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THE HERALD

  • General

    Producer’s Letter: Summer and Fall Outlook

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    Vikings of Midgard, champions of Hibernia, and defenders of Albion,

    As the war rages on in the Frontiers, I write to you today to provide an update on Patch 1.125’s status, dive into some of its features, and to outline our plan for the rest of the year. 


    Summer Outlook

    Patch 1.125 development continues. While we hoped to get this update out earlier this year, there were some unforeseen issues and some technological constraints that arose and conspired to delay us. These technical issues mainly revolved around the promised Race, Gender, and Name changes. We originally planned to provide these “respec” options via the traditional character customization screen but after much work was done towards that aim and after many, many attempts at navigating the various pitfalls and risks inherent in utilizing microtransactions on the character screen, it became apparent that it would not be possible without a significant overhaul to the game client and microtransaction system.

    Rather than push out Patch 1.125 many, many months to perform that work – or worse, removing the much anticipated Race change feature from the patch entirely, we decided to implement the Race and Gender change system within the game itself rather than the character screen. Unfortunately, this does mean that Name changes will no longer be on the table for the foreseeable future. One day perhaps, but 1.125 will only offer Race and Gender changes for microtransactions. We’ll provide more details on exactly how the system will work in the 1.125 patch notes but we will do so in a way that allows players to preview their race and gender look prior to committing to the change.

    While delays are never desired, it will still take some extra time (though much, much less than overhauling the game client and microtransaction system) to implement this in-game Race and Gender change feature. The other silver lining is that this extra time will allow us to further flesh out, polish, and test the myriad other features planned for Patch 1.125!

    And while Patch 1.125 is getting delayed, you certainly deserve some more details on its features! Get comfortable and let’s dive right in:

    RvR currency

    One of the features that we’ve received a ton of positive feedback and questions about is the announcement that it’ll be possible to earn high-end equipment directly through RvR and we’re very excited to finally unveil those plans for you! 

    Previously, it was announced that a new currency, Valor, would be obtainable via the new RvR quest system that’s coming. Rather than use a brand new currency that requires valuable inventory space and can only be obtained via quest or drops, we’ve instead decided to use the existing Bounty Point system! For many years feedback has been coming in requesting a more valuable uses for Bounty Points and we’re happy to finally provide!

    However, there are some balance concerns and caveats to using the existing Bounty Point system as an RvR currency while also maintaining our goal to provide a way for players to obtain high-end gear via RvR without also rendering PvE pointless:

    • Obtaining gear via Bounty Points will not be as efficient or as quick as doing the respective encounter in PvE. It is merely another option for obtaining the gear and one that has the added benefit of participating in RvR while doing so!
    • Current Bounty Point levels are highly inflated on many older characters and while newer characters have a more reasonable amount in general their values have also been inflated with the myriad bounty point bonuses and quests rewards. As such, we’ll be instituting a new Bounty Point maximum with this system. Any character with more BPs than that maximum will have their new BP value set to that new maximum value when Patch 1.125 launches. Consider this letter your invitation to use those extra BPs before you lose them when the update is released.
    • We’ll also be fine-tuning the amount of BPs earned via quest reward and heavily using them as an incentive in the new RvR quest system outlined below. Note: this may mean that the rate BPs are earned gets increased slightly to offset the new maximum limit and high bounty point costs.

    We aren’t quite ready to announce what the exact maximum BP amount will be yet, as we’re still fine-tuning the system and its pricing, but it will be in the range of 50,000 to 500,000 maximum bounty points per character.

    How it works:

    • Characters will be able to craft the high-end equipment (with the gear’s normal stats and procs) after obtaining the following components through the various means outlined.

      • The full details of this system are still being fine-tuned but the necessary tradeskill value required to craft the items will be extremely low (1-200 skill).
      • The items will either be in their respective Tailoring, Armorcraft, Weapon, Fletching tradeskills, with crafted accessories in Jewelcraft -OR- Jewelcraft will be renamed to Bountycraft and contain all of the potential items.
    • In order to craft the items, characters will need the following:

      • 1 or more Bounty Molds 
      • 1 Recipe Template
      • 1 Bag of Glowing Dust new crafting component
      • 1 or more rare alchemy crafting components
    • Characters can visit the Bounty Merchant to purchase 1 or more of the following items for varying amounts of bounty points:

      • Bounty Weapon Mold
      • Bounty Armor Mold
      • Bounty Accessory Mold
      • Bounty Molds will NOT be tradable
    • Characters will also be able to earn a new <Type> Recipe Template item from RvR quests and (rarely from) keep chests.

