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THE HERALD

  • General

    Item Search Update

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    Thank you to all for the great feedback we’ve received on the official Item Search tool. The following updates should address most of the requests we’ve received, with any further updates/fixes to come after the Template Builder tool is released.

    Item Search

    • Added 900+ items to the item database.

      • Please note that the item database is currently only for equipment and not for consumable or quest items, though they may be added at a later time.
    • Sub-menus now appear when selecting Weapon, Armor, or Shield categories.

      • Only one of the following weapon types may be filtered at a time:

        • Any
        • One Hand (includes Left/Off Hand)
        • Two Hand
        • Left/Off Hand
        • Ranged
      • Multiple armor types may be filtered at once:

        • Cloth
        • Leather
        • Studded (includes Reinforced)
        • Chain (includes Scale)
        • Plate
      • Multiple shield sizes may be filtered at once:

        • Small
        • Medium
        • Large
    • Users can now also filter weapons by their skill type.

      • To filter by a weapon skill, the weapon category must be selected and applied first, then a separate “Weapon Skill” dropdown will appear underneath the “Category” dropdown and above the “Realm” dropdown.
      • Multiple weapon skills may be filtered at once.
    • Users can now filter and search for item-based abilities.

      • Use the Advanced Filter form to select for Item Bonuses or Item Abilities then choose the relevant Bonus or Ability you wish to filter.
    • Improved the display of item abilities on item-view pages with short ability tags, descriptions, level, and expandable detailed delves.

      • Re-exported ability delves to update to their current values.
    • Users can now filter items by Bonus Level.
    • Removed duplicate magic resistance choices in their filter list.
    • Added a “clear filters” button that will clear all filters with a single click!

      • Clearing filters will NOT reset active search results until the “Apply Filters” button is used.

  • General

    Friday Grab Bag – 08/30/2019

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    Time for another edition of our Grab Bag! Our August newsletter went out yesterday, you can check it out in your browser here and don’t forget to sign up to get the newsletter direct to your inbox. 🙂

    If you’re in the path of any of the crazy weather around the globe coming this weekend/week, please take care and stay safe!

    As always, thanks everyone for your questions, please do keep sending them in! 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 🙂

    In Midgard, I know of 14 possible locations of Doppelgangers.
    Are there more spawn points for Doppelgangers AND more importantly, how many are active at one time? (i.e. There are only five (5) than will be active at one time in assorted locations, etc.)

    Doppelgangers spawn as follows in each individual zone:

    Pennine Mountains, Jamtland Mountains, or Breifine: 2 can spawn at once out of 8 potential locations
    Hadrian’s Wall, Odin’s Gate, Emain Macha: 2 can spawn at once out of 10 potential locations
    Ellan Vannin: 3 can spawn at once out of 15 potential locations

    Their spawn-rates are relatively fast so that there should almost always be at least 1 Doppelganger up in each zone.

    Can you explain what is the difference of ABS debuff and af debuff? Is abs debuff > af debuff > melee resist debuff?

    An “ABS debuff” is short for “absorption% debuff” and targets an armor’s absorption%. Each armor type has a different absorption% with Cloth having 0%, Leather 10% , Studded/Reinforced 19%, Chain/Scale 27%, and Plate having 34%. Some classes, like list-casters, also have absorption% buffs they can use.

    ABS debuffs remove either a flat amount of a character’s current absorption% or are a percentage decrease, depending on the way the delve shows on the debuff.

    For instance a delve that says “Reduces the targets absorption (ABS) by 15%” means that the ABS debuff will remove a flat value of 15 from a 34% plate armor absorption, making the armor wearer have 19% (34 – 15 = 19) effective absorption for the debuff’s duration.

    Conversely, a delve that states “Reduces the targets absorption (ABS) by -15%” (note the -negative symbol) will reduce a 34% plate armor absorption by 15%, making the armor wearer have ~29% effective absorption (34 * (1 – .15)) = ~29).

    Generally, these differences in how ABS debuffs work is balanced by the duration of the debuff, with the weaker percentage decrease ABS debuffs lasting much longer than the flat-value ABS debuffs.

