Game systems: Difference between revisions
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DreamWeave adds a number of custom systems on top of the classic Asheron's Call ruleset. The '''[[Class Abilities|Class Ability system]]''' is large enough to keep its own pages - see '''[[Class Abilities]]''' and the '''[[Class Trainers]]''' who teach it. | DreamWeave adds a number of custom systems on top of the classic Asheron's Call ruleset. The '''[[Class Abilities|Class Ability system]]''' is large enough to keep its own pages - see '''[[Class Abilities]]''' and the '''[[Class Trainers]]''' who teach it. Gear can also be reworked through '''[[Custom Crafting]]''', including '''[[Equipment Mods]]''' tied to those abilities. The server's other custom systems are collected here. | ||
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Out on the market floor, a handful of named stall-keepers have set up at the stands nearest the travel alcove, selling their usual wares. | Out on the market floor, a handful of named stall-keepers have set up at the stands nearest the travel alcove, selling their usual wares. | ||
Also working out of the central travel alcove is [[Salvage-Broker Bevan Tolliver]], who sells tinkering gems and the | Also working out of the central travel alcove is [[Salvage-Broker Bevan Tolliver]], who sells tinkering gems and the sealed salvage bags [[Equipment Mods]] are built from - every item on his shelf for a single Trade Note, no haggling. See [[Custom Crafting]] for the whole shelf and what each item does. | ||
== Facility Hub portals == | == Facility Hub portals == | ||
Latest revision as of 13:19, 30 July 2026
DreamWeave adds a number of custom systems on top of the classic Asheron's Call ruleset. The Class Ability system is large enough to keep its own pages - see Class Abilities and the Class Trainers who teach it. Gear can also be reworked through Custom Crafting, including Equipment Mods tied to those abilities. The server's other custom systems are collected here.
Currency Bank
The Currency Bank stores your currency safely off your character - freeing pack space and keeping it out of harm's way. Open it anywhere with the /bank command (short form /b).
Balances
The bank keeps a per-character balance for four currencies:
- Pyreals - the standard coin.
- Luminance - deposit-only (see below).
- Legendary Keys
- Promissory Notes
Type /b with no arguments to see all four balances. The same readout also shows your banked offline bonus time, and a summary is shown each time you log in.
Commands
Currency codes: p=pyreals, l=luminance, k=legendary keys, pn=promissory notes, n=trade notes.
| Command | What it does |
|---|---|
/b |
Show your balances. |
/b d |
Deposit everything. |
/b d p [amount] |
Deposit pyreals - all of them, or an amount like 10k.
|
/b w p <amount> |
Withdraw pyreals (paid out as 250k trade notes + loose coin). |
/b w n [value] <count> |
Withdraw trade notes (note value defaults to 250,000). |
| pn <amount> | Withdraw legendary keys / promissory notes. |
| k|pn <amount> <char> | Transfer currency to another character. |
Luminance is bank-only
All the Luminance you earn is credited straight to your bank. It can be deposited but never withdrawn or transferred - you simply spend it from your banked balance, for example at a class trainer on the Class Abilities exchange.
Shopping from the bank
When you buy from a vendor, the cost can be drawn from your banked currency - so you can shop without carrying a pack full of coin.
Offline Time Bonus
The Offline Time Bonus rewards you for taking breaks. While you are logged off, your character banks offline time; when you come back and fight, the combat rewards you earn are boosted until that banked time is spent.
How it works
- While you are offline you accrue banked bonus time, up to a 24-hour cap.
- While you hold banked time, the combat XP and Luminance you earn are boosted by +100% (doubled).
- The boost applies to the combat rewards from kills - both your own kills and your share of a fellow's kill. It does not apply to quest XP or allegiance pass-up.
- In a fellowship, the boost is applied to your share, after the fellowship split. Your own kills and your share of a fellow's kill are both doubled for you personally - it never dilutes the group or boosts another fellow's share.
- It stacks with the Alternate Character Bonus below - the two multiply, so a catching-up alt fighting on banked offline time can earn up to 4× XP.
- Your remaining banked time is shown when you log in and in your bank readout (
/b).
Alternate Character Bonus
The Alternate Character Bonus helps your alternate characters catch up to your main. While a character is behind the furthest-along character on your account, its leveling XP is boosted by +100% (doubled) until it catches up.
