dabbles in magic; Spondiferous, my mage-in-training; and Khoni, the alchemist. The latter two are mule characters, whose role is to provide Harry's supply of magic arrows and identify any weird magical objects that he finds. Next choose the town you wish to start in, and your character is created and portalled there. Once you are in Dereth the first thing that strikes is the visual beauty of the game. The landscape varies from snow-topped mountains, to bleak deserts, bubbling swamps and rolling pasture. Day and night, snow and rain, are all beautifully rendered. Just watching dawn come up from the peak of a mountain is a stunning experience. AC uses the rotating-camera view method, you can pan, tilt, and zoom into and out of your character. A top-down mini-radar shows where other players, NPCs, and monsters are in relation to you, for that all important fight-or-flight decision. In one corner of the screen is a section which can be toggled to show your character's inventory or a map of the world. Watch your mini-radar; as you walk around admiring the scenes (catch the waterfall near Holtburg for instance) you might not notice the Gnawer Shreth coming at you out of the distance. Gnawer what? Ah, there are no Orcs, Dragons, or other Tolkienesque denizens in AC. Instead AC has a host of monsters which are unique. Such as the Shreths and Drudges that are dotted across the land. These fellas are the starting character's sparring partners. Good for the much-needed beginning experience points. They congregate near the starting towns, conveniently enough. As you gain experience points you can distribute them into your attributes and skills. So two 35th level Axe fighters may have quite different abilities depending on the direction each player chooses to take their character. New skills can be added to your character as he progresses, though it's very slow. Skill points are needed to make a skill trainable, and these are only gained as you rise in levels. Whilst fighting monsters learn the monster's innate behaviour patterns. Some will attack en masse if you stick an arrow in or lob a spell at one of them. Others - Wasps are classic for this - can be picked off one by one. Of course if you're a melee user, you'll have to wade into the pack to attack, so they will all start to beat you up anyway. Just make sure you trained your Run or Melee Defence skills! Magery is a highly specialised art in AC. You first must learn the spells you want to use. This is achieved by combining 'components' together and doing a trial casting. Components include magical potions and powdered gems. Easy enough to hold of, but there are so many spells in AC and six levels of power, that spell research is very involved. The idea is that Mages are cloistered academics, spending as much time poring over magical reagents as firing off war spells in the field. If all that sounds too dull, and firing off war spells in the field is more appealing, there is a program called Split Pea which will greatly help in the task of learning spells. It won't give you the high level spells on a platter, but will greatly reduce the researching time, and the associated spend on wasted components. Archers can procure bows with increased attack bonuses and magical properties. They can also procure arrows with more oomph, like fire arrows and the popular greater blunt. Which you use at a given time depends on the monster under attack. Fire works great against the hairy ape-like Tusker, whilst greater blunts are the arrow du jour for smashing the carapaces of Olthoi beetles. Melee folks are certainly not left behind. Swords, axes, and clubs can be had which do more damage per swing and which, like arrows, are imbued with elemental attacks. It's a common sight to see a Lugian - a rock-chucking behemoth - under attack from a meleer armed with a Lightning sword. The flip side to this is that monsters have resistances as well as vulnerabilities. Try your axe of Acid against an Ivory Grommie and he'll eat you alive - Ivories breathe acid as their primary attack, so they aren't particularly hurt by a bit of the old H2SO4.Let's say that you did just that, and the grommie burped more acid onto you than you could take. What now? Firstly, you materialise at a Life Stone. These are plentiful in Dereth, and you can choose which one to resurrect at. The penalty for death in Dereth, is that you lose between one and a half-dozen of your most valuable items, and you also acquire a 5% penalty to all of your attributes and skills ("vitae"). Ouch. Your corpse will stay in the world for a while, giving you time to race back from the Life Stone. Watch that you don't die while retrieving your items though, as the 5% penalties are cumulative. Living with a 25% vitae penalty is NOT fun. If your most valuable item is that nice piece of armour and you'd *really* rather not lose it, then get yourself one or two magical orbs and mana stones. Weigh very little, but cost a bomb. But if you lose a mana stone in death, the chances of retrieving it are better than losing your best weapon or armour piece. Vitae can be worked off by acquiring experience. Rather than wade in and try to best the monsters that gave you vitae in the first place, find a lot of Shreths and Drudges and take out your vitae on them. Lots of them. Then when the vitae is used up, go back and exact your revenge. With superior weapons and tactics. A number of enhanced weapons and ammunition pieces can be obtained in the town shops. Weapons and armour with