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THE HERALD

  • General

    Friday Grab Bag – 06/02/2017

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    ‘Tis Grab Bag time!

    Our May newsletter went out during the week! If you aren’t subscribed to receive our newsletters, sign up now! In the meantime, you can view the newsletter in your browser here.

    If you have any curious game related questions for our DAOC Devs, don’t forget to send them in 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!


    Where will MTX be hosted and how does that translate to the game? Will an in-game UI exist? Will a new UI be released?

    At first, Mithril shops will be very similar to regular in-game stores. You’ll visit a Mithril NPC and buy its items like you do with all other in-game stores. The difference is just that the store will only accept the new Mithril currency. So no, to start there is no new User Interface window, it will just be the existing in-game store window that you’re already familiar with but down the road we may add in a new window as the amount of items for sale grows and mandates that.

    Mithril currency will be purchased on the Origin.com website and will be redeemed as a code, very similar to how the Game-Time Codes work. Once a Mithril pack is purchased, users will redeem it on the accounts.eamythic.com website.

    The unique thing about how Mithril will work is that once you apply the code, that amount of Mithril will be available on ALL Dark Age of Camelot accounts that exist under that EA email address login. In other words, if you pay for multiple accounts under the same email address, you’ll be able to buy a Mithril pack on the Origin store, redeem it once on the accounts.eamythic.com website and have the Mithril show up on both of your accounts in-game. Obviously, if you purchase an item on 1 account, the amount of remaining Mithril will be updated on the 2nd account.

    This makes managing your Mithril funds across all of your accounts as easy as can be! That said, it’s yet another reason to secure your accounts and ensure that only you have access to them at all times.

    There are many inconsistencies across the board on abilities and their descriptions or tooltips. Are any plans being made to update discrepancies players see between what an ability does versus the description? Other information might also be useful, such as block % cap, and what your character’s numbers really are.

    We are quite close to releasing our item database which will contain the same delve/tooltip information that is found in the game. After that, another big project on our plate is getting a spell, style, and ability database out there so that players can have updated ability info at their fingertips. With that project, we can take a look at stream-lining a lot of redundancies in the delve code to weed out many of the inconsistencies and potentially add more valuable and straightforward information as well!

    Is the guild auto promotion turned off? How long must a guild be without an active rank 0 before the auto promotion kicks in?
    Are there any plans to turn it back on?

    Guild promotion is turned on and working.

    It takes roughly 45 days before a new guild leader will be promoted, assuming the inactive guild leader remains inactive for that period and that there are active, non-rank 0 characters in the guild available for promotion.

    If you are absolutely certain it’s been longer than 45 days, please file an Emergency Appeal stating the guild name, the inactive guild leader’s name, and when you think they last went inactive. Our CSRs can then investigate to see if there is an issue with the system or that guild; or inform you that the guild has a guild leader character that has been active in the past 45 days.

    I was wondering how Mastery of Focus and Wild Power affect the Creeping FnF damage turrets and pet-delivered “direct” damage spells.

    For the DD spells I assume those realm abilities work exactly like they do for other caster’s DD spells. But for the DD turret pet I am not sure if WP has any effect at all (as they are pets). And will the MoF decrease the miss chance for FnF pets?

    Wild Power and Mastery of Focus realm abilities only affect the Animist’s “bomber” direct damage abilities, which are technically fired by pets. The Fire and Forget forest heart pets are not affected by the Mastery of Focus or Wild Power realm abilities. Those pets can critically hit by training the Wild Minion realm ability, however!

    I am an old school player from EU-Server Stonehenge and have been playing for a total of 15 years now. To be honest, I have absolutely no overview, how many characters I have created on all the several servers. Therefore I was wondering, if there will be a website and/or a client feature, to get an overview for all of my toons on all the different servers and in addition on the old archived servers aswell!

    This is a feature we would really like to add to our account center website but unfortunately is not quite ready yet. However, our CSRs are happy to give you a rundown of where your characters are. Simply file an Emergency Appeal in-game requesting a rundown of your accounts’ characters and their server locations. In most cases, that information will be emailed to you within a couple days. The CSRs will only provide the location of level 50 characters as accounts sometimes have many dozens of non-50 characters. If you do want to know where your non-level 50 characters are, just be sure to explicitly state so in your appeal, and they’ll name the servers in their reply!

    Happy Friday all! 🙂

  • General

    Ywain and Pendragon Server Downtime – Amazon Maintenance

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    Update 9:12 AM EST / 2:12 PM GMT: Ywain and Pendragon are once again up and open to players!

    The Ywain and Pendragon servers will be coming down Wednesday, May 31st at 5:45 AM EST / 10:45 AM GMT for maintenance of Amazon server hosting.

