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THE HERALD

  • 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! 🙂

     

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    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!

     

  • General

    Account Center Maintenance – Security Update

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    Update 5:50PM EDT / 10:50PM GMT: The maintenance is complete and the Account Center is once again back online!

    We will bring down the Account Center for a security update at 5PM EDT / 10PM GMT today. During the maintenance users will not be able to change subscription, redeem game codes, or transfer characters from archived servers.

    We anticipate the Account Center to be down for no longer than 3 hours.

    Thank you for your understanding and patience as we deliver this security update.
     

  • General

    Live Hot Fix and Dynamic Keep Objectives Event

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    This update features the long-awaited dynamic keep objectives and several bug fixes as reported on our bug tracker! We look forward to your feedback on these objectives, and hope you enjoy them! 🙂

    Dynamic Keep Objectives

    This system is designed to help spice up keep warfare and to encourage more varied and contested battles at the affected keeps. The objectives provide powerful enhancements and penalties, depending on which realm controls them, that should encourage many new tactics and strategies. These objectives are currently planned to remain active until Thursday, July 25th, 2019. We will be taking in your feedback on them and adjusting accordingly in the meantime. Depending on how they are received they may be extended out to additional keeps in the Frontiers in the future.

    • The keeps of Caer Berkstead, Erasleigh, and Sursbrooke in Albion, Nottmoor, Blendrake, Hlidskialf Faste in Midgard, and Dun Crimthainn, Bolg, and da Behnn in Hibernia have been updated to use the dynamic keep objective system.
    • Each of these keeps will now spawn their dynamic objectives whenever they are put under siege.

      • All dynamic objectives will initially spawn under control of the same realm that holds the keep.
      • Dynamic objectives will remain active for at least 10 minutes after a keep has initially gone under siege and will remain active so long as the keep remains under siege.
      • Under-siege status of a keep can be determined by the /realmwar map showing “flames” on the keep icon.
      • The objectives are spawned far enough away from their respective keep so a single force cannot camp them and the keep simultaneously.

        • For players familiar with the recent Manx on the Move event, the objectives are spawned at the same locations (except at only 3 locations out of the 4 the Manx used).
    • The dynamic keep objectives are as follows:

      • Stone Quarry

        • When the defending realm of the keep controls the objective:

          • Upgrades the level of the keep one level after 60 seconds and then upgrades the level of the keep one level every 10 minutes thereafter.
        • When the attacking realms control the objective:

          • Downgrades the level of the keep one level after 60 seconds and then downgrades the level of the keep one level every 10 minutes thereafter.
      • Siege Workshop

        • When the defending realm of the keep controls the objective:

          • Triples the sturdiness of the outer and inner gates, respectively.
        • When the attacking realms control the objective:

          • Halves the sturdiness of the outer and inner gates, respectively.
          • Removes the ability for siege weapons to be placed on the roof of the center keep.
      • Portal Ceremony

        • When the defending realm of the keep controls the objective:

          • Realm-members can visit the Channeler at this objective to instantly teleport into the center keep.
        • When the attacking realms control the objective:

          • Blocks the defending realm from using the Channeler.
    • A new repeatable quest, Generals’ Bounty, is available to level 50s in the frontier.

      • This quest will remain active until Thursday, July 25th, 2019.
      • Players should visit the following NPCs to obtain the quest:

        • General Kogis in Albion’s relic town.
        • General Bruki in Midgard’s relic town.
        • General Vegda in Hibernia’s relic town.

    Hot Fix Notes

    • The Mithril Shop has a new item for sale!

      • Visit the Mithril Merchant in each realm’s capital city to obtain the Draught of Conquest buff potion.

        • This potion has 30 charges and works identically to the Draught of Supremacy potions except that Supremacy potions can only be used by accounts with an active subscription and Conquest potions can be used by all accounts.
    • The realm abilities Empty Mind and Bedazzling Aura have been changed as follows:

      • They now co-exist and stack with all class-based secondary magic resistance abilities
      • They now co-exist and stack with all long-duration secondary magic resistance item /uses
      • They now overwrite or are overwritten by all short-duration secondary magic resistance item /uses and procs, based on the highest value.

        • Short-duration magic resistance item /uses and procs are defined as those lasting 30 seconds or less in duration and involve the following items’ spells:

          • Loyalty Cloaks’ “Repel Magic” /use (15s duration)
          • Astral and Hallowed Cloak of Heroes’ “Shroud of Protection” /use (20s duration)
          • Freezing/Unyielding/Howling/Shrouded Brutalizer Vests’ “Skin of the Brute” proc (7s duration)
    • The following Cleric abilities in their Smiting specialialization should no longer disappear from their spell lists in certain scenarios. Please note that Clerics who currently do not have these abilities showing in their spell list may need to perform a respecialization to get them to reappear.