added bonuses are common enough. Enhanced arrows are much rarer. Most people I know either have a mule alchemist/fletcher, or a guild mate who makes them. Guilds in AC are known as allegiances, or Monarchies. An allegiance or Monarchy is a group of people who swear fealty as a Vassal to a Patron. The Patron helps the Vassal with what ever he may need to progress through the game and in return the Patron gets an experience point bonus from the Vassal. The bonus does NOT come from the Vassal's experience point pool. It's free. Vassals can enlist their own Vassals in turn. The player at the apex of this is the Monarch. Monarchs with a network of vassals and sub-vassals can generate lots of free experience, and in return provide armour and weapons, and help with training. Think of a benevolent version of a pyramid marketing scheme. Sadly you won't see a Castle with your Monarch's flag flying over it. Housing has not been implemented in AC. Also unlike UO, there is no bank to store your loot in. You carry your worldly belongings around with you, all the time. Unless you have offloaded them to a mule that is. Surprisingly enough this is liveable. You are forced to decide what to keep, sell, or give away. It works very well in conjunction with the allegiance system. Higher level Patrons are all too pleased to pass on the 86%-bonus bows they have to archer vassals (like me, hehe). It also mitigates that well-known UO/Everquest phenomenon, the spawn camp. Where people sit near a high-level monster spawn, kill the spawned monster, loot it, ad in finitum. Not much point accumulating lots of loot if you haven't enough Strength to carry it all. There are two groups of ingame helpers, Advocates and Sentinels. Both are regular players who join their respective groups to help players in game. Advocates help new players learn the game. They are nice and want to truly help players but they are hampered in their powers. If you die because of a bug and lose some valuable items because of it, they basically say they are sorry you died and they will report the bug but tough luck on the lost items. Sentinels are the AC version of Game Masters. if someone violates the Code Of Conduct they come out and punish the offending player. A violation usually means someone is harassing other players or doing something to hinder the normal playing of the game. They can ban a player from the game for a fixed amount of time but this rarely happens. Just like UO in that respect. One aspect where UO has the gain over AC is socially. In UO, the speech your character utters appears in text over their head. AC however has a separate scrolling text window for system messages, events (like 'An Ivory Grommie sears you for 25 points of acid damage'), and chat messages. That is the only ingame communication tool. It doesn't aid in the suspension of disbelief, or the fostering of community. As one contributor to alt.games.asherons-call put it : "As I go tooling into Mayoi it's more like :"Heya Doko", "Hail Rubi", "Street, haven't seen you for a while".... So there's no home feeling, but there's a homie feeling." With no housing or banking, players looking to trade usually stand around town spamming the text window with requests. So while you try to explain to a new player how such-and-such a monster fights, you have to contend with lines and lines of 'BUYING PYREAL BARS! MSG ME!' from Joe Blow in the corner. Thankfully the game has a 'squelch' button to silence these miscreants. AC however outstrips UO in the exploration aspect. The graphics alone make it worthwhile travelling to the four corners of the earth (and under it). Discovering the denizens of a new place, and how to avoid being killed by them. Turbine (the programmers of AC) foster this by introducing monthly game updates with new episodes of the ongoing AC storyline. Each update introduces a quest, which might reward you with a super-duper weapon, or present new monsters to meet and greet, or even add a whole new region to explore. In EQ, players are segregated into zones along with players and monsters of similar levels. Rather like a network of playpens. In AC you can take your level 1 character to the Direlands and try to defeat a level 120 Golem. That is a silly thing to do alone. But with a Life Magic mage companion, you *can* beat monsters way above your level. The plan is for your companion to cast spells on you that improve ("buff") your armour, weapons, and abilities. So while you are nominally level 15, you fight like a level 35 character. Meaning that you can kill level 50 monsters, and so reap oodles of experience quickly. This is known as 'powerlevelling'. The process of character growth appeals to the achiever. Gaining experience, levelling, improving and adding to skills. AC is very much a skill and level based game. The number of exp points between levels rises exponentially, so that progress to level 10 is quick, to level 20 much slower... and only a handful of hardcore players have reached level 100 since the game went retail. The exponential progress curve acts as a spur to go hunt bigger, badder monsters with fatter experience and more valuable loot. This is how AC keeps players moving throughout the world. That, plus a very high respawn rate, means you can always find a clutch of monsties to blunt your axe on. Well that's about it for the review, I must go now. There's a group of Tuskers waiting for me to ignite them with my Greater Fire arrows. Provided they don't pound me into the ground that is. - o -