    The servers are expected back up before 11 AM EST / 4 PM GMT.

     

  • General

    A Dragon’s Curse Campaign: Chapter 3 and RvR bonuses

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    The Traveling Merchants have ended and the +100% RP bonus has been replaced with a +50% RP bonus. The new +50% RP bonus and the Ghost Keep event will last until patch 1.123 comes to the live servers!
     

    Chapter 3

    Albion
        Commander Selan has heard no mention of the next magic stone, but there is word of an unexpected ally from within Childe’s Tomb. Artemelis, Selan’s trusted companion, has met with the tomb’s keeper, and he is willing to provide Selan with valuable information that may tip the tide in Albion’s favor.
    Midgard
        With Garmr and his men investigating the location of the next magic stone, Sigrun and Theso have learned of a Drakulv traitor within Drakulvhamn. This traitor, a highly influential and respected Oracle of the Drakulv, has agreed to meet with a hero of Midgard and show them the potential of the Soul Stone’s true power.
    Hibernia
        Salle the Glimmer Fairy continues to prove a valuable ally, as she has discovered the dormant power within your Soul Stone. Speak to her by calling her with her flute, and she’ll explain how Hibernia can harness the stone’s ominous might.

    If you lose Salle’s flute, you can receive a new one by speaking with Salle in the Rift.

    A Dragon’s Curse (Chapter 3)

    The campaign continues! The Soul Stone’s Power awaits!

    To start chapter 3:

    • Speak with Commander Selan in Childe’s Tomb in Dartmoor.
    • Speak with either Theso or Sigrun, depending on the path you’ve chosen, in Drakulvhamn in Malmohus.
    • Visit Salle the Glimmer Fairy in the Rift in Sheeroe Hills.

    Chapter 2


    Albion
        We’ve finally broken through the barriers and have laid the uncharted tunnels open for exploration. If what Rackham says is true about the Soul Stone, I fear we may already be too late to stop the plans of the Tenebrae. Nonetheless, our next move is planned. Make haste to me.
    — Commander Selan
    Midgard
        The incessant wind has finally stopped. We can now venture deeper into these treachorous tunnels. If the Soul Stone was an indication of the riches to be found, we of the Frozen Torch are destined to more glory, fame, and wealth than I first thought. Garmr’s prattling about some ceremony be damned; there’s a dragon’s treasure hoard down here and we’ll be the ones to take it.
    –Theso of the Frozen Torch
    Hibernia
        The Abagath have finished their work with the energy barriers, I can finally lead you further into The Veil. I will be by your side to guide you in this place, for there are many dangers. Nothing matters compared to our search for the dragon eggs. We must find them, for Hibernia!
    –Salle, the Glimmer Fairy
    A Dragon’s Curse (Chapter 2)

    The campaign continues! Find the Blood Stone!

    To start chapter 2:

    • Speak with Commander Selan in Childe’s Tomb in Dartmoor.
    • Plan your next move with the Drakulv traitor, Garmr in Drakulvhamn in Malmohus.
    • Visit Salle the Glimmer Fairy in the Rift in Sheeroe Hills.
    The entire dungeons are now open for exploration!
     
    • Several new quests and quest types have been added to the dungeon:

      • Normal Quests – Can be done as a solo player.
      • Elite Quests – Will typically involve a small group to complete. These are marked (Elite) in the quest’s title.
      • Battlegroup Quests – Will require a battlegroup to complete. These are marked (Battlegroup) in the quest’s title.
      • Campaign Quests – Will have varying degree of difficulty. These are marked as [Cursed] in the quest’s title. They also state if they are achievable (Solo), as a (Small Group), or require a (Battlegroup).
      • All quest credit is battlegroup credit (but can be completed as a solo or group as well).
    • Aurulite and loot changes:

      • The Aurulite Merchants have new potions!
      • Legacy Merchants that offer legacy Catacombs items have been added inside the dungeons.

        • These will be updated with more legacy items in the coming chapters. 
      • The chance for all enemies in the new dungeons to drop aurulite has been increased.

        • Named, non-elite enemies, have an increased chance to drop aurulite. However, they are typically more difficult than regular enemies.
        • Enemies marked <Elite> always drop a larger stack of aurulite. Elite enemies are typically powerful and require several allies.
      • The crafting ingredient, powdered aurulite, has been added to the loot table of the dungeon enemies.


