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THE HERALD

  • General

    Temporary Downtime

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    Update 21:30 EDT / 03:30 CET: Ywain is up and open to players! Once again, we apologize for the inconvenience.

    Ywain has been taken down to address an issue. We are working quickly to resolve this issue and will have the server back online as soon as possible. 

    We will provide an update here, as well as the Dark Age of Camelot Official Forums and the Dark Age of Camelot Official Discord channel when Ywain is back online. 

    We apologize sincerely for the inconvenience.

  • General

    Friday Grab Bag – 04/12/2019

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    Time for another Grab Bag!

    Remember to check out patch 1.125D which is now on Pendragon! And don’t forget, you can stay up to date on the reports and progress of bugs on our official DAoC Bug tracker

    As always, thanks everyone for your questions, keep ’em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

    Now on to the questions!

    How is castable CC affected by MoC?  Does it lower the duration or does it lower it’s chance to land?  Are stuns, roots, or mez affected differently?

    The Mastery of Concentration realm ability reduces the effectiveness of all spells, meaning it reduces durations, damage, and heal amounts. All CC types affected by MoC In the same way. It does not affect resist rates.

    Are there any plans to re-name long-inactive Level 1 (or Level 1-9, as they don’t show up on the search function) characters to make those names available for use, given the limited pool of names on such an aged game?

    Yes, we do have a plan for clearing up some of the names on Ywain and the process will involve a long lead-time in notifying players which characters are going to be affected and how. There’s nothing more to say right now and the timetable for this is still to be determined.

    Do Juggernaut and Wild Minion realm abilities work with the new Necromancers?

    Yes, both realm abilities work with the revamped Necromancer class. Juggernaut increases the melee and magic damage effectiveness of their pets and wild minion grants the pets a chance to critical hit. However, please note that since the succubus pet doesn’t cast damaging spells or melee, these realm abilities won’t do much for her!

    What are the caps for mythical stats like mythical power regen, cc duration decrease and other stats?

    Mythical stat caps – 52
    Mythical DPS – 10
    Mythical Power, Health, Endurance Regens – 50
    Mythical Crowd Control – 50
    All others – uncapped

    To clarify, the overall stat cap is +52 too, meaning level 50 characters can reach 75 (base) + 52 (cap) to reach 127 of a given stat with their items. This overall cap of 52 cannot be exceeded via any combination of mythical and normal/TOA stat caps. However, mythical stat caps can provide all +52 by themselves whereas normal/TOA stat caps can only provide +26 stat cap.

    Please note that while the mythical crowd control stat is capped at 50, it is not able to be reached with the available items.

    Can you tell me what the % of resist vs each damage, like 10% heat resist on chain, 5% bonus on leather mid etc is?

    Sure thing! Armor provides %resist bonuses or penalties when hit by melee depending on the damage type of the weapon; with different armor types providing different bonuses and penalties.

    Resistant: 10% more resistant to the given damage type
    Vulnerable: 5% less resistant to the given damage type
    Neutral: no bonus or penalty

    Check out the armor resist tables page for the full breakdown!

    Enjoy the weekend all, and see you in the frontiers! 🙂

  • Patch Notes

    1.125D Pendragon Patch Notes

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    Patch 1.125D is now up on the Pendragon test server!

    As previously stated, 1.125D is all about bug fixes! Thank you to everyone who has been submitting bugs and keeping tabs on our official bug tracker page!

    Click the image below to check out the latest patch notes! 

    Important Note:

    • We highly suggest duplicating your game directory and using the duplicate copy as a Pendragon-only game directory *before* patching and testing on Pendragon.

      • ​This means duplicating the entire “Labyrinth” folder (usually found at C:\Program Files (x86)\Electronic Arts\Labyrinth) to another location and using that copied folder exclusively for Pendragon testing.
      • If you do not do this, you *will* experience issues when patching from Pendragon back to live.

        • To force the live client to fix these issues, you will need to delete the mft.myp in your game’s directory and then run the camelot.exe patcher again.

    For those interested in testing on Pendragon, follow the character copy process here!

