Asheron's Call : Dark Majesty Reviewed by Dave Booth Every month since the game went gold, the programmers of Asheron's Call have produced a new patch. No, it's *not* that buggy! The newsgroups and webboards have coined the phrase 'prop' to distinguish these updates from the patches which the publishers, Turbine, introduce to fix bugs. Monthly props include new content and features, whether it be a new dungeon to explore, enhancements to the GUI, changes to character skills, new spells or weapons, and weird and wonderful new monsters to beat you senseless. The game is unique among MMORPGs in this respect. So for a good two years plus, we've been treated to an evolving game. This does have its downside of course. When a player creates a new AC (Asheron's Call) character, the new toon's abilities are effectively fixed in stone. In Ultima Online you can take your Mage, and by tweaking down magey abilities and tweaking up melee ones, turn him into a sword swinger. Not so with AC, you cannot unlearn skills, so your BattleMage level 1 will be a BattleMage at level 61. You can pick up new abilities on the way, like Healing or LockPick, but they take an age to acquire. So when a prop is published that introduces a feature which only a particular class find useful, players with other character classes inevitably BMW (bitch, moan and whine) about it. Case in point : until a year ago, Dagger users were subjected to *point and laugh* emotes from other players all the time. Their chosen melee skill was weak - fast, yes, but with a very small damage per hit, and with a limited range of damage types. (Monsters are commonly vulnerable or resistant to the different damage types - bludgeoning, piercing, slashing, fire, cold, acid, and lightning) Then, a monthly prop introduced a new weapon quest. The Bandit Hilt it was called. Players who obtained the Hilt could attach it to their favourite weapon, provided it was a Dagger or Sword, and the weapon would now strike twice with each thrust - effectively dealing up to double damage. But if you were a Dagger user with sufficient skill - your hilted dagger would inflict TRIPLE damage! With this one prop, the Dagger users were propelled from laughing stock to oh-my-God-that-is-insanely-powerful status. Naturally the rest of the AC world BMW'd furiously. Particularly the Axe, Staff, Mace, and Thrown Weapon users who couldn't Hilt their weapon at all. A common response to this "rebalancing" of skills (as it is euphemistically called) is for players to start a new character with the current flavour-of- the-month skill. The impact? People stay with the game, building characters to play catch-up with the most effective character template. Clever, no? The other impact of a prop, that is more contentious, is when rebalancing is attempted by *reducing* the effectiveness of a skill or item. The developers decided one month that a hard-to-obtain quest item, the Shadowhunter Armour, was unbalancing owing to its protective qualities and armour rating. So, the next prop downgraded the effectiveness of the armour. This overnight created a two-tier system - existing owners had armour with its full features, whilst players who were still working to get it, would end up with substandard product. NERF! was the cry. [nerf : after the 'nerf bat', a child's toy made of foam rubber] People have BMW'd about the downgrading of the armour ever since. However, whatever ups and downs there have been, every month the player base has been treated to a free monthly prop. Not bad considering that other games, Ultima Online and Everquest especially, have introduced new content in the form of add-on, paid for upgrades. AC was retaining its player base by constantly evolving the game, but since its initial launch in 1999 the influx of new players had been slowing. The game had had no major marketing since then, and it showed in the sales. It started as number three in the MMORPG 'big three', and stayed there. Then, in mid- 2001 the former CEO of Ultima Online took over at Turbine Games. He looked at the sales, the player base, the prop strategy, and decided to relaunch the game. Thus Asheron's Call : Dark Majesty was born. Basically a massive prop, on a paid-for CD. Some complaints about that were made, but most people seemed to accept that the game needed a relaunch (a prop of its own, if you like), and the price - $44 - was deemed reasonable. The major feature of AC:DM is a whole new island, called Marae Lassel. It is accessed from the mainland, Dereth, via portals. Of course to use the portal requires the player to have purchased AC:DM. Marae is home to a host of new monster types, residing on the land and in a smattering of new dungeons. New quest items have been included. An overarching storyline has been published to explain why Marae has come about. The main denizens of the island, called Tumeroks, are split into two opposing camps constantly at war with each other. So players can earn experience and gain quest items by aligning with one or other Tumerok tribe. Over and above that, the dungeons are inhabited by the nasty Olthoi, ant-like creatures with huge pincers and claws that can rip an unwary adventurer to ribbons in seconds. Yum yum. The Lore explains that the Tumeroks defeated an Olthoi overland invasion millennia ago. Most of the Olthoi were driven to their underground nests, where they are trapped by Tumerok magic. Five stone rings of Menhirs weave a powerful spell that keeps the Olthoi underground, including the most virulent of all, the Queen. The Hive she inhabits was blocked off by the spell of the Menhirs. So all was as it should be, for thousands of years. Then those pesky Isparians (the players) decided to take adventure holidays on Marae Lassel. Apparently the Queen not only had simmering ambition to eliminate all non- Olthoi life forms from the island, but also she had uber loot and gave massive experience when killed. Pretty obvious what happened next! The players have to get to the Queen, which means breaking the Menhir spell. The key to this in game, is again in the Lore. The Menhirs were constructed by the Aun Tumerok tribe, after their war with the Hea tribe. The Hea saw the Menhirs not as a protective ward against the Olthoi, but as symbols of triumph built by the haughty Aun. They devised a magical device which could destroy