    Chapter 1

    Albion
     
        I said I would call upon you again and now I have. Together with our new Undead allies, we have found the stronghold of the Tenebrae. They make base in an ancient tomb deep within Dartmoor, one whose legends tell of an old hunter who died here in a snowstorm. What a different place Albion was back then. Meet me here, and with our new allies we can begin to end this Undead threat.
    — Commander Selan
    Midgard
        It is time, adventurers. The glory, fame, and riches we have for so long been chasing finally are within reach. It is time to invade Drakulvhamn, home of the nasty Varulv that aided Gjapinulva. There are bound to be riches inside – and the Frozen Torch will be the ones to claim them.
    –Theso of the Frozen Torch
    Hibernia
        At first, I was uneasy about betraying my kind, the Glimmer. But now, I see the good in the world, the good in Hibernia. There is a phenomenon occurring, one that hasn’t been seen in decades. The Veil has once again opened, leading to what is one of the infinite rifts inside of it. The opening is in Sheeroe Hills, and this must be more than mere coincidence. The dragon eggs must be involved. Meet me inside – I will be waiting for you.
    –Salle, the Glimmer Fairy
    A Dragon’s Curse (Chapter 1)
     
    • Venture into Dartmoor, Malmohus, and Sheeroe Hills once again and continue A Dragon’s Curse!
    • New open-world dungeons have been added to the three realms, and these can be found in each realm’s dragon zones!

      • Dartmoor – Explore around the soutwest corner of the zone for tomb’s entrance!
      • Malmohus – Explore around the northwest corner of the zone for the tunnel entrance!
      • Sheeroe Hills – Explore around the northwest corner of the zone for the veil’s rift entrance!
      • Please note that if you are currently logged in you must re-patch to be able to see the new dungeon entrances.
    • Aurulite returns! Within the new dungeons awaits quests and enemies who will award players with aurulite, which can be spent at the new aurulite merchants within the dungeons!
    • The encounters involved in Chapter 1 are meant for a single player to be able to complete alone. However, to do so will be challenging so we encourage players to team up with your fellow realm mates for a speedier conquest!

    A Dragon’s Curse (Prologue)

    • In case you haven’t completed the Prologue yet…

    Albion

    There is an un…easy tension stirring in Albion. Commander Selan and her companions, King Constantine’s chosen heroes, have been given authority over this unusual phenomenon. There is quite the uproar occurring near Albion’s grand church. Find Commander Selan and speak to her!
     

    Midgard

    Roshak has been assigned to investigate the distrubance in Malmohous by King Eirik and is ruminating on who should lead the expedition. Theso, leader of an unruly band of treasure hunters and scoundrels known as the Frozen Torch, is now leading the forefront to find lost Midgard relics. The only way to stop these treasures from falling into the wrong hands is to find them first, and that’s just what Sigrun of the Shield of Valhalla, a sect of Valkyries and other soldiers loyal to Midgard’s ancestry, plans to do. Visit Roshak in the Assembly Hall and then find Sigrun and Theso arguing near the Burial Grounds in Jordheim.
     

    Hibernia

    The Veil has become unstable, and we’ve dispatched Hibernian Magi to try and quell the disruption. On top of that, a Glimmerling has ventured from Sheeroe Hills and has come to Tir Na Nog seeking an alliance in regards to the unstable rift. The Glimmer working with Hibernia is a rare occurrence indeed, and is worth at least hearing out this messenger. Our Tailtiu allies have escorted the Glimmer here, and Supreme Eldritch Cystilla has been assigned to oversee the matter at the rift’s entrance.

  • Patch Notes

    Live and Pendragon Hot Fix

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    Before we get to the Hot Fix notes below, we are excited to announce that the 100% realm point bonuses and traveling merchants will be extended until the morning of Tuesday, May 30th in celebration of Memorial Day weekend. Enjoy the long weekend!

    We have both Live and Pendragon test server hot fix notes for you this fine Thursday:

    Live Server Notes

    Quests

    • Aten’s Shield encounter now properly awards level 10 artifact encounter credit.
    • Aten’s Shield level 10 version can now be properly activated by Shaman and Healers.

    Pendragon Test Server Notes

  • General

    Friday Grab Bag – 05/19/2017

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    Happy Friday all (yay!)…following on from yesterday’s Patch 1.123a notes, today’s Grab Bag answers some feedback and questions from around the community!

    If you have any curious game related questions for our DAOC Devs, don’t forget to send them in 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 Grab Bag!

    Will you be adding map points for the new ruined areas in Hadrian’s/Emain/Odin’s, and will these areas be capture-able or just as is with quests and objectives?

    We will be updating the realmwar and normal zone maps so that these new additions are shown prior to patch 1.123 going live. Adding dynamic indicators will only happen if we do end up making them capturable points. For now, they are meant to be locations with quests and objectives but not capturable points. This is because we want to really focus on these areas being for smaller groups or individuals and not full-groups and battlegroups. Making them capturable lends more to the latter. That said, it’s not out of the question and we welcome any feedback on these new areas!

