Patch Notes Archive
All the patch notes on one page! Happy Searching
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Dark Age of Camelot
Version 1.06 Release Notes
September 11, 2001
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NEW THINGS AND BUG FIXES
- Some Briton female bandits had male sound effects. This has been fixed.
- Name above head should now update on guild join/remove.
- Tints and Emblems should now show correctly in the menu as well as in the game. Previously, they showed only in-game.
- Weapon condition/durability should now degrade slower at low levels. Let us know how it works out.
- You should no longer lose Constitution and Experience on PvP deaths. Please note that if you have been damaged more that 50% by an NPC monster, you must heal up to full before engaging in PvP or you run the risk of losing experience points on death.
- Friars who cannot get new robes because of the quest wipe can now go talk to their trainers. If you already have a robe, but cannot upgrade it because of the wipe, drop or sell the one you have, then talk to your trainer. He'll hand you the 5th level one. Trade it in, it'll be upgraded. Keep doing this until it is upgraded to the appropriate set of robes for your level.
TRADE SKILL UPDATE
- The first part of fletching has been implemented. For now you will be able to create bows. Hopefully within the next few days we will be able to get the ability for you to make arrows (both some out on the field, and the rest in town). You will need to be near the lathe as your "forge".
Fletching Trade Masters:
Hibernia: Arziqua
Albion: Acey Dalston
Midgard: Gils
Classes:
Albion: Mercenary, Rogue, Scout, Infiltrator, Minstrel
Midgard: Rogue, Shadowblade, Hunter
Hibernia: Stalker, Nightshade, Ranger
WORLD NOTES
- Port Castles for Hibernia and Albion in Odin's Gate now have working doors.
- Gates for all Frontier Keeps can now be opened without siege equipment (this is temporary until siege equip goes in).
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Dark Age of Camelot
Version 1.07 Release Notes
September 12, 2001
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NEW THINGS AND BUG FIXES
- Last names are now supported in Camelot. To qualify for a last name, you must be at least 10th level. To get a last name, find your Realm's Name Registrar in that Realm's capital city. Select the Registrar and type /lastname <your lastname>. You will only be able to do this once, so choose well.
- Chat text colors were "messed up" and kept changing. This has been fixed so that they stay their intended color.
- Group and minigroup status bars now update much faster.
- Right-clicking on the item you are trading in the trading window now works correctly.
- Trade window now shows who you are trading with.
- Paper doll should no longer disappear when you equip/unequip weapons and armor.
- You can now select items and monsters in the world "through" the chat window.
- You can now select doors and portculli and see their condition. In the near future you will be able to damage them; this reflects how damaged they are.
- The Briarsprout spell was working incorrectly; it has been fixed.
WORLD NOTES
- Name Registrars are located near the guild and emblem NPCs
Hibernia: Filidh Filiara
Midgard: Ullag Nottlok or Jarl Uffenlong
Albion: Lady Charlitte
- Hibernian Guild Registrar and Emblemeer have been moved into the palace of Tir na Nog where they belong.
- The extra guild/name/emblem NPCs removed from Jordheim and the old ones moved to the Great Hall in Jordheim. This was done because Midgard had two emblemeers/guild and name Registrars and the other Realms had only one.
TRADE SKILL NOTES
The Tradeskill vendors in Jordheim have decided to move out of the cramped building they were in. They have moved around to various buildings in Jordheim now. Also, Om has finally decided to move out from behind the dwarf eating table. He apologizes to his Dwarven patrons who have inadvertently gotten stuck while trying to talk to him.
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Dark Age of Camelot
Version 1.08 Release Notes
September 13, 2001
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NEW THINGS ANDBUG FIXES
- Blademasters were having problems wielding bows since the last update. This has been fixed.
- Spell effect icons now blink for ten seconds before they go away.
- There is a third cloak type (with no hood at all) that will be slowly introduced into the game over the next few days.
- Shield textures look much better now.
- Above 30th level, the amount of experience loss per death has been reduced.
- If you are above 35th level, your experience has been reset to halfway between 35th and 36th. Due to a bug, all over-35th level characters had their experience deleted. The bug is now fixed, and you should be able to progress normally. Sorry for the inconvenience.
- Another possible bug with losing experience in PvP death has been fixed. Keep us updated if this is still happening.
ADVICE SYSTEM UPDATE
The reply functionality should now work in the /advice system. If you are an Advisor, just hit "r" to reply to any advice asked of you.
You can now set chat colors for the /Advice channel, as well as choose which tab advice messages will appear in. Just right click on your chat interface to choose your color and tab.
OBJECT NOTES
- Cornwall, Snowdonia, and Lough Gur monsters now drop treasure.
- Mithril 2-handed weapons are now sold from the Camelot weapon vendor.
- Fixed a few non-carryable loot bugs.
- Virtually all Cloaks and Shields should now be dyeable/emblemizable.
- There are now 2 bounty quests, one in Snowdonia and one in Cornwall, please seek out the NPCs.
- All Hibernian base weapons had their delay and damage tuned.
- Hibernian spears are now 2 handed weapons.
- Albion thrusting weapons had their delay and damage tuned.
- There were a few tweaks to some Albion newbie mobs loot tables. Some of them should drop loot more often now.
Bows were reworked to give Rangers and Scouts one more bow option, which the hunter makes up for by having pets and spells. The new specs are as follows:
Hunter
composite bow 4.0 del 10.8 dmg range normal
great composite bow 4.7 del 12.7 dmg range normal
Ranger
short recurve bow 4.0 10.8 range normal
recurve bow 4.7 del 12.7 dmg range +5%
great recurve bow 5.4 del 14.6 dmg range normal
Scout
hunter bow 4.0 del 10.8 dmg range normal
bow 4.7 del 12.7 dmg range norma
longbow 5.4 del 14.6 dmg range +10%
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Dark Age of Camelot
Version 1.09 Release Notes
September 14, 2001
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SOME BRIEF NOTES
We are letting in about 500 people a day into beta. Our bandwidth has been
substantially upgraded, which allows many more people to download at once. So,
far, many of the people who have been invited have not created accounts, which
is disappointing, but we'll keep inviting until we have enough players online at
once to do full load testing.
We are, of course, completely devastated by the losses felt by so many people in
the last few days. Our hearts and thoughts go out to all those affected by these
terrible events. It's times like these that show how insignificant our own
problems (deadlines, game features, games in general) really are.
HELP SYSTEM
Please note that you can access a help window in game that will give you some
basic information. This help system will be expanded greatly over the next week
to become more full featured. To access help, make sure that "Display Help" in
your keyboard settings is set (default should be F1, but this may not work,
depending on when your account was created). In the future (although not
currently), you will be able to use the "/help" command to display the help
system.
BUG FIXES AND OTHER THINGS
- Blinking spell effect icons have been tamed. They should work as advertised
now.
- Shift-up arrow now works (no longer repeats '/').
- Players with low frame rates in cities should no longer fall through floors.
- Some trees in Myrkwood had bad textures on them. These have been fixed.
SIEGE WARFARE
Siege weapons are now in. They are intended to be used while trying to take over
an enemy's outpost or relic keep. Siege weapons are made by crafters who use the
new Siegecrafting skill (more information on that in the crafting section of
these release notes).
There are three different types of siege weapons: the ballista, the battering
ram, and the catapult.
Ballista: used to take out enemy siege weapons from a distance
Catapult: used to do area effect damage to enemy players, doors, siege
equipment, although it is less accurate
Battering Ram: used to take down gates, doors, or enemy siege equipment.
Extremely short range.
Once you have acquired a "siege weapon" (via the siegecraft skill, see below),
use "/control" to assume control of it. Anyone who has the siegecraft crafting
skill will be able to assume control of a siege engine. In the future,
additional classes will have this ability as well. Only one person can be in
control of a siege weapon at a time.
Once you have assumed control, a window will be displayed with siege engine
options on it:
Aim
To aim a ballista or battering ram, first select the target. In the case of a
battering ram, usually a door is selected. If it is a ballista, another siege
weapon is usually selected. In the case of a catapult, use the area targeting
key (F5 by default) to select the area that you want to damage. Then click the
"Aim" button. This locks the siege weapon on to the target.
Arm
Use this button to put the siege weapon in the "ready to fire" position. This
could take anywhere from 15-30 seconds, depending on the siege weapon.
Load
For Ballistas and Catapults, you must load appropriate ammo before firing. You
do this by first directly dropping ammo from your inventory onto the siege
weapon, then selecting the ammo you wish to fire out of the list of ammo in the
siege control window and clicking the "load" button. Battering Rams do not
require ammo.
Fire
Fires the siege weapon.
SIEGECRAFTING
An early version of Siegecraft is in this version. Rams, Ballistae, and
Catapults may be built using the Siegecraft skill, all are difficulty 1 recipes
for now, so anyone who has joined a Craft Order may make them.
To make a ram, approach close to a Door and have Cladding, 2 Swing Harnesses, a
Ram Beak, and 1250 pieces of Elm wood. Bring up your Siegecraft menu and select
the Small Ram.
To make a Ballista, have a Gimbal, 2 Torsion Cables, Spring Arms, and 1500
pieces of Elm wood.
To make a Catapult, you need a Bucket, Arm Cushion, Winding Crank,
Counterweight, Pivot, and 2400 pieces of Elm wood.
For now all ingredients and ammo may be purchased from a temporary Merchant NPC
in the Merchant Keeps near the edge of the Frontier, eventually all ingredients
will be crafted (by trades other than Siegecraft). Please note that several
people will be needed to carry the pieces, and they must all be transferred to
the player assembling the siege engine and then dropped by him within 10 feet of
the location he will be building the engine. At this time they will be under
normal decay timers, so you will need to move quickly, we will be finding a
better solution to the decay issue in the near future.
WORLD NOTES
- New Dungeon. Nisse's Lair: Low level (7-15) Midgard dungeon. The monsters
only drop coin treasure for now. The entrance can be found in the East Svealand
zone.
OBJECT NOTES
There are now 38 available dye colors, including all your favorites. In general
the colors are divided into shades with the deepest and most vibrant of the
colors being the most expensive. There are also some off shades of a few colors
that are in. There is now a decent selection for everyone of all levels. This
is just a basic guideline and in no way a hard fast rule. Given, you have enough
money you can buy any of these regardless of level. These initial prices are
subject to change, please give feed back if the dye costs are not inline with
the current price points. Please post all inputs and suggestions in the item
discussion area on the beta boards. Thanks!
Here are the price points,
1sp dyes of these colors should be purchasable by all.
5sp these should become affordable around level 10.
25sp these should become affordable around level 20.
1.25gp these should become affordable around level around level 30
6gp these should become affordable around level 40.
30gp these are the most vibrant colors in the game.
Here is a list of the color groups:
6 blue
3 turquoise
4 teal
6 red
5 purple
4 green
3 brown
3 gray
3 orange
3 yellow
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Dark Age of Camelot
Version 1.10 Release Notes
September 17, 2001
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NEW THINGS AND BUG FIXES
- All animated objects in zones (like the bandit fires) should now animate
correctly.
- Figures now support all six faces across two geometries. With the 8 hair
choices, this gives us about 100 choices per figure.
- Monsters should now hold two handed weapons and bows correctly when idle (out
of combat).
- Right click on top of screen no longer clears summary window.
- NPC Quest interaction text is now saved when you reclick on the same NPC.
It's also not so twitchy - you can move around a little and it won't disappear.
- Nighttime has been shortened. Now there should be much more daylight than
darkness.
- Purchasing and selling to merchants now correctly updates coins in shop
window.
- /ASSIST command has been implemented and should now work. If you /ASSIST
you should assume the target of the person you are assisting.
- Pet health bar should update correctly even when pet is healing.
- You can no longer jump while sitting.
- New key added for sitting. You must configure it in the keyboard
configuration.
- Last mouselook setting is saved between sessions and when zoning.
- Last torch setting is saved between sessions and when zoning.
- Gravestones have been added for all three realms. Each has a realm symbol on
it, so no longer will other realms see the gravestone with the Albion Grail.
- Names are now hidden from players in other realms. They should see you only
as your race and class like "Highlander Mercenary"
- Experience bar should no longer blank out after death.
- /HELP command now shows help system.
- A new tutorial system has now been implemented, and will be fleshed out over
the next few weeks. When you create a new character, dialog boxes will pop up
from time to time explaining how the game works, and gives advice on what to do,
how to set up your interface, fight monsters, and other essential information.
- Weapons now show whether they are one or two handed when right clicked on.
- Rainstorms now vary from nothing (just cloudy) to full intensity. Basically,
you'll get a cloudy storm 25% of the time, a full intensity storm 25% of the
time and something in between the other half of the time.
- You can no longer jump into the corner of an object (like a keep or a castle)
and "climb" the wall.
- Rain splashes are no longer affected by the torch (there was a bug where
splashes would become more opaque when the torch was on).
- Bolts and Arrows are now grayed out properly in stores when the player doesn't
have the ability to use the proper bow type.
- Midgard has been brightened a bit - there were many player complaints that it
was simply too dark. Let us know if this change addresses that complaint.
- The camera for shorter figures (i.e. Lurikeen, Kobolds) can no longer be
lowered into the ground.
- You can now properly cancel buffs by shift-right-clicking on the effect.
- Page by page scrolling in chat has been implemented (used to be hard coded to
5 lines per pageup/pagedown).
- Magic items now show proper condition/quality/durability.
- The BONUS field is now shown for all armor, weapons, items, etc in the summary
window.
- More resolutions are now supported - we've added 1280x1024 and 1600x1200 to
the options.
- Client now properly prints "side" for side attacking styles (used to be
left/right).
- Text when sitting now instructs the user that he can use /STAND or can move to
stand.
- Trainers now properly autopopup the SKILLS window (not the stats window).
- There was a bug where when you stood and casted quickly, you received the
message "You can't cast while sitting!" - this has been fixed.
- Craft window no longer says "Making: Nothing"
- Saves now automatically occur once per 15 minutes instead of once per 30
minutes.
- Spaces are no longer allowed in a player's last name.
- No more brown rectangle when entering the game.
- Loading dots are now displayed on the entry Camelot title screen as the
initial resources are loaded.
- You can now say the keyword "TASK" or "HELP" to get a task.
- If your inventory is full and you kill a monster that "gives" you a quest
object, that object will no longer disappear into thin air. It will appear on
the ground, and be set to be owned by you.
- You now get a dialog box prompting you if you want to be resurrected, if a
cleric/healer character attempts to resurrect you.
- We had problems with monsters that would never give up chasing you. This has
been fixed; monsters now have a maximum amount of time they will chase you
without either hitting you or being hit by you. Once this timer expires, they
will turn and go home.
- A warning is printed that you are encumbered when you try to move while
encumbered.
- A dialog has been added to the NPC constitution point healer. It will now tell
you how much constitution costs, and asks you if you want to purchase them.
- You are now prompted with a dialog box when you leave a guild.
- Pulsing spells no longer print messages. You still see their icon, though --
you won't get spammed any more with their text printing.
- There were some problems with trading items with other players while
simultaneously crafting. These have been fixed.
- /BIND command now prints your bindpoint (region/zone name) if you are not
within a bindable area .
- Pets now move at the same speed as a the rest of the group when a speed song
is in effect.
- You can no longer interact with an NPC when they are in combat.
WORLD NOTES
- Frontier Keep doors are now set up correctly for siege warfare: Gates now
change ownership when the keep is taken.
- Additional Siege Vendors added to the "Merchant Keeps" in the frontier zones.
- Additional level 4-8 monsters added to hills above Haggerfel in Midgard.
CRAFTING SYSTEM NOTES
- Albion armorcrafters can now make Studded Leather similar to the other two
realms.
- Now, through fletching, bows have been set up properly based on the information
from the patch on Friday. Ignore any previous patch messages regarding arrows.
- Lots of little bug fixes.
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Dark Age of Camelot
Version 1.11 Release Notes
September 18, 2001
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NEW THINGS AND BUG FIXES
- Snow has now been implemented in the "snowy zones". Please note that some zones snow pure snow, and some a rain/snow mix.
- Siege weapons now animate when they are used.
- Monsters should no longer disappear through floors in dungeons.
- /where command now indicates if the NPC you are looking for is "above" or "below" you if the NPC is in a tower or building.
- On failure in weaponcrafting, you should no longer lose both items. You're much more likely to lose just one -- although losing 2 may happen on a really unlucky roll.
- The /autosplit function now goes through an additional round of randomization, which should even out who gets selected to get loot. It will always be possible for one person to get loot many times in a row, but over time it will average out so that everyone in the party gets the same amount.
- There was a bug where monsters would not react if you missed on your first swing (or hit for 1 damage). This has now been fixed.
- If trained or otherwise drawn away from their "home" areas, monsters will return home before doing anything else. This means that scout-type monsters that are trained in dungeons will not "scout" out players to kill until they get back inside their spawn radius.
WORLD NOTES
- The Cursed Tomb (found in Gotar) is for levels 15-22, though the lower levels shouldn't venture deep into the dungeon alone. It is the final resting place of dishonored warriors and kings of Midgard who deserted in the midst of battle, betrayed their comrades, let greed and vice get in the way of honor, or died in less-than-heroic circumstances, and whom the Midgard gods wouldn't allow into Valhalla for their misdeeds.
- Aggro radii in Nisse's Lair tweaked slightly. A bit more caution may be required.
- Some additional 4-6 level non-aggressive animals added to the newbie area in Camp. Forest.
MAGIC SYSTEM NOTES
- Shout-type chants (Paladins and now Skald) have been fixed so that they can be canceled by using the ability a second time.
- Spells are being renamed this week, and for the first installment the Thane, Hunter and Skald lists are provided here. The spells.html file in your Camelot game directory won't be up to date until all the spells are renamed.
Stormcalling
1 Thor's Minor Bolt
3 Thor's Lesser Bolt
6 Thor's Bolt
9 Thor's Greater Bolt
13 Thor's Major Bolt
17 Thor's Minor Lightning
23 Thor's Lesser Lightning
29 Thor's Lightning
38 Thor's Greater Lightning
48 Thor's Full Lightning
4 Thunder's Bash
11 Thunder's Hammer
15 Thunder's Force
21 Thunder's Crush
27 Thunder's Strike
36 Thunder's Blow
46 Thunder's Rend
5 Thunder Shout
8 Greater Thunder Shout
10 Thunder Howl
12 Greater Thunder Howl
18 Thunder Bellow
25 Greater Thunder Bellow
34 Thunder Roar
44 Greater Thunder Roar
2 Thor's Vigor
7 Thor's Strength
14 Thor's Power
20 Thor's Might
30 Thor's Vitality
41 Thor's Fortification
50 Thor's Potence
16 Call Mjollnir
22 Invoke Mjollnir
35 Summon Mjollnir
45 Command Mjollnir
5 Toothgrinders' Hoof
8 Toothgnasher's Hoof
10 Toothgrinder's Bite
12 Toothgnasher's Bite
18 Toothgrinder's Horn
25 Toothgnasher's Horn
34 Toothgrinder's Ram
44 Toothgnasher's Ram
Beastcraft
1 Minor Call of Gleipnir
7 Lesser Call of Gleipnir
13 Call of Gleipnir
20 Greater Call of Gleipnir
32 Superior Call of Gleipnir
5 Nimbleness of the Lynx
12 Agility of the Lynx
21 Dexterity of the Lynx
30 Quickness of the Lynx
40 Alacrity of the Lynx
50 Heart of the Lynx
6 Speed of Prey
16 Speed of Quarry
25 Speed of the Chased
34 Speed of the Pursued
43 Speed of the Hunted
2 Lynx's Pelt
4 Snake's Scales
8 Wolf's Hide
11 Turtle's Shell
14 Bear's Mantle
18 Crab's Shell
23 Drake's Hide
31 Wyvern's Scales
42 Arachite's Chitin
3 Influence Insect
9 Compel Insect
15 Charm Insect
22 Control Insect
35 Dominate Insect
10 Wild Spirit
17 Feral Spirit
24 Furious Spirit
33 Raging Spirit
41 Frenzied Spirit
Battlesongs
5 Chant of the Brawl
9 Chant of the Fight
14 Chant of the Charge
19 Chant of the Battle
25 Chant of the Siege
35 Chant of the War
46 Chant of Blood
3 Simple Song of Travel
13 Song of Travel
23 Harmonic Song of Travel
33 Magnificent Song of Travel
43 Heavenly Song of Travel
1 Simple Song of Rest
10 Song of Rest
20 Harmonic Song of Rest
30 Magnificent Song of Rest
40 Glorious Song of Rest
50 Heavenly Song of Rest
2 Warcry
7 Warholler
18 Warshriek
34 Warbellow
4 Battle Woop
12 Battle Shout
26 Battle Scream
44 Battle Shout
6 Stunning Shout
15 Disabling Shout
21 Crippling Shout
32 Incapacitating Shout
42 Paralyzing Shout
11 Compel Surrender
17 Compel Submission
22 Compel Resignation
31 Compel Captulation
41 Compel Defeat
Thane changes:
- Thanes have been re-tuned again due to imbalances in PvP. Thor's Lightning has been converted to an interruptible spell, and is intended to be a pre-combat (i.e. pulling) attack. The Thunder Shout line has had its timer increased and damage reduced, but remains a shout. A new line of direct damage, Toothgrinder's Hoof, has been added with low damage and a shorter timer, and is intended to add some extra damage during combat. Please test these changes before complaining about them.
Skald changes:
- Skald songs are now on a short timer, but can be switched in combat.
- Skald shouts have had damages reduced and timers increased to remedy some imbalances in PvP.
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Dark Age of Camelot
Version 1.12 Release Notes
September 20, 2001
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This is a big new version with lots of goodies to test. For those naysayers who prophesied that we would never have Thief classes, we say, "neener neener". Infiltrators, Shadowblades, and Nightshades make their debut in this version. They will require lots of testing. Also, at long last, Theurgists have been revamped, almost totally. Please check their new features. Also, two new dungeons, more tweaks to the Thane, and the ability to make more powerful siege weapons.
NEW FEATURES AND BUG FIXES
- Added screen icons for Guard, Protect, and Intercept.
- You should no longer get stuck on doors, because now you will not collide with a door that is opening or closing
- For the color blind, you'll now see '-' and '+' after the monster name. If it is yellow to you, you'll see nothing. If its orange, red, or purple, you'll see +, ++, or +++. If its blue, green, gray, you'll see -, --, or ---.
- The blinking icon syndrome should be fixed. Please let us know if this fix takes care of the problems.
- Spell icons have been updated to reflect recent changes.
- The Albion scimitar has been changed slightly to make it look more saracen-esque.
THIEF CLASSES
Thief classes make their debut in this version of Camelot. Each Realm has one thief. Albion has the Infiltrator, Midgard has the Shadowblade, and Hibernia has the Nightshade. Please note that the thief is not an easy class to play. It requires lots of strategy, and almost every combat will require some sort of planning.
The purpose of the thief is to be able to hide, sneak up on enemies, and execute deadly Critical Strikes that do a lot of damage. They then use a combination of normal combat and combat styles to finish off the enemy. They can envenom their weapons to do more damage, and each has a ranged attack that they can use as well. All three get dual wield or left axe. All three are limited to leather armors.
Please note that climbing and disguise are not yet implemented.
Critical Strikes
Thief special attacks are learned by specializing in a thief-only skill called "Critical Strikes". Specializing in this skill will teach the player special combat styles, the most basic of which is Backstab. Critical Strike styles are all dependent on the player being hidden when they first initiate them; or are based on styles that require the player to be hidden. So to use a critical strike at all, the player must first be hidden.
Critical Strike Styles
The number is the amount of specialization you have to have in Critical Strikes to learn the style.
1 Backstab - Medium Fatigue cost, use from behind enemy, medium bonus damage, medium bonus to hit, medium penalty to defense, use while hidden
4 Eviscerate - Medium fatigue cost, use after backstab, high bonus damage, causes short duration attack speed reduction, small bonus to hit, small penalty to defense
6 Kidney Rupture - High fatigue cost, use after Eviscerate, Medium bonus damage, Causes short duration bleed, small bonus to hit, medium penalty to defense
8 Pincer - Medium fatigue cost, Use from beside enemy, medium bonus damage, high bonus to hit, high penalty to defense
10 Backstab II - High fatigue cost, use from behind enemy, medium bonus damage, high bonus to hit, medium penalty to defense, use while hidden
12 Hamstring - Low fatigue cost, use after evading enemy, medium bonus damage, causes medium duration bleed, medium bonus to hit, medium bonus to defense
15 Thigh Cut - Medium fatigue cost, use after Backstab II, Medium bonus damage medium bonus to hit, small penalty to defense
18 Garrote - High fatigue cost, use any time, medium bonus damage, causes medium duration movement reduction, medium bonus to hit, medium penalty to defense
21 Perforate Artery - Medium fatigue cost, use from in front of enemy, medium bonus damage, causes long duration bleed, high bonus to hit, medium penalty to defense, use
while hidden
25 Achilles Heel - Medium fatigue cost, use after Garotte, Medium bonus damage, causes long duration attack speed reduction, medium bonus to hit
29 Leaper - Low fatigue cost, use after parrying enemy, medium bonus damage, long duration bleed, high bonus to hit, small bonus to defense
Ranged Attacks
All three thieves get basic ranged attacks to supplement their Critical Strikes and other combat styles. The Infiltrator can use crossbows, the Shadowblade can use throwing knives, and the Nightshade learns level-based direct damage spells.
Poisons
All thieves learn the Envenom skill at level 5. This allows them to apply poisons to their weapons before going into battle. Poison vendors have been set up around the world -- use them. They sell poisons that have different effects on your enemy -- some debuff, some apply a damage over time, etc. It is expected that a thief will always attack with an envenomed weapon, so make sure you stock up on poison before you head out hunting.
Please note that poisons are level-based, so you will not be able to apply some poisons until you put more spec points into Envenom. You will be able to gauge the relative power of a poison by its name in the store list. Please note that low-level weapons will not be able to be envenomed by high-level poisons. You must use a level-appropriate poison on your weapon.
Please note that only your melee weapons can be poisoned.
Distractions
In order to be able to hide better, thieves learn how to use "Distractions". They learn this ability by training in the Stealth specialization. You can greatly increase your hiding chances if you approach a monster from behind - and distractions give you the opportunity to do this. To distract a monster, first hide by using your stealth skill. Move towards the monster. Target an area where you want the monster to turn by using the "target area" function (F5 by default). Then click on the distract icon. If successful, the monster will turn and face that area. Please note that the monster has a chance of turning around and immediately attacking you if you fail the distract roll. The higher you specialization in Stealth, the better your distracting will be. Please note that you won't get Distraction until you have about five spec points in Stealth.
Combat Strategy
The soloing thief should first poison his weapon, then go into stealth mode. Using distract as needed, he should sneak behind his target, then execute backstab, and the styles that chain off of backstab. Afterwards he can use a mix of regular tactics and dual wield combat styles as needed until the monster is dead.
WORLD NOTES
Two new dungeons:
1) Spindlehalla - Midgard dungeon - Myrkwood (full groups 30 - 40)
Background: The arachites, sometimes referred to by the Norse as "spidermen," are a dark forest and underground dwelling race of spider- or scorpion-like creatures. There are many species of arachites, including the common arachite, icestriders, ekyps, deeplurks, and djupt. The common arachites are the most structured and civilized of the different species and are generally the ones found near the surface world. Because they dwell underground, they often compete for territory with the svartalfar and the dverge and will often hunt and/or enslave individuals from either of the two groups. All Arachites lack the ability to spin their own webs, so they harvest the silk produced by spiders, which they also tend like prized sheep. With the silk produced by the spiders, particularly young spiders and "husks" (silkworms that are found near spiders), the arachite priests have devised a way that allows the arachites to produce a weblike substance that they can use.
2) Spraggon Den - Hibernian dungeon - Silvermine Mts. (small groups 15 -22)
Adventurers seeking to rid the Silvermine Mts. of its excessive Spraggon population should seek out the Spraggon Den, a messy dungeon dug out of the earth and the remains of old silver mines that many spraggon call home. It is inhabited primarily by the spraggon, along with a few other creatures that make their home in the earth.
- Upped the monsters in the Burial Mound (Midgard) by four to five levels each and modified the spawners so they'd work similar to the other dungeons. Players may have to fight their way back out, but it'll be consistent with the others. We apologize for the inconvenience.
poison shops added:
Hibernia:
-Deante and Mailor in Tir na Nog in warehouse by palace
-Dorran at the tents in shannon estuary on way to lough gur... high level poisons
-Kinney in Connla, lower level poisons
-Kalla in Howth -- lower levels
-Riber at Druim Ligen , higher levels
-Lexie in Ardee lower levels
-Borlai in Tir na mBeo higher levels
-Sarena in Innis Carthaig higher levels
-Lirla in Alainn Binn higher levels
Midgard:
-Sissel and Svewn, Svasud Faste. Low and High level Poison
-Jolpgier and Osk,Audliten, two story norse house. Low and High level Poison
-Bersi and Helja, Fort Atla, inside the tavern, Low and High Level Poison
-Ander and Oilibhear, Jordheim, nearest the Vasudheim enterance. Low and High level Poison
Albion:
Camelot, 2nd floor of Fletching shop
Kedoenad - low level poison
Velmis - high level poison
Cotswold, Inside Inn, back room
Velmis - low level poison
Humberton, Second level of Humberton Keep, north corner
Nydomath - low level poison
Camp Forest, Camp Station merchant area
Linidd - low level poison
Avalon Marsh, Avalon Marsh Station
Wiceit - low level poison
Avalon Marsh, Second level of Caer Witrin, north corner (high level poison)
Etie - high level poison
Black Mountains North, Second level of Swanton Keep, northwest corner
Glaeric -high level poison
Castle Sauvage, Courtyard
Onyg - low level poison
Melannon - high level poison
TRADE SKILL NOTES
- Arrows have been implemented for creation via the tradeskills. The different types will show up under the Fletching skill specifically.
- Tradesmen can now make the pieces of siege weapons that they are responsible for. The starting skill that a tradesman needs to make the raw components is 500. So a 500 in tailoring, armorcrafting, weaponcrafting, or fletching. The merchant the sells said pieces will be removed sometime within the next week.
- Siege Engines: It now takes much less wood overall to make the individual siege engines - hence less people - hence less time to lug it all into one spot.
- Siege Engines Electric Boogaloo: You can tentatively make the level 2 and level 3 versions of the various siege engines, as well. These haven't been fully tweaked and balanced yet, so they may be over, or under, powered. The level 2 and level 3 versions will cost more to make, but they give you greater damage and a much longer firing range.
Rams:
Level 1 - Small Ram
Level 2 - Ram
Level 3 - Siege Ram
Ballistae:
Level 1 - Scorpion
Level 2 - Ballista
Level 3 - Palintone
Catapults:
Level 1 - Onager
Level 2 - Catapult
Level 3 - Trebuchet
MAGIC SYSTEM NOTES
Thane changes:
* Power costs on Thane spells have been reduced.
The... urg.... ist... changes!
* This class has been totally revamped. The Theurgist now uses a new pet dynamic that hasn't been introduced before. Theurgist pet spells are now a form of directed damage, which require a target to be selected, a range check, facing, etc. The elemental that is summoned cannot be controlled, and heads to the target selected at casting and attacks. Since the player doesn't have his "controlled" slot taken up by the summoned creature, this means he can summon more elementals as long as he has power.
This is balanced by the fact that the new elementals only survive for approximately 20 seconds, or until they are killed. While the elementals have the flag set for reduced experience penalty, summoning multiple elementals adds all the damage done by them and counts it as if 1 giant elemental did all the damage. So while it may be possible to take high level targets down, it still generally takes a lot of power and the elementals absorb a proportional amount of the experience.
Theurgists still have 3 elemental elementals in their spec lines, ice, air and earth. They each have different dynamics. The air elemental is medium offense, low hit points, and has an evasion chance. The air elemental also has a chance of stunning its target when it attacks. It can be cast from the longest range, runs faster and should be effective at harrying opponents (in PvP and PvE). It doesn't do too much damage, however, so isn't a great taunter.
The earth elemental is the simplest of the 3 elementals, a melee ground pounder with a self strength buff and bonus hit points and damage. Good for dealing initial damage and holding the target engaged. The speed reduction has been removed, so these guys will happily bound after anyone they can are cast at.
The ice elemental is actually more fragile than the air elemental, with greatly reduced hit points and offense. However, the ice elemental has a ranged cold direct damage spell that it will cast as long as the target is at range. Once the opponent gets into melee range, it will do its best to melee the target, but realistically its job is done at that point.
Since all elementals are very short in duration, all pet support spells have been removed from the Theurgist's spell lines. They have been replaced by variations and reshufflings of old spell lines, and fleshed out a bit. The new specialization and Path of Air lists are listed below under "General Magic changes".
Keep in mind that this style of gameplay is brand new. One known bug is that after summoning an elemental, it sometimes doesn't update its position on the client properly, and so it seems to stand there. On its first attack, it appears next to the target. This is just a display bug we'll address in the near future. There also may be some game dynamics we haven't foreseen with this new style of pet, and we'll be looking for player input to tune things to maintain balance.
General Magic changes:
* With the Theurgist revision, all the new Wizard and Theurgist spells have been renamed (and in the case of Theurgist, changed entirely). Here are the new lists:
0 Path of Earth Elementalist Base List
1 Amethyst Shield Self AF Buff
3 Amethyst Shield (Enhanced)
5 Ruby Shield
9 Ruby Shield (Enhanced)
13 Cobalt Shield
18 Cobalt Shield (Enhanced)
25 Emerald Shield
30 Emerald Shield (Enhanced)
40 Diamond Shield
51 Diamond Shield (Enhanced)
4 Minor Earthen Power Damage add
8 Earthen Power
11 Greater Earthen Power
15 Minor Earthen Burst
20 Earthen Burst
26 Great Earthen Burst
34 Earthen Fury
44 Greater Earthen Fury
0 Calefaction Wizard Earth Spec List
1 Minor Shield of Magma Dmg Shield
5 Shield of Magma
9 Greater Shield of Magma
14 Minor Shell of Magma
22 Shell of Magma
33 Greater Shell of Magma
44 Exalted Magma Shield
2 Bolt of Lava Bolt
4 Bolt of Lava (Enhanced)
7 Lava Strike
12 Lava Strike (Enhanced)
17 Lava Force
24 Lava Force (Enhanced)
31 Lava Strike
38 Lava Strike (Enhanced)
46 Lava's Fury
0 Abrasion Theurgist Earth Spec List
1 Call Minor Earth Elemental Summon Earth Elem.
7 Call Lesser Earth Elemental
12 Call Earth Elemental
20 Call Potent Earth Elemental
32 Call Mighty Earth Elemental
2 Skin of Dust Absorb single hit, self
10 Skin of Sand Absorb single hit, realm
18 Skin of Earth Absorb single hit, group
26 Skin of Rock Absorb single hit, group, pulsing
35 Skin of Stone Absorb single hit, group, pulsing
45 Skin of Diamond Absorb single hit, group, pulsing
3 Minor Friction Attack speed debuff
8 Lesser Friction
14 Friction
21 Major Friction
28 Greater Friction
37 Superior Friction
47 Paralyzing Friction
0 Path of Ice Elementalist Base List
1 Ice Cloud (Minor) Direct damage
2 Ice Cloud
3 Ice Cloud (Greater)
6 Ice Cloud (Potent)
9 Glittering Ice Cloud (Lesser)
13 Glittering Ice Cloud
17 Glittering Ice Cloud (Major)
24 Ice Blast (Minor)
33 Ice Blast
41 Ice Blast (Potent)
50 Ice Blast (Major)
5 Cold's Bitter Grip (Lesser) Root
10 Cold's Bitter Grip
16 Cold's Bitter Grip (Greater)
22 Fingers Of Ice (Lesser)
30 Fingers Of Ice
39 Fingers Of Ice (Greater)
49 Anchor Of Ice
0 Liquifaction Wizard Ice Spec LIst
7 Burst of Steam (Minor) Point blank area effect damage
11 Burst of Steam
15 Steaming Blast (Minor)
20 Steaming Blast
26 Steaming Blast (Major)
32 Steaming Wind (Minor)
39 Steaming Wind
48 Steaming Wind (Major)
5 Ensnaring Haze (Minor) Direct damage, reduces target's speed
9 Ensnaring Haze (Lesser)
13 Ensnaring Haze
17 Ensnaring Haze (Greater)
24 Entangling Haze (Minor)
33 Entangling Haze
41 Entangling Haze (Greater)
50 Entangling Haze (Potent)
6 Searing Wind (Minor)
12 Searing Wind
16 Searing Gust (Minor)
21 Searing Gust
27 Searing Wave (Minor)
37 Searing Wave
47 Searing Blast
0 Refrigeration Theurgist Ice Spec List
2 Frost Blast Direct damage, reduces target's speed
5 Chilling Blast
9 Frigid Blast
13 Snow Blast
17 Ice Blast
24 Winter Blast
33 Auroral Blast
41 Hibernal Blast
50 Arctic Blast
1 Summon Minor Ice Spirit Summon Ice Pet
7 Summon Lesser Ice Spirit
13 Summon Ice Spirit
18 Summon Aged Ice Spirit
25 Summon Elder Ice Spirit
4 Field of Frost Area effect root
10 Field of Slush
16 Field of Snow
20 Field of Ice
30 Floe of Snow
39 Floe of Ice
49 Expanse of Ice
0 Path of Fire Wizard List
3 Summon Fire Direct Damage
5 Fire Wind
7 Circle Of Flames
10 Fiery Orbs
13 Fire Storm (Minor)
17 Fire Storrm
23 Fire Storm (Major)
30 Fiery Maelstrom (Minor)
37 Fiery Maelstrom
47 Fiery Maelstrom (Major)
2 Fire Bolt Bolt
4 Fiery Bolt
6 Fireball
9 Reign of Fire (Minor)
14 Reign of Fire
18 Reign of Fire (Major)
22 Flaming Rocks (Minor)
28 Flaming Rock
36 Flaming Rocks (Greater)
46 Flaming Rocks (Major)
0 Pyromancy Wizard Fire Spec List
1 Minor Combustion Direct Damage
3 Lesser Combustion
6 Combustion
10 Greater Combustion
13 Major Combustion
17 Minor Conflagration
23 Lesser Conflagration
30 Conflagration
37 Greater Conflagration
47 Major Conflagration
2 Explosive Blast (Minor) Area Effect Direct Dmg
5 Explosive Blast
7 Explosive Burst (Minor)
12 Explosive Burst
18 Concussive Blast (Minor)
24 Concussive Blast
32 Ebullient Blast (Minor)
44 Ebullient Blast
0 Path of Air Theurgist List
6 Bolstering Gust (Minor) Attack speed buff
9 Bolstering Gust
14 Bolstering Gust (Major)
21 Bolstering Storm (Minor)
28 Bolstering Storm
38 Bolstering Storm (Major)
49 Bolstering Storm (Greater)
6 Brisk Wind (Minor) Group running speed increase
16 Brisk Wind
26 Lissome Wind (Minor)
36 Lissome Wind
46 Lissome Wind (Major)
0 Vapormancy Theurgist Spec List
1 Call Lesser Air Sprite Summon Air Pet
7 Call Minor Air Sprite
12 Call Air Sprite
20 Call Potent Air Sprite
32 Call Mighty Air Sprite
4 Confusing Gust (Minor) AE short mes
13 Confusing Gust
21 Confusing Gust (Major)
30 Confusing Wind (Minor)
39 Confusing Wind
49 Confusing Storm
2 Blasting Breeze Direct Damage
5 Blasting Gust
8 Blasting Winds
11 Blasting Gale
16 Blasting Squall
22 Blasting Storm
28 Blasting Cyclone
35 Blasting Tempest
======================================
Dark Age of Camelot
Version 1.13 Release Notes
September 22, 2001
======================================
NEW THINGS AND BUG FIXES
- Some issues that were caused by zoning into cities from the home zones of each Realm. These have been fixed, although keep us appraised of any additional problems.
- You should no longer "drop" characters when you type into the chat buffer.
- Running animations were playing too slowly for id-sized and larger races and have been sped up a bit.
A FEW NOTES ON DUAL WIELD
There are many postings on the beta boards and elsewhere that dual wield appears to be "bugged". We think this is a problem where we haven't educated you (the players) on how the system is supposed to work. Please note that this discussion is not about Left Axe (Midgard). It is only for Albion (Dual Wield) and Hibernia (Celtic Dual).
Basically, the dual wield system was designed for the dual-wielder to have two fast weapons, one in each hand. Testing with this scenario shows this to be true. If you use a slow weapon in your right hand and a faster weapon in your left, you will not be nearly as effective as a player using one weapon and a shield. If you use two fast weapons, though, you will do much more damage and be more effective. So, it does not behoove you to put all your money into one big weapon -- spread your cash out a little more by buying two level-appropriate ones instead.
Please test this out and let us know what you find.
WORLD NOTES
- A new dungeon, Tepok's mine -Albion - (small groups of 20 - 30 lvl players) Black Mts. South, has been added. The story:
The savage goblins of the Black Mts. captured this mine from the surrounding townsfolk, and now make a home there. Toughened by the rigors of underground life, these goblins and their allies aggressively defend their territory from invaders.
- boundary problems in Lough Derg repaired.
- The Hibernian death trap known as the Spraggon Den has been tweaked to allow the target-level players a decent survival rate. Grave-spotting should no longer be a valid sport.
======================================
Dark Age of Camelot
Version 1.14 Release Notes
September 25, 2001
======================================
ANNOUNCEMENT
Citizens of Hibernia and Midgard, prepare for battle!
This Saturday (Sept. 29th.) at 9PM EST, the Customer Service team will gather players from Midgard and Hibernia for an attack on an Albion border gate (Forest Sauvage Main Gate Entry Point). In order to attend, you will need to port into the Albion Frontier zone between 8:30pm and 9pm EST. You will then be summoned to an area just outside the border gate. Once everyone has been brought to the area, a server wide message will be sent out with orders to charge the gate!
The idea behind all this is to test the strength of the border gate. We ask that people attending abide by the following:
1) Attendees will refrain from attacking each other during the event.
2) Albion players are asked to stay on the "Albion Proper" side of the border gate, and should not attack raiding forces.
3) Should anyone make it through the gates and away from the guards, they
will become fair game to the Albion forces.
Players who do not abide by the above mentioned rules will be summoned away from the area, and will not be allowed to participate.
We encourage all our high level Midgard and Hibernia testers to come on out and turn this into a grand, large-scale assault. Based on the turnout and cooperation from players, we may attempt similar assaults on other Realm border gates.
Thank you, and hope to see you this Saturday!
CODE CHANGES AND BUG FIXES
- /follow is now in. You can auto-follow players and NPCs/monsters. Do this by selecting the NPC/monster/player you want to follow and typing "/follow". You will follow your target, matching speed, until you break off by moving in another direction.
- You can now /send and who /who across regions in a Realm. So, now you can see other same-realm players and communicate with them no matter where they are in your Realm (i.e. in a dungeon or in a city). Please note that this includes guild chat and guild "whos" as well. We will be adding group support and other cross-region commands in the next few days.
- Footstep sounds have been re-done. They are not yet considered final, but are much better than the old set.
- Norse "snow" zones now will have more appropriate "cold" sounding ambient sounds (i.e more wind and less crickets).
TRADE SKILL SYSTEM NOTES
- Minor bug fixes to Tailoring (all realms), Fletching (all), Armorcraft (Midgard) and Metalworking (Midgard).
- Hibernian Arrows should now use the proper kind of metal bars.
- Rams should now do their full damage to doors. Please try to test this again, they should make knocking down keep doors substantially easier.
WORLD NOTES
-Tepok's Mine Tweaks: Reactivated the monsters in the lower levels that were aggroing through the floor and cleaning out the lower level players at the entrance. They
have a reduced aggression radius and should no longer be as much of an issue - please test. Also Tuned some monster encounters to provide more "safe areas" to set up in. Hint: It's not the corridors.
3 New Dungeons in need of testing:
- Coruscating Mines - Hibernia Dungeon located in the Valley of Bri Leith
Level Range: 30 - 40 in full sized groups
Background: In the realms of the Sidhe and faeries, there are two major factions that continuously play against each other. These are the Seelie and the Unseelie Courts. The members of the Seelie Court are generally benign in nature and do not actively seek to harm humans living in their territory. In some cases, they may even befriend humans such as with the Elves and Lurikeen. The Unseelie Court, however, is made up of all the dark and evil faeries, which include goblins, pookas, siabra, and other creatures of magic that may seek to cause harm to humankind. Because common metals, particularly iron, is dangerous to all magical creatures, both the Seelie and Unseelie Courts forge their weapons, armor and artifacts out of magical metals and gems. One of the most precious metals to both groups is true silver, sometimes called Mithril by others. True silver is a light, strong, magical silver that has been coveted by the Sidhe for centuries. One of the ancient kings of Hibernia, Nuada of the Silver Hand, had a
hand forged of true silver after his had been severed by an opposing Fomorian king. The silver hand functioned as any normal hand and allowed him to renew his kingship (since no one of his kind was allowed to rule so long as they had a blemish on their body). The Coruscating Mines, located in the heart of the Silvermine Mountains, is completely controlled by the Unseelie Court. Bounty hunters and other members of this evil faction often raid human and firbolg towns and villages to supply a steady workforce. The humans and firbolgs they capture are forced to labor in the mines against their will; some of them are bound by geas, some by magical collars, and others by mind manipulation. Because there is a mild line of respect and code of behavior between the two factions, the Unseelie do not capture members of the Seelie Court. There are rumors that deep within the mines the Silver Hand of Nuada is protected by powerful guardians loyal to the Unseelie, which causes no little amount of unrest among those of t
he Seelie Court.
-Keltoi Fogou -Albion Dungeon - Campacorentin Forest
Level Range: 17-22 in 3-4 person groups
Background: The Keltoi are a very spiritual people and often gather in secluded places to live, worship, or practice their spiritualistic arts. These people use the fogou as their spiritual center for ceremony, initiation and teaching. Birth and death rituals are conducted in it as it is seen as a transition zone between this world and the next. Some scholars theorize that it may also be used for initiations involving entombment where the initiates are sealed in for a time to face the underworld in order to over-come fear and so emerge 'reborn'. It is never used for burial. The whole site is considered a sacred space and its design is perhaps not so much to keep invaders out as to keep certain forces in. Those who have journeyed there and have returned claim that it has the feel of a world apart.
-Catacombs of Carvoda - Albion Dungeon - Cornwall
Level Range: 26-30 in 3-4 person groups
Background: For many years, an unnamed crypt stood alone within a circle of standing stones in the middle of the Cornwall countryside. No one knew who was buried there or how long it had been there. Not much thought was given to this place until recently when a young shepherd chasing his flock found and entrance to something much larger than just the small crypt that it appeared to be on the surface. When the shepherd did not return, the locals searched for him. They found his staff near the entrance of the crypt and his flock wandering about but saw no sign of the boy. They descended into the crypt opening and found themselves within an ancient hallway of smooth stone and tiles and pillars that were clearly Roman in design. According to their known history, the Romans had not reached this far into Cornwall so this catacomb was a complete mystery to them. Further expeditions into the catacombs revealed that this legion was in company of an emperor, an emperor that no one could name. There was no record of a
n emperor dying or being buried in Cornwall. One expedition returned with only half their number. The leader of the team claimed that something awoke, something not living and very angry. He said that before he knew it, half of his team was dead and the rest fleeing in terror. Since then, the locals refuse to return to the area, claiming that it is haunted by ancient ghosts.
Quest Changes and Notes:
- All 15th, 20th, 25th, and 30th level Midgard epics have been taken offline
temporarily for a major overhall.
- Numerous other bug fixes across the realms
======================================
Dark Age of Camelot
Version 1.15 Release Notes
September 25, 2001
======================================
This is a major update, with lots of spell system updates, enhancements, and changes. Read the "spell system notes" section closely.
NEW THINGS AND BUG FIXES
- Skalds now have Charisma/Strength/Constitution as their primary/secondary/tertiary stats.
- Rangers now have a spell line to specialize in. See the Spell System Notes for full information.
- The exp curve has been slightly modified to make level 4 easier. Level 5 and 6 are a hairsbreadth harder to compensate.
- Personal sends now appear by default in all chat tabs. If you wish to change this, you can by configuring the chat interface.
- You can no longer follow yourself or your pets using the /follow command.
- You can no longer change your last name (once you have one), and you now must be 10th level before you can get a last name.
- You can disband a group member, even when he's far away. If he's out of range and cannot be selected, you must use "/disband "
- Resurrection spells that are designed to do so now correctly teleport dead players to the caster's feet.
- "/assist " now works - previously it only worked on the selected player.
- /bandage command has been removed. It was never fully implemented.
- Pets should now move around correctly in dungeons.
- Your character's race now shows on the character sheet window.
- Fixed spurious messages on zoning (you get experience, the dies, etc.)
- Rings and bracers will now correctly drop onto empty slots.
- You can now access the Spells Document at http://www.darkageofcamelot.com/docs/spells.html.
SPELL SYSTEM NOTES
- Disease durations were tuned down, the effect was made the same at all levels, and at higher levels disease spells are area-of-effect.
- All spells are now using their new names; check www.darkageofcamelot.com/docs/spells.html for the new lists.
Ranger changes:
- Rangers have had a new skill added, Pathfinding, which is the Ranger magic specialization track. See the latest spell list to see what spells are awarded and at what levels.
Cleric/Friar changes:
- Adjusted levels of Major Restoration line. The second resurrection spells should no longer be overwriting the L15 major heal.
