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THE HERALD

  • General

    Friday Grab Bag – 09/17/2021

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    Friday Grab Bag time!

    Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

    Questions are below! 🙂

    What is the exact distance from a friendly outpost at which enemies will generate a cup/hammer/tree symbol on the war map?

    6,000 in-game units from the center of the outpost, which means the exact distance will depend on various keep layouts! 6,000 in-game units is essentially the same distance as the figure clip plane limit and so if a defending player (or guard) standing on a wall is visible to the enemies passing by an outpost, there is a good chance that they’d be too close and would trigger the cup/hammer/tree notifications on the realmwar map.

    Does wild healing / master of healing realm abilities affect styles?

    Yes, both realm abilities will affect styles with heal procs.

    Please note that this only refers to direct healing spells. Neither realm abilities affect heal over times or health regen spells or procs.

    Did the NF dragons used to give credit for dragon kill titles? They don’t currently but thought they used. If not, could they be included in the dragon title count?

    The three dragons in New Frontiers did not give credit for dragon kill titles. These dragons are much less difficult than the ones in the epic dragon zones of each realm and so if they were to give titles in the future they would need to be different from the traditional dragon-based titles.

    Can you explain why after I use Power Lock on Necro my stun immunity goes away and I can be stunned again?

    This is because the Power Lock ability stuns the Necromancer in-place for the duration of its ability and it must bypass any existing stun immunity to do so (which clears that immunity). During the Power Lock stun, the Necromancer cannot be attacked in melee and they siphon power at a very fast rate from their target. Allowing this ability to be used and then having it grant an additional stun immunity would be a bit too imbalanced as it would allow Power Lock to be used pre-emptively to prevent the Necromancer from being stunned again and any pre-existing immunities must be cleared for the Power Lock stun to land.

    Are there any plans to restrict shearing abilities like Essence Shatter so people cant just spam shear other people’s buffs over and over, for instance give it a cooldown of 10 or 15 seconds? Especially in 1v1 scenarios there is not much counterplay to it other than drinking suppremacy potions over and over, which is not fun for anyone.

    Thank you for this feedback! We would love to hear more opinions on this as the original intent was for Essence Shatter to be used seldomly due to the high endurance cost but has become easier to use with endurance reduction and endurance reduction potions. Conversely, the existence of Supremacy potions also can be argued to make this sort of ability less useful overall than it used to be. We are open to changing this ability but would love to hear more feedback about it!

    That’s it for this week!
    Enjoy the weekend, everyone 🙂

     

  • General

    Friday Grab Bag – 09/03/2021

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    Grab Bag time! Woo!

    Hope everyone is enjoying our Caledonia Event! 🙂 Level 50 opens up later today for crazy fun weekend RvR! Don’t forget to make your new characters and log them into Caledonia before the cut off time of 3PM EST / 9PM CET TODAY! 

    Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

    Continue on for the questions 🙂
     

    Is there a way you can deselect certain spell effects from group mates or make them smaller? The issue I have is when the minstrel does his resist buff and the range buff the purple sphere is so large on my character that I cant see thru it. Effects group or self don’t affect it.

    Unfortunately the only command that will eliminate this particular spell effect is ‘/effects none’ as it is both a group-based spell and one that is cast on your character directly. We can, however, look at adjusting these effects to be less obtrusive!

    What’s the reasoning behind vampiirs getting wall climb for free while Minstrel have to skill 25 stealth and Savage even 50 in savagery (which makes the H2H build have to sacrifice the 9 second side chain stun style)? Wouldn’t it be justified to have vampiirs sacrifice something as well like 20 points in shadow mastery for example?

    There are always balance distinctions among the realms as very few classes are mirrors of each other and even when classes are extremely similar they all have class-defining differences. Climb walls is a powerful and popular ability and one that is not given out lightly.

    Minstrels and Vampiirs were both designed from the beginning to have climb walls while it’s been a late addition to Savages. Savages are much less vulnerable to crowd control than either Minstrels or Vampiirs and can deal much more consistent damage than either, even when sacrificing for the climb wall ability. That is why they are required to give up some of their melee prowess when going for climb walls.

    That said we are always looking at the classes and will adjust accordingly if deemed necessary!

    Are the pre 50 pictish camps ever going to be back? Or mass pve/levelling the way these camps worked? I know Caledonia is a level event but for times outside Caledonia.

    The Pictish camps were put in as part of the Pictish Invasion event and were never meant to be a permanent fixture. These camps also had a downside of allowing players to reach level 50 with minimal active play and that is not something we want to encourage. However, there are still several efficient ways to level in PvE only with the New User Journey, Atlantean bounty quests, in the classic dungeons with their bonus experience, as well as various popular monster camps throughout the world.