    If you haven’t taken a look at them, you can find them at the following locations:

    -South of Caer Berkstead up on the previously impassable terrain area in Hadrian’s Wall.
    -East of Bledmeer Faste on top of the western-most plateau in Odin’s Gate.
    -Between Dun Bolg and Dun Crauchon on the previously impassable terrain in Emain Macha.

    With Celerity on Minstrel reaching 37%  as a chant, are there any plans to increase the Skald celerity?

    The Minstrel’s celerity buff is not quite a chant. The Minstrel has to pull out their instrument, not get interrupted, and play the song (ala their mesmerisation song ability) before being able to swap back to their weapons and benefit from celerity for the remainder of the 15s duration (which is a minimal benefit on a 1-handed class). This mechanic is exactly how the other new Minstrel songs work as well. The Skald damage add + celerity is an always-on song. Right now, considering Skalds are a 2-handed class and given what else they received this version, we have no plans for upping the celerity value.

    As per the notes: “Stealthed characters should update more frequently so that there is less “ghosting” of them when they go in and out of clip-range.”….. Will this have any impact on stealth detection?

    Marginal, if at all. This is a bug fix where sometimes stealthed characters who left another player’s detection range would stick around for an extra 5-8 seconds in that location with their last known heading. This change essentially reduces that time to 2-3 seconds. Reducing it further would have an impact on detection, which is why we didn’t!

    Can you please explain the reasoning on the Archer and Assassin changes?

    With the introduction of the Use Limitations and adjustment made to ablatives values across the board, some of the damage openers needed to be toned down. This is why Perforate Artery and Critical Shot were both reduced in damage.

    The removal of Called Shots was also partly related to the item changes but was mostly due to feedback requesting their removal and returning Critical Strikes to an opener and style-chain-based damage line.

    Are we going to see changes to the classes mentioned previously that didn’t make it into the 1.123A notes like Champion, Thane, Reaver, Valkyrie, Valewalker, etc?

    Yes, patch 1.123 will have 2 major Pendragon versions prior to going live. The one yesterday was the first and the next one should include class changes for the mentioned classes in just a few short weeks. However, the changes will be a bit more minor in scope as most of them are already performing well at the moment.

    That’s it for today….see you on Pendragon! 🙂

     

  • Patch Notes

    Test Sever Downtime – Pendragon Patch 1.123A

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    Pendragon is open for testing!

    The Pendragon test server will be coming down tomorrow, May 18th, at 2:00 PM EST / 7:00 PM GMT to deliver patch 1.123A to Pendragon! Read below and click the button for the full notes!

    Highlights

    • Smite Clerics, Nature Druids, and Cave Shaman make their triumphant return to the forefront of the battlefield along with several hybrid class changes and much more!
    • Battle over the newly discovered buried ruins of Moydruim Castle in Emain Macha, the newly built Trellebourg fortress in Odin’s Gate, and brave the heights and depths of Folley Lake’s stronghold in the highlands of Hadrian’s Wall!
    • New, long-duration item /use limitations and ablative adjustments have arrived!
    • The ruined keeps of Caer Benowyc, Dun Crauchon, and Bledmeer Faste have been permanently restored!
    • Daily quests, MTX, battleground improvements and much more is on the way. Read on for the full details!

    Folks,

    It’s been a fun Spring! The Ghost Keep event and Come Back to Camelot campaign have been a resounding success as RvR action has been as fast-paced as ever with intense, epic battles over the Ghost Keeps! With Patch 1.123, we are continuing our momentum with several exciting new features that we’re unveiling details of for the first time!

    First, we’re very excited to announce details of our foray into microtransactions with the sale of a new use for a familiar, old and infamously unused currency: Mithril! Mithril packs will be on sale on the EA Origin store in the coming month or so. You’ll be able to redeem them on our Account Center (https://accounts.eamythic.com) for Mithril in-game. The redemption will be *account*-wide. So no need to trade Mithril across your characters; in fact it won’t be tradable at all. In-game, we’ll then have some new stores available in the capital cities that will offer some awesome cosmetic rewards in exchange for Mithril!  We have been hard at work implementing and testing this new feature but need just a few more weeks before letting you all get your hands on it with a follow-up Pendragon version (1.123B). Then, once we and YOU are happy with its implementation, we’ll launch patch 1.123, along with MTX, to the live servers. You’re going to LOVE the mounts and other cosmetic-only options we have in store for you!

