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Announce News Post #4932

The Underworld!

Written by: Ictinus, The Architect
Date: Saturday, June 30th, 2018
Addressed to: Everyone


The Underworld is back!

Before I get into the details, it's essential everyone is fully aware that the Underworld is and remains a TREACHEROUS PLANE. This means that anyone on that plane is free to attack and be attacked by any other player also on the plane. Pursuing attackers or defenders outside of the Underworld for actions therein is not permissible.

Onward!

With the mollification of Slith and the ejection of Zsarachnor, a new root system has been established in the Underworld allowing adventurers to travel back and forth without the need to die in order to escape!

The Underworld has been a much missed zone and because of that nostalgia and familiarity, we've largely kept the area landscape itself the same. Our aim was to preserve the design as both a high level hunting area and a wild-west style open PK battle arena while adding a much needed overhaul to the denizens and other content found inside.

Many of you will have noticed that HELP UNDERWORLD looks like a city help. This is deliberate, and the political landscape of the Underworld's government (headed by Slith in the fortress of Cor Kanth) shifts based on the actions of players questing, bashing, and killing in all of the areas.

In its default state, Asztrik and Prioska serve as the two Vice-Royals and their forces dominate the midfield areas. As the political structure shifts and the powers of the various Ur'Vampires wax and wane, expect this deployment of forces to adjust accordingly, as well as the inhabitants of Cor Kanth proper (and subsequent available content).

This system is influenced entirely by player action, and to experience all the content (and attain the numerous new honours lines!) will require effort to shift things around.

As well as all of the original midfield areas, the fortresses of Moldova, Granniftor, Bolgukova, Osterrych, Nemuritouaure, the Prylator Pit, the Modyara Obelisk, and the ruined spire of Cor Triphyn are all open for business. Within, you'll find another host of denizens themed to the Ur'Vampire(s) in charge, plenty of blood to spill, and - when they're at home - the Ur'Vampires themselves who plot relentlessly to unseat the residents of Cor Kanth.

All six of the Ur'Vampires / major Underworld players - Gerzson, Kemnast, Zigana, Tizane, Asztrik, and Prioska - have received a total and complete overhaul to their combat behaviour. Some you can challenge directly, while others will require a gauntlet to be passed. All have weaknesses to exploit!

A final note on PK:

- I'll reiterate that the Underworld is and remains a TREACHEROUS PLANE. This means that anyone on that plane is free to attack and be attacked by any other player also on the plane. Pursuing attackers or defenders outside of the Underworld for actions therein is not permissible.

- The more deadly among you might find that your mere murderous presence threatens the confidence of the Cor Kanth Ur'Vampires. Don't be surprised to get a bounty on your head!

On behalf of the Garden team, we all hope that you enjoy this as much as we've enjoyed putting it together. It's truly kill or be killed, and and if you occasionally feel a strange pull on your psyche, we invite you to wonder... what could it be?


Penned by My hand on the 18th of Daedalan, in the year 775 AF.


Previous Article | Back to News Summary | Next Article
Previous | Summary | Next
Announce News Post #4932

The Underworld!

Written by: Ictinus, The Architect
Date: Saturday, June 30th, 2018
Addressed to: Everyone


The Underworld is back!

Before I get into the details, it's essential everyone is fully aware that the Underworld is and remains a TREACHEROUS PLANE. This means that anyone on that plane is free to attack and be attacked by any other player also on the plane. Pursuing attackers or defenders outside of the Underworld for actions therein is not permissible.

Onward!

With the mollification of Slith and the ejection of Zsarachnor, a new root system has been established in the Underworld allowing adventurers to travel back and forth without the need to die in order to escape!

The Underworld has been a much missed zone and because of that nostalgia and familiarity, we've largely kept the area landscape itself the same. Our aim was to preserve the design as both a high level hunting area and a wild-west style open PK battle arena while adding a much needed overhaul to the denizens and other content found inside.

Many of you will have noticed that HELP UNDERWORLD looks like a city help. This is deliberate, and the political landscape of the Underworld's government (headed by Slith in the fortress of Cor Kanth) shifts based on the actions of players questing, bashing, and killing in all of the areas.

In its default state, Asztrik and Prioska serve as the two Vice-Royals and their forces dominate the midfield areas. As the political structure shifts and the powers of the various Ur'Vampires wax and wane, expect this deployment of forces to adjust accordingly, as well as the inhabitants of Cor Kanth proper (and subsequent available content).

This system is influenced entirely by player action, and to experience all the content (and attain the numerous new honours lines!) will require effort to shift things around.

As well as all of the original midfield areas, the fortresses of Moldova, Granniftor, Bolgukova, Osterrych, Nemuritouaure, the Prylator Pit, the Modyara Obelisk, and the ruined spire of Cor Triphyn are all open for business. Within, you'll find another host of denizens themed to the Ur'Vampire(s) in charge, plenty of blood to spill, and - when they're at home - the Ur'Vampires themselves who plot relentlessly to unseat the residents of Cor Kanth.

All six of the Ur'Vampires / major Underworld players - Gerzson, Kemnast, Zigana, Tizane, Asztrik, and Prioska - have received a total and complete overhaul to their combat behaviour. Some you can challenge directly, while others will require a gauntlet to be passed. All have weaknesses to exploit!

A final note on PK:

- I'll reiterate that the Underworld is and remains a TREACHEROUS PLANE. This means that anyone on that plane is free to attack and be attacked by any other player also on the plane. Pursuing attackers or defenders outside of the Underworld for actions therein is not permissible.

- The more deadly among you might find that your mere murderous presence threatens the confidence of the Cor Kanth Ur'Vampires. Don't be surprised to get a bounty on your head!

On behalf of the Garden team, we all hope that you enjoy this as much as we've enjoyed putting it together. It's truly kill or be killed, and and if you occasionally feel a strange pull on your psyche, we invite you to wonder... what could it be?


Penned by My hand on the 18th of Daedalan, in the year 775 AF.


Previous | Summary | Next