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THE HERALD

  • Patch Notes

    Live Hot Fix, Doppelganger & Springtime Events, and RvR Bonuses

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    We have quite a lot coming your way this Spring. Patch 1.127 is currently on track to be released within the next month or so and we have a brand new, long-term Doppelganger Invasion event launching today as well as the familiar preparations for Springtime to tide you over until and beyond the Patch’s release.

    We also have some juicy RvR bonuses and a much-requested hot fix note. Happy hunting and we’ll see you in the frontiers!

    Read on for the full details!
     

    Live Hot Fix Notes

    • Elixir and Draughts of Conquest have had their cost reduced by 1/3 on the Mithril Shop!
    • Doppelganger standard Realm Point and Bounty Point rewards are now affected by RP/BP bonuses.

    Doppelganger Invasion Event

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

    Taking advantage of the realms distraction, Doppelgangers have begun increasing their numbers, and their territory. Expeditions across the frontiers today report far more Doppelgangers throughout the mazes, while Breifine, Pennine Mountains, and Jamtland seem almost infested with them. One such expedition captured one of the Doppelgangers, perhaps a little too easily, did he give himself up? Not all Doppelgangers want to see the light of day.



     

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

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

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

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

      • 10 seals = 1 Elixir of Conquest
      • 25 seals = 2 Elixirs of Conquest
      • 75 seals = 1 25% Realm Point Bonus potion (3 charges)
      • 125 seals = 1 Draught of Conquest
      • 175 seals = 1 50% Realm Point Bonus potion (3 charges)
      • 225 seals = 2 Draughts of Conquest
      • 300 seals = 1 50% Realm Point Bonus potion (30 charges)

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

    • All rewards and invader seals are no-trade, no-drop, no-destroy, and no-sell.
    • Any invader seals on a character will be removed at the end of the event and cannot be transfered to other characters.

    As part of this event, the Doppelganger Traitor NPC found in the capital cities (only this one!) is also offering a way to expedite the event at a significant discount to the normal price of the event’s mithril rewards!


    RvR Bonuses

    The following bonuses are active for the duration of the event as well!

    • On Ywain:

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

      • 50% bonus to normal XP gain in all 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

    Doppelganger event and bonuses will run until May 5th, 2020.

    Springtime Preparations

    The Festival Steward is getting an early start in her preparations for the Spring Festival!

    • Level 50s should visit the Festival Steward in each realm’s relic town to obtain the repeatable quest ‘[Spring] Preparations’

      • Earn bounty points for each completion!
      • This quest is now active on Gaheris as well as Ywain!
    • Preparations for the Spring Festival will last until April 9th, 2020!

    Enjoy!

  • General

    Friday Grab Bag – 03/13/2020

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    It’s a Friday the 13th Grab Bag!

    Things are rather crazy across the globe at the moment so please stay safe, follow the recommended guidelines on personal hygiene and limit any unnecessary social contact 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 🙂

    Read on for this week’s questions 🙂

    I know tanks get more base dmg and style after full realm rank, but why don’t get druid/wardens heals get some points more when they reach a realm rank ?

    Heals are simply balanced a bit differently than melee and spell damage. Damage can only critical hit up to 50% of their base damage while heals can critical up to 100% of their base heal.

    Additionally, players can obtain 25% healing bonus (contrasted to only 10% for melee and spell damage) via item bonuses and can utilize several class abilities that can increase healing effectiveness on their targets even further. If heals were setup exactly like spell damage then we could look at having realm rank increase the effectiveness of them but we are quite happy with how heals are balanced at the moment.

    How is the chance for critical heals calculated? What is the cap? Can all heal spells crit? (single heal, group heal, spread heal)

    First, spreadheals, single-target, and instant heals can all critical hit. Health regens and HoTs (unless they print out the amount healed in the combat log) cannot critical hit.