    One quick, but very important aspect of announcing these MTX details now is to drive home how important account security is well before we launch this feature. No matter how much you think you trust your spouse, sibling, parent, friend, or complete internet stranger… DON’T SHARE YOUR ACCOUNT INFO! If you plan to participate in purchasing Mithril packs, this is even more important. Our Customer Support team, along with EA’s billing team, will always do their utmost to ensure your account’s security but you are its first line of defense. Be smart!

    Second, we’re thrilled to be introducing some new RvR areas to some of the most iconic zones in the Frontier. These areas are going to be more than just another battlefield. They’ll be a part of a more integrated and directed RvR-quest system designed to help new, casual players along with veteran solo players and smaller groups get up to speed quickly in RvR or find action that’s more suitable to their play levels and play styles; while still being able to impact the overall war effort! In conjunction with this system, we’ll begin offering new Daily, Weekly, and even Monthly repeatable quests starting with 1.123B on Pendragon. These won’t just be limited to these new RvR quests but will filter out to many other popular aspects and areas of the game!

    More in the immediate term, we are excited to showcase the class changes of this version (stay tuned for a highlight video!) which both drive the game forward and also address many your stated issues with the previous changes!

    Additionally, the new item /use system has set us up to be able to re-focus on class and realm abilities over item abilities while still maintaining the fun aspects of templating out your characters and obtaining new gear! Most importantly, we’ve tried to approach these changes so as not to directly change the many item /uses you know and love while still adjusting ablatives down a bit and reducing the ability to stack several layers of defensive abilities easily.  As such, we think you’ll be very happy with the measured approach we’ve taken and look forward to your feedback regarding both the new item /use system and how time-to-kill in RvR is impacted overall. We have looked at this issue from many angles and determined that reducing damage wholesale across the board was simply unwarranted and we heard your feedback loud and clear on waiting to introduce any Champion Level increase for some time.

    Thank you for your commitment to this great game and we look forward to the bright months ahead!

    Onward,

    John Thornhill
    Producer

    Important Note:

    • We highly suggest separating out your normal game directory from your Pendragon game directory *before* patching and testing on Pendragon.

      • If you do not do this, you *will* experience issues when patching 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 run the patcher again.

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

  • General

    Friday Grab Bag – 05/05/2017

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    Welcome to another fabulous Friday Grab Bag to launch us into the weekend!

    Thanks as always to everyone for sending in your questions, keep ’em coming! You can send in your questions through our Grab Bag submission form. Please note this is for game questions, feedback should be sent in through our feedback form.

    Our April newsletter went out last week, if you aren’t subscribed to receive our newsletters, sign up now! In the meantime, you can view the newsletter in your browser here.

    Now, on to the questions!

    What is the difference between a Frigg, Mending Pot, or Cleric Health Regen?  How do they work?  Do they stack? And which one is better?

    These 3 abilities are all the same form of health regen. The Shaman Frigg and Cleric Health Regens each stack with mending potions but do not stack or co-exist with each other (only applicable on Gaheris).

    The differences are essentially just how they are cast, their durations, and their delves:

    -Shaman Friggs are single or group-targeted spell casts that last 30s and range in delves from 30 hp/tick at the lowest single-targeted buff to 132 hp/tick at the highest.
    -Cleric health regen buffs are single-target, concentration-based buffs. It delves from 3 to 9 hp/tick.
    -The mending and omni-regen potions are self-only and last 10 minutes. They also delve from 2 to 8 hp/tick.

    The form of health regen used with all three of these abilities works so that each time your character’s health regen “ticks” naturally, its regen value is boosted by the above delves.

    In addition to the stated delves, the Shaman and Cleric buffs’ have their effectiveness increased with higher specializations in Mending or Enhancements, respectively.

    How do the different buff spells affect pets? I buff my chanter’s pets with a druid, but I’m not sure what buffs are useful and what the buffs actually do for each pet. Thanks

    Strength buffs increase a pet’s melee damage.

    Constitution buffs decrease damage done to a pet.

    Dexterity buffs reduce a pet’s spell cast timer, decrease damage done to the pet and increase its chance to hit with archery and bolts.

    Quickness buffs reduce a pet’s melee attack timer.

    No other concentration buffs affect pets.

    If arrogance absorb MELEE damage, and archery shots, though coded like bolts, absorb MELEE ablatives, why doesn’t arrogance work against archery shots?

    The distinction for archery in regards to ablatives is that archery shots, while spells, still count as melee in some ways (a hold over from the old archery mechanics). This is why the shots can still be blocked and why bladeturn affects them. However, they *are* categorized as spells in most other ways. Arrogance is simply making a more specific check for damage from melee type weapons (excepting style spell proc damage) which doesn’t include archery shots. It’s a fine distinction but that’s the technical reason as to why the two are treated differently. For consistency’s sake, both arrogance and melee ablatives should likely affect the same damage types in the same way, but doing so isn’t a simple fix and this is rather far down the list of priorities.