    Armor Factor, or AF, debuffs, reduce a targets armor value. These are a bit more straightforward in that there is only 1 type of AF debuff that removes the flat value of the targets’ overall Armor Factor.

    The general rule of thumb is that ABS debuffs are going to be more effective vs high-absorption% targets than AF debuffs since high-absorption% classes generally have a lot more AF to spare and because an ABS debuff can’t remove absorption% below 0%. A flat-value 15% ABS debuff is only going to remove 10% ABS from a Leather wearer.

    Targets with lower overall AF means that an AF debuff is going to be more effective in increasing damage than ABS debuff would since the target is (more likely) to be losing a greater percentage of their AF than they would ABS.

    We’re splitting hairs when it comes to cloth-wearing list-casters who have a relatively high 33% ABS buff but also have low overall AF. Both types of debuffs are going to be very effective against them.

    Finally, melee (or magic if using legendary weapons) resist debuffs are generally good against all targets but to truly determine which debuff type is best for a particular case or even most cases will depend quite a bit on the actual delve of the debuffs as well as many other target-dependent factors. There is no right answer for all cases.

    Hey guys!

    Would it be possible to have stuff like ML10 tokens and mounts from 10p boxes, be stored in house and personal vaults? I know mansion deeds also cant be stored there, but if that is intentionally i dont know.

    The ML10 tokens and house deeds are able to go into personal vaults already, just not house vaults, which is more than sufficient considering their value.

    Unfortunately, the way mounts are awarded would need to be fundamentally changed to allow them into a personal or house vault. We can look into other ways to alleviate unused mounts clogging up an inventory though!

    Does Valk r5 stacks or coexists with siphon we have in a temp? Ex, I have 25% siph, valk uses r5, I’m at 100 or 75% siphon?

    The Valkyrie Realm Rank 5 ability, Valhalla’s Blessing, does not stack with any arcane siphon stats from items.

    Why can a minstrel not pulse charm a red frost stallion, i used to be able to but now i get the error message, “this mob is too strong for your to charm” or something like that. My question is if a mini can hold a level 59 pet, which is the highest level a mob can appear red, why can i not charm red Frost Stallions. I am not using the perma charm, i am using the correct pulse charm.

    Level 50 Minstrels can indeed charm up to a level 59 pet of a valid monster type. However, for a level 50 character, red con monsters actually range from levels 56-60 so it’s entirely possible that the red frost stallion is level 60 and therefore too high a level to be charmed.

    FYI: To a level 50 character, grey con monsters are level 35 and lower, green 36-40, blue 41-45, yellow 46-50, orange 51-55, red 56-60, and purple are level 61+.

    That’s it for this week!
    We’re getting into an exciting time this coming month, can’t wait!  

    Our Saturday night giveaway streams have returned, so make sure you tune in to our official Twitch channel from approx. 10:30PM GMT / 5:30PM EST 🙂

    See you there!

  • General

    Labor Day Bonuses and Live Hot Fix Notes

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    We have some RvR bonuses in celebration of Labor Day weekend, a new Mask to unveil, and a list of some issues we’ve addressed recently, as seen on our Official Bug Tracker!

    Labor Day Weekend bonuses will run from now until September 3rd.

    Read on for the notes!
     

    Mithril Shop

    • Slitted Mask helm patterns are now for sale on the Mithril Merchant found in each realm’s capital city.

    Bug Fixes

     
    • Fixed an issue with the [Midsummer] Spirit of War kill credit for Hibernia characters when the Spirit of War is up and Hibernia owns specific keeps.
    • Characters teleporting onto Ellan Vannin’s safe areas should no longer get stuck in geometry.
    • Guards in Knoc Meayll should no longer aggro/attack characters above them near Buggane’s Obelisk.
    • Skald’s Song of Ragnar is once again an instant-cast ability.
    • Sorcerer’s Impenetrable Shield should now correctly reduces damage by 40% instead of 50%.
    • Bainshee’s Vanquish Sight pulsing nearsight ability now correctly removes on death.
    • Animist’s level 41 Forest Menace FnF pet once again casts its disease ability correctly.
    • Dragon Knight’s Flame’s absorb debuff proc once again has the proper smoke spell effect.
    • The Bow of Silver Talon is now properly flagged as Recurve Bow.
    • Crystal Titans will no longer cast twice in some locations and have had their combat fail-text updated to describe all restrictions on when and where they can be cast.
    • Midgard’s Dragon’s Curse Campaign 9.2 encounter’s Malcolm and Miranda should now wait through their opening cutscene before attacking.

