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THE HERALD

  • General

    Friday Grab Bag – 12/18/2020

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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):

    • 30 Charge 50% RP Bonus Potion
    • Max Character Boost
    • Name Respec
    • 3 Month Game Timecode
    • Race Respec

    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! 
     

  • General

    Keep and Relic Adjustment Live Notes

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    Relic Guard Dynamic Scaling
     

    • Based on feedback and in an effort to make keeps and a small number of relics easier to defend for outnumbered populations as well as to reduce the difficulty of attacking realms that hold 5+ relics, all Elite Relic guards, relic temple guards, and the normal but high-purple con “Elder” guards will now scale their difficulty up and down depending on how many relics a realm holds.

      • Realms only holding 0-1 relics will see the highest difficulty guards defending their realms keeps and relic temples.
      • Realms with 2 relics will see little to no change from current guard difficulties.
      • Realms holding 3 or 4 relics will have slightly less powerful but still red-purple guards defending their keeps and relic temples.
      • Realms holding 5 or more relics will have significantly less powerful, orange-red guards defending their keeps and relic temples.
    • Currently the number of guards spawned will not change but this is another lever we can investigate if the above changes do not go far enough in addressing these concerns.


    Climbing-Spikes adjustment

    • Based on feedback and in an effort to allow other class archetypes room to shine in keep sieges, the following changes have been made to heavy tank climbing spikes:

      • Hero, Warrior, and Armsmans’ climbing spikes ability has had its cooldown increased from 60 seconds to 3 minutes.

        • Additionally, a new debuff lasting 45 seconds is fired when climbing-spikes is initiated that increases damage the Hero, Warrior, or Armsman takes by 15% from all sources.


    Protection Obelisk and Keep Upgrade System

    • A new system’s first pass has been implemented that will enable players to upgrade specific aspects of a specific keep to better tailor its defense as well as to get more use out of keeps their realm owns.
    • Each feature will be added individually so that game and siege balance can be observed with these new dynamics one at a time.
    • Keep Upgrades will be purchasable at the new Master Stone Mason NPC to the left of the staircase in each realm’s inner keep.

      • Please note that this feature is only available in New Frontier keeps and is not available in any tower or Knoc Meayll’s keep.
    • The first keep upgrade available is a Protection Obelisk that can be purchased for bounty points.

      • This obelisk spawns to the right of the staircase on the main floor of the inner keep. 
      • When the Protection Obelisk is spawned, keep defenders can right-click their keep lord to receive a significant damage reduction buff so long as they stay in the inner keep’s lord room or roof area.

        • Leaving those areas will result in the buff being removed though players can simply revisit their lord to get the buff again.
        • Like relic guards, the effectiveness of this buff will scale based on the number of relics your realm owns.

          • Realms with 5+ relics cannot obtain this buff.
          • Realms with 3-4 relics receive a 25% damage reduction buff when staying within the lord room or keep roof areas.
          • Realms with 2 relics receive a 50% damage reduction buff when staying within the lord room or keep roof areas.
          • Realms with 0-1 relics receive a 75% damage reduction buff when staying within the lord room or keep roof areas.
      • The aim of this upgrade is to improve the ability for defenders stuck inside the inner keep to take more risks and be less fearful of attacks by attackers in the courtyard.
      • Additionally, we hope to see more dynamic battles in and around the 1st floor of the inner keep as enemy realms will want to destroy the Protection Obelisk before advancing into the lord room and facing significant damage reduction buffs on their enemies while defenders will want to maintain this advantage.
    • We very much look forward to observing how this first upgrade fares and what new tactics we may see out in the Frontiers!

      • There are several other additional keep upgrades being discussed as well as more ways to redeem the upgrades – by completing myriad gathering quests around the frontier – so stay tuned!


    Relic and Keep Reset

    • All of the above notes are now live but in order to facilitate these new changes and dynamics all keeps and relics will be reverted to their default state at 11 AM EST / 4 PM GMT tomorrow, December 18th.

     

     

  • General

    Midwinter Festival Event

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    • Realm Point, experience, and crafting bonuses are now live!
    • Bounty points are yours if you can once more assist the surly Festival Steward and the friendly Cargomaster!
    • Celebrate Midwinter in style with our new cosmetic offerings!
    • The Frozen Medal of Honor and Frozen Cloaks of Midwinter are once again available!
    • Battleground Presents are there to be gathered and are now uncapped!
    • The Frozen Cavern instance makes its return!
    • The Traveling Merchants have set out their wares!
    • The Twelve Days of Midwinter gifts are being wrapped!
    • Enjoy a stroll through housing to see the wreath and candle-adorned doors and windows backlighting the lovely decorations and layouts of your fellow realm-mates!