    Is it intended that Animist has constitution as secondary attribute (+23 at lvl 50) and dexterity as tertiary attribute (+15 at lvl 50)? Even the classic caster classes have quickness as tertiary attribute. Do you see the possibility that all casters get dexterity as secondary and constitution as tertiary attribute?

    Animists and Warlocks are both set this way, which is as designed. Unfortunately, there are some steep technical hurdles preventing the changing of rising stats across all classes in addition to the very many abilities being balanced around the existing rising stat values.

    I really enjoyed the content in the Catacombs expansion, especially the PvE quests that span all level ranges. I was wondering if we will ever be able to access the old quests and zones in Catacombs again.

    The zones, yes! The quests will depend. We will likely keep some of them but most will be changed or replaced. Stay tuned for the completion of A Dragon’s Curse campaign for the full details on the Catacombs expansion’s areas. In the meantime, it’s disabled for several reasons:

    1. With the campaign, we’ve re-introduced the aurulite currency and are strictly controlling its economy going forward and so want to limit access to Catacombs areas that dropped it until we’re ready for players to venture into those areas again.
    2. While some players do enjoy the low level content in the expansion, it had become redundant with the New User Journey and dungeon revamps in the classic-world zones.
    3. Not only was the content redundant but it spread out the population a bit too much, especially at low levels, which is not good for the health of the game. This is mostly the case for new and lower level players who we want to funnel into shared areas. It’s also true for the number of instances that Catacombs introduced (at all levels) which provide too many options, further diluting the population, while also not being high-quality, engaging encounters due to their sheer number.
    4. Closing the zones to players allows us to more actively and comprehensively develop and revamp them behind the scenes so that we can provide fewer, but more engaging instances, quests, and world content in the Catacombs expansion areas. Again, stay tuned for more details later this year!

    Community note: with Chapter 2 of the Campaign, there are several legacy Catacombs items for sale on the aurulite merchant to alleviate the closing of these zones.

    That’s it for this week, enjoy the weekend! 🙂

  • General

    A Dragon’s Curse Campaign: Chapter 2

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    Chapter 2


    Albion
        We’ve finally broken through the barriers and have laid the uncharted tunnels open for exploration. If what Rackham says is true about the Soul Stone, I fear we may already be too late to stop the plans of the Tenebrae. Nonetheless, our next move is planned. Make haste to me.
    — Commander Selan
    Midgard
        The incessant wind has finally stopped. We can now venture deeper into these treachorous tunnels. If the Soul Stone was an indication of the riches to be found, we of the Frozen Torch are destined to more glory, fame, and wealth than I first thought. Garmr’s prattling about some ceremony be damned; there’s a dragon’s treasure hoard down here and we’ll be the ones to take it.
    –Theso of the Frozen Torch
    Hibernia
        The Abagath have finished their work with the energy barriers, I can finally lead you further into The Veil. I will be by your side to guide you in this place, for there are many dangers. Nothing matters compared to our search for the dragon eggs. We must find them, for Hibernia!
    –Salle, the Glimmer Fairy
    A Dragon’s Curse (Chapter 2)

    The campaign continues! Find the Blood Stone!

    To start chapter 2:

    • Speak with Commander Selan in Childe’s Tomb in Dartmoor.
    • Plan your next move with the Drakulv traitor, Garmr in Drakulvhamn in Malmohus.
    • Visit Salle the Glimmer Fairy in the Rift in Sheeroe Hills.
    The entire dungeons are now open for exploration!
     
    • Several new quests and quest types have been added to the dungeon:

      • Normal Quests – Can be done as a solo player.
      • Elite Quests – Will typically involve a small group to complete. These are marked (Elite) in the quest’s title.
      • Battlegroup Quests – Will require a battlegroup to complete. These are marked (Battlegroup) in the quest’s title.
      • Campaign Quests – Will have varying degree of difficulty. These are marked as [Cursed] in the quest’s title. They also state if they are achievable (Solo), as a (Small Group), or require a (Battlegroup).
      • All quest credit is battlegroup credit (but can be completed as a solo or group as well).
    • Aurulite and loot changes:

      • The Aurulite Merchants have new potions!
      • Legacy Merchants that offer legacy Catacombs items have been added inside the dungeons.

        • These will be updated with more legacy items in the coming chapters. 
      • The chance for all enemies in the new dungeons to drop aurulite has been increased.

