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THE HERALD

  • 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!?

    Join us this Friday, March 5th for your chance to start fresh and rapidly progress to the end-game with players around your level!

    What is Catch Up in Caledonia?

    A10-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 the event’s end participants will be ready to competitively RvR in the Frontier!


    When does the event start and end?

    The event starts precisely at 4 PM EST / 9 PM GMT on Friday, March 5th  a nd will end on Monday, March 15th.


    How does the event work?

    • For the first 3 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 turning in related quests.
      • Charm-pet classes will be able to create a pet to charm at their realm’s portal keep.
    • ​After the 3rd day, 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!
    • The battleground will use a mix of leveling caps and new instances to maintain populations throughout the event:

      • At Level 5, characters will automatically teleport to a new instance for levels 5-9.
      • At level 10, characters will automatically teleport to a new instance for levels 10+
      • The following level caps will be in place for all characters in Caledonia and will increase by 5 levels every 24 hours:

        • Day 1: Level 15 maximum
        • Day 2: Level 20 
        • Day 3: Level 25 
        • Day 4: Level 30
        • Day 5: Level 35
        • Day 6: Level 40
        • Day 7: Level 45
        • Days 8-10: Level 50
      • Characters that reach a level cap will not be able to earn realm points or experience until the level cap is increased but will still be able to complete quests and earn bounty points towards their gear and other progression goals.

    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 – 02/19/2021

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    A chilly bag of grabs this week. Hope everyone is able to get dry and warm as much as possible!

    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.

    Onto the wall of text!

    For chances to parry/evade/block, is it rolled against weaponskill? Does sequence of attack reduce this chance ? (I.E. the same attacker swing twice in a round, the second attack can be blocked/parried/evaded ? With the same chances as the first?)

    Chances to evade, parry, block, miss, or fumble are calculated by a myriad of different factors including class, specialization, character stats, styles used, and much more. Weaponskill is a derived stat that shows a rough estimate of your character’s effectiveness. It can be used to roughly gauge your chance to land attacks or defend against them but weaponskill is not directly used anywhere in the combat code.

    For multiple attacks in the same round (such as by a dual wielder), each weapon’s swing is counted like another attacker. A dual wielder that has both attacks blocked would count as 2 attackers in that defender’s combat round.

    As for multiple attackers, this was recently answered in our October 2020 Grab Bag

    For example, if 5 attackers are swinging in the frontal arc of a target wielding a large shield, each attacker will calculate through those combat checks separately at the time of their melee swing. 3 of the 5 attackers will have a chance to be blocked while 2 of the 5 will never be blocked. Which 3 attackers are blocked and which 2 are not is not always the same, but if a target wielding a large shield blocks 3 attackers in the same combat round (defined by the defender’s swing speed), subsequent attackers will not be blocked in that same combat round.

    Regarding Combat style bonuses…

    My understanding is that there are 4 tiers of modifier (none/low/medium/high)worth (0/5/10/15) % respectively for damage/to hit/defense.

    Do these bonuses stay online until another combat style is selected (I.E. you “style”, and keep the bonus for any number of unstyled normal attacks that follows) or are they tied to that styled attack only?

    In the second case (which I think is more likely, just dismissing doubts), do “defense bonues/penalties” persists until the next attack of the defender or only apply to the next attack? Or to put it differently : does an attack “consume” that bonus or would multiple opponent be suffering that defense bonus until the next swing of the defender?

    The bonuses from styles are only valid for the next combat round of the character that performed the style. This includes defensive based bonuses.

    Style bonuses are given on a combat-round basis not an attack or melee swing-basis. Combat round durations are determined by a character’s swing speed (which is based on several factors like the quickness stat, haste stats and buffs, celerity, and the weapon’s speed) but combat rounds still count down if a character swings and then sheathes their weapon. This is why characters can’t sheathe and re-style immediately, they must still wait until their next combat round is ready before they can swing again.

    For example, if a character performs a style that gives them +15% defensive bonus chance and their bonuses + equipped weapons result in a swing speed of 1.5 seconds, that defensive bonus will only last the 1.5 seconds of that character’s combat round, even if they never swing again.

    Additionally, that bonus will apply against multiple attackers for that full combat round (1.5 seconds in this example).

    How do magic resist and armor factor debuffs affect bolts?
     

