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THE HERALD

  • General

    A Ghostly Incursion begins…

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    With the Doppelganger Invasion quelled the ghostly champions of the realms make their return!
     
    • The Doppelganger Invasion quest and traveling merchants are no longer available.
    • Any remaining Invader coins will be removed upon login.
    • The Ghost Keep event has begun and will last until July 6th!
    • RvR bonuses will remain through the duration of the Ghost Keep event!

               


    Ghost Keep Event

    • Members of each realm should make haste to their ghostly ambassador to strengthen their realm’s cause:

      • Albion – See the Ancient Paladin in the Catterick Hamlet relic town
      • Midgard – See the Ancient Thane in the Godrborg relic town
      • Hibernia – See the Ancient Champion in the Crair Treflan relic town
    • Players should ask the ‘Ancient’ NPCs for a [progress] report to be directed to the current task at hand.

      • These NPCs offer two quests during the ‘supply’ phase of the event that can only be obtained and completed during that phase.
      • Once a ghost keep has been triggered by a realm, the ‘supply’ phase ends for all three realms and these NPCs will direct players to defend or attack the appropriate ghostly keep lord!
      • Be sure to visit this NPC at each phase to ensure you pick up any available quests.
    • Earn extra realm and bounty points for completing the tasks throughout each phase of the event!
    • A successfully summoned ghostly keep lord will offer the Ring of the Summoned reward, along with a quest for the Ghostly Medal of Valor!

      • Please note that players who have already completed the Ring of the Summoned quest can obtain another one or exchange their existing one for another at the ghostly keep lord.
      • Players who obtained the Ghostly Medal of Valor last year can obtain one more with this event.
    • The Dynamic Keep Channelers at Caer Berkstead, Nottmoor Faste, and Dun Crimthainn that can teleport players into the inner keep of their respective keeps make their return for the event.

      • The channelers will spawn when their Ghost Keep Lord is active AND the keep is actively under siege (flames on the realmwar map).
    • For more in-depth information, our handy guide explains the phases of this event in detail!
    • The Ghost Keep event will be available until July 6th, 2021.
    • Current RvR bonuses will remain until July 6th, 2021.

     

  • General

    Friday Grab Bag – 06/11/2021

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    It’s Grab Bag time!

    Only a few days left to complete our Doppelganger Invasion Event, and enjoy the RvR Bonuses and Merchants – all end Tuesday, June 15th 🙂 

    Saturday, June 19th, at 4PM EST / 10PM 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.

    Read on for the questions 🙂
     

    Is the pulse charm just based off your spec +skills, or is master of focus and a focal myth also helping? I’ve been told it does only on the first cast/charm of the pet, but if I have to manually recharm him as he resists, does it help there too or just the very first initial charm?

    Mastery of Focus and Focal mythirians help on each pulse and the initial cast of a pulsing charm spell.

    Why are Valewalkers not able to spend rp’s in Physical Defense?  In comparison to the Heretic: both can spec a weapon, both can spec a defense (parry for VW, shield for Tic), both have an abs buff, both have a shield buff (although the Tic’s has a higher value). Yet, the Tic can get Physical Defense.  I know the VW has an instant health buffer for a damage value, but anyone could the same thing with a potion or item, correct? Other cloth wearing classes have Physical Defense available to them. Thanks!!

    This comes down to primary class roles in combat as well as general balance concerns. Valewalkers are primarily a melee hybrid focused on offense and are capable of dealing very high melee damage while Heretics are primarily a caster and/or healer hybrid. Yes, Heretics can dish out some very high damage as casters but they do not bring the same threat in melee as Valewalkers do. Additionally, Valewalkers get access to Evade IV and a frontal AoE root style that enables them to escape from multiple melees if needed so granting them even more ways to reduce melee damage is not something we are considering changing at this time.

    If an item is listed in the official item search, does that mean it definitely exists in game? I’ve been farming Luso for his Luso’s Claw for weeks now and item DB says it drops from him, so am I just unlucky with the drop rate?