        • Named, non-elite enemies, have an increased chance to drop aurulite. However, they are typically more difficult than regular enemies.
        • Enemies marked <Elite> always drop a larger stack of aurulite. Elite enemies are typically powerful and require several allies.
      • The crafting ingredient, powdered aurulite, has been added to the loot table of the dungeon enemies.


    Chapter 1

    Albion
     
        I said I would call upon you again and now I have. Together with our new Undead allies, we have found the stronghold of the Tenebrae. They make base in an ancient tomb deep within Dartmoor, one whose legends tell of an old hunter who died here in a snowstorm. What a different place Albion was back then. Meet me here, and with our new allies we can begin to end this Undead threat.
    — Commander Selan
    Midgard
        It is time, adventurers. The glory, fame, and riches we have for so long been chasing finally are within reach. It is time to invade Drakulvhamn, home of the nasty Varulv that aided Gjapinulva. There are bound to be riches inside – and the Frozen Torch will be the ones to claim them.
    –Theso of the Frozen Torch
    Hibernia
        At first, I was uneasy about betraying my kind, the Glimmer. But now, I see the good in the world, the good in Hibernia. There is a phenomenon occurring, one that hasn’t been seen in decades. The Veil has once again opened, leading to what is one of the infinite rifts inside of it. The opening is in Sheeroe Hills, and this must be more than mere coincidence. The dragon eggs must be involved. Meet me inside – I will be waiting for you.
    –Salle, the Glimmer Fairy
    A Dragon’s Curse (Chapter 1)
     
    • Venture into Dartmoor, Malmohus, and Sheeroe Hills once again and continue A Dragon’s Curse!
    • New open-world dungeons have been added to the three realms, and these can be found in each realm’s dragon zones!

      • Dartmoor – Explore around the soutwest corner of the zone for tomb’s entrance!
      • Malmohus – Explore around the northwest corner of the zone for the tunnel entrance!
      • Sheeroe Hills – Explore around the northwest corner of the zone for the veil’s rift entrance!
      • Please note that if you are currently logged in you must re-patch to be able to see the new dungeon entrances.
    • Aurulite returns! Within the new dungeons awaits quests and enemies who will award players with aurulite, which can be spent at the new aurulite merchants within the dungeons!
    • The encounters involved in Chapter 1 are meant for a single player to be able to complete alone. However, to do so will be challenging so we encourage players to team up with your fellow realm mates for a speedier conquest!

    A Dragon’s Curse (Prologue)

    • In case you haven’t completed the Prologue yet…

    Albion

    There is an un…easy tension stirring in Albion. Commander Selan and her companions, King Constantine’s chosen heroes, have been given authority over this unusual phenomenon. There is quite the uproar occurring near Albion’s grand church. Find Commander Selan and speak to her!
     

    Midgard

    Roshak has been assigned to investigate the distrubance in Malmohous by King Eirik and is ruminating on who should lead the expedition. Theso, leader of an unruly band of treasure hunters and scoundrels known as the Frozen Torch, is now leading the forefront to find lost Midgard relics. The only way to stop these treasures from falling into the wrong hands is to find them first, and that’s just what Sigrun of the Shield of Valhalla, a sect of Valkyries and other soldiers loyal to Midgard’s ancestry, plans to do. Visit Roshak in the Assembly Hall and then find Sigrun and Theso arguing near the Burial Grounds in Jordheim.
     

    Hibernia

    The Veil has become unstable, and we’ve dispatched Hibernian Magi to try and quell the disruption. On top of that, a Glimmerling has ventured from Sheeroe Hills and has come to Tir Na Nog seeking an alliance in regards to the unstable rift. The Glimmer working with Hibernia is a rare occurrence indeed, and is worth at least hearing out this messenger. Our Tailtiu allies have escorted the Glimmer here, and Supreme Eldritch Cystilla has been assigned to oversee the matter at the rift’s entrance.

  • General

    Come Back to Camelot Campaign

    Created by

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    We are pleased to announce the latest Come Back to Camelot campaign details, including 30 FREE days!

    With the Dragon’s Curse campaign, Ghost Keep event, ruined keep changes, traveling merchants, bonuses, and so much more, there is tons going on in Dark Age of Camelot!

    Check out the full details, including the upcoming patch 1.123 plans by clicking the image below!


    The following bonuses and traveling merchants are available now until May 23rd.


