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THE HERALD

  • General

    Relic Issue and Battleground Event

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    We are currently experiencing an issue with Relics in the New Frontiers. We are working toward fixing this issue and will keep you updated as to when the Relics will once again be available for capture. In the interim, we are activating a Battleground Weekend Event in Caledonia. With the Relics temporarily out of play, we hope that you enjoy the action in the Caledonia Battleground. We will also be activating the bonuses listed below. 

    We apologize sincerely for this inconvenience. Your Realm’s Battleground Event Teleporter’s will be available soon in:

    Albion – Master Truji in Castle Sauvage
    Midgard – Stor Gothi Acheren in Svasud Faste
    Hibernia – Channeler Inarea in Druim Ligen

    Click the ‘More’ link to check out the bonuses!


    On Ywain:

    100% bonus to normal XP gain in all classic zones and dungeons.
    100% bonus to normal BP in all NF zones.
    25% bonus to RP in all NF zones (including Darkness Falls and The Labyrinth)

    On Gaheris:

    100% bonus to normal XP gain in all classic 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:

    20% Bonus to Crafting Speed
    10% Bonus to Crafting Skill Gain

    Thank you very much for your patience during this process, and we hope you enjoy the Battleground and Bonuses!

    -Your Dark Age of Camelot Team

  • General

    My Grab Bag Got Stuck In The Overhead Bin

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    Today’s Grab Bag is devoted entirely to questions asked as a result of Friday’s Producer’s Letter

    They’re great questions and we’re really pleased to be able to provide the answers. We have questions about the adjustments to New Frontiers, the addition of 5 new Champion Levels, improvements to the LFG window and more!  Without further ado – your Grab Bag:

    Q: how about sending everyone a free 15 day time code after the change give everyone a chance to experience?

    A: We’d be happy to do a ‘Come Back To Camelot’ campaign around the time we release the adjustments to NF as well as the Champion Level updates! We’re excited to have the Frontier population increase so that everybody gets the chance to experience some awesome action! We’ll follow up with announcements on when it will take place, and rest assured it will be long enough for players to get their opportunity to play. 

    Q: Will there be new titles to go along with CL11-15?

    A: Yes, a new title will be given for each Champion Level from 11 to 15.

    Q: Is there an ETA on these changes?

    A: Our plan is to have the changes to the Frontiers out by late August and the rest we will work with you to test and hop to release around mid-to-late October, this year.

    Q: Will there be new CL15 weapons?

    A: Our plan is to introduce new CL15 weapons and armor.

    Q: Will CL11-15 increased HP?
     
    A: Yes, at the same rate that CL1-10 did. However, we are currently planning for Champion Level 11-15 to effectively require the same amount of total experience needed for CL1-10. That is to say, each Champion Level from 11 – 15 will require about 50% more XP to earn. The reasoning here is to make the journey from 10 – 15 challenging. It’s also important to keep in mind that there are currently much more efficient ways to obtain CL XP quickly than there were when CLs 1-10 were introduced.

    Q: What are you going to do to address the % increase from CL 15 with % based heal procs? It’s a genuine concern from a solo/smallman perspective. Could you either put a restriction on the chests so only support has access to them or change it so it’s no longer a % HoT? Maybe a large ablative or a flat heal proc?
     
    A: There are several items and abilities that will need some re-balancing with the increase to CL15. We plan to address those as quickly as possible. This is a great opportunity to begin a discussion with us on your opinion of the strategic significance of Champion Sub-Classing abilities. There are some truly unique approaches taken by players, and we would like to make these changes meaningful and balanced.

    Q: As someone below pointed out, won’t putting the relics back allow people to essentially invade the portal ceremony town, or will very high level guards be posted around it preventing siege deployment etc?
     
    A: The relic portal towns already have invulnverable guards and do not allow siege to be placed around them.

    Q: New Mythirians to go with cl15? Higher cap and higher stat increase etc?
     
    A: There are at present no plans to introduce any more mythirians, but that can change based on feedback. With the plan to introduce both CL15 weapons and armor, we are hesitant to add even more items with this update.
     
    Other than the health increase, there are no current plans to increase caps or stats.
     
      
    Quote: “Relics will return to Relic Temples and Relic Keeps will revert to standard, defensible Keeps”
     
    Q: This seems sweet but how does it impact the portal ceremony area?
     
    A:  The relic towns are well-guarded with invulnerable guards, do not allow siege weapons to be placed in a large radius around them, and do not allow relics to be carried into their (quite large) guard aggro-range.
     