    Yes, the item database should only show items that can be obtained in-game. Luso’s Claws have a very rare drop rate. Good luck and happy hunting!

    Str and str/con increases the damage done by Fossil Archer. It nearly doubles it. Why is this so and they don’t follow the dex damage like Hunters, etc ?

    Buffs provide different benefits for pets and monsters than they do for players:

    From the May 5th 2017 Grab Bag:

    Strength buffs increase a pet’s melee damage.

    Constitution buffs decrease damage done to a pet.

    Dexterity buffs reduce a pet’s spell cast timer, decrease damage done to the pet and increase its chance to hit with archery and bolts.

    Quickness buffs reduce a pet’s melee attack timer.

    No other concentration buffs affect pets.

    In this case, fossil archers get the to-hit bonus from the dexterity stat since they are using archery attacks AND the strength stat’s bonus since archery attacks by monsters and pets are treated like a ranged melee attack in terms of damage calculations.

    Bountycrafting is now out for a while. Are you still planning to extend the amount of craftable items like dragon items since you can’t get scales or buy them for BPs?

    Yes, we will be extending the Bountycrafting offerings as the supply of alternative currencies dwindle and perhaps add some loot from other areas such as Summoner’s Hall and Shrouded Isles dungeons too! For now, there are still quite a few alternate currencies sitting out there (which can be converted to scales) and available in housing that can be used to obtain the dragon items.

    Hello, could you please tell me if the Bricriu Nemthenga mob still spawns in Cursed Forest in Hibernia main lands or has this mob been moved/disabled?

    Yes, Bricriu Nemthenga still spawns. It helps to keep the rotting parthelonian and fleshless parthelonian populations down in the area.

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

  • General

    Friday Grab Bag – 05/28/2021

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    Welcome to this week’s Grab Bag!

    We really hope you all enjoyed the recent Caledonia event, and look forward to 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.

    Read on for the questions!

    With the Caledonia event, I finally got the chance to play a Hero. I’ve been putting my points into Determination (level 7) and Avoidance of Magic (level 7) so I can be a better tank, reduce CC and stay alive longer. (I like passive skills as there are enough skill buttons to keep track of anyway.) However, I’m unsure exactly how these skills work. AoM doesn’t show on stats, and CC times still feel ungodly long. How high is my actual magic resistance with AoM 9 (with max item resists), and how much CC reduction with Det 9 can I expect. Basically, are these skills worth the cost? Cheers 🙂

    The Avoidance of Magic realm ability increases your character’s Secondary resists. Those show on your character’s attribute page here:

     

    Secondary resists work as a “backup” to your Primary resists (the “+25%” value on the top row in the above example). Secondary resist values are only used in damage calculations (never crowd control durations).

    Your Primary resists can be directly increased by your equipped item stats (to a cap of 26% at level 50) and by other class’ resist buffs (to a cap of 24%) for a total of 50% primary magic resist (not counting any racial resistance bonuses which can go over this cap). Secondary resists can be increased with the Avoidance of Magic realm ability, the Bedazzling Aura realm ability, various item charges, and some specific class abilities (like heavy tanks’ Memories of War).

    When applying damage the primary magic resist tier is used first to reduce the damage and then whatever is in the second tier is used to reduce the remaining damage. This means a 50% primary resist with 20% secondary resist would reduce a spell that deals 200 damage down to 100 (50% reduction from primary) and then down to 80 damage (20% reduction from secondary). Those values will not always line up exactly if there are other factors like magic damage variance at play but that understanding will get you very close to the end result!

    Heavy tanks also get a passive ability Stoicism that grants +25% crowd control reduction and can stack with the Determination realm ability. At Determination VII (38%) + Stoicism (25%) that’s a total crowd control reduction of 63% or 80% total with Determination IX (55%).

    For some additional context on how crowd control durations are determined, please take a look at the March 2019 grab bag answer.

