u/AC-DreamWeave

Image 1 — [DreamWeave] Launch TODAY @ 8PM EST!
Image 2 — [DreamWeave] Launch TODAY @ 8PM EST!
Image 3 — [DreamWeave] Launch TODAY @ 8PM EST!
Image 4 — [DreamWeave] Launch TODAY @ 8PM EST!
Image 5 — [DreamWeave] Launch TODAY @ 8PM EST!
Image 6 — [DreamWeave] Launch TODAY @ 8PM EST!

[DreamWeave] Launch TODAY @ 8PM EST!

Hey folks. For the past several weeks we've posted about one piece of AC: Dreamweave at a time. We made mules obsolete. Then trade bots. Then alts. We built dynamic dungeon content that never exist the same way twice (Threads), took them multiplayer, and opened an entire custom island (Drift Marae Lassel).

5 weeks pre-Alpha. 5 weeks Alpha. 5 weeks Beta. Today all of it goes live together.

Dreamweave launches TONIGHT at 8 PM Eastern. Fresh characters, a fresh economy, everyone starting from the same line. No impending wipe. This is it!

Here's everything you're logging into.


The Mule (and why you'll never roll one again)

Type /mule anywhere and a personal vault vendor appears. Sell your gear into it, buy it back out whenever you want it, from any character on your account. Pyreals are banked account-wide. Your storage alt is retired. Share access with friends.

The Market

A player trade market that works in game and in your browser. List from your vault, browse from your phone at work, buy and have it delivered. https://market.acdreamweave.com

Class Abilities

Eight classes, each with its own trainer and a three-tier tree of real mechanical abilities: Archer, Rogue, Vanguard, Berserker, Archmage, Void/Summon, Blood Mage and Spellsword.

You are not locked in to a class - choose what you want from any trainer. Abilities have affinities: their power scales off the retail skills you've actually trained, so your build feeds your class instead of replacing it. Plan yours in the browser before you spend a point: https://wiki.acdreamweave.com/planner/

Custom Crafting

A whole layer of crafting retail never had:

  • Equipment mods - 49 of them, in eight class-themed families.
  • Weapon mods - special modifiers in three quality tiers, up to four on a single weapon.
  • New salvage and hammers that reforge, reroll and reshape what you already own.
  • Marketplace stations for workmanship reforging, arcane alignment, spell tutoring, brewing, weaving and salvaging.

And these aren't invisible stat bumps. Exceptional crafts visibly change the item - yes, your craft can put particle effects on your wielded weapon. Try it before you spend a bag of salvage: https://wiki.acdreamweave.com/crafting/

Custom Content

This is the part that surprises people. Dreamweave isn't a few new vendors bolted onto retail.

  • >50 handcrafted quests, plus repeatable bounties, a treasure hunt and side questlines on top.
  • Nearly 30 custom dungeons and instances - the Unbidden Doors, the Drift Network and its halls, the mining bays of Assay Row, and more.
  • 2,500+ new objects - creatures, NPCs, weapons, armor, tools and rewards.
  • A whole new island: Drift Marae Lassel. Five towns, five lifestones, a 12-quest story arc, a six-depth dungeon ladder and eight new weapons, on a Marae Lassel you only think you know.

And it spans the entire journey. New content starts around level 10 and climbs all the way to level 375 and beyond. There's no hard level cap here. Post-retail power isn't a myth on Dreamweave. It's a destination with content built to meet you there.

Threads - Solo and Group

Use a Thread Gem and one of 24 retail dungeons is emptied out and rebuilt from scratch, with a roster drawn to your gem's level and a boss at the end. Same halls you remember, a different fight every run.

  • Solo, or bring a fellowship of up to 20. The dungeon scales to your party - more monsters, tougher fights, bigger rewards.
  • Loot is split fairly. Drops go into personal caches dealt out per member, so nobody races for a corpse.
  • Gems run all the way to level 375, with a custom high-level bestiary built for the top of the ladder.
  • Daily surveys reward you for showing up.