    Second, there is no base chance to critical hit on heals. All classes with heals must train in the Wild Healing realm ability to have a chance to critical hit on their heals. The chance from the Wild Healing RA (depends on its trained level) is effectively the critical hit chance on a character’s heals as no other critical buff affects heals.

    Lastly, unlike damage abilities, heals can critical up to 100% of the heal’s base value (meaning, the heal’s value before any healing bonus is applied). So if a greater heal is healing for 500 on a single target (with 0% healing bonus stats equipped), it can critical hit for up to 500 additional healing (1,000 total).

    Continuing this example, this can get confusing when a target only needs to be healed, say, 250 hp and the combat log shows a critical hit for >250 while the amount healed is only 250. This is because the critical heal amount is based on the heal potential of the spell (500 in this example) and not on the actual amount healed.

    If in this example the healer did have +25% healing bonus their same heal would now heal for 625 (500 * 1.25 = 600) but their heal’s critical cap would still be 500 (for a total heal of up to 1,125).

    Does the dread guardian spirit debuff stack with any other spirit debuff? Does +healing help pets heal more or does it help you receive more healing?

    No, magic resist debuffs from pets do not stack with player-casted magic resist debuffs (or other pet-based ones). The highest value magic resist debuff is the one that takes effect.

    % Healing Bonus stats on a character do not affect how much a pet can heal for. However, if a healing effectiveness buff (from a Shaman or was cast onto a pet, that would increase the pet’s healing.

    I was wondering if the Armsman R5 would put the blocking rate in RvR past the 50% limit?

    Example, if I have 25% base block chance (from items and RAs), will using my
    R5 bring me to 75% block chance?

    Yes, the realm rank 5 ability will take players over the 50% block AND 50% parry limits.

    I have 2 Bonedancers (Supp & BA).  When I use the healer pet it doesn’t seem to want to heal.  When in pve it has allowed me to go down to around 60% health range.  It also allowed my main pet to get to a health of around 60% (haven’t tested lower health).  I have waited after battle to see if then, it will heal but it never does.  I will then dismiss this healer, summon another one and this one WILL heal.  I have tried them both in passive and defensive mode and same results. The last time I focus played a bd, the pet(s) would wait until around 85% and then start healing.  What should I be expecting from this pet?

    Thanks for this report. After looking into it, there was a bug preventing some of the Bonedancer sub-pets from restarting their cast-attempts after they were interrupted. This has been fixed on live as of this posting.

    The fossil healer sub-pet should attempt to heal the commander, its sub-pets, or the bonedancer at any values less than 75% health and this seems to be working correctly. The Dread Guardian commander’s heal threshold is 90% health.

    Remember, stay safe, and wash those hands! 
     

    Happy Saint Patrick’s Day, everyone 🙂 

  • Patch Notes

    St Patrick’s Day Event and Endless Conquest Announcement

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    Endless Conquest

    • As of this posting, the 180 day account inactivity restriction for Endless Conquest eligibility has been reduced to 120 days.

      • This reduction aligns with the house repossession timer due to account inactivity which will be re-enabled in the upcoming 1.127 Patch.
      • Accounts that are already past the 120 day mark are now automatically eligible to play for free as an Endless Conquest account!
      • Accounts that have recently gone inactive will now only need to wait for the remainder of the new 120 day threshold to be eligible.

    Players interested in coming back to Dark Age of Camelot should visit our Endless Conquest FAQ and Features Table pages!

    St. Patrick’s Day Event

    Are you feeling lucky? 

    In celebration of St. Patrick’s Day and running from now until Wednesday, March 18th, a random-object-generated (ROG) reward awaits those that can complete the annual ‘Leprechaun Treasure’ quest. One quest completion per character, per year!