    This should make the impact of relics in the temples fairly minimal towards the portal ceremony areas; however, we are still looking into what changes, if any, will happen to the portal ceremony, so this all may be moot if it is removed alltogether.

    Quote: “Docks will return to their original locations and the capture element will be altered or removed based on additional planning and feedback.”
     
    Q: Which original locations?

     
    A: Docks were an ambitious experiment which, from an academic perspective seemed to ‘fit’ in the dynamic of the New Frontiers. Ultimately – for lack of a better term, they complicated things. One of our principles is that: ‘well designed features are complex, *not* complicated’ – and we try our best to hold to that maxim.
     
    Docks will be returning to their original New Frontiers locations with their original boat paths and drop-offs. This means 4 docks with the 6 destinations available as they were prior to patch 1.115 (including the planned removal of the boat routes to Berkstead, Nottmoor, and Crimthainn). We feel the speed increase is an overall positive, so that will remain.
     
    We are currently planning to keep the Agramon docks and boats as they are for now, with the opportunity to improve upon them on a later update.

    Quote: “The Merchant Keeps (Benowyc, Bledmeer, and Crauchon) will once again be capture-able, claim-able, and will have port functionality – but will remain in a ‘ruined’ state”
     
    Q: Can you please add some clarity as to what this means?

     
    A: The Merchant Keeps will remain in their Ruined State but will effectively function exactly as normal keeps. We are leaving them ruined due to the considerable feedback that we received praising them as being fun areas to fight in and around due to the open/accessible layout. However, we do want to give realms that control these (now much harder-to-control) keeps the ability to port in and out of them, as well as upgrade and claim them.
     
    The book isn’t closed on Merchant Keeps, and we are open to change as a result of player testing.

    Quote: “Keeps and towers have had their light-mapping updated! The difference is quite stunning and we are looking forward to showing you these great art updates!”
     
    Q: This must mean that someone there now can do art upgrades. Huzzah. Cloaks next prz.

     
    A: Huzzah indeed! How about new Champion Weapon and Armor art instead?

    Q: Any changes to the portal ceremony in here?
     
    A: We are still looking at how best to approach the portal ceremony. It is likely to remain unchanged with this coming update, but as mentioned before – there will be live tests and time for additional feedback.

    Q: Any plans to increase the RPS per kill or reduce the timer that makes a person not worth any RPS?
     
    A: Not at this time.

    Q: Will there be any incentive to solo players who don’t want to group? Perhaps in the form of increased RP’s, BP, ML, Arti, CL XP and coin?
     
    A: The short answer is that we do not wish to incentivize any one play-style over another. We believe that solo players know quite well the extra risks (and reward) of venturing out alone and would do so regardless of any incentives we gave them.

    Q: What will be the mechanics required to take a relic from the relic temple? Will it be the same as it used to be or something different?
     
    A: It will be very similar but with one important change:  we are doing away with the pillar-mechanic entirely.  We will likely institute a Relic Temple Lord that must be killed in order to unlock the relic housed in the temple.
     
    The reason for this is mainly that we do not like the idea of “hard-caps” on RvR objectives. The pillar required 16 players to stand on it for roughly 2 minutes in order to lower the relic. We view that as a “hard-cap” that can frustrate players – (especially 15 of them!). Instead, the new Lord will be a difficult encounter to defeat, but one that, with enough time, can be killed by a varying (read: fewer) amount of skilled players if necessary.

    Q: Will the PK’s be changed back to normal keeps or will they remain?
     
    A: They will remain as Portal Keeps. We’ll continue to monitor action and feedback after this update and can re-visit Portal Keeps as necessary.

    Q: could you advise on your definition of near term and mid term. We are not looking for exact date, just something along the lines or 6-8 weeks 4-5 months etc.
     
    A: As stated above, near term is roughly around the end of August and mid term is around mid-to-late October.

    Quote: “The Merchant Keeps (Benowyc, Bledmeer, and Crauchon) will once again be capture-able, claim-able, and will have port functionality – but will remain in a ‘ruined’ state.” 
     
    Q: What does this mean? You can take the keep, claim the keep but it won’t be reparable?

     
    A: Yep, that’s what it means.

    Quote: The Merchant Keeps (Benowyc, Bledmeer, and Crauchon) will once again be capture-able, claim-able, and will have port functionality – but will remain in a ‘ruined’ state…
     
    Q: If claimed what advantage does the claim realm get? The keep can’t up grade. When under attack does the claim keep send out a spam count? Will more defensive guards pop if claim over time? The only reason I ask is because the new towers on the island can be claimed but claiming them gives no advantage over not claiming….