     
     


     
  • General

    Friday Grab Bag – 03/29/2019

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

    And don’t forget to stay up to date on the reports and progress of bugs on our official DAoC Bug tracker

    As always, thanks everyone for your questions, keep ’em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

    Read on for the questions!

    What is the cap for absorption buffs? Could you stack Physical Defence 9 with warlock 31% ABS Spell for 61% absorbtion?

    There is no cap for absorption buffs other than their delves which typically top out around 30%-something for classes with long duration ones. An example of a very high absorption buff is the Sorcerer’s realm rank 5 ability that grants 89% damage absorption for a short duration.

    The Physical Defense realm ability does stack with a Warlock’s absorption buff but the Physical Defense RA is not an absorption buff itself. It grants a bonus to secondary melee resists so having PD9 + the Withcraft absorption buff does not equate to 61% damage absorption.

    Is the Conjured Bulwark shield’s reactive proc a 40% attack speed reduction (ASR) debuff? The delve is incomplete.

    Thanks, we’ll get the delve corrected ASAP! Yes, it is a reactive 40% ASR debuff that lasts 20s.

    How is crowd control (CC) duration calculated from resists, stoicism, determination, and mythical CC reduction? Where does mes damp fit in?

    First, the duration of the crowd control spell is determined. A casted mesmerisation spell with a 70s duration value gets any +duration% added to it prior to any crowd control reductions taking effect.

    Next, that spell’s duration value gets reduced by the target’s relevant magic resist value. Then the remaining duration value gets reduced by any determination and stoicism amounts (combined into 1 value).

    The remaining value then gets reduced by any ‘dampen’ buff value. Lastly, the mythical: crowd control reduction item bonus is used to reduce the remaining duration value.

    When endless conquest hits, what, if anything will accounts that previously subscribed get? Or accounts that hit “elder” title status? If anything special is planned for these precious accounts.

    More details about specific account bonuses will be released when we’re closer to launch!

    Hi,

    I wanted to know if there was a cap on the damage of the Mauler’s Phoenix Strike DD proc? Also, are DD procs affected by the VW class cloak?

    I am asking because maulers in my group seem to have their Phoenix Strike DD proc capped at 531 damage, with or without the VW class cloak active. Will perform more tests to confirm but I wanted to ask as well.

    Thanks!

    Spell damage caps are based on a myriad of factors including the delve of the spell itself.

    Realm abilities like Mastery of Magery can increase that damage cap whereas a magic damage buff like the Valewalker’s loyalty cloak chant is not going to increase the damage cap but will still increase/affect the damage of the spell (or style proc) up to its cap.

    Enjoy the weekend, all. I’m off to pick a lot of flowers 🙂

     

     

  • General

    Spring Festival Preparations

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    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!
    • Preparations for the Spring Festival will last until April 18th, 2019!

  • General

    Friday Grab Bag – 03/15/2019

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    TGITGB! Starting this week’s Grab Bag with some exciting news!

    We’re very pleased and excited to announce our official DAoC Bug tracker! This tracker will keep everyone up to date on the status of bugs and issues reported by you, our community, through ingame reports, the official forums, and our official Discord.

    Please read the About this Board section on the tracker itself for more information! We’re very much looking forward to the expansion this will bring to our interaction and for our community 🙂

    As always, thanks everyone for your questions, keep ’em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

    On to the questions!


    Can you explain Essence Dampen a bit? Tooltip says it reduces agility, but does not mention details, as in does it reduce quickness, or dexterity, or both, and by what amount.

    Essence Dampen debuffs dexterity for a starting value of 55. Master Level ability delves are a bit on the vague side; which is something we’d like to address when we can!

    Is there a base chance to crit on the vamp claw? And if not, why?

    No, a Vampiir would need to have a buff that grants a bonus to spell crit chance for their claw DD to crit, as they don’t have access to the Wild Power realm ability.

    The only classes that have a base chance to crit on spells are list casters. All other classes else can crit on their DD spells with the Wild Power RA or any other spell crit chance buff. The one exception to this is Valewalkers, who can crit naturally due to them technically being a list caster. This also only applies to DDs. Heals and DOTs do not crit naturally, even for list casters, but can crit with RAs.

    A list caster is any class that benefits from the +Focus Magic stat bonuses on items and is affected by the Acuity +stat concentration buff.