    To get the quest, level 50s should pay the following poor souls a consoling visit:

    Edmund in Cotswold’s tavern
    Bjorne in Mularn’s beer hall
    Silvadren in Mag Mell’s pub


     
    • As part of the quest, players will be shapeshifted into a realm-specific “leprechaun” but have ALL of their stats debuffed by 75%.
    • But fear not, leprechauns may be weak but they are also nigh impossible to catch: shapeshifted players will also have an unbreakable CC-immunity and speed buff for the duration of the shapeshift.  
    • Oh, and we hear the real leprechauns love hiding their treasure around the mazes areas of each realm. Enjoy some zany RvR through the weekend!
    • The ROG reward is a choice between a ring or a bracer similar to the Valentine’s Day event with some slight differences. These ROGs will only allow up to 5 slots for stats but will also have 1 of 6 possible /uses.
    • Players that interact with the ‘Leprechaun Treasure’ at the realms’ mazes will now receive a new One-Time Drop (OTD) reward, Patches’ Mug.

      • This OTD can only be obtained once ever on a character (and not a new one each year).
      • Players must be on the ‘Leprechaun Treasure’ quest to interact with the Leprechaun Treasure and obtain this OTD.


          
     

    For players of all level ranges, there are three pesky little tricksters who are hoping you’re not too lucky! A ‘charming’ reward will be bestowed upon those who have the cunning to out-wit:

    Killaghe in Albion
    Daighu in Midgard
    Iollarme in Hibernia

    The “Luck of a Leprechaun” quest can be obtained from the following:

    Sir Prescott in Cotswold
    Hrolf in Mularn
    Epona in Mag Mell

    Once again, the event will run until Wednesday, March 18th.

    A happy and safe St. Patrick’s Day to one and all, and we’ll see you in the Frontiers!

  • General

    Friday Grab Bag – 02/28/2020

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    Welcome to this week’s Grab Bag!

    Our February newsletter went out earlier this week, including a poll for a future weekend event! Check it our in your browser here, and make sure to vote! Now’s also the time to make sure you’re signed up to get our DAoC newsletter in your inbox soon as it’s sent 🙂

    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 this week’s questions 🙂

    I am using Renvek’s crafting helm for spellcrafting and It says I have a 100% chance to gain skill but I have made several gems without gaining skill and it is using charges still is that normal ?

    Yes, this is normal behavior. The 100% skill gain bonus has a random chance to apply or not. When it applies (only possible on non-grey recipes and when not at max skill), it will cause the item to use an additional charge and you should see your spellcraft skill increase. The crafting haste bonus will apply to every spellcraft recipe crafted and so always uses a charge. This means when the skill gain applies, 2 charges will be used on the item and this why you will sometimes not receive a skill gain but still see the item use one charge.

    I have a question about my vulcans charm on albion. It has charges now that I don’t remember it having and I can’t recharge it. Is this intended?

    The Vulcan’s Charm (and the Vulcan’s Eye and Vulcan’s Favor) have always had 30 charge limits. They are intended to be a consumable/one-time-use item for their respective craft bonuses, though they can still obviously be worn for their other stat bonuses when the charges run out. All crafting bonus items are meant to work this way, with the exception of the Renvek crafting helms that are received from the quest in Cotswold, Mularn, or Mag Mell.

    Does anything affect the damage caused by storms, siege weapons, traps etc.  The damage varies but I’m unclear what affects the damage aside from chance.

    Siege damage can be modified by siege damage and siege damage protection buffs such as from the Skald, Minstrel, and Champion siege chants. Additionally, some siege ammunitions have a magic or physical damage type such as thrust, matter, crush etc. Any resist buffs or debuffs on the siege weapon’s target would affect its damage; however resist piercing on the user of the siege weapon would not. 

    Conversely, while storms and traps use the essence damage type, they are not affected by essence resist buffs/debuffs on their targets because they are technically cast from an object (so the casting character’s stats cannot modify the damage) and are set to use a straight percentage damage amount on their targets (so the target’s resistance values are ignored). The variance you see on these abilities is just the general base damage variance on all un-specialized direct damage spells.

                                                                                                                                      
    Can you tell us how melee crit chance is calculated? And what’s the cap?

