Game systems: Difference between revisions
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=== Shopping from the bank === | === 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. | 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. That includes vendors and stations priced in '''Trade Notes (250,000)''': notes in your pack are spent first, and any shortfall is drawn from your banked pyreals at face value. | ||
== Offline Time Bonus == | == Offline Time Bonus == | ||
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=== Sharing rules === | === 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. | * '''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. | ||
* '''Only fellows actually with you count''' - kill XP and Luminance are split over the fellows present near the earner, not the whole roster. A fellow logged off or parked across the world neither receives a share nor shrinks yours. | |||
* '''Quest XP is never shared''' - a quest turn-in pays the character who did it, in full. Only combat rewards split. | |||
* '''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. | * '''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. | * '''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. | ||
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| <code>/fship add [playername]</code> || Invite a player by name - they get the usual recruit prompt. | | <code>/fship add [playername]</code> || Invite a player by name - they get the usual recruit prompt. | ||
|- | |- | ||
| <code>/fship join [playername]</code> || Join the fellowship a named player is already in | | <code>/fship join [playername]</code> || Join the fellowship a named player is already in - if it is '''Open'''. A closed fellowship needs a pending invite; you cannot walk in uninvited. | ||
|- | |- | ||
| <code>/fship addlandblock</code> || | | <code>/fship addlandblock</code> || Invite every unfellowed player in your area to your fellowship (starting one if you have none). Each gets the normal recruit prompt - nobody is pulled in unasked - and the command is rate-limited to stop spam. | ||
|- | |- | ||
| <code>/fship joinlandblock</code> || Join the largest open fellowship in your area, or start one if there isn't any. | | <code>/fship joinlandblock</code> || Join the largest open fellowship in your area, or start one if there isn't any. | ||
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* '''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. | * '''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. | * '''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. | ||
* '''Monsters past level 185 also pay Luminance''', scaled to their experience value - as a feel for the curve, roughly 200 per kill at level 185, 450 at 240, 1,000 at 300 and 5,000 at 500, with bosses paying more just as they do in experience. Below level 185 monsters award none. Fellowships share it under the same rules as XP. | |||
== Marketplace facilities == | == Marketplace facilities == | ||
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Also working out of the central travel alcove is [[Salvage-Broker Bevan Tolliver]], who sells tinkering gems and the sealed salvage bags [[Equipment Mods]], [[Weapon Mods]] and [[Serpentine Salvage]] are built from. Every single-use item on his shelf is one Trade Note; the reusable ten-charge hammers are ten. See [[Custom Crafting]] for the whole shelf and what each item does. | Also working out of the central travel alcove is [[Salvage-Broker Bevan Tolliver]], who sells tinkering gems and the sealed salvage bags [[Equipment Mods]], [[Weapon Mods]] and [[Serpentine Salvage]] are built from. Every single-use item on his shelf is one Trade Note; the reusable ten-charge hammers are ten. See [[Custom Crafting]] for the whole shelf and what each item does. | ||
The crafting room beyond has grown into a full service row: the '''[[Marketplace Crafting Stations]]''' rework gear you hand over for Trade Notes - workmanship and requirement rerolls, the Weaver's Loom, the Brewer's Cauldron - and the free '''Tinkerer's Inspiration''' pedestal grants a minute of top-shelf tinkering buffs to anyone who touches it. Out on the market floor, '''[[Vaelith the Omni-School Professor]]''' teaches the taught spells of all five magic schools for pyreals, drawn from your pack or your bank. | |||
== Assay Row and the Salvage Forge == | == Assay Row and the Salvage Forge == | ||
Revision as of 23:34, 19 August 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, Weapon Mods for weapons, and Serpentine Salvage for an item's enchantments. 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. That includes vendors and stations priced in Trade Notes (250,000): notes in your pack are spent first, and any shortfall is drawn from your banked pyreals at face value.
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 far enough behind the furthest-along character on your account, its leveling XP is boosted by +100% (doubled) until it catches up.
How it works
- Progress is compared by level, against the highest-level character on your account.
- The bonus needs a gap of at least five levels. Trailing the account leader by exactly five levels is enough to switch it on; trailing by four is not. A character that is level with the leader, or ahead of it, never has the bonus.
- 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 once that character closes to within five levels of 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 level you are catching up to.
Levels and experience
There is no personal level cap. Your character levels continuously, all the way to the end of the experience chart, and there is nothing to reset and no ceiling to buy your way past.