Eldritch changes:
- Increased range on Shadowburst line.
- Increased radius of Null Storm line.
- Added Strength Dispersal line (Str/Con debuff).
- Paralyzing Wind line is now a mesmerize, with longer duration.
- Negate Sight line now debuffs Dex/Qui instead of just Dex.
Magician changes:
- Increased damage of Aura of Turning line.
Shaman changes:
- Added Fungal Rejuvenation line (Heal over time).
Naturalist changes:
- Slightly shortened healing cast times.
Healer changes:
- Added insta-stun and insta-mesmerize to high level Pacification spec.
- Increased range of several lines in Pacification line.
Spiritmaster changes:
- Added Gift of the Fallen line (self dmg shield).
- Added Spirit Flow line (transfer health to friends).
- Slightly lowered damage of life drain spells.
- Changed Gloomwave line to be point-blank-area-effect mesmerize instead of damage.
Runemaster changes:
- Fixed Blackbolt to debuff resistance instead of buffing it (whoops).
- Added Token of Movement line (backup group movement increase).
- Fleshed out Runic Ward line (Bladeturns - self, realm, group, group pulsing, etc.)
Warden changes:
- Shifted Attack Unending to the Regrowth spec track.
- Added Nature's Ward line to Nurture spec (Bladeturns - self, realm, group, group pulsing, etc.).
- Added Guardian's Encouragement line to Nurture spec.
Sorcerer changes:
- Added Amplify Movement line to Mind Twisting spec.
Cabalist changes:
- Added Puncture Spirit line (Area Effect DOT).
- Added Cursed Vigor line to Essence Manipulation (disease).
- Slightly reduced damage on spec lifedrains.
Minstrel changes:
- (Re)Added Cant of Confusion line.
WORLD NOTES
Two new Dungeons:
- Treibh Caillte -- Hibernian Dungeon:
For levels 27-36 (in groups), in Lough Gur.
Treibh Caillte is inhabited by a small tribe of creatures locally known as ursine dwellers. The clan lives inside their naturally formed cavern. The reclusive clan is hostile to outsiders. No one knows where they came from, only that they recently arrived and inhabited a cavern in Lough Gur they claimed as their own. None of the ursine dwellers have been seen outside Treibh Caillte, and since most locals stay away, not much is known about them.
- Muire Tomb -- Hibernian Dungeon:
For levels 8 - 15 (in groups) in Connacht
Concaire Muire and his family were rich landowners prone to greed and haughtiness. Bitter and rankled from years of cruel treatment, Muire serfs cast an evil eye upon the family. A dementia slowly started to afflict Concaire Muire until one night, he murdered his entire household and then himself. The family's tomb has since been a place of unrest.
Dungeon Tweaks:
-Nisse's Lair:
Lowered the agro radii of all the mobs and tweaked the spawn times across the board hoping to create more "safe spots."
Other Fixes:
- Rumor Mills (barkeepers) in Midgard should now give out quest information. Travel directions are coming soon.
- Gatekeepers should no longer be affected by various AOE spells. Please test this.
TRADE SKILL SYSTEM NOTES
- Several minor skill bugs fixed in Hibernian Armorcraft.
- Planing Tools were not being required as they should have been for many recipes involving wood, this should be fixed now.
- A bug that was causing many Tailoring recipes to display improperly and some siege piece recipes not to display at all should now be fixed.
- Siege pieces and the 0 copper arrows should no longer come up for consignments.
======================================
Dark Age of Camelot
Version 1.16 Release Notes
September 26, 2001
======================================
NEW THINGS AND BUG FIXES
- When you buy an item that you cannot equip, you will now get a dialog asking you if you really want to buy it.
- Region music has been fleshed out a little more -- you now get region music in more places, and more tracks play.
- There are two buttons on the keyboard config screen - one for "RPG defaults" and one for "FPS defaults". FPS defaults are the original set for the game. RPG defaults are from other popular online RPGs.
- You should no longer "walk in place" on death (for a few moments) any more.
- You should now see spell animations and effects all the time. There was a bug where they weren't displaying at all under heavy network load.
- You will now climb ramps and steps much more smoothly, without needing to jump.
- Rangers now receive the correct skills and spells alluded to in yesterday's patch notes.
- Thief poison can now be purchased in stacks of 10, and can be stackable to 20.
- You can move faster while hidden now, which is dependant on your stealth specialization.
- Backstab and Backstab II Critical Strike combat styles will now stun.
- Critical Strike combat styles have had their damage raised across the board.
- You can no longer do critical shots on every shot by using the "auto release" feature. This was a bug. This is not a nerf. Please repeat - it was a bug.
- When taking over a keep, the keep's front door should now come back closed (it had been rebuilding itself in an open state, which was very silly).
- We are slowly raising the levels of all Realm Guards approaching the levels that we want them to be for release. Realm Guards were reduced in level for testing purposes, but will be slowly getting tougher as we approach the release date.
- Realm Guards will now agress on you regardless of level.
- We know about the many exploits that some of you are using in Realm Combat, and will be addressing them in the next few days.
TRADE SYSTEM NOTES
- Need to note that the merchant cost of Siege Engine pieces was raised 50% (they were exactly the same as the cost to craft them, which made it so there was no reason to do so).
WORLD NOTES
- One New Dungeon:
Name: Varulvhamn
Realm: Midgard - Skona
Level: 31-36 in 3-4 person groups
Background: Varulvhamn is an underground lair wear some werewolves take up resident. Most of the werewolves that live here tend to be less militant than those in Skona, though not necessarily less aggressive towards humankind. Two types of werewolves live here, the "common" werewolves and the wolfaur. Wolfaurs and werewolves differ slightly. Wolfaurs tends to be older-generation werewolves and as such, are almost "natural" in their forms. Because of this, they are further removed from their ancestral savagery than normal, "younger-generation" werewolves. The majority of their society (with the exception of those who are in positions that require aggression, such as wolfaur headsmen) tends to be less aggressive than their werewolf counterparts. Much to the annoyance of the werewolves, the wolfaurs tend to be more philosophical, open-minded, and even willing to accept their human Nordic neighbors.While the wolfaur are not openly aggressive toward humans and their companions, they will defend their kindred if needed. Local werewolf nobles also tend to gather in Varulvhamn to discuss matters of politics.
-Spawn rates in Nisse's Lair tweaked.
-Two Barkeeps added to Jordheim. All other associated barkeeps throughout the land are NOW functional.
-Levels of the guards in the frontier keeps have been modified upwards.
-All crabs in game are now set to type INSECT, and thus charmable.
-All frogs in the game are now set to type ANIMAL, and thus charmable.
SPELL SYSTEM NOTES
Cleric changes:
- Heavenly Visions is now a PB AE Mesmerize on a timer.
- Increased recast timer on Drive Evil line.
- Increased cast time (slightly) on Stunning Flash line.
Sorcerer/Cabalist changes:
- Moved a generic snare line into the Body Destruction list. The spec list roots now come at higher level, and are area effect.
Mentalist changes:
- Mentalist's were bugged in their mana spec list... this list has been reverted back to its original form (which is to say, no one uses it) for the time being until a better revision can be implemented.
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Dark Age of Camelot
Version 1.17 Release Notes
September 27, 2001
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GENERAL NOTES
- We know that there are lots of problems with groups and /who and /send commands in some dungeons. We'll work on getting a fix for that to you guys soon. This bug was introduced when we put in the ability to do who and send commands "cross region".
NEW THINGS AND BUG FIXES
- Thief classes can now use Critical Strikes (there's no more "you can't use this skill with this weapon" messages"). We fixed this earlier today, so this fix has been online since this morning.
- Help system has been buffed out a little more. It will continuously undergo updates between now and release (and beyond).
- Monsters that have swim animations now swim in water. Please note that not all monster models have swim animations. We will be taking steps to add these animations over time.
SPELL ART CHANGES
- Void explosions much improved.
- Created separate Void handglow. Eldritches who cast Void now get a better effect.
- Mana handglow tweaked. It is now more attractive.
- Spiritmaster handglow improved. Much bigger and better than the old one.
- Vine-wrap effect is new and is made for the Druid tangle/root spells, but may be used in other places as well.
- New much improved Dark explosions.
WORLD NOTES
- barkeeps in Midgard towns now give out travel directions.
- tweaked Muire's tomb spawn times.
- Additional tuning of the border keeps to prevent sneak-enabled classes from getting through.
- Midgard Zone: Raumarik is now the home to foul beasts. Unlike most areas, however, Raumarik is not an area to go if you are looking for quick experience or easy camps. It is an extremely high level zone with only a handful of monsters that do not respawn quickly. Additionally, some of the monsters in the area may require more than one group to take down. We'll be adding high level stuff to this zone as we go.
- A cap on experience lost above level 30 has been implemented.
MAGIC SYSTEM CHANGES
General magic changes:
- All bladeturn lines (Skin of Sand, Nature's Ward, Runic Ward) have had their casting timers increased. Since these spells potentially have the ability to negate large quantities of damage, they will continue to be tuned to deal with any imbalances that creep up.
Theurgist changes:
- Extended range and reduced cast time on elemental summoning spells.
Shaman changes:
- Fixed bug with Fungal Rejuvenation overwriting Frigg's line.
Mentalist changes:
- Fixed DoT damage for Mind Fade line.
Cleric changes:
Alright, those last changes didn't go over well. I'm going to implement some changes that were suggested by players, and try that. They weren't my first choice, but they may solve the problem.
- Removed Holy Wrath line.
- Decreased timer on Drive Evil line to 20 seconds, and increased the damage on targets further away.
- Reverted Stunning Flash to its old casting time (2.5 seconds)
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Dark Age of Camelot
Version 1.18 Release Notes
September 28, 2001
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NEW THINGS AND BUG FIXES
- When Jewelry's condition goes down to zero, it will no longer give you a magical bonus.
- Your own name was truncated when you viewed your own character (although it looked fine to others who looked at you). This has now been fixed, so the character named "Bandersnatchy SnatcherDeBandy" will now appear correctly, I'm sure to his great relief.
- The checkbox to not show help tips will now work - i.e. if you check it, no tips will be shown when you level between levels 1 through 5.
- Combat Styles now have different colored "trails" depending on which type of weapon they are used with.
- The [Tab] key that removes the interface now removes spell effect icons as well.
- The "you jump to location xxxx" debug message that printed when you zoned into cities and dungeons has been removed.
- You can now use shift-left and right arrow to move the curser inside the chat input box to edit text.
- You can shift-up and shift-down arrow to go back and forth between your last 10 commands (sends, etc.).
- You will no longer see the Tips help box pop up after level 6.
- When you move while interacting with an NPC, and the NPC interaction window goes away, you can now interact again with that same NPC and you'll see the text that you had seen before.
- We are now experimenting with "sticky" combat. Use the /stick command to stick to your currently selected enemy, and you will follow him quite closely, while you can continue to fight him. PLEASE NOTE THAT THIS IS FOR TEST PURPOSES ONLY AT THIS POINT. We may remove it once we test the dynamics of the proposed feature.
- You now get the health bar for doors correctly.
- Doors should now be better synchronized (i.e. you won't see them open when others see them closed, etc.).
- All combat styles have changed. Please see the list in this release note for the new styles you character has been given.
- There were some problems with Left Axe combat styles. These have been fixed in this round of combat style fixes, so now Left Axe styles should do more damage than before.
- Several spells effects have been fixed and upgraded.
WORLD NOTES
- Midgard should now have the full complement of dye stores scattered throughout the towns in the Home region.
- The denizens of the Cursed Forest have now made themselves known. Like Raumarik of Midgard, the Cursed Forest is not an area to go if you are looking for quick experience or easy camps. It is an extremely high level zone with only a handful of monsters that do not respawn quickly. Additionally, some of the monsters may require more than one group of higher level players to defeat.
CRAFTING SYSTEM NOTES
- Component pieces of Leatherworking, Metalworking, and Woodworking for Weaponcrafting have had their timers cut by 50%, which means you can make weapons in 2/3 the time you could before.
COMBAT STYLES
- We have significantly upgraded and buffed out each Realm's combat styles. These are similar to, but not at all the same as what you are used to. This will require some getting used to, so please get to testing them, and let us know what you find.
- Albion and Midgard styles have their proper names; Hibernian Styles have been redone but do not yet have final names.
Albion Weapon Styles
Slashing:
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2 - Ruby Slash - High fatigue cost, medium bonus damage
4 - Cross Slash - Low fatigue cost, use from side of target, medium bonus damage, medium bonus to hit, medium bonus to defense
6 - Uppercut - Medium fatigue cost, medium bonus damage, small bonus to hit
8 - Enrage - Medium fatigue cost, low bonus damage, attempt to taunt target to attack you, medium penalty to your defense for the next round
10 - Bloodletter - Medium fatigue cost, use after successful Cross Slash, Causes short duration bleed, high bonus to hit, medium bonus to defense
12 - Reflect - Medium fatigue cost, no bonus damage, attempt to lower own aggro damage so target will switch off you, raise defense for next round
15 - Opal Slash - Medium fatigue cost, Use after a successful Uppercut, medium bonus damage, causes light bleeding, bonus to hit
18 - Riposte - Low fatigue cost, use after parrying opponent, high bonus damage, medium bonus to hit, medium bonus to defense for next round
21 - Side Slicer - Light fatigue cost, Must be used from either side of target, low bonus damage, causes reduced movement rate
25 - Cleave - Low fatigue cost, Use after a successful Uppercut, medium bonus damage, bonus to hit
29 - Amethyst Slash - Medium fatigue cost, low/medium bonus damage, large bonus to hit
34 - Befuddler - Medium fatigue cost, use after successful Riposte, Medium bonus damage, causes medium duration Stun, medium bonus to hit
39 - Back Slash - High fatigue cost, use from behind enemy, medium bonus damage, high bonus to hit
44 - Sapphire Slash - Low fatigue cost, use after successful Enrage, Medium bonus damage, Causes medium duration bleed, medium bonus to hit, high penalty to defense for next round
50 - Diamond Slash - High fatigue cost, use after successful Amethyst, High bonus damage, Very high bonus to hit
Crushing:
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2 - Daze - High fatigue cost, medium bonus damage
4 - Back Crush - Low fatigue cost, use from behind enemy, medium bonus damage, short duration stun, medium bonus to hit
6 - Maul - High fatigue cost, high bonus damage, large bonus to hit, small defensive penalty for next round
8 - Bludgeon - Medium fatigue cost, use after successful Maul, medium bonus damage, taunts enemy on to you, defensive penalty for next round
10 - Bruiser - Medium fatigue cost, use after successful Back Crush, Medium bonus damage, short duration bleed, medium bonus to hit
12 - Concussion - Medium fatigue cost, Medium bonus damage, slows target's attack speed temporarily, small bonus to hit
15 - Contusions - Medium fatigue cost, Use after successful Bludgeon, medium bonus damage, medium duration stun, medium bonus to hit
18 - Blackjack - Use after successful Maul, medium bonus damage, causes short duration stun, medium bonus to hit
21 - Protector - Medium fatigue cost, no bonus damage, reduce NPC's anger towards you, defensive bonus for next round
25 - Divine Hammer - Medium fatigue cost, use from behind target, medium bonus damage, medium bonus to hit
29 - Skull Breaker - Low fatigue cost, use after target is blocked by anyone, medium bonus damage, high to hit bonus, low defensive penalty for next round
34 - Side Crush - Medium fatigue cost, Use from beside enemy, Medium bonus damage, medium duration bleed, medium bonus to hit
39 - Bone Crusher - Low fatigue cost, use after parrying enemy, medium bonus damage, long duration movement reduction, medium bonus to hit, medium bonus to defense
44 - Body Masher - Medium fatigue cost, use after successful Skull Breaker, Medium bonus damage, heavy attack speed reduction, medium bonus to hit
50 - Devastate - High fatigue cost, use after successful Side Crush, High bonus damage, long duration stun, high bonus to hit, medium penalty to defense
Polearms:
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2 - Impale - High fatigue cost, medium bonus damage
4 - Defender's Cross - Medium fatigue cost, Use from Beside enemy, medium bonus damage, short movement reduction, medium bonus to hit
6 - Deflect - Medium fatigue cost, no bonus damage, reduce NPC's anger towards you, high defensive bonus for next round
8 - Executioner - Medium fatigue cost, use after target is parried by anyone, medium damage bonus, reduce target's attack speed temporarily, small to hit bonus
10 - Defender's Faith - High fatigue cost, use any time, medium bonus damage, short duration bleed, small bonus to hit, small penalty to defense
12 - Distract - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, small to hit bonus, medium defensive penalty for next round
15 - Defender's Courage - Medium fatigue cost, use after successful Defender's Faith, medium bonus damage, medium duration attack speed reduction, medium bonus to hit
18 - Crippling Blow - Medium fatigue cost, medium bonus damage, medium duration movement reduction to target, medium bonus to hit
21 - Disabler - Low fatigue cost, use after Crippling Blow, medium bonus damage, short duration attack speed reduction to target
25 - Phalanx - Medium fatigue cost, use from behind enemy, medium bonus damage, medium bonus to hit
29 - Mangle - Medium fatigue cost, use after crippling blow, high bonus damage
34 - Defender's Rage - Low fatigue cost, use after target fumbles, Very high bonus damage, medium bleed, high bonus to hit
39 - Poleaxe - High fatigue cost, use any time, medium bonus damage
44 - Defender's Revenge - Low fatigue cost, use after successful Defender's Rage, long duration stun, very high bonus to hit
50 - Defender's Aegis - Medium fatigue cost, use after successful Phalanx, Long duration movement reduction, High bonus to hit, small bonus to defense
Two Handed:
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2 - Half Moon - High fatigue cost, medium bonus damage
4 - Double Back - Medium fatigue cost, use from behind enemy, medium bonus damage, Short duration stun, meduim bonus to hit
6 - Rile - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, small bonus to hit, medium penalty to defense for next round
8 - Pacify - Medium fatigue cost, no bonus damage, attempt to lower NPC's anger towards you, defensive bonus to next round
10 - Two Fists - Medium fatigue cost, use after successful Double Back, Medium bonus damage, Short duration bleed, Medium bonus to hit
12 - Bone Bruiser - Medium fatigue cost, medium bonus damage, medium duration attack speed reduction, small bonus to hit
15 - Double Recovery - Low fatigue cost, Use after you fumble, High bonus damage, Causes medium duration movement reduction, Medium bonus to hit
18 - Fury - Low fatigue cost, use after target is parried by anyone, medium bonus damage, causes light bleeding, medium bonus to hit, high penalty to defense for next round
21 - Bone Splitter - Medium fatigue cost, use after successful bone bruiser, medium bonus damage, causes medium duration movement reduction, small bonus to hit
25 - Recenter - Low fatigue cost, Use after successful fury, medium bonus damage, small bonus to hit, high defensive bonus to next round
29 - Bone Breaker - Medium fatigue cost, use after successful Bone Bruiser, medium bonus damage, short duration stun, small bonus to hit
34 - Obfuscate - Medium fatigue cost, Use after successful Fury, medium bonus damage, Causes heavy attack speed reduction, medium bonus to hit
39 - Doubler - High fatigue cost, use any time, medium bonus damage, small bonus to hit
44 - Two Moons - Low fatigue cost, use after successful Double Recovery, Medium bonus damage, long duration stun, high bonus to hit
50 - Sun and Moon - Medium fatigue cost, use after successful Bone Breaker, Causes heavy bleeding, small bonus to hit
Dual Wield:
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2 - Twin Spikes - Medium fatigue cost, very high bonus damage
4 - Twin Return - Low fatigue cost, Use after parrying enemy, medium bonus damage, Short duration bleed, Medium bonus to hit, small bonus to defense
6 - Shadow's Edge - Medium fatigue cost, use when behind target, high bonus damage, bonus to hit
8 - Inflame - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, medium defensive penalty to next round
10 - Orbit - Medium fatigue cost, use after successful Twin Return, Medium bonus damage, Short duration movement reduction, medium bonus to hit
12 - Eclipse - Medium fatigue cost, use after successful shadow's edge, medium bonus damage, short duration attack speed reduction, medium bonus to hit
15 - Misty Gloom - High fatigue cost, use any time, Medium bonus damage, small bonus to hit
18 - Obscure - Medium fatigue cost, no bonus damage, attempt to lower NPC's anger towards you, high defensive bonus to next round
21 - Penumbra - Medium fatigue cost, use after successful Shadow's Edge, high bonus damage, high bonus to hit
24 - Reflection - Low fatigue cost, use after target is parried by anyone, medium bonus damage, small bonus to hit, small bonus to defense for next round
29 - Flank - Medium fatigue cost, use from either side of target, medium bonus damage, medium duration reduction to target's movement rate, medium bonus to defense for next round
34 - Dark Tendrils - Low fatigue cost, use after evading target, medium bonus damage, causes heavy bleeding, medium bonus to hit
39 - Shadows Rain - Medium fatigue cost, use after successful Flank, Medium bonus damage, heavy attack speed reduction, medium bonus to hit, small bonus to defense
44 - Hypnotic Darkness - Medium fatigue cost, Use after successful Reflection, Medium bonus damage, Medium duration stun, high bonus to hit
50 - Dual Shadows - Medium fatigue cost, use from in front of enemy, medium bonus damage, long duration bleed, medium bonus to hit, medium penalty to defense
Thrust:
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2 - Thistle - High fatigue cost, medium bonus damage
4 - Ratfang - Low fatigue cost, use after evading target, medium bonus damage, short duration stun, medium bonus to hit, small bonus to defense
6 - Puncture - Medium fatigue cost, medium bonus damage, light bleeding, medium bonus to hit
8 - Sting - Medium fatigue cost, Low bonus damage, attempt to taunt NPC to attack you, medium bonus to hit, high defensive penalty for next round
10 - Wolftooth - Medium fatigue cost, use after successful Ratfang, High bonus damage, short duration movement reduction, medium bonus to hit
12 - Bloody Dance - Medium fatigue cost, use after successful puncture, medium bonus damage, causes medium duration bleeding, medium bonus to hit, small penalty to defense for next round
15 - Beartooth - Low fatigue cost, use after parrying target, medium bonus damage, medium duration stun, high bonus to hit
18 - Tranquilize - Medium fatigue cost, no bonus damage, attempt to lower NPC's anger towards you, high defensive bonus for next round
21 - Lunge - Medium fatigue cost, use after successful puncture, medium bonus damage, high bonus to hit
25 - Ricochet - Low fatigue cost, use after target is blocked by anyone, causes medium duration bleeding, high bonus to hit, medium penalty to defense for next round
29 - Pierce - Medium fatigue cost, use from behind enemy, medium bonus damage, medium duration bleed, high bonus to hit, medium penalty to defense
34 - Liontooth - Low fatigue cost, use after successful Wolftooth, medium bonus damage, long duration bleed, medium bonus to hit, small bonus to defense
39 - Basiliskfang - Medium fatigue cost, use from beside target, medium bonus damage, heavy attack speed reduction, small bonus to hit, small bonus to defense
44 - Wyvernfang - Low fatigue cost, Use after successful Beartooth, medium bonus damage, long duration movement reduction, medium bonus to hit
50 - Dragonfang - Low fatigue cost, use after evading target, medium bonus damage, long duration stun, high bonus to hit, small penalty to defense
Staff:
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2 - Spinning Staff - Medium fatigue cost, medium bonus damage, small bonus to defense
4 - Figure Eight - Low Fatigue cost, use after target is parried, high bonus damage, medium bonus to hit, small bonus to defense
6 - Friar's Ally - Medium fatigue cost, Use after Figure Eight, medium bonus damage, short duration stun, medium bonus to hit
8 - Defender's Fury - Medium fatigue cost, medium bonus damage, medium duration attack speed reduction, small bonus to hit
10 - Quick Strike - Medium fatigue cost, use after Defender's Fury, medium bonus damage
12 - Friar's Redress - Medium fatigue cost, no bonus damage, attempt to taunt target off you, very high bonus to defense for next round
15 - Double Strike - Low fatigue cost, use after Figure Eight, medium bonus damage, short duration bleed, medium bonus to hit, small bonus to defense
18 - Friar's Friend - High fatigue cost, use from side of target, high bonus damage, medium duration stun, medium bonus to hit
21 - Counter Evade - Low fatigue cost, use after target is evaded, high bonus damage, medium duration movement reduction, small bonus to hit, medium bonus to defense
25 - Banish - Low fatigue cost, use after successful #5, very high bonus damage, medium bonus to hit, medium bonus to defense
29 - Friar's Boon - Medium fatigue cost, medium bonus damage, medium bonus to defense
34 - Holy Staff - High fatigue cost, use any time, medium bonus damage, small bonus to hit
39 - Friar's Fury - Low fatigue cost, Use after Counter Evade, medium bonus damage, medium duration bleed, medium bonus to hit, small bonus to defense
44 - Stunning Wrath - Medium fatigue cost, use after Banish, Long duration stun, high bonus to hit, medium bonus to defense
50 - Excommunicate - Medium fatigue cost, use after evading enemy, high bonus damage, medium bonus to hit, small bonus to defense
Midgard Weapon Styles
Sword:
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2 - Whirling Blade - High fatigue cost, medium bonus damage
4 - Frost Cut - Low fatigue cost, use after block, medium bonus damage, short duration bleed, small bonus to hit
6 - Draw Out - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, medium penalty to defense for next round
8 - Northern Lights - Medium fatigue cost, use from side of enemy, medium bonus damage, small attack speed reduction, small bonus to hit
10 - Assault - Medium fatigue cost, medium bonus damage, medium bonus to hit
12 - Temper - Medium fatigue cost, no bonus damage, lower NPC's anger towards you, high defensive bonus for next round
15 - Aurora - Medium fatigue cost, use after successful Northern Light, high bonus damage, medium duration movement reduction, medium bonus to hit
18 - Baldur's Fury - High fatigue cost, use after successful Assault, medium bonus damage, causes short duration movement reduction, medium bonus to hit
21 - Reinforcement - Low fatigue cost, use after target is parried by anyone, medium bonus damage, causes short duration bleed, medium bonus to hit, small penalty to defense for next round
25 - Ice Storm - Medium fatigue cost, use after successful Assault, high bonus damage, medium bonus to hit
29 - Rush - Low fatigue cost, use after successful Reinforcement, medium bonus damage, causes long duration attack speed reduction, medium penalty to defense for next round
34 - Polar Rift - High fatigue cost, use any time, medium bonus damage, small bonus to hit
39 - Niord's Fury - Low fatigue cost, use after target fumbles, high bonus damage, medium duration stun, medium bonus to hit
44 - Sif's Revenge - Medium fatigue cost, Use after successful Rush, medium bonus damage, long duration bleed, medium bonus damage
50 - Ragnarok - Medium fatigue cost, use from behind enemy, medium bonus damage, heavy attack speed reduction, medium bonus to hit, low penalty to defense
Hammer:
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2 - Thor's Anvil - High fatigue cost, medium bonus damage
4 - Crushing Blow - Low fatigue cost, use after parry, medium bonus damage, short duration stun, medium bonus to hit
6 - Placate - Medium fatigue cost, no bonus damage, lower NPC's anger towards you, medium bonus to defense for next round
8 - Slam - Medium fatigue cost, use after successful Crushing Blow, medium bonus damage, short duration bleed, medium bonus to hit
10 - Ruiner - Medium fatigue cost, high bonus damage, small bonus to hit
12 - Frost Hammer - Medium fatigue cost, use beside enemy, high bonus damage, medium duration movement reduction, medium bonus to hit
15 - Provoke - Medium fatigue cost, attempt to taunt NPC to attack you, low bonus damage, medium bonus to hit, medium penalty to defense for next round
18 - Demolish - High fatigue cost, use after successful Ruiner, medium bonus damage, causes short duration stun, small bonus to hit
21 - Revenge - Low fatigue cost, use after target is blocked by anyone, medium bonus damage, causes medium duration attack speed reduction, medium bonus to hit, small penalty to defense for next round
25 - Crumble - Medium fatigue cost, use after successful Ruiner, high bonus damage, medium bonus to hit
29 - Conquer - Low fatigue cost, use from behind target, medium bonus damage, medium duration movement reduction, high penalty to defense for next round
34 - Thor's Answer - Medium bonus damage, use after successful Revenge, medium bonus damage, medium duration stun, medium bonus to hit
39 - Lambast - Low fatigue cost, use after parry, medium bonus damage, long duration bleed, medium bonus to hit, small bonus to defense
44 - Sledgehammer - Medium fatigue cost, use after Conquer, High bonus damage, high bonus to hit
50 - Mjolnir's Fury - Medium fatigue cost, use after Thor's Answer, High bonus damage, heavy attack speed reduction, high penalty to defense
Axe:
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2 - Splitter - High fatigue cost, medium bonus damage
4 - Cleave - Low fatigue cost, use after parry, medium bonus damage, small attack speed reduction, medium bonus to hit
6 - Plague - Medium fatigue cost, Low bonus damage, attempt to taunt NPC to attack you, medium bonus to hit, medium penalty to defense for next round
8 - Thrym's Stength - Medium bonus damage, Use after Cleave, medium bonus damage, short duration stun, medium bonus to hit
10 - Pillage - Medium fatigue cost, medium bonus damage, causes short duration attack speed reduction, small bonus to hit
12 - Hoarfrost - Medium fatigue cost, no bonus damage, attempt to lower NPC's anger towards you, small bonus to hit, medium bonus to defense for next round
15 - Evernight - Low fatigue cost, use after target fumbles, high bonus damage, medium duration bleed, medium bonus to hit
18 - Plunder - Medium fatigue cost, use after successful Pillage, medium bonus damage, short duration movement reduction, medium bonus to hit
21 - Valkyrie's Shield - Low fatigue cost, use after target is blocked by anyone, medium bonus damage, medium bonus to defense for next round
25 - Raider - Low fatigue cost, use after successful Pillage, high bonus damage, causes short duration stun, medium penalty to hit, meduim penalty to defense for next round
29 - Havoc - Medium fatigue cost, use when in front of target, medium bonus damage, small bonus to hit, small penalty to defense for next round
34 - Midnight Sun - Medium fatigue cost, use after Valkyrie's Shield, medium bonus damage, medium duration stun, high bonus to hit
39 - Glacial Movement - Medium fatigue cost, use from beside enemy, medium bonus damage, heavy attack speed reduction, medium bonus to hit, low penalty to defense
44 - Arctic Rift - Low fatigue cost, use after Evernight, High bonus damage, medium bonus to hit
50 - Tyr's Fury - Medium fatigue cost, use after Havoc, high bonus damage, long duration bleed, high bonus to hit
Left Axe:
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2 - Counter Slash - High fatigue cost, medium bonus damage
4 - Doubler - Medium fatigue cost, use behind enemy, medium bonus damage, short duration bleed, small bonus to hit, small penalty to defense
6 - Ravager - Medium fatigue cost, medium bonus damage, small bonus to hit
8 - Polar Light - Low fatigue cost, use after parry, medium bonus damage, small attack speed reduction, large bonus to hit, small bonus to defense
10 - Snowblind - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, small bonus to hit, medium penalty to defense for next round
12 - Atrophy - Medium fatigue cost, use after successful Ravager, medium bonus damage, medium duration movement reduction, small bonus to hit
15 - Frost Shadow - Medium fatigue cost, use after Polar Light, high bonus damage, medium bonus to hit, small bonus to defense
18 - Comeback - Low fatigue cost, use after target is evaded by anyone, medium bonus damage, medium bonus to hit
21 - Scathing Blade - Medium fatigue cost, use after successful Atrophy, high bonus damage, causes long duration attack speed reduction, medium bonus to hit, medium penalty to defense for next round
25 - Decaying Rage - Low fatigue cost, use after successful Atrophy, medium bonus damage, strong attempt to lower NPC's anger towards you, medium bonus to hit, high bonus to defense for next round
29 - Snowsquall - Medium fatigue cost, use from behind target, high bonus damage, medium bonus to hit
34 - Doublefrost - High fatigue cost, use any time, Medium bonus damage, small bonus to hit
39 - Frosty Gaze - Medium fatigue cost, use after Comeback, medium bonus damage, medium duration stun, medium bonus to hit
44 - Icy Brilliance - Medium fatigue cost, use after Snowsquall, medium bonus damage, long duration bleed, high bonus to hit
50 - Aurora Borealis - Low fatigue cost, use after parry, high bonus damage, heavy attack speed reduction, high bonus to hit
Spear:
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2 - Dazzling Spear - High fatigue cost, medium bonus damage
4 - Return Thrust - Low fatigue cost, use after block, medium bonus damage, short duration bleed, medium bonus to hit
6 - Engage - Medium fatigue cost, low bonus damage, attempt to taunt NPC to attack you, medium bonus to hit, medium penalty to defense for next round
8 - Extended Reach - Low fatigue cost, use after Return Thrust, Medium bonus damage, small attack speed reduction, small bonus to hit
10 - Lancer - Medium fatigue cost, high bonus damage, medium bonus to hit, small penalty to defense for next round
12 - Dismissal - Medium fatigue cost, no bonus damage, attempt to lower NPC's anger towards you, high bonus to defense for next round
15 - Wounding Thrust - Medium fatigue cost, use after Engage, medium bonus damage, medium duration movement reduction, small bonus to hit
18 - Stab - Low fatigue cost, use after successful Lancer, no bonus damage, causes medium duration bleed, medium bonus to hit
21 - Perforate - Medium fatigue cost, use from side of target, medium bonus damage, causes long duration attack speed reduction, medium penalty to defense for next round
25 - Lunging Thrust - Medium fatigue cost, use after successful Lance, high bonus damage, medium bonus to hit
29 - Raze - Medium fatigue cost, use after successful Stab, low bonus damage, causes long duration bleed, medium bonus to hit
34 - Whirling Spear - High fatigue cost, use any time, medium bonus damage, small bonus to hit, small penalty to defense
39 - Razor Edge - Medium fatigue cost, use from behind enemy, medium bonus damage, medium duration stun, medium bonus to hit, small penalty to defense
44 - Odin's Wrath - Low fatigue cost, use after parry, High bonus damage, high bonus to hit, small bonus to defense
50 - Gungnir's Fury - Medium fatigue cost, use after Perforation, medium bonus damage, long duration bleed, medium bonus to hit
Shields:
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3 - Numb - Medium fatigue cost, medium damage, short duration stun
8 - Stun - Medium fatigue cost, use after successful block, medium damage, short duration stun
13 - Disable - Medium fatigue cost, use when beside target, medium damage, medium duration stun
18 - Incapacitate - High fatigue cost, use after successful block, medium damage, medium duration stun, medium bonus to defense for next round
23 - Paralyze - Medium fatigue cost, use when behind target, medium damage, medium duration stun
29 - Bash - Medium fatigue cost, use after blocking opponent, medium bonus damage, medium stun
35 - Mangle - Medium fatigue cost, use beside opponent, medium bonus damage, long duration stun
42 - Slam - Very high fatigue cost, use any time, medium bonus damage, long duration stun
50 - Brutalize - Low fatigue cost, use after block, medium bonus damage, long duration stun
HIBERNIA
(Final names coming soon...)
Blades:
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2 - Blades 1 - High fatigue cost, medium bonus damage
4 - Blades 2 - Low fatigue cost, use after parry, medium bonus damage, small attack speed reduction, medium bonus to hit
6 - Blades 3 - Medium fatigue cost, low bonus damage, attempt to taunt enemy to attack you, medium penalty to defense
8 - Blades 4 - Medium fatigue cost, no bonus damage, attempt to taunt target off you, medium bonus to defense
10 - Blades 5 - Medium fatigue cost, use from beside enemy, medium bonus damage, medium duration movement reduction, medium bonus to hit
12 - Blades 6 - Medium fatigue cost, use after successful Blades 2, medium bonus damage, short duration bleed, medium bonus to hit, small bonus to defense
15 - Blades 7 - Low fatigue cost, use after successful Blades 5, medium bonus damage, small attack speed reduction, medium bonus to hit
18 - Blades 8 - High fatigue cost, use any time, medium bonus damage, small bonus to hit, small penalty to defense
21 - Blades 9 - Low fatigue cost, use after blocking enemy, medium bonus damage, short duration stun, medium bonus to hit, small bonus to defense
25 - Blades 10 - Medium fatigue cost, use after successful Blades 6, high bonus damage, medium bonus to hit
29 - Blades 11 - Low fatigue cost, use after successful Blades 9, medium bonus damage, medium duration bleed, high bonus to hit
34 - Blades 12 - Medium fatigue cost, use from behind target, medium bonus damage, medium bonus to hit, medium penalty to defense
39 - Blades 13 - Medium fatigue cost, use after successful Blades 8, medium bonus damage, heavy attack speed reduction, small bonus to hit, medium bonus to defense
44 - Blades 14 - Low fatigue cost, use after successful Blades 13, high bonus damage, medium bonus to hit
50 - Blades 15 - Medium fatigue cost, use after target fumbles, high bonus damage, very high bonus to hit
Blunt:
-----
2 - Blunt 1 - High fatigue cost, medium bonus damage
4 - Blunt 2 - Low fatigue cost, use after blocking target, medium bonus damage, short duration stun, medium bonus to hit
6 - Blunt 3 - Medium fatigue cost, no bonus damage, attempt to taunt target off you, medium defensive bonus
8 - Blunt 4 - Medium fatigue cost, low bonus damage, attempt to taunt target to attack you, medium bonus to hit, medium penalty to defense
10 - Blunt 5 - Medium fatigue cost, use from beside target, medium bonus damage, low attack speed reduction, small bonus to hit
12 - Blunt 6 - Low fatigue cost, use after successful Blunt 2, medium bonus damage, short duration bleed, medium bonus to hit, small penalty to defense
15 - Blunt 7 - Low fatigue cost, use after you fumble, medium bonus damage, medium duration stun, high bonus to hit, small bonus to defense
18 - Blunt 8 - High fatigue cost, use any time, medium bonus damage, small bonus to hit
21 - Blunt 9 - Medium fatigue cost, use after successful Blunt 5, medium bonus damage, medium duration movement reduction, medium bonus to hit, small bonus to defense
25 - Blunt 10 - Medium fatigue cost, use from behind target, high bonus damage, medium bonus to hit, medium penalty to defense
29 - Blunt 11 - Low fatigue cost, use after successful Blunt 7, medium bonus damage, medium duration bleed, medium bonus to hit, small bonus to defense
34 - Blunt 12 - Medium fatigue cost, use after successful Blunt 9, high bonus damage, medium bonus to hit, medium bonus to defense
39 - Blunt 13 - Low fatigue cost, use after parrying target, medium bonus damage, heavy attack speed reduction, medium bonus to hit, small bonus to defense
44 - Blunt 14 - Medium fatigue cost, use after successful Blunt 10, medium bonus damage, very high bonus to hit, small bonus to defense
50 - Blunt 15 - Medium fatigue cost, use after successful Blunt 13, medium bonus damage, long duration stun, medium bonus to hit
Piercing:
--------
2 - Piercing 1 - High fatigue cost, medium bonus damage
4 - Piercing 2 - Low fatigue cost, use from behind enemy, medium bonus damage, short duration bleed, medium bonus to hit
6 - Piercing 3 - Medium fatigue cost, low bonus damage, attempt to taunt target to attack you, medium bonus to hit, high penalty to defense
8 - Piercing 4 - Medium fatigue cost, use after successful Piercing 2, medium bonus damage, small attack speed reduction, medium bonus to hit
10 - Piercing 5 - Medium fatigue cost, no bonus damage, attempt to taunt target off you, medium bonus to defense
12 - Piercing 6 - High fatigue cost, use any time, medium bonus damage, small bonus to hit, small penalty to defense
15 - Piercing 7 - Low fatigue cost, use after blocking target, medium bonus damage, medium duration bleed, medium bonus to hit, small bonus to defense
18 - Piercing 8 - Medium fatigue cost, use after successful Piercing 6, medium bonus damage, medium bonus to hit
21 - Piercing 9 - Medium fatigue cost, use from beside target, medium bonus damage, medium duration movement reduction, medium bonus to hit, small penalty to defense
25 - Piercing 10 - Low fatigue cost, use after evading target, medium bonus damage, medium duration stun, medium bonus to hit, medium bonus to defense
29 - Piercing 11 - Medium fatigue cost, use after successful Piercing 9, high bonus damage, medium bonus to hit, medium bonus to defense
34 - Piercing 12 - Low fatigue cost, use after successful Piercing 7, medium bonus damage, medium attack speed reduction, very high bonus to hit, medium bonus to defense
39 - Piercing 13 - Low fatigue cost, use after successful Piercing 8, high bonus damage, high bonus to hit, small bonus to defense
44 - Piercing 14 - Medium fatigue cost, use after successful Piercing 10, medium bonus damage, long duration bleed, medium bonus to hit
50 - Piercing 15 - Medium fatigue cost, use after successful Piercing 12, very high bonus damage, long duration bleed, high bonus to hit, small bonus to defense
Large Weapons:
-------------
2 - Large 1 - High fatigue cost, medium bonus damage
4 - Large 2 - Low fatigue cost, use after parry, high bonus damage, medium bonus to hit, small bonus to defense
6 - Large 3 - Medium fatigue cost, use any time, low bonus damage, attempt to taunt target to attack you, medium bonus to hit, medium penalty to defense
8 - Large 4 - Medium fatigue cost, use any time, no bonus damage, attempt to taunt target off you, high bonus to defense
10 - Large 5 - Medium fatigue cost, use from beside enemy, medium bonus damage, short duration bleed, medium bonus to hit, small penalty to defense
12 - Large 6 - Medium fatigue cost, use after successful Large 2, medium bonus damage, short duration stun, medium bonus to hit, small bonus to defense
15 - Large 7 - High fatigue cost, use any time, medium bonus damage, small bonus to hit, small penalty to defense
18 - Large 8 - Medium fatigue cost, use after successful Large 5, medium bonus damage, medium attack speed reduction, medium bonus to hit
21 - Large 9 - High fatigue cost, use from in front of target, medium bonus damage, medium movement reduction, medium bonus to hit
25 - Large 10 - Low fatigue cost, use after successful Large 6, very high bonus damage, high bonus to hit
29 - Large 11- Medium fatigue cost, use after target parries you, high bonus damage, medium duration stun, medium bonus to hit, small penalty to defense
34 - Large 12 - Medium fatigue cost, use after successful Large 8, medium bonus damage, high bonus to hit, medium bonus to defense
39 - Large 13 - Medium fatigue cost, use after target blocks you, medium bonus damage, long duration bleed, medium bonus to hit, small bonus to defense
44 - Large 14 - Low fatigue cost, use after successful Large 11, medium bonus damage, heavy attack speed reduction, medium bonus to hit, large bonus to defense
50 - Large 15 - Medium fatigue cost, use from behind target, medium bonus damage, long duration stun, very high bonus to hit, medium penalty to defense
Celtic Dual:
-----------
2 - Dual 1 - High fatigue cost, medium bonus damage
4 - Dual 2 - Low fatigue cost, use after evading target, medium bonus damage, short duration bleed, medium bonus to hit
6 - Dual 3 - Medium fatigue cost, use any time, low bonus damage, attempt to taunt target to attack you, small bonus to hit, medium penalty to defense
8 - Dual 4 - Medium fatigue cost, use from behind target, high bonus damage, short duration movement reduction, medium bonus to hit
10 - Dual 5 - Low fatigue cost, use after successful Dual 4, medium bonus damage, short duration bleed, medium bonus to hit, small penalty to defense
12 - Dual 6 - Low fatigue cost, use after successful Dual 2, high bonus damage, medium attack speed reduction, medium bonus to hit
15 - Dual 7 - Low fatigue cost, use after successful Dual 4, medium bonus damage, attempt to taunt target to attack you, medium bonus to hit, high bonus to defense
18 - Dual 8 - Medium fatigue cost, use from side of target, medium bonus damage, short duration stun, medium bonus to hit
21 - Dual 9 - High fatigue cost, use any time, medium bonus damage, small bonus to hit, medium penalty to defense
25 - Dual 10 - Low fatigue cost, use after parrying target, medium bonus damage, long duration movement reduction, high bonus to hit, medium bonus to defense
29 - Dual 11 - Medium fatigue cost, use after successful Dual 8, medium bonus damage, medium duration bleed, medium bonus to hit
34 - Dual 12 - Low fatigue cost, use after successful Dual 10, medium bonus damage, short duration stun, medium bonus to hit
39 - Dual 13 - Medium fatigue cost, use after successful Dual 9, High bonus damage, small bonus to hit, small bonus to defense
44 - Medium fatigue cost, use after successful Dual 12, Medium bonus damage, long duration bleed, medium bonus to hit
50 - Dual 15 - Medium fatigue cost, use after successful Dual 11, very high bonus damage, heavy attack speed reduction, high bonus to hit, small bonus to defense
Celtic Spear:
------------
2 - Spear 1 - High fatigue cost, medium bonus damage
4 - Spear 2 - Low fatigue cost, use after blocking target, medium bonus damage, short duration bleed, medium bonus to hit
6 - Spear 3 - Medium fatigue cost, use from behind target, medium bonus damage, short duration movement reduction, medium bonus to hit, medium penalty to defense
8 - Spear 4 - Medium fatigue cost, use any time, attempt to taunt target off you, high bonus to defense
10 - Spear 5 - Medium fatigue cost, use any time, low bonus damage, attempt to taunt target to attack you, medium bonus to hit, medium penalty to defense
12 - Spear 6 - Medium fatigue cost, use after successful Spear 2, medium bonus damage, medium attack speed reduction, medium bonus to hit, small penalty to defense
15 - Spear 7 - High fatigue cost, use any time, medium bonus damage, medium bonus to hit, medium penalty to defense
18 - Spear 8 - Medium fatigue cost, use after successful Spear 3, medium bonus damage, medium duration bleed, medium bonus to hit
21 - Spear 9 - Low fatigue cost, use after parrying target, medium bonus damage, medium duration stun, medium bonus to hit, small bonus to defense
25 - Spear 10 - Medium fatigue cost, use after successful Spear 8, medium bonus damage, medium attack speed reduction, high bonus to hit, small bonus to defense
29 - Spear 11 - Medium fatigue cost, use after successful Spear 9, small bonus to hit, small bonus to defense
34 - Spear 12 - High fatigue cost, use any time, medium bonus damage, small bonus to hit
39 - Spear 13 - Medium fatigue cost, use after successful Spear 11, medium bonus damage, long duration bleed, medium bonus to hit
44 - Spear 14 - Medium fatigue cost, use from side of target, low bonus damage, medium bonus to hit
50 - Spear 15 - Medium fatigue cost, use after successful Spear 14, medium bonus damage, long duration bleed, high bonus to hit
Critical Strikes:
----------------
2 - Backstab - Medium Fatigue cost, use from behind enemy, medium bonus damage, medium bonus to hit, medium penalty to defense, use while hidden
4 - Eviscerate - Medium fatigue cost, use after Backstab, high bonus damage, causes short duration attack speed reduction, small bonus to hit, small penalty to defense
6 - Kidney Rupture - - Low fatigue cost, use after Eviscerate, Very high bonus damage, Causes short duration bleed, small bonus to hit, medium penalty to defense
8 - Pincer - Medium fatigue cost, Use from beside enemy, medium bonus damage, high bonus to hit, high penalty to defense
10 - Backstab 2 - High fatigue cost, use from behind enemy, medium bonus damage, high bonus to hit, medium penalty to defense, use while hidden
12 - Hamstring - Low fatigue cost, use after evading enemy, medium bonus damage, causes medium duration bleed, medium bonus to hit, medium bonus to defense
15 - Thigh Cut - Medium fatigue cost, use after Backstab 2, Very high bonus damage medium bonus to hit, small penalty to defense
18 - Garrote - High fatigue cost, use any time, medium bonus damage, causes medium duration movement reduction, medium bonus to hit, medium penalty to defense
21 - Perforate Artery - Medium fatigue cost, use from in front of enemy, medium bonus damage, causes long duration bleed, high bonus to hit, medium penalty to defense, use while hidden
25 - Achilles Heel - Medium fatigue cost, use after Garrote, High bonus damage, causes long duration attack speed reduction, medium bonus to hit
29 - Leaper - Low fatigue cost, use after parrying enemy, medium bonus damage, long duration bleed, high bonus to hit, small bonus to defense
34 - Critical 1 - Low fatigue cost, use after Perforate Artery, very high bonus damage, medium duration stun, high bonus to hit
39 - Critical 2 - Low fatigue cost, use after Critical 1, Very high bonus damage, very high bonus to hit, small bonus to defense
44 - Critical 3 - Medium fatigue cost, use after Hamstring, high bonus damage, long duration movement reduction, high bonus to hit
50 - Critical 4 - Medium fatigue cost, use after Leaper, very high bonus damage, long duration bleed, high bonus to hit, small bonus to defense
==============================
Dark Age of Camelot
Version 1.19A Release Notes
October 2, 2001
==============================
BUG FIXES / ANNOUNCEMENTS
- Communication problems (/sends, /who, etc.) were not working. These have been fixed.
- The Credit Card sign-up window was unresponsive for some beta testers. These problems have been fixed. If you signed up for the special rate, and received acknowledgement back, then you are signed up and everything's OK. If you never received acknowledgement that your signup was successful, then you'll have to do it again. Please note that the system will not allow you to sign up for this rate twice, so if you are unsure if your charge went through or not, sign up again, and it will tell you. In any event, we will not charge your card twice.
- Stable Master in East Lough Derg now gives horse correctly.
- Rogue-applied poisons are resisted far less often.
- Horse and rider are now better synchronized.
