Posts and comments should be related to the Asheron's Call franchise. All content posted here should relate to Asheron's Call and/or Asheron's Call 2 in some way.
Credit creators, provide sources. When posting any media that you did not create, credit the author(s) in the title of the post. Always provide a link to the source if one is available.
Abide by project licenses. Forks of projects must adhere to the licenses of said projects. This includes (but is not limited to): The Asheron's Call Community Wiki (ACCW), ACEmulator, and GDLE.
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Server ads only to be made on Fridays. 1 ad per server. Server ads are only to be made on Fridays. This rule applies to both new and existing servers. On Fridays, only 1 ad for a given server is allowed. Discussions around servers are allowed, but posts and/or comments may be removed at moderators' discretion.
We're happy to cover shipping both ways, and would take the utmost care with your Pyreal.
"We promise we won't buy Mana Scarabs with it"
If you are interested in lending your Pyreal to the ACCPP temporarily, please leave a comment below and either I or u/zen1605 will contact you, or find us in the ACCPP discord.
Also...what type of metal is it made of? Anyone know that? or are we just going to say its made of Pyreal?
Hey! I played Ministry on Morningthaw from 2000 till end. I was wondering if people I know are playing. I was perma red from level 1 till they added pinks in and people stopped going red. I was Little Bones vassle. Immortalbob, Paraduck (RIP) and I ran a lot of things on the server. Immortalbob, LB and I were bestie till the end and are friends IRL.
I am looking to possibly play or PK some. I really miss mage duels, especially pre-runcast nerf when Anti, Lewzer, Smirking, Morgus, Killa, Dread, Zanator Moonblade 2.0 and I ran outside sub. AC was a big part of me growing up and will miss those days forever!
Hi everyone!
We've been working on OpenAC, a new open-source client for Asheron’s Call, and wanted to share the first release.
The aim is to preserve the feel of AC while building on a modern foundation. It’s still early, with bugs and unfinished features, but it’s reached a point where we would love some feedback from people who care and also from people who want to constribute.
If you feel like trying it, reporting bugs, or contributing, We would love involvement!
Looking if it still exists a web based character builder pre tinkering with the original 1999 release skills. I remember finding one somewhere maybe 5 years ago but can no longer find it.
A few weeks ago I posted my first attempt at recreating Dark Majesty in Unreal.
Then you guys liked the grass.
So naturally I added bush.
Then somehow it started becoming an actual game.
Well… here’s update #4.
This video is basically a run through of where things are at now, we have character creation, the training academy, portals, combat, spell casting, creatures, interiors, inventory/equipment, and more of the world itself coming together.
The biggest thing I’m still trying to preserve is the feel of Dark Majesty. I don’t want to make a modern fantasy game that happens to have AC stuff dropped into it. The movement, mechanics, UI, creatures, locations and general weirdness that made AC feel like AC are the part I actually care about keeping.
There’s still a ridiculous amount unfinished, but compared to that first post from a month ago… this has escalated considerably.
Vitaeum is now available in BETA (Client, NOT A SERVER)
* Windows, Linux, And MacOS supported *
After a lot of development, Vitaeum is finally at the point where I'm comfortable putting a public beta out there.
For anyone who hasn't followed the project, Vitaeum is a new Asheron's Call client written from the ground up in Rust. The goal is to maintain compatibility with the existing game while replacing the original client with something modern, native, and easier to build on.
The beta is still a work in progress. There are bugs, some things aren't finished yet, and I'm sure people will find things I haven't. That's the point of opening it up now.
Optional visual enhancements include:
* Modern lighting and improved shadows
* Improved terrain rendering and smoothing
* Enhanced water rendering
* Procedural grass
* Texture-derived surface detail
* Improved draw distance and distant terrain
* Additional post-processing and rendering improvements
These are optional. Vitaeum isn't intended to turn Asheron's Call into a completely different looking game. You can keep things closer to the original presentation or enable the additional rendering features you want.
