- Visit Fronck to buy plain sketches and blueprints.
- Apply the appropriate blueprint to your plain sketch to denote the type of item you are designing.
- Design your sketch.
- Submit your sketch for approval.
- When you receive a letter stating that your design has been approved, follow the instructions therein to claim it.
- FURNISH <designID> [dynamic colour] [passcode] to make the item!
- Phylactery of sixth sense - Mindshell
- Innate morphing armour - Aislin
- Cursed Cottage OOS build - Lyrin
- Gold inkbrush - Tiamat
- Custom dragon description - Voc
- Completed talisman - Zulah
- Permanent translucent mask - Farrah
- Racial language fluency - Tahquil
- Feathered cloak - Antonius
- Any legend deck card - Farrah
- Level 1 talisman piece - Seragorn
- Combination artefact - Qwindor
- Package pet - Ygia
- 200 housing credits - Zulah
- Mayaween themed forging descriptor - Lenn
- Portable stove - Kayeil
- Choice of costume - Tiamat
Thus it was on midsummer's eve, Valnuary of the year 784 AF. From beyond the veil between the Prime Material Plane and Annwyn did the Wild Hunt come, drawn by acts of betrayal against Sidhe law and the allure of a hunt renewed once more upon fresh prey. And, as it had been since the Sidhe were Sidhe, at its head came Oberion, no longer King of the Fairies, but now Lord of the Hunt: the Erlking of Annwyn. Leading the knights of Sidhe and accompanied by his faithful hounds, dozens fell to Oberion's blade, the borders and walls of city or forest alike proving naught in the face of such relentless resolve. And so, as the song of the Hunt compelled the hunters onward, their rampage saw them disappear beyond the veil, racing across planes uncounted as the Erlking sought his fulfillment yet promising a return before midsummer's end. But when the Wild Hunt at last approached by ancient law, the Lord of the Hunt found only disappointment in his adherence to the Bargain. Save for one brave and swiftly dispatched adventurer, the Right of Challenge was unfulfilled. With the one Oberion named betrayer choosing cowering over confrontation, the disgust of the Faerie Lord was evident as he led his Hunt home. ~ ~ ~ ~ ~ Summary: With the borders between planes stretched thin, the Wild Hunt ranged forth from Annwyn, causing death and destruction across the realms as they put the adventurer population of Sapience to sword, tooth, fang, and hoof with orgiastic equanimity.
Who rides, so late, through night and wind? The Erl-king rides anew.
Who rides, so late, bringing terrible fear? The Erl-king rides anew.
Who flees, so late, clasping poor mundane child? For the Erl-king rides anew.
Who would ride, so late, with terror half wild? For the Erl-king rides anew.
Making it easier to get into Achaea is something we're constantly concerned with. By its nature there is a very steep learning curve, and after some discussion we've decided that there are a couple of ways in which we can mitigate this.First of all, we have reworked the max health and mana formula. Those of you at level 100 or higher will notice no change (you still gain health above level 100 the same as previously). However, you no longer gain hp for levels 81-99: you will now have essentially all of your health and mana by level 80(*). You still gain critical hit bonuses and endurance/willpower as you level through the 81-99 range. Essentially, level 80 players will now have health equivalent of level 99 players previously. Second, you will no longer have to spend lessons to learn Survival. Instead, much like Battlerage, this skill will now level up with you, becoming transcendent at level 80. All lessons in all Survival skills have been refunded. * You do gain a slight amount of health/mana at level 100 (between 50 and 150 depending on how much constitution/intelligence you have). This is a very small amount and just to keep current health/mana values at endgame consistent with previously. Enjoy!
The first mass of glowing, radiant tendrils emerged from the earth surrounding the Flame of Yggdrasil, crawling across the ground in a manner eerily similar to the insidious creepers that had so plagued Achaeans several years prior. Fuelled by the unconquerable potency of the World Tree, the appearance of mysterious seeds drew the attention of adventurers led by Voc Desmijr.