======================================
Dark Age of Camelot
Version 1.19 Release Notes
October 2, 2001
======================================
DISCOUNT PRICING PLAN FOR BETA TESTERS
All Camelot Beta testers are invited to join the live game at a reduced cost. From now until Monday October 8, you will be able to purchase three months of playing time on the live game for $9.89/month (for three months).
To take advantage of this special offer, click on the "Pre-Subscribe" button from the Server Selection screen. You'll then see a window allowing you to enter your credit card number, name, and other information. Click "OK", and your order will be processed.
When you purchase the live game next week (or whenever), use the CD Key that comes with in the box. Install the game, type in the CD Key, and then log into the game using the same user name and password that you've always used (i.e. your beta name/password). You're account will automatically be set up for four months of access (one free month that comes when you buy the box, plus these three months at a reduced rate).
Of course, you don't have to take advantage of this offer, but if you are planning on playing the game after release, this is a great deal.
THIS OFFER IS GOOD FOR ONE WEEK ONLY, AND ONLY TO BETA TESTERS. IT WILL END ON MONDAY MORNING, OCTOBER 8, 2001.
HORSES
In order to alleviate the traveling time problems, we've decided to implement an "alternative mode" of transportation: horses. This is the first implementation of horses; more will come after release. This first step is for ALL level characters to use. It is quite inexpensive.
There is now an extensive network of Stables in each Realm. You can rent a horse to go from one stable to another - and by linking trips together you can now safely and quickly get from one part of a Realm to another. Please note that you cannot control a rented horse; you ride it as it takes you down the roads of its Realm to a predetermined destination. For a list of destinations, see the world notes, below.
To rent a horse, go to a Stable Master, who can be found in logical places near the towns and cities of each Realm. Right click on the Stable Master to bring up a list of destinations that you can rent horses to take you to. For example, the Stable Master in Snowdownia Station will rent you a horse that takes you to the North Gate of Camelot City. Purchase the ticket from the Stable Master, and then drop the ticket on him. Your horse will appear, and you'll be off to your destination and a breakneck pace.
Please note that while you are riding no monsters will aggress on you. You can move the camera around using the normal camera movement keys, but you cannot move your character. You can jump off, if you wish, before you get to your destination by hitting the "jump" key. You'll also notice that your horse will slow down as it approaches and goes through towns; but it will speed up when it is on the open road.
There may be some problems with the horse's paths - please take note of situations where your horse gets "off road" and heads off in a random direction. Please post which path you were on if this happens.
Horse Rental pricing is experimental and may be changed in the future.
NEW THINGS AND BUG FIXES
- Hibernian Guardians (base fighting class) have been given Evade. This means that all advanced classes based on the Guardian get it as well.
- Hibernian Champions now have 2 training points per level (they were set at 1.5).
- Hibernian Blademasters now get Evade II at 15th level. Their base combat skills have also been upgraded slightly.
- Several messaging changes have been implemented so servers will be more stable under high-message conditions; like when hundreds of players are on your screen at the same time.
- The "/quest" command has been re-enabled.
- We fixed another problem where monsters would chase you forever instead of giving up the chase has been fixed.
- Radius and area-effect spells will no longer pull all monster aggro on the caster. Aggro is now spread out among the group. This does not affect solo casters, of course (they will receive the aggro of all monsters if soloing).
- Pets in general should take less experience.
- The "No Aggression Timer" when you enter the game has been raised from 10 to 20 seconds.
- When you attempt to cast a spell while in combat mode, you will now automatically exit out of combat mode and cast the spell. Previously, you were forced to manually exit combat mode, then cast the spell.
WORLD NOTES
Midgard Quests:
- For those currently on the Hunter's level 11 Hill Cat Hunt quest: There were several Viking Huscarls, so to avoid confusion, the quest-related Viking Huscarl has been renamed Viking Karl
- Warrior Epic, Seer Epic, Mystic Epic and Rogue Epic's are back in up to 20th level.
- There is a temporary NPC by the name of Aesa who is located at the palace at Jordheim. She has the ability to perform a one time clearing of your pending House-based Epic quest(s). If you are not currently having issues with your line of quests received from your trainer, then you do not attempt to use this NPC. We suggest Aesa be used only if you are currently stuck on a House based quest, or you were in the process of completing a Midgard epic quest prior to today. Please note that this can only be done ONCE. If any or all of the following quests appear as "Pending" in your quest journal, they will ALL be cleared. If the quest has been completed it will NOT be cleared.
Traveler's Way quest
Traveler's Way quest
Darksong's dirge quest
Darksong's dirge quest
Wisdom of Time quest
The Rod and the Scholars quest
Visions of Darkness quest
Fressen's Plight quest
Impatience quest
Finn's Hunt quest
Fressen's Story quest
Gathering Forces quest
Madness quest
Kerinar quest
Prove Kobold Helen's innocence quest
Runes of Darkness quest
Grenlock Clan's quest
Siv's Spirit quest
Coplin's Spirit quest
Ove's Spirit quest
Gunner's Spirit quest
Traveler's Way quest
Hunt for Dorga quest
Jewel hunt quest
A War of Old quest
Scout Argyle quest
Lieutenant Salurn quest
General Robin quest
General Charles quest
Taldos' Amulet quest
The Red Dagger quest
Genlu's items quest
Coincidence? quest
Daggers Red Eye quest
Old Hatred quest
- See your trainers in the city to get the new and improved epics
Monsters:
- Factions have been added to monsters in newer zones and dungeons. Note: This should alleviate the "high level aggressive" problem in Hadrian's Wall.
- Rats now look like rats! They don't have rat sounds yet, but they will soon.
- Additional monsters spawns have been added to Connaught (not far from Ardee), particularly in the level 4-9 range.
- A few monster spawns have been added or adjusted in Lough Derg. There should be a few more monsters in the level 5-9 range.
- Adjustments have been made to Shannon Estuary, particularly around Connla. It should be easier to find hunting in the level 4-9 range. Expect to see more minor adjustments to this zone. Also note that some "new" monsters have been added to the newbie area immediately surrounding Connla. These may not yet have items. Because of that, however, they may temporarily drop coins. This will be changed once appropriate loot is given to those creatures.
MAGIC SYSTEM NOTES
- Upped bolt damage by about 10% for the Wizard, Runemaster and Eldritch.
- All "bladeturn" effects now print that they've absorbed a blow.
Theurgist changes:
- Elementals no longer lose hitpoints over their duration.
TRADE SKILL SYSTEM NOTES
- Hibernian Siegecraft no longer requires Iron pieces, but instead uses the equivalent Hibernian metal. Siegecraft pieces created by the other trades in Hibernia have also been adjusted, and siege pieces of the appropriate material added to the Hibernian border merchants.
HORSE ROUTES
Albion
Start Point: Nob's Farm in Camelot Hills:
Destination: North Camelot Gates
Start Point: North Camelot Gates
Destination: Nob's Farm in Camelot Hills
Start: Humberton
Destination: Castle Snowdonia
Start: Castle Snowdonia
Destination: Humberton
Start: Ludlow
Destination: Castle Sauvage
Start: Castle Sauvage
Destination: Ludlow or Adribard's Retreat in Avalon Marsh
Start: Gronyr's Farm in Camelot Hills
Destination: Campacorentin Station
Start: Camapcorentin Station
Destination: Gronyr's Farm in Camelot Hills or East Camelot Gates
Start: East Camelot Gates
Destination: Campacorentin Station or Snowdonia Station
Start: Snowdonia Station
Destination: East Camelot Gates
Start: Adribard's Retreat (in avalon marsh)
Destination: West Downs (in salisbury) or Castle Sauvage
Start: West Downs (in salisbury)
Destination: Adribard's Retreat (in avalon marsh)
Start: Cornwall Station
Destination: Caer Ulfwych (in camp forest)
Start: Caer Ulfwych (in camp forest)
Destination: Cornwall Station
Start: Caer Witrin (in avalon marsh)
Destination: Western Cornwall
Start: Western Cornwall
Destination: Caer Witrin (in avalon Marsh)
Midgard
Start: Mularn Village
Destination: Audliten
Start: Audliten
Destination: Mularn Village
Start: Haggerfel
Destination: Vasudheim
Start: Vasudheim
Destination: Haggerfel or Galplen
Start: Galplen
Destination: Ft. Atla or Vasudheim
Start: Ft. Atla
Destination: Galplen
Start: Nalliten
Destination: Vindsaul Faste (west svealand border keep)
Start: Vindsaul Faste (west svealand border keep)
Destination: Nalliten
Start: Huginfel
Destination: Svasud Faste (Mularn border keep)
Start: Svasud Faste (Mularn border keep)
Destination: Huginfel
Start: Gna Faste (Myrkwood)
Destination: Raumarik or Ft. Veldon (Mularn)
Start: Raumarik
Destination: Gna Faste (Myrkwood)
Start: Ft. Veldon (Mularn)
Destination: Skona
Hibernia
Start: Mag Mell
Destination: Howth
Start: Ardee
Destination: Farm in Eastern Lough Derg
Start: Tir Urphost (Moher)
Destination: Ardagh
Start: Druim Ligen (Connacht border keep)
Destination: Connla
Start: Tir na mBeo
Destination: Druim Ligen (Connacht border keep)
Start: Ardagh
Destination: Connla or Tir Urphost (Moher)
Start: Howth
Destination: Innis Carthaig, or Mag Mell
Start: Connla
Destination: Druim Ligen (Connacht border keep) or Innis Carthaig
Start: Innis Carthaig
Destination: Tir na mBeo
Start: Druim Cain (Bri Leith border keep)
Destination: Tir na mBeo or Druim Ligen (Connacht border keep)
Start: Farm in Eastern Lough Derg
Destination: Druim Cain (Bri Leith border keep)
==============================
Dark Age of Camelot
Version 1.20 Release Notes
October 2, 2001
==============================
BUG FIXES
- Client crash bug involving name geometries ("names-over-heads") fixed.
==============================
Dark Age of Camelot
Version 1.21 Release Notes
October 3, 2001
==============================
This is a minor release (no new features) that fixes a couple of annoying crash bugs:
- We fixed a client crash related to horses.
- The login server should work properly now. It was denying people entry erroneously.
- We fixed a server crash that was plaguing Albion for the last 12 hours or so.
==============================
Dark Age of Camelot
Version 1.22 Release Notes
October 3, 2001
==============================
NEW THINGS AND BUG FIXES
- We fixed another client crash related to horses.
- You will no longer be granted combat styles if your character does not have the ability to perform the opening move. This means you will no longer get Evade based styles if you don't have evade, and so on.
- Horse galloping sounds should be much smoother.
- Midgard monsters should no longer walk "through" objects (except trees). If you are riding a horse in Midgard, you will now cross bridges, not go right through them. Hibernia is the only realm now where monsters don't collide with objects.
CLASS AND SKILL CHANGES
- The "Stealth" Skill is being changed to become a more all-encompassing thief and rogue skill. Abilities such as Moving While Hidden, Climbing, Perception, Safe Fall, and others will be given based on your specialization level in Stealth (which will probably be renamed). Because of this, we are removing the Climb skill from the game. You will see extra "Stealth" abilities appear at some point just before release and beyond.
- Shadowblades, Nightshades, and Infiltrators no longer are able to specialize in parry. Instead, they are granted extra levels of evade. This gives them one less skill to specialize in (actually two, since we also removed climb). Their increase in evade more than makes up for the loss of parry.
- Berserkers now get much more evade than they used to. They now get evade 1 at 5th level (instead of 7th), evade 2 at 10th, 3 at 20th, 4 at 30th, 5 at 40th, and 6 at 50th. This will alleviate some of the massive damage they regularly take in battle.
MAGIC SYSTEM CHANGES
- Targeted spells now benefit more from extra attackers. The bonus per extra attacker is now 3.75% instead of 2%, so a full group attacking a monster should give a bonus of approximately 25% to the success rate for targeted spells (as opposed to 14%). Note that pets and elementals contribute to the number of extra attackers. This means that nukers in a group should be much more effective than they used to be. Casters who are not in groups will of course not be effected by these changes.
POISONS
There was a bug in poisons that made them be resisted far more often than we intended. We fixed this bug last night, and now the game will use the level of the poison (on your weapon) relative to your target monster to determine resistance. This means low level poisons will be resisted more often on higher level monsters. Please keep testing the thief classes, but be sure to use appropriate poisons. Here's a recap and a list of poisons:
All thieves learn the Envenom skill at level 5. This allows them to apply poisons to their weapons before going into battle. Poison vendors have been set up around the world -- use them. They sell poisons that have different effects on your enemy -- some debuff, some apply a damage over time, etc. It is expected that a thief will always attack with an envenomed weapon, so make sure you stock up on poison before you head out hunting. Because all Thief classes can fight with two weapons at the same time, you can envenom both your weapons - but only with different
Please note that poisons are level-based, so you will not be able to apply some poisons until you put more spec points into Envenom. You will be able to gauge the relative power of a poison by its name in the store list. Please note that low-level weapons will not be able to be envenomed by high-level poisons. You must use a level-appropriate poison on your weapon.
Please note that only your melee weapons can be poisoned.
Here's a list of the poisons:
DOT, adds about 12% extra level damage
1 Minor Lethal Poison
5 Lesser Lethal Poison
10 Lethal Poison
15 Major Lethal Poison
20 Greater Lethal Poison
25 Minor Lethal Venom
30 Lesser Lethal Venom
35 Major Lethal Venom
40 Greater Lethal Venom
45 Insidious Lethal Venom
50 Lifebane
Str debuff
2 Minor Weakening Poison
6 Lesser Weakening Poison
11 Major Weakening Poison
17 Greater Weakening Poison
22 Minor Enervating Poison
29 Lesser Enervating Poison
37 Major Enervating Poison
47 Greater Enervating Poison
Snare, duration increases with level (put this on a backup weapon)
3 Minor Imbalance Poison
8 Lesser Imbalance Poison
13 Major Imbalance Poison
18 Greater Imbalance Poison
23 Minor Crippling Poison
27 Lesser Crippling Poison
31 Major Crippling Poison
42 Greater Crippling Poison
Disease poison, durations increase with level (good PvP poison)
4 Minor Infectious Serum
16 Lesser Infectious Serum
26 Infectious Serum
38 Major Infectious Serum
48 Greater Infectious Serum
WORLD NOTES
- A couple new Pony Express routes added:
Albion:
Castle Sauvage to Castle Snowdonia
Castle Snowdonia to Castle Sauvage
Midgard:
Vindsaul Faste to Svasud Faste
Svasud Faste to Vindsaul Faste
- Several paths tweaked to avoid having horses run through trees.
- Monsters in Spraggon Den, Cursed Tomb, and Treibh Caillte given more varied attack types (slashing, crushing, etc) as well as damage resistance tables and varied weapons where appropriate.
- A high level (mithril) one-hand weapon shopkeeper has been added to Jordheim by name of Dala.
- Many quest objects have had minor tint changes made to bring them in line with the latest tints.
- Cloak of Shades quest (Albion) made available to rogue classes only (infiltrator, minstrel, scout). It is also now tinted dark gray instead of black.
- All NPC factions in the game which had a beneficial effect should now have a
way to "restore" faction.
As an example, the horse station in Western Cornwall in Albion is on an
npc faction with a beneficial effect (use of the stablemaster there). This
faction can be repaired by hunting the moor boogeys in the area.
- Monsters in Campacorentin Forest (Albion) have been reworked in a major way to make the area a bit more friendly to starting characters. Please continue to give feedback on the encounters.
- Monster encounters in Silvermine Mts. (Hibernia) have been tweaked - should be more monsters available at various levels.
==============================
Dark Age of Camelot
Version 1.23 Release Notes
October 4, 2001
==============================
NEW THINGS AND BUG FIXES
- Yesterday we reported that Berserkers got six levels of Evade. This was erroneous. They actually get three levels of evade - 1 at 5, 2 at 10, and 3 at 20. We apologize for the error.
- There were some problems displaying recipes and/or ingredients for the tradeskill system. These have been fixed.
- There is now a "resistances" button on your character sheet. Click on it to get a list of your current resistance levels. Your resistances are based on race and any buffs (spells or items) that you have running.
- You can use the /keyboard setting to see a list of what your keys are mapped to. You cannot change keys in game, but you can now see them.
- /loc command has been added back in. Please use this to give us locations for stuck points and other bug reports.
- Monsters in dungeons that follow other monsters will now path much better than they did before.
- Berserkers can now use combat styles while they Frenzy. This significantly increases the amount of damage they can dish out.
FRIENDS LIST ADDED
Use the /friends command to show your current friends list (will show in a popup window). You can use /friends add and /friends remove to add and remove friends from the list. Please note that a friend must be logged on in order for you to add them to the list. Currently, you get text notifications when a friend logs in and out. In the (near) future, we'll have a friends window that will show current friends online, and update it on the fly. Right now you'll have to close the friends window and re-open it to refresh the list (or just type /friends again). When you add and remove a friend, the list is refreshed.
Your friends list is saved on a character basis on the server - NOT by account.
THIEF CHANGES AND ADDITIONS
- New Rogue abilities: Danger Sense lets you know when a scout monster has noticed your party. It is always on. You get it when you have eight trains in Stealth. Please note that all Rogues get this, not just the thief classes.
- New Thief ability: Detect Hidden increases range at which you can see hidden enemy players. You get this at 16 trains in Stealth.
- Poisons are now applied much more easily - you should not fail as often. Please note that poisons have levels, and that you won't be able to apply a poison to your weapon that is higher level than you are. Also, your specialization in Envenom now helps determine how often your poison is resisted - but be sure to use poisons that are as close to your level as possible so you won't be resisted as often. A list of the poisons and their levels is printed once again at the bottom of this release note.
- Your Backstab combat styles (the ones that require you to be hidden) now do more damage. Please let us know how much this change helps the classes.
WORLD NOTES
- Trade Tools added to towns:
Forges, Lathes, and trade skill merchants added to the following locations:
Midgard:
Gna Faste in Myrkwood (directly across the lake from Galplen)
Albion:
Cornwall Station in Cornwall
Hibernia:
Innis Carthaig in Lough Gur
- there are a few more named guards in Midgard that will give out tasks.
- some adjustments have been made to the Gotar newbie hunting area.
- 20th level Academy Epic - (Albion) "Animare il morti"
Minor modification to difficulty. Quest should be more suited to solo than before.
- Fall through spot in Tir na Nog fixed.
- Bug allowing players to illegally climb walls of some Midgard keeps fixed.
POISON LIST
Here's a list of the poisons:
DOT, adds about 12% extra level damage
1 Minor Lethal Poison
5 Lesser Lethal Poison
10 Lethal Poison
15 Major Lethal Poison
20 Greater Lethal Poison
25 Minor Lethal Venom
30 Lesser Lethal Venom
35 Major Lethal Venom
40 Greater Lethal Venom
45 Insidious Lethal Venom
50 Lifebane
Str debuff
2 Minor Weakening Poison
6 Lesser Weakening Poison
11 Major Weakening Poison
17 Greater Weakening Poison
22 Minor Enervating Poison
29 Lesser Enervating Poison
37 Major Enervating Poison
47 Greater Enervating Poison
Snare, duration increases with level (put this on a backup weapon)
3 Minor Imbalance Poison
8 Lesser Imbalance Poison
13 Major Imbalance Poison
18 Greater Imbalance Poison
23 Minor Crippling Poison
27 Lesser Crippling Poison
31 Major Crippling Poison
42 Greater Crippling Poison
Disease poison, durations increase with level (good PvP poison)
4 Minor Infectious Serum
16 Lesser Infectious Serum
26 Infectious Serum
38 Major Infectious Serum
48 Greater Infectious Serum
==============================
Dark Age of Camelot
Version 1.24 Release Notes
October 5, 2001
==============================
NEW THINGS AND BUG FIXES
- The "Friends" tab has been renamed the "Chat" Tab. To chat to your Chat Group, now use the /chat instead of "/friends".
- There is a "mini" button on your character sheet that launches your mini-friends monitor window. This keeps track of which of your friends is online, in real time.
- Berserker Frenzy really now lets you use combat styles. We mean it this time. Really.
- Backstab damage has been increased greatly (unlike yesterday, when we told you it increased, but really didn't). The "Backstab" styles now take your Critical Strike specialization into account whenever you do one of the "from hidden" styles, so you will want to be highly trained in it.
- A problem where you sometimes could not apply poison to a weapon, even though it was the appropriate level has been fixed.
- "Bolt" type spells will now hit almost always (85%). Against higher level monsters, you may do less damage, but you'll hit much more often.
- All damage spells (DOT, Targeted, Directed Damage) will now hit more often, although they may do less damage against higher-level monsters.
- Bandwidth usage in congested areas has been optimized by 15%.
WORLD NOTES
- Border keep guards have been raised in level by 5 levels.
- Many grammatical changes and fixes to quest text.
OBJECT NOTES
- In Midgard the Tomte Lair is now itemized, item levels 10-16.
- Over 20 new 1 time drops per realm have been added over the week. Included in these new items are some weapons with magical effects.
- Fixed many bugs with jewelry items that were not initially set up correctly. Condition and Durability should be much better on many jewelry pieces.
- After this patch if you find any items that have resists, and the resist is below 3% please post this in the item bugs section of the beta boards.
ART NOTES
- Some of the male Dwarf models were not using proper face textures (they were using Human Norse textures). These have been fixed; so you may notice your dwarf male looking a little ruddier when you log in.
SPELL SYSTEM CHANGES
- Non-specialization bolt damage was raised by 10% (an oversight from the last bolt tuning).
- All bladeturn lines (Skin of Sand etc.) have had their costs modified. The lower levels now use a percent of the caster's pool instead of a fixed amount, since the amount of damage this spell absorbs goes up with level.
- An architectural change was made to the way shouts and other instant effects work to support future additions to the spell system and fix some bugs with spells like the Cleric's Drive Evil spell line. There may be bugs in the system that need to be worked out, we'll be keeping an eye on things over the weekend. Please note this change was not intended to alter game balance, so any strange timers or durations should be reported and they will be corrected as soon as possible.
Wizard changes:
- Changed the functionality of the Burst of Steam line, it should work better now.
Bard changes:
- Fixed awarding of Lesser Reconstitution.
Cleric changes:
- Heavenly Visions line is now a mesmerize as intended (it was mistakenly set to be a root).
- Holy Wrath line was added back in, at higher mana cost than before. This will be reduced again if there are further balance issues with the spell line.
- Drive Evil should work properly now.
Warden changes:
- Solar Conversion should be castable again.
Champion Changes:
- Reduced the effectivness of higher-level debuffs, which tones down their over-powered RvR capabilities.
Mentalist changes:
- The Mind Fade and Illusory Aches lines of DoTs now stack. This occurred a few patches ago, but was undocumented.
==============================
Dark Age of Camelot
Version 1.27 Release Notes
October 6, 2001
==============================
ANNOUNCEMENTS
- Some testers have expressed confusion regarding the pre-subscription process. We thought we had made it clear that pre-subscribe means that you are purchasing your time immediately. When beta testers sign up for the special $9.89 pre-subscription rate, their credit card is immediately charged for the full three month amount.
NEW THINGS AND BUG FIXES
- Storage Vaults are now in the game. To use them, right-click on a Vault Keeper NPC and you'll see a window listing all the objects you have in storage. You can drag items to and from your interface into the bank just as you do any other trading transaction. See the world notes for locations of the Vault Keeper NPCs. Please note that you can store only objects in the Vaults - since money does not have weight, and you do not drop it on death, there is no need to store money in the vault. Currently, the vault window shows money slots at the bottom; these are erroneous and should not be there. We'll fix that soon.
- The "mini-friends" button on the character sheet has been renamed "Friends".
- Berserker Frenzy has been changed. Now, when Berserkers are Frenzying, they will critical hit every time they hit an enemy, which significantly increases their damage output. All levels of Berserker Frenzy currently act exactly the same; we will be addressing this over the next couple of days.
WORLD NOTES
New Dungeon:
"Koalinth Tribal Caverns" Hibernian dungeon levels 20 - 30
Koalinths are a coastal / marine species of hobgoblins. A tribe of Koalinths have migrated from their traditional homelands which are under the sea off of the coast. They have taken over a series of caves and ancient tunnels near the Cliffs of Moher. From here they stage hunting raids on nearby settlements, and can still reach the sea easily to communicate with their homeland. It is unknown why these creatures are moving from their natural element to invade the lands of Hibernia, which until now they have largely avoided. The fact that they would undertake such a drastic move hints at darker powers.
Storage Vault Locations
Albion
Camelot: Lord Urqhart - in the palace
Adribard's Retreat: Trulion Vrundon - in one of the shops on the boardwalk
Castle Sauvage: Earl Grael - in one of the corner towers
Hibernia
Tir na Nog: Bhreagar Hylvian - In the palace
Connla: Ghearic Chauclon- By the tower across the river
Druim Ligen (connacht) Yralun Trallae - in one of the upper rooms
Midgard
Jordheim: Jarl Yuliwyf - In the Great Hall
Gotar: Yakryl - In the guard post on the road to Myrkwood
Vindsaul Faste: Hralyvar - in one of the upper rooms
SPELL SYSTEM CHANGES
- Thane and Champion shouts are now working properly. They can no longer be interrupted.
- Shouts should no longer show erroneous print messages.
ART CHANGES
- Some siege weapons have been update so as to appear better on uneven terrain. Their textures have been updated as well.
- New monster skins and models have been added.
==============================
Dark Age of Camelot
Version 1.28 Release Notes
October 8, 2001
==============================
ANNOUNCEMENTS
- The Dark Age of Camelot beta program will end Tuesday morning October 9th. We expect the first group of paying players to start arriving around then. Thank you all for your wonderful support of Camelot over these last 12 months - without your input and support, creating Camelot in such a short time and with such great results would not have been possible. We humbly say "thank you" from the bottom of our hearts.
- We are extending the opportunity for all beta testers to pre-subscribe. You now have until Tuesday morning at 10:00am. Remember, only those testers who pre-subscribe will keep their characters on Pendragon.
- Characters on Galahad have been wiped. You'll still get 10x Exp and loot on it, until tomorrow morning, but now you can have characters in one Realm only. Please test this "one realm per server" change and see if you can break it.
NEW THINGS AND BUG FIXES
- Relics have been added to the game. See the Relics section below for more information.
- Alt-tab has been disabled. Please note that the game will shutdown when you alt-tab or the game otherwise loses focus. This means that if Instant Messenger attempts to pop up a message while you are playing, Camelot will close. If you have a system event (i.e. disk defragging) happen while you are playing, the client will close. Basically, this means that you want to exit ALL programs before you run Camelot.
- You can now only have characters in one Realm per server, with the exception of Pendragon, which allows you to have characters in all three Realms.
- Thanes now have 2 training points per level (used to be 1.5).
- Some spell effects have been updgraded
- Many loot items that had "question mark" icons have been fixed.
- The Critical Shot ability icon was not displaying. This has been corrected.
- /tell has been added to the game and works exactly like /send.
- The /Realm command shows the status of which Realm controls all outposts and Relics.
- New Guild costs: 1 gold to form guild. 300 gold to pick an emblem. 5 gold to emblemize an item.
- *debug has been removed.
- Many style fixes have been implemented - some missing thrust weapon styles have been added in, as well as other fixes and tweaks.
RELICS
Relics are in, and placed in your Realm's Relic Keep, however there is currently a bug in the game which makes it impossible for enemies to open the Relic Keep door. This will be fixed as soon as possible. However, you can go to your own Realm's Relic Keeps and see the Relics.
There are six relics in the game (2 per Realm): one is a bonus to melee damage, and one is a bonus to magical damage. Note that we will be expanding the number of Relics per Realm in the future. Your Realm's Relics have no bonus to you, but if you go to another Realm and capture their Relics and bring them back to your Realm's Relic Keep, then you will get their bonus. Please note that you must have your two Relics safe in their Keeps before you can take another Realm's Relics and thus acquire their bonuses.
Please note that we will be fully documenting the Relic system in a special user's guide that we will make available to the Camelot community. Expect this in a few days.
Relic Locations:
Albion:
Merlin's Staff - Power Relic - Snowdonia Relic Castle
Excalibur's Scabbard - Strength Relic - Forest Sauvage Castle
Hibernia:
Cauldron of Dagda - Power Relic - Mt. Collory Castle
Lug's Spear of Lightning - Strength Relic - Cruachan Castle
Midgard:
Thor's Hammer - Strength Relic - Uppland Castle
Horn of Valhalla - Power Relic - Yggdra Castle
SPELL SYSTEM CHANGES
Thane Changes
- Increased the duration of Thunder's Bash line to be 5 minutes like the self str buff.
- All Thanes should now have a 30 second timer for the Thunder Bellow line.
- Thunder Shout line should now do damage.
Hunter changes:
- Speed of Prey line should no longer be interruptable.
WORLD NOTES
Campacorentin Forest:
- Urfgrat the Green's path has been modified to move him and his posse away from the newbie areas. He and his group can now be found in south Camp. Forest
- Low level Trainers in Albion will now give the correct quests.
- Bishop Burhoff's Curse. Brother Bishop is no longer summoned through the quest but is now a night spawn. The quest has changed slightly; read the quest journal for instructions.
- Monsters across the game have been getting their spell casting abilities tweaked, if your favorite monster has changed the spells he casts, this is why.
OBJECT NOTES
- The bug that caused newbie armor not drop should be fixed with this patch. Note: this bug was also causing dungeon armor not to drop as well.
- The Undead Halls in Hibernia are now itemized, item levels 10-16.
- Albion and Midgard should now have icons for almost all their items. Hibernia is soon to follow.
==============================
Dark Age of Camelot
Version 1.30 Release Notes
October 15, 2001
==============================
NEW SERVER
- Kay was brought up this morning and is now available for your gaming pleasure.
BUG FIXES
- Some Thanes who didn't train in their Hammer skill as a Viking (their pre-5th level class) did not receive their proper Hammer level 2 combat style (Thor's Anvil). This has been fixed. All Thanes should now have this style if they have at least 2 trains in Hammer.
WORLD NOTES
- A new Hibernian horse route has been added : E. Lough Derg (farm) to Ardagh.
- Minor Faction Adjustment - Midgard. The hobgoblins in and around Gotar and Myrkwood have joined Clan Smyga.
- For races that start in Howth (Hibernia), an optional, shorter "Learn the Paths" Level One quest has been added. Players will now be given an opportunity to complete the quest without having to travel too great of a distance. Those currently on the quest can go back and choose this option.
- The merchant Kylie in Shannon Estuary (Hibernia) will no longer spawn in the water.
- Sentinel Maitias (Hibernia) will now attack monsters.
- The resistances of Plate type monsters, Chitin monsters (Insects), and Ice monsters have been adjusted:
- Plate and Chitin monsters now have no innate bonus or resistance to thrusting weapons.
- Ice monsters are now vulnerable to thrusting weapons.
OBJECT NOTES
- Keltoi Lair dungeon monsters now drop items as well as cash. Item levels are 21-26.
- All newly purchased arrows and poisons should be stackable to 40.
- Annoying Lucradens in Hibernia now drop armor.
HELP
- If you need basic help playing the game, try the player-run advice system (type /advice). If you have a customer support issue in game, use the appeal command (type /appeal) to get in touch with Customer Support. For web-support, go to http://support.darkageofcamelot.com.
==============================
Dark Age of Camelot
Version 1.32 Release Notes
October 19, 2001
==============================
ANNOUNCEMENTS
The Appeal System:
In order to take care of the issues that are having a serious impact on your game-play, the Customer Support department is prioritizing these critical issues above all others. If you have "How do I..." types of questions, these can all be answered either by using /Advice, searching our website, or on one of the many fan-sites on the Internet. Please be aware that if you send "How Do I ..." types of questions in an /Appeal, they will not be answered at this time. We hope to be able to help you with these types of issues again in the future. Thank you!
Naming Policy:
There have been some changes to our naming policy, and specifically how we deal with violations of it. Please read the revised Rules of Conduct, so you understand how this works.
The Advisor System:
If you would like to help your realm-mates with common questions that they may have, try becoming an Advisor! The Advisor System is setup so that players with more than 15 hours of played time, can choose to help others in their realm. Simply type /Advisor, and you will be flagged so that others know you are willing to help.
E-Mail Support:
If you have sent an e-mail to support@darkageofcamelot.com, and have NOT been contacted by a technician, please send us another e-mail now. We believe that some e-mails were not received correctly, and have implemented some features to make sure that this will not happen again.
NEW THINGS AND BUG FIXES
- All Rogue classes (Minstrel, Scout, Infiltrator, Hunter, Shadowblade, Ranger, Nightshade) can now train fully in their weapons. Previously, they could not train more than half their level in primary weapon skills.
- Midgard Seers now start with a training shield.
- Midgard Warriors now properly recieve the Thor's Anvil hammer combat Style.
- Poisons above 10th level now work ('proc'), and should be much easier to apply and resisted far less. Please note that applying poisons to a weapon is now based on your specialization level in Envenom. If you have 10 trains in Envenom, you can apply 10th level poisons, but not 11th level poisons, and so forth.
- There was a potential crash bug when entering cities while it was raining. This did not effect too many players, but it has been fixed.
- By default, new players will now see all private send messages in all chat tabs. Please note that you can configure your chat interface to NOT show these messages, if you wish. Existing characters will not see this automatically; you'll have to configure it manually.
- You are now able to shift-click on values (i.e. when selecting coins out of your inventory) to increment by 10's.
- When trading coins, you can now "make change".
- The guild officer and alliance chat colors are now on different channels, so you can set them to different colors if you so choose.
- The Performance Meter has been added. There are three indicators: Packet Loss, Latency, and Frame Rate. Green is good, yellow is ok, red is poor. Use Shift-P to display it (it has two states, small and large).
- Camelot now supports an on-screen graphical compass. Use Shift-C to toggle between no compass, small compass, and large compass. You can set transparancy on this window if you wish.
- Class name should no longer overwrite level in group window.
- NPC Interaction window now uses the large text font, so you can actually read it at high resolution.
- The Pet Window now absorbs left-click (you cannot click through it).
- Datagram bandwith used by the game has been optimized and reduced.
- Players were sometimes invisible to other players in the outside zones. This has been fixed, although we have a similar bug that is NOT fixed in the cities.
- Buff and hit point updates on the group window should now work correctly and more timely.
- You can now "delve" items to get additional information on their magical and other special properties, including which class can use them. Right click on an item to see its standard information in the small object window, and then use the "Delve" key (default is shift-I) to see summary information.
- A confirmation dialog has been added when items are dropped.
- The default quicksell key (shift-s) no longer forces the camera to look up.
- A bug in the name checker allowed players to create duplicate names, in some circumstances. This has been fixed.
- The lag time-out has been increased from 30 to 60 seconds. Players should not get disconnected as often now. Additional streamlining of the datastream has been implemented as well.
- You now have to type "yes" when deleting a character. There should be no more "I accidentally deleted my character" events.
WORLD NOTES
Albion:
- The convert guards and Dwarven Priest in Camelot Hills are no longer charmable.
- Better better directions added to the Thinking Cap quest
- Sir Graide and Sir Jerem in the Guarding the Stone quest are easier to talk to now.
Hibernia:
- Blackthorns now accompany the lunantishee in Hibernia.
Midgard:
- Ulga moved slightly closer to road as Ulga was spawning to deep within a group of higher levels.
- The epic for the Viking classes is now up on Pendragon. This will allow players to continue and finish their epic.
- Denise no longer gives out directions from Mularn to Mularn. Any players that may have been stuck on the Lvl 11 shadowblade quest, Jewel Hunt, at the point where they need to speak to Denise, can now talk to Denise and complete their quest.
- Throwing daggers in Midgard now have the correct icons. Sorry, no more throwing worms or bags at your enemies!
- Bowyer's Draw quest now gives out the reward. Also, the level of the quest has been raised to reflect the monsters involved in the quest. Players currently on the quest will not be affected by the level being raised.
General:
- A few creatures in the world have become a little more talkative.
- Appropriate effects should play for monsters with spells or special abilities
- The weeping willow, envy drakeling, and silverscale drakeling are now slightly weaker.
- Guild registrars in all three realms now give instructions on how to fashion a guild.
==============================
Dark Age of Camelot
Version 1.33 Release Notes
October 23, 2001
==============================
NEW THINGS AND BUG FIXES
- /ignore is now in the game, which allows you to cut off all communication with a player who is bothering you. Use "/ignore" by itself to see a list of characters that you are ignoring. Use "/ignore " to add a player to the list, or to remove that player from your ignore list if he is currently being ignored by you. Please note that ignore lists are based on your character, not on your account, so you can have different ignore lists for all your different characters. One of your characters can have up to 20 players ignored at once.
- The /AFK command has been added. This sends a message to anyone that tries a direct send to the player that they are away from the keyboard. It also flags you on the "who" list as being .
- The /FRIEND command has been changed such that it works across regions (you can add and remove friends across regions/cities/dungeons).
- Firbolg sitting and casting animations have been tweaked so their arms and hands don't stick through their shields.
- When enchanting an item at a NPC enchanter, you now get a confirmation dialog box with the amount it will cost.
- In order to alleviate the extremely long times to level between levels 40 to 50, we've added a "level step" at the halfway point for each of these 10 levels. At this "level step" the player will gain extra skill points to raise skills, will have his death "floor experience" reset to the halfway point, and will have his "low exp death" for the level reset.
- We've made some fixes to the /STUCK command. It should work far better when you get stuck in a wall or stuck falling through a geometry.
- We've fixed the autoreply feature when using the /ADVICE command. When replying to an incoming ADVICE message, you'll automatically reply on the ADVICE channel.
- The /ADVICE command now presents the user with a popup window listing up to 25 available advisors (it used to scroll by in the chat buffer).
- When a player uses the APPEAL command, they now get a popup dialog asking if they really want to appeal. The dialog tries to direct them to use the /STUCK command if they are stuck or the /ADVICE command if they wish game advice.
- When a spell is resisted, a mage only loses 1/2 power.
- When killed on horseback, your corpse should no longer be stuck to the horse.
- Continued bandwidth reductions on various messages.
WORLD NOTES
Albion Quests:
- Players stuck on the Slythcur Cloak quest in Albion can right-click on Anga Weaver to recover and continue their quest.
- A new level 30 Albion quest added
Hibernia Quests:
- Players having trouble with the Way of Magic, Learn the Paths quest in Hibernia: Some changes have been made to journal entries for step 2 to clarify matters. Re-read your journal entry for hopefully better instructions.
- Another tailoring merchant, Darcy, has been added to Tir na Nog in Hibernia near the other tailoring merchant, Saffa, due to the large amount of players swarming the one merchant. This should alleviate that problem somewhat.
Midgard Quests:
- A Level 21 Midgard quest for Hunters, Shamans, Thanes and Skalds is up on Pendragon for testing.
- The rogue epic can now be completed to 30th level.
- A new level 42 Midgard quest has been added.
- 25th and 30th level portions of the Runemaster/Spiritmaster (Midgard) epics are now online.
- The level 25 Healer/Shaman epic in Midgard is now up for testing. See your trainer or read your journal for details!
- The Troll Flayer protecting Galplen in Midgard now patrols the town as intended.
Misc:
- More Focus Item stores have been added to all 3 realms.
Midgard:
Runemaster:
Ysunoic - Galplen
Raelyan - Town of Mularn
Merwdda - Vasudheim
Elengwen - Huginfel
Niniver - Fort Atla
Spiritmaster:
Curka - Galplen
Lyna - Town of Mularn
Clena - Vasudheim
Alyllyra - Huginfel
Merarka - Fort Atla
Hibernia:
Eldritch
Lavena - Tir na mBeo
Brenna - Ardagh
Glyn - Connla
Glennard - Innis Carthaig
Iama - Alainn Bin
Keir - Caille
Creirwy - Ardee
Mentalist
Liadan - Tir na mBeo
Torlan - Ardagh
Bryanna - Connla
Amynda - Innis Carthaig
Emhyr - Bog (Siopa)
Brynn - Caille
Naomhan - Ardee
Enchanter
Illaliel - Ardagh
Sedric - Mag Mell
Edmyg - Connla
Crayg - Innis Carthaig
Aisling - Alainn Bin
Ariana - Caille
Daron - Ardee
Albion:
Wizard:
Doreen Egesa - Cotswold Village
Eabae Egesa - Ludlow Village
Loretta Egesa - Lethantis Association
Daisi Egesa - Adribard's Retreat
Theurgist:
Cudbert Dalston - Cotswold Village
Farl Dalston - Ludlow Village
Gery Dalston - Caer Ulfwych
Graeme Dalston - Adribard's Retreat
Sorcerer:
Cauldir Edyn - Cotswold Village
Calldir Edyn - Ludlow Village
Norvel Edyn - Lethantis Association
Wylie Edyn - Adribard's Retreat
Cabalist:
Odelia Wyman - Cotswold Village
Andrya Wyman - Ludlow Village
Elga Wyman - Lethantis Association
Wina Wyman - Caer Witrin
SPELL SYSTEM NOTES
Please note that some of these fixes have already been deployed to the live servers.
- Wizard, Sorcerer, Cabalist, Theurgist, Spiritmaster, Runemaster, Eldritch, Mentalist, and Enchanter self AF buffs have been re-tuned to provide a smoother curve over the life of the character. Now, the lowest versions give slightly less benefit, but the higher level ones give substantially more armor factor bonus.
- Changed a number of spell effects to upgrade and/or use the proper realm's graphical effects and animations. Please note that we continue to work on streamlining casting effects.
- There was a bug where some types of "debuffing" spells were never resisted. This has been fixed. You will now notice that some of your debuff spells will be resisted just like any other spell.
- Most resisted spells now only take half spell power, instead of the full cost. Please note that this does not apply to "Bolt" spells.
- Fixed a bug that was causing unintentionally increased power costs for direct damage casters.
Thane changes:
- Lowered timer on Toothgrinder's Hoof to be 20 seconds, so you now can cast this spell more often.
Skald changes:
- Slightly increased damage on Warcry and Battle Whoop lines.
Theurgist changes:
- Due to the high power regeneration rate at lower levels, the power cost for the level 1 elemental summons has been increased.
Spiritmaster/Enchanter changes:
- Increased power cost of pet-only heals.
Magician changes:
- Aura of Turning line in the Way of the Moon list has had its power cost corrected.
OBJECT NOTES
- The Vendo Caves are now itemized. Item levels 22-33.
- Midgard Warrior Guild track quest items for 20 and 25 have been flagged as Warrior only.
- Jewel of Dark beauty backstab changed to critical strike.
- Hollow Breastplate in Albion now has stat bonuses.
- Silvered staff in Hibernia should now work properly.
- Ceremonial cloak in Hibernia is now wearable and takes Emblems.
- Hunter's Broadsword in Albion now uses the Slashing Skill.
- Mantle of Insight in Albion should now be able to be equipped.
- Belt of Misdirection in Hibernia should now be able to be equipped.
- Skeletal minions in Hibernia should no longer drop Roman items. They will now drop Realm-appropriate loot.
==============================
Dark Age of Camelot
Version 1.34 Release Notes
November 1, 2001
==============================
NEW THINGS AND BUG FIXES
- When a player disconnects from the server illegally (either via ALT-TAB or by going linkdead), their character stays in the world for up to 45 seconds. They can be attacked by enemy players and NPCs during this time.
- By popular demand, you can now toggle the bad word filter on and off with the /FILTER command. This is saved on a character by character basis. Please note that the filter is on by default.
- There is a New APPEAL interface. You are now presented with a number of options (Advice, Stuck, Harassment, Conduct Report, Bugreport and Appeal). This should reduce the number of spurious appeals that get sent to Customer Support.
- When a player has an appeal, they get a dialog box when they enter asking if they wish to refresh the appeal or cancel it. If you have any old appeals in the system that have been resolved, please delete your appeal. If you still need help with that appeal, then refresh it.
- You can now see specific spell information in-game. Right click on the spell and use the "info" button to get more information about the spell, such as level and type.
- When your inventory is full and you are given a quest item, you now get a dialog telling you the item was dropped on the ground in front of you.
- The QUICKPLAY options in the login client now save the servername the character belongs to (instead of the word Camelot).
- The number of tombstones in dungeons has been drastically reduced (we had a bug that wasn't properly clearing them). No longer will some dungeons look like a forest of tombstones...
- Monsters should no longer float like balloons under certain network conditions.
- Product timer window added with a timer bar for craftsmen. This should make it much easier to figure out when you are going to be done creating your object.
- Changes to Infiltrator, Shadowblade, and Nightshade (the "Thief" classes). See "Thief" section below for more information.
- The Berserker Fury skill has been changed. See the "Berserker Fury" section below for more information.
- When an incoming arrow is "bladeturned" or if it misses a spellcasting player, it will no longer interrupt that player's spellcast.
- When a targeted spell is resisted or a bolt spell misses, it will no longer interrupt a spellcast or bowshot.
- The /Cancelappeal command has been added to the game. If you wish to cancel an appeal that you have entered, just issue the /Cancelappeal command, and your appeal will be removed from the queue.
- Warden and Runemaster Bladeturn spells now work properly - i.e. they "go away" after the first attack is turned. An unintended bug made Wardens and Runemasters who cast their bladeturn spells invulnerable - this fixes that problem.
- There was a bug where players being powerleved by a group of higher-level friends were, under certain circumstances, being given more experience than their cap allowed. This bug meant that players could be leveled by groups much faster than we intended. Our policy is still to openly support leveling of friends, but we want to make sure it is happening within reasonable guidelines; hence the change. This change will not effect solo play or standard (i.e. where everyone is within the same level range) grouping at all.
- The group information window should - finally - update properly, with the right information and display that info quicker.
- Fixed a bug where shields in poor condition did not block correctly. This has been fixed; you should now see a higher number of blocks.
MAGIC SYSTEM CHANGES
A bug was introduced in last week's patch that allowed all healing spells to be cast at half spell points, meaning Clerics and other healers to cast their spells at much less cost than intended. This bug was actually fixed directly on the live servers on Friday, so today's note is just an FYI. In the future, we will release patch notes whenever a spell is changed; sadly that did not happen last week. We apologize for the confusion.
THIEF CHANGES
We've made the following changes to the Thief classes (i.e. Nightshade, Shadowblade, Infiltrator):
- Thieves have had their Evade skill substantially enhanced. They now receive Evade II at 5th level, Evade III at 10th level, and then the next level of evade every 10 levels after that (20th, 30th, 40th, and 50th). A new level of Evade, VII has been added, which Thieves will receive at level 50.
- Backstab Critical Strikes now will almost never miss, if fighting a target monster (green, blue, yellow), and will have a much higher chance of hitting a higher level mosnter than they previously did.
BERSERKER FURY CHANGES
Berserker Fury now does not take Endurance Points to use. It can be used once every 10 minutes. When turned on, you Critical with every shot, but lose all defensive skills (i.e. Parry, Block, Evade). You will deal out lots of damage, but will take lots as well. It lasts 20 seconds.
PROTECTING AGAINST ARCHERS
We've heard of a lot of confusion and dismay about the relative power of archer classes in PvP, especially against Mages. For those who aren't aware, "Bladeturn" spells (which Theurgists, Wardens, and Runemasters receive) work against arrows (as well as any other type of non-magical attack as well). Bladeturn spells nullify an attack - and can be cast on any player. It would behoove a group going into PvP to have bladeturn protection spells on all their spellcasters.
OBJECT NOTES
- The level 20 Nightshade epic reward (the cloak) had its level incorrectly set to a much higher level than intended. This resulted in the cape having higher bonuses than a player that level should have. Now, Nightshades completing this quest will receive a cloak with more appropriate bonuses.
- The Spindelhalla Midgard dungeon is now itemized. Item levels 36-50 now drop from monsters.
- Crawlers in the Vendo Cavern should now drop snake loot instead of lizard loot.
- The Runewood focus staff of Void now has its Void spec level higher than its Mana spec level.
- The Grizzly Skin Cloak from Midgard is now able to be equipped.
- The Kobold Ring in Midgard should now have a ring icon.
- The Woven Elemental boots should now be Armor Factor 63 (cloth type armor).
- The Chitin Ring had the additional Quickness stat changed to Piety.
- The Ornate Studded Vest can now be dyed.
- Mantle of Forgotten Prowess now has Dex/Emp instead of Dex/Piety.
- The Fire Threaded Cloak can be dyed now.
WORLD NOTES
Albion
Quest - Legend of the Lake FIX
If the 15th level portion of this quest was performed by individuals over 20th level, then you did not receive your quest item and EXP. You can now return and right-click on Lady Nimue to receive the missed item and EXP. Missed items included: (Armsman-Sleeves of the Stoic, Scout-Gauntlets of Archery, Theurgist-Necklace of Elemental Influence, Friar-Soft Leather Traveler's Leggings)
Quest - Hands of fate
The Shade of Ambrosius Aurelianus was not properly spawning as players approached. The shade should now respond to players as intended.
Quest - Rebellion Accepted - Albion
The Arawnite Assassin within Snowdonia Keep was spawning and running directly to kill Sir Rhodri with no regards to player on quest. The assassin should now function as intended. Be prepared for a fight!
Hibernia
- A level 27 Hibernian quest has been added. See your local Filidh for more details.
- The level 9 Hibernian quest Clik's Raids is now open only to Blademasters and Heroes, the only two classes that can use the reward.
Midgard
Quest - Hole of the Dead
Viking type classes were receiving a Dwarven Glima from Frimeth in Vasudheim which had no bonuses. He should now pass out the proper reward. For players who have completed this quest and received the object titled "Dwarven Glima", please return it to Frimeth in Vasudheim. He will swap it for the proper ring "Dwarven Glima Ring".