PvP Arena

Ranked 1v1, 2v2 and free-for-all matches, each with its own ladder. Arena fights strip out the PvE extras like class abilities and weapon mods, so it comes down to your character, your gear and your hands. Every character can also keep a separate PK build with /facet pk.

Mechanical Improvements

The small things that add up to a game that respects your time:

  • Facets - swappable builds on one character. Same soul, different shape.
  • /fship fellowship commands - create, join and fill a group in one line, with optional leech protection.
  • Character Sheets - /charsheet gives you a live web page for your character to share anywhere.
  • Custom augmentations that keep going past retail's limits.
  • Patches shipped daily. Bugs and suggestions from the Discord are regularly fixed, tested and live the next day.

Why it all fits together

Every one of these systems feeds the others.

You level through custom quests and dungeons built for every stage, not just the retail grind. You keep climbing past 275 into power retail never offered. And when you get there, the game doesn't run out: Threads keep throwing new fights at you, crafting keeps giving you something to chase, class abilities keep growing with your build, and the arena is waiting when you want to test it against other players.

It's a leveling experience you can't get anywhere else, and an endgame that stays alive.


Guiding Principles

  • The Retail AC xp curve is gold and retained/extended.
  • RNG & Crafted loot should outperform Quest rewards in the vast majority of cases.
  • Retail AC content is preserved, with DreamWeave as an exciting new layer on top.
  • An end-game loop needs to scale organically to stay interesting
  • Active play should be rewarded notably more than UCM (though UCM is allowed)
  • Player choice is king. No class-locking. No required abilities/gear. You choose every detail of your build for better or worse.

Keep your main. Try us on the side.

We're not asking anyone to walk away from the server they call home. Keep your main right where it is. Roll a Dreamweave character tonight, give it a few evenings, and see how it feels.

We think the quality of life will win you over. We think the rest of it might, too.


AI Disclaimer

As a software professional for >20 years, LLMs are a part of my standard tooling and were used in the creation of this server. Also I'm terrible at visual art so I have an occasional image generated using AI. My work is open source and available for any other server to adopt.

Low-effort slop is low-effort slop, regardless of whether an LLM is used. This server is the result of months of dedication by myself, 2 other admins, and >100 unique players through contributing to the Alpha & Beta testing effort. Despite being in Beta, we've grown to a top-10 AC server and continue to grow. Give DreamWeave a try and see how high-effort and thoughtful this slop truly is.


Come play - tonight, 8 PM Eastern

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.

See you in Dereth.

u/AC-DreamWeave — 13 days ago

[Dreamweave]: HUGE New Content - Drift Marae Lassel. Launch 10/2 and End of Beta Prizes Announced!

Hey folks. Weekly update from AC: Dreamweave. We made mules obsolete, then alts, then took our dynamically generated dungeons multiplayer. This week is different. This week we're not handing you a new dungeon. We're handing you an entire island.


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 to 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. A personal vault vendor you can summon with /mule. A trade market that works in game and in your browser. Swappable builds on one character with Facets. Threads - retail dungeons emptied and rebuilt fresh every run, solo or with up to 20 friends. Live character sheets you can link anywhere. Marketplace stations for salvaging, forging, reforging, respeccing and spell tutoring.

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.


This week's highlight: Drift Marae Lassel

The Meridian found it first.

The Meridian is a quiet institution charting the Drift, the tangle of portals that has gone wrong beneath Dereth. Their hall in the Drift Network keeps the doors they've caught and pinned: a ladder of dungeons, a row of mining bays, each one a door they can study and hold.

One door they never showed anyone.

Buried deep in the Drift, it opens onto an island every veteran thinks they know. The Meridian studied it. Then they sealed it away and told no one. Whatever waits on the other side was judged too dangerous to share.

It has not stayed hidden.

This is not the Marae Lassel you remember. The sky over the island is tainted, and everything beneath it has drifted. You'll walk shores you've walked a hundred times and find that almost nothing on them is what it used to be.

