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THE HERALD

  • General

    Friday Grab Bag – 05/08/2020

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    The Grab Bag

    If you missed our April newsletter last month, then you haven’t caught a glimpse of our new housing models and textures coming in Patch 1.127! Not to worry though, you can check out the housing preview and full newsletter here  🙂 Has anyone figured out the math puzzle yet!?!

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

    On to the questions!

    I built a new template for my theurgist with Curse set (17 abs melee) and I also use the Otherworldly Agile Gloves that have a 40 abs proc. I do a little test with my pally. I hit my theurgist about 100 times but never proc the gloves… is correct gloves don’t proc if I have abs buff?

    We did a test of our own to ensure that the gloves still proc properly and were able to confirm that they do, even when using the Theurgist’s Curse armor set with the increased ABS buff. 

    The reason you did not see a proc in your tests is simply that gloves have the smallest chance to be hit out of all the armor slots (tied with boots) and so a 100-swing test is not guaranteed to hit the gloves enough times for them to proc, which is also chance-based.

    Can you help me understand what the curse 3 piece set even benefits for a champ? It talks about even the odds and level the odds range extended to 1500 where is this buff that it talks about?

    Even the Odds and Level the Odds are magic resist buffs that are attached to the Champion’s level 37 and 47 dexterity/quickness instant debuff spells.

    The level 37 ability Level the Odds increases only the Champion’s magic resistances by 6% while the level 47 Even the Odds increases the Champion’s group’s magic resistance by 10% at a range of 1000.

    The Champion’s Curse set increases the effectiveness of these magic resist increases by 50% for both versions and makes them both 1500 range group-buffs.

    For the Bard mez, does having +skill in music affect the chance of the mezz being resisted in any way?

    No, the spell resist rate is only affected by the level of the spell in comparison to the level of the target.

    A level 50 spell cast against a level 50 target should see resist rates around 10%.

    A level 35 spell cast against a level 50 target will see a higher than normal resist rate (around 15-20%), regardless of how many +skills are in the caster’s gear.

    Spell piercing does also provide a small bonus to resist rates but other than that, only the Mastery of Focus realm ability (and/or a Focal Mythirian) will improve resist rates when casting offensive spells since it increases the level of your casted spells (up to a maximum of level 50).

    What determines resist rates on pulse charms and does the Mastery of Focus realm ability affect them?

    Unlike other spells, resist rates of the charm pulses after their initial cast are only affected by the level of the character and their composite Instrument or Light specialization values. Having a maximum composite specialization level allows for fewer resistances and allows Minstrels and Mentalists the ability to charm higher level mobs. Charsima and Intelligence have no effect on the pulse charms’ resistance rates.

    The Mastery of Focus realm ability also does not affect the resist rates on the subsequent pulses of the charms but does affect the initial cast on the mob that starts the charm song.

    With the graphical changes coming to housing, which look awesome by the way, are there anymore graphical improvements coming down the road also? Such as world graphical updates, NPC texture updates, etc.

    We’ll be focusing in on some more character cosmetic and customization options in the nearer future but do have long-term plans for texture updates to other areas of the game like pets, Shrouded Isles lands and monsters, and more!

    Have a great weekend, all!

    See you in the frontier 🙂

  • General

    Bonuses, Merchants, and Doppelganger Event extension

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    The Rites of Sprint event has come to an end but we are happy to announce that the existing bonuses, traveling merchants, and Doppelganger Invasion event are being extended until Tuesday June 2nd, 2020!

    Additionally, any Doppelganger spawn points that were found in Folley Lake, the Trellebourg, and Moydruim Castle have been moved to other locations in Hadrian’s Wall, Odin’s Gate, and Emain Macha.
     

  • General

    Billing and Technical Support Email Notice

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    We are currently experiencing issues sending and receiving certain emails to player accounts that use @Hotmail, @Microsoft, @MSN, and @Outlook email addresses.

    Users that have contacted support@darkageofcamelot.com from one of the affected email services and not received a response after 72 hours from sending should try to re-contact support from a different email service than the affected ones or change their existing EA account to use a different email address service (via Origin) and re-contact support.

    Please try to include all relevant account information in your request such as any applicable game account names, their associated email address (especially if emailing from a different email than the game accounts’), account secret word (if applicable), and any other account verifying information that will help our support team assist you as quickly as possible.

    We sincerely apologize for the inconvenience this has caused and appreciate your patience and understanding as we work to get this resolved as soon as possible.

  • General

    Live Server Maintenance – Ywain (AWS)

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    Update: 10:33 AM EST / 3:33 PM GMT: Ywain is back online and open to all players!