    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!


    Realm Bonuses

    Please note: These bonuses only affect Veteran accounts.


    On Ywain:
    • 50% bonus to RP gain from RvR kills
      • This bonus applies to all RvR zones, including battlegrounds.
    • 50% bonus to normal XP gain in all classic and shrouded isles zones and dungeons
    On Gaheris:
    • 50% bonus to normal XP gain in all classic and shrouded isles 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
       

    Mithril Shop Update




     

    Our Event Shop is back for the season with cool items!
     
    • Get into the spirit of the season with our Yule Hat!
    • Check out Merlof, your new frosty waddling friend!
    • Complete the Roaming with Friends quest for a feathery surprise!
    Note: these items are seasonal and will no longer be purchasable once the Midwinter event ends (but will still be usable if you have them!)

    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.

    • Level 50 characters can complete the following quest for the duration of the event:

      • Visit your realm’s Cargomaster at the Caer Benowyc, Bledmeer Faste, or Dun Crauchon docks to obtain the repeatable ‘[Midwinter] Roll On’ quest!
    • New vanity pets and a stylish new Yuletide hat are now available in the Event Shop in each realm’s capital city!

      • Celebrate Midwinter in style with the Yuletide hat!
      • Melt your heart with Merlof’s goofy gait!
      • Nothing can beat a trusty owl to guide you and none’s wiser than Athena!

        • Players who complete the [Daily] Roaming with Friends quest just once from now until the end of Midwinter Festival will earn this wise companion for free!


     

    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.

    • Olibar’s Gift Retrieval quests can now be done an unlimited amount of times!

    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

    • Venture to the Frozen Cavern and test yourself against the chill… and its cunning inhabitant: Jack Frost!
    • Visit Njord in the following locations to enter the instance of your choice:

      • Albion: near Merlin’s Tower in Camelot
      • Midgard: near the Burial Grounds in Jordheim
      • Hibernia: near the Chamber of Magic in Tir na Nog
    • Two modes exist for this instance: Normal and Challenging

      • The Normal mode has a chance to drop 1 of the following rewards:

        • Frozen chestpieces
        • Frozen and other mythirians
        • Infernal sleeves
        • Darkness Falls jewelry
        • Supremacy, celerity, or omni-regen potions
      • The Challenging mode has a chance to drop 1 of the following rewards:

        • Frozen weapons
        • Frozen chestpieces
        • Frozen mythirians only
        • Darkness Falls jewelry
        • Supremacy, celerity, or omni-regen potions
        • In addition to having a chance at the weapons, the chance at the mythirians and darkness falls jewelry is much higher. The chest piece chance is the same in both modes.
    • Loot no longer drops directly from Jack Frost, instead a loot chest is spawned when he is defeated.

      • Players can interact with the chest and receive 1 guaranteed reward per day but can still participate in the instance as many times as desired.
      • This chest will despawn after 20 seconds, so be sure to grab your loot quickly!


    Traveling Merchants

     


    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…
     

    • Login to the game and visit the following NPCs to receive a special reward each day!

      • Albion: Santa Nicholas in Castle Sauvage
      • Midgard: Kris Kringle in Svasud Faste
      • Hibernia: Daidi na Nollag in Druim Ligen
    • Speak with the above NPCs to reveal your reward for each day.

      • Each day’s reward will be revealed around 5:30 AM EST / 10:30 AM GMT and last the remainder of that day.
      • If you miss a day, you will be able to catch up and receive the missed rewards by visiting the NPC on subsequent days.

        • This means if you simply login on the twelfth day, you’ll receive all 12 rewards!

          • Make sure you have room in your inventory!
    • These rewards are limited to level 50, Veteran (subscribed) account characters and can only be obtained once per character.
    • This event will run from Monday, December 21st, 2020 for the next twelve days, with the last day being January 1st, 2021!

    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!

  • General

    Ywain Status Update, Account Center and Mithril Downtime

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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.

  • General

    Friday Grab Bag – 12/04/2020

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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 🙂

     

  • General

    Friday Grab Bag – 11/20/2020

    Created by

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    Time for this week’s Grab Bag!

    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! 