    Bonuses

    On Ywain:

    • 50% bonus to RPs gained from RvR kills
    • 100% bonus to normal XP gain in all classic zones and dungeons

    On Gaheris:

    • 100% bonus to normal XP gain in all classic zones and dungeons
    • 50% bonus to normal RP gain in the capital cities

    In each Capital City:

    • 40% Bonus to Crafting Speed
    • 20% Bonus to Crafting Skill Gain

    In all Housing Zones:

    • 20% Bonus to Crafting Speed
    • 10% Bonus to Crafting Skill Gain
  • General

    Friday Grab Bag – 08/16/2019

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    Welcome to this week’s Grab Bag!

    As always, thanks everyone for your questions, do please keep sending them in! 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.

    We have one quick Hot Fix note related to the Midsummer Event before we get to the questions:

    • The [Midsummer] Spirit of War quest now grants credit as follows:

      • Character must have the Spirit of War’s Mark buff active OR
      • Character must be of the realm that currently owns the keep under attack by the Dark Dragon

        • This means that if the Dark Dragon is currently spawned at Dun Crimthainn, the realm that owns Dun Crimthainn will be able to get credit for the quest in any location of the Frontier, even if they do not have the Spirit of War’s Mark buff active.
        • This method of credit will last as long as the Spirit of War is still at the keep. 
        • If the keep is neutral, no realms can get quest credit unless they have the Spirit of War’s Mark buff active.

    Read on for the questions 🙂
     


    Are you following up the item search with a template maker? When can we expect this?

    First we’ll be adding in a few more bells and whistles to the item search feature, like the ability to search for spell procs and uses, and then we’ll shift gears over to a template maker. We’ll have it ready as soon as possible!

    Does debuff effectiveness impact Reaver abs debuff?

    Yep!

    How do you get the gold ML10 weapons? The ones on merchants and that drop are silver.

    Gold Astral weapons no longer drop. Gold ones are the “old” version of the ML10 weapons that dropped prior to their upgrade many years ago. The only way to obtain one now is via other players who happen to have them!

    Does Eous’s Crossbow still drop from Eous?

    Yes, though it is a fairly rare drop!

    Will there be another poll for possible new race/class combos? Or a possibility of adding a few just in general?

    New race/class combinations are a distinct possibility after the launch of Endless Conquest. When we’re ready, we’ll absolutely offer a new poll of feasible options.

    That’s all for this week!

    There’s still plenty of time to get your Midsummer Wrap! The event lasts until September 3rd.
    Enjoy the weekend, all 🙂

     

  • General

    Friday Grab Bag – 08/02/2019

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    Welcome to the Grab Bag!

    Our July newsletter, which went out earlier in the week, contained an update regarding Endless Conquest, a new mask pattern, and much more. Make sure you are signed up to get our newsletter direct to your inbox! In the meantime you can view July’s newsletter in your browser here 🙂

    As always, thanks everyone for your questions, do please keep sending them in! 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 🙂
     

    With the change from alt currencies to bps talked about in newsletter will you be increasing the bp cap?

    No. The bounty point cap is there to incentivize players to use their BPs. There are ways for players to spend their BPs crafting equipment, purchasing artifact or master level credit, buying alchemy ingredients, and many others that hold value to other players (can be sold/traded for platinum or other items) or would be valuable to an alternate character on the same account.

    Further, the additional ways to earn BPs that are coming with the alternate currency consolidation are being put in place with the existing cap in mind. It will be much easier to earn LOTS of bounty points, but you’ll need to use them to make the most of it!

    Please clarify the difference, if any, between Archery Speed/Casting Speed and Archery Damage/Magic Damage as it pertains to all archery classes now. Are they basically the same even though the wording is different or are these two separate values? If a player in Molvik has one item with %5 Casting Speed and another item with 2% Archery Speed, do they hit the Molvik cap of 7%Casting/Archery speed?