    Melee and spell critical hit chances are calculated similarly so we’ll answer with both in mind!

    From an old but still accurate 2005 Grab Bag:
    The base chance to critical hit is 10% for melee damage and for magical direct damage spells. Damage over time spells have a base 0% chance to critical (meaning they will never do critical hits) but that chance can go up if the player purchases the Wild Power realm ability.

    A 10% chance to critical hit means simply that each melee swing or each direct damage spell cast has a 10% chance to critical hit. If a melee character were to train the Mastery of Pain realm ability to level 9 and get the +39% critical hit, their total critical chance would then be 10% base + 39% bonus = 49%. The same additive process works for Wild Power on spell casts too or with Wild Minion with pet classes.

    Your specialization, stats, or +skills have nothing to do with critical hit chances.

    The cap for both melee and spell critical hit chance is 50%. This 50% cap applies to all realm abilities and buffs that increase critical chance such as Mastery of Pain, Wild Power, Wild Minion, class abilities like the Warlock’s Chamber of Destruction (+10% spell critical chance), Minotaur relics found in the world, or any other critical hit chance buffs.

    The only exception to this is the Berserk ability on Berserkers that causes their critical hit chance to be 100% for its duration (it also raises the critical hit damage cap from 50% to 100% of damage dealt). Additionally, the Triple Wield ability of Blademasters prevents melee critical hits entirely for its duration regardless of their targets’ chance to land a critical hit.

    Astral Wither proc does not have any animation. This makes it near impossible to catch in the chat log when you are fighting, especially when you’re running with a group. Would this be something you guys would be willing to change?

    The Astral Mordant weapons that proc armor withers do have a small spell effect that appears on the armor piece that gets withered (Helm, Chest, or Legs), just like normal class-based armor wither abilities. We can certainly look into adding a secondary, general and more visible effect that notifies targets they’ve been withered though and perhaps one that makes it easier to see which piece was withered.

    Is it working as designed when grappling (power lock) with necro a Charged enemy that he can run around and reposition himself, whilst the necro can’t?

    Yes. Charged targets are immune to crowd control and so are still able to move around when grappled.

    That’s it for this week!

    Hope everyone has a wonderful weekend full of keep battles, rps, and good friends! 🙂

     

  • General

    A Ghostly Incursion begins…

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    Ghost Keep Event


    Update: The Dynamic Keep Channelers at Caer Berkstead, Nottmoor Faste, and Dun Crimthainn that can teleport players into the inner keep of their respective keeps will now spawn when their Ghost Keep Lord is active AND the keep is actively under siege (flames on the realmwar map). 
     
    • Members of each realm should make haste to their ghostly ambassador to strengthen their realm’s cause:

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

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

      • Please note that players who have already completed the Ring of the Summoned quest can obtain another one or exchange their existing one for another at the ghostly keep lord.
      • Players who obtained the Ghostly Medal of Valor last year can obtain one more with this event.
    • For more in-depth information, our handy guide explains the phases of this event in detail!
    • The Ghost Keep event will be available until March 10th, 2020.

     

  • General

    Live Server Maintenance – Ywain (AWS)

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    Update 10:02 AM EDT / 3:02 PM GMT: Ywain is once again open to all players.

    The Ywain server will be coming down tomorrow, February 19th (5:45 AM EST / 10:45 AM GMT) to perform Amazon hosting maintenance.

    This downtime should last no more than 6 hours. We appreciate your patience and understanding!

  • General

    Friday Grab Bag – 02/14/2020

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    It’s a Valentine’s Day Grab Bag! Happy Valentine’s Day, everyone 🙂

    While the rest of us are out doing something special for our hunnies, Whitman the Imp has also been busy today and has managed to find himself something special that he’s sure will melt even the heart of his scorned succubus love! Avenge him for Lady Payne and steal his gift for your someone special instead! Or yourself, no judgement.