    Traveling Merchants

    The traveling merchants have returned to their usual spots and are offering their excellent selection of wares to any and all! You might just find some Otherworldly items for sale…

    Visit the following locations to stock up on the goods:
    Albion: Outside Castle Sauvage
    Midgard: Outside Svasud Faste
    Hibernia: Outside Druim LIgen

     

    Bonuses

    On Ywain:

    • 100% bonus to RP gain in all NF zones (including the Labyrinth)
    • 100% bonus to RP gain in all battlegrounds
    • 100% bonus to normal XP gain in all classic and shrouded isles zones and dungeons
    • 50% bonus to normal BP in all NF zones
    • 50% bonus to normal BP in all battlegrounds

    On Gaheris:

    • 100% bonus to normal XP gain in all classic and shrouded isles zones and dungeons
    • 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:

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

  • General

    Friday Grab Bag – 04/21/2017

    Created by

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    Friday Grab Bag fun time is upon us. Take a min and enjoy this week’s questions!

    Don’t forget you can send in your questions for the Grab Bagthrough our submission form here. Please note this is for game questions, feedback should be sent in through our feedback form.

    On we go…


    Why is it that cc spells (root, mezz, etc) land even though I stealth as soon as someone starts to cast? On my scout if someone I’m attacking stealths or if I lose LoS (line of sight), my shot fails.  Either it fires and hits nothing or it won’t fire at all cause they’re no longer visible. But with casters and cc, it’s like they get a free insta as it lands regardless even though they no longer have LoS. This is in reference to casted cc spells, not their insta spells.

    All classes experience the same line of sight checks when casting on stealthed targets. If a spell caster is more than halfway through their cast and their target is in view or unstealthed at that point, the spell will finish. This is the same way archery shots work in regards to casting on stealthed or out of line of sight targets. Additionally, spell-interrupts function the same way in that if the cast is more than halfway completed when an interrupting ability lands, that cast will still complete but the subsequent cast will trigger the interruption timer.  All of these systems are working as designed.

    I’ve recently started playing a Mentalist and I noticed that the spell Derangement (lvl 40 confuse spell in Mentalism spec) has no effect on theurgist pets. It delves the same as other spec confuses, which do work on theurg pets. Is this intended? If so, what is the purpose of this spell and why does it delve as a confuse?

    In our testing, these confuse spells in the Mentalism specialization affect theurgist pets in the same way that confuse spells on other classes do. The likely scenario where the confuse didn’t work is in a 1v1 environment where the theurgist pet has no other target to change to. It is the act of changing targets that causes the theurgist pet to be dispelled by confuse, so if there were no other targets for it to change to when you cast confuse, it won’t be dispelled.

    On a crafted pieces, armor or weapon. There are Imbued, enchanted, glowing and ensorcelled dust, in each of the following: Silvery, Golden, Mithril & Platinum. What is the breakdown for using? Is there a better one for the weapon or armor pieces. It is by a level of the piece is there a different result using say for example Mithril enchanted dust over Platinum ensorcelled dust?

    The Spellcrafter may enchant items with a bonus (similar to what NPC enchanters have been providing, but at a higher cost). To do this, the Spellcrafter uses dusts (coppery imbued dusts to platinum ensorcelled dusts) and combines them with the item in question to graft an enchantment bonus on it. The enchantment bonus can go all the way to 35% for the highest level items, and you can imbue partial enchantments (if, for example, you wish to save on the cost of dusts). You can also enchant an item partially and then come back later to imbue the remainder. You’ll see all of this reported in your chat window when you combine the dust to the weapon or armor.

    Your bonus is based on the dust you use, with the Coppery Enchanted Dust, your bonus is 3%. The other dusts provide higher bonuses.

    For level 50s, crafted armor and weapons should aim to have a 35% magic bonus from enchanting.

    I like the new dragons curse campaign. I was wondering about the items on the merchant. I wanted to know if you will be adding more to the merchant. The weapons for one, there are no weapons for my stealther. Bow would be good and a 1h thrust. plus a 2h weapon would be great. Also will the items be able to be re skinned with MTX?

    Glad to hear you are enjoying the campaign! We will be updating the items available for purchase with aurulite as the campaign continues.

    For MTX, we’d eventually like to add a robust item-reskinning system but for the first iteration we will only be offering existing items with different, but un-changing skins.

    Will there ever be improvements to Minstrel/general stealth spec? In the past it wasn’t much of an issue but with the multitude of items (Savage cloak, Shades of Mist, etc.) and abilities (track, improved assassin detect/movement, assassin/archer group stealth detect) it’s getting harder to stay hidden from classes that shouldn’t be able to find stealthed characters easily.

    Given the fantastic utility that Minstrels provide to the “stealth game” as a whole, upping their stealth abilities has to be done with great care. That said, we can give the line a look, along with the rest of the general improvements coming to the class (among many others!) in patch 1.123.

    Thanks as always for your questions, keep sending them in!
    Have a good weekend, all 🙂