    The Ywain server will be coming down tomorrow, April 28th (5:45 AM EST / 10:45 AM GMT) to perform Amazon server hosting maintenance.

    We appreciate your patience and understanding!

  • General

    Friday Grab Bag – 04/24/2020

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    TGIF! Time for the Grab Bag!

    It’s also coming to the end of the month which means the April newsletter is not far away! Make sure you’ve signed up to get the newsletter right to your inbox as soon as it’s 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.

    Patch 1.127’s development is ongoing as we iron out the last few remaining issues and internally test the version. 1.127 includes a major market explorer search revamp, brand new housing models and textures (and they look FANTASTIC!), class changes based on your ongoing feedback, many, many much-requested bug fixes, and much more! We hope to have the version available for testing on Pendragon within the next few weeks!

    Read on for the questions 🙂

    I have a freezing conqueror Mth. It lists pow regen 10, end regen3, dps 3, CC decrease 5, Cold 5% resist cold cap 2%.
    Clearly this is a myth for a caster or caster hybrid. However when I test the dummy with the myth on and off my dps damage doesn’t scale up. Is this working as intended?

    The DPS stat improves melee damage, not spell damage. The DPS stat, crowd control decrease, and endurance regen are all melee-oriented stats while the power regen is useful to casters and hybrids.

    Does the onslaught mythirian stack with Warlord?  Does it stack with the siege buff of the Champ, Minstrel and Skald ?

    Yes and yes! A general rule of thumb is that bonuses from items will stack with bonuses from spell-buffs but generally multiple spell-buffs that do the same thing will not stack with each other. Another general rule is that all “Myth:” item bonuses stack with other similar bonuses. In this example, the item-based Onslaught Mythirian’s siege speed bonus stacks with the passive Warlord ability and both of those stack with the active siege buff from Champions, Minstrels and Skalds. 

    Some storms will break mezz or cause the Stormlord to lose speed when the storm is hit.  Is there a list that tells which storms cause damage and which do not?  For example, does the power drain storm break mezz?

    Any enemy inside a storm (all types) will be placed into combat and have their mesmerisation and speed spells broken by any pulse of that storm. However, only the Energy Tempest storm that deals damage to an enemy’s health will cause the caster of the storm to enter combat and break their speed.

    The Bone Revenants in the Darkness line seem not to do anything. I’ve watched them go to enemy players and they do no damage. I’ve watched them go to NPCs and training dummies and still no damage. How do they work?

    In our testing the spell is working as described in its delve. Bone Revenants is a chant that will periodically spawn fossil phantoms who automatically seek out nearby enemy players and explode for damage when they reach their chosen target. The phantoms are set to only target enemy players and not NPCs,  monsters, or pets. That last part is set to be changed in patch 1.127 when the phantoms will hit enemy players and enemy player pets.

    Do all weapons have the same proc rate? which weapons are slower/faster? (i.e. pet proccing or not) how much higher is the proc rate for a 2hander than a 1hander?

    Proc rates are set individually on each item and so this can depend. Typically weapon (and armor) proc rates are between 7 and 12%. Some two-handed weapon procs do have a 3-5% higher proc rate but most two-handed weapons have identical proc rates to their one-handed versions.

    That’s all for this week!
    Stay safe out there, everyone 🙂

  • General

    Traveling Merchants and Shipwreck Salvage

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    • The traveling merchants have returned for the Spring festivities!

      • They will remain until the festivities end on May 5th, 2020.
    • A new, permanent gather quest, Shipwreck Salvage, has been added that will be enabled whenever seasonal gather quests are inactive.

      • Players can obtain the quest at their Commander NPC in their realm’s strength relic town:

        • Albion: Commander Wentworth in Catterick Hamlet
        • Midgard: Commander Hrurdin in Godrborg
        • Hibernia: Commander Locke Crair Treflan
      • This quest can be obtained on both the Ywain and Gaheris servers.

    The Merchants have set up shop in their usual areas, so be sure to pay them a visit and stock up before they take their leave!

    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

  • General

    Friday Grab Bag – 04/10/2020

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    This week’s Grab Bag is upon us!

    Don’t forget we have many many events going on ingame right now, so don’t miss out! RvR Bonuses, Spring Flowers & Doppelganger Invasion, along with the Rites of Spring event! 🙂

    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 🙂

    Why isn’t the shift key available as modifier in /keyboard?

    The Shift key is enabled as a modifier by default. It’s not on the /keyboard menu because disabling it would cause some issues with other client functions and keyboard shortcuts.

    How big is the falloff/reduction in duration from AoE crowd control spells, like mezz? For example, if someone is at the “far edge” of an AoE mezz, is the mezz potentially only a single second?