    Developer’s note: Players that have already killed Whitman and completed the ‘A Matter of the Heart’ quest will need to kill Whitman again to receive his One Time Drop gift. The ‘A Matter of the Heart’ quest is not needed to receive the OTD for anyone. Limit one per character and the gift is tradable.

    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!

    Warlock’s new power cost on their highest level spreadheal is higher than for main healer’s highest spreadheals. How is that “even footing” with other spreadheals?

    The comment about this putting them on “even footing” in the notes is more about general power consumption in comparison with other support classes, and not about the power cost of the individual spreadheal spells.

    The higher spreadheal power cost on Warlock’s is due to list-casters having higher base power pools than other support classes from their higher acuity, their group-heal potentially costing 0 power if used with the powerless primer, and due to their access to very high power regen in the same Witchcraft specialization as their spread heal. With all of those factors considered, Warlock’s are on even footing with other support classes in terms of power management and cost when healing.

    When defending the Central Keep in Molvik,attacking realms take the Siege Workshop to destroy defending siege equipment inside the courtyard. Why does regaining the Workshop by defenders not destroy attacking realm siege equipment inside the courtyard?

    Owning the Siege Workshop as an attacking realm destroys all realms’ siege weapons (except for rams) inside the keep, including your own. As such, when the defending realm takes the Siege Workshop, the siege-destruction is disabled so that they can setup defensive siege weapons inside the courtyard. This does mean that the attacking realm can also setup siege in the courtyard too if they have breached the outer gate.

    Unrelated to this, siege weapons are not allowed to be placed inside or on the CKs (other than via hookpoint) in the battlegrounds at any time, regardless of whether or not the Siege Workshop is active.

     Do the weapons from Tuscarian Glacier still have a 10% chance to miss?

    No, all weapons in the game have the same +5% bonus chance to hit now.

    Is Dexterity needed for a Norse Shadowblade?  If not, why is there Stats of Dexterity and Dex Cap throughout most of the King gear Lurking Shadow armor?  I recall this stat having little effect on getting the “500 Dex/Qui” to get Evade rates higher for SB’s

    Dexterity does still help with evade rates on Shadowblades but as you stated there can be some diminishing returns at high dexterity values. However, there is no other stat that would go on the King’s Epic gear in lieu of dexterity. That doesn’t mean we can’t come up with any other stat other than dexterity, it means that all of the other stats we want the King’s gear to cover, are already covered.

    The King’s gear is setup so that when it’s equipped along with the Exemplar accessories and weapon, characters have the +101 to most relevant stats, +8-11 to most relevant skills, and 6-8% to their relevant TOAs. Shadowblade’s King’s epic gear does that already with the dexterity included.

    Can you clarify the conditions for earning heal rps? I know spreadheal doesn’t give heal rps but group heal should but at times I’ve used group heal and received no heal rps. Why is this?

    Sure thing! For a healer to receive realm points from healing, the following conditions must be true:

    1) The target was damaged in RvR combat by another enemy player.
    2) The heal spell is a single or group-targeted instant or casted heal and not a spreadheal or heal-over-time spell.
    3) The healer or the healer’s group have earned realm points from kills or resurrections previously. These previously earned RPs are “pooled” and used to divvy out the heal RPs. If enough heal RPs are given out and the pool is diminished, no more RPs will be earned from heals until more are earned from kills or resurrections in RvR.

    Have a fabulous Valentine’s weekend 🙂  

  • General

    Valentine’s Event, RvR Bonuses, and Live Hot Fix

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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 13th through Tuesday, February 18th.