    Bolts are treated in a lot of ways like melee attacks that deal a magic damage type (similar to legendary weapon melee attacks). This is why bolts hit for less against higher armor factor (AF) and absorb% (ABS) targets, just like melee attacks do, and why bolts can miss or be blocked.

    However, there is one crucial difference with bolts versus melee attacks: magic resists are half as effective against bolt damage.

    For example, a target with 50% magic resists to the bolt’s damage type would see damage like 751 (-251). 751+251 = 1,002. 1,002/251 = 25% effective magic resist (or 50%/2). The same target would still have 50% magic resists against a normal direct damage spell. The previous example assumes no spell piercing bonus on the bolt caster.

    Spell piercing’s effectiveness is also halved when bolting. With 10% spell piercing against a 50% resistant target, damage would be something like 801(-201) which works out to a 20% resist total (50%/2 = 25% with an additional 5% (10%/2) removed due to spell piercing).

    Continuing the example with magic resist debuffs, a 30% magic resist debuff against a 50% resistant target will reduce their resistances to a 20% starting value. A bolt would then be hitting the target as though they have 10% effective resistance. So a bolt that hits for 901 (-100) without spell piercing has 10% effective resistance or 952 (-50) with 10% spell piercing, which removes a further 5% (10%/2) resists has 5% overall effective resistance.

    The calculations for damage mitigation of Armor Factor (AF) and Absorb (ABS) are a bit more complex and work almost identically as they do for melee attacks except that there is potentially no damage variance involved with bolts if the bolt caster has 50 composite specialization in their bolt’s line. An explanation on how AF and ABS factor into damage reduction is discussed in our July 2018 grab bag

    AF debuffs directly subtract the character’s AF, so a 250 delve AF debuff is going to remove 250 *1.25 = 312 AF from the target’s AF total (the 25% delve bonus comes from the AF debuffer’s 50 composite specialization) and the less AF a target has the harder a bolt will hit them.

    The amount of AF removed by an AF debuff is not affected by the target’s magic resist to the AF debuff spell. In other words, magic resist debuffs don’t directly increase/compound the effectiveness of an AF debuff.

    In conclusion, using both an AF debuff and magic resist debuff will cause a bolt to hit harder than when using none or only 1 of these debuff types!

    I’ve read in a previous grab bag that “dual wield halve the chances to be evaded”. So I wonder: Does it halve the chance to be parried? Does two-handed halve the chances to parry? Does something halve the chances to block?

    Dual-wielders receive an extra 25% penetration bonus versus evade and block, not a 50% bonus. There is no such penetration bonus versus parry for any weapon type.

    Can we get clarification if merc rr5+ banespike stack please? And also clarification on vendo + banespike and trip wield + banespike?

    The Mercenary Dissolute Swings (Realm Rank 5) ability and the Blademaster Triple Wield ability do not stack with Banespike because each of these abilities already directly increase the Mercenary’s and Blademaster’s damage.

    Berserk (“vendo”) guarantees a Berserkers chance to critically hit on their melee attacks and allows them to critically hit above the 50% critical damage cap, it does *not* increase the berserker’s damage directly. The delve stating that Berserk increases their damage by a % is a bit misleading but it’s taking an average damage increase from all of the additional critical hits that the form grants and is displaying that as an overall damage increase in the delve. We’ll look at adjusting this hard-coded delve to be more clear in the future.

    Regardless, because Berserk does not directly increase a Berserker’s damage, it does stack with Banespike.

    Phew, that’s a lot of info!

    Thanks everyone, and enjoy the weekend! 🙂

  • General

    Valentine’s Event and President’s Day RvR Bonuses

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    Love is in the air as we celebrate the return of our Valentine’s Day event and celebrate President’s Day weekend with some RvR bonuses!

     

    This event will run from Thursday, February 11th until Tuesday, February 16th.


     

    Valentine’s Day Event 

    • A Matter of the Heart: This quest will give players of all realms the chance find the imp, Russel, located mainland side of Castle Sauvage/Druim Ligen/Svasud Faste. He’s ready to offer some interesting tasks from the local imp’s union in return for a Lawn Cupid trophy, experience and coin. Don’t forget to speak to Lady Payne and earn your ROG Valentine’s Ring or Bracer too!