    Are people going to get in trouble for joining random guilds in Caledonia or making them?

    In short, no. We will be adjusting things for the next Caledonia event so that this practice is no longer possible or necessary. For this event we’ve also added the RP/XP guild bonuses to the starter guilds for the duration of the event!

    Are there any hints on what’s to come for daoc’s 20th birthday you can share?

    Lions, Wolves, and Stags – oh my – 20 years!!!!

    We will be having a massive celebration for the month of October complete with new Veteran Rewards, a true “Arthurian” questing journey, bonuses, and so much more! That’s all you get for now *wink*.

    Off to make the last of my toons and a bunch of realm points!

    Enjoy the weekend all 🙂

  • General

    Labor Day Weekend Bonuses

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    In celebration of Labor Day in the US the following bonuses are now up and will run until Tuesday, September, 14th.

    Please note that these bonuses will not apply within the zone of Caledonia but will remain up for a week following the end of the Catch Up event.


    Bonuses

    On Ywain:

    • 50% bonus to RPs gained from RvR kills
    • 100% bonus to normal XP gain in all classic zones and dungeons

    On Gaheris:

    • 100% bonus to normal XP gain in all classic zones and dungeons
    • 50% bonus to normal RP gain in the capital cities

    In each Capital City:

    • 40% Bonus to Crafting Speed
    • 20% Bonus to Crafting Skill Gain

    In all Housing Zones:

    • 20% Bonus to Crafting Speed
    • 10% Bonus to Crafting Skill Gain

     

     

  • General

    Catch Up in Caledonia Event

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    Have you or your friends been thinking of coming back to Dark Age of Camelot? Or are you a veteran player just looking for a change of pace!?

    We’re excited to announce our 3rd Catch Up In Caledonia event coming Monday, August 30th at 3 PM EST / 9 PM CET!

    Read on for the full details!


    What is Catch Up in Caledonia?

    It’s a way to start fresh and rapidly progress to the end-game with players around your level!

    The 7-day long event that will take place entirely in the Realm vs Realm-enabled Caledonia battleground zone.

    Players will start at level 1 and rapidly progress to level 50 all while earning gear, master levels, champion levels, and realm ranks along the way!

    By event’s end participants will be ready to compete in the Frontier!

    When does the event start and end?

    The event starts precisely at 3 PM EST / 9 PM CET on Monday, August 30th  a nd will end at the same time on Monday, September 6th.

    How does the event work?

    • For the first 4 days of the event, newly created level 1 characters will be automatically zoned into the Caledonia battleground where they will vie for control against the enemy realms!

      • This will be the ONLY way to get inside the battleground zone. Once inside, characters can voluntarily leave but CANNOT return!
      • All monsters, center-keep guards, and siege weapons are removed for the event. The only way to progress is by defeating realm enemies in battle and completing the related quests.
      • Charm-pet classes will be able to create a pet to charm at their realm’s portal keep.
    • ​At 3 PM EST / 9 PM CET on Friday, September 3rd, character starting locations will reset to their default zones and no new characters will be able to join the event. Everyone still inside Caledonia will be able to continue progressing for the remainder of the event’s duration.
    • Experience, bounty, and realm point bonuses will be granted to both free and subscribed accounts in the battleground to help them progress!
    • Earn bounty points for completing quests and defeating enemy realm players and use them to purchase level-appropriate gear as you strive to 50 and then master and champion levels!
    • All characters will begin and remain in the same Caledonia zone for the entirety of the event.

      • The following level caps will be in place for all characters in Caledonia and will increase as follows every 24 hours:

        • Day 1 (Monday): Level 19 maximum
        • Day 2 (Tuesday): Level 29 
        • Day 3 (Wednesday): Level 39 
        • Day 4 (Thursday) : Level 49
        • Days 5-7 (Fri-Mon): Level 50
      • Characters that reach the day’s level cap will still be able to earn realm and bounty points.
    • Characters that are 5 levels or more below the day’s level cap will receive the Caledonia Boost buff.

      • This buff greatly increases the damage dealt and greatly reduces damage received from characters that do not have the buff (higher level characters)!
      • Characters with the Caledonia Boost buff active will also DOUBLE the XP and BP rewards for themselves and their group!
      • When the level cap reaches 49 the buff will be given out to characters 3 or more levels under the cap.
    • Realm points are drastically reduced for kills where a realm outnumbers the other by 3 to 1 odds or more.