     

     

    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!
    • 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


    Live Hot Fix Notes

    Items

    • Loyalty cloaks now level 50% faster.
    • Enchanter’s Loyalty Cloak /use1 has been changed as follows:

      • No longer provides a radius-increase to spells cast for 60s.
      • Now provides a reset quickcast ability.
    • Enchanter’s Freezing Vest proc Enchantment of Crystal now correctly applies to the pet.
    • Champion’s Dragon Curse set bonus has been changed as follows:

      • No longer provides a radius bonus to the level 33-39 debuffs.
      • Now increases the effectiveness of Level the Odds and Even the Odds magic resistance buffs by 50% in addition to the existing bonus of increasing their range from 1000 to 1500.
    • Champion’s Dragon Curse set is now properly identified in the Bountycraft window as Varshe’s Dark Armor, Varshe’s Dark Greaves, and Varshe’s Dark Armguards and have the proper armor icons.

    Quests

    • New User Journey quest rewards no longer ask for players to select a choice of 1 armor reward and instead just grant the single armor piece directly.
    • New User Journey quest rewards will now properly show up for “different realm” characters that complete the quests on the Gaheris server.
    • Gaheris players will no longer be offered the Daily RvR quests in the relic towns.
    • The quest Unraveling: Kingly Crisis will now always spawn the demon lord when players on the quest enter the Throne Room.
    • The level 30 and level 40 Skyros Order, Naxos Society, and Melos Alliance faction quests in Mesothalassa have been re-enabled.
    • The Priceless Antiques quest will now properly step when speaking with Nydimeth on step #9.

      • Players currently stuck on step #10 without a Tarnished Key can now re-interact with Nydimeth and she will advance the quest.


    Ruined Areas

    • All acquired teleport buffs will once again immediately be stripped from any grouped-players in the ruined areas.

    Trophies

    • Cleansed diamond seals (used to craft the etched aquamarine eye) are now available for sale directly from Taxidermy Supplies NPCs in housing.

      • Players with Fiery Diamond Seals may still turn them into the various trophy NPCs to receive the same cleansed diamond seal.


    Siege Weapons

    • Boiling Oil and Fortified War Rams now take 60% less damage from Palintones.

      • Field War Rams now take 30% less damage from Palintones.
    • Palintone Ammunition’s radius has been reduced as follows:

      • Default, Heavy Bolt, and Honed Heavy Bolt radius reduced from 200 to 25.
      • Toxic Bolt and Lethal Bolt radius reduced from 350 to 125.
    • Boiling Oil’s splash radius has been increased from 400 to 500 units.

      • This change means that either side of the outer gatehouse “nooks” will be hit by oil now.


    Class Changes


    Heal Power Cost Increases

    • Specialization-based casted group heals now cost 50% more power to cast.

      • This change affects Bards, Clerics, Druids, Friars, Healers, Paladins, Shaman, and Wardens.
      • This does not affect baseline casted group heals or group-based HoTs or regens.
      • It also does not affect Warlock group heals as they are secondary-cast and have their power cost controlled by the primer selected.
    • Spread heals now cost 100% more power to cast.

      • This change affects Clerics, Druids, Healers, and Warlocks.

        • Warlock’s spread heal power cost is no longer percentage based (which was based on base power pool and costing less power than intended) and is now a hard-power cost. This puts their power cost on even footing with other support classes using spread heal.
    • These changes are aimed to reintroduce power pool management on support classes and to reduce the effectiveness of non-LOS heals in certain situations, such as keep sieges.


    Armsman

    • Armsman now receive the Snapshot ability at level 25 for free and no longer receive it in Crossbow specialization.


    Bainshee

    • The level 50 PBAoE DD Resounding Aura has had its damage increased from 343 to 375 and had its snare component removed. It now only targets and hits enemy realm players, pets, and realm guards.


    Bonedancer

    • The Bone revenant line of spells have had their delves updated to state that the revenants will only spawn against enemy player targets and have had their max number spawned increased by 2 at all levels.

      • Please note that the max number limit includes any spawned Commander and sub-pets along with the revenants.