these pretentious monoliths... a bell! The bell is constructed from pieces found in dungeons scattered around Marae. Five are needed, one for each Menhir ring. On handing a bell to one of the Aun guards, the unsuspecting NPC rings the bell - and its spell breaks the Menhir ring. There are three outcomes to this. First, the bell-user is banned from the Aun towns forever (no real surprise there). Second, the spell withholding the Olthoi from the surface weakens, and those Olthoi that dwell on the surface of Marae (the survivors of the Aun banishment) swarm in number, in readiness for the emergence of their Queen. Providing, incidentally, plenty more experience and loot for the Isparians. Finally, when all five Menhir rings are shattered, the Queen Hive is open to the marauding Isparians, and the Queen spawns inside the depths of it. She ain't no ordinary Olthoi, and she is guarded by a host of high-end Olthoi Royal Guard and Brood Nobles, plus the charming Eviscerator Olthoi. Lots and lots and lots of them. This part of the quest is only open to players of level 70 or over, and from what I've read of it even a group of five players can be skewered quickly in the dungeon. But it was never meant to be easy was it? The reward for the player who offs the Queen, is a spiffy title - Queenslayer - great gobs of experience (as in millions, the sort of experience that it would take WEEKS to obtain hunting the next most experience-rich monster type), and an impressive Queen Head plaque to hang on the wall of your house. House? Yes, house. As well as Marae Lassel, the AC:DM addon features player housing. This is an innovation that the new CEO brings from Ultima Online, and one which was understandably met with wild cheers from the 'peanut gallery' (the player base). Houses are available in three sizes - Cottage, Villa, and Mansion. Each has a fixed price, with the Mansion of course being the most expensive. To get any property, you must have at least one Writ of Refuge. The method of getting a Writ changes; in the first month of AC:DM, you would find and slay a monster that yielded an artifact. A non-player character called the Agent of the Arcanum would then exchange it for a Writ. A few months later that changed, and players had to submit a crafted item to the Agent. Additionally (!) to obtain a house you have to provide a specific monster trophy or craft item - a golem heart one month, a crafted hide coat the next. Finally, of course, you have to stump up a wedge of hard- earned cash. Thus, by changing the house purchase requirements monthly, Turbine have made house buying into a quest in its own right. But didn't all the houses get bought up in the first month? Well yes, at least the 1500 per server that were available. Realising perhaps that there would be an enormous land grab when AC:DM went retail, the devs have instead opted to introduce more housing each month. The houses themselves are placed on the landscape, but are only made available to buy at random intervals. Players without a house now 'camp' newly-placed dwellings, waiting for the server-wide Agent of the Arcanum message to confirm that this desirable property is now ready for purchase. It's a nice system, not immune to flaws though. A third-party application was developed weeks after AC:DM opened, that enables a player to log in his character by a new house, and periodically check the house status. Once the status switches to 'Available' the program automatically instructs the toon to buy the house. All with the real-life player away from keyboard, at work, down the pub or whatever! Naturally, those players who disdain the use of such apps are upset that the available houses are being snapped up by, for want of another phrase, mindless robots. So you got your house. What do you do with it? Well, the first thing I did with mine was to bring my mules to it. A mule is one of your (five) characters that isn't used to adventure, but instead to hold all the loot that your main characters can't carry, either because of weight, lack of inventory space, or because the item is very valuable but drops on death. Turbine thankfully provide a command, 'house recall' that transports players on your account to your home. So I have two such mule characters sitting in front of the fire, roasting their tootsies, immobile due to the loot cramming up their backpacks. Secure muling! That is a feature that players have clamoured for since AC was introduced. Prior to AC:DM, you either had to mule by (a) buying a second account, (b) having a trustworthy friend, or (c) dropping stuff on the ground and hoping it didn't decay or was stolen whilst you logged out your main, and logged in your mule. More BMW'ing was done on the webboards as people had their prized possessions whipped out from under them by a thief, lag, or a server crash. Houses can also be decorated. Some decorations are buyable, or you can put your possessions up on the wall - a shiny shield, for instance. Finally there are quests for house decorations too, such as an ornate fountain that I have to say looks very impressive indeed. Each house also has a chest in which you can store up to 20 items, including a backpack, which brings the storage capacity to 37 total. However the code is buggy - a lot of people have lost valuables in these chests, and though Turbine are working hard at rectifying the bugs, they persist to this day. So myself, I only use the chest for house maintenance. House maintenance... well, each month you must pay a sum of cash to keep your house in good order. This is easily done, you access the house sign and if it says 'Current maintenance has not been paid', throw 30,000 pyreals into your bottomless pit. Just like real life. That in a nutshell is AC:DM. As upgrades go, it is pretty good in my opinion. My main character spends by far the majority of online time on the new island, hunting for experience and quest items. He's at a level now where he can help my allegiance friends by collecting quest items for them. Then when he is clogged up with goodies, a simple @house recall later the best stuff is sitting on a mule. A portal hop later and it's back to Marae for more slaughter, exploring, and adventure. AC is still my favourite MMORPG by far. 2002 promises Shadowbane and AC2 however. It's going to be an interesting year! - o -