      • This penalty currently only triggers when the attacking realm has 25+ members in the area of the kill.
      • This system is designed to encourage groups to roam around separately more during the event!


    What improvements have been made?

    • An extra day at max level has been added to the event by changing the starting level cap on the 1st day from 9 to 19 as well as increasing the starting level from 1 to 10.

      • Level 1 characters first zoning in should visit the Caledonia Event Coordinator NPC to automatically reach level 10.
    • Any realms found to be at an overall population disadvantage by the 5th day of the event will have their starting level adjusted to level 30 and receive extra bonuses for the duration of the event.

    How far will I be able to progress?

    Players that start at the beginning of the event should be able to reach level 50, Champion level 15, Master level 10, and Realm Rank 5+ with the potential to earn much higher realm ranks! Characters will also be able to earn enough bounty points to not only obtain gear as they progress towards level 50 but also to use for end-game gear via Bountycrafting after reaching level 50!

     

  • General

    Friday Grab Bag – 08/20/2021

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    Time for the Grab Bag!

    Stay tuned during the week for our official announcement post on the upcoming Catch Up In Caledonia event starting August 30th 🙂

    Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

    Read on for this week’s questions!

    I’ve been told in PvE, spell level is irrelevant and all spells no matter the level are brought up to your own toon level – is this true?

    No, all spells take their set spell level and check it against the target’s level for resistance rates. The target of a spell could be a monster (PvE) or enemy realm guard, pet, or player (RvR) and its level is used against the spell’s level to determine resistance rates. The same is true for spells on style procs where the level of the style determines the level of the proccing spell.

    This is why the Mastery of Focus realm ability can be quite important in both PvE and RvR as it raises the level of your character’s spells so that resistance rates are lower.

    Here’s some more context on resistance rates from a previous grab bag (again, spell levels work the same as style levels when discussing style procs):

    All spells have a base chance of 10% to be resisted, so a level 50 style proc will still get resisted at around that 10% rate, on average, when attacking a level 50 target. However, a level 12 style proc with no Mastery of Focus will see around a 30-35% resist rate vs a level 50 target and a level 34 style proc without MoF would have a 15-20% resist rate, on average.

    Hello.
    I have a question on Endless Conquest and Champion stuff. While EC characters can’t get champion levels. I was wondering, if I sub play and get the Champion levels and abilities on a character. Then unsub/wait the cooldown to play. Will my character still about to use Champion abilities even though my account is EC again?

    Endless Conquest (free) accounts can earn Champion Levels normally. They do not get access to the CL abilities though.

    In the above example, the re-activated EC account’s characters would still have their CLs but their CL abilities would be removed. If that account were to subscribe and return to Veteran status, the characters would need to re-train their CL abilities.

    Does the Multi-spectral Goblin Bracer still drop?  If so, from who? Herald search shows two entries for “current” mobs that drop it, Spectramancer Gozier and nervous ketos.  However, per patch notes from April 2007, the following statement was made: Ki’atra and the Nervous Ketos (Uilani) have disappeared as the magic holding them to the planes has faded.

    If the nervouse ketos is no longer in game it can’t drop from it. Gozier is stated to be in either Laby or Briefine and both locations have been searched endlessly, no luck. Any chance you can verify if Spectramancer Gozier is still able to be located and killed in game, and the region it’s located in?

    Spectramancer Gozier is the Temel minotaur relic guard that spawns on a hill in Breifine. He drops the bracer as a One-Time-Drop to level 45+ characters.

    The Multi-spectral Goblin Bracer is also still available via the copper-bound chests (2 platinum) that offer randomized rewards and can be purchased on the classic-world side of each realm’s Borderkeep though!

    Is there any way to know through the account center which classes on accounts meet the /played requirement for EC? Or possible to get it added?

    We can look at adding this to the account center eventually, among other data. For now the character selection screens are the only area where this information is displayed (via the Play button being accessible).

    Is it working as intended that you guys removed AoM from melee necro form but you still can’t use an AoM charge while in melee form? So they basically are only class in game that can’t get it?

    Necromancers should be able to use item magic resist charges now. If a magic resist charge item still states that it cannot be /used, please relog and it should work now.

    Off to get ready for Caledonia, new toons, new names!

    Enjoy the weekend, all 🙂
     

  • General

    Friday Grab Bag – 08/06/2021

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    An early morning Grab Bag for you today 🙂

    Today’s Grab Bag includes a look at tentative plans for the next Caledonia event coming August 30th!

    Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

    Continue reading for the questions 🙂
     

    Is there anything you can spec in to increase the damage of focus shields, int/mom, etc?

