All live servers are open!
All live servers will be coming down tomorrow, Tuesday January 26th, 2021, at 5:45AM EDT / 10:45AM GMT for patch 1.127C!
Please check out the patch notes below!
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2020 is finally gone and 2021 is officially here with the return of the Grab Bag!
But first we’d like to give you a brief update on our upcoming plans as we are committed to making 2021 a great year for the Dark Age of Camelot community!
We will have patch 1.128 coming out directly to Live servers early next week with several much-requested bug fixes, including the social window display issue, some new RvR quests, and more! We also have an exciting new event in the works that will tentatively launch around the 1st of March, stay tuned for the full details in the coming weeks! Lastly, and most importantly, our work continues on the alternate, “classic” ruleset server and we look forward to sharing our plans with you very soon!
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.
Now, onto the first questions of 2021. Read on!
Does +parry myth increase a melee necro’s parry?
No, Necromancers do not have an innate ability to parry unless they use the Chthonic form. This means all parry bonuses, other than the Chthonic form’s own 15% parry buff, will fail to affect a Necromancer.
What’s the difference between -% and normal % on an abs debuff?
From the August 30th, 2019 grab bag:
An “ABS debuff” is short for “absorption% debuff” and targets an armor’s absorption%. Each armor type has a different absorption% with Cloth having 0%, Leather 10% , Studded/Reinforced 19%, Chain/Scale 27%, and Plate having 34%. Some classes, like list-casters, also have absorption% buffs they can use.
ABS debuffs remove either a flat amount of a character’s current absorption% or are a percentage decrease, depending on the way the delve shows on the debuff.
For instance a delve that says “Reduces the targets absorption (ABS) by 15%” means that the ABS debuff will remove a flat value of 15 from a 34% plate armor absorption, making the armor wearer have 19% (34 – 15 = 19) effective absorption for the debuff’s duration.
Conversely, a delve that states “Reduces the targets absorption (ABS) by -15%” (note the -negative symbol) will reduce a 34% plate armor absorption by 15%, making the armor wearer have ~29% effective absorption (34 * (1 – .15)) = ~29).
Generally, these differences in how ABS debuffs work is balanced by the duration of the debuff, with the weaker percentage decrease ABS debuffs lasting much longer than the flat-value ABS debuffs.
Two times over the past month we’ve defended against a superior zerg where at least one person had a guild banner up (and it fell when they were defeated). Both times nobody in the zerg was able to pick the banner up until it dissipated. Can you clarify how guild banners work when dropped? Is it the group that does the most damage/deathblow? is there a time period for the home realm to try and recapture it before the enemy realm can take it? How long does the enemy realm have to try and capture it? In both cases there was some game stoppage (we stopped chasing them on the one occasion and stopped trying to repair the keep on the other) and a bit of frustration when it was never picked up.
From the Guild Banner guide:
If the carrier of the guild banner is killed, the banner will drop to the ground, at which point the banner is up for grabs by the carrier’s own group or the enemy group that killed the carrier. Any member of the enemy group that killed the original carrier may pick up the banner after it has been on the ground for 30 seconds. If the enemy group captures the guild banner, the guild whose banner was captured will not be able to buy another banner for 24 hours.Kill credit is determined by deathblow, so only the group (or player) that dealt the deathblow on the banner carrier has credit to pick it up.
Does amnesia work on realm abilities? For example chain lightning, ichor, volcanic pillar, etc.
Yes amnesia will cancel a cast of a realm ability if it is timed correctly.
The Shaman’s level 46 group regen spell says it heals for 450hp. Is that 450 total or is that 450 per tick? Same question for the 500 single target spell.
The Shaman “friggs” and all health regen spells function similarly where the listed heal amount is added to each “tick” of your character’s natural health regeneration.
That’s it for this week!
Enjoy the weekend everyone 🙂
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We’ve retroactively corrected an issue preventing the new monthly mithril bonus from applying to certain subscribed accounts.
Any accounts that qualified for the bonus mithril (were actively subscribed on December 18th, 2020) and did not previously receive it should now see it in-game and will be properly rewarded going forward.
Please note that most subscribed accounts were already properly rewarded for this bonus mithril and will see no change in their mithril balances.
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Update: Ywain is once again online!
The Ywain server is currently down to correct some hosting issues.
We are working on getting the server back online as quickly as possible and expect it online within the next 2 hours.
Thank you for your understanding and appreciate your patience as we work to get Ywain back online.
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A new monthly Mithril bonus has been added to all subscription packages!
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Welcome to the last Grab Bag of the year! Don’t worry though, the Grab Bag will return in the New Year 🙂
Just a note to remind people about our official DAoC Twitch stream Saturday night! Join us for a bird’s eye view of the frontiers, good chat, and of course our giveaways 🙂 This Saturday’s stream is a special giveaway stream as we’ll be giving away the following (in no particular order):
Do not miss this!! It’s also the last stream before the holiday break 🙂
Prizes are limited to one win per person. The stream starts approx 9:45PM GMT / 4:45PM EST with the first giveaway starting at 10PM GMT/ 5PM EST!
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 to the questions!