     
    A: Claiming them does grant the guard spam numbers. Claimed keeps also upgrade, which means taller walls and more hiding places. We are still in the planning stages on the amount of guards we’ll be placing in the Ruined Keeps. We are leaning towards fewer guards. We’d like for these keeps to be difficult-to-hold. Think of them as player-driven battlefield objectives to a greater extent than ‘normal’ keeps. If no-one from your realm is online, then it should be fairly easy to take.

     
    Q: Concerning DF, will y’all be running any of the raids? Will it be open to all realms or is the keep and tower method still going into effect. And what new loots will i be going crazy for!?!?!
     
    A: We are not planning on running any event-raids at this time, but that may change! Additionally, we are not planning to open DF to all realms at once. It will remain open to one realm at a time. The inter-play of keep and tower takes controlling DF ownership is integral to the frontier dynamic.
     
    We will be doing an almost complete overhaul of the purchase-able items in DF. This will almost certainly mean new items. Additionally, we are planning on introducing a new Seal currency that will gate the purchase of the new CL15 armor and weapons while using the existing Diamond seals to gate the purchase of level 35+ items. This will mean that Diamond seals will drop off lower level mobs and that the new currencly will drop off the higher-end mobs and epic encounters.
     
     
    Q: I actually have a few Molvik templates that use DF Loot. Will the overhaul break my templates?
     
    A: Some of the existing items will have to be changed, however, we will do our best to only improve upon their existing stats rather than change them wholesale.

    Q: Make the BP XP scrolls tradeable …pretty please ? 
     
    A: Negative, ghost rider. The pattern is full.
     
    (Translation: We’re afraid not!)

    Q: Will the account management changes mean that the game “distances” itself further from EA? I mean, when BS took over it was quite obviously still EAs game since all economic transactions were handled by them. Will we be paying our money to Broadsword or EA now?
     
    A: To shoot straight – our ultimate goal is have Broadsword be fully responsible for all subscription management. EA currently handles our transactions because it’s quite difficult to ‘unplug’ one billing method and ‘plug-in’ another. This transition will take place in phases, and as a player, these phases will be transparent to you. The first phase will be releasing the updated Account Management Site that’s currently in testing, but until we know we can make this transition without negative effects to our customers we will be quite cautious about the changes we make.

    Q: I don’t fully understand how the planned LFG finder is supposed to work. Do you flag yourself as LFG and then get placed in a group that isn’t full, even if this group is not listed as looking for new members? Or will it work in such a way that a group for example sets the LFG flag for a healer and a healer flags himself as LFG, this healer gets assigned to the group?
     
    A: When a group is formed, it will be flagged as either an “open” or a “closed” group. This will be toggle-able by the group leader any time after the group is formed as well. Only “open” groups will have players using the “group finder” button placed into them.
     
    Additionally, the group finder will not instantly place players into a group, but will rather queue them up for one. Once there are enough players available to make a group (4-6 for RvR groups, 2+ for PvE), all players will be placed into the group simultaneously. Groups formed via this mechanic will automatically be flagged as “open” to start. Given the number of players looking for groups at any given time, this process should be consistently fast. Testing and tweaking will ensure that the updates made to the group finder will provide quick, intuitive, and easy grouping.
     
    “Closed” groups will still be able look for players as they do now and use the 2nd phase of the LFG window’s improvements to find players that fit what they are looking for.

    Q: Do you intend to integrate a way to define our nationality in the LFG window?
     
    A: This is a great suggestion, but may not make it into our first pass. We will do our best to make sure that an option like this is not put on the backburner. We recognize the importance of how truly global Dark Age of Camelot is – and would like to make sure that players get the opportunity to group comfortably.

    Q: Will the new account center allow us to ay by Paypal?
     
    A: Not at this time, however we’ve been getting this request for a while, and our opinion is that player’s should be able to use whichever (secure) payment method that is most convenient for them. We’ve been investigating what implications accepting PayPal would have and will continue to do so. If and when PayPal becomes an acceptable method of payment, several clear announcements will be made!

    Thank you very much for the wonderful questions. We look forward to answering more in the very near future!

    Be well, serve your realm, and we’ll see you in the Frontiers!
     

  • General

    Producer’s Letter

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    Friends and Realm Mates,

    It’s been some time since we’ve reached out to you to talk about our plans and vision for Dark Age of Camelot for both near and long term.

    In the time since our last communication, we’ve been hard at work putting into place the foundation for the exciting updates and improvements we plan to release for our venerable game. In recent Grab Bags, we touched on a few of these updates, but I would like to give you a solid breakdown of what we have on the burner, and touch on the priority and reasoning behind our plans. Click the ‘More’ link to read on!

