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THE HERALD

  • 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

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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

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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 🙂

  • General

    The Rites of Spring Event, Bonuses, and Ghost Keep Changes

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    Update: The Ghost Keep event and Ellan Vannin portal ceremony, Buggane’s Obelisk buff, and keep changes will remain in effect until patch 1.123 when permanent solutions will be addressed.

    Springtime is here again, and with the warmth and renewed bloom of the landscape an ancient menace returns!

    The deceptively cuddly Harbinger of Spring has found its way onto Ellan Vannin. The Kings of the Realms have placed a bounty on this beast for any who wish to drive the menace out of their lands and to collect the coveted Gem of the Harbinger!

    Additionally, we have the following changes to the Ghost Keep event to announce and of course, some RvR bonuses for you!

    The Rites of Spring event and these bonuses will continue through Monday, May 1st.
     

    Rites of Spring Event

    Visit the following to receive the Rites of Spring quest:

    Sir Yvain in Castle Sauvage or in the Catterick Hamlet relic town
    Sinfjotli Sigmundarson in Svasud Faste or in the Godrborg relic town
    Fionn mac Cumhaill in Druim LIgen or in the Crair Treflan relic town

    Remember, the quest is battlegroup credit and also automatically given upon defeating the Harbinger of Spring so don’t worry if you forgot to grab it!

    Note: All characters will be able to obtain the Gem of the Harbinger and Bracelet of Springtime Folly, even if they got one last year! 

    Battleground players, don’t forget to speak with Lady Mirabelle in Castle Sauvage, Svasud Faste, or Druim Ligen in order to obtain the Egg Hunt quests!

    Additionally, this year marks the return of the Spring Egg Trophy quest. Simply complete any of the Egg Hunt battleground quests or the Rites of Spring quest to be eligible for and offered it.

    The Garden Nest and Flower Box trophies will spruce up any home’s garden!


    Ghost Keep Event Changes

    • When a realm completes the initial Ancient NPCs’ quests by reaching the threshold first, the Ghost Keep Lord will now immediately spawn and offer the Grave Honor quest.

      • The Ghost Keep Summoner will no longer spawn and there will no longer be a Summoning phase after the initial quests are completed.
      • The Wraith and Reaper quest givers will also immediately spawn after the Ancient NPCs’ quest threshold is reached.
    • The threshold for completing the Ancient NPCs’ quests in each realm has been tripled.
    • These changes should streamline the event and help encourage active participation at each stage!

    Bonuses

    On Ywain:

    • 25% bonus to RP gain in all NF zones (including the Labyrinth)
    • 25% bonus to RP gain in the battlegrounds
    • 100% bonus to normal XP gain in all classic zones and dungeons
    • 50% bonus to normal BP in all NF zones and battlegrounds

    On Gaheris:

    • 100% bonus to normal XP gain in all classic zones and dungeons
    • 50% bonus to normal BP gain in the capital cities
    • 50% 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

    Friday Grab Bag – 04/07/2017

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    It’s Friday, and hopefully the weather is looking up for the weekend’s activities..yay. 

    Thanks as always to everyone who sent in questions, keep ’em coming, we can take it! 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.

    Without further ado, this week’s questions!

    When Vamps were released, they were toted as having naturally high health regen.
    My experience supports this. The recent addition of Necromancer undead form with higher health regen has me wondering – how much higher is Vamp health regen, as opposed to other classes?

    The level 46 Shadow Mastery self-target health regen that Vampiirs get has a delve of 150. Contrast that to the highest health regen spell on other classes (not including the Necromancer) with a delve of 118 on the Mentalist single-target HoT. The Necromancer’s Decrepit Form grants a different kind of health regen than the Vampiir so comparing delves directy doesn’t work but it ends up being a faster rate of regeneration on the Necromancer. However, the increased regeneration rate on the Necromancer’s Decrepit Form is offset by their lack of Armor Factor and inability to stand toe to toe in melee like the Vampiir can while still benefiting from their health regen.

    Someone brought up that pierce/thrust weapons now are entirely based on dexterity, I’ve been looking for a grab bag or patch notes that’s answered this question but I haven’t been able to find it. Do pierce/thrust weapons use only dexterity as a stat towards their damage now or is it 50% strength 50% dexterity still? Or does it all depend on the class you are playing?

    Most thrust weapons use both dexterity and strength stats to determine damage, defense penetration, and weaponskill; these lines are Pierce in Hibernia, Thrust in Albion, and Hand to Hand and Spear in Midgard. Some thrust-damage weapon lines, like Celtic Spear and Large Weapons in Hibernia or Two-Hand and Polearm in Albion are entirely strength-based. The only weapon lines that are entirely dexterity-based are Shield,  Friar (and caster) staff, and Archers’ bows. Mauler Staff and Fist Wraps interestingly enough, are entirely strength-based.