      • The <type> will be the category of item that can be made (ex: Curse, Otherworldly, Aurulite, Frozen, Hallowed, etc.) from the template.
      • These categories are also the way the equipment will be categorized in the recipe list.
      • Recipe Templates WILL be tradable
    • The Bag of Glowing Dust component will be purchaseable from any normal general supplies crafting merchant for 2.5 plat or can be crafted at 1000 Alchemy for around 1 plat in generic component costs.

      • The Bag of Glowing Dust WILL be tradable
    • The crafted high-end equipment that results from this new system will NOT be tradable.

    In addition to crafting high-end loot as described, players will also be able to purchase the following on Bounty Merchants, directly:

    • Otherworldly Ore
    • Essences of Omni-Healing, Omni-Regen, Tenacity, and Restoration
    • Randomized Copper, Silver or Gold Keep keys for each keep
    • Some event items directly
    • Randomized crafting component box
    • Magic Orbs
    • Randomized Doppelganger Shards

      • These will no longer drop Magic Orbs or Draught of Supremacy/Celerity shards
    • And more!

    RvR Quest and Reward Streamlining

    We’re also tackling some of the extraneous RvR quests and rewards and streamlining them into a more coherent system that will supplement the new RvR currency system and still deliver the same or even more rewards without cluttering up inventory while out RvRing!

    • New weekly or monthly repeatable quests will be offered by Commander Wentworth, Commander Hrurdin, and Commander Locke in each realm’s relic towns that will offer bounty point rewards:

      • The Royal Accountant’s quest ‘A New Threat in an Old Form’ will have its steps to kill each of the Doppelganger lords as well as 25 normal doppelgangers consolidated into a new weekly repeatable quest.

        • This quest will grant realm points in addition to the bounty point reward.
      • The statue quests Tribute: Conqueror, Enforcer, and Peerless will be consolidated into a single monthly quest requiring characters to capture 40 keeps, kill 150 realm enemies, and gather 50 supplies and 50 rubble.

        • This quest will offer the statue quests’ normal potion rewards in addition to bounty points.
    • A new weekly repeatable quest that requires players to gather randomly spawned crates in Ellan Vannin’s dock areas, ruins, and around Knoc Meayll.

      • This quest will be obtainable from and turned into the Ellan Vannin Cargomasters.
      • Due to its more dangerous locale than the Supplies for the Cause quest, it is intended for veteran players and its rewards will reflect that.
    • Daily RvR kill quests will remain generally unchanged except for the following:

      • The Battle of Buggane’s Obelisk quest will now grant credit for its kills over the entire zone it currently resides.
      • Hibernia’s Buggane’s Obelisk location will be moved to Breifine in the area between Dun nGed and Dun da Behnn
      • Roaming with Friends and For the Realm will no longer grant credit unless the target of the kill is in a group.
    • Supplies for the Cause

      • The quest will now only be obtainable from and turned into the Caer Benowyc, Bledmeer Faste, and Dun Crauchon Cargomasters.
      • Supplies and Rubble no longer spawn on Ellan Vannin, as this quest is more intended for newer players.
      • Supply boxes will still spawn in the Ruined areas with rubble still spawning in the maze areas.
    • Otherworldly Flora will now only have a chance to drop the following:

      • Essence of Celerity
      • Essence of Supremacy
      • Nothing
    • Pict Vigilant Belts are now part of the Chieftain’s loot tables.
    • Several quests and rewards will no longer be offered or obtainable through their existing means:

      • Doppelgangers will no longer drop their shards. 
      • Otherworldly Ore will no longer spawn in the Frontiers
      • Keep keys will no longer drop from keep lords
      • Royal Accountant’s Anatomy of a Foe quest will no longer be offered
      • Royal Accountant’s A New Threat in an Old form will no longer be offered
      • Scouting Ellan Vannin quest will no longer be offered
      • The Ongoing Pictish Nuisance quest will no longer be offered
      • The statue-based Tribute: Conqueror, Enforcer, and Peerless quests will only be doable 1 time instead of monthly repeatable.

