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THE HERALD

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    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 🙂

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    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

     

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    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

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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 🙂

  • General

    Come join the DAoC Official Forums

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    We are very pleased and excited to announce that the Dark Age of Camelot official forum is now open!

    While Discord has proven to be a key tool in reaching and helping players, these forums will help us engage with the community, and you with us, even more!

    Connect and discuss all things DAoC with the whole community in one place. We have many boards covering various topics which should encourage engaging (and civil) discussions and feedback. 

    Please make sure you read our Code of Conduct on the forums, as your game account could be effected if you ignore these rules! Remember to be be civil and constructive at all times. While everyone can read the forums, only active DAoC accounts can post.

    Register with your (not anyone else’s) game account on forum.darkageofcamelot.com now!

     

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    Account Center Maintenance

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    5:30 PM EST / 10:30 PM GMT: Thursday’s Account Center Maintenance is complete. Thank you for your patience!

    2 PM EST / 7 PM GMT: Wednesday’s maintenance complete.

    The Account Center will be down today, Wednesday, April 4th AND tomorrow, Thursday April 5th at 10 AM EST / 3 PM GMT for maintenance. 

    We sincerely apologize for any inconvenience this causes and appreciate your patience as we deliver two updates to the account center that will pave the way for more comprehensive improvements in the future.

    Each downtime is estimated to last no more than 4 hours. This post will be updated upon completion of each maintenance.

  • General

    Introducing Dark Age of Camelot: Legion

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  • General

    Friday Grab Bag – 03/30/2018

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    TGIF! Welcome to this week’s Grab Bag 🙂 

    Our monthly newsletter is due later today so if you aren’t signed up, there’s still time (also, for shame! ;)). You can sign up using this link to get our newsletters right to your inbox.

    And just a quick note about account security:

    With Mithril currency shared between all game accounts under each individual EA/Origin account, our upcoming official forums will require game account info to access. Logging into the forums on any linked game account will give you access to the entire forum profile under that EA/Origin account. 

    Please make sure to protect your game and master account info. Someone using your account to misbehave on the forums won’t be an acceptable excuse from action, and be aware: some violations on the forums will result in action taken against your game account! So protect your account!!

    When will the official forums be live? Soon. Very soon!

    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!


    Just a simple question, will there ever be any improvements to the graphics? Or perhaps a revamp of the character models?

    There are several (very) long-term plans to improve the game’s graphics; specifically involving shader-optimization, higher-resolution textures, grass/tree updates, and some mob/character model improvements. However, graphical updates are not the immediate priority. RvR improvements, Endless Conquest, and UI/UX updates all take precedence for now.

    I know it sounds weird but is there any way you could make mounts vaultable? My toons have 2 or 3 mounts in pack just wasting space.

    This is on our list of things to tackle! While allowing horses into vaults/house vaults is one potential solution, another one we’ve discussed is adding a (potentially summon-able) stablemaster NPC that will keep track of your available mounts. That would have the added benefit of your mounts not taking up any inventory (or vault) space until they’re needed.

    We’d love to hear your feedback on that idea or any other solutions you all might have! 

    Is Captain Mack returning this year or is there anyone else where we can redeem the Blood in the Water quest

    For those that don’t know, the Blood in the Water quest was part of an old live-event, the Harvest Festival, that involved killing Megaladon in the Irish Sea to receive the Harvest Medal of Honor.

    We can take a look at resurfacing (pun intended) this event in the coming fall, likely with an updated reward. For now, you can visit the festival NPCs in Ludlow, Vasudheim, or Ardee to turn-in the Blood in the Water quest if you already have it completed! They won’t offer any new quests, though.

    I have a question about the Eldritch. There is an instant spirit resistance debuff in the Shadow Control Skill line. But in the Realm Hibernia, there is no class that deals mainly spirit damage. The question: what is the purpose of this instant debuff?

    This spell was introduced in Patch 1.121 as a way to help debuff enemy targets prior to landing a mez or root on them. In conjunction with that change in 1.121, all of Hibernia’s mez/root spells were changed to spirit damage. These spells were also added to Reavers (energy), Valewalkers (spirit), and Valkyries (body) in patch 1.121 and their realms’ mez/root spells were changed accordingly too.

    However, the spells have since been removed from those classes due to their synergy with legendary weapons and difficulty in coordinating the debuff with a crowd control class.

    The Eldritch version yet remains because they have access to a mez; similarly to how Bonedancers have an instant body resistance debuff that can be used with their root.

    It’s 2018, can we please be able to input numerical prices, instead of clicking an arrow 45 times for 450g?

    That would be nice wouldn’t it!?

    Alas…

    However, there are some new keyboard shortcuts (added in Patch 1.124) that will help your weary finger from all that clicking:

    • The “value chooser” windows that pop up when needing to adjust currency amounts for trades, item stack amounts, or pricing now have the following keyboard shortcuts:

      • Shift+Left-click will increment the values by 10, as it always has.
      • Ctrl+Left-click will now increment the values by 100.
      • Shift+Ctrl+Left-click will now increment the values by 1,000.
      • Continuing to hold down the Left-click while engaging any of these shortcuts for more than ½ second will cause the value to continuously change without needing to re-click.

    Have a great wekend all, and dont’ forget to get that bunny!!!! 🙂