What's waiting for you

  • A full custom-populated island. 30 total quests, unique enemies, tons of content.
  • An entirely new story arc. 12 sequenced quests, woven into one connected arc from first rumor to final reckoning. Every answer you uncover raises a harder question.
  • Fully populated towns. Living settlements full of new faces, each with their own needs, grudges and secrets. Listen closely - some of them know more than they're willing to say.
  • Dangerous new enemies. New foes stalk the island, and they don't fight like anything you've faced before. Come prepared, come together, or don't come back.
  • Deadly new weapons and quest rewards. New arms forged for this island alone, and rewards worth every risk it takes to earn them.

This isn't a dungeon bolted onto the map. It's a whole region - towns, a story, a bestiary and an armory - built as one piece.

The Meridian hid the way for a reason. Find it anyway. (Start at the Drift Network. The Meridian's hall has more corners than they admit to.)


END OF BETA PRIZES

  • Top leaderboard prizes announced! Unique cosmetics that you cannot earn through standard retail play. /top defense, attack, wave, and speed scores will receive their choice of unique cosmetic reward at the end of the beta period!

Keep your main. Try us on the side.

We're not asking anyone to walk away from the server they call home. Keep your main right where it is. Roll a Dreamweave character on the side, give it a few evenings, and see how it feels.

Then go find a door the Meridian didn't want you to see, and step onto an island you thought you knew.

We're confident the quality of life will win you over. We think the island might, too.


AI Disclaimer

As a software professional for >20 years, LLMs are a part of my standard tooling and were used in the creation of this server. Also I'm terrible at visual art so I have an occasional image generated using LLM. My work is open source and available for any other server to adopt.

Low-effort slop is low-effort slop, regardless of whether an LLM is used. This server is the result of months of dedication by myself, 2 other admins, and >100 unique players through contributing to the Alpha & Beta testing effort. Despite being in Beta, we've grown to a top-10 AC server and continue to grow. Give DreamWeave a try and see how high-effort and thoughtful this slop truly is.


Come play. END OF BETA 10/1. LIVE 10/2!

Give the server a shot and learn the new mechanics before go-live. All beta players will receive a custom gift at launch for their participation.

u/AC-DreamWeave — 20 days ago

[Dreamweave] Introducing Group Threads (Dynamic Dungeons for up to 20) + Linkable Character Sheets

Hey folks. Weekly update from AC: Dreamweave. Two weeks ago we made mules obsolete and added the instant game and web-based market. Last week we made alts obsolete and introduced Threads, our dynamically generated dungeons. This week, Threads stop being a solo act, and your character gets a page of its own on the web.


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. EOR client, unmodified dat, forked ACE server. We honor the original curves and extend them.

Custom class abilities that never lock you in. Eight class trainers, each with a tree of real mechanical abilities. Abilities 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 to 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. A personal vault vendor you can summon anywhere with /mule. A trade market that works in game and in your browser. Swappable builds on one character with Facets. Marketplace stations for salvaging, forging, reforging, respeccing and spell tutoring. Fellowship commands that handle invites and leech warnings for you, as well as fellowship password-protection!

An endgame loop that provides challenges and rewards beyond EOR. Threads are dynamically generated dungeon content. This engine allows for generation of enemies and rewards that exceed anything that retail has to offer. It will stress even a heavily built character, and force players to get creative with class abilities and custom crafting to rise in power.

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.


This week's highlight: Group Threads

Last week we introduced Threads - press a Thread Gem, and a retail dungeon is copied and repopulated from scratch with a roster drawn to your gem's level, capped by a boss. Same halls you remember, a completely different fight every time.

The number one request since then: "Can I bring my fellowship?"

Yes. Up to 20 of you.

How it works

  • Form a fellowship and use your Thread Gem. You'll get a confirm dialog listing how many are coming along.
  • Say yes, and every fellow on the roster receives their own Thread Key, attuned to them, that drops them into the same run.
  • Solo is still exactly what it was. A group of one is just a Thread.

The dungeon scales to the party. Bring more people and the Thread fights back harder: more monsters (up to 180 in a single run), more health, a meaner boss, and monsters that hit harder the bigger your group gets. A full fellowship gets a genuinely different dungeon.