    Other 1.125 highlights

    • 2 new race/class combinations per realm
    • Keep and tower difficulty adjustments, including attackable ‘postern’ doors that protect keep gatehouses’ boiling oil areas!
    • Ruined Area improvements!
    • Class Changes
    • Crash-related bug fixes
    • A new keep-siege dynamic objective system which will be implemented in the Molvik battleground in 1.125 and will potentially be extended in later versions to the other battlegrounds and the Frontier keeps if well-received.
    • Mithril-purchaseable masks that even Minotaurs can wear!
    • Visible cooldown timers for spell icons on the quickbar and active buff/debuff area!
    • Item condition loss reductions!
    • Craft window delve updates!
    • And more!


    Fall Outlook

    Once patch 1.125 has released, we’ll be shifting our development resources towards the Endless Conquest update. To recap: Endless Conquest will provide a way to enjoy Dark Age of Camelot without a subscription cost! As mentioned in some previous Grab Bags this option will now be made available to returning and new accounts rather than just newly created ones. This change does increase the scope of the Endless Conquest update considerably but we strongly believe it’s the right way forward for Dark Age of Camelot!

    Once patch 1.125 is out, we’ll be updating the Endless Conquest page with our new plans and a new list of EC-account restrictions! WIth these new Endless Conquest plans and the delay to patch 1.125, we no longer expect to release the Endless Conquest update in 2018 and are instead targeting the first half of 2019.

    But fear not, we’ll be providing content Hot Fix updates throughout the intervening period while we work on the Endless Conquest and there are several events to look forward to too!

    • A new Fall Harvest event!
    • DAoC’s 17th Anniversary celebration!
    • The Mournful King and Jack Frost instances!
    • The usual Holiday events
    • Realm Point and Bounty Point bonuses!

    We also hope to have the new Camelot website ready this Fall! 

    Thank you for taking the time to read through this letter and we hope you share our excitement for what’s coming to Dark Age of Camelot!

    Onward,

    John Thornhill
    Producer

  • General

    Friday Grab Bag – 06/08/2018

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    Time for another edition of our Grab Bag! 🙂

    As always, thanks for all 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 questions, feedback should be sent in through our feedback form.

    Read on for the questions!


    Since new frontiers was released I am (once in a while) looking for a small demon mob named “Ash” (OTD: Black ash soul slayer). Unfortunately, I never found him in new frontiers on both Gaheris and Ywain. Is there a chance to get a small hint like where and when to look at? 🙂

    Ash, the red little demon, has made his way to the Frontiers once again. He can be found around his old stomping grounds some ways south of Caer Berkstead.

    How much does my enemy’s weaponskill effect my block/parry rate?

    “Weaponskill” doesn’t determine defense penetration by itself but is rather an index value that is built from a character’s specialization, stats, +skills, and a class’ inherent ability with a given weapon line – all of which do factor into things like damage, defense and defense penetration. While it’s easy to say a higher weaponskill character fighting a lower one will *generally* have an easier time landing attacks, this isn’t solely because of their weaponskill but is more precisely because of all of the stats and factors that make up that weaponskill value.

    There is no a calculation that can be made that says “X weaponskill equals Y reduction to an enemy’s block/parry rate” because more than just weaponskill (again, specifically the factors that make it up) applies to landing or defending against attacks. There are also style and weapon to-hit bonuses/penalties as well as buffs/debuffs that can greatly alter these outcomes.

    What can you tell us about how Battlemaster styles work? For example, how much of a benefit does one get from using BM styles with a weapon they’re untrained vs. one they’ve specced to 50? (It seems like very little). Do mechanics like double speccing in Alb 2hand still come into play? Is the weaponskill displayed when wielding a 1hander (non advanced spec line) and using BM styles accurate?

    Battlemaster styles do not have a weapon skill associated with them directly and so co-opt the skill of whatever weapon is equipped when they are used. You’ll notice a general damage increase when using Battlemaster styles if you have a base and/or advanced weapon equipped that your character is specialized in vs one that your character is not.

    Additionally, for advanced specializations like Albion’s Two Handed you will also notice a general increase in damage when using a weapon damage type that you are sub-specialized in versus one that you are not.