Can you provide more context and insight into the goal of the new Protection Obelisk? It doesn’t seem that effective in defending lord rooms.
Certainly and we’ve loved seeing the feedback roll in on it so far, please keep it coming!
First, the vision and goal of the Protection Obelisk is primarily to protect the inner keep’s roof and oil levels during a siege, prior to the inner keep doors going down. When the obelisk is up, it will be much harder for attackers to lock down those areas and prevent defenders from taking the fight to the courtyard (or at least, attacking the attackers in the courtyard).
Second, we realize that the obelisk’s placement means that once the inner door goes down, the keep’s lord room and roof areas are not likely to be protected for long. This is intended in part because the lord room having such a huge benefit for the actual lord room defense would swing the balance heavily in favor of defending realms. Additionally, we hope to see more focus around the first floor of the keep and surrounding balconies as attackers push inside and focus on the obelisk.
Last, future keep upgrades will look at other “problem” areas in keep sieges to make them more dynamic and strategic. Perhaps one or more of those will focus specifically on the lord room once the inner door is down!
Hello, I understand that a weapon’s condition affects melee damage, affects a staff’s power consumption, and affects an instrument’s songs/chants (as in chants may start dropping out randomly or may miss a tick). In what way does a weapon’s condition affect healing?
Weapon condition does not affect healing.
Can you clarify the difference in how keep bonus is awarded based on if you’re an attacker or defender, and what the cap is for each side? Also why is there a cap at all?
Defenders earn 2x contribution rewards over attackers, but only when successfully defending a keep. During keep captures, both attackers and defenders earn the same amount of rewards.
There is a cap on the rewards, but the cap only applies to the base amount of RPs earned, with bonuses allowing the cap to be exceeded. The cap is determined by how much realm points a character is worth. A character worth 4,000 realm points (when killed) has a base contribution reward cap of 40,000 realm points. If the character has 50% realm point bonus active, they could earn up to 60,000 total realm points.
For a full refresher and explanation on the system, please see below:
From the 1.121 Patch Notes:
- Bonus RPs will now be earned every time a player (or their group) earns RPs (through kills/rezzes only) within a keep or tower’s region that is currently under siege.
- A keep or tower’s region is defined by the “you enter/leave <outpost name>” messages.
- A keep or tower becomes under siege when it has the “flame” icon on the /realmwar map. Bonus RPs will not be earned until the keep goes under siege.
- The bonus RPs will take into account kills made by the player’s group and will be placed into an individual contribution pool for that player as follows:
- 50% of RPs earned through kills/rezzes at a keep will be added to a player’s individual contribution pool
- 20% of RPs earned through kills/rezzes at a tower will be added to a player’s individual contribution pool
- For example:
- If Player A earns 1,000 RPs over the course of a keep siege (through kills/rezzes only) they will receive 500 RPs when that keep is taken or successfully defended.
- If Player B earned 10,000 RPs over the course of the same keep siege, they will earn 5,000 RPs.
- If Player C arrives just as the keep is taken or defended and earned 0 RPs within the keep’s immediate region prior to that, they will receive no bonus RPs.
- If Player D earns 1,000 RPs over the course of a tower siege, they will receive 200 bonus RPs when that tower is taken or successfully defended.
- So long as players are within 8,000 in–game units of the outpost when it is taken or defended, they will be rewarded.
- Again, contribution is only earned within the immediate outpost region but awarded as long as the player is still within 8000 in–game units.
- Players that leave the 8,000 in–game unit radius will have their contribution totals saved for 10 minutes before their accumulated bonus RPs are lost.
- Players will be capped at earning 10x their individual character’s realm–point value.
- This means a player worth 2000 RPs for a solo kill will be able to earn up to 20,000 RPs from this new reward system. In other words, if that player is able to earn more than 40,000 RPs at a keep siege, they will only get 20,000 bonus RPs instead of 50% of the amount over 40,000.
- RP bonus items, spells, and zone/region bonuses will allow players to achieve values over this cap.
- Ruined keeps and towers will not be part of this new reward system.
- Ruined outposts will no longer grant any bonus RPs when taken or defended.
From the 1.124 Patch Notes:
- The keep contribution bonus multiplier has been doubled for defenders only. Attacking forces will still receive the normal reward.
- Please note that this doubled version of the contribution bonus will only apply on successful keep defenses and not on keep captures. Both attackers and defenders will get normal realm points when a keep is captured still. This is something that we’ll be monitoring and adjusting down the road, if necessary.
Do melee absorption spells benefit from buff bonus?
No, no absorption spells benefit from buff bonus. Only stat-based buffs like Armor Factor, Strength, Dexterity, Constitution, etc. benefit from them.
Hello, Crocodile Tear Ring affects each realm’s main speed class (bard, skald, minstrel) and listed casters. Seems imbalanced that both of Hib and Alb’s speed classes are able to benefit from CTR’s aura, whereas Mid Healers can’t benefit from it. For casters that can use CTR, like Theurgist, does CTR affect other songs/chants like pulsing bladeturn?
The Crocodile Tear Ring’s Radiant Aura level 10 ability only works for Bards, Minstrels, and Skalds. List casters do not receive the benefit of the level 10 ability and so Theurgist or Sorcerer chants are group-only just like a Healer’s or Runemaster’s. No realm has access to area-of-effect pulsing bladeturn.
Don’t forget to get your feathery friend, snowman, and yule hat! 🙂