    Near term:

    The Frontiers

    1.115 saw a rather significant alteration to the layout of the New Frontiers and a change to the strategy and flow of action. Suffice it to say, some of these changes did not prove to have the desired effect, and our primary objective for near-term hotfixes and the next patch will be to implement changes and reversions to systems that, in retrospect (and after extensive player-testing), needed fine tuning rather than a complete overhaul. The community has been most helpful in working to protect the integrity of the game by pointing out these features and we want you to know we are listening.

    We made a promise that we would not close the book on the NF Revamp until we achieve what we had set out to accomplish – fast, high-quality action, scalable player impact, and  improvements that can be embraced and enjoyed by all play-styles. Admittedly, this is a tough nut to crack, but our experience, love, and passion for the game plus feedback from you, our devoted community makes this a reasonable and attainable goal.

    New Frontiers changes with our next update include the following:

    • Relics will return to Relic Temples and Relic Keeps will revert to standard, defensible Keeps
    • Docks will return to their original locations and the capture element will be altered or removed based on additional planning and feedback. The increased boat speed will remain
    • Shore Keeps (Erasleigh, Sursbrook, Hlidskialf, Blendrake, Bolg, daBehnn) will revert to a state where home realm players may not port to them
    • The Merchant Keeps (Benowyc, Nottmoor, and Crauchon) will once again be capture-able, claim-able, and will have port functionality – but will remain in a ‘ruined’ state
    • Keeps and towers have had their light-mapping updated! The difference is quite stunning and we are looking forward to showing you these great art updates!

    PvE Updates
    The New Frontiers is a crucial part of our planning, but it does not represent the entirety of what we’re currently working on. We are breathing new life into PvE encounters by updating loot, modernizing encounter mechanics, and polishing art. We have talked about this for some time in our communication and we’re happy to say that we’re looking forward to releasing the updated content soon!

    Bug Fixes
    It would not be appropriate to focus solely on new features without first resolving bugs and other issues with game-play. There are numerous behind-the-scenes fixes and improvements to a number of technical and practical aspects of DAoC. These include fixes for some Housing issues, spell/style bugs, performance improvements, and more!

    Account Center
    Finally, we have some exciting changes to the way you will interact with your Dark Age of Camelot Account. The new Broadsword Account Center is in testing and we will unveil it just as soon as we are confident that it is stable. It is our wish to provide a much more user-friendly experience along with more options to get back into the game such as character search and password recovery features.

    Mid Term:

    UI/UX
    The LFG window has been on our minds for quite some time. We want to do our best to facilitate the establishment of solid groups to enhance the game experience irrespective of your play session length. The LFG window updates are planned in two phases. Here are a few basic details on how we intend to accomplish this goal:

    • Phase 1

      • Click a button and are placed into an available group
      • Group will be selected based on a combination of your class, spec, and level
      • LFG mechanics will have RvR and PvE settings
      • Optimized for PUGs and players with shorter play sessions
    • Phase 2

      • Existing LFG window update
      • Allow players to see a list of LFG-flagged players separated by level/spec/class (including players queued up for a group from the first phase)
      • Additional detail and granularity for RvR and PvE settings

    Champion Level 15 and Darkness Falls
    Extending Champion Levels to 15 will allow players to experience progressing their characters in a way that they have not experienced since hitting ML10 and CL10. Here are some basic points on what we have planned for this feature:

    • Champion Level Increase

      • Extension of Champion Levels to 15
      • New quest content
      • New CL abilities that will cost more than existing ones (and be slightly more powerful)
      • 10 Champion Ability limit remains
    • Darkness Falls revamp

      • Major Loot overhaul and stat boosts
      • Targeted at level 35+ players but optimized for 50+
      • Will tie into the CL increase
      • Monster AI difficulty adjustments

    The path to CL 15 is a choice which is left to you. You can RvR, kill your foes and attain the Champion Experience you require, or you can participate in the challenging and exciting new quest lines which will yield significant experience rewards! Battlegroup, group, or solo – your journey to CL 15 will be rewarding and fun!

    In closing:

    I’m very pleased to be able to share these plans with you and will be sure to provide more frequent updates as we close in on these important additions and improvements to Dark Age of Camelot. Along the way, we’ll be asking you for feedback and setting up testing events to enable you to experience first-hand these exciting plans for the game we call home.

    As always, you are encouraged to leave feedback via the Camelot Herald’s feedback form. We have more updates and improvements planned, and I look forward to sharing those with you as they coalesce.

    Until our next update my friends, be well, fight for your realm, and I’ll see you in the Frontiers!