    I’ve noticed Savage insta taunt acts differently than other taunts – while other taunts simply might knock you off a horse – Savage insta taunt actually removes horse, gem, and any kind of speed. Can you tell us if this is working as intended?

    The Savage taunt behaves no differently than the Paladin/Friar instant taunt or the various casted taunts when it comes to forcibly dismounting or removing speed bonuses from their targets. All taunts will forcibly dismount and remove hastener or speed buffs from their target. However, the Savage taunt does not interrupt its target like the other taunts do, which is intended.

    Why doesn’t the Necromancer class have a base Armor Factor buff like all of the other cloth-casters?

    This is because the Necromancer Spirit and Decrepit Forms provide and/or unlock other survival-based abilities that exceed or equal the benefit from the traditional base AF buff on other casters while the Chthonic form grants a much stronger version of the base AF buff already. Granting those forms the base AF buff as well would be too powerful.

    Hello, I have been itching in returning to the game after 5+ years away. I’m just scared that I will be clueless as to what has changed and what gear and loot I need now. Is there anything implemented for returning players to catch up and how?

    Yes!

    The first thing to do is speak with your realm’s King in your capital city throne room. There’s a free full suit of armor, jewelry, and starter weapon awaiting you that will quickly get you up to speed. From there, you’ll want to peruse our returning player’s guide for information on all that’s changed and where to go to acquire it!

    Additionally, the Traveling Merchants are currently up and have many items for sale on their stores!

    When you’re ready, hit the Frontiers’ and visit the Generals in the relic towns to get their RvR quests, which award lots of bounty points, and can mostly be completed with a little help from other players. Use the bounty point rewards to bountycraft any remaining items you want for your character’s gear!

    And lastly, join our official discord channel where you’ll find lots of helpful and knowledgeable players from our community that can answer any further questions you may have!

    That’s all for this week!

    Happy Saint Patrick’s Day, everyone 🙂 

  • General

    Leprechauns, Merchants, and Masks… Oh My!

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    Are you feeling lucky?

    You must be because today is your lucky day!

    We’re happy to announce our St. Patrick’s Day event, the return of the Traveling Merchants, and the newly available Beast Mask!

    • In celebration of St. Patrick’s Day and running from now until Tuesday, March 19th, our ‘Leprechaun Treasure’ quest is on!

      • Follow the notes below for full event and quest information!
    • Traveling Merchants will be available from today, March 14th, until Tuesday, April 2nd so get their wares while you can at the following locations:

      • Albion: just outside Castle Sauvage
      • Midgard: just outside Svasud Faste
      • Hibernia: just outside Drium Ligen
    • Beast Mask helm patterns are now for sale on the Mithril Merchant found in each realm’s capital city.

    St. Patrick’s Day Event

    To get the Leprechaun Treasure 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 in dangerous lands and ancient ruins. 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.
     
          
     

    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

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

  • Patch Notes

    Hot Fix: A Crash Fix

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    A huge thank you to all of the dedicated players who contributed their information and data to help us resolve this insidious issue!

    • Players should no longer experience a crash-to-desktop in certain locations, including the Capital Cities and several dungeons or instances, though the crash could have theoretically happened in almost any area of the game.

      • If currently online, players will need to log-out completely and re-patch their client to obtain this update.
      • Thanks again to all of the players who helped us track this down!

  • General

    Friday Grab Bag – 03/01/2019

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    Back to our regular style Grab Bags! 🙂 Also, March?! Already!?

    Our February newsletter went out yesterday, and can be viewed it in your browser here. Or to get it as soon as we hit that send key, sign up!

    As always, thanks everyone for your questions, keep ’em coming! You can send in any game related questions you have for our DAoC Devs through our Grab Bag submission form. Please note this is for game mechanic questions. Feedback/ideas/suggestions should be sent in through our feedback form.

    Read on for the questions!


    Are there any plans to address the X-Realming (cross-realming) in the game? (Up to and including planned fights in populated areas of the frontiers?)

    For example: Coming across an Alb/Mid fight on Ellan Vannin, doing what we’re supposed to be doing by joining the fray; the Albs/Mids work together to kill our Hib group and then just go their separate ways without fighting each other again.