    Do bonedancer pets benefit from the Leadership ML ability?

    Yes, all pets benefit from the Leadership ability. The effect is hard to notice but in general the “floor” of their damage variance should be a bit higher when they have the Leadership buff than not.

    How close (in terms of units) does an enchanter have to be to its pet to get the benefit of its rank 5?

    The Enchanter’s pet needs to be in visible range of the Enchanter, which is around 4,000 units typically. This can also be gauged by the pet’s health bar displaying on the pet window.

    Hello,
    I was wondering if spell duration would work on an assassin’s poisons.
    I am mainly wondering for poison mezz, snare and dot. Will 25% spell duration provide a +2sec to last mezz/snare poison? Will it provide an additional tick to the dot?

    Snare, DoT, and Mezz poisons are not affected by duration bonuses at all. However the other Envenom abilities like the melee damage% debuff and weaponskill/constitution debuff are affected by +duration gear.

    Does ameliorating melodies get a 25% spec bonus to the heal over time value like other hots and heals in the game?

    No, since Ameliorating Melodies is a Realm Ability, it does not receive a specialization bonus. Further, like all other heal-over-time (HoTs), it also does not benefit from the +25% to healing stat bonus.

    In a Grab Bag a few months ago you confirmed that when players are grouped they receive a bonus to RPs gained per kill, while solo players get no bonus i.e. if a player is worth 4k RPs solo, and they are killed by 8 grouped players, then they are worth significantly more RPs split amongst 8 players and they will receive around let’s say 700 RPs each (which would be 5600 total RPs)… As it stands now there is an incentive for grouped players to seek out and kill solo players, potentially ruining the experience of those trying to play solo and there is no “risk vs. reward” when soloing..
    Would Broadsword ever consider boosting RPs for solo players?

    We are currently taking a look at realm point incentives for all playstyles to try and create a more competitive atmosphere in-game where players are highly rewarded for fighting equal or greater numbers and less rewarded otherwise. We also are aiming to better encourage players who fight against the odds to continue to do so even if the odds remain stacked against them!

    Enjoy the weekend all, and Happy Thanksgiving to all our American players! 🙂

    Don’t forget to collect turkey legs!

  • General

    Harvest Celebration Event

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    Event Notes

    It’s that time of season when the leaves have changed color and are steadily falling, when the wind arrives with a chill and the scent of chimney smoke, and the bounty of the year’s harvest is ready to be served and celebrated!

    Harvest Quest

    • The realms are humming with anticipation for their upcoming feasts and local festivals!

      • Help the realms’ Festival Steward recover a lost shipment of food!

        • The repeatable RvR quests ‘[Harvest] Lost Turkey’ is now available at each realm’s strength relic town at the Festival Steward NPC!

          • Earn bounty points for your efforts!
    • The Harvest Event will run until Tuesday, December 1st, 2020.


    Farmer’s Market Festival

    • The Farmer’s Market Festival makes its return to the following locations:

      • Albion: Ludlow
      • Midgard: Vasudheim
      • Hibernia: Ardee
    • Visit the Festival Matron and go bobbing for apples to earn some house trophies!
    • Let Captain Mack in Albion, Captain Marks in Midgard, or Captain Geddes in Hibernia regale you with their tales of a shark THIS big on the high seas and see if you can avenge their crews to earn the Sharkblood Bracer!
    • The Farmer’s Market Festival will run until Tuesday, December 1st, 2020.


    Mithril Shop Update


    The General Merchant’s Mithril shop has two HOT new items this month! (groan)

    • Make your character sizzle with the Wings of Flame!
    • And turn heads with the scorching new vanity pet, Moz!

    RvR Bonuses

    The following bonuses are active for the duration of the event:

    • 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

  • General

    Friday Grab Bag – 11/06/2020

    Created by

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    Nothing to count in this Grab Bag!

    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 a cap for crowd control decrease % from items and does it stack with the RA Determination? I have 16% in my template and was wondering how much Det. one would need to meet any caps.

    Mythical Crowd Control is capped at 25% though it is unlikely to ever be able to reach 25% from the currently available items. It does stack with the Determination realm ability.

    Can you debuff racial resist?

    Yes, racial resists are affected by magic resist debuff spells. Resists from magic resist buffs and from item bonuses are affected by resist debuffs and racial resists count as “magic resist buffs”.