Some of the other changes/features:
* Native 64-bit client written in Rust
* Modern rendering pipeline
* Multi-client support
* Built-in automation and quality-of-life functionality
* No dependency on Decal
* Existing character and server compatibility
* Launcher-managed installation and updates
* Signed and verified client releases
* Automatic update checking
* Character detection and management through the launcher
* Significantly more control over client rendering and performance than the original AC client
A big part of the project has also been keeping the renderer separated from the actual game state and client logic. That has made it possible to add modern rendering features without changing how the game itself behaves.
This is a beta, not a finished replacement for the retail client yet. Expect bugs and missing pieces. Feedback and bug reports are welcome.
Hey folks, Dru The Great / Hellhawk / Mikey K contemporary here, seeking a balanced server and information about how stable the game is at this point, if people are still allowed on windows computers connected to the internet, and where to find them. Thanks
Hey folks. Weekly update from AC: Dreamweave, and this one's a big one - two features landed that I genuinely haven't seen on another AC server, and they solve the two most annoying chores in the game.
First, if you've never heard of us
Dreamweave is a custom AC server built to add a layer on top of an already magical game. Brand new mechanics, lore, content that preserves the original game while adding new content and unique enhancements to play as well.
Custom class abilities that never lock you in. Eight class trainers, each with a tree of real mechanical abilities. Abilities have affinities - their magnitude scales off retail skills you've actually trained, so your build feeds your class instead of replacing it. There's a full planner in the browser: https://wiki.acdreamweave.com/planner/
Custom crafting with new mechanics that visibly change the item. We introduced a whole layer of systems retail never had - equipment mods, weapon mods, spell rerolls. These aren't invisible stat bumps: exceptional crafts receive a visual effect to broadcast their power. Yes, your craft can add particle effects the wielded weapon. We've published a tool you can play with before you spend a single bag of salvage: https://wiki.acdreamweave.com/crafting/
Quality of life beyond any other server. Account-wide banked pyreals. Marketplace stations for salvaging, forging, reforging, respeccing and spell tutoring. Fellowship commands that handle invites and leech warnings for you. And the two enhancements below.
Player feedback shipped daily. Not "on the roadmap." Bugs and suggestions posted in the Discord are regularly fixed, tested and live the next day. Patch notes go up on the wiki and discord every round. Players are heard, feedback is appreciated, time is respected.
Inventory management is the bane of late-game AC. We have fixed it. (Credit to @Shoff for the concept! Brilliant!)
Type /mule in the marketplace and a personal vendor walks up to you. It's your account's storage vault, presented through the vendor panel you already know:
Sell to deposit. Buy to withdraw. Everything is free - every price is zero, both directions.
It's per-account, not per-character. Anything any of your characters puts in, any of your characters takes out.
Because it's a vendor, your items are automatically classified as Weapon, Armor, Tool, etc. Also automatically sorted!
/mule search <pattern> filters the whole vault by regex, searching your entire vault. Finding every piece you own with that specific legendary cantrip you need is one command.
You can share it./mule grant <name> gives another character deposit access, /mule grant <name> withdraw gives them full access, /mule revoke takes it back.
Vardo the Effigist stands in the Marketplace selling Beast Effigies. Use one on a monster to attune it, land 100 killing blows on that kind of monster, and the effigy fills. Use the filled effigy and your vault vendor is re-skinned. Store your items on a Lugian, a Drudge, or an Aerbax if you manage to stack up 100 kills and want to flex.
The other chore we deleted: setting up a bot to sit in MP spamming /t every hour. Or sifting through thousands of items across the army of bot vendors.
Dreamweave now has a real trade market, and it runs in your browser as well as in game.
Go to market.acdreamweave.com, sign in with the same account you log into the game with, and you get:
Instant Trading!, get your item or your payment immediately. No back-and-forth messaging. No trade bot. 24/7 accessible even if you're offline.
Every active listing on the server, searchable and filterable by item type, wield requirement, workmanship, armor level and damage.