    Or in the case of assisting realm-members by attacking enemies that are killing fellow Hibs, the Hibs we are helping pull off and let the Albs and/or Mids kill us and, once more, go their separate ways.

    I do not understand how this would not be considered Cross-Realming.

    While it is understandably frustrating, these specific scenarios are classified as Cross-Teaming.  The act of Cross-Teaming is distinct from Cross-Realming in that the actors involved are not communicating information to members of an enemy realm to actively sabotage the Realm War-at-large.

    There are engagements where working with an enemy Realm against a third Realm may provide a superior strategic advantage in terms of risk and survival. Standing idly by while a member of one’s own Realm is attacked is certainly not an honorable action, but this too does not qualify as Cross-Realming.

    If you believe that a player of your Realm is colluding with an enemy by having an account logged in to communicate location or tactical information, please submit an appeal with the names and a description of the events, and one of our CSR’s will conduct an investigation of the incident and take all appropriate actions based on our findings.

    Are the armor resist tables still accurate?
    https://darkageofcamelot.com/content/armor-resist-tables

    Yes, these are still accurate.

    Do spells that increase your combat haste (E.g. Darkened Haste in the Vampiir Embrace spell line) allow you to swing faster than the 1.5s hard cap on swing speed?

    The short answer: No, the 1.5s swing speed is not able to be broken; it’s a hard cap!

    The long answer: Spells that increase a character’s swing speed are increasing that speed up to the 1.5s cap. One-handed, faster weapon users like the Vampiir, who also get access to a high-value buff like Darkened Haste’s 45% combat speed buff will hit that 1.5s swing speed cap very easily. They get the benefit of not needing a ton of quickness and/or celerity to hit the 1.5s cap!

    When are you going to implement white dyes and enamels? I NEED white enamels!!

    It’s on our wish-list as well but will involve a complete re-work of how the dye system works.

    The current dye system uses a mechanic that tints the undyed armor or weapon to the dye color. In a system like this, a white dye shows up as a totally transparent dye, meaning your armor or equipment would look the same as undyed. The “color” white is actually what we use on the dye-remover items like mild acid enamel remover to return equipment to their natural colors. It also means extremely light grey or cream color dyes are not going to work as they are essentially transparent themselves.

    It’s not impossible to alter this system but unfortunately there are currently a lot of other things on our to-do list that take precedence. We look forward to adding in white and other lighter-hues as soon as we are able to!

    Is mezz immunity always 1min? What abilities break immunity timers?

    Yes, mesmerisation immunity is always 1 minute in duration.

    There are no abilities that remove it, bypass it, or affect its duration.

    As always, much <3 🙂

    See you in the frontiers!

  • General

    Frontiers Update: Generals’ Report

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    The Frontier Generals Kogis, Bruki, and Vegda have delivered an urgent report of strange earth-shaking events in Hadrian’s Wall, Odin’s Gate, and Emain Macha!

    • No known cause is reported but they suspect this could be Manannan mac Lir’s doing… somehow.
    • Caer Benowyc, Bledmeer Faste, and Dun Crauchon and all of their towers are in ruins!
      • These Ruined Keeps’ walls and doors cannot be repaired and postern doors can be used by any realm.
        • Wholesale repairs on these keeps will be too costly and impossible for some time, however some Repair Supply shipments are beginning to be stockpiled at the keeps.
          • Players on the Supplies for the Cause quest can now visit these Ruined Keeps and gather Repair Supplies.
          • Repair Supplies remain available at Folley Lake, the Trellebourg, and Moydruim Castle too.
      • Teleport to these outposts is still available.
        • Players can use the /realmwar map to teleport to these outposts as normal.
        • Ownership of the keep and all of its towers is still required for teleport.
        • Ownership of these keeps is still required to open telepot to enemy realms or to the Ellan Vannin towers.
      • The Lords of each keep and their tower captains maintain their ever vigilant watch.
        • These Ruined Keeps can be captured and controlled normally but will not spawn any extra guards.
        • These keeps and towers cannot be claimed by guilds.

    Now is the time to strike your enemies, but be sure to defend your own Ruined Keep and its towers too!