    For some hard numbers:
    A 60s starting duration mesmerization becomes a 75s starting duration with +25% duration gear on the caster.
    75s gets reduced by 50% if the target has +50% to their Primary magic resistances.
    The now 37.5s mezz is further reduced by the combined Stoicism/Determination value (let’s use the 63% figure from above with Det VII)
    The end result is a ~14 second mez on the tank.
    With Determination IX, the mez duration becomes only 7.5 seconds.

    You’ll have to make your own decision on whether or not the Avoidance of Magic and Determination realm abilities are worth the cost, but hopefully that helps shine some light on what they can be useful for!

    There seems to be a contradiction between two different Grab Bags in regards to Mythical Physical Defense that I am hoping to get some clarification on. In the 06/17/2017 Grab Bag, it states Mythical Physical Defense “does not exceed resist caps” , where as in the 12/04/2020 Grab Bag it states Mythical Physical Defense “grants the resists and resist cap.” My inclination is to go with the later Grab Bag, but I’d like to be sure before putting effort into a template.

    Yes, the 2020 Grab Bag answer is correct. Mythical Physical Defense grants the bonuses to physical (Slash, Crush, Thrust) resists and increases their resist cap by the same amount.

    Can you explain the difference between ABS buffs and base armor ABS in the damage calculation? From what was said in previous grab bags, ABS in armor reduces damage twice. Once by increasing effective AF by the formula ((character level + 1)*(armor absorption% + 1)*10) and a second by being a flat melee damage reduction. ABS buffs seem to only offer the flat melee reduction.

    ABS buffs do not doubly count towards your class’ armor type in the calculation for effective AF since we want the class’ armor type to not get completely overshadowed by a large ABS buff. Cloth casters for instance would be as sturdy vs melee as Plate wearers if ABS buffs directly added to the base armor’s absorption%. So yes, ABS buffs do behave a bit differently than a class’ base armor absorption% and provide a flat melee reduction outside of the effective AF calculation.

    Does the 15minute realm timer start when you earn rps, or does someone else earning rps off of you start it over as well? for example ill get a kill and earn rps, then 5 minutes later ill die to a grp and log. it seems as if i cant switch realms until 15 minutes after my death, not last time i actually earned rps.

    The intention behind the realm switch timer is to prevent swapping realms earlier than 15 minutes after participating in RvR. We do this by tracking whether or not your character (or group) earned realm points. Once your character (or group) has earned realm points, the realm timer gets reset to 15 minutes. If you run around and do not get additional RPs for >15 minutes and log out, you should be able to freely swap realms.

    RvR deaths do not trigger the realm timer.

    We will look into adding a command or countdown to better illustrate when your character can swap to a new realm.

    To what extent does a weapon’s Quality affect miss rates, damage, anything at all?? For example, some of the ToA Alacritous weapons have 94% Quality.

    Weapon quality does not affect to-hit or miss rates at all.

    It does affect melee damage similarly to how condition does where the lower the value, the less average damage dealt. A 94% quality weapon has the same damage potential each melee swing as a 100% quality one of the same DPS and swing speed, but each swing will have a higher chance of being modified down by the lower quality and so the average damage will be reduced.

    If you would like to test the actual average damage reduction, the difference between a 100% and 94% quality of 2 otherwise identical weapons would be the same as 2 identical weapons of 100% and 94% condition. This is a fairly negligible damage reduction overall, but with quality the reduction obviously can’t be repaired like it can with condition.

    Thanks everyone!

    Enjoy the weekend 🙂

     

  • General

    RvR Bonuses and Merchants Update

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    With the Catch Up in Caledonia Event now ended the party has moved back to the Frontiers!

    Please enjoy the return of the traveling merchants and the following RvR bonuses for the remainder of the ongoing Doppelganger Invasion Event!

    Traveling Merchants

    • The traveling merchants have made their return and now hawk their wares outside Castle Sauvage in Albion, Svasud Faste in Midgard, and Druim Ligen in Hibernia!
    • The merchants will remain until Tuesday, June 15th.