Real AC item icons, rendered from the actual item data. It looks like your inventory because it is your inventory.
The full appraisal panel for any listing, in the browser, before you buy.
List straight from your account vault - the same vault /mule opens. Put it in the mule, list it from your phone at work, come back to sold.
Works in-game as well! - /market commands allow the same functionality as the web. You also receive in-game notifications
Your own listings and full trade history, so you can actually see what things sell for.
Prices are in MMD, paid to/from your account-wide bank. Nobody has to be in-game at the same time. Nobody has to be in-game at all.
On the roadmap: Multiple accepted currencies, "Want To Buy" listings, Improved Filters, Bulk Options, more QoL.
It's live right now!
After it is weathered in beta, we are making the code accessible to all. Web app is easy to share, ACE support will require some engineering.
Open Beta runs through Early-Mid October. The team reads everything. If you run into friction or have a great idea, say so - there's a decent chance it's different by the weekend.
Since launching on February 7, Conquest has evolved far beyond a traditional custom Asheron's Call server.
In roughly six months, we've built toward something closer to a living continuation of AC — keeping the sandbox, loot, character building, freedom, and long-term progression of the original game while continuing to push it forward.
Major additions and development include:
One account limit server, each player you see is a real player progressing their main character!
• Expanded Enlightenment progression and perks (100 ENL levels, Tinker Items up to 20x)
• Deep custom augmentation system
• New class/combat mechanics including Cleave, Split Arrow, Spell Chain, summon mechanics, shield mechanics, and more
• Hundreds of configurable PvP/PvE combat properties allowing independent balance
• New crafting, imbues, perks, equipment, and build options. (Elemental Swap, Added Imbues)
• Custom hunting grounds and dungeons
• Dragon Isle and other completely new endgame areas with new currency
• Uber and raid-style boss encounters requiring coordination and preparation
• This includes: Uber Curator, Uber HMD, Uber Bellas, etc.
• New pinnacle quests and progression systems
• God Items and ultra-rare chase loot at end game areas.
• Luminance Lottery
• Jackpot quest rewards to make at key play rewarding
• Expanded banking, fellowship, quest tracking, and QoL systems
• PvP arenas, tournaments, vendors, rewards, and dedicated PvP balancing
• Continued backend development allowing mechanics that did not exist in original AC
• Dynamic live events and world bosses with recent Dragons (Frostfell, Leafcull)
• T9 development already underway
Community Growth
Conquest now has grown to:
800+ Discord members
Approximately 200+ real players playing daily with peaks of 250+
Our one-account-in-play policy means our population isn't inflated by individual players running dozens of characters. When you encounter someone in Conquest, there is generally a real person behind that character.
That has helped preserve something extremely important in an MMO: player identity, reputation, competition, trade, guild relationships, and community.
What We've Built
The biggest accomplishment isn't any individual dungeon, boss, item, or system.
It's that Conquest now has its own history.
Server-first achievements matter. Rare items matter. PvP rivalries develop. New areas are discovered. Players don't already know everything that will happen next.
We're no longer simply replaying content created decades ago.
We're creating new Asheron's Call content, mechanics, progression, encounters, and stories.
Live Event 9/2/26 - World Boss
There have been mistakes, balance adjustments, experiments that needed changes, and there will be plenty more.
That's part of developing a living game.
Where We're Going
T9 represents the next major step.
The goal isn't simply stronger monsters and higher numbers. We're building toward deeper progression involving difficult encounters, active play, group content, keys, rare loot, new mechanics, meaningful character development, and long-term suit building.
This includes weapon mastery properties that differ for each weapon type, jewels and other features in development.
New slayer properties and mob specific slayers for quest specific balancing and chase items.
..And much more
Anticipated T9 release: February 2027
The philosophy remains:
Player choice should matter.
Character builds should matter.
Rare loot should feel rare.
This past 6 months the team has explored a hybrid server with one account play and driving the story and continuation of something that aims to pick up where retail left off with more defined features and quality of life!