How it works
- The bonus is active on any character whose progress sits behind your account's leading character. Progress counts enlightenment first, then level - a single enlightenment outranks a max-level character who has never enlightened.
- While active, the experience you earn is doubled. It applies to XP only - your kills, your share of a fellow's kill, and quest turn-ins - but not Luminance, allegiance pass-up, or item XP.
- It stacks with the Offline Time Bonus. The two multiply, so a fresh alt fighting on banked offline time earns up to 4× XP.
- There is nothing to toggle: the bonus switches itself off the moment that character catches the account leader.
Check it any time with /bonus (a full breakdown of every XP multiplier you have) or /altbonus; your bank readout (/b) also names the enlightenment and level you are catching up to.
Enlightenment
Once your character reaches its personal maximum level, it can seek Enlightenment: a deliberate fresh start that trades levels for permanent power.
Use /enl at your level cap and confirm the offer. You must be standing in non-combat mode, free of a Vitae penalty, not trading, and carrying at least 25 free slots in your main pack. Confirming spends a growing sum of Luminance - each Enlightenment costs more than the one before - and then:
- Your level and total experience fall back to 1 and 0, unassigned experience included.
- Every skill is untrained. Skill credits return; the experience already spent training them does not.
- Everything you have equipped moves into your pack, and every enchantment on you is dispelled.
- You are carried straight back to your bound lifestone as soon as the reset finishes.
You keep your attribute and vital ranks, your Aetheria, your luminance auras, your society standing, your banked Luminance, every quest flag you have earned, and all of your Class Abilities.
In return, each Enlightenment permanently raises your personal level cap by five and grants a small, permanent boost to every attribute and every specialized skill - a gain no later reset can undo. Climbing the Enlightenment count also earns you a Class Ability point at scattered milestones along the way, a slow trickle open to anyone willing to keep re-leveling.
Word of a fresh Enlightenment can carry across the whole server.
Quest Stamps
Quest stamps turn quest variety into a currency. You earn one stamp the first time each different quest is recorded for your character, and the total buys permanent travel gems from a clerk in the Marketplace. See Quest Stamps for the full guide.
- One stamp per quest, once. A quest you have never touched is worth a stamp, whether it is stamped when handed to you or when you complete it. Repeat completions of a quest you have already stamped are worth nothing.
- The total is account-wide. Every character feeds one pool, and a brand-new character starts with the account's full total available to claim against.
- It never goes down. Nothing you do erases a stamp once earned.
- Each stamp is announced in teal in your chat window, with your account's running total.
- Check your progress any time with
/quests- your own stamps, the account total, the next reward, and which rewards this character has already claimed.
Deed-Counter Watari Jun in the Marketplace exchanges milestones for reusable, attuned travel gems: the Stamped Marketplace Gem at 100 account stamps, the Stamped Town Network Gem at 250, and the Stamped Drift Gem at 500. One conversation pays out every tier you have crossed, and each character can claim each tier once.
Fellowships
A fellowship is a group of up to twenty players who share combat XP and Luminance. DreamWeave keeps retail's fellowship mechanics and adjusts the sharing rules to be friendlier to mixed-level play.
Sharing rules
- Everyone shares evenly, at any level - retail's level-based sharing restrictions are switched off. A fellowship always splits evenly no matter the level spread; access to content is gated by portals, not by who you are allowed to earn beside.
- Luminance is shared like XP - a fellow's Luminance from kills is split among the fellowship under the same rules as XP, including the fellowship group multiplier and the same range requirements.
- Twenty seats, nine-seat earnings - the fellowship group multiplier stops growing at nine members, so a larger fellowship never out-earns a smaller one. Seats ten through twenty are for playing together, not for extra XP.
- Kill-task credit is shared - when any fellow makes a kill that counts toward a kill-task, every fellow gets credit, even those who don't personally hold the quest.
- Range - shared kills reach fellows within the normal fellowship range; on some content, kill-task credit is widened to the whole landblock or dungeon.