    Realm vs Realm Bonuses

    On Ywain:

    • 50% bonus to RPs from kills
    • 50% bonus to normal XP gain in all classic and shrouded isle zones and dungeons.

    On Gaheris:

    • 50% bonus to normal XP gain in all battlegrounds, classic and shrouded isle 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

    Bonuses will last until Tuesday, June 15th.

     

  • General

    Friday Grab Bag – 05/14/2021

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    It’s Grab Bag time with some stream news 🙂

    Tune into our official DAoC Twitch channel this Saturday night for a multi-pov stream of the player ran 8v8 draft event! Carol will be joined by host RamikOaken and a plethora of streamers from the groups taking part in the event for a fun and fight filled stream with all the action, and of course, giveaways! Stream will kick off at 4 PM EST / 10PM CET on Saturday, May 15th.

    The following Saturday’s (May 22nd) stream (from Caledonia!) will be a special giveaway stream as we’ll be giving away the following (in no particular order):

    • 30 Charge 50% RP Bonus Potion
    • Name Respec
    • 3 Month Game Timecode (#1)
    • Race Respec
    • Dragon Mount
    • 3 Month Game Timecode (#2)

    Don’t miss out!! Prizes are limited to one win per person. The stream starts approximately 4:45PM EST / 10:45PM CET with the first giveaway starting at 5PM EST / 11PM CET!

    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 🙂
     

    When it comes to a boon (band of the dream conqueror), how does it apply? Is it hit points/af when you applied the boon, or is it hp/af you have at that point while the boon is up? So for example, if I have 600 hits in temp, and I boon, will the boon be worth less as I take damage? Cause I now have less hits?
    And with that, if I say, ran 2 crafted to get higher hits/af, and I boon with them up, does that hp/boon decrease if I swap items?

    Band of Dream Conqueror’s Triumphant Aura improves your max health, it does not reference your current hit points at all when applying its bonus. It also recalculates the hit point bonus if your max hit point values change via a gear change or buff (debuffs do not affect max HP).
     
    For example:
    If a character has 2,702 hit points buffed and uses the band, they will get 4% additional HP for a new total of 2,810, or an increase of 108 hit points.
    If that character improves their gear and gets another 150 max hit points, they would have a new base max hits of 2,852 and so the band’s 4% bonus gets recalculated for a new total of 2,966; an increase of 114 hit points.
     
    It does not matter what order the gear is changed or when the buff is used, the bonus will be the same.
     
    The Armor Factor bonus is calculated the same way as HP; with it only referencing the character’s max AF and recalculating the bonus if that value changes. AF debuffs do not affect the character’s max AF (which is based on their equipped gears’ AF values, any AF stats, and their AF buffs).
     
    So the only enemy combat-effect that would lower the effectiveness of an +AF/Hit buff would be a buff shear that removes a constitution or AF buff. As soon as the character is rebuffed, the +AF/Hit bonus would recalculate and increase again though!
     

     
    How is the Skalds Song of Ragnar Health and Armor buff calculated? Same goes for the Band of Dream grp Aura. Which one of these buffs stacks with each other. I know Band of Dream and Skald Buff stacks so you can get a total of 10% increased AF+Hits.

    The class-based +AF/Hits buffs are calculated identically to the Triumphant Aura described in the previous answer.

    Class-based +AF/Hit buffs stack with item-based +AF/Hit buffs; however 2 item-based buffs or 2 class-based buffs do not stack with each other.

     
     
    In a previous Grab Bag in 2019 you discussed how character model height affected LoS. How does shape shifts affect this, if at all?  If I’m an Elf and use croc/wolf/cat etc shape change, is my LoS based on the original toon height or my shape change?

    The LOS would be based on the height of the shape shift form. An Elf standing behind a small barrier may be able to cast over it (and be cast upon) but an Elf using a crocodile shape shift form would be too short to cast over the same barrier (or be cast upon).
     
     

    How is champion rank 5 calculated for damage? I feel like the damage is not what it used to be when I played champ in previous years when using the ability. Is it working as intended still?