Misc Quest Items
Realm medallion stores - The medallion stores within the off-realm portal forts work properly now. They should only sell you a medallion to return to your home realm.
A NOTE ON SHIELD USE
If you are a shield user, you have always been able to block arrows with your shield; however, we never properly documented how to do this. Here's the scoop:
To use a shield to block arrows:
a) Enter combat mode
b) Face in the direction of the archer
c) To dramatically increase you block chances, use the Engage skill, if you have it.
The base chance to block a same-level archer is 30%, if your shield specialization is maxed for your level this can reach 60%. Quality and condition act as modifiers to this chance, if your skill-based chance was 50%, your Shield had a quality of 90% and a condition of 88%, then your actual chance to block would be 40%.
Using the Engage skill gives a base 95% chance to block arrows fired by your target. How many archers you can block attacks from is determined by the size of the shield, the same as Melee targets. You can Engage one archer and still get normal blocking chances against other archers you are facing, if you have a Medium or Large shield. Essentially, Engage works exactly the same against arrows as it does against melee attacks.
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Dark Age of Camelot
Version 1.35 Release Notes
November 8, 2001
=============================================
UPDATE (November 9, 2001)
======
Just a quick note to tell you all that we've found and fixed an unbalancing bug in dexterity debuff spells. This will have an effect on all spellcasters who use these spells - we apologize for your inconvienence.
The bug was causing monsters to be debuffed at 10 times the amount they should have been. By high levels, these dexerity debuffs would incapacitate the monster so much that they would not be able to hit anything, making it obviously far too easy to kill extremely high level monsters, because they couldn't fight back. We've fixed this, so now you'll notice that your dex debuffs will be less effecitve against monsters - but they will now be much more fair.
Please note that this change will not effect Realm vs. Realm combat at all - it will only effect player vs. monster encounters.
Also please note that no characters who took advantage of this (and you know who you are...) will be "rolled back" in experience points. We're just going to fix the bug; nothing else.
UPDATE #2 (November 9, 2001, 2:10PM EST)
=========
Albion Quest: Walelden's Pendant
Players who did not receive the skins for Walelden's Pendant and are on step 9 can return to Eiddin to receive them. Players who are on step 10 should see Kealan at Campacorentin Station to receive instruuctions on getting the skins.
NEW THINGS AND BUG FIXES
- Fixed platinum/mithril display problem on trade windows. It should all be working correctly now.
- You can now set the "You've been hit" message to a different color (red is now the default).
- Some pet health bars were still showing up in the pet health window after the pet was released. This has been fixed.
- Strength buffs cast on a player while he is encumbered now immdediately affects encumbrance.
- High-level Spiritmasters (40+) should now have all missing spells restored.
- When sending to a "best fit" name, if there is more than one fit, the server will tell you that the name is not unique (it will no longer send to the first best-fit match).
- The chatgroup and friends commands now require that you type in an exact match for the user's name. Previously it worked on "best fit".
- You should no longer get the "All chat groups are full" message
- Loot dropping on slopes in dungeons should no longer fall through the floor.
- When you zone, you now stay on your selected chat window tab.
- Stores now show correct Platinum and Mithril (x1000 instead of x100)
- When you release a pet, the pet's health bar no longer remains on screen.
- When switching chat tabs with full chat buffers - random messages are no longer printed at the bottom of the buffer.
- When you scroll down in the Trade Skill window then switch trade skills, the window resets to the first page.
- Light teal enamel no longer causes funkiness in the character selection screen (would force a robed figure)
- Buffs that are refreshed no longer inherit blinking from previous buffs.
- Off-hand usable and two-handed is now shown when right-clicking on an item in a store.
- Bard-type classes can now drop instruments in their ranged weapons slot to more easily switch between them.
- Bard-type instruments with stat buffs now correctly add in to a player's stats when the instrument is held.
- Bard-type instruments should now "con" correctly. They also show correct condition, durability, etc.
- You cannot FOLLOW or STICK to an opponent unless you are relatively close to them. A STICK now breaks if the target gets outside of a certain range.
- A new command has been added, /FACE, that allows to you auto-face a target (for mages and archers).
- DPS instead of Damage is now shown when right clicking on weapons.
- You can now click on other monsters and players while you are /FOLLOWing a target without breaking the follow.
- Class names now show the first four characters (instead of the first three) in the looking for group window.
- Pets should now properly award realm points in RVR combat when they strike the killing blow.
- Pets now should trigger task kills on task monsters when striking the killing blow.
- When you right click on an item and sell it - the item now correctly disappears from the quickview window.
- The /MACRO command has been changed to be /MACRO [name] [text] to allow you to better name your macros.
- Magical item levels now show properly in the quickview window.
- When you hand in a shield to be repaired or enchanted, the shield is now re-readied properly in your left hand.
- Stats over 200 (when buffed) now print properly in the character screen.
- The "open door" key selects a monster as the target when he is in front of you (if there is no door).
- Repair cost of fast weapons has been reduced since they lose condition more quickly.
- In a city, the /STUCK command takes you to a safe spot in the middle of the city when you are stuck.
- Consignments no longer count towards the max number of tasks you can do for a level.
- You now get a dialog confirmation when choosing your trade skill profession.
- Archer classes now have a chance of becomming visible when they nock their arrow. The way it worked up until now is that archers would always be invisible if they were using stealth until they fired their bow. Now, a skill check is performed when they "nock" their arrow. If they fail the check, they become visible. The chance to become visible is based on their specialization in Stealth. On normal (i.e. NOT critical shots), if they are 50% specc'ed in stealth, they will have a 50% chance of becomming visible; if they are 100% specc'ed, they will have a 100% chance of remaining hidden. On Critical Shots, the chance is the same as a normal shot, minus 20% - so an archer max specced in stealth will have an 80% of remaining hidden after nocking his bow. Please note that in all cases, an archer will become visible once the shot is actually fired.
- You can no longer hide when your arrow is in-flight (before it hits your opponent).
- You now will correctly block/evade/parry when not in combat mode. A bug was preventing you from using these abilities when not in combat mode.
- Cloth armor factors fixed - they were printing as too high for your level and were degrading too quickly as a result. They should now "con" and degrade correctly.
- Better /WHO filter - you can now type /WHO [TEXT] [LEVEL] to see people who match a certain text and level range. The Level range can be [1-5] or [10] or any combo.
- /FRIENDS command has been changed to work like the /IGNORE command. You now type /FRIEND [name] to add or remove a friend or just /FRIENDS to see you current friends list.
- When you are aiming a bow, you don't regenerate endurance.
- When attacking a keep door with a normal hand-held weapon (i.e. NOT a siege weapon), now the correct damage is printed - it was printing your damagex20 previously.
- As one Realm controls more and more keeps in an enemy frontier, those keeps will spawn fewer and fewer guards.
- Material text now prints correctly for Bardic-Class type instruments in stores.
- Enchanters were charging a bit too much for their services. This has been fixed - you'll note that enchanting armor/weapons is now cheaper.
- Enemy Realm guards should no longer follow you into a Realm's home area.
OBJECT NOTES
- Many new weapon models have been added. These are special weapons that cannot be purchased in stores. You can craft them or receive them as quest bounty. Please note that it will be a week or so before you'll start seeing them pop up in game; however, you are downloading them now.
- The Kobold Ring in Midgard is now configured correctly. It was inadvertantly set to require 3000 trains in a random skill to now use.
- The Pitted Drake Talon in Albion should now look like a dagger.
- The Carved Sphene Ring in Hibernia now adds to the Piercing skill.
- The level epic Friar staff now adds to the Staff skill.
- The rest of the epic cloaks in Albion can now take emblems.
- The rats in Skona should now drop a tails that can be sold.
- The Flame Helm in Midgard can now be dyed.
- There were some items in the Spraggon Den and Ursine Lair that had resistances set too high. These items have been replaced with duplicates that have slightly lower resistances on them to bring them in line with all other resistance items. If you already have any of the original items the resistances on them will not be affected in any way.
WORLD NOTES
Albion:
- The leaky ceilings in some buildings in Camelot have been fixed, and it no longer rains in them.
- continued addition of high level encounters in the home region.
- The black lion and lioness in Camp. forest have been adjusted so they are more accessible.
- Minstrels can now perform quests associated with the Black Lions.
Midgard:
- a new horse route has been added in Midgard between Ft. Atla and Mularn (in both directions)
Duplicate Named NPCs in Midgard fixed:
-Hedin in Gna Faste is now Kedin.
-Hedin in Huginfell is now Ryden.
-Ingrid in Mularn is now Linna.
-Svala in Audliten is now Inga.
-Tait in E. Svealand is now Pater.
-Ozur in E. Svealand is now Tozur.
-Dalla of Jordheim is now Falla
-Bersi of Galplen is now Nyden
-Halla of Jordheim is now Anya
- Krek and Glum now give correct directions to trainers.
- Gordin Tuhan no longer spits out text not related to the quest.
- Halla gives out her quest now.
- The name Njessi is now correctly spelled in the Silent Death Quest.
- Sapherds, pine imps, and wood imps have experienced a time of weakening. Their melee offense, defense, and their hit points have been tweaked down a bit.
- QUEST: Grenlock Clan's Epic and Reach of the shadow
There existed a problem with certain players who were on step two of the Grenlock Clan's epic and who needed to kill Ulga to complete the Reach of the shadow quest. Players can now complete Siv's Spirit quest (the bulk of Grenlock Clan's step 2), and return to kill Ulga to finish off the Reach of the shadow quest.
- QUEST: Shadowblade level 11 Quest: Jewel Hunt
Some players were not able to get their level 11 quest. If you are a Shadowblade above level 11 and did not receive the Jewel Hunt quest at level 11 from your trainer, you can now go back to your class trainer and right-click on him. Completion of this quest will now allow you to get the rest of your Epic Quests.
Hibernia:
- The leaky ceilings in some buildings in Tir na Nog have been fixed, and it no longer rains in them.
- The roaming merchant Achaius in Lough Derg is now set so he'll pretty much follow the road rather than roam the
countryside.
- Added two more named guards: Sentinel Eimile in Ardagh, and Sentinel Moya in Ardee.
- Added poison venders in the nightshade training room in Tir na Nog.
- Players on the Balance of Nature quest were supposed to remove the creature Sabha by offering it fish. The trainer wasn't giving them fish, so they were just killing Sabha rather than talking. Players that are on that step but don't have fish to give Sabha can see Caoimhe, in Ardee, for some fish.
-Some adjustments are being made to the parthanan fields. Currently, only one (Lough Gur) of the four parthanan fields has been adjusted. More adjustments to that field and the other fields will make their way into the zone in the near future.
SPELL NOTES
- Spiritmaster pets now look Norse.
- Increased damage of Skald battle shouts.
- The lines of the Warden spell Nature's Ward with different target types no longer overwrite each other. This means you can now have the self-cast bladeturn and the "cast on others" bladeturn.
- The Enchanter spell Lesser Disenchanting Emission is now awarded at L16. This isn't the perfect level since the next upgrade comes at L20 (instead of 21), but it is now at least available. Note that the name of this spell, and the one following have had their names changed to Lesser Disenchanting Emission and Disenchanting Emission.
- Area effect upgrades to Healer and Shaman stun and mesmerize shouts no longer overwrite the non-area effect versions.
- The area effect versions of the Bard Lullaby no longer overwrite the original non-area effect version
- Theurgist pets should now work correctly in Dungeons.
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Dark Age of Camelot
Version 1.36 Release Notes
November 15, 2001
=============================================
UPDATE (16 Nov., 17:30 Eastern)
======
Factions - All Realms:
There was an faction error assigning positive faction gains to groups. All members of a group should now receive a positive faction hit, not just the player getting the killing blow. Those responsible for this mistake have been forced to sit inside with shades drawn on this beautiful fall day.
Dverge Faction (Midgard): There was an error in repairing dverge faction - which has been addressed. It is now easier to raise dverge faction. Those who had previously raised their dverge faction should now be able to complete the quests involving the dverge.
Quest: Slevin's Powder (Hibernia) Players on step two of Slevin's Powder should now be able to complete the step by following the journal entry instructions: Speak with Slevin about [Roane Maidens].
Quest: Widower's Hunt (Midgard): Players stuck at step 4 of Widower's Hunt can now return to Yver in Haggerfel and continue to the quest by right-clicking on him. Dreadkane Dwarfeater will now be easier to find.
BUG FIXES
- We found and fixed a server problem that was plaguing communication (groups, who commands, guild chat, etc.) across zones on many different servers last night.
- We fixed some lingering group bugs that caused random players in the group window to become "grayed-out" randomly, even if they were in the same zone.
- There was a weapon in Hibernia (the Pestilent Sickle) that had its quality inadvertently set far too high, resulting in the weapon hitting for max damage every time it hit an enemy. This has been fixed. The fixed weapon will now drop as loot, and all weapons in player's inventories have been converted to a more appropriate quality.
WORLD NOTES
Hibernia Quest: Anxious Healer:
A fix has gone in for players stuck on the Anxious Healer quest. This will fix the problems for players who have already turned in Lashold's Claw to Kimba but are still being told to turn in Lashold's Claw. Players at this step should go back to Kimba in Lough Gur and right click on her. They will then be able to continue on the quest.
========================
NEW THINGS AND BUG FIXES
- Spell icons have been completely revamped. You should now have more interesting and different colored icons for your spells. This should make it much easier to distinguish between them when you have them readied on your Quickbar.
- Groups no longer disband when entering dungeons or cities and when crossing into other realms. When a single group member moves across regions, you will see him grayed out in your group window.
- The Realm vs. Realm bug when using mesmerization spells against players has been fixed. Previously, casting mez on a player would have a relatively random effect. Now, if you are mesmerized, you cannot move or fight, but any damage taken or a healing spell cast on you will "break" the mez.
- Dexterity debuff spells have been fixed. Now, any monster that has a debuff cast on it will take more damage than it otherwise would have.
- The /WHO command will no longer show duplicate entries for players who have crashed.
- You can now get additional information on Merchant items with the INFORMATION key (Shift-I). Do use this, right click on any item in a merchant's store inventory, and then press shift-I.
- Items that buff resistance to damage types (slash, thrust, crush) now work correctly. Previously, resistance items were not applying the proper bonus.
- Poisons now show their level in the object information window.
- You should now be able to right-click on all your spells to get information about them. Previously, some spells did not show information when you right-clicked them.
WORLD NOTES
Hibernia Quests:
Quest: Sile's Sight:
Players currently on Sile's Sight quest that can't get Sile to respond need to increase their faction with the Empyreans before they can continue the quest. Once they increase their faction, they will be able to continue the quest with no problem by simply returning to Sile. For players who haven't received the quest yet, a line of text has been added telling players with bad faction that they must make peace with the creatures of the Veil. It also kills the quest, so players won't have it stuck in their pending queue forever. Players can get the quest again once they regain faction.
Quest: West Wind:
Players on step two of the West Wind quest that have received Scuttle's Tooth rather than a letter should return to Tiarnan in Tir na Nog. Tiarnan will give out the correct item to players who return to him.
Quest: Moonstone Epic (Enchanter, Champion, Bard and Nightshade):
For players on the Moonstone Epic: The enchanter in Innis Carthaig will no longer despawn when he reads the letter given to him by players on step 10.
Albion Quests:
Quest: Traveler's Way - Dwarf raid
Some players were not able to obtain Traveler's Way - Dwarf raid quest if the were also on the Ripper quest. This has now been fixed.
Quest: Long Lion Fang
Players were not able to turn in their Long Lion Fang to complete quest. Players can now finish their quest as indicated in their journal.
Midgard Quests:
Quest: Svartmoln's Appetite:
Runemasters and spiritmasters will now receive boots they can wear from the quest Svartmoln's Appetite. Casters that have the leather boots may return to Kyba in Vasudheim to exchange their boots for cloth ones.
Quest: Cargila's Blessing:
Players can now complete Cargila's Blessing. Players who have already killed Cargila and have the item should return to Geiri in Nalliten to complete the quest. Everyone else should follow the directions in their journal.
Quest: Furf's Reward:
Ullaria no longer gives out the Furf's Reward quest. Players who received the quest from her should go to Dalla in Gotar to finish the quest.
Quest: Silent Death:
The item crafters in the Silent Death quest now give you a weapon based on your class. Going link dead will not prevent you from getting the correct item. There is now an arrow vendor in Svasud Faste.
Quest: Zrit-Zrit: Players who have received their item from Zrit-Zrit but still have the quest listed in their journal as pending can return to Gautr in Gotar to have it moved to the completed list.
Quest: Young Fire Wyrm: The journal entry for step 1 of the Young Fire Wyrm quest now gives the correct information.
Hibernian Objects:
The Mantle of Forgotten Prowess (Hibernia) can now be dyed and emblemized
Albion Encounters:
Faction on the Cornwall Farmers horse station has been adjusted. These farmers will now be aggressive if you have ruined your faction.
Travelers in Snowdonia Station report that the Black Mountains Goblins appear to be attempting to enslave a variety of beasts. Enraged and tortured beasts have been reported hiding in the hills, attacking all who come near.
Rumors in the alehouse of Cornwall Station are that the Yarleys have been hunting a strange new beast in the moors of Cornwall with no success.
The Arawnites may be spreading their influence. Cryptic writings at their camps in Snowdonia speak of scouts or missions sent to Llyn Barfog and Lyonesse, although Lord Prydwen's patrols report no new sightings in these regions.
Hibernia Encounters:
Be wary when hunting in any of the fields plagued by the parthanan menace. It is said that if they are angered, they have the ability for pool their energies together to become something quite frightening. This pooling of energies is somewhat rare but has been reported to happen at the most unexpected times.
Reports have come in from the Cliffs of Moher, Connaught, Lough Derg, Silvemine Mountains, and Shannon Estuary of sightings of creatures of abnormal size and abilities. While the creatures seem to be both rare and elusive, the local sentinels urge fellow Hibernias to use caution when traveling the less civilized areas of those regions.
The central area of Briefine is slightly more dangerous than it was previously.
Midgard Encounters:
The duegar tjuv and Danin spawns in Spindelhalla have had their frequencies increased.
Fishermen out of the Gotar region report that they've seen great creatures out at sea that occasionally emerge from the depths. However, those sightings have been getting closer and closer to the shore and civilized areas. Some local officials checked out the stories, but could find no evidence of any great creatures. The fishermen, however, are adamant in their warnings to be wary when near the coast of Gotar.
Reports of a one-eyed creature roaming near the vendo territory of Mularn have filtered in, but the sightings seem to be rare.
A drunken skald rushed in to Huginfel late one night and screamed repeatedly, "They fell from the clouds! They were everywhere!" When the guards were about to shove him off as some rambling drunkard, they were all suddenly stilled by an ear-piercing shriek that echoed throughout the land. When a group of hunters went to investigate the following day, they found that the land above Huginfel looked as if had been stampeded by hundreds of unknown creatures.
Wolverine hunters in Skona Ravine have gone missing at an increasing rate. Wild speculation of new beasts in the Ravine fills our taverns, although it may just be the mead talking.
Travelers in Muspelheim report that strange new spirits have arisen and haunt the passes at night, although these reports have not been verified.
The werewolf threat appears to be growing. Some unusually tough werewolves have been reported in Vanera Swamp, although there is no pattern to their sightings, our sages suspect they may just be scouting for new homelands."
OBJECT NOTES
- The Marvelous Cloak can now take dyes and emblems.
- Fixed a bug, that was causing shields to consider incorrectly. You may also find they block a tad more frequently as well.
- The level 4 ring quest in Hibernia was handing out level 8 rings. The reward has been made more level appropriate. The new rings are level 5. If you completed the quest previously, your ring will not be affected in any way.
- The Epic quest involving the Collar of the dead was handing out a level 35 item. This item has been replaced with a duplicate that is level appropriate for the quest. The new collar is level 27. If you received the level 35 collar it will not be effected in any way, and either collar should work fine for finishing the quest.
- All Instruments were greatly reduced in price and had their weight reduced slightly. The new price is 1/5 of what they previously sold at.
- Instruments of higher material types have been added to stores.
- The Golden Mithrian Necklace in Albion now has the correct icon.
- The Sturdy Leather Belt should now equip in the belt slot.
- The Mantle of Forgotten Prowess should now take dyes and emblems.
- The Rogue Captain's Pendant's second stat is now quickness, the item previously showed dex/dex/stealth. It now shows dex/quick/stealth.
- The faerie steed tail can now be carried.
SPELL CHANGES
- Eldritches, Mentalists, and Enchanters now have some low level spells in their specialization lists; they should no longer have empty lists on their characters.
=============================================
Dark Age of Camelot
Version 1.37 Release Notes
December 4, 2001
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CRAFTER NAMES
Now, when a player character crafts an item, their name will be attached to that item. If someone delves the item the crafter's name will be displayed as part of the item information.
REALM VS. REALM FIXES AND ADDITIONS
Here is a short description of Realm points, levels, and titles. There are 100 total realm levels, which are sub-divided into 11 ranks, each of which has a title and potentially a gift associated with it. When you gain your first Realm point (by engaging in RvR combat), you will be promoted to Rank 1, level 1. As you continue to fight in RvR, your next level will be Rank 1, level 2, and so forth. When you gain Rank 1, level 9, your next level gain will promote you to Rank 2, level 1. At Rank 2, you will gain a Realm Rank and a new title. You will gain these new titles and ranks at levels 10, 20, 30, 40, 50, 60 70, 80, 90, and 100. So, you must be 10th Realm Level (Rank 2) before you will see your Realm Title change.
Starting with this version, when you gain a Realm Rank, you will gain a 1 point bonus to each of your specializations per Rank. This begins at realm rank 2. So, a player of Realm Rank 5 would have a total of +4 (i.e. one per realm rank after the first) to all his skills. A maxed-out RvR player would have a +10 to all skills. Please note that this acts just as if that player has a magic object that "buffs" skills - i.e. you will not get abilities awarded to you because of the bonuses, but for combat and other calculations, the buff will be included in the formula. Currently, this bonus does not display on your character sheet.
In the (near) future, we plan on having a slightly more robust Realm Rank gifts, where you gain cash rewards for RvR combat, and at some point after that, additional skills and abilities. We'll give you all more information about that when the time comes.
- You can now select and destroy Relic Keep doors.
- Siege weapons can now be repaired using the "/repair" command.
- Magical effects such as stun and mesmerize now "remember" if they have been cast on a player, and if cast again, the spell will last for a shorter duration than the first instance of the spell. This will effect combat vs. monsters as well.
- You will now come out of hiding when you use the "/repair" command, if you are stealthed.
- Repairing a door now takes 20 seconds to go through the entire repair cycle. Previously, it took 5 seconds, which enabled one or two players to hold off many enemy players attacking the door.
- Guild Realm Points will now be tracked properly, and won't reset randomly. You'll notice that your guild's Realm Points will be adjusted as members log into the game
- Keep doors should now be properly synchronized across all people's computers. Previously, some players would see doors open, when in reality they were closed.
- When low level mage characters cast mesmerization and stun spells on higher level-characters and monsters, the spells used to last as long as if a high level mage cast the spell. Now, the duration of the mez/stun will lower based on how much lower level the mage is than the target.
NEW THINGS AND BUG FIXES
- The "Appeal" interface has been modified and streamlined so players who wish to contact Customer Support should have an easier time expressing their problem.
- Eight new monster skins have been added. Expect to see some new-looking monsters wandering about Pendragon later in the week.
- All outdoor zones for all realms have new pathing data, which means that pets, monsters and NPCs should now enter and move around buildings and structures properly. This fixes problems like pets going the "wrong" way around a building when following you, refusing to enter a building with you, or moving in an erratic fashion near objects.
- If you are hidden, monsters are now much less likely to target you than other group members, although they still have a chance of "finding" you.
- Heal spells should no longer be castable on dead player bodies.
- The "anonymous" flag no longer resets on quitting or zoning.
- There's now a confirmation dialog on Emblemeers and Smiths, which ask you if you are sure you want to purchase the emblem/repair the object.
- When you are missing an ingredient when making an object, the game will now list ALL the ingredients you are missing.
- Most NPC dialog will now print money in terms of units of currency, not just copper. Previously, you would see "50099 copper" - now that is translated into gold, silver, copper, etc.
- Condition and durability has been tweaked so that generally speaking, items now last longer (i.e. have greater durability), but need to be repaired slightly more often.
- Items with qualities below 90 will no longer salvage for the same amount of raw materials as higher-quality items.
- When you get a dialog box prompting you for resurrection, you now must acknowledge it within 15 seconds. If you don't, the resurrection spell must be recast.
- Berserker Frenzy now grants a "to hit" bonus and can be used every 7 minutes (used to be every 10 minutes).
- You can no longer "/upgrade" non-door objects. Due to a bug, you were able to upgrade all wooden objects (bows, staves, etc.), even though it was not cost-effective to do so.
ART NOTES
- Briton, Hibernian, and Midgard guards have gotten an armor appearance upgrade. You should start seeing this later in the week.
- Albion plate armor has been upgraded in appearance.
WORLD NOTES
Albion Quests / NPCs:
Quest: Legione perso. Players attacking Lunaris were having difficulty in moving to the next step of this quest. This problem has now been resolved.
Quest: Fortune of Few. Armsmen were receiving a Embossed Crossbow reward for this level 11 quest. For those Armsmen who wish to receive a usable item for their level, please return to Master Graent. You can hand him the Embossed Crossbow and you will receive a Belt of Battle in exchange.
Quest: Heart of Sephucoth. Players who were also on the Ripper quest were not able to receive the bone they required for the Heart of Sephucoth quest. This issue has now been resolved and shortly after receiving the bone for the Ripper quest, you should receive the bone required to complete the Heart of Sephucoth quest.
Quest: Captured Courier. Player attempting to complete the Dunston section of this quest in groups were having trouble. Dunston would run away shortly after the first of the group performed the proper steps. This has now been resolved. Dunston will wait for up to 1 minute while all members of the group perform the required steps.
Quest: Abolishment of Sacrifice. The Sacrificer Harish encounter has been brought back up to its original level of difficulty.
Quest: Traveler's Way -- Supply Run. Journal entries have been changed to reflect Sceley's smith profession.
Hibernia Quests / NPCs:
Quest: Secret of Nuada's Silver. Players on step three of the Secret of Nuada's Silver quest that don't have the ore to hand in to Chief Proinnsias will fail the quest and get chastised for being careless. They'll be able to get the quest again. This is so the customer service people don't have to continually reset quests for people who get the ore and then destroy it or drop it.
Quest: Seek the Moonstone. An earlier fix to the Seek the Moonstone epic allowed players who lost the enchanted collar to speak to the hounds. This has confused players who never lost the collar, so an alteration has been implemented that should hopefully help alleviate player confusion. Players who have lost the collar only need to say [the moonstone] as indicated in their journal. Players who haven't lost their collar can now give the collar to the hound to initiate hound-speak.
Siabra reorganization. The different clans of siabra have been differentiated. The new names are now reflected in the quests and talk indexes.
New Quest: Freeing Osier. A new level 19 Hibernian quest: Freeing Osier... a Connla merchant believes her beloved, lost many years ago, is now a spectral wickerman. (Osier is no longer a one-time drop)
New Shopkeeper. Cleit, in Tir na Nog, sells shields. He's located just past the first pub in Tir na Nog, entering from the Lough Derg entrance.
New Shopkeeper. Cragen, in Tir na Nog, now sells tacuil armor.
Quest Sile's Sight: Keeper Rasa has moved away from the empyreans who guard her, and now resides by herself in a hut near their grove.
Quest West Wind: Bards completing the West Wind quest will now receive a ring as well as coin and experience. The reward for Nightshades and Rangers who've completed the West Wind quest has been changed from reinforced to leather. All existing objects will be updated.
Nightshades now get a leather hauberk as a reward for this quest.
Blademasters now get reinforced greaves as a reward for this quest.
The Hauberk of Lies is going to remain reinforced. However, nightshades can turn in their Hauberk of Lies to Bairfhionn in Tir na Nog and receive a leather Hauberk of Deceit. Only players who've completed the quest and have the Hauberk of Lies in their inventory will be able to get the new quest reward. This can only be done once.
Blademasters who have received the Scale Greaves of Might can turn in this item to Bairfhionn in Tir na Nog and recieve reinforced Greaves of Might. Only players who've completed the quest and have the Scale Greaves of Might in their inventory will be albe to get the new quest reward. Players can only do this once.
Midgard Quests / NPCs:
Quest: Red Daggers. Midgard Warriors who've completed the Red Dagger quest, or who are currently on the quest, and received the Stormrider's Hauberk, the level 25 Thane reward, can turn in the hauberk for the correct warrior reward, a set of War Ravager Gauntlets. Players should turn the Thane item in to the Gythja of Bragi, in Jordheim
Quest: Sveawolf Guardian. The Sveawolf Guardian quest now has better directions in the quest journal. The Elder sveawolf now gives more specific directions for dealing with the other creatures involved. Also, the Barkeeps will now tell you which town they are referring to in their rumors about this quest.
Quest: Krrrck's Torment. Krrrck in Krrrck's Torment should be easier to find in Skona Ravine. The directions in the quest and in the journal have been given more detail, and Krrrck will spawn more.
Quest: Furf's Reward
Quest: Zrit-Zrit
Quest: Sulphine's Demise
The directions to and Zrit-zrit in Skona and Sulphine have been made a little clearer. Furf will also spawn more frequently in Skona.
Quest: Simple Misgivings. In Simple Misgivings, Hilde in Haggerfel now asks for forge plans instead of blueprints to match the object you receive from the monster.
Quest: Tomte Jerkin. The Tomte Jerkin quest will now be offered at the appropriate level and only classes able to use the Jerkin will be given the quest. An item for casters will be added soon.
Quest: Price of Excellence. Players on the Price of Excellence quest should now see their talisman 'glow' when they are near the correct monster. They should also now be able to complete the quest by killing Ulfgar.
Quest: Wisdom of Time. Players working on the Wisdom of Time epic (shaman, healer) who did not receive a subquest (The Rod and the Scholars, Visions of Darkness, Decoding the Map, Gashir) should return to Inaksha in Haggerfel to receive the quest they need.
Quest: Silent Death. Players who chose an axe as their reward for Silent Death but were not able to receive the axe should return to Eindridi the smith in Fort Atla. Right-click on him to receive your reward.
Quest: Widower's Hunt. Widower's Hunt - Players who were killed by the Widower and are on step 7 should return to Yver in Haggerfel to be able to fight Widower again.
Quest: Silent Death: The level of the Silent Death quest has been lowered to 22 to match the level of the monster. The quest level was set too high, making the rewards too low.
Update on Silent Death: Due to a bug with the Silent Death quest, players that chose a two-handed axe instead of a one-handed axe may now return to Eindridi in Fort Atla and exchange their axe.
Quest: Hunting Party: Bork of Huginfell now actually gives out money he mentions for the Hunting Party quest.
Quest: Aegan's Letter to Helen: The journal entry for Aegan's Letter to Helen now reminds you where Helen lives.
Quest: Tric's Lost List: The directions to Gib for Tric's Lost List given by Tric have been added to the quest journal.
Quest: Grenlock Clan: The NPC's associated with the Grenlock Clan epic (for spiritmasters and runemasters) have undergone a slight name change. The sons' last name is now Alfevson instead of Grenle to match their father's last name.
Dverge Faction fix - The activities of the dverge in Muspelheim have roused the anger of the Lost Souls, who have summoned new spirits to combat them. These new spirits can be hunted to gain favor with the Dverge.
Quest: Zrit-Zrit's Item quest: Gautr in Gotar now correctly refers to Zrit-Zrit as a badger, not an offspring of a bear. Gautr also gives a direction and a reference point in Skona Ravine to help find Zrit-Zrit. Also, Zrit-Zrit is no longer quite so shy, so players should be seeing him more often.
Quest: Krrck's Torment: The directions given out by Arnleif in Vasudheim for Krrck's location are now included in the quest journal.
Quest: Tomte Jerkin quest: The quest is now available to all classes. A Tomte Tunic has been added for runemasters and spiritmasters. Runemasters and Spiritmasters who have already received a Jerkin can return to Gwaell in Audliten to exchange it for a Tomte Tunic. The tunic has the same stats at the jerkin; the only difference is the material.
Quest Healer's Shield: Healer's Shield has been renamed Protecting the Healer. There was some confusion with the name and the reward. A bracer has been added for runemasters, spiritmasters, healers, and shaman. If you cannot use the sword, return to Saydyn in Huginfell to swap out your sword.
Quest Additions
Quest: Abolishment of Sacrifice. Players who were stepped to step 7 and did not receive the sub-quest (Deserter Amono) can return to their Camelot trainer to receive this quest. Players who were stepped to step 10 and did not receive the sub-quest (Point of Reason) can return to their Camelot trainer to receive this quest.
Players who were stepped to step 12 and did not receive the sub-quest (Chains of Death) can return to their Camelot trainer to receive this quest.
Quest: Legend of the Lake. Players who were stepped to step 3,4,7 or 8 and did not receive the sub-quests (Barbaric tales) or (Wizard Lost) can return to Lady Nimue to receive one of these quests.
Quest: Rebellion Accepted. Players who were stepped to step 5 and did not receive the sub-quest (Path of the Renegade) can return to Captain Rhodri to receive this quest.
Players who were stepped to step 7 and did not receive the sub-quest (Regal Nobility) can return to Captain Rhodri to receive this quest.
Quest: Scura tragedia. Players who were stepped to step 7 and did not receive the sub-quest (La morti parla) can return to Master Vismer to receive this quest. Players who were stepped to step 9 and did not receive the sub-quest (Animare il morti) can return to Master Vismer to receive this quest. Players who were stepped to step 11 and did not receive the sub-quest (Legione perso) can return to Master Vismer to receive this quest.
Monster Encounter Updates:
Over the next few weeks we'll be making a concerted effort to improve and diversify many of the monster encounters throughout the realms. The goal of this is to make the adventuring areas feel as though they have more impact in the world, and that there are more distinct areas with a variety of behavior, treasure, and monster types. Included in this version are the first steps in this direction. As you can see our first pass is in some of the Hibernian zones, but all realms will receive attention. This set of improvements represents just the beginning of how we plan to implement your feedback.
Hibernia Monster Encounters:
- The druid grove of Howth has done extensive investigation of the group of dark magical beings known as the Siabra. Disturbingly, they discovered that the Siabra reach and influence was quite extensive. While they all hail to one great queen and are seen as one group of beings, the closer investigation has revealed that there are regionalized differences between the Siabra people. One of the biggest differences is in their choice of colors to wear. The Siabra of the Lough Derg region, for example, have been known to wear red with highlights of violet. Regardless of the region though, violet seems to be a recurrent theme. The druids concluded their research by giving names to each of these siabra region-groups. Those in the Lough Derg area are the dergan siabra, those in Brileith and Mt. Collory are the siog, in the Cliffs of Moher they are moheran, in Silvermine are the sheevra, in the Shannon Estuary are the eriu, and in Lough Gur are the gurite. Those who reside near their faerie queen, Cliodna, in the Bog of Cullen are still referred to by their original siabra name.
- Siabra Fury, Enchanter, and Skirmishers in Lough Derg are now known as dergan fury, dergan enchanter, and dergan tussler, respectively.
- Dergan enchanter now correctly uses a thrust attack. It was previously using a crushing attack.
- Rock and stone sheeries have evolved slightly, and as a result, look a little different than they did before. They have also shed the cloth tunics they once wore.
- Whistlers, magical creatures that take on the form of black horses, have recently asserted some influence over the dergan near Macnol's tower in Lough Derg.
- Moss sheeries have migrated towards Lough Derg and may now be found behind the dergan grove
- Druids have classified a new type of sheerie, the clubmoss sheerie. It is slightly bigger and more magical than the smaller moss sheeries. The clubmoss sheerie is only found in Lough Derg.
- Rock sheeries have claimed a lonely stone circle on the east side of Lough Derg. Rounders, a more magical type of rock sheerie has also been sighted in that location.
- More curmudgeons have migrated into the Lough Derg area and some have taken on new roles. Investigating wardens have noted crab-catchers, campkeepers, and even a singing curmudgeon.
- A rare species of arachnid known as the dampwood mite has found a home in the Lough Gur area. At least four colonies of these creatures have been discovered.
- Reports have come in of ghoulies moving closer to Innis Carthig
- Survey groups claim to have seen gurite (Lough Gur Siabra) tempriars on the road between Lough Gur and the Bog of Cullen. Caution is advised for those traveling southeast.
- Stone sheeries have made their way as far south as the stone circles in Lough Gur. Yet another type of sheerie, called the chipstone, has been seen with these groups.
- Many Lurikeen have reported that a small herd of faerie horses has emerged to take up resident on the island in Lough Gur
- Wayward reports have trickled in of escorted envoys of the Unseelie Court heading from Lough Gur towards Cliodna's tower. Many have been sent to investigate these reports, but as of yet, no one has returned with confirmation.
- Magical black cats called scanradh (fright) have been seen with the gurites in their southwestern camp of Lough Gur. Like the whistlers of Lough Derg, these seem to have some power of authority over the gurites.
- A ragged messenger out of Alainn Bin inform has informed Connla authorities that cronicorns have been sighted in the Bog of Cullen. A sole surviving witness said the creature, leading a group of siabra, smited down his entire party with a mere wave of its horn. The village of Alainn Bin slips further and further from our grasp.
- Times of war can be seen by the increased number of disturbed spirits that roam the frontier lands, fallen invaders and defenders alike have risen from their unpleasant deaths to lash out at any who cross their paths.
- Additional camps of luricadunes have been spotted in the valleys of Silvermine to the west of Howth.
- The gray spectres have spread their influence from the solitary camp in the south.
- The sheevra have occupied additional areas on the shoreline and hills of Silvermine. Our guardian scouts report that these new camps are more dangerous and aggressive than the siabra of before.
- Tangua, Slothi and Natyl have been spotted more frequently at their camp in Bri Leith
- Dullahans may appear more frequently at night in the Lough Gur area
- Cave fairies and enhornings now heal themselves less often.
- The pooka formerly known as Spook is now known as Shadowgnash.
- Some of the heavy-drinking cluricaun have found abandoned homes in Connacht that they now use for their wild parties. They have sent messengers out to their kin to join them and are waiting them to arrive later this week.
Albion Monster Encounters
- The Arawnites in Llyn Barfog have established a more permanent presence.
- The boggart and Gwalchmai factions in the Pennine Mountains should now be giving a correct faction message.
- The vigilis in the Catacombs has a slightly longer range on his bow. Additionally, it will now run after those who confront him.
Midgard Monster Encounters
- The hagbui appear to have been disturbed by adventurers in the swamp and now roam their lairs even in the daylight hours.
- Forest spiders in Vanern swamp spawn in daytime as well as night. They have also received an appropriate poison attack.
OBJECT NOTES
- Stonehenge Barrows is itemized, equipment levels are 36-50.
- The Bracer of the Paranoid from the Muire tomb now has the correct bonuses. All bracers will auto-update.
- The Bogeyman Crystallized Eye can now be equipped.
- Arachnid silk can now be picked up / carried.
- The Ceremonial Cloak in the Muire Tomb should now take dyes.
- Hrodrek's chain should now take dyes.
- The Blackorm Coif should now drop with the proper Armor Factor.
- The Runic Rigid Orm spine should now equip in the 2hd slot.
- The Wispy Rigid Orm spine should now equip in the 2hd slot.
- The Roman Body Shield was renamed to Ancient Body Shield and now more monsters other than Roman Undead drops it.
- The Roman Battle Bracer was renamed as Ancient Battle Bracer for the same reason.
- Loot tables in the Vale of Mularn and East Svaeland were tweaked. Some rare objects were added and drop rates were modified.
- The Orm Skullcap Shield now has the proper icon and uses the shield skill.
- The Bear-bracer should now raise Sword skill instead of slash.
- The Spine Splitter stats were changed to modify Large Weaponry and Strength. The previously stat bonuses did not help any characters that could use the weapon.
- The Crystal Shard now raises the piercing skill instead of thrusting.
- The Twilight Blade-stopper should now "consider" correctly.
MAGIC SYSTEM NOTES
- Added an AE attack speed debuff to the Enchanter's Bedazzling list (Field of Scintillation), to add to Hibernia's area-effect repertoire.
- Added a power regen line to Holism for Mentalist (Empowering Unity), and an AE DoT to Holism line for Mentalist (Shroud of Madness). This is one step towards evening out Hibernian area effect spells, and adds some extra benefit for speccing in Mana.
- Added "nearsight" line to Runemaster Runes of Suppression list (Suppress Sight), Matter Manipulation (Cab matter spec, Encrust Eyes) list, and Eldritch Shadow Control list (changed old dex debuff line to Negate Coordination, and Negate Sight line is the nearsight spell). Nearsight reduces the range at which spells can be cast and arrows fired by a percentage. This is a "harrying" type spell that should give casters a non-damaging counter to archers.
- Added AE DoT (Spore Cloud) to Shaman Cave spec. to flesh out the line, and add an area effect spell that Midgard did not have.
- Upped range on Healer, Druid, and Cleric insta-heals from 1200 to 1350 to match normal heal range.
- Added self bladeturn to L19 of Spiritmaster Summoning list (Protecting Spirit), Wizard Path of Fire (Aura of Incineration), and Mage Matter base list (for Sorcerer and Cabalist, Barrier of Warding). A self bladeturn (Barrier of Negation) was also added to L19 of the Magician base list Way of the Moon. This should improve viability of casters in both RvR and PvE.
- Normalized the following buff lines (from all realms) to last 10 minutes: Shield of Magma, Minor Earthen Power, Bolstering Gust, Detect Flaw, Encourage Aggression, Aura of Protection, Hammer of Faith, Shield of Faith, Rune of Discomfort, Minor Force of the Deep, Thunder's Bash, Thor's Vigor, Nails of the Wild. Maintaining some of these buffs detracted from their benefit, and weren't an appreciable balancing factor in their use.
- Enchanter pets were raised from 86% of the caster's level to 88%, matching Cabalist and Spiritmaster pet levels.
- Bladeturns can now be penetrated by attacks from higher level monsters and players. The chance of the bladeturn deflecting a higher level attack is approximately the caster's level / the attacker's level. This change actually went in a few weeks ago, and was undocumented, for which we apologize. Please be aware that everything in the game is level/chance based - nothing works 100% of the time in all cases. It was a bug that caused it to work 100% of the time - now it takes the levels of the players involved into account.
TRADESKILL SYSTEM NOTES
- Changed recipes to match what is in the ingredients lists. Several tailoring, fletching, and weaponcrafting recipes should now use the proper ingredients.
- Albion Mail armor has been revised to use Cymric leather components rather than Siluric. The minimum cost is still about the same if you use crafted components, but if you're using store-bought this will increase your profit margins.
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Dark Age of Camelot
Version 1.38 Release Notes
December 11, 2001
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NEW THINGS AND BUG FIXES
- Falling damage has been enabled. Damaged is assessed based on the distance fallen, and is expressed as a percentage of a player's total hit points. In general, you'll only experience this when you jump off of a wall, building, tower, dungeon pit, steep hill or mountain, etc. If you're at full hits, you will never take enough damage to kill you from one fall (99% maximum). However, if you've been hit by a monster or player, a subsequent fall may kill you. When descending steep terrain, some extra care will be needed, especially when under the effect of speed-enhancing magic. Remember to use the Walk key (defaults to F) to help you safely navigate steep mountains and hills.
- Thief classes get a new ability called Safe Fall as part of their Stealth specialization track. They receive one level of Safe Fall per 10 levels of Stealth. Each level of safe fall lessens the damage from a fall and increases the minimum "no damage" height they can fall from. The highest levels of Safe Fall allow the thief to jump from a keep wall and take very little damage.
- There was a problem with the Critical Shot skill for Archer characters from Midgard and Hibernia only who were Realm Rank 2. Under those circumstances, their critical shots did only normal damage. This has been fixed.
- Fixed a bug where a siege equipment could sometimes cause damage to members of the realm that built it. We also corrected a display problem with siege equipment where the recipes displayed incorrectly.
- You can now jump normally in cities (some city spots would keep you from jumping).
- Players with low frame rates will no longer fall through the city after they jump.
- Players would sometimes not be able to see other players in the city - this has been fixed.
- We've fixed the bug where high level players (35+) would sometimes not be granted higher level combat styles and spell abilities. Older characters are converted as they enter the game to gain these abilities and newer characters should get them normally.
- We fixed an issue where relics would respawn in a state where they were not carryable.
- The percent chance to hit with your second weapon when dual wielding has been increased (thus increasing the aggregate DPS for dual wielders). Likewise, the damages for left axe have been increased.
- There was a bug where you could manipulate the salvage system to duplicate items. This was relatively unknown - but it has bene fixed.
RvR Frontier Keeps:
We have made some changes to the frontier keeps throughout all three realms, particularly with the roaming patrols that move about the zones controlled by the keeps. Up until this point the areas of land controlled by the keeps has been quite small, with large gaps between the controlled lands, allowing armies to bypass the keeps to get deep into an enemy realm. In order to encourage invaders to take the frontier keeps, and defenders to defend them we have increased the area that the outlying patrols from each keep move about in. In general these areas now overlap, so that it's possible that patrols from more than one keep guard a single section of land. The number of these patrols has also been increased to account for the larger area that needs to be patrolled. Over the course of this week we'll be making more changes to the frontier keep and relic keep guard forces and adding incentives to the keeps to give more benefits to owning them. All of these changes will be made with the intent to give the frontier keeps more meaning, and encourage invaders to take them and defenders to defend them.
* Patrol areas around frontier keeps increased in size.
* Number of patrols around frontier keeps increased to account for larger patrol area.
* The frontier keeps now control a contingent of strong guards to help defend
the home relics. Look for them at the relic gates. This force will diminish as frontier keeps are conquered by an invader. So, an army on a relic raid will be encouraged to take as many frontier keeps as possible to make taking the relic easier.
The well-trained Lords and guards in the frontier keeps should now be using their
bows and spells regardless of distraction.
An additional "Border keep" patrol should now originate at each of the frontier keeps in the same zone as the border keep to explore the regions near the border keep. Note that this patrol depends upon the home Frontier keep for support, and if this keep is lost, this patrol does not generate for the enemy.
Combat Style Notes:
The bonus damage from a combat style now increases as the skill specialization of the style increases. Before, players would slowly "outgrow" lower level styles as the damage of their base attack increased thus rendering older styles effectively useless. In addition, styles that have openings or are at the end of three style "chains" do additional bonus damage with specialization since they are more difficult to use and happen more rarely.
WORLD NOTES
Hibernia Faction:
The enemy factions of the cluricauns and leprechauns will now give positive
faction when you kill the opposing faction.
Monster Encounters:
The bug causing certain Icestriders in Uppland to be un-hittable has been fixed.
Horse Routes:
A couple of new horse routes have been added to Midgard between Gna Faste and Galplan, and Gna Faste and Huginfel.
Monster Encounters:
Hibernia
* The cluricauns in Connacht have been having so much fun in their newly claimed homes that they have invited their kin to join the party. One old adventurer said, "They be bouncin' all over the place and dancing so fast it made me eyes spin. They asked me ta join 'em but I know better 'n to put on thar dancin' shoes!"
* A group of giant men in robes were seen gathering around a circle of stones in northern Connacht. No one yet knows why they are there.
* The druids have further classified a group of small spectres as bantam spectres. A new group of these bantam spectres were sighted in Connacht around a trio of standing stones.
* Large walking rocks have been sited in the western reaches of Connacht.
* Another group of rock sheeries have settled into a shallow vale of stones in the Cliffs of Moher region. An extremely large sheerie, called a sheerie summoner, was also sighted there. It was reported that this sheerie summoner began calling forth creatures of giant molten rock. No other information is available.
* The Connla town council has found a poison that was contaminating their water, causing the beach rats to become aggressive. After purifying the water source, the council has announced that the rats have returned to their normal docile nature.
* The southern half of the Cliffs of Moher have seen an influx in activity, both human and non-human. Local scholars theorize that this influx will continue.
* A small group of moheran distorters were seen with large creatures. The ranger who reported them referred to them as "moheran beasts."
* A group of grovewoods have taken root in a small group of trees in the southern portion of the Cliffs of Moher.
* Another ranger reported that several standing stones near the cliff face in Moher began glowing a few nights back. The ranger said that when the glowing stopped, hideous creatures appeared but stayed within the square stone formation.
* The cliff dweller population has grown. They not only do they refuse to aid us in our fight against the invading forces of Albion and Midgard, but they also attack any messengers or envoys we send their way.
* Based on player feedback, we filled in some blank spots in Lough Gur with some high 40's monster encounters.
Albion
* The Albion borderguards found in Snowdonia have declared their retirement. They have been replaced with younger, less experienced guards.
* The runners of Albion have been given orders to not engage the enemy unless attacked first.
* Many moons ago, several groups of Albion adventurers journeyed to the Pennine Mountains. Perhaps it was the time they spent away from civilization or perhaps it was another reason, but today, they consider themselves isolationists. They have shown open aggression to those who approach their camps.
* An increase in the frequency and quantity of creatures has been reported all across the Pennine Mountains
Midgard Quests / NPCs:
The merchant who sells leather, metal, and wood is back in Gna Faste. He was
unintentionally removed when the vault keeper Idonna was added to the area.
Midgard guards will no longer salute members of opposing realms.
Quest: Protecting the Healer:
Players who traded in their Nightsworn sword to Saydyn and received a
Healer's Defender and cannot use it should return to Saydyn in Huginfell. Give
Saydyn the Healer's Defender and he will return your Nightsworn sword. Also,
Saydyn will no longer tell melee-classes they cannot use the sword.