As the sun rose over Ashtan on the 5th of Scarlatan, 772 years after the fall of the Seleucarian Empire, a young woman, Aalin, rushed through the streets, seeking the help of any with medicinal knowledge. Finding aid in Klendathu, Principal of the Consortium, Aalin returned to Martin's Sorrow to find a sick urchin, his face covered with boils, and a rash that ran the length of his body. A cure was not found, and Ashtani began questioning the various inhabitants of Martin's Sorrow: old Rickward, quiet Autino, and unruly Akarim. Even as they pooled their resources, the symptoms began spreading across all the urchins of the city. It was not long before the first two, Ellio and Dalan, succumbed to their illness. Seeking answers, Jinsun absconded away to the Chaos Court, bringing Cadmus, the Cursed Shaman a diseased urchin girl. The Chaos Lord elated at the sight of the disease, professing his joy and newfound love for the ailment. Lifting the morsel high into the air, he could no longer contain his hunger. With cries of delight, he tore into the tainted flesh, savouring each boil that burst along his tongue and each succulent drop of pus that he sucked from the husk of the orphan. In loud declaration, he announced it was not a sickness, but a poison. Eager for more, he hurried the Ashtani along to find the creator, demanding they be brought before him. Outraged that their fellow citizens would feed a child to a Chaos Lord, and vexed by the lack of progress, those in Martin's Sorrow torn down their own homes, barring entrance into the slums before making their way into the Descent. Decrying the more fortunate of Ashtani society, Akarim loudly proclaimed the poison to be little more than a plot to force the poor and destitute into yet more subservience. Fanning the fires of the angered underclasses, Akarim stood at the forefront of the angry mob as it descended upon the old Montagenet estate in search of Timothy de Vermiis. Tensions reached a breaking point when enforcer and protester met in open conflict, ending with Aalin holding a bloody stump that was her arm, removed by the Ashtani sergeant. Seeing this as proof of the corruption of the rich, Akarim continued to taunt Timothy. Just as all hope of peace seemed lost, another interruption broke through the fray. Amidst the rising chaos sweeping across the Seat of Chaos, the infamous Dowager Montagenet herself arrived at Ashtan's gates, promising a quick resolution to the city's woes. The old nobility's attempts to once more force her way into Ashtani politics brought to naught by Dunn, who rebuked and refused her offer. In growing desperation, Irimon called together all the citizens of Ashtan to meet and discuss the various events that had unfolded. Using her wit and breadth of knowledge, Truax came to the conclusion that Akarim must be Ysven, the member of the Jaguar crime ring that plagued Ashtan so long ago. Needing assurance, several Ashtani broke into Targossas to investigate Rudolpho Montagenet, whom Ysven had impersonated so long ago. Sure of themselves now, Truax, Dunn, and Klendathu cornered Akarim, asking that he reveal his face. In a mad dash, he ran towards the docks, screaming for his crew to ready the ship. This was all in vain, as the ship disembarked and vanished into the Sapphire Sea. Rather than be captured and tortured for information, Akarim declared his loyalty to the Jaguar's and took his own life.
So long within the darkness. But I awoke. In the north? I do not remember ever travelling there before. I was attacked by fools, who dared challenge the might of the greatest Occultist Demiurge! It was I who slew Overlord Agith'maal in the Black Wave, and these insects think they can face me and survive? The ten mightiest champions of Seleucar could not do what I have done.
Blood of Anzari-TarinBy: Ellodin Vivania, sweet Muse of Poetry, Please bless mine song with eloquence of verse. This tale speaks not of Heroes running free, But those instead by lineage accursed, Bequeathed with cumbrous legacies and fates, Dark tragedies played on the greatest stage. O Adchachel, thou ate a heart to sate A lust for power; did that meal assuage Thy hunger as it launched a Tsol'teth plot? For 'twas not thou that bore the burden thus But progeny who caused despair and wrought Death in thy stead through actions treasonous. I sing of tainted blood and fallen stars, Contenders for the throne of Seleucar. The Brangwin rose who could not shed her thorns Matured a stone's throw from the northern gate, With rage like rising water, suff'ring borne Alone, no hope the flooding would abate. O Castomira, victim of a past Thou hadst no way to alter on thy own, 'Ere birth, thy destiny had long been cast. Yet still, the faintest hope thou couldst atone Burned somewhere in thy clever, pensive mind 'Til light was snuffed, and naught remained but hate For Catarin, thine lives fore'er entwined; Great Nicator's blood won, by luck or fate. An actress in a cruel playwright's song, Afraid and pained, but forced to play along. The union of deSangre and Tsol'teth Begot a dissonance of mind and soul; The Man in Grey, a legacy of death, And sundered blood forever unconsoled. O Parni, Castomira's royal claim, Thou looked on Seleucar with sharp disgust, Corruption's bane, the sovereign cleansing flame That burned great House deSangre down to dust. A life of suffering would follow thee; By athanasia, lasting peace denied, An emperor shackled, never to be freed 'Til naught remained but desolate mourning cries. A lonely song of blood and bloodlines' end, Perhaps, at last, his coda hath been penned. The master of the house of Death deposed, Tlalaiad rose to take a throne Divine; With Parni went our last chance to oppose Amalgamation of the Tsol'teth line. When dire Chaos Wars came to a head, And ancient races fought for elder Lords; Strong Qui'anar repelled Slith's fell undead But paid a price: their hearts grew cold as swords. In honour of their bravery, Lord Death Would call His chosen few His Qui'anar; Thoth's plundered essence granted nascent breath The Genesis of Tsol'teth blood, their star. This litany's for those who sought to reign, Freed at last from fate's unyielding chain.
As we enter the second quarter of 2017 (already!), its time for our second classlead round for the year. The classlead process is how we balance classes and add new abilities to skills as appropriate, and is generally the time when you can get your voices heard on issues of combat balance! Submissions will last from now until 00 GMT next Monday (April 10th). HELP CLASSLEADS has all the information!