    The falloff rate from the center point of an AoE is different for the duration of spells versus their damage.

    Durations are reduced to half of what the center of the area of effect would be. In other words, a player that is the center of an AoE mesmerize might see a 60s duration mez but if that same character was at the max radius away to still get mesmerized by the same spell they would see a 30s duration mesmerize.

    Conversely, for damage-base spells, the effectiveness is reduced all the way down to 0. So a PBAoE that hits for 800 at its center will hit for 0 at max radius away from center.

    Falloff for damage over times is unique in that AoE DoTs do not have a reduced damage or duration no matter how far from the center-point of the AoE the target is.

    I noticed some gear has an enchantment bonus. Is this considered separate from a buff bonus or do they stack for an enchantment chanter and the other realms mirrors.

    The +Enchantment skill bonus generally improves abilities in the Enchantment specialization of Enchanters only. However, this skill is a bit less common these days as most equipment uses the +All Magic skills instead (which would affect all 3 of the Enchanter’s magic skill lines instead of just the Enchantments line).

    There is also a “stat enhancement spell effectiveness”  bonus which is a buff% bonus that pertains to any stat-based buffs (strength, constitution, acuity, etc). Meaning if you have 25% of this bonus in your character’s gear, a strength buff that delves on the spell for +40 will grant an additional 25% strength. This stat bonus doesn’t really have much to do with Enchantment Enchanters directly, but it would help Enchanters when casting their self-Armor Factor buff and any Champion Level based stat-buffs they might have.

    Before I had my cyclop shield as small so I turned it in for medium and now I want it back to small again since I can use more fun skin for small, can I turn it in and change it? I have done the quest long time ago, and I’m pretty sure when you change and have done the encounter you get it insta lvl10.

    If you did the original encounter you can turn it in to change it and receive a level 10 version instantly. If you instead bought the artifact, then leveled it to 10, and then change it for a new small shield version, you’ll need to level it again.

    How does the game add multipliers (like duration and range) to spells?  For example, is a 9 second stun with 23% duration 10 or 11 seconds? Is there any rounding or is the decimal always ignored/truncated.

    The short answer is that the decimal is always truncated/ignored.

    The long answer is that ability duration is mainly determined by these factors: the base duration of the spell, the duration% bonus of the caster, and any magical resists or +crowd control reduction bonuses (realm ability or item-based) on the target. Spell piercing can also play a role indirectly by affecting a target’s magical resists, but that can be extrapolated from the following scenarios:

    Scenario 1:
    Spell: 9 second duration stun that uses heat magic damage
    Caster: 25% spell duration
    Target: 50% heat magic resist, 0% cc reduction

    Actual stun duration will be 9s * 1.25 for spell duration = 11s (decimal is truncated here), then multiply that by 0.5 due to the magic resist = 5.5s with the decimal truncated again, leaving a 5s duration in-game.

    When viewing this exact scenario in-game the tooltip will display “4s” remaining since the tooltip duration counts down to 0 and not to 1. So even though it shows 4s remaining, it’s actually a 5s duration in total.

    Scenario 2:
    Spell: 9 second duration stun that uses heat magic damage
    Caster: 25% spell duration
    Target: 50% heat magic resist and 55% cc reduction from determination realm ability.

    Actual stun duration will be ((9s * 1.25) * .5) * 0.45 = 2s (again, the decimals are truncated at each step)

    Scenario 3:
    Spell: 9 second duration stun that uses heat magic damage
    Caster: 25% spell duration
    Target: 50% heat magic resist and 80% cc reduction from determination realm ability + stoicism.

    Actual stun duration will be ((9s * 1.25) * .5) * 0.2 = 1s

    Stay safe and sane everyone! 🙂

     

  • General

    The Rites of Spring Event

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    • The Spring Preparations quest has been extended until April 14th!
    • The killer bunny makes his annual return!
    • Collect and choose your Gem of the Harbinger reward!

      • Remember, the gem no longer drops as a One-Time-Drop and instead is a loot-choice on the Rites of Spring quest.
      • Killing the Harbinger of Spring mob (battlegroup-credit) still grants the quest automatically.
      • There will be no item exchange service for the Gem of the Harbinger or any of its variants, choose carefully!
      • Players who defeat the Harbinger this year should be careful, or they’ll find themselves forever reminded of the battle!
    • Continue to enjoy Spring with the currently active RvR bonuses and Doppelganger Invasion event!

    Read on for the full details!

    The Rites of Spring event will remain until Tuesday, May 5th.
     