    No, focus damage shields (and normal damage shields and damage adds) are simply a calculation of the damage shield’s delve amount, the damage dealt to the target or pet, and then normal spell variance. Damage shields and damage adds are one of the rare abilities where, other than unlocking higher delve versions, increasing ones specialization and +skill stats does not increase their overall damage or reduce damage variance either.

    The Chanters Underhill Zealot is supposedly supposed to have “increased range” on its spells. Unless I missed something it’s casting at what seems to be 1500 range and has no additional range compared to the level 1 Companion pet. Is there something I missed?

    Good catch! The underhill zealot’s range is correctly 1500 and the information delve has been updated. The main benefit of the underhill zealot is that its damage-over-time ability interrupts each tick.

    When getting kills in rvr at keep fights, sometimes I get a solo kill, a siege kill, one or the other or sometimes both. i.e. I poured oil and killed three people on a low level keep, I got the deathblows for all three and fairly certain they were all full health as guards had been dead a while and there weren’t many defenders. I got one solo kill and one siege kill for the three. Can you define how these types are kills are awarded for the daily/weekly quests?

    For the solo daily and weekly quests, only “solo” kills award credit. Solo kills are defined as follows:

    -The player earning the solo kill is ungrouped and otherwise receives no help during the kill (heals from other players, etc.)
    -The player earning the solo kill does equal to or greater than 80% of the damage to the enemy player who is killed.
    -The enemy player who is killed must be worth full realm points.

    That’s it! The deathblow is not actually needed so long as the player did equal to or greater than 80% of the damage.

    For the siege-oriented daily and weekly quests:

    -All kills must be on targets that are within the named regions of each keep.
    -The keep must be actively under siege (flames on the /realmwar map)
    -You or your group must have dealt 80% of the damage to the enemy player who is killed.
    -The enemy player who is killed must be worth full realm points.

    From the example given, the only thing that could have prevented both solo and siege credit on 2 of the 3 kills was that those 2 targets were recently killed and not worth full realm points. The 3rd kill properly granted both solo and siege kill credit!

    I was told Snatcher does not give you the 6% bonus to all realm points earned and ALSO 7% bonus to all bounty points earned. Is this true ?

    After some investigation we were not able to find a scenario where the bonuses were intended to work and weren’t given. Remember, Endless Conquest (Free) accounts don’t receive realm and bounty point bonuses other than those bought at the Mithril shop. There are also some quest rewards that are setup to award a set value of RPs and BPs and ignore all bonuses (including Mithril shop ones). Under normal circumstances and assuming a Veteran (subscribed) account, the Snatcher artifact’s RP and BP bonuses do apply correctly!

    Are there any changes planned to Caledonia coming in August or what can we expect?

    For the most part, we’ll have a very similar setup to the last event but with a few changes to help make things a bit more streamlined. We are planning on starting out characters at level 10 to help the event ramp up into the higher levels faster. This will also give an extra day to play as level 50!

    We are also still looking into more ways to achieve better realm balance in the event and will likely look at offering higher initial character levels to lower populated realms if there is any severe disparity!

    Enjoy the weekend all 🙂

  • General

    Live Hot Fix Notes and Midsummer Event

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    The Midsummer celebration is upon us!

    Midsummer’s Spirit of War event will run from today, July 30th, until Tuesday, August 24th, 2021.

    Read on for the full event details and live hot fix notes!

     

    Live Hot Fix Notes

     

    Keep Changes

    • The Protection Obelisk’s damage reduction buff has been improved to also provide uninterrupted casting to recipients on the inner keep roof and inside the lord’s room.

      • This change is designed to encourage attackers to destroy the obelisk prior to attempting to engage the lord room of a keep as well as provide additional benefit to keep defenders.
      • The cost of the Protection Obelisk upgrade has been increased from 50,000 to 75,000 bounty points.
    • Realms controlling 4 or less relics can now purchase and apply an upgrade that instantly levels their keep to level 5.

      • This costs 115,000 bounty points
      • Guilds should claim (or reclaim) any keeps after using this upgrade token to ensure the keep still targets leveling towards 10.
    • Realms controlling 2 or less relics can now purchase and apply an upgrade that instantly levels their keep to level 9.

      • This costs 225,000 bounty points.
      • Guilds should claim (or reclaim) any keeps after using this upgrade token to ensure the keep still targets leveling towards 10.
    • Level 10 inner keeps no longer have climb points up to their oil level. Outer wall climb points remain as is.
    Realm vs Realm
     
    • One-way teleports to Ellan Vannin safe areas have been re-enabled.