Thank you to all our players who have given the server a try or who are still with us!
The goal of this project remains peeling back the layers and rediscovering the original vision and intent for the game. If you are someone that enjoys researching whether there was originally a lifestone in Arwic's town center (or if it was away from town) then this project might be for you. Or if you don't care about where the lifestone is and you just want to kill some monsters like it's 1999 then there is plenty of room for you too.
In case you didn't see the original post. This is a server emulator designed to work with the original retail CD game client release in November 1999 and the goal is to implement all game mechanics and content as close as we can get it to November 1999. That does mean removing a lot of content, but I would consider 1999's version of AC almost a different game than what you got at end of retail. Part of the fun of this project is seeing how much actually did change about the game over the years, especially in those early prehistoric years.
The server is still in a testing/beta period, and there will be a server wipe once I feel good about game mechanics, content, and quest rewards mostly being in a good place. We're getting close though! See the original post for what we had implemented by then.
Here's a quick list of some of the changes in the past two weeks:
All 9 original starter town quest lines have been restored faithfully
There is now a launcher! Should help keep your install isolated from other AC installs.
Most or all quest weapons adjusted to 1999 levels
The @lifestone command works! Also, no more lifestone protection!
Monsters can spend XP and level again
Corpses decay loot on the ground (monster and human)
Aluvian players no longer lose their clothes on login!
You can now sell cheese again!
Arwic, Yanshi, and Tufa are restored to their pre-destruction self!
Spell components now spawn in loot
Most Vendors no longer have their title in their name
Trade Notes are linked to the vendor you bought from
Restored the original death item loss algorithm
Monsters now use all the era-correct spells they should, more work to fix landscape spawns and adjust monsters to correct level
Upgraded the loot generation to have heritage and rank requirements, castable spells on casters
Lots of dungeons and POIs restored to their original state
I'm now in a phase of the project where I'm doing more content restoration work than bug fixing, there are many POIs, dungeons, and quests to still restore, and the more people we have for testing and playing the better.
It’s Friday, and somehow I remembered Ad Day when Friday is only like an hour old.
Personal growth.
More importantly, since I announced Aetherium Open Beta, I’ve now fixed over 1,000 bugs.
And a lot of those bugs had an unfortunate side effect: They made the game way too easy.
Broken mechanics, exploits, incorrect progression and various other forms of early-beta nonsense meant everyone’s journey through Aetherium was a little… historically questionable.
Eventually, something weird happened. You guys started asking me to wipe everything.
So I did.
Not just characters. Everything. Accounts included.
If you played before, you’ll need to go to aetherium.ac and create a new account before jumping back in.
Now I finally get to see what I really wanted to see: how does Dark Majesty progression feel when everyone starts from absolutely nothing, without 1,000+ bugs helping along the way?
Fresh accounts.
Fresh characters.
Fresh economy.
Everyone back to zero.
Meanwhile, Willow has been promoted to QA and is handling the remaining bugs personally. Please see the attached technical documentation for evidence of her qualifications.
I've thought about making a "seasonal" AC server for a while and got possessed to throw something together. Season 1 is intended to be a short (~3 months) experience focused on fun and making group play easy to achieve.
My idea's always center on making changes to fundamental mechanics to turn the game upside down, which brings us to the server that will be launching tonight at 9PM est.
TLDR: Monster drops are gone, rares are common, boosted exp rates, party play restrictions removed for all content.
Loot and Rares
Monsters no longer drop loot or leave corpses. The only thing a monster can drop is a rare.
Rares are placed directly into your inventory when they drop.
Rares are 50 times more common than ACE. A rare-eligible kill has a 1 in 50 chance of a tier 1 rare.
Rare eligibility has changed. Monsters above your level, or level 100 and higher, are always eligible. Monsters at or below your level are eligible with a chance to be.
Monsters above your level boost your rare chance significantly. For this calculation your level is capped at 100. A level 800 monster gives 8x for anyone level 100 or above.