Thanks to the grand efforts of Jayden, Farrah, Gamoneterik, Ahmet, Siduri, and Iakimen, the foray board belonging to Russell, a rugged ex-adventurer was rescued from the clutches of dread Aran'Kesh, and forays are now available to all Achaeans!
A "foray" is the name given to a difficult task or challenge undertaken by a group of Intrepid adventurers. Each foray takes place in a unique, isolated setting, found among dozens of possible remote areas of the wilderness. The trials you may face are varied, ranging from confusing puzzles that must be solved to overwhelming denizens that must be defeated. One singular theme unites the forays, however, and that is that none can be completed alone. These are no ordinary hunting grounds, and the combined might of an Intrepid group will be required if you hope to succeed and claim their rewards.
Checkout HELP FORAYS for all the details!
We've just loaded a small number of combat balance adjustments. Here are the details:
- VENGEANCE and the effect from the REVELATION'S GUISE talisman will no longer fire off the same death. VENGEANCE will always take priority.
- The NAIRAT rune when sketched on the ground now gives ENTANGLED rather than TRANSFIX.
WEARINESS and CLUMSINESS have been switched in the DEGENERATION instill affliction order.
The RETRIBUTION capstone effect no longer does a flat 15% mana damage. Instead it does mana based on how many of the special shadowmancy afflictions are present on a target PARASITE, MADNESS, RETRIBUTION, and DEPRESSION. For 1 affliction it is 5%, for 2 it is 10, for 3 it is 18, and for all of them it is 25.
- SKULLBASH now shares the DRAGONCRAFT BITE and TEKURA BACKBREAKER per target cooldown.
March sees the release of a new talisman set! There is one talisman themed for each playable race, and a special talisman (the double headed coin) themed for the Aldar which will be awarded to those who successfully complete the entire set!
- A dwarven lodestone
- A shamanistic rattle
- A collapsible catapult
- A blood daubed cloth of whispers
- A demolition sphere
- A piece of horkval chitin
- A flattened frogskin
- A pernicious pair of Dala'myrr claws
- Bottled siren song
- Crystalline panpipes
- An arachnid's eye
- A figurine of the suffering Maya
- A double headed coin (Aldar reward talisman)
We've just loaded up a small batch of bugfixes and ideas for you all. Here are the details:
- If you now specify an earring of Sinope ID to use to travel with (TRAVEL TO <person> WITH <earring>), it will always override the travel to mutual allies bonus granted by the special valentine chocolates.
- Some cases where the game would think you were already granted the BLISSED status but you weren't have been fixed.
- The LITANY ability from Terminus can no longer be forced. (Yes, we're aware of the irony.)
- DRAGONHEAL will no longer drain mana if it fails to work due to the presence of both the WEARINESS and RECKLESSNESS afflictions.
- The ELAD ability in Terminus will no longer cause strange interactions if you use it on someone already following you.
- Serverside curing will no longer try to MOUNT if you are KAI SURGED.
- Retirement credits will now show up on your CREDIT REPORT if you are able to transfer them to that character.
We are moving back towards room hinders blocking flight, as I feel it causes more problems than it solves. Some classes will require changes to facilitate this as it is currently a balancing factor. As of this posting all room hinders except OCCULTISM TENTACLES, GROVES WILDGROWTH, and PHYSIOLOGY TORSO now hinder flight. This is purely a transitional step - those final three classes shall also gain this functionality, but certain changes need to take place first.For all of the other details, READNEWS ANNOUNCE 4717!
Close on the heels of the first batch, here's the list of skills that saw changes during this second round of classleads:
Curses, Domination, Dragoncraft, Elementalism, Groves, Metamorphosis, Puppetry/Vodun, Runelore, Shadowmancy, Spiritlore, and Woodlore!
For more details on these changes, READNEWS ANNOUNCE 4709 and keep your eyes peeled for more!
The recent lotteries have been drawn and our hearty congratulations go out to the following lucky winners!
Seragorn, who won the Sacrificial Kris! Ellaer, who won the vial of infinite health elixir! Lenn, who won the gold-handled inkbrush! And, Kayeil, who won the custom dragon description!
A new year is upon us and the bright-eyed and bushy-tailed amongst you (those of you not suffering from the past weekend's indulgences) might have made some resolutions, things you want to change or achieve during this shiny new year.
Here in Achaea we also want you to embrace this chance, be it for a fresh start, to take up a new challenge, to aim for some lofty goal, or just to help motivate you to push that little bit harder toward something you've always aimed for!
The completion of resolutions will award you with Mementos of Resolve, these can be spent on a range of special items unavailable elsewhere in Achaea!
It would not be Achaean Christmas without a few surprises (sometimes pleasant, sometimes not), and 2016 is no exception. We're very pleased to bring you the final phase of the shrine system, which we very much think shall fall into the former category!
Though you'll be able to read all about it in HELP CRUSADES, Crusading will allow you to band together with your fellow order members and battle upon the battlefield of Nishnatoba.
Strategise to undermine your enemies, stealing the essence of their God so that they may struggle to raise their shrines upon the Prime while you spend the essence on various miracles, even become an Avatar of your God!