      • Stand on the portal pad in each realm’s strength relic town to teleport to your realm’s safe area on Ellan Vannin.
    • Ellan Vannin towers may still not be teleported to but have had their difficulty reduced to that of a level 5 tower.
    • The Ellan Vannin Obelisk remains but has been relocated next to the portal pad.

      • Players must now be at least level 45 to use the Folley Lake, Trellebourg, or Moydrium Castle teleports at the obelisk.
    Ruined Areas
     
    • The damage lightning that targets groups of 2 or more in these areas has been changed to a 75% effectiveness debuff with a 30s duration.

      • The timer before this effect is applied when entering the area as a group has been reduced from 60s down to 15s
      • Once activated this effect is still applied every 5 seconds and still interrupts as the lightning did.
    Mithril Shop
     
    Midsummer calls for some new looks!




     
    • Stone Dragon Cosmetic Wings can now be purchased at the Albion Mithril Shop in Camelot!
    • Wolf Dragon Cosmetic Wings can now be purchased at the Midgard Mithril Shop in Jordheim!
    • Glimmer Dragon Cosmetic Wings can now be purchased at the Hibernia Mithril Shop in Tir na Nog!
    Class Changes
    • Heavy tanks have had the following adjustments to their survivability in order to make them a bit more vulnerable to magic and siege damage:
      • Memories of War reduced from 20% to 10% secondary magic resists.
        • NOTE: The delve on this ability will be updated with the next downtime, but the effect is now correctly 10%.
      • Siege Resistance reduced from 50% to 33% siege damage reduction.
        • NOTE: The delve on this ability will be updated with the next downtime, but the effect is now correctly 33%.
      • Fury reduced from 50% chance to resist crowd control effects and 50% magic resistances down to 45%.
    • Necromancers’s Chthonic Form no longer provides the 10% secondary resistance buff.
    • Animist, Bonedancer, and Necromancer realm-targeted Absorption Buffs have been changed to group-targeted chants that last 30 seconds and pulse with a 10 second frequency.
    Bug Fixes
     
    • Pets should no longer become stuck when attacking milegate doors on Ellan Vannin.


    Midsummer Event

    The Midsummer Event is now live!

    Find and speak with the following NPCs to participate:

    • Guy in Albion’s strength relic town (Catterick Hamlet)
    • Garmr in Midgard’s strength relic town (Godrborg)
    • Salle in Hibernia’s strength relic town (Criar Treflan)

    The event is made up of 2 stages:

    • During Stage 1 of the event, level 50 characters will be offered the [Midsummer] Dragon Eggs quest from Guy, Garmr, or Salle.

      • Each completion of this quest grants 1,000 realm points!
    • The first realm to complete 150 of the [Midsummer] Dragon Eggs quests wins the first stage!

      • When one realm wins, the other 2 realms’ progress is not lost and they can pick up where they left off after stage 2 is complete and the event has reset.
      • After a realm wins, no realms will be able to turn in the [Midsummer] Dragon Eggs quest again until the next stage is completed and the event has reset.
      • Players can speak with Guy, Garmr, or Salle in their relic towns to check the event’s current [status].

    When a realm completes Stage 1, Stage 2 begins.

    • During Stage 2 of the event, level 50 characters will be offered the [Midsummer] Spirit of War quest from Guy, Garmr, or Salle. A Dark Dragon will spawn and CAPTURE one of the following enemy realm keeps:

      • Albion is victorious: Nottmoor Faste, Blendrake Faste, Hlidskialf Faste, Dun Crimthainn, Dun Bolg, or Dun da Behnn
      • Midgard is victorious: Caer Berkstead, Caer Erasleigh, Caer Sursbrooke, Dun Crimthainn, Dun Bolg, or Dun da Behnn
      • Hibernia victorious: Caer Berkstead, Caer Erasleigh, Caer Sursbrooke, Nottmoor Faste, Blendrake Faste, or Hlidskialf Faste
      • The captured keep is chosen randomly.

        • However, a keep can only be captured if the winning realm does not already own it.
      • Note: Siege towers are disabled for the duration of the event on ALL keeps.
    • Dark Dragons repeatedly destroy the outer walls of any keep they are flying over.

      • For the duration of this event, keep walls on all keeps will not provide realm points when repaired. Keep doors still provide realm points when repaired.
    • Once a keep has been captured by the Dark Dragon, any realm can take it and defend it.

      • Once a realm has taken the keep, the keep behaves as normal and the Dark Dragon will not ever re-capture it; however the outer keep walls will still be repeatedly destroyed as long as the Dark Dragon is alive.
    • The Spirit of War will spawn to battle the Dark Dragon at the keep.