    Champion’s Realm Rank 5 ability looks at the targets armor absorption%. The Champion’s melee damage is increased the more absorption% their target has.

    Damage against a cloth caster should be about the same with or without the RR5 active because the armor absorption values of cloth wearers is 0%.
     
    However a Chain wearer has 27% armor absorption (ABS) and so the Badge of Valor RR5 would reduce its absorption% down to 0% (Plate armor at 34% is also reduced down to 0%), making them as vulnerable to the Champion’s melee damage as a cloth wearer for the duration of the RR5.
     
    All other damage-mitigating abilities and bonuses are not affected though, so it’s quite possible that a high-ABS target could not take as much damage as expected during the RR5’s duration if they have some other strong damage mitigation ability active that can help offset their loss in absorption%. In most combat circumstances a Champion focusing on high-ABS targets during their RR5 will see a nice boost to their damage though!
     
     

    Does Blademaster triple wield change your weapon dmg to energy or just give you an energy dmg add?

    It does not change the Blademaster’s damage type. Triple wield provides a damage add (energy damage) that also prevents the ability to be critical hit, a 15% damage increase, and a 10% accuracy boost.

    Thanks all 🙂 
    Enjoy the weekend!

     

  • Patch Notes

    Live Server Downtime – Patch 1.127D and AWS Maintenance

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    Update: 1:23PM EDT / 7:23PM CET: All live servers are open to players.

    Update 10:57AM EDT / 4:57PM CET: Ywain and Gaheris are once again open to all players! Archived servers will be opened later today.

    All live servers will be coming down tomorrow, Tuesday May 11th, at 5:45AM EDT / 11:45AM CET for patch 1.127D and for scheduled AWS hosting maintenance.

    We estimate downtime to be no longer than 8 hours.

    Please check out the patch notes below!

  • 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 2nd Catch Up In Caledonia event coming Monday, May 17th and starting at 3 PM EST / 9 PM CET!

    We’ve made a host of improvements since the last event and hope to see this iteration as the one we use going forward on a quarterly basis. 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, May 17th  a nd will end at the same time on Monday, May 24th.

    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, May 21st 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 9 maximum
        • Day 2 (Tuesday): Level 19 
        • Day 3 (Wednesday): Level 29 
        • Day 4 (Thursday) : Level 39
        • Day 5 (Friday): Level 49
        • Days 6-7 (Sat-Mon): Level 50
      • Characters that reach the day’s level cap will still be able to earn realm and bounty points this time!


    What improvements have been made?

    We made several updates during the previous event and have several new ones for this iteration:

    • 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.
    • Random teleports into the zone are now all in open field locations!
    • The buff NPC offers a free of cost Full Buffs token to level 1-9 characters!
    • Level 1-5 characters will no longer receive resurrection sickness after death and its duration is set to 60s for all other levels in the zone.
    • The /xp off and /rp off commands no longer stop XP or RP gain in Caledonia.
    • Crowd control durations now have a reduced starting duration, scaling down by 1% for every level below 50!

      • This reduction starts at a 2% reduction at level 49 and scales down to a 50% reduction at level 1.
    • A new realm point penalty system has been introduced to the Caledonia zone for kills done by overwhelming forces!

      • 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!
    • The kill counts for completing quests have been reduced at the early level ranges.
    • Champion Level experience rewards for quests at level 50 have been drastically increased!

    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!

     

  • Patch Notes

    1.127D Pendragon Test-Server Patch Notes

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    The Pendragon test server is now open for testing!

    We have a few quick changes and fixes, mostly for the upcoming Caledonia Event starting on Monday May 17th, that are now on Pendragon. Full event details and start time will be announced tomorrow!

    Barring any issues, these changes will go live next Tuesday May 11th in conjunction with a scheduled server-hosting maintenance.