    The weapon skill values displayed on the character attributes page should accurately reflect your character’s weapon skill when using Battlemaster styles since again, the BM styles co-opt the skill of whatever weapon type (and damage type for advanced specs) you have equipped.

    I am referring to the new Cursed 10 reward, the cursed gloves, they are 5 and many people wonder how they work, more specifically:

    Does the +25% healing eff. stacks with the toa one?
    Does the +5% melee damage stacks with the savage buffs and the new Set Bonus for the assassins?
    Is the 25% omniheal influenced by Healing Eff.?
    Does the +33% mesm. dumpening stack with other chants with same effect?

     

    • The Blood Stone Gloves’ +healing effectiveness buff does stack with the +healing effectiveness stat bonus on items but does not stack with other +healing effectiveness buffs.
    • The Dragon Stone Gloves’ +melee damage does not stack with other +melee damage buffs. The highest value buff will overwrite any lower value ones.
    • Yes, healing effectiveness stats and buffs do increase the value healed when /using the Life Stone Gloves’ omni-heal.
    • No, the Dream Stone Gloves’ mesmerisation dampening does not stack with other mesmerisation dampening buffs. It does stack with the crowd control reduction item stat though.
    • The Soul Stone Gloves’ damage conversion, which works identically to Eirene’s Chestpiece’s proc, also does not stack with other damage conversion buffs but does stack with the ‘conversion’ stat found on items such as Crocodile’s Tear Ring.

    Can we get more titles added? Been a while since new ones and a lot of us are past the current totals or stuck between low/high ones, a title in between current ranges such as the solo kills title perhaps?

    New and different titles are something we’ve been eyeing for some time but we just haven’t been able to get around to yet, stay tuned! Adding new thresholds to existing titles is something we can take a look at in the nearer term.

    Hope everyone enjoys the weekend 🙂
     

  • General

    Account Center Maintenance

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    Update 10:30 AM EST / 3:30 PM GMT: The update is complete and the Account Center is now live!

    The Dark Age of Camelot Account Center is down today, May 29th at 9 AM EST / 2 PM GMT for the planned update.

    Please reference the Account Center Update post for more information.

    Downtime is not expected to be around five hours. Thank you for your patience and understanding while we perform this upgrade.

  • General

    Account Center Update

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    The Account Center will be receiving an update next Tuesday, May 29th, 2018 that makes some changes to the center’s authentication flow.

    These changes are being made to improve general account security and user privacy by more directly using EA’s robust account authentication system. In addition to improving the Account Center’s security and users’ privacy, this update also enables us to provide additional future updates and much-requested features to the Account Center such as game account un-linking, account-based character and server lists, and more!

    Once the update is live, the following changes will take effect:

    • When logging into the Account Center, users will be redirected to EA’s website briefly and asked to login there.

      • Once successful, users will automatically be redirected back to the Account Center.
    • All account creation or account-linking services will now occur after a user logs into an existing EA account or a new user creates an EA account.

      • This means users attempting to create a new game account must first sign into an existing EA account or create a new EA account and then follow the “Create a Trial” flow as normal.
      • This also means users who wish to link or recover an unlinked-to-EA game account must first login to an existing EA account or create a new EA account and then follow the “Link Accounts” flow as normal.

        • During the “Link Accounts” flow there is a new “forgot my password” link that will allow users to reset the legacy ‘Mythic Master Account’ password (note: this is different than the EA account and game passwords!) in the event it was forgotten.
    • Once signed into an EA account all services and systems included but not limited to managing subscriptions, viewing linked game accounts, and resetting game account passwords remain unchanged.
    • Account Center guides will be updated to reflect these changes as soon as possible!

     

  • General

    Friday Grab Bag – 05/25/2018

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    Happy Friday! Hope everyone’s enjoyiing the bonuses now live 🙂

    Make sure to read and review the Account Center Updates published earllier today to familiarize yourself with the changes coming soon.

    Also a note to not miss that this week’s Saturday dev stream with yours truly! I’ll have giveaways galore including Mithril and game timecodes. Stream will go live approx 10:15PM GMT/5:15PM EST, follow our official Twitch channel to get notified when live, and come join the chat 🙂

    As always, thanks for all 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 questions, feedback should be sent in through our feedback form.