Quest: Price of Excellence:
Players who did the quest prior to the level of
the quest being raised may return to the drunken dwarf in Jordheim to
upgrade their hammer by completing a small quest. Players will have to turn
in Ulfgar's Hammer to get the quest for the new hammer.
Quest: The Red Dagger: Players no longer need to say 'Thane's Blood' to Lynnleigh on the island when they are on step 11 on The Red Dagger quest. Simply right-clicking on her at the appropriate level will continue the quest.
Quest: Ghastly Axe: The Ghastly Sword one time drop is now called the Ghastly Axe one time drop to match the item given.
Quest: Big Paw: Players will now actually receive the Big Paw quest from Finna in Fort Atla.
Quest: The Price of Excellence: The level of the quest The Price of Excellence has been raised. The named monster involved in the quest has also been raised in level, as well as the reward. Players currently on the quest may need to wait a level or two to complete the quest successfully, but they will receive the reward based on the new level.
Quest: Paranoid Guard: The Paranoid Guard quest will now give players an accept/decline box when they speak to Angor Crusher in West Svealand.
Quest: Foolish Dancers: The unquenched maul that is part of the Foolish Dancers quest has been changed to a generic quest item. It was never meant to be an actual, wieldable weapon. Players should complete the Foolish Dancers quest to receive the actual Ashen Maul.
Quest: Traveler's Way: Spiritmasters can now receive their level 7 quest from either trainer in Jordheim.
Quest: Zrit-Zrit's Item: - Gautr no longer asks you to come back to him after
you kill Zrit-zrit.
Albion Quests / NPCs:
Quests: Legend of the Lake & Hands of Fate. Players were receiving a fully functional Ebony Collar of the Dead when slaying the Shaman Aslis. It was intended that this object be a non-functional intermediary item up till the 30th level Hands of Fate epic. At that time players were to hand this temporary item to Loremaster Alain and receive the fully functional collar. This update will brings the Legend of the Lake epic back in line with the above.
Quest: Guild preparation. Problem existed where an Acolyte could complete step one and not gain any response from their trainer when returning to complete this quest. This has now been resolved.
Quest: Rebellion Accepted. The Arawnite assassin is now more tolerant of group members trading agro. Should the assassin be drawn off the quest player, it will attempt to re-agro before running to attack Sir Rhodri.
Quest: The Captured Courier. Cilydd Difwych was speaking to everyone. He insisted everyone had failed the Bandit Camp Quest! We have now set him straight.
Quest: Entry into Tomorrow. Captain Dillon was misleading players into thinking Frund and Agisthil were located in the northern black mountains. He will now correctly point players to the southern black mountains.
OBJECT NOTES
- Dread Blackscale armor pieces should now all have the proper AF and con.
- Manifested Terror Armor pieces should now all have the proper AF and con.
- Ruby Weave Robes should now have the proper AF and con.
- The Agile Defender now has a Bracelet icon.
- The Cloak of Broichan should now take emblems.
- The Ashen maul should now have a 2handed hammer icon/graphic.
- Njessi's hammer should now have a 2 handed hammer icon/graphic.
- East Svealand had some more mobs itemized.
-In the Stonehenge Barrows, Delusional Cloth, Runic Ravenbone Studded, and Ebony Plate armor occurred on some treasure tables more than once giving them an over 2x greater chance to drop. This has been corrected and they should now occur only once per monster.
- The Ghostly Cloak in Midgard should now take dyes and emblems.
- The Boneclaw Ring of Morra now has a ring icon.
Spell System Notes
- The Shaman Spore Cloud line was not intended to stack with the Fungal Dispersion line. This has been fixed. This change was made because Shaman who max specialized in Cave Magic could potentially solo oranges by stacking these DOTs. This change will effect only those Shaman who are heavily specialized in Cave Magic. Please note that higher level Shaman problems are still on our to-do list.
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Dark Age of Camelot
Version 1.39A Release Notes
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This is a small update version to 1.39 (released this morning) which fixes some problems introduced then.
NEW THINGS AND BUG FIXES
- Blademasters between the levels of 5 and 9 will properly receive their Celtic Dual skill (instead of Dual Wield, which they were mistakenly being given).
- Players should no longer be able to climb the walls of Hibernian keeps.
- Many players reported getting stuck on objects (such as houses) in the world. This has been fixed.
SPELL UPDATE
- Level 15 Minstrel stun Stunning Shout has had its timer corrected to 3 seconds. It was erroneously set to 30 seconds.
- Characters with pulsing charm spells should no longer be able to charm friendly NPCs.
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Dark Age of Camelot
Version 1.39 Release Notes
Tuesday, December 18, 2001
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CAMELOT HERALD
- Please note that a new website was a few weeks ago dedicated to disseminating information from us to you, the Camelot community. You can find it at www.camelotherald.com. There you will find regular updates, information, columns by Mythic employees, Realm War maps and status, and per-server guild information.
NEW THINGS AND BUG FIXES
- The Camelot client now properly synchronizes with the server when a player enters the game. Now, your character will not be "in" the game until you are able to control it. Previously, your character would be in the game for upwards of 15 seconds before you could actually control it. This led to your character being slaughtered by monsters before you could do anything about it. We had introduced a temporary workaround, where your character gained 20 seconds of immunity when it first entered the game. This immunity has been removed, so from now on, beware when you enter the game - your character is now immediately "fair game" for any monsters or enemy PCs that are in the area.
- The last patch had a change to Hibernian Piercing combat styles - Sidewinder was changed to require an opening style that itself had a block opening. This had the large unintended consequence that many classes (who didn't use shields) could no longer use these styles. So, we're changing it back to the way it was before. Sidwinder now requires as its opening Black Widow. We apologize for the confusion.
- We think we've finally nailed down the last bug that was preventing high level characters from getting combat styles. You should now see all your styles when you log in.
- You'll now see arrows fly through the air when an archer fires at a target. When the arrow hits the target, the arrow sticks in the target for a couple of seconds letting the target know the rough direction from which the arrow was fired.
- Players can now climb ladders. To climb a ladder run up to it and continue holding down the move forward key. You'll climb up the ladder. To climb down the ladder, use the move backward key. If you are on a wall and wish to climb a ladder, move backwards and fall off of the wall onto the ladder - you'll stick to it and can climb up and down.
- Monsters now respect doors so that if a door is closed (but not locked) the monster will open the door before going through. If a door is locked (i.e. at a frontier or relic keep), the monster will not come through at all.
- You now get a dialog box for confirmation when you give weapon or armor to a guard.
- If you have no chance to repair an items, you now get a message telling you just that - previously you would just get a message telling you that you failed, but no mention that you had no chance of making it.
- Previously, you could not be interrupted while shooting a bow after you draw the bow but are just "waiting to fire". Now you have a chance of getting interrupted while waiting to fire as well as when you are drawing the bow.
- If you are mesmerized in the middle of a spell cast, you no longer complete your spell when the mez wears off. You now have to recast your spell.
- You can now simply type "/who 30 40" to find players of certain levels. Previously you had to type "/who level 30 40" to find the same information.
- You can no longer inadvertently downgrade an object by using the "upgrade" command and specifying a lower level than the object's current level.
- You can no longer salvage an item for 0 money.
- The position of the tradeskill timer should save now when you exit the game.
- Mercenaries and Blademasters now get Dual Wield/Celtic Dual at 5th level and Shortbows at 10th. Previously, they got shortbows at 5th and Dual Wield at 10th - however, since Dual Wield is a defining skill of their class, the two skills have been swapped. Please note that existing Mercenaries and Blademasters between 5th and 10th level will be given Dual Wield, but will retain shortbows. This change is the first of a couple of additions that we will be giving to the Mercenaries and Blademasters over the next few versions.
- Mercenaries now have the option of receiving a piercing weapons at 5th level upon joining the Guild of Shadows.
- When a Berzerker or Shadowblade uses the Left Axe skill, the axe in his left hand should now properly check his Left Axe specialization rather than the specialization of the weapon itself (generally Axe) when determining damage.
- When an Assassin class (i.e. Infiltrator, Shadowblade, Nightshade) attacks from a hidden position (i.e. when doing a critical strike backstab), the attack cannot be parried, evaded, blocked or bladeturned. Please note that the attacker can simply miss, however, which leaves a bladeturn active.
- There was a bug in the Critical Strike combat style Leaper - it only allowed players to perform it after a parry. Since none of the Assassin characters get parry as a skill, then Leaper could never be performed. This has been fixed by changing some of the Critical Strike Styles: Leaper has been changed to work off a successful Hamstring. Rib Separation now works off a successful Leaper, and Ripper now works off a successful Rib Separation. This makes a powerful 4-style chain.
- There was a bug in Midgard left-Axe wielding which permitted Berserkers and Shadowblades to put a 2-handed axe in their left hand. This has been fixed. You can no longer do this.
- Some errors in collision detection around the edges of boundary walls near frontier keeps have been fixed. These errors were allowing players of other realms to "slip" past the frontier keeps.
- When a player trains, he'll be granted all combat styles from previous levels which he may not have been awarded due to skill limitations (parry, evade, etc). This means that if you don't have a skill (such as parry) when you are eligible to receive a combat style that requires it, you will not be awarded it. However, as soon as you gain that skill, you can go back to your trainer, right click on him, and you will be awarded those styles you are now eligible for.
- The troglodyte model has been updated and enhanced with a new skin and corrected model.
- Crafted Cloth Caps in Albion should now be sellable.
WORLD NOTES
RVR Frontier Keeps:
- A Forge and Lathe have been added to the following frontier keeps:
- Albion : Caer Benowyc in Hadrian's Wall
- Midgard: Bledmeer Faste in Odin's Gate
- Hibernia: Dun Crauchon in Emain Macha
- Merchants have ventured into the frontier with the various armies and have set up shop selling certain wares related to war. Arrows, throwing axes, and poisons can now be purchased in certain keeps throughout the frontiers, depending on which army holds the fortress.
- The guards patrolling in the frontiers have been given strict orders to attend to their patrol routes as opposed to aiding members of their realm with other concerns.
Monster Encounters
Hibernia
- Rangers have reported an increase in Siabra activity near the center of the Bog of Cullen. The power of that area also seems to be growing, not just with the Siabra, but with all the creatures found there. The guardians seem harder, more disciplined; the archmagi seem stronger; and the raven wraiths and cronicorns seem even nastier than they already were. The one good side of this is that the banshees seem to shriek a little less often than they once did.
- A nightshade who snuck into the Coruscating mines reports an increase of the number of sentries. He also mentioned other guards, slightly larger than the sentries who patrolled the lode room.
- Princess Brigit of Tir na Nog has dispatched Sentinel Champions and their Noble Steeds to help protect Innis Carthaig. They should be able to protect the city from any Siabra invasions.
- In Silvermine mountains, Chieftain Dergal and his followers have decided to stop concealing themselves in trees before attacking.
Midgard
- The Guardians of Midgard have re-examined their priorities and decided to begin life as neutral to players characters.
Albion
- A wandering minstrel sings of his ventures in to Cornwall. He tells a story of how the Cornish frogs and brown bears, both young and old, have changed, and how more boogies haunt the area. The spirits of Romans long dead line the road and around their villa. The minstrel sings of the muryans, the shape-shifting small people of Cornwall who grow smaller with each change of their form until at last the smallest form is reached and they remain as ants until the end of their days. At the end of his song, the minstrel began to weep for the loss of his lute, which saved his life by deflecting the blow of a Cornish giant.
- New factions have been added for the fellwoods, boogies, and grimwoods in the frontier of Albion. They have both allying and opposing factions throughout the area.
- Lyonesse Additions: Warning to all explorers! We've just received word from a reliable source the sunken, dead land of Lyonesse has been stirring with supernatural activity. This source, who has been keeping a close eye on the tainted land, went so far as to describe creatures not previously documented. Among the creatures mentioned are pygmy goblins, smaller than the goblins found in the Black Mountains region, but much more savage, ruthless and have the tendency to swarm. Other creatures include the moorlich, bone snappers--gigantic shelled monsters known for eating whole men and their horses, the witherwood with their symbiotic woodeworms, and the telamon (lesser, medial, and greater)--giant supernatural creatures that seem bear the burden of guarding a road to some place lost long ago.
Hibernia Quests / NPCs
- The Level 40 Hibernian epics are in. See the trainers in Tir na Nog for details.
- A level nine quest for Hibernia is in. See your local filidh for more information.
Albion Quests / NPCs
- All level 40 section of the epics have been added to Albion. See your trainer for information.
- A merchant selling crossbow bolts has taken up shop in Fortress Sauvage, hoping to capitalize on the war.
Midgard Quests / NPCs
Quests Added:
- All level 40 epics have been added to Midgard. See your trainer for information.
Quest Big Paw: Players on the Big Paw quest will now receive the item when they kill Big Paw in Skona Ravine.
Quest Monsterous Beast: Players who accidently close their dialog box can now resume talking with Vik in the Vale of Mularn.
Quest Viking Trainers: Players who accidently close their dialog box can now resume talking with Saeunn in Vasudheim.
Quest Copious Striders: The class restrictions have been removed so anyone may do the quest.
Quest: Price of Excellence and Quest: Ulfgar's Hammer: There was a bug that allowed players to get the Price of Excellence quest a second time when they went to upgrade their hammer. Players do not need to redo the entire Price of Excellence quest again to get the new hammer (just the Ulfgar's Hammer quest). If you received the Price of Excellence quest the second time, you must return to the drunken dwarf to remove it from your quest list. You will not get a hammer if both the Price of Excellence and
Ulfgar's Hammer are pending.
Quest Mucking through the Ick: PENDRAGON ONLY This quest is not working at the moment. Players with this quest in their pending list should not attempt to finish it yet. We will notify you when the quest is ready to go.
Quest Widower's Hunt: Yver now sends you to talk to his brother Yric in Myrkwood. Yric will be not despawn after you are finished talking to him, making it possible for more
than one player to complete the quest. Yver's talk and accompanying journal entries have been changed to reflect this.
Quest Waking of the Fallen: Change journal entries so players know to talk to Saydyn in Huginfell before going out to kill Broch.
Quest Fervent: Players on step 1 can seek out Wildtooth in West Svealand and kill her to complete their quest. Players starting the quest now have the option of choosing to follow the elder sveawolf to Wildtooth or going on their own. Journal entries for this quest have been updated.
Quest A War of Old: Players who are on step 2 of A War of Old and did not receive the Scout Argyle quest can return to Morlin Caan in Jordheim and get it. Players on Step 4 of A War of Old and did not receive the Lt. Salurn quest can return to Morlin Caan in Jordheim to get it.
Quest Grenlock Clan: Spiritmasters who received gloves they cannot use can return to Anrid in Jordheim and exchange them for gloves they can use.
Albion Quests:
Quest: Oaken Boots. The Oaken Knight will now spawn with greater frequency.
SPELL SYSTEM UPDATES
- Minstrels and Bards can now view information about their songs, just like other spellcasters can do with their spells (the "i" key).
- All pulsing spells now print to everyone in the group. A chat channel has been added in the system chat channel picker to turn off all pulsing prints.
- Spiritmasters should properly have the Protecting Spirit spell at level 19 in their Summoning list now.
- Runemasters should properly have the Suppress Sight line starting at level 11. Previously this list was not being awarded properly.
OBJECT NOTES
- The ghastly axe that drops off of Moira the Quiet will now be less powerful and will now be called a screaming ghastly axe. The damage and delay were lowered 3 levels while the stats on the axe remain the same. The item was 5 levels higher than the monster that drops it, so it was not level appropriate. Existing ghastly axes will not be effected by this change.
- The Hibernian dungeon, Coruscating Mines, is now itemized. Equipment and loot range from levels 36-50.
- The polished stone necklace now has necklace icon instead of ring icon.
- The Michealian Staff was updated to require the proper skill (Staff), so both Clerics and Friars should have no trouble equipping it.
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Dark Age of Camelot
Version 1.40 Release Notes
January 3, 2002
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MAGIC SYSTEM UPDATE
- Spells from the Magician Aura of Turning line in the Way of the Moon list can now be cast on friendly realm mates - previously they could only be cast on yourself.
- The range on the Wizard's Explosive Blast line and the Eldritch's Lesser Null Squall AE Direct Damage have been slightly increased.
- New area-effect direct damage line in the Mentalist Illusions (light spec)list:
3 Deluge of Illusion
7 Flood of Illusion
13 Sea of Illusion
19 Rush of Illusion
26 Flux of Illusion
34 Inundation of Illusion
44 Cataclysm of Illusion
- New area-effect root line in the Druid's Nature specialization track:
4 Patch of Ivy
10 Patch of Vines
16 Patch of Tangleweed
22 Field of Ivy
29 Field of Vines
39 Field of Tangleweed
49 Expanse of Tangleweed
- New Constitution buff added to Naturalist's Nurture base track:
5 Oak's Stoutness
11 Oak's Stamina
15 Oak's Girth
24 Redwood's Stoutness
33 Redwood's Stamina
43 Redwood's Girth
- New group heal added to Druid's Regrowth spec track:
13 Healing Conflux
22 Renewing Conflux
34 Restoring Conflux
44 Reviving Conflux
WORLD NOTES
Midgard Quests:
Quest: Taldos' Amulet. Taldos will no longer disappear when you turn in the amulet to him, making it possible for more people to turn in objects to him. He will continue disappear with the morning light.
Quest: Blessed Enchantments: The one handed axe is now usable in the left hand slot.
Quest: Silent Death. Players that completed Silent Death, received a two handed axe, and turned it into Eindridi to get it repaired have been receiving one handed axes in return. Players may now go to Bork in Huginfell to exchange this one handed axe for their two handed one. All axe exchanges for this quest have been moved to Bork.
Quest: The Three Sisters. Spiritmasters that received a staff with a focus of runecarving may go to Anrid in Jordheim to exchange it for the correct staff.
Quest: The War Continues. The Shadowblade trainer Elin will now tell players to seek out Morlin Caan in Jordheim rather than Inaksha.
Quest: The Red Dagger. The journal entries for The Red Dagger are once again correct.
Quest: Blessed Enchantments. All ice giants are now dropping eyes for this quest.
Hibernia Quests:
Quest: Alastriona's Chest. Nightshades, Rangers, Heroes and Casters who have completed the Alastriona's Chest quest can turn in their Reinforced Skinner's Gloves to Alastriona for a new set of gloves usable by their class. Players must have completed the quest, and must turn in the old pair of gloves before receiving the new pair.
Players that complete the quest will get level-appropriate gloves.
Midgard Monsters:
- Stripe, Furf, and Thasior in Skona Ravine have better chances of spawning now. Some of these monsters do have placeholders that will need to be dispatched before they will appear.
- Local children around Mularn have been instructed to discontinue feeding leftovers to the vein spiderlings. As a result, the newer generation of vein spiderlings seems to have diminished in size.
Albion Monsters:
- Lyonesse: The cathedral of old has become overtaken with followers of Lord Arawn. Their thirst for death rivals that of the Arawnites. Travelers beware!
- The small skeletal centurions in Cornwall have been adjusted to act more appropriately for their level.
- Those familiar with Camelot Hills may notice that a few things have changed. The guardsmen don't seem too worried, though they did note an increase number of some creatures such as boulderlings, wild sows, bandits, and dragon ants.
- In the Salisbury Plains, Slythcur has been a busy mother, and some of her newer spawn have migrated across the road to make more room for themselves.
- The bandit camp in the hills behind West Downs seems to be having an increase of activity of late.
- The stone circles in the Salisbury Plains, frequented by pagan worshippers, have also shown signs of increased activity.
- Skeletal Centurions have taken command of the fallen roman tower on the banks of the Avon River.
- Sir Merin recently captured and interrogated one of the villainous tomb raiders that have been violating the burial mounds and barrows in Salisbury. From that interrogation, we've learned that the tomb raiders have become somewhat more organized. They seem to have also hired mercenaries from outside their organization to aid them in their grave robbing activities. These mercenaries apparently didn't come cheap and are considerably more seasoned than most raiders we've seen to date. Sir Merin came to the conclusion that the southeastern border of the Plains is somewhat more dangerous than it already was.
Hibernia Monsters:
- Miner Cucugar and his sheevra friends are also no longer hiding in trees in
silvermine.
- The Valley of Silvermine has seen some changes, including additional camps
of daemhons and spectres.
- The new Sentinel Champions in Innis Carthaig have made the Unseelie Envoy rather nervous. As a result, the Envoy and his escorts have chosen to take a more concealed route that makes a wide berth around the village.
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Dark Age of Camelot
Version 1.42 Release Notes
January 15, 2002
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NEW CLASS ABILITIES
- Assassin classes can now receive the Climb ability, which lets the scale keep walls. You use this ability to infilrate into keeps before your Realm has broken down its doors. You will get Climb at your 25th train in the Stealth specialization. Once you have the Climb ability, you must walk around each keep until you find an area suitable to climb (there are a few per relic and frontier keep), and once you find the area, you may climb it as if it were a ladder.
- Berserkers now change into a Bear-Person (i.e. a Vendo) when they go into their Berserker Frenzy. The Frenzy ability itself has not changed - we've simply added shapechanging to it. You will continue to hold your weapons, but you will not see your armor (although you are still wearing it). Please note that there is only one bear-person form - male and female berserkers will shapeshift into the same creature.
- Hibernian Heroes have receieved a new ability - "Spirit of the Hunt". Whenever this ability is used, the Hero will shapeshift into a fearsome stag-headed Huntsman from Celtic Lore, and will receive bonus hit points. There are four different levels of of this ability: Initiate(15th level), Member(25th level), Leader(35th level), and Master(45th level). While in this form, the hero has increased hit points - +20% for the 15th level ability up to +50% for the 45th level ability. The ability lasts for thirty seconds - at the end of this time, the hero's maximum hits will return to normal, but he keeps any hit point gain from the ability in his current hits (but he cannot exceed his pre-buffed maximum). The ability can be used once every 30 minutes played. Please note that there is only one Huntsman creature - male and female Heroes will both shapeshift into the same creature.
- Mercenaries get a new ability called "Dirty Tricks". This essentially throws a puff of dirt into their enemy's eyes (use while enemy is targeted). The effect lasts for 30 seconds and while the monster is under the ability's influence, they will miss you 25% more often and when they missed their fumble rate is 50% more often than their base fumble rate. This ability operates as a shout-type spell, so it has a chance to be resisted by higher-level players and monsters. You can use it once every half hour. In a related event, monsters now have a chance to fumble while this effect is on them (Monsters didn't fumble in previous versions at all).
- Blademasters get a new ability called "Triple Wield" where they summon a magical sword that adds damage to their attacks. This sword will enable you to do 50% more damage (i.e. via a Damage Add spell) for 30 seconds (assuming you hit your target, of course). This ability also can be used once every 30 minutes.
OTHER NEW THINGS AND BUG FIXES
- Graphical weapon effects are in the game now, so you'll see flaming swords, ice swords, etc. Please note that your current weapon *may* have an effect on it, as we chose to imbue many of the 43-and-higher weapons with effects. We will be adding graphically-enhanced weapons on an on-going basis.
- A bunch of new monster skins have been added into the game, and a few new models. See the world notes for updates to the monster population.
- We fixed a guild chat bug - now, when you quit a guild, you will no longer receive guild chat messages from it.
- A bug where following monsters got separated from their leader that caused them to warp erratically has been fixed.
- Monsters following leaders will no longer stop and face you when you interact with them.
- Guild Realm points will now be tracked much more effectively. Your Guild should no longer "lose" guild realm points randomly.
- When you are stealthed, and are attacked, you will now come out of hiding for everyone. Previously under certain circumstances, you'd be visible to some character in the area, but not others.
- You can no longer upgrade keep doors unless you have the proper amount of wood.
- Keep door material types (i.e. level of wood) will now be saved when a server reboots.
- Destroying a keep door will now reset it down to the lowest level of wood - you'll then have to upgrade it from there.
- Critical failures in weapon crafting will now cost less materials - you'll lose less when you fail.
- You can no longer cast instant-cast spells (i.e. shouts) when you are mesmerized.
- In Player vs. Player situations, all "sleep" type spells (mesmerize, stun, root) now can be cast only once per minute per target. This should alleviate some player concerns about being "chain-stunned". You can still cast the spell as normal, however, it will have no effect on a player if he has had that same effect on him in the previous minute. Please note that this change effects only PvP combat - other players and realm-flagged monsters (i.e. guards). Sleep spells cast at normal monsters will act the way they always have.
- Leaders of guard patrols can no longer be "directed" around by players.
- Bounty Points and Bounty Stores are now in. See the section on Bounty Points and Stores below.
BOUNTY POINTS AND STORES
Bounty points and stores have been added to Dark Age of Camelot. It works as follows: as you accrue Realm Points, you now accrue Bounty Points, which you can spend in special stores to get special magical items. Once you spend bounty points, they go away just like money does. There are three types: healing, stamina , and spell power healing. There are a few levels of these, please see the list below. Please note that will will add more bounty store objects over time.
You can find the Bounty stores in each Realm's main city. See the World notes for the precise store locations.
You may have a maximum number of bounty items based on your realm rank - i.e. one per Realm Rang. To use a bounty item, the item must be your level or lower - otherwise the item will not work for you.
To use the item, place it somewhere in your inventory (they do not have to be equipped). Then left click on the item to make a short cut to the item on your hot bar. After this to use simply click on the hot-bar icon. At that point the items spell will be cast and it will disappear. One bounty item may be used every 3 minutes of real time - you can use it while fighting, but you'll have to exit out of combat mode and wait for your weapon timer to expire to do so (usually just a few seconds). Then click the item to "fire" its effect and re-enter combat.
Higher level objects have more healing power than lower level ones.
The cost is as follows:
level 20 - 100 bounty points
level 30 - 200 bounty points
level 40 - 300 bounty points
level 50 - 400 bounty points
Albion
Stamina Heals
Smooth Earthen Stone - level 20 stamina
Imbued Earthen Stone - level 30 stamina
Luminescent Earthen Stone - level 40 stamina
Pulsing Earthen Stone - level 50 stamina
Health Heals
Smooth Watery Stone - level 20 healing
Imbued Watery Stone - level 30 healing
Luminescent Watery Stone - level 40 healing
Pulsing Watery Stone - level 50 healing
Power Heals
Smooth Fiery Stone - level 20 power
Imbued Fiery Stone - level 30 power
Luminescent Fiery Stone - level 40 power
Pulsing Fiery Stone - level 50 power
Midgard
Stamina Heals
Carved Totem of Heimdal - level 20 stamina
Polished Totem of Heimdal - level 30 stamina
Embossed Totem of Heimdal - level 40 stamina
Encrusted Totem of Heimdal - level 50 stamina
Health Heals
Carved totem of Eir - level 20 healing
Polished Totem of Eir - level 30 healing
Embossed Totem of Eir - level 40 healing
Encrusted Totem of Eir - level 50 healing
Power Heals
Carved Totem of Odin - level 20 power
Polished Totem of Odin - level 30 power
Embossed Totem of Odin - level 40 power
Encrusted Totem of Odin - level 50 power
Hibernia
Stamina Heals
Tiny Crystal of Arduina - level 20 stamina
Small Crystal of Arduina - level 30 stamina
Crystal of Arduina - level 40 stamina
Precious Crystal of Arduina - level 50 stamina
Health Heals
Tiny Crystal of Dianecht - level 20 healing
Small Crystal of Dianecht - level 30 healing
Crystal of Dianecht - level 40 healing
Precious Crystal of Dianecht - level 50 healing
Power Heals
Tiny Crystal of Fintan - level 20 power
Small Crystal of Fintan - level 30 power
Crystal of Fintan - level 40 power
Precious Crystal of Fintan - level 50 power
WORLD NOTES
Midgard Quests
Quest - Brack - Rollo's Story: Players are now instructed to return to their trainer in Jordheim, not in Mularn and Haggerfel. Also, Hunters can now complete the quest by speaking to Singrid in Jordheim.
Quest - Bowyer's Draw: Players will now only need to right-click on Hakon in Huginfell to complete the quest if your quest journal says 'Talk to Hakon to see if he's finish crafting the bow.'
Quest - Sveawolf Guardian: The wounded sveawolf will now spawn neutral instead of aggressive.
Quest - Cape of the mother wolf: Shadowblades may now do this quest. Speak to Sveck in East Svealand for details.
Quest - Rogue Trainer Quest: Hauk will now reward rogues with experience in addition to money when they complete the Rogue Trainer quest.
Quest - Venture to Gotar: This quest will no longer give out experience, only money. This quest was initially put in to compensate players facing the dangers of travelling from Galplen to Fort Atla at low levels (only vikings and seers that started in Galplen got this quest). With the addition of horses, traveling is safer and we felt it was no longer necessary to reward experience for this quest. Players will still receive 5 silver to compensate them for the cost of a horse ride.
Quest - Hole of the Dead: Dwarves who have lost or dropped their house gift will now be able to get a new one (ONLY ONE!) from Frimeth in Vasudheim. Return to him and he will give you a new one, provided you have not killed any dwarf bone skeletons. Dwarves just starting the quest will be asked if they need a new house gift. Please do not lose the gift Frimeth gives you, because he will only give you one.
Quest - Spat the Cat: Players that killed Spat, didn't receive the object, and were stepped to a blank step will now see a journal entry for that step. Kill Spat again and you will receive the object and be placed on the correct step. Players already on step 3 will now receive the object from Spat when they kill him.
Misc Midgard World Items:
- Ulfgar for the Price of Excellence quest should be showing up more.
- Baron Falwur is now associated with a quest rather than a one-time drop. Speak to Darrius in Fort Atla.
- The Gythja of Bragi in Jordheim will no longer tell warriors to give her the Stormrider's Hauberk if they already have the War Gauntlets in their inventory.
- Object - Ring of the Stealthy. The Ring of the Stealthy no longer has a material type of cloth.
- Level 40 guild track rewards are now 'no sell'.
- Shields have been added as a choice for all level 40 guild track quests. A large shield had been added for warriors, a medium shield for thanes, a small shield for skalds, berserkers, shadowblades and hunters, and a different small shield for shamans and healers. If you wish you exchange your weapon for a shield, speak to Mildrid in Haggerfel. Players may only exchange their weapon for a shield once!
- The boundary of Vasudheim has been adjusted so that all the buildings are included in the region.
Albion Quests
Quest: Hidden Insurrection: A left-handed crushing weapon for Mercenaries, a left-handed thrusting weapon for Mercenaries and Infiltrators, and a left-handed thrusting weapon for Infiltrators has been added to the list of rewards for this quest. Mercenaries and Infiltrators who have completed this quest can return to Captain Rhodri at the Snowdonia border keep to obtain a one time swap of their quest item.
Quest: Departed Fellowship: A Hammer with Enhancement properties for Clerics has been added to the list of rewards for this quest. Cleric who have completed this quest can visit their trainers in Camelot to obtain a one time swap of their quest item.
Quest: Departed Fellowship: A two-handed crushing weapon, and two-handed thrusting weapon for Paladins has been added to the list of rewards for this quest. Paladins who chose the Greatsword of Eternal Virtue can visit their trainers in Camelot to obtain a one time swap of their quest item.
Quest: Craft of Retribution: A two-handed crushing weapon, two-handed thrusting weapon, crushing polearm, and thrusting polearm for Armsmen has been added to the list of reward for this quest. Armsmen who chose the Great Axe of Retribution or the Bardiche of Retribution can visit Captain Leri at the Snowdonia border keep to obtain a one time swap of their quest item.
Quest: Bedelia's Grief: Players who were stuck at step 1 or 2 of this quest can now turn in Barnett's portrait as indicated in their journal to proceed.
Quest: The Walelden's Pendant: Fixed a keyword issue when players were interacting with Fianya. Please NOTE that players on this quest will now be dealing strictly with Eiddin.
Hibernia Quests
Quest: Sile's Sight: Heroes can now do the Sile's Sight Quest.
Quest: The Feud: Casters who completed "The Feud" quest can turn in their staff to Lasrina for a class-specific staff. Non-casters who completed "The Feud" can turn their staff in for coin.
Quest: The Lost Townsfolk of Bran Llyr: Heroes that have completed the level 40 portion of their guild track and chose a shield can turn in their medium shield to Kimba in exchange for a large shield.
Midgard Monsters
Werewolves: We fixed a faction bug with many of the werewolves and wolfaur of Midgard, who were set to an incorrect faction. Be careful travelling, as all werewolves
should now be honoring the correct alliances, and previously safe travel may now be unsafe.
Dungeon Change, Varulvhamm: Some minor tweaks have been made to Varulvhamn, most of which affect the lunarian chamber. Soloing there may become more difficult.
- Frostbite wildlings, nip mephits, and snow imps have all taken on a more wintery appearance.
- Raumarik is being updated to contain more encounters for higher level players. Work on this zone is ongoing, so be on the lookout over the next couple of versions for new encounters.
- Be careful in areas that were once relatively empty and safe for travel, as they may now contain unfriendly inhabitants.
- Raumarik: New inhabitants have migrated to Raumarik. The ancient guardians of the area have become more tolerable to those that wish to help rid their once peaceful area of their bothersome neighbors. Even bounty hunters have been called in to exterminate some of the local wildlife.
- Added monsters for players level 40 - 50
Hibernia Monsters
- A bug was found with the path of the Unseelie Envoy and his escort. His escorts and stallions should no longer decide that the trip to the Bog is not worth their time and cross through Innis to return home. This group may now also show up during the day or night (previously, he only came out in the day).
- The cliff dwellers were previously seen gathering on the shores of Moher in a massive packs to witness a spectacle that seemed to baffled outsiders. Apparently, the spectacle has passed, and they will now continue along their daily routine.
- The giant ants found in various areas of Hibernia have lost their bright red luster.
- The giant lusus, an abomination of nature, was reported as looking even more bizarre than previous sightings.
- The Cursed Forest is undergoing an update to add more encounters for higher level players.
- Beware of new denizens stalking what once may have been safe areas. Changes to this zone are ongoing so be on the lookout for new additions over the next couple of versions.
- Cursed forest: Rangers are reporting that the Cursed Forest is stirring with more creature activity than before. It is advised that you do not explore the forest alone. Poachers have flocked to the area to take advantage of the more fertile hunting grounds. Powerful and dangerous forest scorpions have been spotted in certain areas as well. Fomorians have invaded the southern region of the Cursed Forest. Also, undead have been appearing in the northern expanses of the forest. (player levels 40-50)
Albion Monsters
- The Keltoi casters should no longer "chain" cast.
- Some changes are being made to Llyn Barfog. If you frequented that area, know that your same favorite creatures to hunt are still there, but they may have migrated to different areas. Expect to see more changes soon.
- Some of the more powerful cythraul are now called wicked cythraul
- Scholars have discovered that creatures in the lake called "afanc" are actually just afanc hatchlings. One of the scholars warns of the day when their mother will return.
- Boggarts, found in Pennine Mountains, have taken on a somewhat more sinister hue to their appearance.
- The bogmen of Avalon Marsh have learned to blend in better with their surrounding environment.
- Scouts have classified a new creature in Llyn Barfog that they call the diamondback toad. The amphibian is described as being large, fast, and has a very tough diamondlike skin that is hard to pierce. Fortunately, the animal appears to be content with its surroundings and does not appear bother other creatures.
SPELL SYSTEM NOTES
- All spells were gone through and ranges made consistent. No spell was reduced in range, but many were increased, in order to be consistent with spells from other casters, and in some cases with spells from other Realms. The following spells had their ranges increased: Shift Health, Reflect Attack, Inflict Minor Forgetfulness, Wake Senseless, Fungal Dispersion, Grasping Creepers, Fungal Covering, Minor Earthen Power, Minor Shield of Magma, Renew Spirit, Spirit Flow, Hugin's Affliction, Lesser Mind Jolt, Summon Fire, Minor Combustion, Minor Raven Bolt, Misleading Rapture, Minor Lullaby, Detect Flaw, Encourage Aggression, Convert Spirit, Persuade Will.
- Fixed bug with resistance debuff on Searing Wind line and Minor Raven Bolt. These should properly debuff resistance now.
Albion Stores
Bounty Stores-
Calldir Edelmar - Guild Hall, Camelot City
Freya Edelmar - Guild of Shadows, Camelot City
Maye Edelmar - The Academy, Camelot City
Dare Edelmar - Defenders of Albion, Camelot City
Aklee Edelmar - Church of Albion, Camelot City
Quilted Store
Sebil Lenut - Lethantis Association, Campacorentin Station
Staves:-
Brother Salvar - Defenders of Albion, Camelot City
Hibernia Stores:
Bounty Stores-
Kiley -- Located in the Way of Stealth advanced trainer's building
Antaine -- Located outsided the Way of Arms advanced trainer's building
Grainne -- Located in the Way of Nature advanced trainer's area
Ailson -- Located in the Way of Magic building
Aghaistin -- Located in the Palace
Midgard Stores:
Bounty Stores-
Royd - Aesir Temple
Elli - Jotun Temple
Tora - the Main Hall, with the guild registrar
OBJECT NOTES
- All magic item drop rates for dungeons were tuned down slightly, while all drop rates for surface magic items were tuned up slightly. Dungeon drop rates are still higher than surface drop rates overall.
- Some of Bri Lieth's denizens were itemized (level 10-20).
- The Cap of Mind Bending can now be dyed.
- Mantle of bear-like visage can now be dyed.
- The Singed Fellwood Shield had the class restrictions removed. Now only classes that can use large shields can equip it. It now raises Strength and Constitution instead of Piety.
- The Jewel Dusted Robe now raises the Mentalism skill instead of Mind.
- The Ancient Oak Longbow now raises the Longbow skill instead of bow.
- The Glowing Sherrie beads is now set with its correct level.
- The Rangers Charm should have its correct level now.
- The Encrusted Truesilver necklace should have its correct level now.
- The Eir Blessed Tunic now can take enamel dyes.
- The Reincarnated Femur War Maul now has a 2 handed hammer graphic.
- The Ebony Axe of Mindless Rage now raises Strength instead of Berserk.
- The Gauntlets of Black Death now raises Strength instead of Celtic Dual
Wield.
- Winter's Spears now "proc" for appropriate level Hunters.
- The "Spirit Threaded Cloak" (cabalist quest reward) now take emblems.
- The Riva hauberk (Midgard) can be dyed.
====================================
Dark Age of Camelot
Version 1.44 Release Notes
January 29, 2002
====================================
NEW THINGS AND BUG FIXES
- Ground targeting mode no longer causes your figure to "run in place".
- When using /STUCK or falling through a city, you'll now return to a safe spot in the city instead of your bindpoint.
- We have converted all your existing Realm Points into Bounty Points.
- Pet buffs are now shown in the Pet control window.
- Fixed a crash bug dealing with nocking arrows. This bug would cause players in view of the archer to crash.
- Fixed a rare client crash bug that happened when players were interacting with interface dialog boxes.
- Fixed a bug where if a player went linkdead while zoning when carrying the relic, the relic would respawn at the shrine. It now respawns in the portal keep (last known position before the player zoned).
- In the next step of modifying our buffing system, you'll now notice that your stat-buffing items have much more effect than they did before - 50% more. So, if you had a +10 strength buffing item, it will now be (automatically) a +15 strength item. You can see the new buff amounts on your items by right-clicking on them and pressing shift-I (by default, if shift-I doesn't work type /keyboard and scroll down to "Information" to see where you have it hotkeyed) for information.
- Debuff spells are now very effective against enemy buffs. You'll now notice that debuff spells can "take down" an enemy buff quite well. Debuff spells are still effective against non-buffed enemies, but are stronger against buffed ones.
- We fixed a bug where parrying against another player in PvP would work inconsistently. You'll now notice that you parry much more reliably when fighting other players.
- When a pet in a group kills a monster, anyone in the group can now pick up the treasure. Previously, there was a bug that only the master of the pet could pick up the loot.
- Bardic/Minstrel instruments now have stat and skill bonuses just like other objects. They also now have condition/durability like other objects, and will degrade with use. We have set all existing instruments (i.e. the ones your character is now using)to max condition - but they will start degrading from there.
- New monster pathing data has been integrated that keeps pets from walking through closed keep doors.
- A bug where dialog boxes (system messages, group invites, etc.) were not being displayed to characters who were moving has been fixed. The dialog now displays correct no matter if the character is moving or standing still.
- You should no longer be able to squirm through a boundary wall (it does a double collision check).
- Names for stag form Heroes is now displayed at a proper height - it no longer intersects with the model's head and antlers.
- You can now get extra information about combat styles by right clicking on them and hitting shift-i (by default) to view information. This works much the same way that it does for spells - you'll see extended information about the style, including when you can perform the style, and what effects (if any) it has. It also lists the specific style required as an opening move, if one is required.
- The bug where players could fire spells and arrows through doors has been fixed.
- The bug where players could cast certain spell (such as buffs and ressurections) through walls has been fixed.
- Dual wield and Celtic dual wield percentages have been increased slightly. Lower level (pre-20th) dual-wielding classes won't notice much difference, but up at the higher levels, you'll notice that you attack more often with both weapons.
- Fletchers can now repair bows.
- Weaponcrafters can now repair shields.
- Salvaging Natural Material items will now return correct type of material.
- Pets will no longer attack doors continously after they are released.
- Assassin-type classes (Infiltrators, Shadowblades, Nightshades) were being awarded level 1 of Safe Fall twice instead of Level 2, when they qualified for level 2. This has been fixed, and if your character has enough specialization to warrant level 2 in Safe Fall, they will have it when you log in.
- Dexterity now modifies a spellcaster's casting time. Your casting speed can be modified up to 25% faster for a character that is max-buffed and has a high dexterity.
- We removed range restriction from pets in Defend mode. Now they can go after archers autonomously.
- Pulsing group based spells now work for solo casters and their pets. Previously, they only worked if the caster was in a group.
- Pets may now be commanded to attack doors and objects.
- In Defend mode, Pets will no longer go into combat mode against attackers unless that attacker does damage (meaning the pet will no longer attack on a miss/bladeturn).
- When a member of your group goes linkdead - they'll change to a different color and their name will be surrounded by *'s.
- You can now map a new "strafe toggle" key - hold this with turn left/right to strafe left/right.
- When chatting, you can now use SHIFT-HOME and SHIFT-END to move the cursor to the front or back of the chat line.
- You can now see larger monsters from farther away.
- Right clicking on an empty slot in the backpack no longer shows a question mark.
- You no longer have to hit the tilde key (camera toggle) to recenter the camera with the camera recenter key.
- When you shift-rightclick to get rid of a concentration buff, you'll no longer quick view the spell.
- When you die and release, your camera recenters behind your character in third person view.
- Spell effects cast on your player can now have extended information displayed with the SHIFT-I key. Right click on the effect to quickview it then hit SHIFT-I to get more information.
- The tradeskill timer window now remembers alpha and position settings.
- The middle mouse button is now mappable in the keyboard configuration screen.
- The quest accept/decline window will now properly go away if you move too far away from the NPC who gave you the quest.
- Treasure in dungeons should no longer fall through the floor.
- New setting added to monsters to make them light up at night, if they are configured to do so.
- The CONTROL-ENTER key no longer allows you to print text in your system chat window.
RELIC SYSTEM NOTES
Stealthed characters can no longer sneak into a Relic Keep, pick up a Relic, and sneak out. The intent when designing the class was to let them sneak into a keep, but become visible once the Relic was picked up - so they could be able to do reconnaisance, or take advantage of a chaotic situation by sneaking in the keep in the middle of a fight, grabbing the relic, and running. They were not intended to be able to steal Relics on their own. So, in light of this, we have made the following two changes:
- Whenever a stealthed character picks up a Relic, they will become visible.
- You can no longer go into stealth mode when you are carrying a Relic.
SPELL SYSTEM NOTES
- Robe caster shield spells have been increased in effectiveness to bring them on par with the target armor factor for their level.
- Some new damage absorption spells have been added to bolster robed mage defense, giving them some absorption from non-magical damage. Each Robed caster now gets a new spell at 30th and 41st level, which gives 5% and 10% damage absorption, respectively.
Wizard/Theurgist, Path of Earth
30 Buffer of Earth
41 Buffer of Stone
Sorcerer/Cabalist, Matter
30 Dampening Ward
41 Nullifying Ward
Spiritmaster/Runemaster, Suppression
30 Magical Buffer
41 Suppressive Buffer
Eldritch/Mentalist/Enchanter, Way of the Moon
30 Ward of Power
41 Barrier of Power
- We updated the the concentration spell system, so now concentration spells point costs have now been changed to use absolute costs. This means that when you cast lower level concentration buff spells, you'll be able to cast more of them, but when you cast higher level ones, you can cast fewer.
- All concentration buff spell casters now have a choice of at least one lower level spell in addition to their normal higher level spell. This now gives them the choice to cast many low level buff spells, or a few higher level ones.
- Players can now cast a maximum of 16 concentration spells, no matter their level.
- Midgard Shaman have a new spell line in their Augmentation specialization that buffs dexterity and quickness.
3 Gloom's Guide
6 Gloom's Wisdom
10 Gloom's Enlightenment
14 Murk's Guide
21 Murk's Wisdom
28 Murk's Enlightenment
37 Shadow's Wisdom
47 Shadow's Enlightenment
- We changed the way buffs work to make them more useful to casters who wish to specizlize in advanced buff spell lines. Previously, there was little reason to specialize in advanced buff spell lines - you could buff enough with baseline buff spells to hit the level cap, making it essentially useless to specliaze in advanced buffs. Also, because spell buffs had such high values, the effect of constitution and strength enhancing items were severely reduced. The intent of the recent change was to modify the effect of the buffs as little as possible, but make items and buffs consistent across all classes and levels. With this new system, you now can have as much enhancement as you did under the old system, but you must gain the buffs from items, base buffs, and specialized buffs - they all stack with one another and are now capped separately. So, with this new system, you can have as much buff in strength and constitution as you did before, but you must receive buffs from different places in order to reach the same level. Now, stat-buffing objects are much more useful, as are buff-specialized casters.
Stat buffs and debuffs should effect the following factors:
Strength: affects offensive skill for players and monsters.
Dexterity: affects defensive skills and casting time for players, and defensive skill for monsters.
Quickness: affects attack speed for players and monsters.
Constitution: affects hitpoints for players, and affects damage absorption for monsters.
Remember that pets use the monster bonuses. Players can have a stat buffed up to 10 points or their level, whichever is higher. Also, "Combo Buffs" stack on top of normal buffs to add even more points (up to double).
- Mage dexterity buffs now correctly reduce (not add to) casting time.
- Fixed the graphical spell effects for numerous monster spells. The correct graphical effect should now play when a monster casts a spell.
- Increased ranges on Theurgist spell lines Blasting Breeze, Searing Wind, and Frost Blast.
- The Runic Ward line was set up improperly in the Runes of Suppression list for Runemasters. The levels had to be changed to keep the spells from overwriting each other. The new progression is as follows:
L2 Runic Ward
L10 Runic Fend
L16 Runic Shield
L26 Runic Guard
L34 Runic Barrier
L44 Runic Wall
TRADESKILL SYSTEM NOTES
- Fixed a bug when using /salvage on Reinforced armor. It will now give you the correct type of strips, not leather squares.
- Stiletto hilt and blade recipe icons now show the correct dagger icon.
- Trinket recipes no longer should have ?'s as their icons.
- Changed the icon for the trinket recipes to be a bit more uniform across the board. The trinkets for the lower half of the skill range will be a white gem icon, with the trinkets for the upper half will be the black gem icon.
- Fixed Midgard cloak recipe so that there should be a separate hooded cloak recipe.
- We changed the difficultiy of Hibernian two handed sword hilt to be similar difficulty to the blade and final combine.
OBJECT NOTES
- We made large-scale changes to the treasure drops in the Bog of Cullen and Vanern Swamp. You'll now notice lots more treasure there and much more variety. Also, if you currently have items that you've already gotten from these areas, you may notice that they are slightly more powerful than they were before.
WORLD NOTES
Midgard Quests:
Quest Wisdom of Time: Inaksha will no longer skip over her entire talk when you first speak with her.
Quest: Spat the Cat: Players can now continue speaking with Vik if they are on steps 1 or 2 and lost their dialog box.
Hibernia Quests:
Two new Hibernian quests have been added. Players should speak to their local wandering Filidh's for more details.
Lusmorebane and Driss no longer have one-time drops - they now have quests associated with them.
Midgard Objects:
The Mischief Maker's Axe will now proc its spell.
Albion Monsters:
While trying to obtain more information about the newly discovered diamondback toads in the Llyn Barfog area, scouts came across what they describe as a "two-legged no-armed goblin with a nasty set of teeth." The scouts also said that these creatures appear to live in colonies that center around ancient mystical rock formations. Caution is advised to all who travel along the western shores of the lake.
This is the last one, I swear. Blame a fellow named Darren for the patch title =)
==================================
Dark Age of Camelot
Version 145H Test Release Notes
February 6, 2002
==================================
NEW THINGS AND BUG FIXES
- In our buff system overhaul of last version, we introduced a bug that we must take steps to fix. The effect of Quickness buffs increased overall player damage per second far more than same-level strength and dexterity buffs (thus removing the need to have strength and dexterity buffs in some cases). So, we've reduced the effectiveness of quickness buffs by 10-15% (depending on the level of the spell). This change will affect all melee and archer characters who have Quickness buffs cast on them. You will notice that you attack a little slower now than you used to when your Quickness is buffed.