    When using a bow, Archery Speed = Casting Speed and Archery Damage = Magic Damage.

    They stack with each other and are essentially the same thing. In the provided example, having 2% archery speed and 5% casting speed would be the same as having 7% casting speed when using a bow.

    What exactly does the buff from Forest Protector, the level 23 Crush weapon style, actually affect? IE. Offensive Heal Proc?

    Yes, it would help the heal amounts of the offensive heal procs and any casted heals. Wardens can frequently switch from melee to support roles and maintaining the Forest Protector buff, while sometimes difficult, can have a huge payoff when used in conjunction with casted heals.

    I’ve significantly upgraded my display since my playing days to a triple monitor 7680×1440 display.  I tried playing but this resolution makes it awkward as the camera is too zoomed in and cannot see as much vertically or downwards.  I can’t change the perspective no matter what I do.

    We’re well aware of how far hardware technology has advanced in recent years and we love updating our rigs too! However, we have to make sure that hardware updates don’t provide players an unfair advantage in RvR.

    Anything wider than a 4:3 aspect ratio is adjusted by the game’s engine to maintain the same horizontal-screen visibility to the left and right of the character. Allowing for wider resolutions to continually zoom out to maintain the same vertical-visibiity as lower aspect ratios would let players see much further to either side of the character and would give an unfair advantage in RvR.

    For instance, an 800×600 (4:3) resolution game-screen can see just as far to the left and right of a character as a 2560×1440 (16:9) game window can, but the 800×600 actually has better vertical-visibility. At wider resolutions and aspect ratios than 4:3, the only way to maintain that same horizontal-visibility is to zoom in on the character, and at aspect ratios higher than 16:9 the amount of zoom can become too much and so we wouldn’t recommend those resolutions.

    Total horizontal-visibility at 7680×1440 is identical to other resolutions but vertical-visibility has to be reduced to maintain that and to prevent any advantage in RvR. The best bet is to reduce the resolution down to a 16:9 aspect ratio or perhaps a slightly higher one that you are still comfortable with.

    The /level command appears to no longer function on the Gaheris. Can you confirm is now disabled?

    Yes, the /level command and its functionality is entirely disabled.

    Enjoy the weekend everyone!
    See you in the frontiers! 🙂

     

  • General

    Official Item Search Tool

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    We’re pleased to announce the release of our Item Search tool! 
     
    This is the first in a long line of tools we’ll be releasing in the coming months that use our new website’s layout. As each new tool is released we’ll be continuing to flesh out the new site’s layout and menu. Once the majority of those tools and resources have been released, we’ll be converting over the main site to this new layout so we’re excited to hear your initial feedback!

    The Item Search tool is nearly complete as is but we’ll be adding even more bells and whistles to it, like ensuring that all of the item abilities show properly and enabling searches for specific item abilities, as soon as they are ready. In the meantime, please let us know what you think and have fun digging up those items!



     

  • General

    Midsummer Celebration

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    The Midsummer celebration event is upon us!

    Midsummer and the traveling merchants will run from today, July 30th, 2019, until September 3rd, 2019.

    Read on for the full event details!

     


    Midsummer Event

    The Midsummer Event is now live!

    Find and speak with the following NPCs to participate:

    • Guy in Albion’s strength relic town (Catterick Hamlet)
    • Garmr in Midgard’s strength relic town (Godrborg)
    • Salle in Hibernia’s strength relic town (Criar Treflan)

    The event is made up of 2 stages:

    • During Stage 1 of the event, level 50 characters will be offerred the [Midsummer] Dragon Eggs quest from Guy, Garmr, or Salle.

      • Each completion of this quest grants 1,000 realm points!
    • The first realm to complete 150 of the [Midsummer] Dragon Eggs quests wins the first stage!

      • When one realm wins, the other 2 realms’ progress is not lost and they can pick up where they left off after stage 2 is complete and the event has reset.
      • After a realm wins, no realms will be able to turn in the [Midsummer] Dragon Eggs quest again until the next stage is completed and the event has reset.
      • Players can speak with Guy, Garmr, or Salle in their relic towns to check the event’s current [status].

    When a realm completes Stage 1, Stage 2 begins.