    Important Note:

    • We highly suggest duplicating your game directory and using the duplicate copy as a Pendragon-only game directory *before* patching and testing on Pendragon.
      • ​This means duplicating the entire “Labyrinth” folder (usually found at C:\Program Files (x86)\Electronic Arts\Labyrinth) to another location and using that copied folder exclusively for Pendragon testing.
      • ​If you do not do this, you *will* experience issues when patching from Pendragon back to live.

        • To force the live client to fix these issues, you will need to delete the mft.myp in your game’s directory and then run the camelot.exe patcher again.

    For those interested in testing on Pendragon, follow the character copy process here!

    Here are the short and sweet 1.127D notes!


     

  • General

    Friday Grab Bag – 04/30/2021

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    Time for another Grab Bag! Yay!

    Remember to get your Doppelganger daily quest in, and look out for our April newsletter coming to your inboxes later 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.

    Grab a cuppa and read on!

    How many styles can be backed up in daoc? Is it 3 or more? I always thought it was 3 styles like anytime + reactionary + follow up to reactionary but someone told me it’s more. So I didn’t know if there was a specific number of input commands that can be backed up or not.

    The melee combat system will only queue up to 2 *valid* styles to try in a given combat round. This means if you hit the style hotkey for an Evade-based reactionary style and then an Anytime style, the system will try to use the Evade-based reactionary style first and then the Anytime style on the next melee swing.

    The order in which the styles are queued is the order that the system will attempt to fire them. If an anytime style is always queued first, it’s always going to be attempted first and anything queued behind it will be ignored, so melees need to ensure that they queue up their styles in the right order!

    The key word here though is “valid”. Valid styles mean any style that is eligible to be used in the next round due to your actions in the previous melee round.  When initially engaging in melee combat, the only valid styles are the 1st styles in a chain (positional-based, evade/parry/block reactionary, or anytime styles). Once engaged in melee, a valid style could also be a 2nd or 3rd style in a chain (also known as follow-ups) if the prerequisite for that style was met in the previous combat round.

    As soon as a melee queues up 2 styles that are “valid” for the next round, those 2 are queued and cannot be changed (and no other styles can be queued) until after the next melee swing. If a melee has style cancelling enabled and has only queued up 1 style they can re-select a style to un-queue it but once 2 are queued they cannot be cancelled either.

    However, there is NO limit to the number of *invalid* styles in a melee round that can be attempted prior to queuing the 2 valid styles. Obviously, an invalid style is one that will fail if it is not immediately backed up with a valid style before your next melee swing, but over the course of a fight it may be useful to continually attempt to queue up a follow-up style so that it will fire as soon as its prerequisites are met. This allows the melee to not have to watch their combat log as closely allowing them to focus more on their surroundings and other combat tasks!.

    For example, when performing a side-positional, a melee may first hit their 2nd in chain side positional follow-up style, then their side positional (1st in chain), then their anytime to ensure that the side positional’s follow-up style will always fire when its prerequisites are met.

    In theory, there is no limit to how many of these follow-ups a melee attempts before queuing their 2 valid styles.

    Another example would be where a melee hits their style hotkeys for the 3rd and 2nd side positional follow-ups, then the 3rd and 2nd rear positional follow-ups, and then the 1st in chain side and rear positional styles.

    The melee system will only ever queue up the first 2 valid styles of those 6 that are attempted, but if they are continually attempted in that order, the follow-ups will always fire when their prerequisites are met! One has to be careful though because in this last example, if the melee is not behind or to the side of their target, all 6 of their styles will fail.

    So in summary, there’s no limit to how many follow-ups or invalid styles can be attempted each round before that limit of 2 valid styles is reached.

    Is amnesia supposed to interrupt casters that are under mastery of concentration?

    The Mastery of Concentration (MoC) realm ability only protects the caster from interrupts and Amnesia does not technically interrupt (unless resisted). When Amnesia applies to the target it causes them to “forget” the spell they were actively casting. Amnesia is a very powerful tool when used to counter a MoC’d caster but Amnesia itself must be continually cast to fully counter them and can be interrupted (or Amnesia’d) itself!