      • Players that fight within the same zone that the Spirit of War is currently in will receive the “Spirit of War’s Mark” – a 75% realm point buff that lasts 30 seconds and refreshes instantly so long as you remain in the same zone.

        • This buff does not stack with or overwrite Buggane Draught buffs; however if that buff is currently active it will need to be dropped for the Spirit of War’s Mark buff to affect the character.
    • Once a Dark Dragon has spawned and captured a keep, the [Midsummer] Spirit of War quest will become available from Guy, Garmr, and Salle.

      • This quest asks players to earn 25 enemy realm kills while they have the Spirit of War’s Mark buff active.

        • Players can also receive the quest by heading to the keep that the Spirit of War is flying above (8,000 units). 
      • To receive quest kill credit, players will need to fight in the same zone that the Spirit of War is currently in.
      • Complete this quest to earn your realm’s scaly companion and choose between the Midsummer’s Triumphant Wrap or Midsummer Battlefield Potion!
    • After the Dark Dragon and Spirit of the War have battled over a keep for 45 minutes, the Spirit of War will summon Dragon Ballista siege weapons that can be used to kill the Dark Dragon.

      • These Dragon Ballista will do negligible damage to everything except the Dark Dragon – but beware, the Dark Dragon doesn’t like their attention!
      • Killing the Dark Dragon will cause the inner keep to be destroyed and it’s door to be opened!
      • Once the Dark Dragon is killed, the Spirit of War will only remain so long as there is still a battle being waged at the keep.
    • If, after roughly 3 and a half hours, the Dark Dragon has not been killed, it will retreat from the battlefield.

      • Once the Dark Dragon has retreated, the Spirit of War will only remain so long as there is still a battle being waged at the keep.
      • If the Dark Dragon retreats, the inner keep and its door are not destroyed.
    • Once the Spirit of War leaves a keep, the event resets and the [Midsummer] Dragon Eggs quest can be obtained and completed again.

    Let the siege battles begin!

  • General

    Friday Grab Bag – 07/23/2021

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    Behold! A Grab Bag!

    Stay tuned next week for some new keep upgrade system features and changes, reintroduction of the safe teleport on EV, class tweaks, bug fixes, and the midsummer event!

    Friday, July 30th, at 8:30PM EST / Saturday July 31st at 2:30AM CET sees the next player ran 8v8 draft night! We’ll be hosting a multi pov stream on our official Twitch channel for the event featuring povs not just from our usual dev pov, but also from many streamers within the groups 🙂 There’s still time to sign up, so join the draft discord to find out more!

    Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

    Onward for the questions!

    Hey! is there any reason that the Mid Axe style Valkyrie’s Shield doesnt have any to hit bonus across all classes? Axe seems the lesser used weapon on mid for alot of classes, so is there any reason for it? And could it be fixed to have a medium bonus to hit? TY!

    Valkyrie’s Shield provides a medium defensive bonus. As a general rule (though of course there are exceptions) most styles provide either a to-hit or defensive bonus but not both. That said, we will certainly take a look at this style and Axe in general to see if it warrants any adjustments!

    I have a question concerning bow damages type. Thrust damage is dex/strength, the bows are thrust damage, are they capped on dex/str then? Or only dex?

    No matter the damage type, all Archery specialization-based skills or basic bow shots (on other classes that may use bows) are solely dexterity-based.

    Technically, damage types have no direct connection to any character stats. The damage type is simply the type of magic or physical damage used for calculating against the target’s resistance values. For example, Legendary Weapons use magical damage types but the damage is still treated like a melee swing, using all of the factors, specializations, and stats from the character that determine melee swing damage.

    While damage types are simply a type of damage used, specializations can use different stats or combinations of stats to determine damage. For example the Thrust specialization in Albion (or Piercing in Hibernia) uses a combination of a character’s dexterity and strength stats to directly determine their damage (and increase their weaponskill) while the Slash specialization (or Sword in Midgard and Blades in Hibernia) is solely strength-based.

    Regarding Dragonslayer cloth robes, according to the item DB there are 2 versions, one with dex/acuity cap and the other one with 4% range/dmg. Is the one with dex/acuity cap still available in game? At the dragonslayer dude with the quest for the armor piece I’m only getting the option with range/dmg (necro), and I also can’t wear it with lvl 44 even though it doesn’t say anything about a level requirement.

    The version with 4% range and spell damage is the only version that drops on Ywain and Gaheris. The other version is only from the Bossiney cluster which would require a character transferring over with it now since Bossiney is archived.