    Onward to the questions!


    On legendaries, there’s a rumor that a 99quality would proc less and deal less damage than a 100% quality one. Is this accurate?

    Proc rate is not affected by item quality. However, it is accurate to say that the damage of a weapon would be slightly less from a 99% quality weapon vs a 100% quality one. The difference in damage is extremely small though.

    Additionally, for player-crafted armor and weapons, the amount of available charges changes based on the items’ quality:
    100% quality = 10 charges
    99% quality = 7 charges
    98% quality = 6 charges
    97% quality = 5 charges
    96% quality = 4 charges

    I just recently returned to the game after being gone for 10 years and salvaged a breast plate, got 15 arcanite bars,,, delving it, it said it was made of 2 arcanium bars, I then checked my metal working and other trade skills and the highest it comes up with is arcanium.. not even a recipe to make arcanite,, so my question is…. how do you break arcanite back down into arcanium? or are there crafting recipies I need to get some where to be able to use the stuff??

    Arcanite is the Hibernian version of Arcanium. If you received Arcanite from an Albion or Midgard item, please submit a bug report with the item name and it will have its material type corrected. Arcanite is not a usable material in Albion or Midgard crafts just as Arcanium is not a usable material in Hibernia crafts.

    What is cap on spell piercing, did it change, and does chants aura or other abilities take it over the cap, if im 10 & spell pierce and have aura of 5% am I 15%? What is range bonus, if I have 10 in template and aura with 5% am I 15%?

    The cap for spell piercing is 10%. Chants, auras, or any spell-piercing buff will not take spell piercing above the 10% cap. However, +range auras DO take spell range bonuses beyond the 10% item-based cap.

    Assuming you’re not already swinging at capped speed – Does celerity decrease damage per swing to keep dps constant but with faster swings, like haste does? Or does celerity increase dps (again, assuming you’re not hitting at 1.5spd to begin with)?

    To clarify: DPS increases with both haste and celerity buffs. Damage per melee swing does go down with both haste and celerity buffs but damage per hit is not the same as damage per second (DPS).

    The reason DPS increases with both haste and/or celerity buffs is because the reduction in damage per hit when those are active is less than that of their increase in swing speed.

    Champions… the debuff they have which gives a flat magic increase resistance 10% – Does it stack with AoM? say champs debuff gives the champion 10%, if i had AoM 5 would that stack and just be a flat 20% AoM ? Or would the mechanic work differently

    They stack. This can be seen on the character attribute’s page by hovering your mouse cursor over a magic resistance’s value when the buff is active. The second number in the tooltip’s line “+26% / 20% Body Total” is the secondary resist value. The first number is from your items + “first-tier” resist buffs.

    With Avoidance of Magic 9, a character will have 20% resists in the second-tier and the Champion’s buff also provides 10% to the second-tier resists so with the buff active and AoM9, you should see a value of 30% in the second-tier.

    That’s it for this week!

    See you ingame 🙂

  • General

    Memorial Day Weekend Bonuses

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    Memorial day weekend is almost here in the United States and in honor of the many veterans that play and have played, we’ll be granting some hefty bonuses to crafting, experience, realm, and bounty points!

     

    The following bonuses will start today, Thursday, May 24th and run for a week+ until Monday, June 4th, 2018.

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

    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 BP gain in the capital cities.
    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

     

  • General

    Account Center Maintenance

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    Update: The Account Center is once again online. 

    The Account Center is currently undergoing maintenance. We will work to bring the Account Center back online as quickly as possible. 

    We appreciate your patience while we resolve this issue, and please keep an eye on the Herald for updates!

    Thank you!

  • General

    Friday Grab Bag – 05/11/2018

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    TGIF!

    And TGITGB!

    It might catch on,  you never know! This week’s Grab Bag has a little bit of everything, so take 5 mins and enjoy 🙂

    As always, thanks for all 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 questions, feedback should be sent in through our feedback form.

    Read on for the questions!


    So question regarding the Enchanter Loyalty Cloak: The Use ability description says: “Single Target abilities will now have a 300 radius applied to Group”
    Now I tried this, and then I tried NON damage spells, those did not apply a AoE effect, but the DD spells do. Is this intentional or mis-wording on the cloak or whats up? Thanks

    This is correct, the radius is only applied to single-target direct-damage spells. The cloak’s delve should now reflect this information.