      • ​Whitman will only continue to drop his One-Time-Drop Valentine’s Day Present reward to characters who have not completed the quest: [OTD] Valentine’s Day Present.
    • Keeping Company: This quest will be offered to characters level 45 and above and will have a unique challenge for players in Albion, Midgard and Hibernia.  As a reward, players will receive a Tiny Compatriot Crate, experience and coin. Visit Lailen in Jordheim, Pondar Cully in Camelot, and Harris MacCullogh in Tir na Nog to start the quest.
    • Valentine’s Traditions: These quests will offer three old style quests which were part of the original Dark Age of Camelot Valentine’s Day content. Players will be able to complete the quest up to eight times, which is based on the number of times the original quest has been issued online.  Players will be rewarded with a Hearts Cloak, Heart-Shaped Box, experience and coin. Visit  Rumdor in Mag Mell, Hrolf in Mularn, or Sir Prescott in Camelot Hills to start the quest.

    RvR Bonuses

    In honor of Valentine’s day and President’s Day weekend, the following bonuses are active for the duration of the event as well!

    • On Ywain:

      • 25% 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 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

  • General

    Friday Grab Bag – 02/05/2021

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    Welcome back to the Grab Bag!

    Love is in the air next week with the return of our Valentine’s Event! Details on the Herald this coming Thursday 🙂 

    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! 

    Regarding “Order of Ability Override” meaning RR5 > RA > ML > Class abilities, how accurate is this? I found there are a few exceptions, as in Forceful Zephyr goes through Charge, Speed Warp will slow Speed of Sound (but not negate it entirely).

    Overall there is no hard-set rule for ability type overrides, though it is true that we do tend to reward most realm abilities over other ability types. In these two cases however we think it is more balanced for it to work the way that it currently does.

    What are the factors that determine whether a caster’s bolt hit’s or misses? And is there some kind of formula for it?

    Bolt miss-rates are calculated more similarly to other standard spell resist rates than they are melee swings.

    One major difference is that bolts cannot be resisted like other spells can, they can only miss or be blocked.

    The block rate of bolts is determined similarly to block-rates of archery shots where the block-rate of the target will determine how often a bolt is blocked, so long as the target is facing the bolting caster.

    For misses, there are two distinct types of misses. The first type of miss is a standard miss where the bolt caster will receive the “You missed!” messaging in their combat log. The second type of miss is a hard-coded miss to prevent multiple simultaneous melee attacks or bolts from hitting the target at once. The chance for the second type of miss is 100% but only occurs when other bolts or melee attacks against the target land simultaneously.

    For the first type of miss (a standard miss) the level of the bolt spell being cast and the level of the target are the two factors that determine its miss-rate, similar to how resist rates work for normal spells. This works out to a base miss rate of 10% for bolts that can be further reduced or increased based on the difference in bolt spell level and the target’s level. Players can further lower their base resist rates in RvR by using the Resist Pierce item bonus. For bolts, each bolt spell already has an inherent +20% chance to hit that applies after the initial miss rate from spell and target levels is determined.

    After all of the calculations, against a level 50 target, a level 8 bolt spell will have 17-19% standard miss rate while a level 38 bolt will miss around 6-8% of the time and a level 46 bolt will miss at a 2-4% rate.

    What causes the triple and quad hits for savage, and is there any way to “proc” them more.  I noticed that some of the styles have a buff to them Perry 7% on one 14% evade on another do they stack with the savagery buff, side note buffs from the styles are not popping up on buff bar is intended or… thanks in advance

    Double, Triple, and Quad hits for Savage’s Hand to Hand are only affected by the Savage’s Hand to Hand’s specialization level (including any amounts over 50 specialization). Rates for each will increase slightly as specialization increases. No other stats or bonuses will affect these rates.

    For an idea on these rates from a previous Grab Bag:
    The rates at 50+16 H2H specialization are as follows:
    Triple: 16%
    Quad: 5.75%

    The rates at 44+16 H2H specialization are as follows:
    Triple: 14%
    Quad: 4.75%

    For the +Parry and +Evade bonuses from Hand to Hand styles, these do not give the player a buff icon but are instead ‘hidden’ bonuses that are only valid for the next combat round of whoever is attacking the Savage at the time. These style bonuses do stack with all other Parry/Evade buffs but do not exceed the Parry/Evade caps.