    • During Stage 2 of the event, level 50 characters will be offerred the [Midsummer] Spirit of War quest from Guy, Garmr, or Salle. A Dark Dragon will spawn and CAPTURE one of the following enemy realm keeps:

      • Albion is victorious: Nottmoor Faste, Blendrake Faste, Hlidskialf Faste, Dun Crimthainn, Dun Bolg, or Dun da Behnn
      • Midgard is victorious: Caer Berkstead, Caer Erasleigh, Caer Sursbrooke, Dun Crimthainn, Dun Bolg, or Dun da Behnn
      • Hibernia victorious: Caer Berkstead, Caer Erasleigh, Caer Sursbrooke, Nottmoor Faste, Blendrake Faste, or Hlidskialf Faste
      • The captured keep is chosen randomly.

        • However, a keep can only be captured if the winning realm does not already own it.
    • Dark Dragons repeatedly destroy the outer walls of any keep they are flying over.

      • For the duration of this event, keep walls on all keeps will not provide realm points when repaired. Keep doors still provide realm points when repaired.
    • Once a keep has been captured by the Dark Dragon, any realm can take it and defend it.

      • Once a realm has taken the keep, the keep behaves as normal and the Dark Dragon will not ever re-capture it; however the outer keep walls will still be repeatedly destroyed as long as the Dark Dragon is alive.
    • The Spirit of War will spawn to battle the Dark Dragon at the keep.

      • Players that fight within the same zone that the Spirit of War is currently in will receive the “Spirit of War’s Mark” – a 75% realm point buff that lasts 30 seconds and refreshes instantly so long as you remain in the same zone.

        • This buff does not stack with or overwrite Buggane’s Folly or Lone Wolf buffs; however if either of those buffs are currently active they will need to be dropped for the Spirit of War’s Mark buff to affect the character.
    • Once a Dark Dragon has spawned and captured a keep, the [Midsummer] Spirit of War quest will become available from Guy, Garmr, and Salle.

      • This quest asks players to earn 25 enemy realm kills while they have the Spirit of War’s Mark buff active.

        • Players can also receive the quest by heading to the keep that the Spirit of War is flying above (8,000 units). 
      • To receive quest kill credit, players will need to fight in the same zone that the Spirit of War is currently in.
      • Complete this quest to earn the Midsummer’s Triumphant Wrap!
    • After the Dark Dragon and Spirit of the War have battled over a keep for 45 minutes, the Spirit of War will summon Dragon Ballista siege weapons that can be used to kill the Dark Dragon.

      • These Dragon Ballista will do negligible damage to everything except the Dark Dragon – but beware, the Dark Dragon doesn’t like their attention!
      • Killing the Dark Dragon will cause the inner keep to be destroyed and it’s door to be opened!
      • Once the Dark Dragon is killed, the Spirit of War will only remain so long as there is still a battle being waged at the keep.
    • If, after roughly 3 and a half hours, the Dark Dragon has not been killed, it will retreat from the battlefield.

      • Once the Dark Dragon has retreated, the Spirit of War will only remain so long as there is still a battle being waged at the keep.
      • If the Dark Dragon retreats, the inner keep and its door are not destroyed.
    • Once the Spirit of War leaves a keep, the event resets and the [Midsummer] Dragon Eggs quest can be obtained and completed again.

    Let the siege battles begin!

    Traveling Merchants

    • The Traveling Merchants make their return and hawk their wares in the following locations:

      • Albion: just outside Castle Sauvage
      • Midgard: just outside Svasud Faste
      • Hibernia: just outside Drium Ligen

     

  • General

    Friday Grab Bag – 07/19/2019

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    Welcome to this week’s Grab Bag!

    As always, thanks everyone for your questions, do please keep sending them in! 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.

    Read on for the questions 🙂
     

    If you are putting a proc on a player made shield, does it need to be a reactive, or an effect? Reactive says it works when the armor is hit by an enemy but is a shield classified as armor or weapon?

    Shields can have a volatile (offensive-based) or reactive (defensive-based) proc applied.

    Volatile procs can be triggered when the shield hits an enemy via a shield style and reactive procs can be triggered when the shield blocks an attack.

    Please note that reactive shield procs can only fire when blocking against player and not monster-based attacks.

