Open Beta

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DreamWeave open beta begins Friday, August 28 and runs through the end of September. It is free, it is open to everyone, and it needs no invite. Bring a copy of the client, point it at the address below, and make a character.

DreamWeave is Dereth, rewoven - a custom Asheron's Call server built on the game you remember, with the things that game never got: a real character-build layer, a crafting economy that improves gear you already own, a story arc woven into retail's own lore, and a long list of quality-of-life work you will miss the moment you go back.

Log in

Server Name: DreamWeave
Server Address: play.acdreamweave.com:9000
Alternative: 51.81.48.6:9000
Discord: discord.gg/KFnBFpFQV - news, help, and bug reports.

New here, or returning after fifteen years? Getting Started is the one-page version of your first day.

Eight classes with unique abilities, no class locks

The eight DreamWeave classes: Blood Mage, Void, Archmage, Rogue, Archer, Vanguard, Berserker, Spellsword

Retail let you build any character you liked, as long as it was a mage. Class Abilities is the answer: eight kits of build-defining powers, three tiers deep, bought with Class Ability Points you earn at twelve level milestones starting at level 20.

  • Your very first point matters. Every class's Tier-1 signature costs 1 CAP at rank 1 - Multishot firing into a pack, Frenzy ramping your swing speed the longer you stay in, Thorns hurting whatever hits you, Poison Weapon adding its own damage line.
  • No class locks. Your "class" is simply where you have spent your points. Splash two, commit to one, or refund the whole slate and start again.
  • Deeper tiers are earned, not bought. Tier 2 and Tier 3 open once you have invested in that class, so a specialist really is a specialist.
  • Plan before you spend with the browser-based Class Ability Planner.

Abilities are taught by the eight Class Trainers in the Drift Network hall. Full kits, ranks and costs: Class Abilities.

Crafting that changes the gear you already own

Custom crafting: ability modifiers on armor and jewelry, up to four of twenty-two modifiers on weapons, and visual enhancements on exceptional crafts

Retail tinkering ends the day your gear is finished. Custom Crafting picks up there, and it runs on salvage nobody ever had a use for.

  • Equipment Mods turn armor and jewelry into build pieces - each mod amplifies or stands in for a class ability, so your gear and your build finally pull in the same direction.
  • Weapon Mods hang up to four modifiers from a pool of 22 on a weapon, with a reroll path and a swap path so you can chase the set you actually want.
  • Exceptional crafts earn visible effects. The best results announce themselves - a weapon that glows, arcs and burns because you made it that way.
  • Serpentine Salvage reworks an item's enchantments; drift-stone tinkering guarantees a roll you could never get by hand; the Salvage Forge and the rest of the Marketplace Crafting Stations reroll workmanship and requirements, brew, weave, and hand out free top-shelf tinkering buffs.

Every roll is a gamble, nothing is destroyed on failure, and the pressure valve is trade. Work out the odds first with the Salvage Simulator.

A story arc tied to retail's own lore

Something has gone wrong beneath the map. The portal lattice - the living cloth the far-seers call the Warp - has stopped merely mis-aiming portals and started budding new ones. The horror is not that the doors are dangerous. It is that nobody made them.

New content lands through the beta month, again at go-live, and monthly after that.

Quality of life you will not want to give up

System What it does for you
Currency Bank /b from anywhere. Bank pyreals, Luminance, trade notes, promissory notes and legendary keys; send money between your own characters; flip vendor proceeds straight into the bank instead of into your pack. No more mule carrying 40 slots of coin.
Offline Time Bonus A character banks bonus time while it is logged off, up to 24 hours. While banked time lasts, its combat XP and Luminance are doubled.
Alternate Character Bonus An alt trailing your furthest-along character by five levels or more earns double XP until it catches up. Nothing to switch on. Stack it with the offline bonus and an alt earns up to 4x.
Fellowships Run the whole thing from chat with /fship, and take up to 20 members. Leaders can switch on leech ejection: a member who contributes nothing is removed automatically, and locked out for a full hour. Nobody has to be the bad guy.
Quest Stamps One stamp per distinct quest, account-wide and never lost, redeemed for permanent reusable travel gems.
Proving Grounds Three trials in the Marketplace measuring damage, survival and endurance, paying out as your score climbs - the fastest honest read on whether a build change actually helped.
Portals and Transportation Every hub one portal from the Marketplace, added Town Network destinations, and a rebuilt Abandoned Mines hub with 24 destinations.
Levels past 275 Enlightenment is retired. You keep leveling as long as you keep earning.

The full list lives on Game systems.

Beta, prizes, and the wipe

Open beta opens Friday, August 28 and runs through the end of September.

Characters are wiped when beta ends. Nothing you level carries into the live game - so play the build you have always wanted to try, break things on purpose, and tell us what you find on Discord.

What does carry over is bragging rights with something to show for it. The top finishers on the leaderboards at the close of beta receive exclusive cosmetics in the live game:

  • /top dps - the Attack trial
  • /top defense - the Defense trial
  • /top wave - the Wave gauntlet

Each board lists the top 20. /top level, /top cap and /top stamp are there too, if you would rather race on something else.

Come break our server. We will be in the Marketplace.

See also