    Faithfully yours,

    Talal Saad
    Producer
    Dark Age of Camelot
     

  • General

    Character and Guild Search is Live!

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    We are pleased to announce that Character and Guild Search is now available!! Click on the Character and Guild Search Icon on the right-hand side of the Camelot Herald’s main page to search for characters and guilds!!

    At present, the search is limited to characters and guilds on Ywain, but we will be expanding the search functionality to include Archived Servers soon! We will update you when Archived Server search is available. 

    Additionally, we are working toward adding Top Realm Point earners, Champions of The Realm, Top Guilds, and more Leaderboard options! Keep a close eye on the Herald for updates on these new features!

    Please don’t hesitate to leave feedback about the feature and submit requests for additional Character and Guild Search functionality!

    Have fun searching, and we’ll see you in the Frontiers!

  • General

    Holiday Bonus Weekend and Merchant Update!

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    From the team at Broadsword, we wish you a fun and relaxing holiday weekend! Please enjoy the holiday bonuses which will be active now until Monday, July 7th!

    Additionally, the Traveling Merchants will be sticking around through the holiday weekend and will pack up their wares and depart on Monday, July 7th!  Information on the bonuses below!

    On Ywain:
    100% bonus to normal XP gain in all classic zones and dungeons.
    100% bonus to normal BP in all NF zones.
    25% bonus to RP in all NF zones (including Darkness Falls and The Labyrinth)

    On Gaheris:
    100% bonus to normal XP gain in all classic zones and dungeons.
    100% bonus to normal BP gain in the capital cities.
    100% bonus to normal RP gain in the capital cities.

    Click the ‘More’ link to see the additional bonuses!

    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

    Good Hunting this weekend, and we’ll see you in the Frontiers!

  • Patch Notes

    Patch 1.115b Comes to Live Servers!

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    Update: 1:00PM EDT / 1900 CET – All Live Servers are back online!!

    All Live Servers will be taken offline tomorrow June 26th, 2014 at 5:45 AM EDT / 1145 AM CET for the deployment of Patch 1.115b. We anticipate the servers coming back up by 2:00PM EDT / 2000 CET.
    Please review the patch notes below, as there have been some changes and additions to the Pendragon patch notes for this version.

    Highlights
    • Agramon Towers get a new look and a new purpose! Read on to learn more!
    • Move more freely throughout the Frontiers with our updates to Docks and Keeps!
    • It’s now easier than ever to turn in reforming energies for your loot!
    • Quest changes, bug fixes, and new items! Check out the changes below!

    RVR

    New Frontiers

    Agramon
    • Agramon Towers are now old-style NF towers in place of the Labyrinth towers.
    • Players can no longer port to the Labyrinth from Agramon
    • New Agramon towers are in a perpetual ruined state with opened doors. They cannot be repaired.
    • New Agramon towers are tied to the outpost system and appear on the /rw Agramon map, can be claimed, captured, and upgraded. They also contribute to control of Darkness Falls.
    • New Agramon towers are still only a one-way port. They can be reached by standing next to a portal stone and using the Realmwar Map’s Agramon tab.
    • Custom UI users will need to update the ‘realmwar_agramon.xml’ file in order to see the new Agramon towers on the Realmwar Map.

    Keep Porting Changes
    • A home realm can now port to all of its keeps as long as they own the requisite towers. This includes relic and the coastal keeps but not ruined keeps.
    • Invading realms will still only be able to port to captured coastal keeps if they have the requisite towers controlled.

    Darkness Falls
    • Darkness Falls access is now gated by the number of both keeps and towers controlled by a realm, rather than just keeps.

    Dock Changes

    • A new dock will be added on the coast in-between the ruined keeps and Portal Keeps.

    o This dock will take players to the coastline near the enemy realm’s Portal Keeps.

    o The new Portal Keep docks will be able to be captured just like the Mainland docks.

    o  Captured Dock Guards will award the same RvR quest that the captured Mainland and Relic-town dock guards give

    • Agramon docks have had their boat route changed to the take players further down the enemy realm’s coastlines
    • A new boat option has been added to the Mainland docks that will take players to the enemy realm’s coasts near the Ruined Keeps. This is the same drop-off that was used by the Agramon docks
    • The Relic-town docks’ boat paths have been altered so that it goes straight down the river to their realm’s bridgehead entrance to Agramon. This boat path will no longer swing upriver towards the Relic Keeps

    General Changes

    Logout Changes
    • Players can once again logout in friendly keeps and towers
    • Players should no longer be erroneously ported to the Relic Town when logging out in the Portal Keeps