    Champion

    • The red, level 40+ str/con, dex/qui, haste, and acuity debuffs no longer have a radius.
    • Champion’s Dragon Curse set bonus has been changed as follows:

      • No longer provides a radius bonus to the level 33-39 debuffs.
      • Now increases the effectiveness of Level the Odds and Even the Odds magic resistance buffs by 50% in addition to the existing bonus of increasing their range from 1000 to 1500.


    Enchanter

    • The enchantments in Enchanting specialization are now available at higher specialization levels as follows:

      • Enchantment of Ice moved from level 6 to level 16.
      • Enchantment of Stone moved from level 16 to level 26.
      • Enchantment of Fire moved from level 26 to 36.
      • Enchantment of Mana moved from level 36 to 40.
      • The level 46 and 50 enchantments remain unchanged.
    • Enchanter’s Loyalty Cloak /use1 has been changed as follows:

      • No longer provides a radius-increase.
      • Now provides a reset quickcast ability.
    • Enchanter’s Freezing Vest proc Enchantment of Crystal now correctly applies to the pet.


    Heretic

    • The level 48 Torrential Blaze uninterruptible DD/ramp has had its cast time changed from 2.0s to 2.5s.


    Mauler

    • The level 50 style Phoenix Strike in Fist Wraps has been changed from an anytime follow-up to now follow-up the level 18 rear positional, Wind Taker.
       


    Mercenary

    • Mercenary’s Dissolute Swings Realm Rank 5 should now correctly clear all haste debuffs on initial firing as its delve states.

      • Please note that it is intended to allow subsequent haste debuffs to land however.
         


    Necromancer

    • A new level 50 spell has been added:

      • Channeled Rage – PBAoE DD – 345 Spirit Damage – 2.5s cast – 300 radius – Only targets and hits enemy realm players, pets, and realm guards.


    Warlock

    • The level 50 PBAoE DD Spellbinder’s Torrent has had its damage increased from 325 to 365 and had its snare component removed. It now only targets and hits enemy realm players, pets, and realm guards.


    Valewalker

    • The Vale Defense Realm Rank 5 has had its damage absorption values lowered from 2000 to 1500 for the Valewalker and 1000 to 750 for their group.
       

    General Bug Fixes

    • Various error and destination messaging on battleground, hub, and dungeon teleporters has been cleaned up.
    • Hamish Duncana should no longer become permanently un-interactable.

     

  • General

    Friday Grab Bag – 01/31/2020

    Created by

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    It’s time for another Grab Bag!

    We get a lot of feedback and suggestions sent in through the Grab Bag form which doesn’t go to our devs but to me, and while they are passed on, please do make sure you’re sending the right things to the right place 🙂 The love letters are fine though, you can keep sending me those.

    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 🙂

    Our January newsletter will be sent out later today, so make sure you are signed up!

    Now, on to this week’s questions!

    If I add acuity to my nightshade temp, will it boost its nuke damage ? I was told that it wouldn’t but i’m not sure. TY !

    Nightshade’s casting stat is their dexterity stat, meaning the more dexterity they have, the harder their direct damage and DoT spells will hit.

    Acuity is a substitute stat for the “traditional” casting stats of intelligence, piety, charisma, and empathy. It is not meant to be a substitute for ALL casting stats, even if a particular class uses a different stat than those four. If an item with acuity is equipped onto a Hibernian class that uses intelligence or empathy as their casting stat, the relevant stat will be increased. For classes that don’t use those stats, nothing will happen when equipping acuity.

    So equipping an item with acuity on a Nightshade will not increase any of their stats and therefore does not increase their spell damage.

    Does template conversion give health or only Endurance and Power as stated in combat log. While the weapon proc shows in combat log that health is converted.

    The conversion stat converts a percentage of damage dealt to into endurance and power. So when the combat log says “X health is converted” it means that the damage amount was prevented and then used to heal your endurance and power. It does not actually heal your character’s health.

    In terms of damage mitigation, one can think of conversion% like a resist% that can’t be debuffed or bypassed and works against all damage types.