    While I play most realms, and have most classes on each realm. I’ve recently ventured into trying the new flavor necro classes, both melee and caster version specs.  While the melee necro is abundantly strong, it is however more balanced than caster necros with the heal pet.  Why does the pet heal for 500+ hp per heal, AND cure dot/disease in one single swoop?  I would also like to know for Molvik RvR sessions, will pet class abilities ever be scaled to character level (IE SM pets having purple NS and debuffs)?

    The heal pet only heals for those sorts of values and casts the cures when in Spirit Form. When in the other caster form, Decrepit Form, the heal pet is not casting any cures and heals for less. Additionally, both heal pets are *extremely* vulnerable to melee and spell damage. That said, we are not done adjusting both the Necromancer or pets as a whole. Scaling abilities better in the battlegrounds as well as some overall pet-class adjustments are both coming in patch 1.123!

    Can you explain the benefits to enchanting crafted armor and weapons? Some say it affects absorb but I’ve also heard it’s AF that it affects and not absorb.

    Certainly! Enchanting armor is necessary to reduce the hit-rate enemies have when meleeing you. Enchanting weapons increases the hit-rate of a character when meleeing a target. If you are missing a lot with your weapons or never seem to get missed in melee make sure your gear is enchanted!

    When is the Harbinger of Spring making its return?

    The Harbinger of Spring event is slated to go live next Friday, April 14th and run until Monday, April 24th!

    What’s coming in Patch 1.123 and then what’s next after it’s out?

    1.123 is our major focus right now and is slated for later this Spring (currently mid-May).  Here’s what to expect:

    • Shaman Cave, Druid Nature, and Cleric Smite specialization improvements.
    • General improvements to the Skald and Minstrel.
    • Assassin melee specialization adjustments.
    • Normalizing burst damage across all Light Tanks a bit more.
    • Melee or utility improvements to several hybrid classes such as Mauler, Friar, Reaver, Champion, Vampiir, Thane, and Valkyrie
    • Additional adjustments to various pet-based classes.
    • Introducing our first foray into MTX with the introduction of a new mount type as well as some cosmetic variations of popular armors!
    • Item /uses and procs, along with the ability to stack multiple item-based abilities at once, will be toned down to help shift the focus of combat back to class and realm abilities instead of equipment!
    • RvR changes that piggy-back onto how the Ghost Keep event’s feedback goes.

      • Potentially leaving Caer Benowyc, Bledmeer Faste, and Dun Crauchon as normal keeps and adding in some new ruined areas in Hadrian’s Wall, Odin’s Gate, Emain Macha, and/or Ellan Vannin to offset their loss.
      • Removing the PvE quests in the battlegrounds and increasing the rewards on their RvR-focused quests.
      • Removing or altering Buggane’s Obeslisk objective.
      • Removing or altering the portal ceremony to Ellan Vannin.
      • New RvR quests!

    After 1.123 is out we have several things on the horizon for the summer:

    • Dark Age of Camelot website revamp!
    • A Dragon’s Curse campaign continues!
    • 1v1 Tournament!
    • 5v5 Tournament!
    • And finally, some detailed updates on alternate server and ongoing Ywain plans!
  • General

    The Ghost Keep RvR Event and Hot Fix Notes

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    A ghostly incursion has begun in the Frontiers…

               
     
    • Members of each realm should make haste to their ghostly ambassador to strengthen their realm’s cause:

      • Albion – See the Ancient Paladin in the Catterick Hamlet relic town
      • Midgard – See the Ancient Thane in the Godrborg relic town
      • Hibernia – See the Ancient Champion in the Crair Treflan relic town
    • Players should ask the ‘Ancient’ NPCs for a [progress] report to be directed to the current task at hand.

      • These NPCs offer two quests during the ‘supply’ phase of the event that can only be obtained and completed during that phase.
      • Once a ‘summoning’ phase has been started by a realm, the ‘supply’ phase ends for all three realms and these NPCs will direct players to defend or attack the appropriate Ghostly Summoner.
      • Once a ghostly keep lord has been called forth, the ‘summoning’ phase ends and these NPCs will direct players to defend or attack the appropriate ghostly keep lord!
      • Be sure to visit this NPC at each phase to ensure you pick up any available quests.
    • Earn extra realm points for completing the tasks throughout each phase of the event!
    • A successfully summoned ghostly keep lord will offer the new Ring of the Summoned reward, along with a quest to players that pay them a visit!
    • Earn the new Ghostly Medal of Valor for successfully defending your realm’s ghostly keep lord long enough for them to grant a new task!
    • For more in-depth information, a handy guide can be found here that explains the phases of this event in detail!
                      