     Does the Ameliorating Melodies realm ability increase in value via bonuses (%healing, mastery of healing, etc.) or is it a flat value?

    All health regens that don’t print the actual amount healed into the combat log each tick are not affected by heal% bonus items or mastery of healing.

    Armor Factor buffs are affected by buff bonus% while AF debuffs aren’t affected by debuff bonus% items?

    It’s probably more of an oversight that AF buffs are affected by buff bonus% than AF debuffs not being affected by debuff bonus! We can see if we want to change that or add the ability for debuff bonus% to affect AF debuffs like other “stat” buffs. Though we’d almost certainly need to lower the existing AF debuff delves in either case. Please let us know your thoughts!

    Why is the Hallowed Greatsword is not allowed in bountycraft or is it bugged?

    Bountycraft currently only includes the unique stat items that drop in the Mournful King’s lair. The Hallowed Greatsword is a copy of existing items in each realm and only has a different cosmetic look from those items.

    Albion: Dragon Knight’s Flame two-handed sword that drops from Golestandt.
    Midgard: Dragonfury two-handed sword that drops from Gjalpinulva.
    Hibernia: Ghostly Great Falcata two-handed sword that drops from Cuulderach.

    We can look into adding in more items to the Hallowed section in Bountycraft in the future but for now the items that are only different cosmetically are left out to help maintain their rarity.

    What buffs actually stack with Buggane, guild or battlefield potions ? Do the Battlefield buffs stack with Guild buffs or with Buggane?
    The what, when and how do those stack and When do those not stack ?? Everyone seems mixed up on this.

    Spell-based realm point, bounty point, experience, and/or coin bonus buffs will NOT stack with the same bonuses on another spell-based buff, but will stack with any different bonuses. Very importantly, in the case that 2 spell-based buffs that have the same bonus are applied only the bonus from the spell that was applied first will affect the character.

    This means if a RR8+ character has the Buggane’s Folly buff granting 15% to RPs/BPs/Coin and then /uses the battlefield potion which grants 25% to RP gain, the character will still only have the +15% RP/BP/Coin bonus applied and the 25% RP bonus from battlefield potion will not affect them. If the character were to drop the Buggane’s Folly buff in this example, the battlefield potion’s 25% would then affect them.

    However, if a RR2 character has the 25% RP buff from the battlefield potion applied first and then applies Buggane’s Folly +75% RP/BP/Coin buff, the character will now receive the 75% BPs and Coin bonus from Buggane’s Folly but will still only receive the 25% RPs bonus from the battlefield potion. The +75% RP bonus won’t be applied until the battlefield potion’s effect is removed.

    “Spell-based” specifically refers to any bonus that is applied from a spell and that shows up in the buff icons at the top of the character’s screen; this includes buffs that are cast by items, monsters, or players. Realm point, Bounty Point, Experience, and Coin bonuses that come from other systems like guilds, item stats, dynamic population, outpost ownership, relic ownership, or from specific zones are separate and do stack with each other and with spell-based bonuses.

    That’s this week’s edition!

    Enjoy the weekend all 🙂
     

  • General

    Friday Grab Bag – 07/05/2019

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    Yay Friday! And another Friday means another Grab Bag!

    In a previous Grab Bag on June 7th, we answered a question on realm timers with our plan for implementing a realm switch timer, 30 minutes for subbed accounts, and approx. 4  hours for Endless Conquest accounts (triggered only if you earn RP/player kill). Following on from that, we’ve created a realm timer poll to garner feedback on the change, so please vote and let us know your thoughts! 🙂 

    As always, thanks everyone for your questions, do please keep sending them in! 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!

     

    Does 25% heal bonus work on the set value heal-over-times or only the percentage based ones?

    Neither.

    The Heal bonus% stat only affects heals or heal-over-times that print a heal value into the combat log. Health regens and HoTs such as a Mentalist’s Sanative Trance (value-based HoT) or a Shaman’s Restorative Mend (%-based HoT) or a Minstrel’s Song of Rejuvenation (value-based regen) that do not print heal values into the combat log are not affected by the heal bonus% stat. Value-based and percentage-based HoTs and regens always grant the same heal amounts regardless of the user’s heal bonus% stat. These regens are affected by the Mythical: Health Regen stat values of their targets, however.