    Is there a cap to powercap? And what’s the best when templating between + power/ + power cap/mythical power?

    Item stat caps:
    Power: 25 at level 50 or character level / 2.
    Power%: 50% with 25% power cap equipped, otherwise 25% is the cap at level 50 or character level / 2.
    Power Cap: 25%  at level 50 or character level / 2.

    The Power stat simply grants a point of power to your power pool per point of power stat. If a spell costs 25 power to cast, templating an extra 25 points of power would offset that single spell cast. In the current game, this is probably not an efficient stat to use in one’s template.

    Power% and Power% Cap both increase the existing power pool by the listed percentage. So a class with a base power pool of 500 that has +50% power pool equipped will have 750 points of power to use in their power pool.

    Mythical power regen does not affect the amount of power a class has, it simply replenishes their power at a faster rate.

    As for what’s best in a template? That will largely depend on the class and what all else needs to be templated. A combination of power% and mythical power regen for heavy-casting classes is generally a good idea though!

    Can you give us an official stance on the so called “solo zones” as far as them being solo only and risk/protection for these zones?

    There are no “solo-only” (or 8-man-only or battlegroup-only) zones in Dark Age of Camelot. The Frontier is a sandbox that is meant to have options for all playstyles. While the ruined areas may be conducive to “solo” play over other playstyles due to how the teleportation mechanic works, they are still part of the Frontier and are not meant to wholesale prevent other playstyles from joining in the fun!

    How do I undye a freezing weapon? The dye remover from npc doesn’t work.

    Frozen Weapons are not dyable (or un-dyable).

    Thanks as always to everyone who sent in questions!
    Enjoy the weekend, all 🙂

  • General

    Friday Grab Bag – 01/17/2020

    Created by

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    Welcome to the first Grab Bag of the year! Hope everyone had a lovely holiday and didn’t over indulge too much 😉

    Thank you all for sending in your questions, and remember to please keep sending them in for our devs! You can submit any game related questions you have for our DAoC Devs through our Grab Bag submission formPlease note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

    On to the questions!

    Why is there no colour code for the group members rooted?

    This is for a couple reasons.

    The first is that until recently there was no root-specific cure in the game. While there is a root-cure now, it’s not ubiquitous and has a recast timer and long-cast time.

    Additionally, roots are identical to snares in the combat code so it would be confusing when the color-code for “root” showed on snared targets that don’t really need or want a cure.

    We can take a look at adding this but it would almost certainly require some changes to how snares and roots work to differentiate them in the code and so this is unlikely to happen.

    If I had an existing character that’s 15 or above but doesn’t have the 24 hours of play time for EC, if I resub and play it for 24 hours, after 180 days of not being subbed, is that character eligible for EC?

    Yes, so long as the character was created prior to the launch of Endless Conquest.

    Question regarding the Master Level ability Siege Wrecker from the Spymaster line, and I write:  The Siege Wrecker ML ability delves this as a “Rune that does 3000 damage to siege engines (damage may vary depending on the type of siege engine) when it detonates. Breaks stealth when cast.” However, there has been multiple times where this has been cast with doing zero (0) damage to the siege.  Is this normal or is there some formula where this only works sometimes?

    Yes, there is a chance for the spell to fail to affect its target siege weapon (just like a spell resist). The base chance to be resisted is 10%.

    As a blademaster, does my blades spec influence my damage or chance to hit with celtic dual styles? Or is 50 composite blades spec basically enough, when i only use CD styles?

    Composite specialization (up to 52) is enough if you’re only using Celtic Dual styles.

    Can you share more details on what we can except with 1.127 as regards EC changes, or any other plans in the works?

    Our 1.127 patch will focus on some tweaks to Endless Conquest restrictions, which are still under discussion as well as several bug fixes and some updates to housing such as market explorer search functionality, full consignment merchants being automatically de-listed, wholesale texture improvements, and more!

    Thanks again, all 🙂 
    See you on the battlefield!