Experience is never wasted
Experience you earn at high level is credited normally, however far along you are. Characters used to hit a personal ceiling where nothing at all was banked - not total experience, not unassigned experience - and that is gone. Everything you kill still pays.
Enlightenment has been retired
Enlightenment, the reset that traded your levels back for a slightly higher ceiling, no longer exists. The /enl command is gone with it.
If your character had enlightened, the experience those resets consumed has been given back to you, automatically, the first time you log in. It returns as levels and unassigned experience, so a character that had enlightened several times arrives at roughly the level all that re-earned experience was actually worth. Everything enlightenment granted you - the attribute and skill gains, the Class Ability points earned at its milestones - is untouched and stays yours.
Buying Class Ability Points with experience
The slow, uncapped Class Ability Point lane that enlightenment used to feed is now a direct purchase with experience. From level 275 onward you can trade unassigned experience for points at the Reckoning-Stone of Toil in the Drift Network hall.
The price starts at 200 billion experience for the first point and rises 40% with each purchase after that. There is no limit on how many you buy.
| Purchase | Cost | Running total |
|---|---|---|
| 1st | 200,000,000,000 | 200 billion |
| 2nd | 280,000,000,000 | 480 billion |
| 3rd | 392,000,000,000 | 872 billion |
| 4th | 548,800,000,000 | 1.42 trillion |
| 5th | 768,320,000,000 | 2.19 trillion |
The stone names the price before you agree to it, and it spends unassigned experience only - your level and total experience are never touched. See Class Trainers for the stone and the rest of the hall, and Class Abilities for what the points buy.
Checking your progress
The character panel's "experience to next level" line is drawn from a chart the client carries itself, and that chart runs out partway up the fork's level ceiling - past it the panel shows a meaningless negative number. Use /xp instead; it reports your real progress straight from the server in three lines:
- Your level and how much experience stands between you and the next one, with the percentage of the way there.
- Your total experience earned.
- Your unassigned experience, ready to spend.
At the level ceiling the first line instead simply names your level and says there is nothing beyond it.
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.
- Only fellows actually with you count - kill XP and Luminance are split over the fellows present near the earner, not the whole roster. A fellow logged off or parked across the world neither receives a share nor shrinks yours.
- Quest XP is never shared - a quest turn-in pays the character who did it, in full. Only combat rewards split.
- 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 - if it is Open. A closed fellowship needs a pending invite; you cannot walk in uninvited. |
/fship addlandblock |
Invite every unfellowed player in your area to your fellowship (starting one if you have none). Each gets the normal recruit prompt - nobody is pulled in unasked - and the command is rate-limited to stop spam. |
/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.
- Monsters past level 185 also pay Luminance, scaled to their experience value - as a feel for the curve, roughly 200 per kill at level 185, 450 at 240, 1,000 at 300 and 5,000 at 500, with bosses paying more just as they do in experience. Below level 185 monsters award none. Fellowships share it under the same rules as XP.
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, Weapon Mods and Serpentine Salvage are built from. Every single-use item on his shelf is one Trade Note; the reusable ten-charge hammers are ten. See Custom Crafting for the whole shelf and what each item does.
The crafting room beyond has grown into a full service row: the Marketplace Crafting Stations rework gear you hand over for Trade Notes - workmanship and requirement rerolls, the Weaver's Loom, the Brewer's Cauldron - and the free Tinkerer's Inspiration pedestal grants a minute of top-shelf tinkering buffs to anyone who touches it. Out on the market floor, Vaelith the Omni-School Professor teaches the taught spells of all five magic schools for pyreals, drawn from your pack or your bank.
Assay Row and the Salvage Forge
Assay Row lines the west wall of the Drift Network hall's south wing with seven mining bays, each teaching one of the six crafting materials as you work it and finishing in a Class Ability Point.
The Salvage Forge is the Hollow Hammer's work station: it converts a full salvage bag, along with matching bags of the same material already in your pack, straight into a ready ten-charge Hammer, at a bag-count discount that improves the higher your matching tinkering skill.
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.
Portals and transportation
DreamWeave keeps four portal hubs, and the Marketplace is the centre of them: recall there and every other hub is one portal away. The Town Network has picked up six destinations it never carried, and the old Abandoned Mines have been cleared of everything hostile and rebuilt as a travel hub of twenty-four destinations, sorted into a main chamber and three side passages. See Portals and Transportation for every hub and where each portal goes.
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.