      • Virtuous, Heavenly, Rapturous, or Radiant Reflection
      • Helping, Healing, Light, Pure, or Holy Hand
      • Ascendance
    • The Assassin ability Overshadow has been changed to no longer fire on targets that are already Overshadowed or are under the Blanket of Camouflage Spymaster’s Master Level ability.
    • Dark Ingolf’s barrier in Midgard’s Dragon Curse Campaign 9.1 encounter should no longer cause caster damage to go into the negative. This should alleviate aggro-control issues.
    • The Champion Level damage add ability, Force of the Abyss is no longer overwritten and always overwrites other damage add abilities. Users wishing to receive a higher value damage add ability must manually shift+right-click remove the Force of Abyss ability now.
    • The recently revamped weapons found in Stonehenge Barrows, Spindelhalla, and Coruscating Mines have had their spell power levels reduced from 42 to 39.

      • The Smoldering Sable Flagellum whip has had its DPS corrected to match the other weapons at 15.6 DPS.
    • The Cape of the Pictish Hero can now be emblemized.

  • General

    Friday Grab Bag – 06/21/2019

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    Time for this week’s Grab Bag!

    Happy longest day of the year, everyone! Which also means we’re almost at the end of the month, and with July on the horizon (where is 2019 going?!), that’s newsletter time. Make sure you’ve signed up so you don’t miss a thing!

    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.

    Onwards!

    Does the Hammer of the Smith still drop from Smith Olivan?

    Yes, though it is an extremely rare drop!

    Does the repel magic charge of the cloak of the loyal savage stack with the cl resists buff? I tried but seems if you have cl buffs repel magic doesn’t work?

    Yes, these 2 abilities do stack. Champion Level resists are *Primary* resists and show up on the character attribute page as green-colored resist buffs. The Repel Magic resists are *Secondary* resists that do not show up on the character attributes page as buffs, but do show up on the attribute page when hovering over a specific resist:
     


    The “+10% / +40% Energy Total” in the above screenshot shows the “Primary / Secondary” total resist values. In that screenshot, both Champion Level resists and the Repel Magic ability are active for a total of 10% primary energy resist and 40% secondary energy resist. When Repel Magic fades, the line will change to “+10% / 0% Energy Total” for a total of 10% primary energy resist and 0% secondary energy resist.

    The general rule of thumb is that primary and secondary resists stack and co-exist with each-other while 2 of the same type of active resist buffs will be overwritten by (or at best only co-exist with) each other, with some exceptions of course.

     

    What is the max secondary magic resist a character can have temporarily ? They can invest in the passive Avoidance of Magic realm ability, as well as magic-resist buffs, and then buy Empty Mind and Bedazzling Aura realm abilities.Does EM/BA stack with the rest or each other ?

    100% is the max secondary magic resistance a character can theoretically have. The Empty Mind and Bedazzling Aura realm abilities do not stack with each other as they are both effectively the same ability – with one being self-targeted and the other group-targeted. Each do stack with the passive Avoidance of Magic realm ability and some other secondary magic-resist buffs (from items) though.

    Why are players allowed to port (with buffs given to them by lvl 50’s) into the lower lvl BGs and the buffs stay active? Or worse yet, why do some lvl 50 items have lower lvl /use’s on them that work in the lower BGs? When a player can get PA’d in Molv for 500-800, die, then come back 30 seconds later and get PA’d again and it hits for less than 200 (after landing successfully) there’s something wrong with that equation. It’s obviously a buff or /use item that’s allowing that to happen. Peeps should not be able to run around in a non-50 RvR zone with all lvl 50 buffs and /uses… defeats the whole purpose for the BG.

    Concentration buffs are already removed when buffed characters go to a different zone, so it’s already impossible for a BG-level character to get buffs from a level 50 and then return to a battleground fully buffed.

    NPC-based stat buffs do allow characters to teleport with them, but a level 20 character receiving buffs from the level 20 buff NPC gets the same bonuses as from the level 50 buff NPC; so there is no advantage there.

    As for item /uses, items with too-powerful /uses for battlegrounds are generally already prevented in those areas by either having a higher /use level requirement than the BG level range or by wholly preventing the item from being equipped at lower levels.

    Additionally, there are several other explanations for the scenario given with the damage variance seen between Perforate Artery attacks. One possibility is that in the second instance the character was buffed (by another character in the same battleground zone) while in the first instance they were unbuffed/sheared. Another could be that in the first instance the character had active debuffs on them from a previous fight that allowed the damage to increase. Yet another could be that certain class abilities were down in the first instance but up in the second.

    That said, if there are certain items that seem too powerful to be allowed in a battleground, please report them and we’ll absolutely take a look and adjust them (if necessary) on a case by case basis.

    Our guild would like to change guild colors and we can’t without losing our guild emblem. We all decided on a new guild emblem but the various options are ALL taken. Is there anything that can be done about this?

    This is a popular and recurring question and something we’ll be taking a look at after the release of Endless Conquest. We launched 19 new emblems per realm in patch 1.120 which did help alleviate this issue somewhat but we know there is more to be done! The likely end result will be that guilds with no active members for a certain length of time will have their emblem unset and cleared so that active guilds can choose it. We’ll of course also look into adding more emblem and color options down the road!

    That’s it for this week!

    See you in the frontiers! 🙂