    Currently there are no HoTs that print heal values into the combat log. The old Paladin combat-heal chant was an example of one, but that has since been changed to an instant-heal.

    What can I do with Luminescent Exeregum stones if they have 0 charges on them?

    There are a couple of options here:

    1. Players with 0/1 charge ‘respec’ stones can visit the Realm Ability re-specialization NPCs in Camelot, Jordheim, or Tir na Nog and hand them the stone when prompted to initiate the ‘respec’ the old-fashioned way. Players must not have a Realm Respec already available for this option to work.
    2. Players can obtain another Exeregum stone that has 1/1 charges (NOTE: Move the 0/1 charge Exeregum stone into your /bank prior to the 1/1 Exeregum stone entering your pack) and then stack the 0/1 stone onto the 1/1 stone. Both stones will now have 1/1 charges and can be used normally. Please be careful when performing this as the same process works in reverse and could easily result in both stones having 0/1 charges instead of the intended 1/1.

    These options can be used with 0/1 charge versions of Abrogo, Exerpise, Iterare, and Ceriac respec stones too.

    Why are some versions of items available in one realm but not the other, for example the OW 10 Curative Sunburst Studded isn’t available in Mid or Alb but is available in Hib.

    Itemization tries to account for the general abilities a class uses as well as the archetypes (healing, melee DPS, melee-hybrid, caster-hybrid, and caster DPS) it fufills. Each item-reward tries to offer the relevant variations that correspond to a given class’ abilities and archetypes. Itemization intentionally does not offer every class every item-variation option, especially on very powerful item-rewards, because itemization is a contributing factor to class balance.

    In Midgard, the studded users are Savages, Berserkers, and Hunters while in Albion the only studded user is Scouts. None of these classes are healing-archetypes or have even rudimentary healing as part of their class abilities and so would not get the option for a healing-focused helm. In contrast, Bards in Hibernia wear reinforced armor (equivalent to studded) and are a healing-archetype.  This is why Hibernia is given a Curative Sunburst reinforced option and the other realms are not.

    It can sometimes get a bit tricky however, like with the leather Curative Sunburst helm, which is available in all realms. Typically, Albion’s Friar is considered the only leather-based healing-archetype class and so you may wonder why the leather Curative Sunburst is available to Midgard and Hibernia. The answer in this case is that leather-using Maulers have some rudimentary class-based healing abilities in Aura Manipulation. The difference here is that Savages, Berserkers, Hunters, and Scouts simply have no class-based heals available to them and so there is no studded version of the helm.

    Does Mastery of Focus affect weapon procs?

    Yes, it affects their resist rates.

    From the September 14th, 2018 Grab Bag;

    “The Mastery of Focus realm ability effectively raises a spell’s level by its listed amount (including style procs). Style procs have their resistances calculated based on the level of the style, so a level 39 style has a level 39 spell’s resist rate vs level X targets. The Mastery of Focus realm ability can raise that style’s spell level, depending on the amount of MoF trained, up to a maximum of a level 50 spell.

    All spells have a base chance of 10% to be resisted, so a level 50 style proc will still get resisted at around that 10% rate, on average. However, a level 12 style proc with no Mastery of Focus will see around a 30-35% resist rate vs a level 50 target and a level 34 style proc without MoF would have a 15-20% resist rate, on average.”

    Is there any way that an account ignore feature can be added so that we don’t have to /ignore each character?

    Yes, this is something we’d like to add when we get the opportunity!

    Thanks again, all! Don’t forget to cast your vote on our poll!

    Enjoy the weekend 🙂

  • General

    Independence Day Bonuses

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    The following RvR Bonuses are active from today until Tuesday, July 9th in celebration of Independence Day in the United States!

     

    On Ywain:
    50% bonus to RP gain from kills.
    50% bonus to BP gain.
    100% bonus to normal XP gain in all classic zones and dungeons.
    200% bonus to normal XP gain in Darkness Falls.

    On Gaheris:
    100% bonus to normal XP gain in all classic zones and dungeons.
    200% bonus to normal XP gain in Darkness Falls.
    100% 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

    A safe and happy 4th to all!