    The item “Bracer of the Deep” has a requirement about Magic Damage: 2% vs Humanoid, Magical, Giant, Dragon.
    Does it apply against players in RvR ? Are players considered humanoids ?

    The item bonus requirement “vs Humanoid” only refers to monsters of the Humanoid type. The requirement listed would need to be blank, say “vs All”, or specifically say “vs Players” in the delve for it to work against players.

    There are several TOA-era item bonuses that are limited to only work versus specific monster types by default unless otherwise specified: Spell/Archery/Melee/Style Damage, Spell/Archery range, and Spell Resist Piercing. All other TOA-based item bonuses work on and versus players by default.

    Regarding chances to hit….
    1. Is it Weaponskill + Style to-hit bonus – Style Def bonus of target ?
    2. Does the opponent’s own weaponskill increases chances to miss ?
    3. More people on the same target increase chances to hit for everyone ?
    4. Positional (rear/sides) affects chance to hit (without combat style) ?

    The order of resolution in combat is Evade, Parry, Block, Guard, Miss, and Bladeturn.

    To be clear, the chance to hit only refers to a character’s chance not to miss a melee attack. Evade, Parry, and Block/Guard calculations are entirely separate from the following answer and those mechanics have been outlined in several previous Grab Bag responses.

    Weaponskill (or any character stat) has no bearing on the chance to hit or be missed.

    The first determining factor of hit-rate (or miss-rate) is the ‘enchantment bonus’ value of the weapon(s) being used and that of the armor being hit. Dropped weapons and armor all have standard enchantment bonuses set but crafted weapons and armors must be enchanted by your friendly Alchemist or Enchantment NPC to receive these bonuses. This also means that a lower level weapon (with a lower maximum enchantment bonus) targeting higher level armor will miss more.

    Assuming that both the weapon(s) and armor are properly enchanted, the base to-hit rate is 87% (or 13% miss rate). What can affect this further is a given style’s +to hit bonus/penalty as well as any +accuracy buff/debuff on the character. It can be quite common to have a 100% hit-rate when using +to-hit styles and accuracy buffs.

    The number of attackers does affect to-hit rates against monsters (including pets) but not against enemy players. The number of attackers only really enters into block calculations for enemy player targets.

    Positional attacks with or without melee styles do not inherently increase to-hit chance, though many positional styles do have +to-hit bonuses and those obviously would. And while separate from to-hit or miss rates, positional attacks are of course greatly affected by Evade, Parry, and Block chances since non-Advanced Evade, Parry and Guard all rely on attackers being in the frontal arc of the defending character.

    Lots to digest there! 🙂

     

    Thanks everyone, and enjoy the weekend! 
     

  • General

    Emergency Server Downtime – Ywain and Gaheris

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    Update 11:55 AM EST / 4:55 PM GMT: Ywain and Gaheris are once again live!

    Ywain and Gaheris will be coming down today at 11 AM EST / 4 PM GMT to address some issues accessing some dungeon regions.

    We expect to be back online within the next 3 hours.

    Thank you for your understanding and appreciate your patience as we work to get Ywain and Gaheris back online.

  • Patch Notes

    Live Server Downtime – Patch 1.127C

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    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!


     

     

  • General

    Friday Grab Bag – 22/01/2021

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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 🙂

  • General

    Monthly Mithril Bonus Update

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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.

  • General

    Emergency Server Maintenance – Ywain

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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. 

  • General

    Monthly Mithril Bonus to Subscribers

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    A new monthly Mithril bonus has been added to all subscription packages!

    • Every subscribed account will now receive this bonus mithril currency automatically every month their subscription is applied or renews!

      • 1 month subscription package: 100 bonus mithril
      • 3 month subscription packages: 125 bonus mithril each month
      • 6+ month subscription packages: 150 bonus mithril each month
      • Bonus mithril will be automatically deposited 72 hours after a subscription is initialized or renewed.
    • Any accounts that were currently subscribed on December 18th will receive their bonus mithril for this current month and will receive it going forward on that subscription’s renewal!

      • For example, a 3-month account subscription that was initiated on December 1st, 2020 will receive their 125 mithril bonus for the first month now, then will get their second month’s 125 bonus mithril on January 3rd 2021 (72 hours after their renewal date) and their third month’s 125 bonus mithril on February 3rd 2021.