    Reforming Energy Changes

    Reforming energy Item changes

    • A new item has been introduced: the orb of reforming energy. This item is equivalent to 5 reforming energies for turn-in purposes.
    • A new item has been introduced: the cache of reforming energy. This item is equivalent to 15 reforming energies for turn-in purposes.
    • Reforming energies can now be /used when in an exact stack of 5 to create an orb of reforming energy. Players will receive a message stating that they cannot discharge the reforming energy if it is in a stack of any other quantity.
    • Reforming energies can now be /used when in an exact stack of 15 to create a cache of reforming energy. Players will receive a message stating that they cannot discharge the reforming energy if it is in a stack of any other quantity.
    • The orb of reforming energy can be /used when in an exact stack of 3 to create a cache of reforming energy. Players will receive a message stating that they cannot discharge the orb of reforming energy if it is in a stack of any other quantity.

    o Existing reforming energy stacks will not receive these changes until they are stacked onto a newly received reforming energy.

    Reforming energy turn-in changes
    • The amount of reforming energies able to be turned in to the trogo zontanos mageia at once has been increased from 5 to 15. The loot selection process will work just as it did prior to th patch in that players will still be able to select any combination of encounters until they run out of submitted reforming energies.
    • Players can alternatively turn-in up to 3 orbs of reforming energy or 1 cache of reforming energy to trogo zontanos mageia at a time.

    Reforming energy loot changes
    • Only 2 essences of an afrit are required to make a reforming energy now, instead of the 5 previously required
    • Weakened Afrits, Elemental Afrits, and Confused Afrits still have a chance to drop 1 essence of an afrit each. These chances have been increased slightly.
    • Afrits now drop a single reforming energy and 1 essence of an afrit.
    • Master Afrits now drop an orb of reforming energy

    Items

    • New items have been added to the Doppelganger Shard loot table including the Draught of Supremacy and the Astral Voltaic Polearm
    • A new potion has been introduced and added to the Doppelganger Shard loot table: The Draught of Celerity

    o This item provides a 15% Celerity buff for 10 minutes. The Potion has 30 charges

    • A new item has been introduced – The Doppelganger Arcane Mace
    • Doppelganger Shards now have a chance to drop an orb of reforming energy and a slightly lesser chance to drop a cache of reforming energy. These will drop as complete items, not shards, and will drop in lieu of a shard rather than in addition to one.

    Quest Changes

    Pict Quest Changes
    • The Picts have returned to the power relic temples
    • Relic Milegates are now closed by default until the Center Keep is taken
    • The Pictslayer quest can only be completed once per character and still asks players to defeat all 3 Pict high lords

    Doppelganger Changes
    • Doppelganger spawn locations have been reduced

    o  Hadrian’s Wall, Odin’s Gate, and Emain Macha spawn locations have been reduced from 16 to 10
    o Pennine Mountains, Jamtland Mountains, and Breifine spawn locations have been reduced from 8 to 6
    o Agramon spawn locations have been reduced from 10 to 7

    Glass Quest Changes
    • Atlantean Glass Quests have received an overhaul.

    o New quests, that can only be completed once per character, have been added that will yield a substantial amount of glass and XP to players
    o These new quests are essentially the same as the old repeatable ones except that players are asked to complete them in a more linear fashion
    o New repeatable quests will become available to players after they have finished the non-repeatable quest for each monster type. These quests reward no glass but the same experience and coin
    o Players should visit Destin, near the Djinn stone along the outer wall of the Oceanus Haven, to begin the new quests.
     

    Bug Fixes

    • Pets should now move less erratically while following mounted players
    • Pets should once again perform melee styles
    • Some spells should fire more consistently now (zephyr, enervating poisons)
    • Warlock chambers should once again appear over their heads when loaded
    • Timers will continue to countdown while offline but NPC Buffs are now permanent in duration
    • Several adjustments have been made to the collision inside the Labyrinth dungeon that should prevent players from accessing areas inside or behind game geometry

  • General

    3 Realms, 7 Questions, 5 Winners…1 Grab Bag!

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    Happy Friday and welcome to another edition of the Dark Age of Camelot Grab Bag! Sir Grabford is still in Carol’s dungeon for his theft of her last Grab Bag, so he will not be availble for questions today. The good news is that your good friends on the Dark Age of Camelot Team are!

    For your chance to win a 30 Day Game Time Code, please submit your Grab Bag questions to daoc@broadsword.com or via PostCount using the following link:      http://www.postcount.net/forum/forms.php?do=form&fid=5

    Q: Things are being worked on. God bless. But is there anyway we could see what you are working on and your priority list are at todays game ?