- We found that Combat Haste buffs are far too effective - they lower player's attack timers down to 1.5 seconds or less, in some cases. Their effectiveness has been reduced, and it now abides by the overall 1.5 second attack timer clamp. This change affects melee character who had Combat Haste buffs cast on them (although not archers, who were not affected by Combat Haste buffs). Please note that we have lessened the effect this change will have on Friars (who rely more on this type of spell than any other class) by bumping up the effectiveness of their self-haste buff.
Because we'd rather do this now than on the live servers, have another Pendragon patch!
==================================
Dark Age of Camelot
Version 1.45G Test Release Notes
February 6, 2002
==================================
NEW THINGS AND BUG FIXES
- You now have to use a "use item" key when using a charged item's special magical ability. In order to use these charged items, you must have first dragged the magical item's icon to your quick bar. Then, to fire it, press the use item key, and then within 1 second, press the quick bar number of the item. Please note that there is currently no way to use the mouse to use these items.
- Troll males had one hair combination that referenced a bad art file that resulted in their "hair" not having a texture. This has been fixed.
- Please note that many spell graphics have changed since the last version. We are currently revamping the way spell graphics are assigned to spells. The graphics will be in flux for a short time before we complete the change. Pay special attention to your spells and be sure you are familiar with their new visual appearance.
- We slightly increased the damage of some of the non-backstab styles in the Assassin's critical strikes combat style line.
Can you tell I'm running out of clever headlines for the Pendragon patch notes? Read and enjoy:
==================================
Dark Age of Camelot
Version 1.45F Test Release Notes
February 6, 2002
==================================
A NOTE ON THE NEW AREA EFFECT SPELLS
In yesterday's patch we announced that many spell lines that previously did not contain Area Effect spells had those spells added to them. The problem that was addressed by this fix was that in most cases, robe-casters had only one line which contained area effect damage spells. Because area effect damage spells are by far the most popular and effective RvR spell to use, most players were specializing only in those lines that contained area effect damage spells, because they wanted to be sure that they had these spells when they raised to a high enough level to RvR. This led to many underutilized spell specializations, and worse, players that did specialize in those lines that did not contain area effect spells sometimes found themselves in a situation where they wanted to contribute area effect damage to RvR, but could not, because they simply did not specialize that way.
So, now more spell lines contain area effect damage spells, but be aware that the specializations that recieved these spells previously (such as the Fire Specialization for the Albion Wizard) still do at least 15% more damage than the new spells. So, a Wizard who is specc'ed in Fire will still do more area effect damage than a Wizard who is specialized in Earth; however, the Earth-specc'ed wizard can now contribute area effect damage against enemy players and monsters, albeit at a lower rate.
NEW THINGS AND BUG FIXES
- We've made a change to the spell critical system we introduced on Pendragon last week. Now, only "Robe" caster's direct damage spells will do critical damage. Specifically, the classes whose direct damage (bolt, AE, regular DD) spells will have the chance to do extra critical damage are: Wizard, Theurgist, Cabalist, Sorcerer, Runemaster, Spiritmaster, Eldritch, Mentalist, and Enchanter.
- Acuity Spells now function correctly. As implemented yesterday they actually buffed nothing. This is a Pendragon-only bug fix.
- NPCs who recharge charged items are now labeled "Rechargers".
- The stat "cap" has been raised from 250 to 350. Stats now give +1% bonus per two points from 50 to 200 then +1% bonus per four points from 200 to 300 then +1% per five points from 300 to 350. The total stat bonus cap has increased a total of 10% from the old system. This means that you can raise your stats higher than you could before (a total of 100 points, which reflects a bonus of an extra 10%) more. However, you will notice that if you character currently has items/spells that buff his stats to the 200-300 range, that stat will have slightly less bonus effect than it did under the old system - but you can now raise stats past the old cap for more effect. End result: more potential buff bonus, may impact players who are currently buffed to the old (250) cap.
- Mind Magic has been added to the new Spirit Resistence category. It was inadvertantly left off the list in yesterday's patch.
- Fixed the spell information (shift - I) function such that "damage type" only appears for spells that actually do damage.
- The Wizard's new Earth spec AE spell (Molten Earth line) has had its damage type updated to Heat and had its spell effect changed to be more appropriate. It had been erroneously set to Cold damage. This is a Pendragon-only bug fix.
====================================
Dark Age of Camelot
Version 1.45D Release Notes
February 8, 2002
====================================
We made a few changes that fix a few more bugs introduced in 1.45.
- We introduced a bug where line of sight was no longer required to fire arrows or spells at an enemy (i.e. one that is inside a keep). This has been fixed. You now once again must have line of sight.
- The granite giants in Dartmoor were not using proper bow animations. This has been fixed.
- Keep Lords, in some cases, were healing themselves at far more than their normal rate. This led to them basically being unkillable, and has been fixed.
- The Stunning Flash and Holy Anger Cleric Smite lines had their power costs unintentionally increased. These have been returned to their old values.
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Dark Age of Camelot
Version 1.45C Release Notes
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This is a small update that contains three fixes to problems found in version 1.45.
- Objects that buff stats that affect a spellcasters power pool (i.e. the amount of spells they can cast) were not working. They have been fixed, so now all items that you had that increased your power pool (+int items for mages, +cha items for bards, etc.) are working again.
- Archers who did not max-specialize in Critical Shot were doing far less damage than they should have been when performing a Critical Shot against monsters or enemy players. This has been fixed. Remember, however, in 1.45 we reduced in general the amount of Critical Shot damage against higher-level enemies. This bug fix does not affect that change.
- We've taken steps to address problems players have when zoning into dungeons (falling through floors, etc.).
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Dark Age of Camelot
Version 1.45 Release Notes
February 7, 2002
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Dark Age of Camelot Version 1.45 introduces three new "Epic" zones into the game, plus a load of bug fixes, itemized zones, objects, monsters and much more. This list of additions and changes is extensive, so please read these release notes closely.
NEW MONSTER GRAPHICS AND SOUNDS
- Three Dragons (Wolf-headed, Stone, and Glimmer), with sounds.
- Demon model, with sounds
- Imp model, with sounds.
- Afanc model, with sounds.
- Baby afanc model, with sounds.
- three Rock Ogres (one new model, three new skins).
- new flying pixie model, with sounds.
- new werewolf-model skins.
- There is a new giant humanoid monster model.
- New "glow in the dark" Glimmer Knight (2 types), Glimmer Witch (2 types), and Glimmer Ghoul figures have been added to the Hibernian Epic zone.
- By public demand, the frog model finally has his own sound effects.
- The Svartalf (dark elf) now has his own model.
- There is a new "scaly wolf" skin to go with the new Midgard Epic zone.
NEW THINGS AND BUG FIXES
- Stats are now "clamped" at 300 (i.e. 300 is the most that any one stat can be buffed) as far as the underlying buff effect is concerned. Previously, the clamp was at 250, so now you can get an extra 50 points added to a stat when it is buffed. Please note that this change is different from the one tested on Pendragon, which was determined not to be as good for the game as intended.
- The experience point death penalty was too high for those players in the mid to high 30's level range. We have scaled back the number of experience points you lose on death in those level ranges.
- In response to player demand, you can now turn spell effects off if you wish to increase your frame rate in situations where there are lots of spells being cast. You can now toggle spell effects to all/none/self only with the /EFFECTS NONE, /EFFECTS ALL, /EFFECTS SELF toggles. With /effects self turned on, you see your own spell effects, but not those of other casters.
- The Detect Hidden ability was changed to increase the range at which Nightshades, Shadowblades, and Infiltrators (the only classes that receive Detect Hidden) can detect other hidden players.
- In our buff system overhaul of last version, we introduced a bug that we must take steps to fix. The effect of Quickness buffs increased overall player damage per second far more than same-level strength and dexterity buffs (thus removing the need to have strength and dexterity buffs in some cases). So, we've reduced the effectiveness of quickness buffs by 10-15% (depending on the level of the spell). This change will affect all melee and archer characters who have Quickness buffs cast on them. You will notice that you attack a little slower now than you used to when your Quickness is buffed.
- We found that Combat Haste buffs are far too effective - they lower player's attack timers down to 1.5 seconds or less, in some cases. Their effectiveness has been reduced, and it now abides by the overall 1.5 second attack timer clamp. This change affects melee character who had Combat Haste buffs cast on them (although not archers, who were not affected by Combat Haste buffs). Please note that we have lessened the effect this change has on Friars by bumping up the effectiveness of their self-haste buff to compensate.
- Fixed the spell information (shift - I) function such that "damage type" only appears for spells that actually do damage.
- Monster corpses will no longer spin to face the killer.
- The /WHERE command (to make a guard point towards an NPC) should now be more reliable.
- When you target yourself, you'll always be yellow.
- The appeal window will no longer disappear when moving (you can now appeal while falling for instance).
- The Performance Meter (SHIFT-P) has been fixed - previously it did not update correctly. Now you can see network latency (lag), dropped packets, and frame rate performance.
- You should no longer see a dead player perform his death animation long after he died. This happened when you came within download (visible) range of him while he was dead.
- Realm titles have been added to other player's names in RVR warfare. For instance, instead of seeing a "Briton Defender" you'll see a "Briton Dragonknight" if the other player has a realm title.
- When zoning, if your client crashed, you would re-enter at your bindpoint (a free teleport). This has been fixed.
- The /FRIENDS command should now show your full friends list correctly.
- Players whose framerates would drop below 5 fps would run more slowly (and fail to catch up with the rest of their group). This has been fixed.
- Dead people can no longer see stealthed enemies.
- On a ladder (or when climbing), when you hit the ground, you will now automatically detach from the ladder (or wall).
- You now should go to the correct "safe spot" in the cities when you fall through the city or type /STUCK.
- New sounds now play when you change inventory items.
- You should now be able to get information (shift-I) on an item that is in a player trade window (i.e. when you are selling or trading items with other players).
- Scouting monsters now have the Detect Hidden ability. If you are higher level than they, then you still have a good chance of staying hidden, but beware of scouting monsters that are higher level than you.
- You can no longer "lock up" NPC archers who are defending keeps. Previously, some players were exploiting a bug where when you had an archer with 0 max velocity, you could engage him from a distance then back out of his arrow range where he could not be attacked. The NPC archer would remain "locked up" and would not attack anyone else. This has been fixed - the NPC archer will now pick a different target within range if he can't reach his original target.
- Fixed a collision problem where people could warp through doors and walls.
- You can now click on open doors to select them.
- fixed upgrading of doors to level 9 and 10 for free. You now have to have the requisite number of materials to upgrade to these levels.
- The minimum attack timer has been reduced, so you should see quickness buffs have more positive effect on your attack timer than they used to - i.e. you should now see yourself attacking more quickly. Previously, it was too easy to hit the minimum attack timer when quickness was buffed, this reducing the effectiveness of these buffs.
- You now have to use a "use item" key when using a charged item's special magical ability. In order to use these charged items, you must have first dragged the magical item's icon to your quick bar. Then, to fire it, press the use item key, and then within 1 second, press the quick bar number of the item. Please note that there is currently no way to use the mouse to use these items.
- Troll males had one hair combination that referenced a bad art file that resulted in their "hair" not having a texture. This has been fixed.
- We slightly increased the damage of some of the non-backstab styles in the Assassin's critical strikes combat style line.
SPELL SYSTEM NOTES
General Changes
- We've made a change in the way that specialization affects Self Armor Factor buffs for robed casters. Now, robed casters are no longer affected by specialization (casters who specced outside their shield line's skill were taking a significant defense hit). However, Armor Factor Buffs for concentration casters remain affected by specialization.
- Damage clamp of spell damages raised to be comparable with damage clamps from melee attacks. These should only come into play when you smack low level targets (grays). Now caster max damage against low level players and monsters should be about the same as melee max damage.
- Low level monsters could previously interrupt much higher level spell casters and archers. This has been fixed.
- You should no longer get the "You cannot cast while moving!" print when you stand and try to immediately cast.
- Wizards, Theurgists, Spiritmasters, and Runemasters will now be awarded all specialization spell lists when they change class (before you had to specialize to level 5 in your base skills to get your specialization lists). Existing characters will get their new lists after the first time they train in their base skills (at any level).
- Please note that many spell graphics have changed since the last version. We are currently revamping the way spell graphics are assigned to spells. The graphics will be in flux for a short time before we complete the change. Pay special attention to your spells and be sure you are familiar with their new visual appearance.
- We've added the chance for "robe" caster spells to do additional critical damage. Specifically, the classes whose direct damage (bolt, AE, regular DD) spells will have the chance to do extra critical damage are: Wizard, Theurgist, Cabalist, Sorcerer, Runemaster, Spiritmaster, Eldritch, Mentalist, and Enchanter.
Buff Spell Changes
- The Constitution buff in Midgard has been moved from the Healer Augmentation specialization track to the Seer basic abilities (meaning now Shaman and Healers will both get the base Con buff). We made this change to bring Healer/Shaman in line with healing/buffing classes in other realms that have con buffs as a base class abilities. The levels awarded are:
3 Augment Health
9 Increase Health
14 Enhance Health
20 Strengthen Health
29 Exaggerate Health
38 Intensify Health
47 Amplify Health
- Mage "acuity" buffs are now in the game, in the primary buffing track in each realm. This buff enhances the primary stat of the realm's "robe" casters, which directly raises the damage output of direct damage spells. Classes helped by this buff: Wizard, Cabalist, Theurgist, Sorcerer, Runemaster, Spiritmaster, Mentalist, Eldritch, and Enchanter.
Cleric Enhancement Spec
11 Acuity of the Seer
22 Acuity of the Prophet
31 Acuity of the Sage
42 Acuity of the Magi
Shaman Augmentation Spec
12 Sight of the Deep
22 Wisdom of the Deep
31 Sagacity of the Deep
42 Vision of the Deep
Druid Nurture Spec
11 Nature's Sight
22 Nature's Wisdom
31 Nature's Sagacity
42 Nature's Vision
New Area Effect Spells
- Several new area effect damage lines were added to the Wizard, Runemaster, and Eldritch. The problem that is addressed by this fix was that in most cases, robe-casters had only one line which contained area effect damage spells. Because area effect damage spells are by far the most popular and effective RvR spell to use, most players were specializing only in those lines that contained area effect damage spells, because they wanted to be sure that they had these spells when they raised to a high enough level to RvR. This led to many under utilized spell specializations, and worse, players that did specialize in those lines that did not contain area effect spells sometimes found themselves in a situation where they wanted to contribute area effect damage to RvR, but could not, because they simply did not specialize that way.
So, now more spell lines contain area effect damage spells, but be aware that the specializations that received these spells previously (such as the Fire Specialization for the Albion Wizard) do more damage than the new spells. All of these new AOE damage spells cost more power to cast and do less damage than the primary AOE spells (the ones that were in the game previous to this update). So, a Wizard who is specc'ed in Fire will still do more area effect damage (more spells cast, more damage per spell) than a Wizard who is specialized in Earth; however, the Earth-specc'ed wizard can now contribute area effect damage against enemy players and monsters, albeit at a lower rate.
The new AOE spells:
Wizard
Calefaction (Earth spec list)
8 Molten Earth
11 Lava Field
15 Expanse of Magma
20 Molten Puddle
28 Molten Pool
36 Molten Lake
47 Molten Ocean
Liquifaction (Ice spec list)
8 Simmering Cloud
14 Broiling Cloud
22 Sweltering Cloud
29 Burning Cloud
36 Torrid Cloud
46 Boiling Cloud
Runemaster
Runes of Darkness (Darkness spec list)
9 Raven Drove
14 Raven Flock
19 Raven Horde
25 Raven Throng
32 Raven Host
40 Raven Cloud
50 Raven Legion
Runes of Suppression (Suppression spec list)
7 Field of Suppression
14 Field of Slackening
20 Field of Entrapping
27 Field of Snaring
36 Field of Tangling
46 Field of Mazing
Eldritch
Vacuumancy (Mana spec list)
10 Lesser Kinetic Dispersal
14 Kinetic Dispersal
19 Lesser Kinetic Dampening
25 Kinetic Dampening
34 Lesser Kinetic Siphon
44 Kinetic Siphon
Resistances
In order to make the resistance system more streamlined, we've consolidated the various damage types and resistances inside of the game to six basic groups:
Heat - Fire and Light
Cold - Void and Dark
Matter - Earth and Matter
Spirit - Spirit, Mind, and Wind
Energy - Electricity and Mana
Body - Body, Poison and Disease
For now, this change will have little effect on your character. When you use the /resist command, you will now see these resistances printed instead of the old ones - also, when you get information about an item (shift-I), you'll see the item's resistance buffs printed in this new format as well. Please note that in the near future we will be adding resistance buffs and debuffs that will adhere to this new system.
Pet System Changes
The pets summoned by the Cabalist, Enchanter, and Spiritmaster have been revised to fix some bugs and improve functionality. Each Cabalist pet has different effects that trigger in combat, Enchanter pets can now cast various spells, and Spiritmaster pet effects are cumulative - each higher level pet will have the effects of all the lower level ones.
Please note that we are aware that some of the pet self-buffs are sometimes redundant with buffs that the player can cast on their pets. This is a known issue and it is on our list to address.
- You'll no longer see your pet self-buffing in combat instead of fighting.
The new Pets and their effects:
Cabalist
Amber Simulacrum - Has a self shield to improve defense, and extra hitpoints. A basic tank, plus has a chance to stun its target.
Ruby Simulacrum - Has a self damage-add spell that improves melee damage, but has lower defense and hitpoints.
Sapphire Simulacrum - Has a lifetap proc that improves survivability
Emerald Simulacrum - Has a chance of proccing either a poison dot or disease effect.
Jade Simulacrum - Has a self damage shield buff to do damage to attackers.
Spiritmaster (special abilities are cumulative)
- Spiritmaster summoned creatures can now be female.
Spirit fighter - no special abilities.
Spirit soldier - adds chance to proc a stun effect.
Spirit swordsman - adds chance to proc cold damage
Spirit warrior - adds chance to proc lifedrain
Spirit champion - adds chance to proc self bladeturn
Enchanter
Underhill friend - basic tank, no special abilities
Underhill companion - caster, low offense and hp, has a direct damage spell
Underhill ally - low offense and hp healer, casts a regen buff and will heal seriously injured group mates
Underhill compatriot - tank with enhanced defense, casts a self shield
Underhill zealot - advanced caster, has a chance of casting two different types of direct damage, and has a self dmg shield for melee.
ARCHER CHANGES
We are making several archer changes in this version. In short, archers are too powerful in RvR combat, but feel they don't have enough to offer in group-based monster hunting. We have spent a lot of time testing this in-house over the last week, as well as analyzing player and tester feedback, and have come to the conclusion that archers can kill higher-level players far more easily than we ever intended. Currently, low-40's archers can two-shot kill 50th level mages (who are red or purple to the archer), which is far too powerful. The testing also found that archers were not as effective fighting monsters in groups as we designed the classes. This version takes steps to correct both these problems.
- Archers no longer receive a to-hit bonus against sitting opponents. Low level archers could previously crit shot much higher level sitting targets - ones they normally could not hit at all if the target was standing.
- We've lessened the damage that Critical Shots do against higher-level player targets. Against same-level or lower enemy players, your critical shots will do exactly the same damage they always have. However, against higher-level enemy players, your damage will be less, depending on how much higher the player is than you. Please note that this change does not affect critical shot damage versus monsters at all - the change only effects RvR combat.
- Arrows do exactly the same amount of damage in combat versus monsters as they always have, but they now accumulate less "aggro". This means that you can use your critical shot or normal shot in combat with monsters and the monster will be less likely to aggro on you, and will be easier to pull off you if you it does aggro. We made this change because of archer complains (and subsequent testing) showed that archers indeed did so much damage to monsters that they automatically had the monster attack them exclusively for the entire encounter - an encounter which the archer would rarely survive. Now it will be much easier for them to do critical shot/normal bow damage against that same monster with much less chance of the monster focusing exclusively on them.
WORLD NOTES
3 New Zones added:
Three new "Epic" zones make their debut in this patch: one in each realm's home region. These zones are full of high level content intended for large groups of players 35 - 50th level. The encounters in these zones are fully itemized with appropriate treasure. The zones are laid out differently from most of our other outdoor areas, they are designed to more tightly constrict player movement, funneling groups (to some extent) through more targeted encounters that have to be bypassed or defeated before they can move on. Each of the zones has as its ultimate encounter a fearsome creature of monstrous power, let those who wander these zones take plenty of friends!
Please note that many of the monster models that appear in the new zones are placeholders and will be replaced with new ones over the course of this week.
Albion Zone: Dartmoor
In the times of Uther Pendragon, Articus, son of a Roman dignitary left his homeland to get away from the politics of Rome. He and his family settled in an area in the Cornwall region known as Dartmoor, a beautiful moorland with wooded valleys and windswept Tors. They had built a castle and established a respectable holding in the rugged area. About ten years had passed and still little was known about Lord Articus and his family, since they often preferred to keep to themselves. Duke Marcus of Cornwall dispatched a messenger to his quiet neighbor with invitations for them to attend an upcoming celebration. When the messenger never returned, a second messenger was sent. The second one, like the first, was never seen again. Whether out of concern or suspicion, Duke Marcus sent his son along with a contingent of knights to both investigate the disappearance of the messengers and the welfare of Lord Articus. Two weeks later, Duke Marcus' son returned alone. He was badly injured and his armor singed. He never told his father or anyone else what he saw. Some say it was fear. Others claim that it was his pride. The only thing he did convey was that Lord Articus, his family, and his servants were all dead. Until recently, people of Briton were warned away from Dartmoor. However, the people have grown restless and hunger for adventure. Their memories fade, and most have forgotten the warnings.
Last month, Sir Arward and 30 of his best fighters ventured deep in to the depths of Dartmoor. Two days ago, Sir Arward's scribe's journal, slightly singed and stained with blood fell out of the sky and landed in front of the guards at Prydwen Keep.
A summary of the journal explains a bit of what the party discovered. At first, all they found were wild ponies, small but tough little beasts. The group, thinking that they've been afraid to venture to the area because of a bunch of wild ponies, relaxed their guard considerably. Sir Arward ordered one of his scouts to climb a nearby granite tor so that he might see further in to the distance. However, as soon as the scout approached the giant granite mass, it turned and faced them. It was a giant, made entirely from granite, carrying a giant shepherd's staff. The poor scout never had a chance. The armored fighters engaged the massive creature and managed to defeat it. Their need for caution had been restored.
As they moved deeper into Dartmoor, it became immediately obvious that the giant they fought was neither unique nor alone. What had previously been mistaken for giant rocks seemed to come alive with movement. Trying to avoid the behemoths (though some fights were unavoidable), the group found themselves in a giant granite quarry surrounded by a group of ogre-like creatures. Surprisingly, they didn't attack the party. In a limited, barbaric grasp of the Briton language, the ogres claimed to be the Stonecrush Clan. They mined and ate granite, which angered the granite giants to no end. It was obvious that there had been some hostilities between the giants and the ogres, and the Stonecrush Clan considered Sir Arward's group as friends since they had fought and killed giants.
The journal contained little more information. The next page seemed to have been partially burned. Only one large word near the bottom could be read: Golestandt.
Midgard Zone: Malmohus
Hunters have reported that the Svartalfar have been extremely active in the Skona Ravine area. It seems they have been sending masses of their best scouts and infiltrators in to the woodland south of Skona Ridge, a little-known and less-explored region known as Malmohus. The werewolves of Skona, however, seem to be afraid of the area - they avoid it almost as if they believed Malmohus to be cursed.
A large group of hunters was sent to follow the Svartalfar into Malmohus, for it was obvious they were up to something. The hunters temporarily lost the Svartalfar trail when they stumbled across some odd looking creatures. They looked like wolves, but had scales and a lizard's tail. The hunters called them scaled vargs, and found out happily that their beast charms worked on the creatures.
They renewed their tracking of the Svartalfar and were fortunate enough to find a single Svartalf scout, who they restrained and interrogated. The svartalf was young and was almost happy to give the hunters the information they desired, so long as his life would be spared. The svartalf explained that these lands were the home of Gjalpinulva, a daughter of great beast Fenris Wolf, and some huge unknown creature. The scout said that Gjalpinulva, herself a gigantic abomination, in her loneliness, created creatures that would be loyal to her and serve her: intelligent scaled wolves that walk on two legs. The Svartalfar, the scount claimed, came to Malmohus to investigate the Gjalpinulva and her brood and possibly destroy them. The Svartalvear needed to gather more information about the huge creatures before contemplating any action against Malmohus.
The hunters let the young svartalf go, anxious to return to Jordheim and report their findings. The great beast Gjalpinulva and her minions have not yet been sighted. Their appearance and power remain a mystery, although it is assumed that she is gigantic and immensely powerful.
Hibernian Zone: Sheeroe Hills
In a routine scouting pass through the outskirts of the Bog of Cullen, a small group of seasoned rangers found that the landscaped had changed along the bog's northern edge. A pass, which had not been there previously, appeared from under a thick layer of mists. The rangers, dubious of the nature of the pass, scouted it cautiously. Before they ventured too far, small spirits that seemed to "glimmer" with an unusual light confronted them with aggressive intentions. Suspecting it to be a siabra trick, the rangers quickly dispatched the odd creatures. Not too long after their first encounter larger spirit-type creatures, sharing the same type of "glimmer" as the previous spirits, also attacked the group. These were obviously more powerful than the small spirits that were encountered previously, almost too powerful. The behavior of these spiritual beings was very unlike the siabra, and this new experience was more than the rangers wanted to handle without more information about what they were facing.
The rangers returned with their findings and decided to consult others. They found themselves reciting their story to many, but no one seemed to have any more information on these glimmers, as they came to be known. That was, until they found themselves in the company of the ancient elven sage, Tyldifyl. "Like the kingdoms of man," he began, "the Otherworld is also divided into regions, each often having its own ruler and laws. Some of those "kingdoms" are more known than others, since some wish to remain unseen. One such place is called the Sheeroe Hills, ruled by Cuuldurach the Glimmer King. Cuuldurach is an ancient and powerful being. He rules with absolute power in his realm, in the realm of what you call the Glimmers..."
The rangers gathered more information and found that the worshippers of the Great Azure, ancient relatives of the Firbolg who find their faith in the unclouded sky, have sent strong expeditions into the Sheeroe Hills. In their zealot-like reverence for their god, they believe that the glimmers are evil, tainted creatures of death, and because of that, they believe it is their duty to cleanse the land of their presence. They have established strongholds in the Sheeroe Hills and guard them closely, distrusting anyone but one of their own to venture near.
Dragon Behavior
The Dragon encounters in the new zones have been given special AI and abilities. These abilities will be used by the dragon at various times during combat, depending on the situation. Among other nasty things that the dragon does during combat (that we will not divulge) the dragon will get restless and go on a patrol once a day throughout his territory. Players in the zone will be given a warning via a zone-wide broadcast that the beast is on his way. He will fly through the zone, dive-bombing certain spots throughout the zone (clearings, monster camps, well-traveled pathways, etc.). So if you are hunting in one of the new zones and see a broadcast indicating the dragon is getting restless keep a sharp eye out.
Note that when the dragon on patrol does a "swoop down" on a player or group, he won't stick around to complete the fight - he'll keep on his path and return to his lair after dealing out some death from above. So, you're not going to be able to fight him fully while he's patrolling, but you can damage him.
Other Monster Encounter Changes:
Albion:
- The telamon of Lyonesse seem to be a tad less vigilant than before.
- Extremely nasty and intimidating creatures have been seen around Llyn Barfog. Some even claim that the Legendary Afanc, a demonic water creature of King Arthur's time, has returned to tend to her young. Use extreme caution when exploring this area.
Midgard:
- The isalf forayer population has increased slightly throughout the Midgard frontier.
- Relic Keep doors now set to Wood (material type) 10 instead of Wood 1. This means that they never need to be upgraded, since Relic Keeps can never be taken over by an enemy team.
Graphics Update:
- Several new monster models have been provided by our wonderful art team. Here is a list of some of the creatures that are sporting a new look.
ALBION
manes demon
grumoz demon
Fielath
wind mephit
impling
gwr-drwgiaid
fiery fiend
Ash
afanc hatchling
faerie mischief-maker
faerie wolf-crier
faerie bellwether
Lady Leanna
Ellyll windchaser
mist sprite
pixie
pixie scout
pixie imp
Pixie Queen
MIDGARD
flaming raukomaz
Lord Fire
wind sprite
Swift
mora rider
mora dancer
HIBERNIA
cruiach demon
Idol of Crom Cruiach
cruach imp
Spifnar
deamhan aeir
Aoife
mountain mephit
tunnel imp
Scratch
bocaidhe
bocaide
Yrial
orchard nipper
NPC Fixes
Runthal Devyn, the imposter fletching master that would not let you join the trade order has been removed from Camelot City by the city guard. Acey Dalston is the only fletching master authorized to admit new members.
Item Recharger NPCs
These NPCs will recharge all chargeable items (for a price, of course).
Albion:
- Camelot City: Miran Esric, at the Palace
- Cornwall: Larel Esric, at Cornwall Station
Hibernia:
- Kigua in Connla
- Tegau, in Tir na Nog. Tegau is located in the building across the street from the guard building where Sentinel Teadoir and Sentinel Kynon hang out.
Midgard:
- Ingirun in Jordheim
- Alrik in Gna Faste.
Hibernian Quests:
Quest - Criofan's Fish: Casters that finished Criofan's Fish can turn in the leather boots to Criofan, in Connla, for a set of cloth boots. Nightshades and Rangers can now do the quest.
Midgard Quests:
Quest - The Red Daggers: Players now have a reminder in their quest journal to turn in the scroll of seithkona to the Gythja of Bragi. Players that do not turn it in will now automatically have it deleted from their inventory when they complete that section of the guild track quest. Players that have it stored in their bank may DELETE IT!
Quest - Widower's Hunt: Healers have been added to the list of classes able to do this quest.
Ick and Piercer now have quests associated with them. Speak to the Barkeeps for details.
The Mischief Maker's Axe now procs correctly.
Albion Quests:
Quest: Amulet of the Planes
More detail regarding Borwyr's spawn time has been added to the journal.
Quest: Legione perso
Players on this quest should now be able to continue normally when fighting Lunaris primus pilus. Pets will no longer cause players difficulty when attempting to complete this quest.
Quest: The Captured Courier
Dunsten can now be re-spawned killing Elithralia Nodith. Dunsten should also remain in place longer so that players can turn their items into him.
OBJECT NOTES
Chargeable and other Magic Items
Some of the very high level monsters may drop charged items on occasion. This is a new object type that has just been added to the game. Chargeable items are regular weapons/armor/jewelry that have magical spells associated with them. These spells have a limited number of time that they can be used. To use a charged item, drag the object's icon to the quick bar (please note that the object must be equipped for this to work) and then click on it.
There are two types of charged items. The first type is non-rechargeable but the item will still function as normal (i.e. without its spell) once the charge has been expended. This means that if you have a sword with a fire spell attached to it, once the fire spell has been cast, you cannot cast any more spells with the sword, but the sword itself still functions as a regular sword.
The second type of recharged item can be used over and over again, requiring recharging from a special NPC (currently called a spellcrafter, but this name will change shortly). The NPC will charge a fee based on the item type you trying to recharge. See the world notes for a list of Spellcrafter locations.
This version also includes a ton of additional weapons with particle effects, and some new spell effects on items.
Many zones have been totally itemized or tweaked:
Note: Albion being the oldest realm, had more rare items to begin with. You will notice many of those rare objects have been modified so they now drop with updated magic bonuses. Existing items will not be affected.
- Cursed Forest (Hibernia) - is now itemized
- Raumarik (Midgard) - is now itemized.
- Salisbury (Albion) - added rare items and fixed non-humanoid drops
- Black Mountains South (Albion) - fixed non-humanoid drops
- Black Mountains North (Albion) - added rare items and fixed non-humanoid drops
- Camp Forest (Albion) - added Rare items and fixed non-humanoid drops
- Avalon Marsh (Albion) - added Rare items and fixed non-humanoid drops
- Llyn Barfog (Albion) - itemized the remaining new camps and added rare items to old camps.
- Lyonesse (Albion), item levels 30-50 (existing zone)
- Dartmoor (Albion), item levels 35-50 (new epic zone)
- Malmohus (Midgard), item levels 35-50 (new epic zone)
- Sherroe Hills (Hibernia), item levels 35-50 (new epic zone)
- Cornwall (Albion)
- Skona Ravine (Midgard)
- Silvermine Mts. (Hibernia)
- Cliffs of Moher (Hibernia)
- Shannon Estuary (Hibernia) - added rare drops
- Myrkwood Forest (Hibernia) - added rare drops
- Svaeland West (Midgard) - added rare drops
- Lough Gur (Hibernia) - added rare drops
Please note that Raumarik, Cursed Forest, and parts of Llyn Barfog have treasure that drops less often than other zones, but the items that are dropped are far more valuable.
We also went back through a couple of zones that were rare item drops, and made changes where appropriate. You'll now find that these zones have much more to offer:
- Muspelheim (Midgard), item levels 20-32
- Valley of Bri Leith (Hibernia), item levels 15-40
Other Object notes
- The Shadowed Vest should now be dyeable with leather dye (was previously only
using enamel)
- Gloves of the Spined Backpiercer should now be dyeable.
- Yellow Silken Robes can now be dyed.
- Hammer of Smiting should be sellable now.
- Band of Woven Gold (enc quest reward) had the +cha bonus changed to +dex instead.
- Supple Serpent-Hide Vest should now be correctly displaying information (one of the fields had resistance chosen but no actual value put in, so it was displaying "0%")
- Fixed a typo in the name of the Eagle Eye Talon.
- Changed the Gossamer Seolc Cap of Mentalism to correctly buff mentalism.
- Changed the article associated with the Kraggon Cloak to "a", and also changed the armor class to none so that it doesn't try to display an armor factor when information about it is shown.
- Changed the armor class to none on the Morbid Mantle (see Kraggon Cloak above)
- The Spectral Shroud (Hibernia) should now be dyable.
- The Shadowhands Cloak shouldn't display Armor Factor anymore.
- The following should now display con/dur/qua etc. : Glowing Ball of Mud, Gyrg's Cloak, Silver Chain, Belt of Animation, and Boneclaw Ring of Morra.
TRADESKILL SYSTEM NOTES
- Fixed a bug when using /salvage on Reinforced armor. It will now give you the correct type of strips, not leather squares.
- Stiletto hilt and blade recipe icons now show the correct dagger icon.
- Trinket recipes no longer should have ?'s as their icons.
- Changed the icon for the trinket recipes to be a bit more uniform across the board. The trinkets for the lower half of the skill range will be a white gem icon, with the trinkets for the upper half will be the black gem icon.
- Fixed Midgard cloak recipes so that there should be a cloak recipe a separate hooded cloak recipe.
- You should be able to buy the correct tanned torsion cables now instead of the incorrect linen torsion cables
- Icons for Midgard stave recipes show an actual staff icon now instead of a shield
====================================
Dark Age of Camelot
Version 1.46 Release Notes
February 21, 2002
====================================
ASSASSIN CHANGES
This version has some updates to the Assassin (Shadowblades, Nightshades, Infiltrators) classes, which should make them much more forgiving when it comes to training. We gave some of the classes additional abilities and all received a variable number of extra specialization points to give each of the Assassins a different "feel".
- Shadowblades have been given more hit points (as befits the more fighting-centric ethos of Midgard), as well as have had their specialization points raised to 2.2 per level.
- Nightshades now have a new line of level-based combat shout direct damage spells (in addition to the normal direct damage spells they already had) that they can use during combat to increase damage. They have also had their specialization points increased to 2.2 per level.
- Infiltrators have had their specialization points raised to 2.5 per level, a significant jump. This makes it possible for them to train much more in many more skills than they previously could, and have the chance to be much more well rounded.
In all three cases, existing assassin characters will be granted the spec points they "should have" gotten based on the new number of spec points per level.
Besides any additional needed balancing of existing abilities (poisons, damages, etc.), which will be done as necessary, this makes assassins complete except for the disguise skill which is still to be implemented. Disguise will be primarily an RvR-centric skill - our current plan for disguise is that all three assassin classes will be able to disguise: Infiltrators by an ability/skill, Shadowblades by a magical ability, and Nightshades by a spell. Thus, please note that we have removed spell points from Shadowblades, as the "spell" they will use to disguise will be an ability and will not require spell points.
FRIAR CHANGES
With this version we have made some changes to the Friar to address that class's relative weakness at higher levels.
- Friars now have 1.5 specialization points per level (up from 1.0). This will allow them to specialize more fully in a few skills, and make them much more well rounded than they have been up until now. All existing Friars will be awarded the spec points they "should have" gotten, and can take advantage of this change immediately by spending these spec points.
- Friars now get Evade 5 at 33rd level.
- Friars now receive a line of Armor Absorption buff spells on their Enhancements specialization. See the spell system changes section for more information.
- Friars can now use shields (although not spec in them). Shields were never intended to be a big part of playing a Friar, but they were supposed to be able to at least equip and use them.
Friar Spell Change
We fixed a couple of problems with existing Friar spells that should make specializing in Enhancements much more useful.
- We converted Saint's Vigor (pulsing fatigue regen) to a shout so it can be activated in combat.
- We converted all the rest of the fatigue regeneration spells (Saint's Energy up through Saint's Tenacity) to reduce fatigue costs in a more consistent manner than they did before. Now these spells are self only duration effect, not pulsing spells, that progressively reduce the fatigue costs of all endurance-using activities.
- We changed the Speed of the Angel line to be a self only shout, that gives a 30 second haste buff that's should be quite effecitve. It can be re-used every 3 minutes.
MINSTREL/MENTALIST CHARM SPELL CHANGES
We've changed the way that Mentalists and Minstrels pulsing charm spells work, based on player feedback and testing. This new system should be much easier to use than the old system, and have greater results.
- The Minstrel Charm does not require an instrument in hand while it is being used. Thus, a Minstrel can now have a controlled pet and melee at the same time.
- Even when the target is switched, the spell will continue to pulse on the original monster you had targeted. This means you can have two targets engaged at once, should you choose to do so (one for your pet, one for you).
- The Minstrel/Mentalist has an almost certain chance to charm/retain control of a creature his level or lower, although there is a small random chance that it could fail. The higher the level of the charmed creature compared to the Minstrel/Mentalist, the greater the chance the monster has of breaking the charm. Please note that your specialization level in the magic skill that contains the charm spell will modify your base chance of charming and retaining control. The higher your spec level, the greater your chance of controlling.
- If the charm breaks, the charmed monster will wipe his agro list and only agro on the player who was charming him. All creatures attacking the charmed creature will forget their agro against him.
- Please note that there is a small per-round power point cost for the Mentalist when they have a monster under their control.
Minstrel/Mentalist Charm Overview
The Minstrel/Mentalist charm ability does not work the way other charms work, nor is it intended to. This charm is intended not as a "pet" ability in the sense that all other pet abilities in the game are intended, but as an added ability that can be used for assistance during group or solo combat, or during emergency situations when charming a foe may work to the advantage of the group or solo player.
To charm a monster, you no longer require the use of the flute (for Mnstrels). Simply target the monster and use the corresponding spell/song for your charm. Monsters at or below your level will have a very small chance of resisting the charm as it pulses, which means there's always an element of risk involved. You may also charm monsters above the your level (oranges, reds and low purples), though as the monster level increases above that of the caster's, so does the risk of the monster resisting the charm and aggressing the caster. It is advised to not risk charming orange, red or purple monsters unless you believe the situation warrants this emergency action and only if you are prepared to accept the potential penalties involved with doing so.
Note that when a monster is charmed and in battle, and the charm pulse stops (or the monster is no longer under your control), the previously charmed monster's aggression will be turned away from the monster it was fighting and toward the caster until it is recharmed, it dies, the caster dies or the caster moves beyond the normal AI timer-based range of the monster. As casters become more experienced with using this ability, they should learn how to manipulate it to best fit their needs when solo or group hunting, so a degree of skill is involved.
Tip: When a charm breaks, the monster will immediately aggress the caster. This includes times when the caster actually releases the monster, so it's advisable to have the pet window set to "Stay" and then to get a comfortable distance away before releasing the monster, or to ensure you are capable of killing the monster upon releasing it.
Tip: You may use other songs in conjunction with this type of charm, though doing so will require song "twisting" - where you switch between playing two songs.
Bugs to note: There is a bug with the Minstrel's charm, where upon releasing the pet, even if you are further than melee range, the monster will still interrupt your current song when it aggresses (speed, mana or health), though only for the ten seconds the timer takes to elapse and for the song to restart (as with any other monster when the monster is aggressing in melee range). This is a known issue and will be fixed at some point in the future.
World Issues: We're aware of the limitations and availability of charmable, humanoid monsters (for Minstrels and Sorcerers) in Albion's high level zones - primarily Lyonesse, Dartmoor and Stonehenge Barrows - and we're taking steps to resolve this issue soon, so please watch for announcements.
ARCHERY ADJUSTMENTS
- We've decreased (again) the aggro that archers do to monsters while fighting monsters. This means that archers can now do even more damage to monsters without having the monster turn on them.
- We've increased the damage that archer Critical Shot does against higher-level monsters (monsters only, no change was made to RvR CS damage).
- Archers will hit more often in group situations - the group melee "to-hit" bonus has been increased. Archers (as well as any melee attacker) has more of a chance to hit a monster based on the number of people in the group. Archers now have a bonus over and above the regular melee bonus on "to-hit".
- Arrows that do different damage types (crush/slash/thrust) will now correctly show the damage additions.
- Archers will no longer see tenths of seconds when readying arrows. We never intended archers to see their timer on such an intimate level - it was initially set that way for balancing and debugging purposes in beta, and was never changed. Please note that all other timers in the game (spell timers, ability timers, etc.) print in seconds, not tenths of seconds. PLEASE NOTE THAT WE DID NOT INCREASE DRAW TIMES OR IN ANY WAY CHANGE DRAW TIMES IN THIS PATCH. We changed only the way that this is printed to you.
NEW THINGS AND BUG FIXES
- When we made all Stun/Mez/Root spells not chain cast-able a few versions ago, we unintentionally left the Spiritmaster point blank AE mesmerize line (the Gloom Wave line) as chain cast-able. This has been fixed, so you can no longer chain-mez with this line of spells.
- When you are trading to a craftsman who can repair - the craftsman can click on a new "repair" flag in the trade window to turn the trade into a repair session. For more information, see the section "new repair system", later in this release note.
- Bleed and Acid damage have been correctly assigned to body and matter resistance types.
- "/EFFECT SELF" should now show the correct spell effects that you cast on other players.
- Graphical weapon effects should now show correctly to other players. Previously, all weapons showed graphical effects to the person holding them, but some did not show up that way to other players looking at them. Now, they all work.
- We fixed a bug with evade that will effect those characters with evade 6 or above. You'll now see yourselves evading more often if you are a high level assassin character.
- You can now add multiple people to a chatgroup with a single slash command. Use /CG INVITE etc
- When an assassin poisons an enemy and the poison does DOT damage, the assassin will now be able to rehide even though he is doing damage against the target.
- Pets will no longer warp after killing an opponent and returning.
- Pets should now properly use their spells after engaging a target.
- Charged items (wands, etc) can no longer be used against players in your realm.
- Repairs on doors now cost 1/4 the wood they used to but only repair 1/2 the condition. Thus, to repair a door up to full will now take 1/2 the total wood but take twice the total time.
- Relic Keep doors are no longer upgradable. They will spawn at a high wood level (8) and will remain there. They can still be repaired.
- Recharger NPCs now work properly. They will now replenish charged items.
- There was a bug that prevented monsters from buffing and healing one another (if they are so designed). This has been fixed.
- There is better feedback on some of the tradeskill "fail" messages which tells you what level of the appropriate skill you need in order to create the object.
- When you are carrying a Relic and are killed, the Relic will now drop on the ground where you died.
- You can now longer pick up Relics (or any other items) while dead.
- You can no longer equip/unequip items while you are mesmerized.
- You can no longer perform dual wield/celtic dual combat styles while you are holding a sword and a shield.
- There was a bug that caused Intercept to stop working after only a few seconds if the enemy attacking your friend never landed a blow (i.e. missed).
- A charmed/controlled pet will now chase a target for a certain distance, and then return to its master. Previously, it would chase its target forever.
- Spell text messages of hidden (stealthed) players will no longer print to other players in the area.
- The Demon and Imp models inadvertently were introduced into the game a few versions ago with the other's skins attached to them. This has been fixed: the demon is now red and the imp is now green.
- If you are hidden, BAF monsters will no longer target you, if you are hidden before they are pulled.
- You can now cast damage spells on and send Theurgist pets to attack doors.
NEW REPAIR SYSTEM
To repair an object without dropping it on the ground, follow these steps:
1) The player (who wants the item repaired) drops the item on the (player) smith.
2) This brings up a trade window between the two players.
3) The smith clicks on the REPAIR box in the lower left of the trade window. Only the smith (receiving player of the trade) can click on this box.
4) The title of the window will now change.
5) The Player can add as many items as he likes to be repaired. If the smith cannot repair any item added, the repair box will uncheck and both will get a print.
6) The Player can add coins to the trade to pay for the repair.
7) The smith can add neither coins nor items to the repair/trade when in repair mode. Any items and money in the trade when repair is clicked should be cleared out.
8) When both click "Accept" all items are repaired and returned to the Player. All coins are moved to the smith.
SPELL SYSTEM CHANGES
Spell resistence buffs and debuffs are now in the game. Currently resistance buffs and debuffs only affect direct damage and bolt spells (not DOT, damage adds or damage shields).
Sorcerer body spec list
23 Illusions of Flame (heat resistance debuff)
33 Visions of Flame
44 Dreams of Flame
24 Illusions of Winter (cold resist debuff)
34 Visions of Winter
46 Dreams of Winter
27 Illusions of the Wastes (matter resist debuff)
36 Visions of the Wastes
48 Dreams of the Wastes
Cabalist Spirit spec list
22 Diminish Immunities (debuff body)
33 Disspate Immunities
46 Banish Immunities
24 Diminish Will (debuff spirit)
36 Dissipate Will
47 Banish Will
28 Diminish Conductivity (debuff energy)
37 Dissipate Conductivity
49 Banish Conductivity
Cleric enhancement spec
24 Spiritual Shield (spirit buff)
36 Spiritual Guard
47 Spiritual Barrier
27 Energy Shield (energy buff)
37 Energy Guard
48 Energy Barrier
23 Shield of Health (body buff)
33 Guard of Health
45 Barrier of Health
Friar enhancement spec
21 Resillience of the Wanderer (heat buff)
31 Fortitude of the Wanderer
46 Piety of the Wanderer
25 Hearth's Blessing (cold buff)
35 Hearth's Benison
48 Hearth's Gift
27 Attunement to Creation (matter buff)
37 Blessing of Creation
49 Oneness with Creation
Spiritmaster darkness spec
22 Dampen Health (body debuff)
33 Suppress Health
45 Extinguish Health
25 Dampen Spirit (spirit debuff)
35 Suppress Spirit
48 Extinguish Spirit
27 Dampen Capacity (energy debuff)
38 Suppress Capacity
49 Extinguish Capacity
Runemaster runecarving spec list
22 Vex of Heat (heat)
33 Vex of Fire
45 Vex of Flames
25 Vex of Cold (cold)
34 Vex of Frost
46 Vex of Ice
27 Vex of Soil (matter)
36 Vex of Dirt
48 Vex of Earth
Healer Augmentation spec
23 Gods' Health (body buff)
33 Gods' Vigor
46 Gods' Potency
24 Gods' Drive (spirit)
36 Gods' Will
47 Gods' Spirit
27 Thunder Affinity (energy)
37 Storm Affinity
48 Lightning Affinity
Shaman augmentation spec
23 Wrap of the Deep (heat buff)
30 Shroud of the Deep
43 Caress of the Deep
24 Warmth from Below (cold buff)
35 Heat from Below
45 Fires from Below
25 Rock Unity (matter buff)
38 Stone Unity
48 Cavern Unity
Enchanter mana spec
23 Amplify Heat (heat debuff)
33 Endow Heat
44 Empower Heat
24 Amplify Cold (cold debuff)
34 Endow Cold
46 Empower Cold
27 Amplify Matter (matter)
36 Endow Matter
49 Empower Matter
Eldritch void spec
22 Nullify Hardiness (body debuff)
33 Negate Hardiness
45 Void Hardiness
26 Nullify Spirit (spirit)
35 Negate Spirit
48 Void Spirit
27 Nullify Dissipation (energy/electricity)
39 Negate Dissipation
49 Void Dissipation
Druid Nurture spec
23 Strength of the Sun (resist heat)
32 Resillience of the Sun
43 Aura of the Sun
24 Warmth of the Badger (resist cold)
35 Warmth of the Wolf
45 Warmth of the Bear
26 Earth Affinity (resist matter)
38 Earth Bond
48 Earth Union
Warden nurture spec
22 Bolster Health (resist body)
32 Bolster Resillience
43 Bolster Heartiness
23 Warden's Courage (resist spirit)
33 Warden's Honor
48 Warden's Spirit
27 Defy Thunder (resist energy)
37 Defy Storm
49 Defy Lightning
- Buff-casting spellcasters can now have up to 20 concentration spells cast on their friends at one time. The previous limit was 16.
- Added new absorption buffs to the Friar Enhancement specialization track. Blessing of Resilience adds 5% melee damage absorption, Blessing of Absorption adds 10%, and Blessing of Dissipation adds 15%.