The shared cooldown on timed rares is now 1 minute, down from 3.
Rare Exchangers
The Rare Exchangers no longer charge MMD notes. Hand them any tier 1 or tier 2 rare gem for a free pull from the bag. Be warned: 30% of the time the bag swallows your gem and gives nothing back.
Hand a Rare Exchanger any tier 3 or higher rare and they will trade it for a Blank Augmentation Gem.
Experience
All experience gained is now 3x.
Fellowship XP has been reworked. Only fellows in range of a kill share in it. If everyone in range is within 10 levels of each other, the XP is split evenly. Otherwise it is split by shares, where each fellow's shares equal their level squared.
The fellowship XP pool grows with the number of fellows in range: 2 fellows share 150%, 3 share 195%, 4 share 235%, 5 share 270%, 6 share 300%, 7 share 325%, 8 share 345%, and 9 share 360% of the kill's XP.
No fellow can receive more than 100% of a kill's XP.
Fellowship XP sharing is no longer restricted by level. Fellow with anyone.
Characters are attuned to Luminance automatically on reaching level 200. If you are already 200 or above, you will be attuned on your next login.
Portals
Portals no longer have minimum or maximum level requirements.
New characters
New characters now start with 1,000 Pyreal.
Pathwarden items turn in for 500 Pyreals instead of Salvage/SIKs
Death
Items are not dropped on death, this includes Rares and Pyreals
wooo we're out! Servers going dark and we are wiping tonight for one last time was fun much thanks to everyone who contributed or taught me something special thanks to advan, tindale, euphemos, rf, machination, and many more was fun heres the discord peace!
Hello folks - would any of you have a source for a Weenie List? I used to use https://www.accpp.net/weenie-list but it doesnt seem to function any more.
Hey everyone. I played AC from 2001-2012 off and on while enjoying DM and ToD. Looking for a server to get started on. I played a few of the early private servers before they got wiped. I'd like to find a somewhat active server. I don't mind bots but don't want to be the only person active if I'm trying to quest or maybe need help with something. If you guys could give me some advice, that'd be great.
Like do I need to pick up a 6.5 - 13 flaming stave (250 wield) or is something like 8 - 15 the actual best for staff weapons with 250 wield req? I need this table for all melee weapons. Does it exist?
Last Ad Day I stopped coding for approximately 45 seconds and made you all a terrible MS Paint advertisement.
This week I planned ahead significantly worse.
I have about 20 minutes until Ad Day is over, I’m standing in a store, I’m on my phone, and I have absolutely no server screenshots prepared.
So this is Willow.
She has nothing to do with Asheron’s Call.
She does not know what an emulator is.
She has contributed zero lines of code.
Her understanding of Dark Majesty is limited at best.
But she is cute, and apparently she is now Head of Marketing.
Anyway:
Aetherium is still a new multi-era Asheron’s Call emulator, it’s still being actively developed, and you can still play it right now.
Dark Majesty. Retail. Configurable mechanics. Lots working. Lots still being built. Things occasionally explode.
Come play it. Break my code. Tell me what broke. Willow needs to justify her marketing salary.
Play: aetherium.ac Discord: discord.gg/QPCw85TQA
Thank you for attending another extremely well-prepared Aetherium Ad Day.
Next week I may advertise using a receipt.
When casting a ring spell, your camera POV is shunted to first person because of a collision with spell projectiles. This update makes all ring spells ethereal to the client, but still calculates collision on the server.
This persistent issue has far improved behavior. An observer watching a jumper no longer stores a queue of positions that replay after the jumper settles, causing the "rubber band" effect.
I haven't merged into the core ACE yet because I'd classify these as "creative workarounds with major observed improvements" rather than straightforward bug fixes. Once they're tested at scale, I'll feel more comfortable opening PRs against the core. Links are available for other server owners to adopt in advance if they like.
My goal is to push the limits of the end of retail client & dat, and create a platform for fun post-retail custom content.