    A: On the horizon are a few initiatives which will broaden the communication between Broadsword and our players. Basic information given through, say, the Grab Bag can be informative – but it’s not always the best way to communicate our vision and progress. We are looking forward to providing video patch notes, dev diaries, and interviews/Q & A with the Dev team so that you can receive important information on a more frequent basis!

    Q: Would it be possible to increase size of friend lists please? For years I’ve been deleting older friends if I wanted to add new ones, it’s usually a tough decision. Also it would be great if one could add a short note on the big friend list window, similar to guild notes, for example to remember whose alt toon it is. Adding whole accounts could be an option too, although I like the possibility to stay kind of anonymous when playing different toons.Maybe friend lists could even be the same for all toons of one realm, so I wouldn’t have to add them on each one separately.

    A: One of the next significant updates we’re planning for the game is UI related. DAoC is a fantastic game, but the UI is rather dated. Some of the features we’re considering are updates to the LFG window, Quest Journal, Inventory Management (how items are moved from players’ inventory to their vaults or paper doll), Chat Windows just to name a few! We’re happy to see that you have so many friends that your list can’t contain them all and will look at increasing the size of the list so you don’t have to kick anybody off!

    Q: I am just wondering whether or not the bug where pets cannot keep up with their owner or target is being looked into. Being someone who plays classes who rely on their pets, it’s important for my enjoyment of the game.

    A: This should be fixed with the new patch on Pendragon. Hop on over there and let us know how it is now!

    Q: Some items in game when initially equipped have a 15 minute delay period before you can perform a /use. Some items have a shorter delay period when initially equipped before you can perform a /use. Other items do not have a delay at all when you equip them and perform a /use. Can you explain the logic behind why certain items are assigned to different delay periods when equipped before you can perform a /use? Are there rules/conditions that items must meet or are these different delay periods the product coding inconsistencies?

    A: Many items are assigned different timers as a balancing measure. The abilities these items have vary in power and effectiveness, so their timers are determined much in the way that Realm Ability timers are decided.  Some of these items require updating and cleaning up item /use timers to be more consistent and less-punitive is on our list of upcoming game improvements.

    Q: When will character transfers be made available?

    A: We’re currently focused on the Broadsword Account Center to improve and increase functionality so that players have a much easier experience modifying and creating Dark Age of Camelot accounts. This is a fairly intensive process with many moving parts (such as implementing a system which allows players to locate their characters on archived servers). These changes are necessary for us to pave the way for functionality such as character transfers between accounts. Based on our current schedule, we’re hoping to make character transfers available before the end of the year.

    Q: What is Broadswords strategy for bringing back Guild and Realm Pride. A sense of belonging is what keeps the casual and average gamer coming back day after day.

    A: In short – compelling new content. Many DAoC players fondly remember large-scale raids requiring the contribution of several classes and a unique level of strategy which made the encounters interesting and rewarding. We are in the process of updating current encounters and creating new content for everyone to enjoy. We have also established Broadsword Official Guilds which will be available to new or returning players in an effort to foster a greater sense of community. The Broadsword Guild Leaders will correspond with the leaders of Guilds that are currently recruiting new members so that all players who prefer to participate in Guilds have the best opportunity to do so.

    Q: Does the addition of new Inter-Realm Gear foreshadow the merger of Gaheris into Ywain?

    A: Unfortunately, merging Gaheris with Ywain is not a possibility due to the nature of how Realm Points are earned on Gaheris.

    A big THANK YOU to all those who have submitted questions! If your question was not answered in this Grab Bag, do not fret – you may just see it on the next one!

    From all of us at Broadsword – enjoy your weekend and we’ll see you in the Frontiers!

  • General

    Midsummer Merchants!

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    In celebration of Midsummer, the Kings of the Realms have sent for our friends, the Traveling Merchants!

    The Merchants have set up shop in their usual areas, so be sure to pay them a visit  and stock up on their wares before they take their leave a fortnight from now!

    In Albion: Just outside of gates of Castle Sauvage in Camelot Hills
    In Midgard: Just outside of Svasud Faste in the Vale of Mularn
    In Hibernia: Just outside of Druim Ligen in Connacht

    Happy Midsummer from your friends at Broadsword, and we’ll see you in the Frontiers!

  • Patch Notes

    Patch 1.115e Comes to Pendragon!

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    Update – 4:45PM EDT / 2245 CET:  Pendragon is back online!
    Pendragon will be taken offline tomorrow, Thursday June 19th at 2:00PM EDT / 2000 CET for the deployment of Pendragon Patch 1.115e. The server will be back up by 7:00PM EDT / 0100 CET. 