    Note: Characters with the version from Bossiney can swap it at Trishy in Camelot, Brohd in Jordheim, or Elenora in Tir na Nog for the Ywain/Gaheris version but this exchange is not reversible.

    There is a level 45+ requirement to equip the gear and we will correct the issue preventing that requirement from displaying.

    Is there any reason why the Hallowed Staff has a CL15 requirement, but none of the other Hallowed items do?

    This appears to be an oversight and is now corrected. Thanks!

    With how tanky you can make templates these days (CL15, 600 hp, 10 conversion being accessible, etc) is it time that heavy tanks had some of their abilities looked at? Mostly thinking of their free AoM9 passive, rather than their free 10% extra HP or their active abilities. At the time of these abilities’ introduction it made a lot of sense why heavy tanks needed them to be viable. Nowadays however killing a heavy tank in any playstyle (1v1, 8v8, zerg) feels like the equivalent of killing a raid boss. Although character toughness is higher across the board and tankiness is an emphasized feature of the heavy tank archetype, it feels as if the recent changes to templating has made them a bit too fool-proof.

    We are always looking at class performance and do tend to agree that they may be a bit too sturdy currently. Stay tuned!

    Thanks everyone! Fun week ahead next week 🙂
    Enjoy the weekend!
     

  • General

    Friday Grab Bag – 07/09/2021

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    The Grab Bag is upon us!

    Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

    Continue reading for the questions 🙂
     

    How much does weaponskill impact a fight both offense and defensive wise? Does my weaponskill affect my chances of bypassing their defenses i.e. if I have 2k ws do I have more chance to hit a 1.5k ws person or the reverse, 2k ws defending versus a 1.5k ws . If it has a defensive impact, which one is taken into account (take dual wield classes having a hidden ws number for dw styles, if the base weapon one would be used for the calc or the hidden one)?

    Weaponskill values are not directly used in any combat calculations or formulas. However, because your character’s weaponskill is a reflection of the myriad stats and +skills, it’s a good indicator of how a given character would stack up against another. So yes, a 2,000 weaponskill melee character is generally going to land more of their attacks and successfully block, parry, or evade more against a 1,500 weaponskill character; but again – not directly because of the weaponskill values. And since WS not used in calculations directly, the 2nd portion of the question is not applicable.

    Is there any plans to adjust the bd/ani 10 minute duration ABS buff to make it group only and/or have a range similar to skald/bard/pally resist buffs? With the addition of ports directly to folley/moy/trelle we are seeing more and more people use “abs bots” for 12.5 minutes and then porting back, getting the buff again, repeat. This really causes an imbalance in the playing field and only benefits “duelers” who port to the “solo spots” and is a huge disadvantage for people who don’t use this type of bot because they may not only RvR at those. Wouldn’t it make sense to adjust it to group/range requirement like resists?

    Yes, we’ll likely be adding a range check and/or limiting these to group-only buffs in the near future.

    Does Protect help generate aggro vs Bonedancer subpets which are split assisting, and presumably working off of an aggro table?

    Yes, protecting a character will generate aggression from the Bonedancer subpets, just like normal attacks against them or healing your group can generate aggro from them. 
     

    What are your thoughts on the mechanics of Throw Weapon (Battlemaster ML6). I’m mostly referring to the fact that you don’t get disarmed if you hit a bladeturn or brittle guard and can keep throwing as your swing speed dictates, at times to great continuous interrupting effect if you face players with pbt. Whilst the way the ability works might not be intuitive due to this, it has worked this way since day one. Would you consider the usage of this ability for this purpose to be ‘working as intended’, or an oversight in its design that you might look into changing?

    This is working as intended. There is a similar mechanic to how instant-snare abilities work where if they are resisted they can be immediately used again, which is also working as intended. The cooldowns on these abilities are only meant to fire if the ability lands on its intended target.

    What item type(s) is your current focus in terms of additions to the mithril shop? I know I’d personally like to see more unique weapons added to the game, of which the egg shield was a good start. Based on the last Grab Bag answer on weapon and new skins, do you mean entirely new item models, or things like Frozen weapons which are reused models with some alterations?

    We mean a little of each! 😀

    Enjoy the weekend all 🙂

    See you in the frontier!

  • General

    Friday Grab Bag – 06/25/2021

    Created by

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    TGIF and TGITGB! 

    Just a quick note that the answer regarding AOM and resists in May 28th’s Grab Bag has been updated for additional clarification.

