FAQ
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To log in to the Deathtide ACEmulator server which may not be on ThwargLauncher's main list, you need to manually add it in the advanced settings.
Step-by-Step Instructions
- Download and Open ThwargLauncher on your computer if you haven't already done so.
- Switch to Advanced View by clicking the "Advanced View" button, typically found in the lower-left corner of the launcher interface.
- Open the Edit Servers menu by clicking the "Edit Servers" button.
- Add a New Server by clicking the "Add Server" button within the "Edit Servers" screen.
- Configure Server Details:
- Select the ACE Server radio button (it might default to GDL Server).
- Enter the Name for the server (Deathtide).
- Enter the server's IP address or hostname. (ac.deathtide.com)
- Enter the server's Port number (9000).
- Save the Server by clicking the "Add" button.
- Return to Simple View (optional) by clicking the "Simple View" button if you prefer the standard interface. Your newly added server should now appear in the main server list.
Logging In
- Select the Server you just added from the main list.
- Enter your Username and Password in the provided fields. This will be the same Username and Password you use to register and login to our website.
- Launch the Game by clicking the "Launch" button.
You should now be able to connect to the Deathtide ACEmulator server. If you encounter issues, verify the IP address and port with the server administrator, and ensure you have followed all Asheron's Call installation and setup steps, including having the correct client files.
The harsh reality of a Player Killer (PK) server in Asheron's Call, epitomized by the server Darktide, is a relentless environment of constant danger, sudden death, and severe penalties for being killed. It is a world of "anything goes," where survival depends as much on vigilance and social maneuvering as character power.
Core Harsh Realities
- Permanent Vulnerability: On a PK-only server like Deathtide, all players are permanently flagged as Player Killers and can be attacked at any time, by anyone, regardless of level. There are no "safe zones" outside of player-owned housing.
- Significant Death Penalties: Being killed by another player results in severe consequences:
- Item Loss: Players will drop several items from their inventory upon death, usually the most valuable ones, making every piece of gear a potential risk.
- Rare Item Loss: Players will drop ALL rare items from their inventory if killed by another player.
- Vitae Loss: Characters temporarily lose a portion of their stats and skills (Vitae). Vitae penalty reduces your health, stamina, mana, and all your skills by 5% per death up to a maxiimim of 40% until it is "worked off" by gaining XP.
- Pyreal Loss: Players will lose 50% of their Pyreals (in-game currency) starting at level 6, though this can be mitigated by converting currency into bank notes.
- "Ganking" and Spawn Camping: The reality is often a cycle of unfair fights. Higher-level or organized groups frequently target lower-level or solo players (known as "ganking"). Players can be ambushed while fighting monsters or even having enemies "spawn camp" them, killing them repeatedly as soon as they reappear at a lifestone. Player Killers are temporarily invulernable for a short amount of time (60 seconds) after being killed by another player. It is important to note that performing any aggressive action (attacking or casting hostile spells) will immediately cancel this invulnerability period.
- A "Red" Blip on the Radar: PKs appear as red dots on the in-game radar, making them easy to spot, but also marking everyone as a potential threat. Trust is a rare commodity.
- Allegiance Warfare and Vendettas: Beyond random acts of violence, PK servers foster intense, long-running allegiance rivalries and personal vendettas. These conflicts can lead to organized hunting parties dedicated to making certain areas or even the entire game world difficult for opposing players.
- Constant Vigilance Required: The need to be constantly aware of one's surroundings, check the radar, and have an escape plan make the experience highly stressful. It is described as a game of hunting monsters and doing quests, but always be aware that you could be the one being hunted.
While some find this environment to promote deeper social bonds within alliances and a unique, exciting challenge, the prevailing reality for many is one of stress, loss, and a chaotic free-for-all where survival is the primary goal.