And it pays for it. Group runs carry a reward bonus that climbs with every member - +5% per extra player, up to +50% - on top of your normal fellowship XP share.

Loot is split fairly. No corpse races, no ninja looting. Everything the run drops is banked and dealt out into personal treasure caches upon victory, so the piles land close in value. Your cache has your name on it and only you can open it. The boss's big payout, Trade Notes, salvage and Legendary rolls, is fairly distributed as well.

The touches that make it work in practice

  • Die, and you can use your thread key to go back to where you entered. Run out of charges and you may not return.
  • Owner logs out or goes down? The run keeps going for everyone else.
  • Cleared the boss but someone's loot isn't collected yet? The run holds on for 30 minutes so nobody loses their reward to a disconnect.
  • Everything you already know from solo Threads still applies: the live kill counter, the exit portal beside you on clear, daily clear quest, etc.

Grab a Raw Fragment from Fragment-Clerk Maren Idswold at the Drift Network hub, load it at the Fragment Press, gather your fellowship and go.


Also live: Character Sheets - your character, on the web

Ever tried to describe your build in Discord and ended up pasting six screenshots?

Type /charsheet in game and you get a link - char.acdreamweave.com/<your-link> - to a live web page for that character:

  • Leaderboard placements from /top, with a crown, medal or ribbon highlighting your character's accomplishments.
  • Your gear on a paperdoll laid out just like the in-game inventory panel. Hover or click any piece to see its full appraisal.
  • Attributes, vitals and skills base and buffed.
  • Class abilities with your rank in each.

It's live - no snapshot, no re-export. Swap a weapon, raise a skill, and the page shows it the next time someone opens the link. Drop it in Discord when someone asks for your template, send it to a friend thinking about a similar build, or just brag a little.

It's yours to control. No sheet exists until you turn it on. /charsheet rotate gives you a fresh link and kills the old one, and /charsheet off takes it down. You can manage it from the market site too.

A couple examples of current toplist climbers:

Rez: https://char.acdreamweave.com/F9DDafaFjO

Kelsier: https://char.acdreamweave.com/EEnwZuyj25

Though some are secretive about their builds to avoid being copied. Certain lethal combinations of custom gear and abilities may be better kept to onesself...


Keep your main. Try us on the side.

We're not asking anyone to walk away from the server they call home. Keep your main right where it is. Roll a Dreamweave character on the side, give it a few evenings, and see how it feels.

Grab a few friends and run a dungeon that has never existed before. Share your character sheet with learned synergies. Mule and trade seamlessly in game, on the web, even on your phone!

We're confident the quality of life will win you over.


Come play

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.

AI Disclaimer

As a software professional for >20 years, LLMs are a part of my standard tooling and were used in the creation of this server. Also I'm terrible at visual art so I have an occasional image generated using LLM. My work is open source and available for any other server to adopt.

Low-effort slop is low-effort slop, regardless of whether an LLM is used. This server is the result of months of dedication by myself, 2 other admins, and >100 unique players through contributing to the Alpha & Beta testing effort. Despite being in Beta, we've grown to a top-10 AC server and continue to grow. Give DreamWeave a try and see how high-effort and thoughtful this slop truly is.

u/AC-DreamWeave — 27 days ago

[Dreamweave] MMO (Making Mules Obsolete). Game and Web-Based Instant Market Trading!

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.


The Vault Mule: /mule

https://youtu.be/nkcBeSWUUNY

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 Market: https://market.acdreamweave.com

https://youtu.be/h6slQr0hlXA

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.


Come play

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.

u/AC-DreamWeave — 1 month ago

DreamWeave - Open Beta Launch Today @ 6pm EST / 3pm PST

But first, a gift:

ACE Ring spell camera fix

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.

> View PR on GitHub

ACE Jump rubber-band fix

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.

> View PR on GitHub

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.


DREAMWEAVE

>> DreamWeave Open Beta Announcement <<

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.


Links

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

u/AC-DreamWeave — 2 months ago