    Thanks, as always, to everyone for your questions! You can submit any questions relating to current development plans, to request clarification on basic game mechanic questions, or questions on community issues through the Grab Bag Submission form. For any other feedback or suggestions please use our feedback form.

    On to the questions!

    Can assassin poisons benefit from stat debuff effectiveness bonus from items?

    Only the weaponskill and constitution poison benefits from the stat debuff effectiveness bonus as it is the only poison classified as a ‘stat’ debuff. Both the weaponskill and constitution portions of the poison benefit from the stat debuff effectiveness bonus!

    No other assassin poisons benefit from the bonus. For those wondering, the strength reduction portion of the disease poison doesn’t benefit from the debuff effectiveness bonus since that is not an actual strength debuff but instead an inherent trait of all disease spells; and disease is not classified as a ‘stat’ debuff. The same goes for the melee damage effectiveness poison which reduces the targets overall melee damage but does so without directly reducing a melee-related “stat” on the target.

    How come you can’t dye some SI weapons such as Primal Sword of Fire but you can Easmarach’s Stinger? In this situation they are both Galladoria weapons that are physical damage type and nature and there is no apparent reason why one should be dyeable and the other not. Any chance of getting this fixed?

    This was likely an aesthetic design decision made based on the weapon’s “glow” effect in combination with the default tint of the blade. Looking through the item database there are a number of other blades that use the same sword icon with varying weapon glow effects and default tints that are also not dyable. We can certainly look at adding new ways to acquire this skin and weapon glow effect combination (and others!) with different tint options and/or potentially allowing it to be dyable!

    Are there any plans to add more/new skins to the game, and a way to see or preview what a skin would look like first before getting the item (say from CM’s) and spending mith and not liking it and having to redo?

    Yes will continue adding new skins to the game! We also will be adding a preview system in eventually, but that is not currently planned for this year.

    I’ve seen a lot of mentions about item uses and pots not stacking but co-existing, what does this mean if pots co-exist? Like if I  use a battlefield pot for 25% RP and a buggane over rank8 for 15% I’m told they just co-exist so what do I actually get? If its that I only get the 25% from battlefields would I then not get the other buggane bonuses for bp/coin too?

    Coexisting but not stacking in general simply means that the 2 (or more) effects will all remain activated on the character (and show in the buff icon area of the UI) but only 1 of the effects will actually affect the character. Contrast that with non-coexisting effects that overwrite lower level versions of themselves or other similar buffs/debuffs so that they are the only effect showing in the buff icon area of the UI.

    In *most* cases of coexisting effects it’s straightforward and the highest value effect will be the one that affects the character.

    However, the RP, XP, BP, and coin bonus effect used on the battlefield potion and buggane buff are an exception to this.

    Here’s a previous Grab Bag answer that explains how these effects work:

    Spell-based realm point, bounty point, experience, and/or coin bonus buffs will NOT stack with the same bonuses on another spell-based buff, but will stack with any different bonuses. Very importantly, in the case that 2 spell-based buffs that have the same bonus are applied only the bonus from the spell that was applied first will affect the character.

    This means if a RR8+ character has the Buggane’s Folly buff granting 15% to RPs/BPs/Coin and then /uses the battlefield potion which grants 25% to RP gain, the character will still only have the +15% RP/BP/Coin bonus applied and the 25% RP bonus from battlefield potion will not affect them. If the character were to drop the Buggane’s Folly buff in this example, the battlefield potion’s 25% would then affect them.

    However, if a RR2 character has the 25% RP buff from the battlefield potion applied first and then applies Buggane’s Folly +75% RP/BP/Coin buff, the character will now receive the 75% BPs and Coin bonus from Buggane’s Folly but will still only receive the 25% RPs bonus from the battlefield potion. The +75% RP bonus won’t be applied until the battlefield potion’s effect is removed.

    “Spell-based” specifically refers to any bonus that is applied from a spell and that shows up in the buff icons at the top of the character’s screen; this includes buffs that are cast by items, monsters, or players. Realm point, Bounty Point, Experience, and Coin bonuses that come from other systems like guilds, item stats, dynamic population, outpost ownership, relic ownership, or from specific zones are separate and do stack with each other and with spell-based bonuses.

    In my testing, I realized that the Enchanter curse set “Emberlight” does not affect any of the 30% resist debuffs, however it does affect all of the 50% resist debuffs (Mana spec) was this intended?

    Yes, the Cabalist, Runemaster, and Enchanter sets all increase the duration of their 50% magic resist debuffs only, not the lower delve resist debuffs. We’ll make sure to update the item sets’ information delve to explicitly state that.

    Thanks everyone 🙂

    Enjoy the weekend!