    HI, I have one question concerning root from archery. How is it possible that a lvl 50 pet gets rooted 40 seconds from lvl 48 shot that has 15sec (+25% dur)? I tested SM pet and it wasnt rooted not even close to 40 seconds

    The level 48 archer root shot (Bola Shot 4) has a starting duration of 36 seconds, not 15. With +25% duration, this works out to a starting duration (before resistances, etc.) of 45 seconds. If the pet did not have resistance buffs up at the time of the root and the archer had only +10-13% duration then the root would last exactly 40 seconds.

    Item stat cap on conversion is 10% How about procs from Astral legs and Frigid Soul Quencher ? Does it stack ? So I could technically get 30% conversion if I’m lucky with the procs?

    The damage conversion from abilities on the Astral Leggings of Fortification and Frigid Soul Quencher items do stack with the item-stat “Conversion”. However, the item abilities do not stack with themselves, so in theory 20% is the highest amount of conversion one could have.

    If I was to use a Cold Leggy Staff debuff and dmg use and use the LVL10 Stormlord ability that makes a damage spell AOE. It’s not doing the AOE part, am I doing something wrong?

    The Stormlord Arcing Power ability only applies to your next cast, not an item’s cast.

    Is there a way to tell when a guild was founded?

    Unfortunately there is not a way to tell currently. Perhaps in the future we can look at adding this in!

    A lot of reading and info for this week 🙂

    Thanksall, and enjoy the weekend!
     

  • General

    Doppelganger Invasion Event

    Created by

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    While each realm has been pre-occupied with attacking and defending each other, their attention has been away from other things, things more dark and sinister.

    Taking advantage of the realms’ distraction, Doppelgangers have begun increasing their numbers, and their territory. Expeditions across the frontiers today report far more Doppelgangers throughout the maze areas; while Breifine, Pennine Mountains, and Jamtland seem almost infested with them.

    One such expedition captured one of the Doppelgangers, perhaps a little too easily. Did he give himself up? Not all Doppelgangers want to see the light of day.



     

    Alerted to the danger, the kings of the realms have placed a bounty on Doppelgangers in order to dispel these forces, before it’s too late. 

    • A new daily group credit quest has been added to both Ywain and Gaheris servers requiring players to hunt down and cull the Doppelganger numbers for a reward of 10 Invader Seals.

      • Doppelgangers have a rare chance to drop additional Invader Seals regardless of the quest being active or not.
      • Each character can only benefit from a max of 300 seals.
      • Doppelganger spawn rates have been increased at their existing locations and more locations have been added at each realm’s maze and throughout Breifine, Pennine Mountains, and Jamtland Mountains.

        • Doppelgangers now spawn on Gaheris for the duration of the event and will award the identical RP and BP amounts as they do on Ywain.
    • Rewards can be claimed at the Doppelganger Traitor at the strength relic town or in capital cities, and are unlocked at the following thresholds:

      • 10 seals = 1 Elixir of Conquest
      • 25 seals = 2 Elixirs of Conquest
      • 75 seals = 1 25% Realm Point Bonus potion (3 charges)
      • 125 seals = 1 Draught of Conquest
      • 175 seals = 1 50% Realm Point Bonus potion (3 charges)
      • 225 seals = 2 Draughts of Conquest
      • 300 seals = 1 50% Realm Point Bonus potion (30 charges)
    • Doppelganger spawn locations that were too close to outposts have been moved further away or to a new area.
    • Invader Seals earned from the previous Doppelganger Invasion event will not count towards this event.
    • The Doppelganger Traitor NPC found in the capital cities (only this one!) is also offering a way to expedite the event at a significant discount to the normal price of the event’s mithril rewards!

    Players should speak with the Doppelganger Traitor at relic towns or in their capital cities to start this quest.

    • All rewards and invader seals are no-trade, no-drop, no-destroy, and no-sell.
    • Any leftover invader seals on a character will be removed at the end of the event and cannot be transfered to other characters.
    • The Doppelganger Invasion event will come to an end on Tuesday, June 15th.