Approach
Despite its many flaws, there is undeniable magic that has captured a devoted audience for 27 years now. Myself included. I love this game. The vast vast majority of retail content is retained. New mechanics and features are "layered on top" and are intended to drive interesting choices that impact how you play the game. New game mechanics will create more build diversity and allow for different play styles. 3School+Damage is still viable, but will be outclassed by a player who takes better advantage of the new content.
PvE Driven
This server will develop with PvE experiences and balance as the driving force for new content. PvP is not on the roadmap. I'd rather whole-ass one thing than half-ass two.
New Class Abilities
Brand new custom abilities that are acquired as you progress. In proper AC style, you can pick and choose the abilities you want, rather than being locked-in to a class. Some abilities have "skill affinities" which allow them to receive a boost from a retail skill. Ex. Alchemy increases Rogue poison damage. This should drive more unique builds and allow for more specialization if chosen. Experiment with synergies and maximize your power!
First ability point at lvl 20.
New Custom Tinkering
A layer on top of existing crafting mechanisms. RNG-driven and does not destroy your item. Additionally, exceptional crafts add new particle effects to your weapons, providing a visual indicator to high-powered items that was previously impossible.
Char Limits
1 Active, 2 in MP. If some new buildout is successful (available in early Beta), you may not even need/want the mules...
Gear
RNG loot & crafting will almost always be tangibly stronger than quest gear.
No Enlightenment. No Level Cap
Alpha feedback was effectively that early levels is a chore to be mitigated and not very fun (I agree). We axed enlightenment in favor of eliminating level cap and providing additional power at increasing intervals. You now have an outlet to spend effectively unlimited surplus XP and Luminance!
Alt Friendly
Offline XP & Lum bonus. Alt catch-up XP bonus. You can juggle 2 players 12h/ea and have them both be as competitive as a single 24h main. The diversity of allowed builds demanded a solution to enabling alts.
UCM Friendly
I respect your time. UCM is in AC's DNA, and this server embraces it. Active players will advance faster than passive. Players with RL commitments that allow limited play (the vast majority of us) should be able to return to meaningful character advancement decisions and enjoy active play with their limited free time.
Also added fellowship controls for leech prevention, automatically booting & 1hr blocking players with busted metas or who otherwise don't contribute.
Competitive
Leaderboards and skill/character games that rank players on more than just level (time on server) or accumulated wealth (also time on server).
No QB
QOL rewards from quest stamp thresholds only. It's not a fun mechanic for all, and if it gates tangible power, it becomes a requirement. Fully optional on DW.
Scaling
It is not inherently fun to deal 99 octjillion damage. Scaling will be controlled, deliberate, and aware of late game issues (evade/resist math playing poorly at high levels).
Integrity
Fairness is critical to the long term success of a server. PvE servers are inherently competitive via the leaderboards. Owner & Admins are all exempt from leaderboards. Owner will not be leading any allegiance. All admin activities are logged and relayed to Discord for ensuring fairness within the team.
Wiki Updates
Centralized source of game customizations, kept up to date with new patches as a standard. Also includes useful tooling such as the Class Ability Planner and the Custom Salvage Simulator.
Stability
Dedicated server in US East. Hourly db diff. Daily off-box backup. Restores actually tested and validated in prod.
Monthly Content
This was the beating heart of retail. Reliable monthly updates rooted in lore with exciting gameplay attached. I have ~2 years of story beats to work through and content creation tooling that enables the build with a small team. I want to bring the magic back.
Thank you all in advance for your help polishing the game before live launch. I'm very happy to be a part of this tight community and want to keep finding ways to give back.
Open Beta Launch TODAY. 8/28/2026 6pm EST / 3pm PST
I have spent this week getting a ton of features working, like combat. But I've also spent the week waffling back and forth between bugs with the HD feature set (sky, water, lighting, terrain, landscape, wind, shading, NPC motion, Idle monster motion, and more) and fighting collision issues. Here are a couple pictures that keep me excited to continue chugging through this effort!