26 Blessing of Resilience
34 Blessing of Absorption
44 Blessing of Dissipation
- Added a direct damage shout to the Nightshade magic abilities. It will automatically be awarded as you level. It has a short range and a 20 second recast timer, and can be used in combat.
6 Dart of Night
9 Dagger of Night
13 Knife of Night
18 Stiletto of Night
24 Arrow of Night
31 Rapier of Night
39 Spear of Night
48 Lance of Night
WORLD NOTES
Midgard Quests:
Quest: Silent Death: Bork will no longer offer players a yes/no choice for selling the skull. If you chose 'No' and are now stuck on step 3, you can return to Bork in Huginfell and right click on him to continue the quest.
Quest: Hole of the Dead: Players that Dwarven Boots of Air or Gloves of the Eternal that con green to them should return to Frimeth in Vasudheim to exchange them for an updated pair. Players may only exchange their item one time.
Quest: Family Business: Slippers of Favor have been adjusted so they give a bonus to piety instead of intelligence. The items will be updated automatically, there's no need to turn them in to get the correction. Also, NPC Thrand has moved closer to civilization. He felt it would be in his best interest to relocate to just outside Mularn, near the guard tower
Due to popular demand, the Gloves of the Spined Backpiercer have been returned to the game. On a related note, there's a pretty new face in the svartalf camp.
Quest: The War Continues: Hunters will no longer be offered a shield as a choice for their level 40 guild track quest nor will they be allowed to trade in their weapon for a shield. Hunters that have a Midnight Defender, either from completing their guild track quest or trading in their weapon may now return to Mildrid in Haggerfell and exchange the shield for their choice of a weapon (1h sword, 2h sword, bow, spear). Hunters may only perform this shield trade in once!
Quest: Hole of the Dead
Items Dwarven Boots of Air and Gloves of the Eternal will now con correctly.
Quest: Evening's Empty Blessings
Adjustments have been made to the quest journal so players will have better information about their tasks.
Quest: Fervent
The elder sveawolf has gotten too old to lead players to Wildtooth anymore. He will give you directions to find Wildtooth.
Quest: Klippa's Claw
Players will no longer have to die to Riv to obtain the Riva hauberk. Players should follow their quest journal rather than doing what they THINK they should do to obtain the rewards for this quest.
Hibernia Quests:
Quest: Morven's Return
Blademasters and Druids who find repairing Cathbad's Blade a little too costly can turn the weapon in to Cathbad, in Howth, who will replace it with the same weapon minus the pricey repair cost. Players can only do this one time, and must have completed the quest.
Quest: Summoner's Expulsion
The Summoner has been tuned to be not quite so deadly to low level questers.
Albion Quests:
Quest: Guild preparation: Humberton base class trainers will now respond to players when asked about a specific class.
Quest: Traveler's Way -- Supply Run: Players who are stuck on step one can continue along this quest by following new instructions in their journal.
Quest: Abolishment of Sacrifice: Sacrificer Harish should now spawn a bit more frequently.
Quest: Cloak of Shades Part 1: Those hunting undead druids in Salisbury should now receive their quest item.
Object: Rancid Black Tooth: This item should now "proc" as normal.
Quest: Traveler's Way - Dwarf raid. Raised the level of Girdle of Stalwart Spirit to make it a more appropriate reward for this quest.
Quest: Departed Hero: Players stuck on this quest can check their journal for instructions on what to say to Lieutenant Brude to continue.
Albion Monster Encounters:
The manes and grumoz demons look slightly different than before.
The Tylwyth Teg camp areas along the north border of Snowdonia have been adjusted. They should no longer be out of range when they are clearly standing right in front of you.
The Legendary Afanc has migrated to different part of Llyn Barfog, though still along the water. Scouts report that she seems to have acquired a few odd behaviors.
Hibernia Monster Encounters:
The Coruscating Mines have been adjusted slightly to make it a little more group-friendly in a few areas.
The Cursed Forest has been modified to improve it as a general hunting ground. Groups should be able to find easier paths to the eastern portions of the zone. There are more spots to pull to, and make camp now as well.
Cornwall: Troubled by the continuing ravages on their lands in Cornwall, the Cornwall
Farmers have begun showing more friendliness to those who hunt their enemies.
Tomb of Mithra: The undead denizens of the tomb of Mithra should now be giving appropriate bonuses and resistances to attackers.
Midgard Monsters:
The black orms are no longer white.
Vanern Swamp: Hunters from Vanern report that Mokkurvalve has been restless of late. Though nobody has gotten close enough for a thorough examination, most that have seen him recently are confirming that he has added bulk.
Hibernia Monsters
Cliffs of Moher: The Selkies have increased the size of their expedition near the cliffs of Moher.
Cursed Forest: Rangers returning from the Cursed Forest are telling horrific tales of being chased by a swarm of Fire blights. It is unknown what connection these foul monsters may have to Blight itself.
Hibernian Factions:
The land sheeries and water sheeries have banded together to fight their respective enemies. The land sheeries have agreed to wage war on curmudgeons who enter their territory, in exchange for the water sheeries pledge to assault any Koalinth trespassers.
The Selkie and Suire are also responding to the Koalinth menace, putting aside their longstanding differences, at least temporarily, to concentrate on their mutual enemy.
TREASURE NOTES
- Two more dungeons have been itemized: Midgard's Cursed Tomb, and Albion's Roman Catacombs. This means there are now three dungeons that have yet to be itemized (one in each Realm). Those are coming soon.
- The Stonefoot press is now much smaller.
- The Forge Tender's Tunic is now spelled correctly.
- The Dispositional Cloak had the evade skill replaced with dexterity. The constitution penalty was removed.
- The Frozen Windswept Axe bow has stat bonuses.
- The bonuses on the Howl at the Moon axe were changed slightly.
- The Jet Bone Shield had the its stat bonus changed from Piety to Strength.
- The Smoking Sable Protector now additionally buffs Piety.
- The Cailiondar Rapier should now "con" properly. Its DPS was originally incorrectly set and would result in the weapon remaining orange to the player.
- The Drakulv Militia Great Axe now increases the correct skill.
- The Empyrean had their loot tables fixed.
- The Deluged Kelp helm now increases parry skill (was incorrectly set to smite).
- The Gnarled Witherwoode staff now increases parry skill (was also set incorrectly to smite).
- The Shepherds Shod Staff now increases parry skill instead of smite.
- Mad Changelings should not drop 0 cp loot any longer.
- The "Ancient Ebon Ring" should now have the correct power level.
- The "fylgja pelt" can now be carried.
- The Scepter of Intellect and the Deathrune Robes had the class restriction "elementalist" replaced with "cabalist."
- Corrected the AF on the Ancient Bloodbound Boots (they were 36th level but should have been 50th level).
B!
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Dark Age of Camelot
Test Version 1.47B
February 28, 2002
======================================
NEW THINGS AND BUG FIXES
- We fixed several bugs that caused players to become buried in walls or "warp" through walls.
- In your character's specialization window, spec bonuses now print differently. Previously, the spec list had your "base" number of trains in the list with any bonuses already added in. Now you see the "base" number of trains you have in that spec and next to it is the total number of object/realm point bonuses that affect that specialization.
- A bug was causing all 2H weapon users to parry half as much as they should have. This has been fixed - all 2H users should see their characters parrying much more often.
- Another bug in Alliance Chat has been fixed. Now when your guild leaves an Alliance, you will no longer see chat from that Alliance.
- Berserkers will now do (on average) more critical damage while they are in Frenzy mode - Only in PvP combat.
- Paladins now have increased hit points.
- Champions have had their hit points and melee damages increased.
- Blademasters now get Evade III at 25th level.
- We've split the /REALM command into two separate commands: /REALM and /RELIC. The /REALM command gives keep information and the /RELIC command gives relic information.
- Fixed the level 45 Cabalist class title for females from Sorceress to Master Imbuer
SPELL SYSTEM NOTES
- The Twinkling Visions line (Mentalist Light spec) has had its range upped to 1500 like all other spec DD spell lines.
- Sorcerer, Minstrel and Mentalist charms now charm additional monster types at higher levels. The first spell in each line charms humanoids only. The second adds animal type monsters, the third adds insect type monsters, and the fourth adds magical type monsters. This should alleviate some issues with finding pets at different level ranges.
- Damage add chants (Paladin, Skald, Warden) now stack with base damage add buffs, but only add half damage when stacked. Pet-only damage adds and shields also stack the same way.
- The Paladin refresh chant (combat heal) no longer stacks with other refresh chants, but the amounts healed have been increased.
- Added group resistance chants for the Paladin, Skald, and Bard.
- Champion stat debuffs have been (much) increased in effectiveness in negating buffs.
- The Warden has had the higher levels of endurance regen chant changed similar to the Friar; higher levels now give a percent reduction to fatigue costs
TREASURE NOTES
-Tepok's Mine (Albion) fully itemized, Item levels 20-35
-Koalinth Lair (Hibernia) fully itemized, Item levels 17-28
-Varluvheim (Midgard) fully itemized, Item levels 34-39
-Nissies Lair(Midgard) got a tweak and should now drop less common loot and more coin.
WORLD NOTES
Battleground:
We've removed the Neutral guards from the keep in the battleground. Turns out taking exp loss when dying in the RvR keep wasn't as popular as we expected. Thanks to those who gave feedback. The first group to the keep after it goes up will just need to kill the weak and penniless Baron who is living in the vacant keep.
We've also added a merchant to each of the 3 Portal keeps in the battleground that sells wood and arrows.
Midgard Dungeon: Nisse's Lair
Some slight changes have been made to Nisse's Lair. Adventurers should find it less deadly to travel deeper into the dungeon with the addition of clear spots, relatively free of monsters, and the reduction of BAF in some areas.
Albion Quests:
Quest: Save the Spirits
Players who received the item "reward" can now return to Aserod, hand him
this item and receive the proper reward.
Quest: Abolishment of Sacrifice
Lady Nimue has been move slightly towards the shore. She should no longer be
swimming in the water and out of sight.
Hibernia Quests:
Quest: Seek the Moonstone
The level 15 and 20 encounters have been tweaked slightly to make them a bit more balanced for the target level.
Albion Encounter:Lyonesse
Power from a pagan god has been bestowed upon Cailleach Uragaig. She now
commands the Torch of Light and will use it to protect her sisterhood. Be
warned! This Torch of Light is rumored to rain fire from the heavens!
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Dark Age of Camelot
Version 1.47 Release Notes
March 05, 2002
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NEW THINGS AND BUG FIXES
- Resurrecting classes are now added to a monster's "hate" list if they resurrect a player while the monster that kills that player is still in combat. All resurrecting classes should be careful about rezzing someone who was killed by a monster if that monster is still alive and is still in combat. Please note if the monster is no longer in combat, then no aggro is accrued, and resurrection can be performed with no danger.
- Some root and snare spells (across all Realms) were incorrectly set to "recast", so they could be chain-cast on players. This has been fixed.
- A monster AI bug was causing "trained" monsters in dungeons to aggress on players not involved with that combat. This has been fixed - monsters will now return properly to their home after being trained.
- The RESISTS button on the character sheet has been changed to BONUSES. This gives insight not only into your resistances, but to the various realm and outpost bonuses. Now you can clearly see the effect that Relics have on your character and your Realm.
- Guilds can now conquer and "claim" frontier keeps. See the section on that below.
- A lower-level RvR battleground is now available for 30-35th level players. See the section on the battleground below.
- All player attacks now do less damage against doors and siege equipment. This is to slow down the massive groups of people that group up and take doors down too quickly.
- If you train a specialization to level 50, it will now correctly award you 50th level spells (if there is a 50th level spell on that specialization). Previously, you didn't always get your 50th level spell awarded.
- Experience points now print with commas, so when you kill a monster, especially at high levels, you can more easily see how much you were awarded.
- Strength buffs/debuffs will now immediately affect your movement rate.
- We fixed several bugs that caused players to become buried in walls or "warp" through walls.
- In your character's specialization window, spec bonuses now print differently. Previously, the spec list had your "base" number of trains in the list with any bonuses already added in. Now you see the "base" number of trains you have in that spec and next to it is the total number of object/realm point bonuses that affect that specialization.
- A bug was causing all 2H weapon users to parry half as much as they should have. This has been fixed - all 2H users should see their characters parrying much more often.
- Another bug in Alliance Chat has been fixed. Now when your guild leaves an Alliance, you will no longer see chat from that Alliance.
- Berserkers will now do (on average) more critical damage while they are in Frenzy mode - Only in RvR combat.
- Paladins now have increased hit points.
- Champions have had their hit points and melee damages increased.
- Blademasters now get Evade III at 25th level.
- We've split the /REALM command into two separate commands: /REALM and /RELIC. The /REALM command gives keep information and the /RELIC command gives relic information.
- Fixed the level 45 Cabalist class title for females from Sorceress to Master Imbuer
- Spell damage is now properly attenuated against keep doors - you'll notice that you do much less damage with spells while "attacking" doors now than you used to. Melee damage has always been properly attenuated; now spell damage is as well.
LOWER LEVEL RVR BATTLEGROUND
Character levels 30-35 now have the option of going to a special RvR battleground that is limited to characters of those levels. This is being set up as a place to go to hone your RvR skills without needed to worry about being killed by much higher level characters. You do not have to go to this Battleground - if you wish you may still participate in the standard RvR raids and defenses.
To get to the battlefield, go to your standard Medallion merchant and purchase the medallion that goes to the battlefield. Please note that only people who are 30th - 35th level can teleport, and only those who are realm level 0 to 9 can teleport (realm rank 0 or 1).
Players who are between 30th-35th level and realm level 0-9 can quit and reenter the battlegrounds normally. If you exceed this range, when you quit and reenter, you'll return to your bindpoint.
The battleground has one "home" keep for each Realm, and one keep in the middle that can be taken over. Please note that initially this keep is held by renegade NPC guards, and will have to be conquered before it can be claimed by the first Realm to take it over.
SPELL SYSTEM NOTES
We've uncovered some pretty large imbalances that greatly reduce the damage that Bolt spells do in the game. So, we've made the following changes Bolt spells:
- We (greatly) increased the damage that Bolt spells do to monsters, starting at around 40th level. This change should not effect RvR.
- Remember, it is difficult to cast a bolt on a target that is engaged in melee combat.
- We've kept the chance for a shield to block a bolt.
General Spell Changes
- You'll notice that Epic monsters now resist damage spells more than they did before.
- All non-area of effect single stat debuffs, double stat debuffs, and resistance debuffs have had their casting times reduced to 2 seconds.
- We changed confusion spells back to the way they were initially implemented - confused monsters now have a chance of aggressing on other monsters as well as players once again. However, now they will not agress on a monster more than one "color" higher than they (i.e. they will attack oranges, but not reds).
- The Twinkling Visions line (Mentalist Light spec) has had its range upped to 1500 like all other spec DD spell lines.
- Sorcerer, Minstrel and Mentalist charms now charm additional monster types at higher levels. The first spell in each line charms humanoids only. The second adds animal type monsters, the third adds insect type monsters, and the fourth adds magical type monsters. This should alleviate some issues with finding pets at different level ranges.
- Damage add chants (Paladin, Skald, Warden) now stack with base damage add buffs, but only add half damage when stacked. Pet-only damage adds and shields also stack the same way.
- The Warden has had the higher levels of endurance regen chant changed similar to the Friar; higher levels now give a percent reduction to fatigue costs.
- Champion stat debuffs have been (much) increased in effectiveness in negating buffs
- Added group resistance chants for the Paladin, Skald, and Bard:
Paladin Chants
25 Body Ward
44 Body Shield
26 Mind Ward
45 Mind Shield
27 Energy Ward
46 Energy Shield
28 Heat Ward
47 Heat Shield
29 Cold Ward
48 Cold Shield
30 Earth Ward
49 Earth Shield
Skald Battlesongs
25 Body Bolstering Chant
44 Body Bolstering Song
26 Spirit Bolstering Chant
45 Spirit Bolstering Song
27 Energy Diminishing Chant
46 Energy Diminishing Song
28 Heat Diminishing Chant
47 Heat Diminishing Song
29 Cold Diminishing Chant
48 Cold Diminishing Song
30 Matter Diffusing Chant
49 Matter Diffusing Song
Bard Music Spec
25 Hymn of Body Guarding
44 Hymn of Body Protection
26 Hymn of Spirit Guarding
45 Hymn of Spirit Protection
27 Hymn of Energy Guarding
46 Hymn of Energy Protection
28 Hymn of Heat Guarding
47 Hymn of Heat Protection
29 Hymn of Cold Guarding
48 Hymn of Cold Protection
30 Hymn of Earth Guarding
49 Hymn of Earth Protection
New Sorcerer/Cabalist Spells
A new dexterity debuff spell line has been added to the Matter list (base list for Sorcerers and Cabalists):
8 Mystic Web
12 Mystic Trap
17 Mystic Net
23 Magical Web
29 Magical Trap
36 Magical Net
46 Sorcerous Web
The Sorcerer's Minor Mesh of Force line in Telekinesis has been converted to a double debuff (Dex/Qui) and had values raised accordingly. All spec debuffs are supposed to be double debuffs, and there was no single dex debuff in a base line, which the other realms have. This and the previous change fixes that.
Two new spell lines have been added to the Cabalist's Spirit Animation list:
5 Mend Simulacrum Pet heal
9 Patch Simulacrum
13 Repair Simulacrum
19 Restore Simulacrum
28 Reconstruct Simulacrum
35 Reanimate Simulacrum
44 Rebuild Simulacrum
4 Improve Dexterity Pet dex buff
8 Develop Dexterity
14 Increase Dexterity
21 Enhance Dexterity
33 Amplify Dexterity
38 Augment Dexterity
48 Magnify Dexterity
Two new spell lines have been added to the Cabalist's Vivification spell list:
11 Strengthen Golem Str/Con buff
18 Invigorate Golem
29 Foritify Golem
39 Empower Golem
50 Vivify Golem
12 Hurry Golem Dex/Qui buff
19 Animate Golem
31 Quicken Golem
41 Accelerate Golem
These spell lines should significantly enhance pet survivability at higher levels, primarily due to the extra defense from the Quickness and Constitution bonuses.
- The higher levels of the Cabalist's Convert Spirit line have been removed, as they were essentially identical in functionality.
GUILD BONUSES AND KEEP CLAIMING
Guild Bounty Points
Guilds now have a pool of Guild Bounty Points (GBP's) that it can spend on the claiming and upgrading of claimed keeps. Guilds will earn one GBP per Bounty Point each player in the guild earns.
GUILDS CLAIMING Frontier Keeps
Player guilds can now claim a frontier keep for their guild.
How to Claim Keep:
1) you must be of a guild rank that has claim permissions.
2) you must be in a full group with 7 other members of your guild.
3) your guild must have at least 500 Guild Bounty Points. (see below)
4) You must be standing next to the Keep Lord of the keep you wish to claim.
5) no other friendly guild can currently be owning it.
6) your guild must not currently own another keep.
7) after all these conditions are met, type /GC CLAIM
A message is printed to the realm that currently controls an outpost when it is claimed or released. Only realm members of realm level 10 or higher see these messages, or those that belong to the guild.
To retain control of your keep your guild will be charged 50 Guild Bounty Points per hour for every upgrade level of the keep. The upgrade level is 1 by default when the keep is claimed. When your guild runs out of bounty points, your claim on the keep is released.
A guild can "step up" the number of GBP's they spend per hour to upgrade the various NPC's of their Keep. The guildmaster (or anyone of a realm rank that has Upgrade permissions) can use the /GC UPGRADE command to upgrade the keep's level. Each Keep will have an "upgrade" level from 1 to 10. Depending on the Keep's upgrade level, the guards, archers, patrollers and keep lord have their combat strength upgraded. An upgraded keep costs additional GBP's to support - 50 per level of upgrade. Thus, the guild will spend from 50 to 500 GBP's per hour.
To release a claim on a keep, a guild member who is of a rank that has Release privileges can use the /GC RELEASE command (from anywhere in the game). This will stop the hourly charge on your Guild Bounty Points, as well as allow you to claim a new keep.
Benefits of Owning a Keep:
- When a guild has claimed a Keep - all members of that guild and all allied guilds will gain certain bonuses when in PVP combat.(see section on Keep Bonuses, below)
- Each Keep has a 'difficulty' rating from 1 to 5. Those keeps in the guild's home frontier close to the home zones are the lowest difficulty (1). Those keeps deep within enemy territory are the highest difficulty (5). The low difficulty keeps will give very few bonuses. The high difficulty keeps will give the most bonuses.
- The guild earns (1000 * Keep Difficulty) GRP's per hour that they hold the keep
- When a guild owns a keep - all guards who spawn in that keep will spawn with the guild's emblem on their cloaks and the tagged with the guild's name.
- A banner will be placed on the keep with the guild's emblem.
Keep Bonuses:
We've added bonuses to PvP combat directly relating to the ownership of the various Frontier Keeps. All of these bonuses, as well as bonuses for the Relics, can be viewed by clicking the Bonuses button on your character sheet (this used to be the Resists page).
These bonuses only affect PVP melee damage, PVP spell damage, realm point accrual and bounty point accrual. They are:
- +1% per enemy Keep conquered by your realm in an enemy realm
- +2%xDIFF if your guild is currently holding a keep (DIFF is the outpost difficulty level 1 to 5)
- +3%xDIFF if you are defending a keep that your guild alliance is holding
For example, if your realm has conquered 5 outposts in other realms, you'll always receive a +5% bonus no matter where you are. If in addition you are in a guild holding a difficulty 3 keep just across the border, you'll get an additional +6% (total of +11%) bonus no matter where you are. If in addition you are fighting in the name region of your held keep you'll get an additional +9% (total of +20%).
Listing of Keep Difficulty Levels:
Note that each keep's difficulty is relative to each Realm. Here is a listing of the keeps and their difficulties.
Albion Keeps:
Caer Hurbury: Albion=1, Midgard=5, Hibernia=5
Caer Renaris: Albion=1, Midgard=5, Hibernia=5
Caer Boldiam: Albion=1, Midgard=4, Hibernia=4
Caer Berkstead: Albion=1, Midgard=4, Hibernia=4
Caer Erasleigh: Albion=1, Midgard=3, Hibernia=3
Caer Sursbrooke: Albion=1, Midgard=3, Hibernia=3
Caer Benowyc: Albion=2, Midgard=2, Hibernia=2
Midgard Keeps:
Fensalir Faste: Midgard=1, Albion=5, Hibernia=5
Arvakr Faste: Midgard=1, Albion=5, Hibernia=5
Hlidskialf Faste: Midgard=1, Albion=4, Hibernia=4
Glenlock Faste: Midgard=1, Albion=4, Hibernia=4
Nottmoor Faste: Midgard=1 Albion=3, Hibernia=3
Blendrake Faste: Midgard=1, Albion=3, Hibernia=3
BLedmeer Faste: Midgard=2, Albion=2, Hibernia=2
Hibernia Keeps:
Dun Scathaig: Hibernia=1, Albion=5, Midgard=5
Dun Ailinne: Hibernia=1, Albion=5, Midgard=5
Dun Da Behnn: Hibernia=1, Albion=4, Midgard=4
Dun na nGed: Hibernia=1, Albion=4, Midgard=4
Dun Bolg: Hibernia=1, Albion=3, Midgard=3
Dun Crimthainn: Hibernia=1, Albion=3, Midgard=3
Dun Crauchon: Hibernia=2, Albion=2, Midgard=2
RELIC BONUSES
We've increased the bonuses for holding each relic to +10% per relic. Your own Realm's Relics are not longer countted when figuring the bonuses. Thus, if you have both your Relics, and all four enemy Realm Relics, you will have a 20% bonus for both PVE and PVP damages for melee and spells. Note that you are still incented to hold your own relic since you can't claim another relic unless you have your own. For instance if you have your own strength relic and one other strength relic, you'll get +10% to all melee damages. In the worst case, if all your relics are taken, you'll receive no bonuses (and no penalties). Please note that you can now view this bonus information using the new "bonuses" button on your character sheet.
REALM BONUS FEEDBACK
We've buffed out the feedback given to players for RvR events:
- The "resists" button on the character sheet has been changed to "bonuses". The Bonuses window now shows all your resistances and will also show all of the above relic and outpost bonuses when you click on it.
- When your guild claims a keep, all members of the guild will get a message.
- When your guild loses a claimed keep, all members of the guild will get a message.
- When your realm conquers a keep, all members of the realm with at least one realm rank will get a message.
- When your realm loses or gains a relic, all members of the realm will get a message telling them of the change.
WORLD NOTES
The weapon rewards given out for the level 40 guild track quests in Hibernia were overvalued, making them incredibly expensive to repair. Players may now exchange these weapons for the same weapon with the correct value one time only. Players should speak with the following based on their path:
Morna - Path of Focus: Hero, Ranger, Warden, Eldritch
Odhran - Path of Essence: Champion, Bard, Enchanter, Nightshade
Nairna - Path of Harmony: Blademaster, Druid, Mentalist
All three can be found in the courtyard at the entrance to the palace in Tir na Nog.
Midgard Quests:
Quest - Klippa's Claw: The journal entry for step 2 is now correct. Players should kill Klippa on step two, not Riv.
Albion Quests:
Quest: Save the Spirits: Players who received the item "reward" can now return to Aserod, hand him this item and receive the proper reward.
Quest: Abolishment of Sacrifice: Lady Nimue has been move slightly towards the shore. She should no longer be swimming in the water and out of sight.
Hibernia Quests:
Quest: Seek the Moonstone: The level 15 and 20 encounters have been tweaked slightly to make them a bit more balanced for the target level.
Albion Encounter:Lyonesse
Power from a pagan god has been bestowed upon Cailleach Uragaig. She now commands the Torch of Light and will use it to protect her sisterhood. Be warned! This Torch of Light is rumored to rain fire from the heavens!
Midgard Dungeon: Nisse's Lair
Some slight changes have been made to Nisse's Lair. Adventurers should find it less deadly to travel deeper into the dungeon with the addition of clear spots, relatively free of monsters, and the reduction of BAF in some areas.
Monster Encounters
Hibernia: Sheeroe Hills: It is rumored that Maldahar has manifested new dark powers. War parties returning from the Sheeroe Hills claim to have heard Maldahar's voice in their head saying that he will steal their life.
Midgard: Malmohus: It appears that a strange variety of tree spider that was nesting near Yar's home have grown. The spiders appear to only get agitated when adventurers get close to Yar himself.
Albion: Dartmoor: Moran's guards have been spotted climbing the hill to his east. The guards have been making markings in the cliff wall where Moran has managed to heave boulders. Apparently Moran has been boasting that he could throw a human over the hill there.
TREASURE NOTES
-Tepok's Mine (Albion) fully itemized, Item levels 20-35
-Koalinth Lair (Hibernia) fully itemized, Item levels 17-28
-Varluvheim (Midgard) fully itemized, Item levels 34-39
-Nissies Lair(Midgard) got a tweak and should now drop less common loot and more coin.
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Dark Age of Camelot
1.48B Release Notes
====================================
- Only some classes received their 50th level spells in yesterday's update. Today's version should add combat styles, list spells, and spell abilities to all 50th level characters.
- You can now cast spells inside the capital cities of each Realm.
- You can no longer receive Bounty Points in the Battlefields.
- We have made some Line of Sight changes that should make it much easier to cast on a target that is partially occluded from view.
- Some of the racial resistance bonuses were incorrectly entered into the game's race database. This has been fixed. You should now see only resistance bonuses, not vulnerabilities.
- Monsters in dungeons should now act and move around normally.
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Dark Age of Camelot
Version 1.48 Release Notes
March 19, 2002
====================================
RVR CHANGE
- We've reduced the level based to-hit penalties in RvR combat for lower level players attacking higher level players. Thus, lower level RvR players (35-40) will be able to hit higher level players (45-50) more often but for less damage. Please note that a side effect of this change is that high level players will no longer get "bonus" damage against players 2 quantas or more below them (low green and grays) - which means you character will do less damage against low green and gray enemy players. The purpose of this change is to make players of wider level ranges viable in RvR.
EXPERIENCE CHANGE
In order to lessen the tedium of leveling in the 35-50 level range, we're making a change that should help players of those levels gain experience faster. Experience clamps have been raised from 1.1x a same level kill to 1.25x a same level kill. This change has two effects: it will allow lower level players in a group to gain more experience faster (15% faster), and it will also let higher level players (the 35-50s who tend to hit this clamp more often) to gain experience faster.
NEW THINGS AND BUG FIXES
- Chat filters have been moved to the server for filtered system messages. This should help reduce bandwidth in big battles.
- Weapon Effects on mage staves should now show when the mage casts a spell. In general, weapon effects only show when a weapon is drawn and the player is in combat mode. Mages are rarely in combat mode. Thus, the staff weapon effects shows when a spell is cast and lasts until the mage moves, jumps, or strafes.
- The animation speed of campfires and smoke clouds has been slowed to normal speed.
- Solo experience now follows the same clamping rules as group experience. We had an issue where a group of people could disband and fight a monster individually and get more experience per player.
- You can no longer use charged items when mesmerized.
- When a Realm conquers a keep that is owned by a Guild, the keep will show only the new Realm's banners. There was a bug that kept the original Guild's banners on the keep even though a new Realm had conquered it. Of course when the Guild that led the siege claims the keep, that Guild's banner will then be displayed.
- Some extremely high level items required far too much money to repair. This has been fixed.
- You can no longer use siege equipment when dead.
- The /GC UPGRADE flags no longer resets when a server is rebooted.
- You can no longer enter stealth mode while mezzed.
- Previously, a player who used shift-rightclick to remove a Cleric's buff also removed that same buff from all other players with that buff cast by the same Cleric. This has been fixed.
- When a keep door is open and is repaired back up to 25%, it can now be closed. Previously it required a 100% repair.
- Guilds can now change their emblem only once. There is no time limit on this; it can be done any time after the guild emblem is initially selected - however, it can be done only once.
- High level poison damages have been increased. Assassin characters should see an increase in their poison damages.
- You should now be able to melee while using /stick more easily than before, although it still is not a guaranteed hit.
- Players should now get their 50th level abilities and spells when they raise to 50th level. Really. We promise this time. Unlike the previous two times when we said we'd fixed this but really hadn't; now, we have. Also, chars who have already attained 50th level will be converted to have their 50th level abilities.
- When you claim a keep, that keep's guard guild names should now dynamically update when their cloak/shield symbol updates. Previously, they only updated when you quit and come back in.
- When an NPC has damaged a player and you get no Realm Points, you'll now get a message telling you.
- Guild leaders now implicitly have the permissions to CLAIM and UPGRADE a keep without setting the flags to Y.
- Rank titles should now print correctly when you gain rank levels. Previously, you would get the proper rank, but the message telling you of your new rank was listing an incorrect title.
- Commas have been added to experience prints when you complete a task or quest.
- Guards will now face you to salute when you click on them (if they are designed to do that).
- Attack speed debuff spells no longer keep the target from evading or blocking. It now literally only slows down their attacks.
- There is now a timer on how often you can /say and /yell, twice per second for /say and once per second for /yell. You should only notice this if you are using a macro.
- "Camp bonuses" have been substantially upped in dungeons. Now camp bonuses in dungeons are, on average, 20% higher than outside camp bonuses.
- Guilds can no longer claim multiple keeps. If they have multiple keeps - only the last keep taken stays with the guild.
- Heal spells have no effect on doors (and never had). Now, when you cast a heal spell on a door, you get a message telling you that it has no effect.
- Characters can now have 16 total buffs on them at any one time. Previously, they could have 20; now the "extra" 4 buff slots are reserved for debuffs/poisons/dots and other "enemy" effects.
- Player encumbrances are now adjusted on the fly as ingredients are consumed due to upgrading and repairing.
- You can no longer fire arrows or cast spells through the terrain - such as "underneath" through a hill into a keep.
- Concentration pools should be calculated correctly when you quit and log back in while rez-sick.
- Bounty Points are no longer given in the Battlefields. Bounty points are your Realm's payment to you for defending your Realm. Because the Battlefields are training grounds, not real Realm combat, no Bounty Points will be given.
- You should no longer be able to repair a keep door when in the room above the door.
- You can now see more than 65000 bounty points printed on your screen. This was a display problem only - you did have more bounty points; they just didn't print.
- The racial resistances were printing incorrectly (reversed). They now show correctly in your RESISTANCE screen.
NEW GUILD COMMANDS
We've added a few new guild commands, some of which have already slipped into the live version. These commands let you specify a guild web page and guild email address, which show up on your guild's listing on the Camelot Herald. The other new commands are for alliance messages of the day and its associated rank settings.
/gc webpage [the.guildpage.com] - is an additional line set by the leader that can be display in a /gc info command, as well as on the Herald.
/gc email [contact@guildpage.com] - is an additional line set by the leader that can be displayed in a /gc info command, as well as on the Herald.
/gc amotd - Alliance Message Of The Day set by the alliance leader and viewable by all members of the alliance who log in. Note, that follower guild leaders can edit *their guild* amotd, but this information is not displayed. In other words, the information is stored on the guild, if this guild, in the future became an alliance leader, the amotd would display.
/gc omotd - Officer Message Of The Day - set by the guild leader for the officers.
/gc edit [ranknum] motd [y/n] - ability for the guild leader to allow a rank to edit the guild motd.
/gc edit [ranknum] alli [y/n] - ability for the guild leader to allow a rank to enter/leave alliances (create a diplomatic officer).
ART NOTES
- We've added more cloth robes to the game. You may notice that your mage's outfit is different when you log into the game - as there are many more robes to go around now, we've spread the new robe graphics around.
- Friars now have a few of their own robes, which are naturally colored (i.e. not a mage robe tinted brown).
- Previously, Guild Emblems were displaying backwards on all shields. This has been fixed.
- The Glimmer King Dragon now has the same "glow in the dark" effect as other monsters in that zone.
NEW BATTLEFIELD ZONES
We have added two new restricted RvR battlefield zones, which brings the total number of Battlefields up to 3. Each is restricted by level. The lowest is for levels 20-24, the second for levels 25-29, and the third is for levels 30-35. The intent of these battlefields is to provide a training ground where lower-level characters can practice and learn RvR tactics without having to worry about higher-level players marauding them. Each Battlefield has been configured to allow each player approximately 100 enemy "kills" before you will no longer be allowed to port there.
The Battlefields:
- Caledonia - levels 30 - 35, Realm rank 1, Realm level up to 9
- Murdaigean - levels 25 - 29, Realm rank 1, Realm level up to 5
- Thidranki - levels 20 - 24, Realm rank 1, Realm level up to 3
The medallion merchant's speech has been updated to reflect the changes within the Battlegrounds. Should you have questions on the function of the portals or which battleground your level/realm rank can travel to, please seek him out.
CAMELOT HERALD GUILD DISPLAY OPTIONS
The Camelot Herald (www.camelotherald.com) displays Guild Information. Version 1.48 allows guild leaders to specify which options are displayed on these web pages.
Character display options:
The default setting for characters to be displayed is name, class, level, realm points and guild affiliation.
Items under the characters control:
/webdisplay nopoints - If this flag is set to on (default), realm points are displayed on the herald. Off - not displayed.
/webdisplay trades - If this flag is set to on, tradeskill levels are displayed on the herald. Off (default) - not displayed
Guild display options:
/gc displayofficers - If this flag is set to on (default), a hierarchy of the guild from ranks 0-9 is displayed. Off - not displayed.
SPELL SYSTEM NOTES
- The Albion Cabalist's Ruby Simulacrum pet should be proccing properly, and the poison DoT procced by the Emerald Simulacrum has had its damage increased.
- Fixed icons of new Wizard bolts.
- Resistance debuff component of Runemasters' Minor Raven Bolt line and Raven Drove line should debuff the proper element now.
- In order to buff out Wizard damage, we've added a bolt to the Wizard's Fire specialization Pyromancy list. It uses the same timer as the Bolt of Lava line.
4 Minor Fire Streak
8 Fire Streak
14 Minor Flame Streak
19 Flame Streak
25 Minor Incendiary Lance
33 Incendiary Lance
41 Minor Flame Spear
50 Flame Spear
WORLD NOTES
- We've removed the central patrols in the Battlefield, these realm guards now will guard the island area only and should not be able to be pulled to the portal keeps.
Albion One-time Drops: Dai - Keltoi BattleMail (will now drop for Minstrels)
Tusker - Tusker's Old Wound (will now drop for Minstrels)
Midgard Faction
The Guardians of Midgard are now aggressive to those who enter their territory. Note that Midgard residents should receive positive benefits to the Guardian faction when hunting traditional enemies of the realm.
Albion Encounters
Lyonesse: Sister Blythe has tapped into the hidden power of the Temple of Arawn. It is rumored she now has the ability to rise the dead and command them to do her will!
Lyonesse / Cornwall: It seems as though the pygmy goblins in Lyonesse have been toying with new magics of late, explosions have been heard in the area. There have been reports of more strange monster activity in Lyonesse and Cornwall.
Pennine: Sir Bors has received troublesome reports from a scout in the Pennine Mountains. It appears Lord Elidyn can now wield farie magic. The scout claims Lord Elidyn's power can change frogs into Ellyll heroes!
Hibernia Encounters
Bri Leith: Travelers returning from the Valley of Bri Leith report strange gusts of wind in the southern regions of the valley. Rumors are that some sort of magical beast is responsible.
Lough Gur: A group of adventurers returning from Lough Gur have reported that they were attacked by grasping roots when traveling through the forest.
Midgard Encounters
Muspelheim: A giant in Muspelheim has apparently found a new way to harness the power of lava. This giant has been throwing glowing boulders at any passers, slaying more than one unwary adventurer.
Vanern Swamp: Magical storms have been illuminating the evening sky in the Northeastern region of the swamp. The hagbui have been restless of late and seem more defensive of their lands. Extra caution would be advised when traveling in the region.
Hibernia Quests
Quest: Wolf Infestation: Players that follow the Way of Nature and use Caoimhe in Ardee as their trainer will now receive their level 4 trainer quest.
Quest: Returning for more/Traces of Mad Changelings: Lusmorebane will now give casters Lusmorebane's Jeweled Necklace when they kill him for the Traces of Mad Changelings quest. Enchanters, Eldritches, and Mentalists who received the Belt of Spryness may return it to Tressa Gorrym'jiarg on the hill above Druim Cain in Bri Leith to exchange it for Lusmorebane's Jeweled Necklace.
Midgard World
Cursed Tomb: Players seeking adventure in the Cursed Tomb will no longer need to fear
Commander Draugr who wanders past the entrance. Finding no match for himself at the front of the dungeon, he now seeks refuge deeper within awaiting those who wish to challenge his might.
Vendo Caverns: Hunters have reported that some of the bears within the dungeon have migrated to safer havens away from the cramped confines of the Caverns. There have also been reports of strange occurrences within the snakepit, but the cause of this remains unseen.
Hibernia World
Spraggon Den: Spraggon Den has had a few changes. Players adventuring within the dungeon should find that a few more "safe spots" have been added to the dungeon.
RvR World Note
- The keep lords in Caer Benowyc should not be getting stuck on the roof of Caer Benowyc. Therefore, "This monster is too far away to attack." messages should be much less common in Caer Benowyc.
- The Albion mile fort gates can now be attacked, broken, and repaired.
New Material Merchants
The new merchants in the Merchant keeps should now be spawning correctly.
Merchants selling the higher level tradeskill materials have also been added to the Relic Keeps.
Albion:
Eythan Greene - Castle Myrddin
Kathlynne Snowe - Castle Excaliber
Midgard:
Sidroc Johannson - Grallarhorn Faste
Synnove Byornsdottir - Mjollner Faste
Hibernia:
Eadaoin T'Kela - Dun Dagda
Galen MacDugal - Dun Lamfhota
OBJECT NOTES
We've scrubbed through the object database and fixed many small bugs that have been accumulating.
Item fixes:
- Stonewatch Bracer should now be set to the correct level.
- Ancient witherwoode bark was changed to a more appropriate icon.
- Stringed puppets, dolls, and hinges now have an icon.
- Cat Hide Boots and the cloth Tomte Tunic are now dyeable by the appropriate dye.
- The Runic Manslayer was returned to its previous proc'ing state.
- Typos fixed in the "Webbed Shadow Jerkin", "Rogue Infiltrator Pendant", "Keltoi Infiltrators Disguise", "guide to infiltration", "Empyrean Mist Cloak", "deamhan hound tooth", "deamhan hound claw", "deamhan hound pelt", and a few others.
- The Furlined Hunter's Belt can now be equipped.
- The Snake Charm now has a level, and with that, it should be displaying condition, durability, etc. correctly.
- The Ollipheist Eye now has a level.
Several items ended up with some resist bonuses listed twice as a result of the resist consolidation a few weeks ago. The following are the ones that have been changed thus far:
Ring of the Mental Fortress, Ghoulish Shackle, Shadowsteel Necklace, Belt of Spryness, Bracer of Dauntless Courage, Thunder-striders Leggings, Majestic Mantle of the Eternal, Svartalf Crafted Belt, Dread Blackscale Hauberk, Jewel Spiked Gauntlets, Restless Centurion Belt, Latticed Shadow Vest, Gossamer Seolc Sleeves, Drum of Fading Valor, Aeiry Belt
Other item fixes:
A few dropped weapons, and some of the player-crafted weapons were displaying delve information indicative of the item possessing a proc, although the proc wasn't named, nor did the weapon actually proc. This should be fixed for all the player-crafted weapons, and for the dropped weapons reported as bugged in this repect.
Stackable Items:
The object database has been overhauled! A large portion of the common loot drops are now stackable in a person's inventory, in varying numbers. This includes regular and pristine versions of many pelts and carapaces, small-sized body parts (ew!), small non-magic items (for example, rings or gems), flat items such as paper or notes, small junk loot, and medium junk loot. NOTE: The items may not automatically stack in a player's inventory when picked up. To stack an item, click on the icon in your inventory, move the cursor to the icon of a duplicate item, and click again. Once an item is stacked, it cannot be separated into single objects again, and the whole stack is sold when interacting with a vendor.
- The drop rates for epic monsters in Raumarik, Cursed Forest and Llyn Barfog have been substantially increased. Happy hunting!
- The Woebegone Boots will now drop with the proper material setting.
- The Medal of Valor should now have the proper level and con.
- The Boots of Loki now increase Dexerity by 6 instead of increasing the climb skill.
- The Glimmerspirit Shortbow will now drop with the proper material setting.
- The Stonewatch bow now increases dexerity instead of bow skill.
- The Smiter's Belt is now equipable on the waist.
- The Supple Frogskin Pants can now be dyed.
- The Runed Clay Gloves now increase poison skill instead of backstab.
- The Mire walker's Helm now has the correct AF.
- The Bog Stider's Hauberk should now have the correct AF.
- The Belt of Animation should now Con correctly.
- The Black Golden-embossed Hood can now be dyed.
- The Majestical Ring should now be able to be equiped in either ring slot.
- The Cave Prowler's Gauntlets had the second quickness entry changed to Strength.
- The Enraged wolf Pelt Cloak can now be dyed.
- The Ruby Dusted Robe can now be dyed.
- The Diamond dusted robe can now be dyed.
- The Emerald Dusted robe can now be dyed.
- The Drakulv Mightcaller Ring now has the correct icon.
- The Ripper Jerkin can now be dyed.
- Sinach fangs can now be carried.
CRAFTING SYSTEM UPDATE
- The 9th/10th material type recipes are in. If you have the appropriate skill/rank you should be able to see the newer recipes.
- The amount of raw wood needed in the final recipe/step for all Siege Engines has been halved.
Clarification on /repair and the trade window repair
The /repair on the ground takes about half the skill required to make the item. So if a sword requires a skill of 800 to make, it takes about a skill of 400 to /repair it. This allows you to repair items that are way above your level, but only takes time to do. This also limits you to being able to repair only one at a time.
The trade window repair takes about the skill required to make the item. So a sword that takes a skill 800 to make will take about an 800 skill to repair it with the trade window. This allows a highly skilled crafter to repair multiple items without any extra delay associated with it.
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Dark Age of Camelot
Test version 1.49D Release Notes
April 9, 2002
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This is a server update that fixes a couple of problems introduced on the live servers earlier today. It is scheduled to go live tomorrow (Wednesday) morning at 8:00am Eastern Time.
NEW THINGS AND BUG FIXES
- A Realm that controls four relics now has the proper amount of "Relic" Guards spawn. Previously, Realms with four or five relics would have no Relic Guards at all.
- You may no longer send pets to areas that are not normally accessible to players (through walls, etc.)
- When you are close to a monster that is rooted, it will no longer follow you at normal speed if you move away from it.
- Sheathing or wielding a weapon will no longer interrupt a pending trade skill.
- You can now go above 1000 in trade skill. Currently you do not get a new title when you achieve 1000 points, but you will in the near future.
- The toggle command /gc officerdisplay we incorrectly listed in the 1.48 notes. The actual command is /gc officerdisplay
WORLD NOTES
Hibernia World: The horses at the parth farm in Lough Durg should now correctly be neutral to the players. Previously they conned aggressive but were, in fact, neutral.
Albion World: Tradeskills: Brach Leof has been moved into the building just north and west of the lathe.
EXPLANATION OF FRONTIER GUARD CHANGES
To alleviate some of the confusion brought on by the guard changes in 1.49, here's an explanation of how the system works.
Each home Outpost (frontier keep), when "owned" by the home realm, controls a contingent of guards at each Relic Keep. For example, if the forces of Albion control the Albion Outpost Caer Benowyc, a number of guards representing Caer Benowyc will appear at the Relic Keeps in the Albion frontier. The number of "Relic Guards" these outposts spawns depends on the location of the outpost - the number is either 2,3, or 4 guards. These are referred to as "Outpost relic guards", and are distinguished from normal guards at the relics by being higher level and having the name of the "controlling" Outpost keep over their heads.
However, the actual number of "Outpost Relic Guards" at the relic keep is modified by two factors: Outposts owned and Relics owned.
Relics owned:
Outpost Relic Guards are reduced by 25% for every relic over 2 owned by a Realm.
3 relics owned = 75% frontier keep relic guards
4 relics owned = 50% frontier keep relic guards
5 relics owned = 25% frontier keep relic guards
6 relics owned = 0% frontier keep relic guards
Outposts Owned
When an Outpost is captured by the enemy, the guards it controls are not spawned at the relic keeps.
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Dark Age of Camelot
Version 1.49 Release Notes
April 9, 2002
=================================
NEW THINGS AND BUG FIXES
- Groups now get more Realm Points when killing other players. A full group of 8 people gets a 100% bonus - 12.5% per person in the group.
- The range that Realm Points are awarded for group members has been doubled from 4000 to 8000 units.
- When forming a guild or purchasing/changing an emblem, the group leader's cash display is now updated properly.
- Guild promotion/demotion now shows immediately on the player's interface. Previously, it was not updated until the player logged off and back on.
- Changes to rank titles now show up in the listing.
- Monsters will no longer become "unrooted" when the character casting the root is healed by another player.
- You can now change your guild's emblem one time only. It costs 100 gold.
- Very long falls in a dungeon now result in a player's immediate death.
- You can now raise above 1000 in your tradeskills.
- You now see a message when using an item.
- You can no longer cast charm on other players.
CUSTOMER SERVICE REMINDER
A reminder from Customer Support about the possibility of XP loss in RvR combat: The new Darkness Falls dungeon is a place to hunt monsters where there is a significant chance that you will encounter enemy players. Remember that when you are injured by a monster and have not healed to 100% health before getting killed by an enemy in RvR, you will take XP loss just as if you were killed by the monster. This is not a bug, and Customer Support cannot help with any XP lost in this manner. Be careful out there and have fun!
SPELL SYSTEM CHANGES
We have gone through all spells and graphical spell effects to make them consistent and more easily identifiable. Please note that these changes are in appearance only - the actual effectiveness of the spells have not been changed, just their icons and graphics. Because of this, you will notice that the graphical effects and/or icons for your spells may have changed. We realize that this change will cause some confusion, but it's much more consistent than it was previously, and you'll be able to identify all spells on sight.
The spell effects have undergone the following general changes:
1) Some were split into components that can be more readily re-used without being realm-specific. (e.g. the angel wings and Norse runes)
2) Lists have been diversified to have fewer repeat effects within lines. Some casting classes that had a lot of the same effects repeated over and over should get much more variety.
3) Several older effects have received minor facelifts to look a bit more attractive and to be more easily discernable
4) A number of new effects were created to help with diversifying the spell lists as per #2
5) Sound sets have been re-assigned for many spells to something more appropriate than the previous sound assigned to it.
Spell functionality Changes
- In order to give the Shamans who specialize in cave magic a little more offensive power, we've increased damage on the Shaman Cave magic spell lines Fungal Dispersion and Fungal Pin lines by 20%.
- Increased range on Minstrel Compelling Cadence line.
- Warden spell line Nature's Revenge is now a shout. Ferocity of Nature is now a self buff instead of a chant. Fixed bug with Attack Unending; it is now a shout, and is no longer overwritten by Attack Unfading.
- Healer spells in the Guardian's Ward line and Wake Forgetful line should no longer overwrite each other.
- The Theurgist Refrigeration spell Snow Blast is now awarded at L12 instead of
13 (which is when Summon Ice Spirit is awarded).
DARKNESS FALLS
A new dungeon makes its debut in this version of Dark Age of Camelot: the subterranean land of the dead known as Darkness Falls. Populated by Demons, Imps, and other hellish creatures, Darkness Falls is an immense sprawling underground kingdom dominated by the arch-demon Legion.