    What composite weapon specialization does a RR5+ Blademaster need to maximize Celtic Dual style damage?

    In other words: if I’m *only using Celtic Dual styles*, do I need 50, 51, 52, or some other number of composite (spec+skill items+RR) pierce/blunt/blades to cap damage and minimize variance?

    This was answered in March’s Grab Bag last year:

    There should be no difference in damage when using a Left Axe, Dual Wield, or Celtic Dual style whether the main weapon spec is 50+11 or 40+11. In other words, once you reach the 51 composite on Sword, Slash, Blades etc. and are using a dual-wielding style your damage won’t be increased by adding more Sword, Slash, or Blades spec.

    However, your Left Axe, Dual Wield, and Celtic Dual specs do have their damage (and in the case of Celtic Dual and Dual Wield their offhand swing chance) increased with a higher specialization in them. A Mercenary with 25+11 Dual Wield and 51 composite Slash will hit for less than a Mercenary with 50+11 Dual Wield and 51 composite Slash when using a Dual Wield style; they will also swing with their offhand less often.

    Once and for all…does heightened awareness affect stealthers themselves or only visibles grouped with stealthers?

    Heightened Awareness affects everyone in the group in terms of seeing stealth and only affects stealthers in terms of granting better stealth. However, the Shadow Seek ability for assassins also grants a detection bonus and is generally at a higher delve than Heightened Awareness for level 50 assassins. Therefore, Shadow Seek’s bonus to detect will take precedence over that of Heightened Awareness’ detection bonus; but Heightened Awareness will still provide its bonus to hide.

    a) Does Ulor se Bysen (in Krondor) drop remains?

    b) I’ve heard that High Priestess Ywera (in Stonehenge Barrows) stopped dropping remains after the dungeon revamp. True?

    It does look like both of these remains were accidentally disabled. They should once again drop now, thanks!

    I’ve read a lot about what’s coming in 1.125 but the one thing I’ve noticed not mentioned are class changes. Will 1.125 contain any class changes, any hints if so?

    Patch 1.125 is largely focused on Realm vs Realm improvements and systems. Some class changes can always be expected in every patch but they are not the focus of this version.

    Have a wonderful weekend all! 🙂

     

  • General

    Friday Grab Bag – 04/27/2018

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    Welcome to this week’s edition of our Grab Bag! 

    Being the end of the month, our newsletter is also due soon.Make sure you’re signed up, just enter your email address on this sign up form!

    Don’t forget our official forums opened recently so hop on over there and get involved 🙂

    As always, thanks for all 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 questions, feedback should be sent in through our feedback form.

    Read on for this week’s questions!


    Can you comment on the current state of quick cast? Now that most people run 370+ dex and 10% ToA bonus, a quick cast is much slower than normal casting. This poses a problem with tanks running through a caster and then /face over and over which leads to a target not visible message. Is this something that is going to be left as is?

    We currently have no plans to adjust the cast-speed of the quickcast ability or make any adjustments to the core line-of-sight mechanics for casts or melee attacks. Sticking and facing targets can be immensely useful in combat but are not meant to be the end all be all of combat movement.

    Manual movement should be and is rewarded over using movement assists like stick and face in many situations. Skillful manual movement can drastically reduce the amount of not-in-view messages seen by casters trying to cast on targets as well as by melee users trying to hit certain targets.

    I am new back to the game with a few friends. We need to know if having + to Stealth or Envenom as my NS has +19 to both and if it does nothing I could spend the spec points on other stuff.

    +Envenom  is not currently beneficial over level 50 specialization. It does still help variance prior to level 50 spec. This *may* change in the future and any such change will of course be included in patch notes here.

    +Stealth is still effective at reducing the distance at which your Assassin or Archer is detected by other stealthers and by increasing the distance you can detect other stealthers. The new values are outlined as follows from the Patch 1.121 notes:
     

    • Assassins at 50 stealth specialization (with Shadow Seek IX) will detect other Assassins with 50 stealth specialization (with Shadow Seek IX) between 325 and 500 in-game units.

      • This value can be influenced by the detected assassin’s +stealth skill over level 50.