Fellowship commands
Alongside the normal fellowship panel, DreamWeave adds a single /fship command for running a fellowship from chat. Fellowships made this way always share XP.
| Command | What it does |
|---|---|
/fship create [name] |
Start a new fellowship (optionally named), with you as leader. |
/fship add [playername] |
Invite a player by name - they get the usual recruit prompt. |
/fship join [playername] |
Join the fellowship a named player is already in, straight away with no invite prompt. |
/fship addlandblock |
Pull every unfellowed player in your area into your fellowship (starting one if you have none). |
/fship joinlandblock |
Join the largest open fellowship in your area, or start one if there isn't any. |
/fship list |
List the open fellowships you can join, nearby ones first. |
/fship noleech on|off |
Leader toggle for leech prevention (below). |
/fship quit |
Leave your fellowship. |
/fship disband |
Leader - break up the fellowship. |
Leech prevention
A fellowship leader can turn on leech prevention with /fship noleech on (and off again with /fship noleech off). While it is on, a fellow who stops taking part is dropped from the fellowship after a stretch of inactivity - so nobody rides along on the group's XP without contributing.
A fellow stays safe by contributing XP to the group - landing a share of the fellowship's kills, or otherwise adding to its XP or Luminance. Take part in the fighting at least once every ten minutes or so and you will never trip it. Simply being nearby no longer counts on its own: a fellow who parks in the same dungeon without helping on any kills is dropped just the same. The leader is never removed this way, and leech prevention is off unless the leader switches it on - an untouched fellowship behaves exactly as before.
Working with the Offline Time Bonus
The Offline Time Bonus is applied to your share after the fellowship split - it rewards you personally and is never diluted by the group.
Encounter weights
Some grind dungeons declare a weight: Heavy, Medium, or Light. The weight tells you what kind of fight to expect before you step in:
- Heavy halls hold tougher, harder-hitting monsters, spread thinner.
- Medium halls are the baseline.
- Light halls hold weaker monsters, packed denser.
XP awards scale with the monsters' toughness, and density runs the other way, so all three weights earn at about the same rate over time. The weight is a choice of pace and risk, not a better or worse deal - pick the fight you enjoy. The Iron Sill is the first anchor dungeon built this way, with one floor per weight.
Monster experience
Every kill anywhere in the world pays out whatever experience its target carries, split by however much damage you (and any pets) contributed. Two things are worth knowing about how that number is set:
- It rises with a monster's level. Experience roughly doubles every ten levels or so through the early game, and the climb steepens further in.
- Trash and bosses sharing an encounter are tuned to a consistent ratio. A boss typically pays out about double what an ordinary member of its own encounter is worth at the same level. Health is not a reliable guide to any of this - a tougher-looking creature is not necessarily worth more, nor a weaker-looking one worth less. Level is what to watch.
Marketplace facilities
The Marketplace's central travel alcove is a proper three-door corner: alongside the Drift Network entrance stands a portal straight to the Town Network, with Watari Jun, the Deed-Counter, keeping his ledger between the two. See Quest Stamps for what he pays out and how.
A pair of stone guide pillars stands in front of each portal in the alcove - there to stop a player rounding the corner from wandering through a door by accident, not to decorate it.
Out on the market floor, a handful of named stall-keepers have set up at the stands nearest the travel alcove, selling their usual wares.
Also working out of the central travel alcove is Salvage-Broker Bevan Tolliver, who sells tinkering gems and the sealed salvage bags Equipment Mods are built from - every item on his shelf for a single Trade Note, no haggling. See Custom Crafting for the whole shelf and what each item does.
Facility Hub portals
The Facility Hub holds two collectors who trade for trophies: one taking Olthoi parts, the other taking tusker tusks. Both sit in their own octagonal room on the hub's lower level, and each room is now ringed with portals to the dungeons that actually drop what its collector accepts, so a run no longer means travelling out and back for every hand-in.
The Olthoi room carries ten portals and the tusker room fifteen. Between them they cover every dungeon whose drops either collector will take, including the Olthoi Warrior Nest, the Hive Warrior Mound, the Mutilator Tunnels, the Lair of the Eviscerators, and the Tusker Den, Pits, Tunnels, Armory, Honeycombs, Holding and Lacuna. Step through, clear, come back through the return portal, and hand in without leaving the room.
Discord chat relay
The server mirrors in-game General and Trade chat into the community Discord, each to its own channel. The relay is one-way: what you say on those channels in game is readable by everyone on the Discord, and nothing typed in Discord is sent back into the game. Other channels - fellowship, allegiance, tells, local /say - are not relayed.