Enjoy the holidays and see you in the frontier!
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Relic Guard Dynamic Scaling
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The Midwinter celebrations will start today and run until January 12th, 2021.
The 12 days of Midwinter event will begin on Monday, December 21st!
Read on for more details!
Please note: These bonuses only affect Veteran accounts.

Midwinter Festival Event
The days grow short, a chill is in the air, and warm fires glow in our homes. The Midwinter Festival has come once again to the Realms! Visit the festival grounds to take part in the festivities and challenges.

Olibar, the Midwinter Tomte, will be paying frequent visits to Castle Sauvage, Svasud Faste, and Druim Ligen seeking assistance. He seems to have lost some Midwinter presents throughout the battlegrounds. Speak to him if you wish to assist him. Players on Gaheris between the levels of 35 to 49 can speak to him to receive a special Frontier Gift Retrieval quest instead.
Santa Nicholas, Lucia of the Light, and Jack Frost will arrive with gifts for the people of the realms, but there’s been a bit of a crisis: their presents were hijacked and are now in the possession of dangerous enemies. They will offer the Saving Midwinter quest to all adventurers level 48 and above. Save Midwinter and earn a Frozen Cloak of Midwinter and a Frozen Medal of Honor! Visit them at the Winter Villages outside of Ludlow, Ardee, and Vasudheim.
In Albion, Clara sets up a giant tree at the festival tents. Speak with her for information on obtaining an appropriately-sized one for your own home or yard. Nearby, Sister Samantha is collecting toys for the children of Albion. She offers some fine holiday greenery as a reward to those generous souls who answer her call.
In Midgard, Kevin somehow manages to decorate a tree all for himself. Ask him about it and he may give you a few pointers regarding your own arboreal home decorating. The Gythja of Frigg is taking donations of toys from passers-by and granting them wreaths and garlands in return.

In Hibernia, the rather small elf Noelle brings her tree to the festival grounds. She will help you start your own holiday tradition if you want one of your own. Matron Elleweh is looking for assistance in gathering gifts for the children of Hibernia, with a promise of some festive decorations in return.