        • In other words, +stealth skill over level 50 will increase the ability for an assassin to hide from all stealthers using a stealth detection bonus like Mastery of Stealth, Shadow Seek, or Track; +stealth skill does not give any bonus to detection.
        • A 50+24 stealth specced assassin will be detected at 325 units by other 50 spec assassins using Shadow Seek IX.
        • A 50+11 stealth specced assassin will be detected at 425 units by other 50 spec assassins using Shadow Seek IX.
        • A 50+0 stealth specced assassin will be detected at 500 units by other 50 spec assassins using Shadow Seek IX.
    • Assassins at 50 stealth specialization will detect Archers with composite 50 stealth specialization (and free MOS9) at around 400 in-game units.

      • This detection value is not influenced by +stealth skill over level 50 for either party.
    • Archers at level 50 (with free MOS9), and composite level 50 stealth specialization will detect other Archers at around 725 in-game units.

      • Archers using the level 50 Track ability will detect other Archers at around 1000 in-game units.
    • Archers at level 50 (with free MOS9), and composite level 50 stealth specialization will detect Assassins with 50 stealth specialization between 675 and 750 in-game units.

      • These values are influenced by the detected Assassins +stealth skill over level 50:

        • A 50+24 stealth specced assassin will be detected at 675 units by MOS9 archers with 50 composite stealth spec.
        • A 50+11 stealth specced assassin will be detected at 713 units by MOS9 archers with 50 composite stealth spec.
        • A 50+0 stealth specced assassin will be detected at 750 units by MOS9 archers with 50 composite stealth spec.
    • Archers using the level 50 Archery Track ability will detect Assassins between 950 and 1175 in-game units.

      • These values are influenced by the detected Assassins +stealth skill over level 50:

        • A 50+24 stealth specced assassin will be detected at 950 units by MOS9 archers with 50 composite stealth spec.
        • A 50+11 stealth specced assassin will be detected at 1063 units by MOS9 archers with 50 composite stealth spec.
        • A 50+0 stealth specced assassin will be detected at 1175 units by MOS9 archers with 50 composite stealth spec.

    Hi all I’m bard with low reg, will it help my baseline heals if I put more points in it or does it not matter?

    Yes, adding some specialization points into Regrowth will help your baseline heals in terms of variance. Without any specialization in Regrowth, baseline heals will have extremely high variance in the amount your targets are healed for on a given cast. The more specialization into Regrowth, the lower the variance will become and that range of variance will move closer to the heal’s max potential value as spec increases too.

    At extremely low specialization values, even though the amount of variance reduced will be hard to notice, it is still helping.

    Hi,

    I wanted to know if there were plans to make the ring of the Summoned from the Ghost keep event tradable? Since you made the Ghostly Medal of Valor tradable, could we expect the same with the ring of the Summoned? Or at least make it tradable between characters of the same account (ie through house vaults)?

    Thanks

    No, the Ring of the Summoned will remain un-tradable as it’s a crucial reward and incentive to do the Ghost Keep event when it comes around. Allowing it to be traded on house vaults is not a viable solution either since other accounts can be allowed access to a house’s vaults.

    Since Otherworlds and Dragon Curse raids have been a success, is there a possibility we could see an update of loot tables in Master level 10 Dungeon or any of the old PvE area’s that were a success to DAoC back in the day?

    Based on the multitude of feedback regarding PvE over the past few years, we have decided to hold off for a good while on adding in or improving large-amounts of loot/equipment. We may still introduce a few items or existing item-variants for special events over the next year or so but we have no plans for massive PvE-based overhauls or revamps. Instead, we’ll be focusing on RvR improvements, streamlining the returning player experience, and client updates in conjunction with the Endless Conquest update coming.

    Over the longer-term (1-3 years) we will of course be looking at all aspects of the game for improvement with Housing, Catacombs, Trials of Atlantis, and Shrouded Isles all on the table (and likely in that order).

    Enjoy the weekend all 🙂

  • General

    Friday Grab Bag – 04/13/2018

    Created by

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    Ohhhh…a Friday the 13th Grab Bag! Don’t worry, nothing unlucky or scary in here 🙂

    Our official forums went live this week! Make sure to visit the forums and get involved in our DAoC discussions!

    As always, thanks for all 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 questions, feedback should be sent in through our feedback form.

    Read on for this week’s questions!