     

    The following RvR changes are now live for the duration of this event! Depending on feedback, some or all of these changes could become permanent.

    • The ruined keeps of Caer Benowyc, Bledmeer Faste, and Dun Crauchon, along with their towers, have been restored to a normal, non-ruined state.

      • These keeps will still only have two towers instead of three.
      • Please note that they will still appear as “ruined” on the /realmwar map for the remainder of the event.
      • The ‘Resource Crates’ for the Supplies for the Cause quest remain inside the now non-ruined keeps. They are also still available on Ellan Vannin.
    • The Buggane’s Obelisk buff now only awards characters bonus bounty points and coin and no longer awards bonus realm points. This is to encourage players to participate in the event and mainland RvR more.
    • The portal ceremony in each realm’s relic town has been disabled. This is to encourage players to participate in the event and mainland RvR more.

    The Ghost Keep event will run until Monday, April 24th *at least* and depending on feedback, may run until patch 1.123!

     
               

    Finally, the following class and general changes are now live!

    General

    • The adventure wing instances in the classic-world dungeons have been disabled. This was an over-sight with the recent addition of the new campaign’s dungeons and the disabling of the Catacombs expansion zones.

    Animist

    Creeping Path specialization

    • All armor factor debuff spells have had their duration reduced to 15 seconds, down from 45 seconds. This aligns all 3 realms’ armor factor debuffs.

    Bonedancer

    Darkness specialization

    • The non-targetable phantasm summons in the Bone Revenant line of spells no longer attack or uncover stealthed targets.

    Suppression specialization

    • All disarms have been changed to fumbles.
    • Level 1 – Punish Combatant – 1500 range – Instant cast – 3s duration – 5m reuse – 20% power – Increases the targets fumble chance by 3%.
    • Level 11 – Punish Assailant – 1500 range – Instant cast – 6s duration – 5m reuse – 20% power – Increases the targets fumble chance by 5%.
    • Level 21 – Punish Aggressor – 1500 range – Instant cast – 8s duration – 3m reuse – 20% power – Increases the targets fumble chance by 10%.
    • Level 31 – Punish Opponent – 1500 range – Instant cast – 12s duration – 60s reuse – 20% power – Increases the targets fumble chance by 20%.
    • Level 41 – Punish Soldier – 1500 range – Instant cast – 15s duration – 60s reuse – 20% power – Increases the targets fumble chance by 30%.

    Bone Army specialization

    • Level 42 – Ruin Bones – Damage reduced to 121 per tick, down from 131.

    Heretic

    • Level 48 – Torrential Blaze – Damage increased. Now delves for 170 damage, up from 150, and increases by 60% each tick (2s frequency), up from 50%, with a maximum damage increase of 170%, up from 135%. Range remains at 1600, 15s duration.
    • Level 42 – Whirling Blaze – 115 damage and increases by 45% each tick (2s frequency), with a maximum damage increase of 110%. Range remains at 1600, 15s duration.

    Mentalist

    Mana Magic specialization

    • Level 46 – Storm of Insanity – Damage reduced to 121 per tick, down from 131.

    Necromancer

    Deathsight Baseline

    • The ground disease spell has had its values adjusted as follows:

      • Level 6 – Decrepit Ground – Range reduced from 1000 to 500, radius reduced from 250 to 75, tick frequency reduced from 1s to 5s/tick..
      • Level 16 – Wretched Ground – Range reduced from 1000 to 500, radius reduced from 275 to 100, tick frequency reduced from 1s to 4.5s/tick..
      • Level 26 – Rotting Ground – Range reduced from 1000 to 500, radius reduced from 300 to 125, tick frequency reduced from 1s to 4s/tick..
      • Level 36 – Desecrated Ground – Range reduced from 1000 to 500, radius reduced from 325 to 150, tick frequency reduced from 1s to 3.5s/tick..
      • Level 46 – Unholy Ground – Range reduced from 1000 to 500, radius reduced from 350 to 200, tick frequency reduced from 1s to 3s/tick.

    Deathsight specialization

    • Level 47 – Infinite Death – Damage reduced to 121 per tick, down from 131.

    Warlock

    Witchcraft specialization

    • All armor factor debuff spells have had their duration reduced to 15 seconds, down from 45 seconds. This aligns all 3 realms’ armor factor debuffs.

  • General

    A Dragon’s Curse Campaign: Chapter 1 and Client update

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    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.

    Client Changes

    • In addition to the campaign, we have the following updates to our client!

      • Users can now set which monitor they want the full-screen borderless windowed client to appear on if they have multiple monitors.
      • Windowed, borderless windowed, and full-screen graphics settings now update on the character select screen instead of requiring users to login and logout to get the settings to update.
      • Fixed a client crash issue when closing the client with Esc after going linkdead.