    Please review the patch notes below!

    Highlights
    • Agramon Towers get a new look and a new purpose! Read on to learn more!
    • Move more freely throughout the Frontiers with our updates to Docks and Keeps!
    • Quest changes, bug fixes, and new items! Check out the changes below!

    RVR

    New Frontiers

    Agramon
    • Agramon Towers are now old-style NF towers in place of the Labyrinth towers.
    • Players can no longer port to the Labyrinth from Agramon
    • Agramon Labyrinth quests have been moved to the maze area in Hadrian’s Wall, Jamtland Mountains, and Emain Macha• New Agramon towers are in a perpetual ruined state with opened doors. They cannot be repaired
    • New Agramon towers are tied to the outpost system and appear on the /rw Agramon map, can be claimed, captured, and upgraded. They also contribute to control of Darkness Falls
    • New Agramon towers are still only a one-way port. They can be reached by standing next to a portal stone and using the Realmwar Map’s Agramon tab

    Keep Porting Changes
    • A home realm can now port to all of its keeps as long as they own the requisite towers. This includes relic and the coastal keeps but not ruined keeps
    • Invading realms will still only be able to port to captured coastal keeps if they have the requisite towers controlled
    Darkness Falls
    • Darkness Falls access is now gated by the number of both keeps and towers controlled by a realm, rather than just keeps

    Dock Changes

    • A new dock will be added on the coast in-between the ruined keeps and Portal Keeps.

    o This dock will take players to the coastline near the enemy realm’s Portal Keeps
    o The new Portal Keep docks will be able to be captured just like the Mainland docks
    o  Captured Dock Guards will award the same RvR quest that the captured Mainland and Relic-town dock guards give

    • Agramon docks have had their boat route changed to the take players further down the enemy realm’s coastlines
    • A new boat option has been added to the Mainland docks that will take players to the enemy realm’s coasts near the Ruined Keeps. This is the same drop-off that was used by the Agramon docks
    • The Relic-town docks’ boat paths have been altered so that it goes straight down the river to their realm’s bridgehead entrance to Agramon. This boat path will no longer swing upriver towards the Relic Keeps

    General Changes

    Items

    • New items have been added to the Doppelganger Shard loot table including the Draught of Supremacy and the Astral Voltaic Polearm
    • A new potion has been introduced and added to the Doppelganger Shard loot table: The Draught of Celerity   

      • This item provides a 15% Celerity buff for 10 minutes. The Potion has 30 charges
    • A new item has been introduced – The Doppelganger Arcane Mace

    Logout Changes
    • Players can once again logout in friendly keeps and towers
    • Players should no longer be erroneously ported to the Relic Town when logging out in the Portal Keeps

    Quest Changes

    Pict Quest Changes
    • The Picts have returned to the power relic temples
    • Relic Milegates are now closed by default until the Center Keep is taken
    • The Pictslayer quest can only be completed once per character and still asks players to defeat all 3 Pict high lords

    Doppelganger Quests

    • Doppelganger spawn locations have been reduced

      • Hadrian’s Wall, Odin’s Gate, and Emain Macha spawn locations have been reduced from 16 to 9
      • Pennine Mountains, Jamtland Mountains, and Breifine spawn locations have been reduced from 8 to 6
      • Agramon spawn locations have been reduced from 10 to 7

    Glass Quest Changes
    • Atlantean Glass Quests have received an overhaul.

    o New quests, that can only be completed once per character, have been added that will yield a substantial amount of glass and XP to players
    o These new quests are essentially the same as the old repeatable ones except that players are asked to complete them in a more linear fashion
    o New repeatable glass quests will become available to players after they have finished the non-repeatable quest for each monster type. These quests reward significantly less glass and experience than before.

    Bug Fixes

    • Pets should now follow mounted players better
    • Pets should once again perform melee styles
    • Some spells should fire more consistently now (zephyr, enervating poisons)
    • Warlock chambers should once again appear over their heads when loaded
    Timers will continue to countdown while offline but NPC Buffs are now permanent in duration
    • Several adjustments have been made to the collision inside the Labyrinth dungeon that should prevent players from accessing areas inside or behind game geometry

  • General

    Battleground Weekend Event – Caledonia!

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    Hello friends,

    Patch 1.115B is nearly here with several improvements to the Frontiers, so in the meantime we would like to give you all the opportunity to beat back the Picts once more in Caledonia! The event will begin today, Thursday, June 12th and last until Monday, June 16th.

    Simply stand on the portal pad inside your realm’s borderkeep to be teleported to the Caledonia Battleground during each portal ceremony. No need to wear the medallion of passage this time!