The Trinkets for Tots quest is available for all levels.
The Midwinter Tree quests start at level 35, however rumor has it that there may be a more advanced challenge to follow for those of level 48 and up.
Frozen Cavern Event

Players can find the merchants at the below locations. Happy Shopping!
In Albion: Just outside of gates of Castle Sauvage in Camelot Hills
In Midgard: Just outside of Svasud Faste in the Vale of Mularn
In Hibernia: Just outside of Druim Ligen in Connacht
Twelve Days of Midwinter
On the first day of Midwinter, Broadsword gave to me…
Midwinter celebrations will start today and run until January 12th, 2021.
The 12 days of Midwinter event will begin on Monday, December 21st!
A Happy Midwinter to all from the Dark Age of Camelot team, and we’ll see you in the Frontiers!
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Update: Maintenance complete! The Account Center is now available.
Update: In-game Mithril transactions are once again online. Account Center maintenance remains underway.
The Ywain server is back online after experiencing some hosting issues this morning.
The Account Center will be down for maintenance today from 10 AM EST / 3 PM GMT for an estimated 6 hours.
During this downtime the Account Center and its related services as well as in-game Mithril purchases will be unavailable.
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Welcome to the penultimate Grab Bag of the year!
Our November newsletter went out recently and included a peak at what changes and updates we’re working on! If you’re not signed up to get the newsletter every month in your inbox, sign up here now!
Speaking of coming to the end of the year (and what a year!), our last Saturday Dev Giveaway stream of the year will be a giveaway extravaganza, with many prizes up for grabs! Make sure you tune in to our official DAoC Twitch channel on December 19th for that, and throw a follow to the channel so you can get notifications on when we’re live 🙂 More details on that will follow in our final Grab Bag of the year on December 18th.
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.
Onwards to the questions!
Odd question but im getting diff stories…the towers/keeps in the bg’s…do they count toward DF ownership?
No, only keeps and towers in the Frontier count towards Darkness Falls ownership.
Bonedancer set gear, what does it actually do now? My Suppressive Buffer delves for 19% ABS, the set gear says it goes from 10% to 17% with the gear. Does this 7% buff translate over to the new ABS buff or is it effectively broken right now? Thanks.
After double-checking our previous changes and patch notes, this looks like an oversight. The level 41 version of the Suppressive Buffer baseline ability should still be 10% not 19%. The level 30 version of the spell is 5% and all other similar absorption buffs on other classes remain set to 5% and 10%. This fix is now live and the set’s effect should once again increase it from 10% to 17%.
Do different mezzes from different levels or classes have different immunities? Can you get mezzed by one type/class and then mezzed by another type of mez seconds later?
All mesmerization effects are identical. If you are immune to one type of mez, you are immune to all of them.
Hi, I would like to know exactly how say “Mythical Physical Defense 2” work.
Is it
(2% Crush + 2% Slash + 2% Thrust)
or
(2% Crush + 2% Slash + 2% Thrust + 2% Crush cap increase + 2% Slash cap increase + 2% Thrust cap increase)?
Mythical Physical Defense grants the resists and resist cap. Please note that the character attribute page does not correctly show the resist cap increase but the extra resists do correctly affect damage dealt to the character.
Since Endless Conquest was released, the EC FAQ was produced but doesn’t mention scripting or multiboxing. The last Producers Letter concerning scripting/multiboxing was https://darkageofcamelot.com/article/producers-letter-all-about-cheating in 2016. Can we get an update that specifically clarifies the Broadsword policy on scripting/multiboxing with Endless Conquest accounts? Thanks
As mentioned in the Producer’s letter, free accounts (previously referred to as ‘trial’) are not permitted to run “macro-groups” anywhere, including PvE zones. Everything else remains the same as stated in that Producer’s Letter.
Why is the Thane axe and sword weaponskill lower then hammer skill is?
Thanes follow in the footsteps of the god of lightning, Thor, whose favored weapon is a hammer. It’s also why a Thane’s iconic area-of-effect damage spell heavily features hammers!

Don’t forget! Midwinter Event starts December 17th, with Midwinter gifts due December 21st! 🙂
Enjoy the weekend, all 🙂