    With the addition of the Warlock 4 DOTS of DOOM combo.  Can you guys make the Cure Poison spell cure ALL of the DOTs and Poisons on a target when it is cast.  having to strip them 1 at a time is unfeasible now before you go boom.

    There are currently no plans to adjust DoT cures to remove all applied DoTs instead of one at a time.

    For Doom specifically, curing any 1 of the 3 preceding DoTs will prevent the application of Doom entirely, so that would be how just one DoT cure can prevent it already – in a way. Additionally, once Doom is applied, curing it won’t prevent its last direct-damage blast from firing regardless. Even multiple poison cures will only remove the applied DoT effects but Doom’s ending DD will still occur as soon as it’s cured.

    What does claiming towers do for bonuses, and does it also effect ev towers?

    When New Frontier’s launched in patch 1.70 the following bonuses were announced for guilds claiming a keep or tower:

    For each hour that your guild has a keep or tower claimed, the guild earns a guild realm point award that is based on the keeps’ difficulty level. For keeps, the guild realm points rewarded per hour is equal to 1000 times the difficulty level. For towers, the guild realm points rewarded per hour is equal to 100 times the difficulty level.

    At certain upgrade levels, the Keep Lords have a chance to drop special keys that can be used to open supply chests located inside the keep. The supply chests may contain contracts, potions, and special ammunition that can be used for siege engines.

    To be clear, this was just a bonus to the guild realm point total and not an actual realm point award to each member of the guild. Investigating this matter, it looks like the guild realm point bonus was removed in patch 1.90 when the keep and tower upgrade costs were removed. Unfortunately, the bonus being removed doesn’t appear to have been noted.

    As it stands now, the only benefit to claiming a tower/keep is that it enables the structure to upgrade its level. This is something we can look at improving in the future:  perhaps awarding guilds some merit points for every hour a claimed structure is held.

    Is there anything that can be done about the Personal Bind, Personal House, and Guild House Bind Recall stones taking up valuable inventory space?

    Yes! It’s about time these were able to be placed into your personal vault, destroyable, and made available elsewhere.

    And so they are:

    • Players can now place their Personal Bind, Personal House, and Guild House Bind Recall stones into their personal vaults (/bank) and can now destroy them.

      • Players wishing to obtain another of the Recall Stones can visit the following NPCs:

        • Quartermaster Mills – Albion Throne Room
        • Quartermaster Dreiki – Midgard Throne Room
        • Quartermaster Kindrey – Hibernia Throne Room
      • Make sure to check your /bank for the Recall Stones if you speak to the Quartermasters and they won’t give you a new one!

    Hello, question is about Mastery of focus, MoF RA abilities. In Pac line level 34 instant mezz spell, would I need MoF5 to increase to lev 50 spell. Or does my specializations and RR play apart in this? For ex. have in Pac specializations 36 +10 from temp & RR, does the plus 10 get added to the level 34 instant Mezz spell and I need MoF 2 for the increase of 6 to bring to level 50?

    The Mastery of Focus realm ability raises the base level of a given spell by the listed amount. In your example, the starting point would always the same regardless of your +specialization bonus to the Pacification line, because 34 is the base level of the spell.

    How’s Patch 1.125 going?

    We’re full-steam ahead on Patch 1.125 development and are still targeting a Spring launch date! Here are some of the highlights that are planned for it:

    • Race, Name, and Gender respec feature along with at least 1 new Race/Class combination in each realm!
    • New Realm vs Realm based alternative currency system that will enable players to obtain certain high-end loot through RvR!
    • A general streamlining of the myriad RvR-related quests and rewards under the new currency system!
    • Keep and tower difficulty adjustments, including attackable ‘postern’ doors that protect keep gatehouses’ boiling oil areas!
    • A new keep-siege dynamic objective system which will be implemented in the Molvik battleground in 1.125 and will potentially be extended in later versions to the other battlegrounds and the Frontier keeps if well-received.
    • Mithril-purchaseable masks that even Minotaurs can wear!
    • Visible cooldown timers on spell icons on the quickbar and on the active buff/debuff area!

    There is of course much more but you’ll have to stay tuned for the full patch notes later this Spring!

    Exciting changes ahead!

    Enjoy the weekend, and see you in the frontiers 🙂