    Rites of Spring Event

    Visit the following to receive the Rites of Spring quest:

    Albion: Sir Yvain in Castle Sauvage or in the Catterick Hamlet relic town
    Midgard: Sinfjotli Sigmundarson in Svasud Faste or in the Godrborg relic town
    Hibernia: Fionn mac Cumhaill in Druim LIgen or in the Crair Treflan relic town

    Remember, the quest is battlegroup credit and also automatically given upon defeating the Harbinger of Spring so don’t worry if you forgot to grab it!

    Note: All characters will be able to obtain the Gem of the Harbinger (or one of its variants) and Bracelet of Springtime Folly, even if they got one last year! 

    Battleground players, don’t forget to speak with Lady Mirabelle in Castle Sauvage, Svasud Faste, or Druim Ligen in order to obtain the Egg Hunt quests (unlimited completions now!)!

    Don’t forget to do the Spring Egg Trophy quest! Simply complete any of the Egg Hunt battleground quests or the Rites of Spring quest to be eligible for and offered it.

    The Garden Nest and Flower Box trophies will spruce up any home’s garden!


     

  • General

    Community Poll

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    As we make our way through the finishing touches on Patch 1.127 and look towards an alt server, we will be gathering a ton of feedback from the whole DAoC community covering various topics for both that server and Ywain/Gaheris. To start the ball rolling on this, our first Ywain/Gaheris poll: Increasing the maximum character level beyond level 50!

    We will be adding new PvE zones on Ywain to aid in reaching the new character level, with even more great PvE campaigns! These campaigns will be run simultaneously, reducing the wait time between chapters on each campaign. Up to 4 campaigns will run at once, released weekly, and are full of new items with interesting new item uses!

    So check out the poll below and vote for the new maximum character level!


     

  • General

    Friday Grab Bag – 03272020

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    Welcome to this week’s Grab Bag!

    Our March newsletter is due out any time now, so make sure you’ve signed up to get the newsletter in your inbox as soon as it’s 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 🙂

    On to the questions 🙂

    I wanted to respec ra’s on my 39 cleric, but someone said I couldn’t respect ra’s until I was 40, is this accurate?

    Veteran accounts can still respec, but the messaging in-game for respecs is a bit outdated. The game will tell you that you must wait until level 40 to perform your 2nd free respec, which is not completely false in that you WILL get another free respec at level 40, but you can always /use a respec stone and initiate another respec at your trainer.

    I know DF is not a full time RVR zone and Macro groups are allowed in area to pve. But when you are in there and a macro group is actively hunting you does that fall under the guidelines of Macro groups not to engage in RVR action.

    Macro groups/multiboxing are not permitted in the Frontiers and Battlegrounds. There is no guideline against them RvRing in Darkness Falls or other RvR areas aside from the Frontier/Battlegrounds.

    That said, free EC accounts are not allowed to be use macro groups/multibox anywhere in the game and will be actioned accordingly.

    For more information on what’s allowed, please check out our previous Producer’s Letter on the subject!

    I’ve been using ichor of the deep and noticed that it doesn’t seem to have a radius, at least at rank 1 but delves as having a 500 radius. Also tried ichor rank 2 and didn’t seem to have a radius either. Is there a radius or just delve error?

    Thanks for the report! This is fixed now and it should properly snare at 500 radius.

    Why are my battlefield, 50%rp bonus pot, and others counting down for around 2hrs after I log? It says remains after log out.

    These potions remain on logout (or disconnect) in so far that the buff does not completely drop (like many others do by default) when you exit the game (or zone to another area). However, all buffs and /uses have their durations elapse when logged in AND out of the game.

    I have a few accounts’ houses that are scheduled to be repossessed in 1.127. They all have the timer for demolition in-game.   I have three houses, two Alb and one Hib that have been locked to 23 days until demolition.   It has been that way for a very long time. Now that my 3 accounts are subscribed, will my mansions be torn down, even though I have active accounts, and have been active for some time?

    No, your houses will not be demolished if you have a subscription active.

    Since the repossession process is currently disabled any house that WAS scheduled for demolition will still display as such in-game, even if that account is now active. However, when we re-enable the process, it will check each house for its account’s subscription status and refresh any currently subscribed accounts accordingly and remove the demolition timer.

    House repossession will only trigger on houses whose accounts are still inactive. If an account has been inactive for >120 days, the house will immediately be demolished with the launch of patch 1.127 and if an account has been subscribed <120 days ago, but is currently inactive, the process will set the appropriate demolition timer.

    And to be clear: we are only enabling house repossession due to account inactivity in 1.127. House rent will remain disabled and no houses will be removed for lack of rent payment.

    That’s it for this week! Stay safe out there, all, and please be careful!

    See you in the frontiers 🙂