    Hey guys! So my buffbot has the astral cloth legs on, which when used gives “Stars of protection” which is a 5% all magic resist buff, with 30 min duration. However when I have that buff up, and I use an 10% AoM charge, from for example Curative sash of the vigilant, the 10% overwrites the 5%, even though the 5% is 30 min duration, and the 10% is just 10 min duration, is this working as intended, or can they be made to coexist? Thx in advance.

    This is working as intended as a higher delve (10% vs 5% in this case) will always overwrite a lower delve version of the same spell type.  Item-based magic resist buffs are not meant to co-exist with other item-based magic resist buffs, only other class-based ones.

    Hi, is there any way to know when your account reaches its “next year” for the subscription rewards?

    We have a display on the Account Center that shows which rewards your account is currently eligible to receive. In the future we will update this display to show how many months are remaining until the next threshold. For now, you may submit an email to support@darkageofcamelot.com requesting to know how many months are left until the next year’s reward is unlocked but we ask for your patience as these are not our highest priority tickets to respond to.

    Would it make more sense to leave the RP/kill as is and instead of boosting the underpopulated realm, give the overpopulated realm a deficit to RPs earned? Instead of the lower realm making +40%, the higher realm would be at -40%. The timers don’t do anything for the zergs as they know when to stop when the zerg leaders log in.

    We’ll certainly take this under consideration. In general we would prefer to always positively incentivize actions instead of punish players for wanting to play a certain way or on a certain realm. That said, we also want the game to be as fun as possible for all players, playstyles, and realms and look forward to hearing and discussing more of this sort of feedback from the entire playerbase!

    Enjoy the weekend everyone 🙂
     

  • General

    Friday Grab Bag – 10/23/2020

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    Welcome to the Grab Bag!

    Reminder! For the day before, of, and after Halloween itself, costume potions will work in the frontiers! I hope everyone has their RvR costumes planned 🙂 

    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! 

    Does the Dread Lord AF debuff stack with the Warlocks AF Debuff? plus the dread commander is doing more damage then the dread lord with 2h axe and the dread lords af debuff is not working.

    The Bonedancer’s Dread Lord pet does not have an Armor Factor debuff ability but fossil guardian sub-pets do. Their AF does not stack with the Warlock AF debuff; the highest AF debuff delve will remain or overwrite the lower version if both are applied.

    As for damage comparisons between different pets and different weapons, each pet has its pros and cons. A dread lord automatically fully-buffs itself, can control more sub-pets, and takes less damage than a dread commander due to its higher level while the dread commander deals more in melee damage if fully buffed.

    What is crossbow damaged based off of?

    The Armsman’s dexterity stat, the crossbow’s damage and weapon speed values, and the crossbow bolt’s damage type.

    How do minstrel timered songs (celerity, magic resists, range) and insta “buffs” (siege damage reduction, ablative) interact with pet charm, flute mezz, and other songs?

    In terms of the number of pulsing chants or songs up at once, the timered songs and instant chants same cap of 8 concurrent pulsing abilities with the normal songs like movement speed, health regen, etc. Only 8 of them can be active at once, with the oldest-cast song or chant dropping when an 8th song or chant is newly cast.

    In terms of interacting with each other, instant chants like the pet charm, siege damage reduction, and ablative do not require an instrument to cast and therefore do not interfere with any of the pulsing songs. A minstrel can start or stop a chant and swap weapons without the chant dropping. Casting a chant will also not cause any songs to cease (unless the chant puts them over the limit of 8 concurrent pulses).

    However, songs (timered songs or normal ones) like the magic resistances, mezz, or movement speed buff all act the same way in that they require an instrument to cast.

    Swapping away from an instrument to a weapon will cause all *normal* songs to stop (not chants or timered songs) and need to be re-initiated unless the minstrel swaps back to their instrument before the song refreshes (very hard to do most of the time). The reason timered songs do not stop when swapping to a weapon is simply because timered songs do not automatically refresh and only require the instrument to be equipped on initial cast.

    Years ago it was rumored that mastery of pain RA increases the floor percentages for crits while in zerk mode (thereby critting for more damage), is this true?

    Mastery of pain simply increases the chance to critical hit; it does not influence the damage dealt by a critical hit in any way.

    Berserk mode does two things:

    1. It guarantees critical hits on every swing.
    2. It raises the ceiling of critical hits’ damage up to a potential 100% of the damage dealt by the melee swing, instead of the normal 50% cap.

    The floor for all critical melee hits’ damage is 10% of the original damage, which you will still see in Berserk.

    Is parry affected by multiple attackers and by how much? What about evade? How does the number of attackers blocked for large/medium/small shield come into play? For example, for a large shield, is it 3 attackers able to be blocked per attack round? every single second? How do additional attackers reduce block?

    Combat checks are done from the attacker’s perspective not the defender’s. The order checks are done is as follows:  the target’s Evade, Parry, then Block (and Guard if they are guarded) chance, then the attacker’s fumble then miss chances, and finally the target’s bladeturn. The chance to block is capped at 60% and the chances to evade and parry are capped at 50%.

    In RvR combat…

    Multiple attackers do not penalize a target’s chance to parry OR evade so long as the attackers are in the frontal arc for parry and standard evades. The caveat to this with evade is that dual-wield attackers will halve their chance to be evaded (not the chance for other attackers).

    The frontal arc is defined as 120 degrees for parries and standard evades and 180 degrees for blocks; with advanced evade working in a 360 degree arc.

    For block, the number of attackers in the frontal arc does not directly reduce the block rate either, with the caveat that the target’s shield size limits how many of the attackers will face a block check at all.

    Small shields can block up to 1, medium shields 2, and large shields up to 3 attackers.

    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.

    Enjoy the weekend, all 🙂

  • General

    Friday Grab Bag – 10/09/2020

    Created by

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    Time for the Grab Bag!

    October is choc full of events! Bonuses, costumes, trophies, pumpkins, and all things spooky with our 19th anniversary celebrations and Halloween event – make sure you don’t miss out! 🙂

    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 magic damage from CL styles affected by MoM and Wild Power?

    Yes, Champion Level (or any type of) styles that have a magic damage style proc will have their damage increased by the Mastery of Magery realm ability. However, style procs cannot critical hit so Wild Power will not affect them.

    Can Pendragon Bracer buffs be stripped ?  Can CL buffs that you put on yourself? Is there any type of buff that is not shearable?

    First,  there are two types of shears.

    The primary version of shearing is casted buff shears by Clerics, Druids, or Shaman that target specific stat buffs. These buff shears only target their specific stat buff and only shear stat buffs that were not cast (by normal cast or equipped item) directly by their owner.

    This means that stat buffs cast onto other characters or cast by items in your pack (like potions) will always be shearable while any self-casted stat buffs, Champion Level concentration buffs, and any equipped item-based buff charges such as Pendragon Bracer that are cast on yourself will not be shearable by these stat buff shears.

    However, Cleric, Druid, and Shaman buff shears WILL be able to shear these if your character has zoned out or relogged since casting or putting the buff-charge up (which breaks the ownership of the buff).

    The second type of shear is the random buff shear.

    These shears, like the Battlemaster Master Level style, do not target any specific buff type and so have the ability to shear anything that isn’t specifically flagged to never be shearable. This means this type of shear can remove the self-casted buffs mentioned above!

    Here are the only abilities that are never shearable by any type of shear even after zoning or relogging:

    • XP, BP, and RP potions purchased with Mithril
    • XP/RP off buff purchased with Mithril
    • Folley Lake, The Trellebourg, and Moydruim Castle teleport buffs

    Do all freezing chest pieces have the same proc rate?

    Yes, they should have a 10% proc chance.

    Is the proc on traders dagger a life tap pet, and what is the base damage for the pet, is there any way to make it more effective  ie mastery  of focus and mastery of magery. I noticed the blade of illusion proc on my skald was doing poler rift sword style, is the proc damage dependent on weapons skill, or spec.  Sorry for the long question, I’m sure at least part of this question has been asked before but I could not find it thx in advance.

    Traitor’s Dagger procs a monster/pet that lifetaps for you. Since the monster or pet is the one directly dealing the damage, there is nothing your character can do to increase its damage. The same can be said for any ability or proc that is fired directly from a monster or pet: the damage is entirely controlled by the ability itself and the pet’s stats, equipment, or bonuses. So the Blade of Illusion also falls in this category.

    Certain abilities are cast by the character through their pets, such as the Verdant Animist PBAoE ability, which is affected by the character’s stats and bonuses since the character is the one directly casting the spell.

    I’ve been trying to find an official statement regarding whether or not items degrade faster when they are lower than 90% condition and I’m having trouble. Could you clear that up please?

    No, items degrade at the same rate regardless of their condition.

    Thanks everyone, and enjoy the weekend! 🙂