Accessing Darkness Falls
Any character brave (or foolish) enough to want to explore Darkness Falls will have to find one of the portals that have been put in each Realm's home zone. Additionally, there are portals in each Realm's Relic Keeps. Please note that Darkness Falls is attuned to the power of each Realm - only those members of the Realm that hold more territory than the others are allowed entry. In order to activate your Realm's portal, your Realm must hold more frontier keeps (Outposts) than either of the other two Realms.
Please note that you can only use portals located in your Realm, not an enemy Realm.
In the dungeon there are several different exits that take you different places based on your realm.
Each realm has a wing in which they enter the dungeon, Near each entrance (a couple rooms away) is an exit that will take the 'home' realm to back to their home region, but will take 'enemies' to their portal keep in the opposing frontier. Thus, a Midgard player going through Albion's exit portal will end up in Hadrian's Wall in the Midgard portal keep, while an Albion player going through Albion's exit will end up near the dungeon entrance portal in Camelot Hills.
Darkness Falls has many sub-bosses in addition to Legion, the main boss of the dungeon. Each boss encounter has an exit portal nearby that takes each realm to their home zone.
Near the center of the dungeon (near the transition to the lower level) is a portal that takes each realm to their home zone.
When you are in Darkness Falls and another Realm takes control of the portals, you can stay in the underworld until you exit (via a portal) or /release on death. This means that while adventuring in Darkness Falls, please be aware that you will probably run into members of opposing Realms. RvR combat is fully supported in the underworld, so beware. When portal control changes from one Realm to another, those members of the original Realm that had control are still able to adventure throughout Darkness Falls, so long as they don't release on death. As long as they are resurrected on death by a friendly healer-type that is with them, they can stay in Darkness Falls for as long as they want.
The Political Situation in Darkness Falls
The demons residing within Darkness Falls adhere to a strict structural hierarchy that is based on the power of the demon. The most powerful of the demons have titles and underlings who serve them. Of all the demons in the Darkness Falls, no group is physically weaker or smaller than the Picullus Imps. Because they are so small and weak, the larger, nastier demons take pleasure in harassing them or make them do menial labor. Like small fish that live in the sea, the Picullus Imps have learned to survive by gathering together around their siblings and relatives and hiding out as far away from the big demons as they can.
While they may be small and weak, the Picullus have learned to use their small size to their advantage, perfecting the art of sneaking and infiltrating. Since they are unable to fight back against the large demons physically, they have found other ways to extract their revenge.by stealing away anything and everything they can from the big demons. Fortunately for them, the demons never even think that the imps are clever enough (or brave enough) to try something so foolish as to raid the demons' hordes.
The imps never use anything that they steal, and unfortunately for them, the one thing that they covet above all else is something they cannot get on their own. Each demon possesses a seal, a center of focus that is a part of the demon. There are different types of seals, which are determined by the power of the demons. The seals are shiny, and the shinier they are, the more they are desired by the imps. The unfortunate part is that they can only be obtained upon the death of a demon, something the imps are incapable of doing.
Unlike most demons, the imps do not dislike humanity. In fact, they tend to like just about anyone who won't hurt them. The Picullus Imps have learned to obtain that which they covet by offering up their stolen goods to those who would kill the greater demons and bring back their seals. The different types of seals carry different value in the eyes of the imps, and the imps will barter for them like money. So by accumulating a lot of seals, one could potentially acquire many items of value.
Darkness Falls Loot System
Darkness Falls uses a different set of rules for the acquisition of loot. The common denizens of this dungeon drop magic items but they are not the ones you usually see. There are various types of jewel-like seals that can be found. You will likely find more of them on the powerful demons and lords.
There are imps that want the seals. The stealthy imps have stolen a lot of treasure from the demons and will offer it in return for the different types of magical seals. The imps could not steal the items from the powerful demons in the dungeon, and will gladly trade you their items for your seals.
When trading, seals are deducted from your inventory as you barter with the imps. Different imps want different magic seals so check with all of them. When you speak with the imp he will tell you what type of magical seal he wants. Any items from that imp will require the correct type of seal. There is a value next to each item in the store window, which is its cost in seals.
Note: this method allows for very even loot distribution in groups, but keep in mind you cannot unstack items, so be careful when you decide to stack them.
THROWN WEAPONS CHANGES
We've made a few changes that should make throwing weapons - for Midgard Warriors and Shadowblades - much more effective.
There are now 2 types of each thrown weapon. The cheapest type are called balanced knives/axes/hammers. They have a 30% range increase over the old thrown weapons, sell in stacks of 20, and stack up to 40 - and now cost much less than they used to.
The second version of the weapons - called "weighted" hammers/axes/knives - have a 60% range increase over the old thrown weapons. These cost more than the balanced version but are still cheaper than the old thrown weapons overall. The stores also now feature these weapons up to the Asterite level in material - we did this so the new throwing weapons could compete a little better with the huge variety of arrows and bolts.
Note: "balanced" throwing weapons still have a small range disadvantage over xbows, short bows (when using normal range arrows) and a large range disadvantage against regular archer bows (using normal range arrows or bolts). The weighted versions still have a small range disadvantage over xbows and short bows, and a large range disadvantage against archer bows when they use extra range arrows.
WORLD NOTES
- Rumor Mill NPCs: We've added more backstory and world-related information to the Rumor Mill NPCs in each realm (criers, barkeeps, and filidhs).
- Hibernian players can now get simple directions and descriptions for appropriate level dungeons. See a wandering Filidh for more details.
Albion World:
There were certain conditions where a some monsters in Keltoi dungeon would not respawn. Now they will respawn slowly under those conditions (as opposed to not at all).
Mootang should no longer be displayed as "the Mootang".
Lyonesse: The pygmy goblin sapper and bombardier were correctly set up as uncharmable, and now they are now properly displaying as uncharmable humanoids.
Basilisks and cockatrices will now have a stun-like ability. They were trying to use an ability that had no effect on players previously.
Golestandt's allies will heal less frequently.
Llyn Barfog: The bearded gorger, frenzied feeder and needletooth devourer population has risen in Llyn Barfog. These beasts are more ravenous than ever, sometimes swarming their prey.
Midgard World:
Vanern and Muspelheim: You will no longer need to be right on top of the Jotuns in Vanern or the Fire Giants in Muspelheim to hit them.
Vanern: Reduced the Hagbui's defensive abilities and hit points to balance their improved spell powers and special abilities.
Vanern: Mokkurvalve's shards will now be slightly aggressive.
Gotar: The crabs on the beaches should no longer be "too far away to attack" upon spawning.
Gjalpinulva's allies will heal less frequently.
Hibernia World:
Cuuldurach's allies will heal less frequently.
The monsters in Muire Tomb should now be correctly displaying their adjectives. "a mummy hag" vs. "mummy hag"
Quests:
Midgard: The level 43 to 50 guild track quests are now available to players that have completed the previous guild track quests. Please speak to your class trainer in the city of Jordheim and the surrounding towns for details.
Midgard: A new troll named Trustan has moved into Huginfell from Myrkwood. He fled in a hurry to due problems with the arachites, svartalfs, and werewolves and could use some help with a few problems he is still having. He and his friend Atzar know quite a bit about the three groups and are willing to share their information.
Albion: The level 43 to 50 guild track quests are now available to players that have completed the previous guild track quests. Please speak to your class trainer in the city of Camelot for details.
Albion: Although the rumors have been denied by some, it is said that Lieutenant Kuebler in Castle Sauvage is having trouble with the fellwoods of Forest Sauvage.
Albion: Sister Rhigwyn of the Church of Albion is looking for strong, brave citizens to assist her in recovering a lost artifact of the Church. She has been praying for assistance in the church in Camelot.
Albion: Master Kless of Cotswold Village is seeking someone to help the Academy with a problem it has encountered recently.
Hibernia: The level 43 to 50 guild track quests are now available to players that have completed the previous guild track quests. Please speak to your class trainer in the city of Tir na Nog for details.
Hibernia: Four low level quests have been added to Hibernia. These quests are for player levels 1 to 4 and give out experience and coin.
Hibernia: The unseelie court has plagued the natives of Hibernia for many years. Some feel it is in their best interest to remain impartial to them. Many try not to cross their path at all. Some even hope to ally themselves with the unseelie court, since they are such a great power. Few know the truth, or the reasons, the unseelie court remains in Hibernia. But players seeking to find knowledge would be wise to seek out their filidh, for some residents of Hibernia have taken it upon themselves to study the unseelie court; others have taken it upon themselves to help rid the land of the unseelie court, seeking assistance from more powerful adventurers; still others simply wish to share their knowledge of the unseelie court, for the small price of a favor.
RVR - Battlegrounds:
The central keep gates in Thidranki and Murdaigean have been reduced in strength. Additionally all Albion gates can now be upgraded in all Battlegrounds.
Realm v. Realm - Frontier Keeps:
Players can now speak a keyword as well as interact with gatekeepers at the frontier and relic keeps in order to enter and exit. Note that the keywords are now "Enter" or "Exit" as appropriate.
Frontier Changes
The frontier keep guards at the relic keeps have gone through an overhaul - most have been reassigned to stationary posts and greater numbers now man the keeps.
Arkavr Faste should no longer have a blank Albion guild banner when owned by other realms.
The guard patrols from the frontier keeps have returned to their old aggressive ways.
CRAFTING SYSTEM NOTES
Albion
- Changed Hand Axe Blade to Hand Axe Head
- Change War Axe Blade to War Axe Head
Midgard
- Changed War Cleaver and War Cleaver head skill to be in line with War Cleaver Haft skill
- Changed Torsion Cable leatherworking sub-skill to be correct minimum
- Removed the basic Blunt Arrows from being able to be picked in a consignment, again.
- Dwarven Short Sword hilt recipe icon now the correct icon
- Dwarven Great Sword blade recipe icon now the correct icon
Hibernia
- Changed Pick Hammer Haft skill to be in line with Pick Hammer and Pick Hammer Head
- Changed Torsion Cable leatherworking sub-skill to be correct minimum
- Fixed an issue with leatherworking being tagged as a sub-skill needed for the Sledge Hammer, Pick Hammer, and Hooked Spear
- Staff and Shod Staff recipe icons now the correct icons
Fletching
- Added Crossbows for Albion
- Added Instruments for Albion and Hibernia
OBJECT AND TREASURE NOTES
This version of Dark Age of Camelot has the guild track quests for characters level 43-50. The reward for completing these quests are class-specific armors and robes (depending on the class). Please note that there is not yet new art for these armors - they will use the standard armor "look" - but we will have the new armor art in the game by the next patch. Please remember that this armor that you get in version 1.49 will look different (and much better!) in the next patch.
- The Accursed Scroll in Albion and Hibernia is now working properly.
- The Maligned Summoners staff now focuses the proper skill.
- The Hibernian Diabolic Helm now has stat bonuses.
- The Warden Avernal Gloves had the bow skill increase changed.
- The Friar Atramentous Bile Gauntlets now increase staff skill instead of quarterstaff.
- The Demonic Turmoil Gauntlets are now friar only instead of cleric only.
- The Abysal helm for thanes has been changed and now increases sword and axe.
- Albion Cloth armors got a tweak and now increase more stats that are used more.
- The New damage spells associated with the item in Darkness Falls are getting toned down some.
- The Accursed Avernal Short Sword now increase Slash skill.
- Some of you may find your robes look different. We have started adding the new robes to the game for Friars and casters.
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Dark Age of Camelot
Version 1.50 Release Notes
May 8, 2002
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NEW THINGS AND BUG FIXES
- Class-specific items in backpacks can now be used by the class that they were intended for; other classes can not.
- Enemy players should now longer be able to take control of siege equipment through a door.
- If you're in combat mode and you sit down, you'll now exit out of combat mode.
- Really large experience awards should no longer print as negative numbers (even though the proper amount of experience was being awarded).
- High-level poisons are now stripped from a weapon that is used by a lower level player. Previously the poison would not "fire", and the poison would stay on the weapon indefinitely.
- Chat groups will now support up to 50 players.
- [/gc who alliance] will now show you everyone in the alliance, not just players in your guild.
- Keep Lords and Guards will no longer warp to the roofs of keeps when fighting enemies.
- You can no longer use charged items directly out of your inventory.
- You can no longer "pull" players via resurrection behind boundary walls or other illegal locations.
- Pets will no longer attack mesmerized enemies if the pet is in defensive mode. If he is set to aggressive, he will still attack mezzed enemies.
- Hibernian and Midgard "in-game" guilds now grant their members level titles - up until now, only Albion guilds had this feature. Please note that you may have to level your character once to see your title.
- Midgard Warriors now are granted the Intercept ability at level 12. Any Warrior currently over level 11 will be converted and given the skill.
REALM ABILITY SYSTEM
The time has come to take the wraps off our new Realm Ability system. The purpose of this system is to give higher-level players new abilities that they can attain by engaging in RvR combat. A secondary benefit is to give classes more abilities that can help them during RvR battles - for example, one of the Realm Abilities open to melee classes is to gain an increased resistance to stun/mez spells.
Please remember that there are Realm Ranks and Realm Levels. There are 100 Realm levels, which are divided into 10 Realm Ranks. For the Realm Ability system, each player will receive one Realm Skill Point for each Realm Level attained - giving the player a maximum of about 100 points to spend on these new abilities.
In order to "spend" Realm Ability Points on a skill, you'll go to your standard class trainer. The Realm Abilities available to your class will be listed there. Please note that you do not have to have a high number of Realm Levels to be able to take advantage of these new abilities - in almost all cases, a character that has just a few realm levels can purchase at least a couple of new abilities.
There are two types of realm abilities: Passive and Active. Passive realm abilities are always on, and can affect your character in small ways, generally 3% per level (high levels of passive realm abilities grant substantial bonuses, however). Active abilities have re-use timers between 5 and 30 minutes, and are either instant effects or duration effects lasting between 30 and 60 seconds. Each class has a list of abilities tailored to them, and each class has an ability unique to them.
Some realm abilities have multiple levels, and each level will add more bonus. For example, the Augmented Strength realm ability awards 6 Strength points per level of the ability purchased, and there are five levels. So, in our example, a Level 3 Augmented Strength would give +18 Strength to a character.
The costs for each level of ability, as well as the advanced abilities increase with the level you are trying to attain. Also, please note that some Realm Abilities have pre-requisites that must be purchased before you can buy them. Pre-requisite skills may have to be purchased to a given level before an advanced skill can be trained.
For a complete list of Realm Abilities broken down by class, go to http://www.camelotherald.com/realmabilities.html.
AUDIO NOTES
This version of Camelot has the first version of our new ambient sound system. You'll notice while running around that you won't hear so much dead silence. This version is just the first step in the changes, though - so all you'll hear are non-interactive sounds such as birds, animals, wind, etc. All zones have had this sound upgrade, which includes both new day and night sounds. Please note that these new sounds are only in outdoor terrain zones. Cities and dungeons will be worked on next.
COMBAT STYLE CHANGES
These are the first of the Strike Team Combat Style changes, based on player, Team Lead, and in-house testing feedback. This are NOT the only changes that we will be making to combat styles; they are merely the first of the changes.
- You will now be able to cancel a combat style after you activate it but before you swing by hitting the same style button again (i.e. hitting it once activates the style, hitting it again cancels it).
- You can now be able to specify a "backup" style. This means you can activate, for example, an "evade" style, and as a backup, a no opening style. This means if your target attacks you again before you get your next style off and you DON'T evade, the game will use your backup style (the no opening one) instead. You choose the "backup" style by hitting the key for your primary, and then they key for the backup. Please note that once you specify a primary and a backup style, you cannot cancel them.
- Please note that for both canceling and setting up a backup style that you don't have to keep repeatedly mashing the buttons to get a combat style off, even in low frame rate conditions. The game will buffer your command and send it, even if you are not getting good performance from your client.
We are aware that hitting Shift-# key to switch toolbars does not work this
- All Left Axe styles which grow in damage as you train further in left axe have the amount they grow doubled. This is to balance out the fact that left axe damage is cut in half (because two weapons hit every round).
- Tracking Spear now uses Parry as an opening.
- Wyvern's Bite now uses Dragonspider as its opening.
- Evernight is now rear positional.
- Valkyrie's Shield is now based on you blocking.
- The opening for Defender's Rage now is whenever a combat style is used successfully on you.
- "Double Recovery" as been changed to "Onslaught" and now is side positional.
- Odin's Wrath now chains off Razor Edge.
- Brilliant Blade now chains off Revenging Blade.
- Prismatic Blade now chains off Dancing Blade.
- Bludgeon has had its fatigue cost cut in half; its taunt is now 50% more effective, and it has a medium bonus to hit.
- Decaying Rage's detaunt amount has been tripled.
- Side Slicer is now correctly side positional.
SAFE FALL FIX
Those rogue-types who specialized up to level 50 in Stealth were not being awarded Safe Fall 5. This has been fixed, and all existing rogues with 50 stealth will now be given that skill. Additionally, future Rogues who level up to 50 in stealth will receive the skill properly.
LEVEL 50 ARMOR GRAPHICS UPDATE
We've added in the graphics for the level 50 armors.
ITEM DISPLAY NOTES
- On your character sheet, there are two values: WeapDam and ArmorFact. WeapDam is representative of your weapon's damage per second. ArmorFact is the aggregate armor factor of each piece of armor weighted by the percent chance to hit the area where the armor is worn. Previously, ArmorFact took the quality of the piece into account - unfortunately WeapDam did not. It's now fixed such that the WeapDam printed on the character sheet takes the quality of the weapon and multiplies it into the DPS to get the effective dps of the weapon. Note that for most players, this factor will be reduced when they log into this new version (since it now multiplies by quality). THE EFFECTIVENESS OF YOUR WEAPONS HAS NOT BEEN REDUCED JUST BECAUSE THIS NUMBER IS LOWER. You can get information (shift-I) on the weapon to see that the base numbers have not changed - just the WeapDam value (which is a conglomeration of all the numbers) has.
- More information has been added to the Shift-I Info window for weapons. You now see:
Base DPS
Clamped DPS
Quality
Condition
Effective Damage
Where the Effective Damage is the Clamped DPS multiplied by the Quality and Condition factors.
(3) More information has been added to the Shift-I Info window for armor. You now see:
Base Factor
Clamped Factor
Absorption
Quality
Condition
Effective Factor
Where the Effective Factor is the Clamped Factor multiplied by the Quality and Condition factors and divided by the absorption.
SPELL SYSTEM NOTES
- We've gone through all the bug reports from the last spell graphics update, and have made many fixes. Some spells had no effects at all, some were displaying incorrect graphics, etc.
- A new group heal spell line has been added to the Mending base spell list:
15 Group Reparation
25 Group Purification
35 Group Restoration
45 Group Emendation
- Added new group heal spell line to Healer Mending spec track:
15 Favor of Battle
26 Boon of Battle
36 Dispensation of Battle
46 Tribute of Battle
- Added new area-effect root line to the Shaman Cave spec:
22 Vine Field
31 Weed Field
39 Creeper Field
49 Tendril Field
- Added point blank area-effect disease shout to Shaman Cave spec:
27 Mold Cloud
37 Mold Burst
47 Mold Explosion
- Resistances now affect the duration of debuffs, which include mez/root/snare/stun. Positive amounts in your bonus page will reduce the duration of debuffs *of that damage type* by the listed percent. Negative amounts will increase the duration of debuffs except for mesmerize, stun and root/snare. This means that mez/root/snare/stun duration will never be longer than they were previous to this update - but if you are resistant to a particular one, its duration will be shorter. These bonuses are cumulative with realm ability magical resistance.
WORLD NOTES
Trade Skills: all craft trainers will now give additional information to players just prior to joining a crafting guild. Information details what the player will be creating and how well the player can craft within the other crafting skills.
Realm Portals: All portal stores will now indicate the names of battleground you will travel to during your later levels.
Tradeskills:
- The additional tradeskill areas in the three home cities should now host a merchant for each of the crafting skills.
- Craft Trainers will no longer tell you "Welcome to our order!" when you have yet to join. Trainers will also correctly inform you if the craft is not available to your class.
Hibernia World:
Dungeon: Muire Tomb: One survivor of a grave-robbing expedition in Muire Tomb returned to Ardee, where he succumbed to madness. Before he became incoherent, he reported that his expedition had broken through the tomb walls in several locations, revealing new passageways which delve deeper into the ancient crypt than any records ever indicated. The skeletal remains of the Muire family dating back to even before Connaire have been found to be even more dangerous than the last known head of this powerful elven family.
Lough Gur: The gurite waylayer hiding just a bit too well in the trees should now be targettable.
Midgard Monsters:
- The entrancing dirge should no longer be able to chain-cast a mesmerization spell while in melee combat.
- The wayward fenrir scout in Raumarik has located his home camp to pull allies from.
Albion Monsters:
The Salisbury Giant should no longer be able to attack adventurers from a distance while the player is "out of range" for spell casting.
Hibernia Monsters
Cliffs of Moher: The Koalinth Sentinels guarding Koalinth Caverns taken new sentry posts away from the exit of the dungeon.
Midgard Quests:
New Quest: Thorgil, the farmer driven from his home outside Audliten, is still having problems with the tomtes. Thorgil is looking for those that helped him with the first problem to visit him again. Thorgil could use their help with the plot the tomtes have cooked up for Thorgil and Audliten.
We have added two repeatable quests, similar to the Soul Gem and Fell Tooth Albion-based quests. These Midgard quests begin in Uppland, and there is a limit to the maximum number of times you can complete them.
New Quest: Gudlor of Huginfell is worried about a dangerous book that is in his possession. Those that have helped Gudlor before should seek him out for he needs assistance.
Hibernia Quests:
New Quest: Mannix, in Mag Mell, swears he knows where adventurers can obtain some useful, enchanted items, for a small risk.
New Quest: Gormghlaith, in Howth, is looking for people to collect water beetle carapaces for her home-made concoctions, but there seems to be more to her simple request for help than meets the eye.
Hibernia Quests: We have added two repeatable quests, similar to the Soul Gem and Fell Tooth Albion-based quests. These Hibernian quests begin in or near Mt. Collory, and there is a limit to the maximum number of times you can complete them.
Albion Quests:
In our next patch, we will be adding a very high limit to the maximum number of times you can complete the following quests: Save the Spirits and Fell Creatures Bounty. If you want to guarantee that you can turn in any items you might have been saving for these quests, you should turn them in before the next patch.
Albion Quests: Remember, in our next patch, we will be adding a limit to the maximum number of times you can complete the following quests: "Soul Gem" and "Fell Tooth Bounty." If you want to guarantee that you can turn in any items you might have been saving for these quests, you should turn them in before the next patch.
Realm v. Realm Notes
- Frontier Keeps: It should be easier to target NPC archers at all frontier keeps, and particularly the hibernian frontier keeps.
- The guild banners on Caer Hurybury and Blendrake Faste should now be working correctly. (Note: This fix was also made to live servers on 5/2/02)
- The realm guards should be not quite so vigilant about shouting out at their enemies as they attack.
OBJECT NOTES
- Stiletto of the Soulshade (Albion) now properly uses thrust instead of slash.
- The chewed staff had its incorrect resistence buff fixed.
- The Spirit Bone Pin may now be worn.
- The double Body resist entries for the Worn Jewel Dusted Robe are now a single entry.
- The double Body resist entry for the Truesilver Flute has been fixed.
- Supple Willow branches should stack properly.
- Changed the +emp bonus on the Dancing Silk tunic (Midgard) to +pie
- The Smoldering Ember staff (Albion) is now friar only.
- The Gnawed Staff (Albion) should be displaying a proper resist.
- The Brigadine Gloves of Vigilant Defense ( Scout quest armor) now correctly buff the longbow skill.
- Baln's Sulfuric Slicer (Midgard version) correctly buffs sword instead of slash.
- The Enraged Wolf Pelt Cloak should be emblemizable.
- Avernal Maligned Staff of Mind, Accursed Demon Hammer, Accursed Demon Crusher, Accursed Demon Staff of Light, Accursed Demon Staff of Enchantment, and Accursed Demon Recurve Bow (Hibernia DF items) were all adjusted to be the appropriate level.
- The new monsters for Muire Tomb are itemized, complete with new magical goodies to round out the existing equipment set in the zone.
- Several common loot objects are now stackable that previously weren't. This includes necklaces, collars, chains, bracelets, bracers, armbands, bottles, different kinds of dust, essences, pins, and a few other assorted small items.
- Salvage values based on the value of the object have been set on existing dropped armor and weapons.
- Removed "phantom proc" from the Worn Dark Guardian Sword.
- The stat bonuses on the Granny's Shawl were tuned to be more level appropriate.
- Salvage values based on the value of the object has been set on existing
quest armor and weapons.
- The Cloak of Night can now take emblems.
- The Emerald-beaded strand now has the correct icon.
CRAFTING SYSTEM NOTES
- Crafted items now have a minimum quality of 94 percent. There is now an even chance that any crafted item will have a quality of 94-99 percent, with a very small chance of 100 percent.
- When you go up in level in a crafting skill, the print line will now tell you what your new level is.
- Added in the ability for armorcrafters and tailors to make the "level 6" version of their various types of armor. This enables them, at the material 10 level, make armor that is 51st level (versus the 50th level of dropped items and quest items). This will enable tradeskillers to make the current highest possible base AF armors for their realms.
- Timers for all of the recipes have been changed. This has a slight increase to the timers at the high end, but is about the same, if not lower, for the level 10 materials. You will notice a distinct drop in the timer for materials 6-9. We changed the base equation that we used for the timers so everything was more uniform. Weaponcrafters should notice a significant decrease in the *overall* time it takes to craft a weapon. They still take the most time to make a single item, but it isn't as artificially high as it was before.
- To coincide with the addition of salvage values for almost every single item that is dropped or quested (see note at end), we also equalized the salvage values for crafted items as well. They were set too high before, and in some cases would allow a crafter to salvage enough material back to make a positive amount of coin. Salvage was always intended to allow you to get materials back from items from the world, not allow you to powerskill up without any additional coin from your own items.
***Note: Any weapon, armor, etc, that drops/is quested should be salvagable now. Most of the other drops, as well, should give you some type of salvage, but it is possible that the object wasn't set up properly for that. As we have time, we'll be going back through to try to change that.***
Crafting Items Coming Soon
- Fletchers will get the ability to create the "level 6" versions of Bows/Staves/etc.
- Crafters of 1000+ skill will be able to ignore the item quality cap that is
currently in place (i.e. if you are skill 1050 then anything you make, regardless if it is red, orange, etc will have the full chance of being a 94-100 quality item).
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Dark Age of Camelot
Version 1.51 Release Notes
June 26, 2002
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Welcome to Dark Age of Camelot version 1.51, which contains a massive update to the game's spell system. Spellcasting classes were analyzed by the game's Strike Team, and many changes were made based on the recommendation of testers and players. Version 1.51 contains these changes. There are new spells for some classes, many spell bug fixes, as well as tweaks to existing spells to tune them better. Be sure to check out the extensive "SPELL NOTES" section in this release note.
Version 1.51 also has many regular bug fixes, as well as some new fun additions that let you play card games, roll dice, and produce random numbers. There is also a completely new system for combat style icons that should make them much easier to use to differentiate your character's combat styles from one another. Another huge part of 1.51 are many dozens of armor/weapon object fixes that you'll see listed in these release notes. These object fixes are another example of the Strike Team at work: all objects that buff unnecessary stats or skills have been changed to be more appropriate, as well as other general fixes.
The Strike Team will next move on to Realm vs. Realm combat issues. Expect to see updates to RvR combat in testing on Pendragon soon. And, FYI, just because the Strike Team is moving on to other issues does NOT mean that we are in any way "done" with spells. We will continue to make spell tweaks and bug fixes as needed just like we always have.
We plan to have the next live version of the game contain the ability for players to "respec" one of their specializations at two points in their careers, as was announced a month or so ago. We needed to implement these 1.51 changes first, before the respec, since 1.51 contains so many "class changing" spell updates.
NEW THINGS AND BUG FIXES
- Previously, when you used the purge Realm Ability, your timer was not being reset, so if you used purge to get rid of a bad effect (mesmerize, for example), you could immediately be re-mezzed. This has been fixed.
- The "/random" command is now in, which will give you a random number. Type "/random #" to print out a number between 1 and the number you chose.
- The guild commands PROMOTE, DEMOTE, LEADER, and REMOVE now work by player name, not target, and work across zones. Use the format "/gc promote [playername] [rank]", for example.
- When you are above 1000 in your main tradeskill, any item you can successfully make will now have an even chance of being 94-100% quality.
- There were some monster pathing problems in Darkness Falls that prevented pets from moving between rooms properly. This has been fixed.
- You should no longer be able to "screenshot jump".
- Shadowed players - i.e. hidden players who have been uncovered by the See Hidden Realm ability, or friendly stealthed players - no longer "pop" into full view when they initially come into view. They now appear correctly as shadows.
- You can no longer utilize an exploit to "rez-pull" a player through a keep wall or boundary wall.
- Poison Merchants are now listed as such over their heads.
- When you select an object with the mouse, then use F7 to select the nearest object or monster, the summary window should now correctly update. Previously, it would only show the monster's health bar.
- You should no longer run into the "cast while sitting" bug. Players would tap on the forward key to stand (when sitting), then immediately cast and would get the "you cannot cast while sitting".
- Target Nearest Object no longer targets tombstones.
- You should now get an icon on your screen when you are stealthed.
- The Ignore Pain Realm Ability is a full heal every 30 minutes, with one 14 pt level. The documentation on the Herald will be updated to reflect this.
- Added a new key (which is by default unmapped) that allows the player to target the last attacker. In general (if a player has no target already), his last attacker will be auto-targeted. This allows the player to switch to the last creature to do damage to him even if he's already targeted.
- The Use Item key has been added to the /keyboard list.
- /INVITE now invites a person to a group by name - you no longer has to be targeted. /INVITE with no name still invites the targeted player.
- Poisons can now be hotkeyed. When you activate the poison it automatically applies to the readied weapon in the right hand. If the right-hand weapon already has a "poison" effect, the poison will auto-apply to the left handed weapon.
- Flying monsters should now face the correct direction when pulled into combat by a player.
- Pets now correctly give faction hits when they make the killing blow.
- The /GC LEADER command now prints the correct rank of the new leader.
- The Darkness Falls entrance status is now on the /REALM command.
- When you prepare to use a bow, you now longer get the extra messages about "using" the bow.
- When you delve (shift - I) a duration effect on yourself, it now shows the time left in the effect.
- You can now change your last name for a fee of 10 gold at the name registrar. You can do this as many times as you wish.
- The /AREMOVE and /AREMOVE commands now correctly work without typing additional words.
- Mashing the attack command key should no longer make pets attack dead corpses. This was actually difficult to do to begin with, but there is now a second check that should prevent it entirely.
- Keep lords should no longer pull through the roof
- The who and /gc who commands now take a final parameter which is the player number you wish to start viewing at. So by typing /gc who, /gc who 25, gc who 50, etc, you can see the entire list of players.
- Self Concentration buffs should now save for real. We added an extra security check at the last minute before the last version which was supposed to prevent other players' concentration buffs from saving on you, but also prevented your own. It was very secure, perhaps too much so.
- AE realm abilities should no longer damage allies.
- Style Bonus damage should now display the correct amount when attacking keep doors/siege equipment.
- After a mez spell wears off, another cannot be cast for one minute. When in this state, when a player zoned, the mez would become immediately re-active after zoning. This has been fixed.
- The damage from the Left Axe skill has been adjusted slightly to grow more with the player as he specializes more in Left Axe. Previously, higher level people could do more damage with normal two-handed weapons than with their "special" Left Axe attacks. The damages at higher levels should now be more equivalent.
- There was a bug where Disease spells would only "snare" (slow) the target occasionally. They should now work consistently against both players and monsters.
- Delving a permanent duration effect no longer gives an incorrect timer for seconds remaining.
- Monsters who have a Confusion spell cast on them should no longer warp erratically.
- /GC AUTOREMOVE should now work properly. This command can be executed by guild leaders only. This command removes the specified player from a guild, even when he is not online.
- Group Purge now correctly checks all players affected by it, and if any player in the group has a negative effect removed, the caster's group purge timer is reset. Previously, there were situations where the caster could use group purge without the timer resetting.
- Spellcasting monsters should no longer inch forward between casts.
- Instant cast debuffs should no longer interrupt other player casters and player archers.
- Cloud and trap spells should show damage values now when you delve them.
- Previously, if you zoned with a constitution buff on your character, you would "lose" the amount of bonus hit points granted to your character, which would then regenerate normally over time. This has been fixed so that your hit points (and any other bonus attained from a stat buff) will remain at their proper level when you zone.
CLASS CHANGES
- Hunters now get Evade II at 20th level.
- Berserkers now receive the throwing weapon ability upon joining the House of Modi. Please note that this is the ability to use throwing weapons, not to specialize in them.
COMBAT STYLE ICON CHANGES
Combat style icons are all-new and improved. First, each combat style now has its own unique icon (previously styles shared icons). Each weapon specialization has a separate icon color to help players tell their styles from different weapon types apart. Additionally, the new icons' borders are red to help you know it's a combat style (as opposed to a spell or macro).
Each icon also now has a series of widgets to help you quickly remember the prerequisites for each style. From conversations with players, it became clear that what would become most helpful is knowing if the style requires an opening position and/or is a chaining style.
The upper left hand corner indicates whether the style chains off of another or is the opener for a chain. A yellow square indicates it is the first style in a chain. A single triangle indicates the second. Two triangle stacked indicates a third, and so on.
Blue triangles on the sides of the icon tell you if the style requires a positional opening. Two triangles on the side stands for a side-opener. A triangle above means you must be in front of the target. A triangle below means you must be behind the target.
The upper right hand corner indicates whether the style requires you target has just been blocked, parried, or evaded. A purple arrow widget indicates a block is required. A green arrow widget indicates a parry is required. A blue arrow widget indicates an evade is required.
The lower right hand corner indicates an effect the style may have on your target. A blue arrow widget indicates it may "turn away" your target. A red arrow widget indicates it may taunt your target. A red box widget indicates it may de-taunt your target.
Also, combat style weapon trail colors have changed. Previously, combat style weapon trail colors were keyed to the weapon used - all 1H crush styles, for example, used the same color. We've changed this system to be level based. Now, all low level styles are green, higher ones are blue, and so on to the highest level styles, which are purple. This way you'll know approximately what level style your opponents are using on you.
COMBAT STYLE NOTES
- The Staff combat style "Counter Evade" now has a longer movement reduction than it used to.
- The style "Niord's Fury" now chains off Frost Cut. Niord's Fury used to be a fumble based style and fumbles don't happen often enough to base a style from.
- The Friar Staff "Friend" style has its fatigue cost lowered. Its stun effect has been changed to a movement effect.
JUST FOR FUN
We've added a few new "fun" commands to Camelot that allow you to roll dice and even play cards.
- a "/roll [number dice]" command is in, which simulates a dice roll. You can specify how many die rolls you want. This command simulates a six-sided dice only.
- "/shuffle [number of decks]" will create the number of decks you specify and automatically shuffle them. Please note you must use this command before using the /deal command (see below).
- "/deal [name] [u/d]" will deal one card to the player of your choice. u/d determines whether the card is up or down (whether it is printed to the other players or not). Please note you must use the "/shuffle" command first to actually create the decks of cards. Also please note that the "cards" are text-only; there are no graphics with the card system. Also, you may play cards only with your group members.
- "/held" gives you a list of all the cards in your hand. Each of your cards are listed with a number beside them. "/help g" gives you a list of all the players in your group and what cards they are showing.
- "/discard [#] will discard the card in your hand that you specify. "/discard all" gets rid of all your cards.
- "/show" shows your whole hand (turns all your 'down' cards to 'up').
- Please note that you can filter off all card and dice text by turning off emote text.
SPELL SYSTEM NOTES
BUG FIXES
- Concentration effects that a caster has on himself will no longer go away when they zone or quit.
- Concentration pool should update correctly when you get and lose Rez sickness
- Nightshade direct damage should be set to "Skill 0" now, reducing its variance.
- Changed Wizard Liquefaction Simmering Cloud line to do Heat damage instead of Cold. The old damage type was a bug.
- Fixed the targeting problems with the Wizard Calefaction ground-targeted AE DD Earth Eddies line.
- Hostile duration effects (debuffs, mez, stun, etc) are now affected by resistances as originally intended. Durations of sleep effects (mez, stun, etc) are also now properly affected by level variance, so that low level players casting on higher level players will get less duration from their spells.
- The realm ability Perfect Recovery should no longer use power.
- The realm ability Thornweed Field has had its damage returned to normal (a data error caused its damage to be raised), but its snare effect has been improved.
- We've scrubbed through the spells and fixed all known spell printing problems (misspellings, pet spells printing as though they affected you, etc.).
- The Mercenary ability Dirty Tricks and Blademaster Triple Wield should no longer print "you cast a spell".
- Fixed Healer Celerity line; before it was not having any effect on the buff's target, it should now provide increased attack speed as intended. The Asgard's Strength and Defense lines should no longer take concentration points and should use power as intended.
SPELL TWEAKS
- Increased damage and decreased casting time of the pet focus damage shields for the Spiritmaster (Spirit's Revenge line) and Enchanter (Aura of Echoing line) to bring them in line with the Cabalist focus damage shield.
- The Bard Captivate Audience line has had all its spells set to 350 radius to make it consistent with similar spells in other class' lists.
- All DOTs now have their damage based on the caster's primary casting stat. This means that high intelligence (or other prime stat) casters will do significantly more DoT damage than they did previously.
- Increased range of Mentalist DoTs to 1500.
- Increased damage and decreased duration and frequency of Shaman and Druid DoTs. They still do 6 ticks, but over a shorter period of time.
- Druid DoTs now stack with Mentalist DoTs.
- Increased pet-only buffs to last 20 minutes for the Cabalist, Spiritmaster, and Enchanter.
- Changed all list-caster debuffs to be instant cast. Base debuffs (Strength and Dexterity debuffs) are on their own 15 second timer, and all advanced debuffs (combo stat debuffs, AE debuffs, and resist debuffs) share a second 15 second timer. This requires some thought on the part of the caster into exactly which debuffs to use against particular opponents, and add benefit to having multiple debuffers. All debuffs of the appropriate type are set to be instant. Debuffs in this case refer to attack speed debuffs, resist debuffs and stat debuffs. This should make it much more practical to use debuffs in combat, since there won't be a damage tradeoff. Since these debuffs should be more prominent and useful, durations have generally been shortened, and area effect versions have had their power costs increased appropriately.
- Increased range on pet heals as part of the healing revision.
- Changed Warden pulsing bladeturn into a chant so Wardens can switch between their existing chants and this one in combat.
- Changed all concentration based resistance buffs to be 10 minute duration group targeted buffs. They now cost power instead of concentration points. This was done to allow buffers more leeway to provide more buffs on their party members.
- The Cleric Smite line was re-tuned to bring this specific class/skill combination into line with other healers. The primary change was a reduction to the direct damage spells (single target and AE), which were doing the equivalent damage to a nuker direct damage spells. This was inappropriate due to offensive and defensive melee capabilities of the Cleric. The Heavenly Strike line (AE DD) now has had its radius increased to 350 at all levels, however.
- Changed the re-use timer on the new taunt spells (Friar and Paladin) to 30 seconds.
- Increased range of Cabalist and Spiritmaster health transfer spells and Shaman Frigg's lines to 2000, since they are effectively healing spells.
- DoT spells are now properly affected by resistances to bring them in line with DD spells.
- The range of Mentalist Curative Trance line has been increased to be in line with the recent healing changes.
- Increased the effectiveness of Champion debuffs to give them more impact in RvR and make the spells more commensurate with their fatigue cost.
- Increased damage on the Enchanter pet direct damage spell.
- Increased recast timer on Warden's Nature's Guard, Nature's Barrier, and Nature's Wall chants to 16 seconds.
NEW SPELLS (BY REALM)
HIBERNIA
- Added a base group heal to Hibernian Regrowth line. All Druids/Bards/Wardens should have it now. This gives the healing classes in all 3 realms a base group heal.
Group heal:
15 Group Reparation
25 Group Purification
35 Group Restoration
45 Group Emendation
- Added Cure Poison and Cure Disease to Bard Regrowth spec. This was done to give Hibernia two classes with these abilities like the other realms; previously only the Druid could cure disease and poison.
7 Cure Disease
9 Cure Poison
- Added a short duration, high attack speed debuff to Enchanter Bedazzling spec to improve the usefulness of the list.
Short duration, high attack speed debuff
11 Dazzling Flash
21 Dazzling Torch
31 Dazzling Flare
41 Dazzling Strobe
- Added ground targeted area effect direct damage to Eldritch Void spec:
16 Sphere of Negation
23 Sphere of Oblivion
34 Sphere of Annihilation
43 Sphere of Unmaking
- Added insta-cast root to Druid Nature spec; these are all on the same 10 minute timer. All Druid roots have been set to "no recast", however. This was done to alleviate Hibernia's lack of instant-cast crowd control.
Insta-root
28 Sprouting Undergrowth
AE Insta-root
36 Bursting Undergrowth
46 Choking Undergrowth
- Added insta-cast mes to Bard Music spec; these are all on the same 10 minute timer. This was done to alleviate Hibernia's lack of instant-cast crowd control.
Insta-mes
29 Hypnotic Harmony
AE Insta-mes
37 Deluding Harmony
47 Entrancing Harmony
- Added a self strength/constitution buff to the Champion Valor spec track to make them more competitive with tank classes that have higher natural constitutions:
5 Vigor of the Champion
10 Strength of the Champion
16 Fortification of the Champion
23 Focus of the Champion
32 Power of the Champion
40 Force of the Champion
50 Might of the Champion
- Druid pets now have more productive abilities, and new abilities with level. These abilities are cumulative:
L1 summon: No special abilities
L7 summon: Self AF buff, now scales with level (the higher level the pet,
the greater the bonus)
L12 summon: Str/Con buff (scales with level)
L20 summon: chance of a short stun (this is the old stun, but the
area-effect component has been removed)
L32 summon: chance of proccing a short duration bladeturn effect
- Moved Enchanter Lesser Effervescence line from Empowering list to the Enchantment base list; this is consistent with the way the other realms are set up. The levels the spells are awarded changed slightly:
5 Lesser Effervescence
14 Effervescence
25 Greater Effervescence
34 Superior Effervescence
45 Maximum Effervescence
ALBION
- Added the following spells to the Wizard Calefaction spell list to help make the Earth specializition track more appealing as an option to Fire and Ice.
AE Root
13 Trembling Earth
32 Quaking Earth
42 Buckling Earth
Ground targetted AE DD
16 Earth Eddies
25 Earth Splash
34 Earth Ripple
43 Earth Wave
Matter-based DoT
6 Molten Wrap
10 Greater Molten Wrap
16 Molten Blanket
23 Greater Molten Blanket
29 Sheet of Lava
35 Greater Sheet of Lava
41 Sheet of Magma
48 Greater Sheet of Magma
- Added following spells to Sorcerer Telekinesis (Matter spec) list to flesh out the list and give it more specialization value.
AE Dex/Qui debuff
15 Constricting Field
23 Restraining Field
34 Major Constricting Field
45 Major Restraining Field
Snare + DD
17 Lesser Constricting Jolt
24 Constricting Jolt
31 Lesser Constricting Force
40 Constricting Force
49 Major Constricting Blast
- Added taunt spell line to Paladin Chant spec. This spell is intended to alleviate the fact that Paladins have no ranged technique to pull with. These spells do damage that accrues on the hate list of their target, but do no actual damage. They are on 8 second timers, and cost no power.
Paladin Chants
5 Provoke
15 Aggravate
30 Enrage
40 Infuriate
- Added a taunt line to the Friar to allow them to pull in PvE (primarily when soloing).
Single target, timer based taunt
6 Tease
19 Annoy
36 Inflame
40 Incense
- Added a self Dex/Quickness buff to the Friar's Enhancement spec to better reflect that they primarily use Staves, which are dexterity based.
7 Readiness
12 Coordination
18 Agility
25 Precision
35 Gracefulness
45 Fluidity
- Added a new area effect mesmerize spell to the Minstrel. This new line of spells are half duration mez. Since the Cleric was often being used for AE Mez crowd control with their PB AE Mez, and since that has been put on a 5 minute reuse timer, the secondary crowd controller in the realm (the Minstrel) is now being given a little extra versatility in this realm to bring them up to par with other secondary crowd controllers.
10 Comforting Lullaby
15 Enchanting Lullaby
21 Pacifying Lullaby
28 Entrancing Lullaby
36 Sedating Lullaby
45 Enrapturing Lullaby
MIDGARD
- Added the following spells to Shaman Cave Magic line:
Single target DD; note that this damage spell is on the same timer as the Fungal Pin line, and should be used as an alternative to the bolt spell for targets in melee combat.
Direct Damage
1 Fungal Mud
4 Fungal Froth
7 Fungal Muck
11 Fungal Slush
15 Fungal Slime
20 Fungal Ooze
25 Fungal Sludge
30 Fungal Ichor
35 Fungal Scum
41 Fungal Mucus
- Added point blank area effect direct damage spell to Spiritmaster Spirit Suppression list:
8 Soul Dissipation
14 Soul Dispersal
20 Soul Blast
26 Soul Explosion
34 Soul Banish
41 Soul Destruction
49 Soul Annihilation
- Added low level resurrect to Spiritmaster Spirit Enhancement list:
23 Restore Spirit
- Added ground targetted area effect direct damage to Runemaster Rune spec:
19 Mark of Ruin
26 Mark of Havoc
35 Mark of Devastation
43 Mark of Undoing
- Added some new spells to the Healer Augmentation spec track. These new spells are intended to make the Healer more effective in combat, without adding explicitly offensive magic. This is intended to provide an alternate track for a Healer to spec in to give a different play style.
Short duration group haste buff, stacks with concentration based haste
18 Celerity
26 Enhanced Celerity
32 Amplified Celerity
44 Pure Celerity
Self only Str/Con buff
8 Asgard's Lesser Strength
19 Asgard's Strength
28 Asgard's Lesser Potence
34 Asgard's Potence
42 Asgard's Lesser Might
49 Asgard's Might
Self only damage shield
13 Asgard's Lesser Defense
21 Asgard's Defense
29 Asgard's Protection
43 Asgard's Deflection
48 Asgard's Greater Deflection
A NOTE ON HEALING SPELLS
The standard healing spells (ones with normal cast times, including the standard group heals) have been significantly revised, both to fix some longstanding efficiency problems at higher spec levels, and also to encourage healing classes to heal more in RvR. In general, these revisions affect casting times, range and power costs, not amounts healed. The intent is that this will have the effect of decreasing downtime and increasing effectiveness in RvR, without altering the balance of PvE combat too much. PvE changes are not the intent of these fixes, but some give and take is accepted here. The Cleric/Friar in Albion, Shaman/Healer in Midgard, and the Druid/Bard/Warden/Mentalist in Hibernia are all affected by these changes, and all equivalent spell lines have been adjusted according to the same new baselines.
There was a bug in the Hibernian healing lines due to them using outdated baselines that resulted in some of the Druid/Bard/Warden healing spells to be less effective than equivalent level healing spells in the other realms; this has been corrected with these changes.
The primary change that affects all of these spells is that the efficiencies never go down at higher levels. These means the higher level spells are always going to heal at least the same number of hit points per power point as a spell of lower level. Since efficiencies were previously decreasing, this means that many healing spells have had their power costs reduced, especially higher level spells. This is the primary change to the non-spec heals (which all healers have).
The "third tier" healing spells, a.k.a. "major heals", are the lower heals earned by specializing in healing. These spells have been revised to significantly increase in power efficiency with level. Again, this effectively decreases the power costs of these spells at higher levels, and makes it possible to heal for extended duration in combat.
The "fourth tier" healing spells, a.k.a. "greater heals", have had their costs re-tuned to make sure their efficiency does not decrease. These spells are not as power efficient as third tier heals, however. The new change that should significantly increase the utility of these spells is that the higher level the spell, the lower its casting time will be. The first spells in these lines have had their casting times slightly reduced, and the further a healer specializes, the lower the casting time goes. At the highest levels, the casting time can go below 3 seconds. Since these spells heal the most hit points, the lower casting times should make them much more practical and useful in RvR.
Both group heal lines have had similar tuning so that their efficiencies no longer go down, and their costs have in general decreased to reflect the increased efficiency. The base group heal increases in efficiency now, so the upper levels cost substantially less, while the spec group heal has been changed so that its casting time decreases with spec, and the amount it heals has been increased.
The last change is very significant, and that is that all standard heals have had their ranges increased to 2000, and group heals have a radius of 2000. This is intended to increase healer survivability by allowing them heal from distance, and increasing their availability to resurrect after battle.
SPELL SYSTEM GRAPHICAL NOTES
- All musical spellcasters now get the floating notes cast effect for some spell. The new notes effect is smaller and less obtrusive, though. Musical effects which seemed to have the old and new notes at the same time should be cleared up.
- Pulse effects for musical casters are mostly removed, except for the speed song, which has the small foot twinkles. Other songs now just have a one-time hit effect.
- A downward, colorful spiral was added to some of the stun effects to differentiate them from some other, similar effects in the game. Stun and "mez" effects are still being tweaked, and a better method of showing when such spells "break" is being looked into.
- Two effects which make silver and gold twinkles were adjusted to a smaller, more appropriate scale. (Purely aesthetic change).
- Adjusted the clashing sword/axe buff effect for Midgard so it no longer hits tall trolls in the head.
- Switched the Berserk effect to a more appropriate red swirl.
- Added a magical rune effect for some Midgard shield spells.
- Fixed Spiritmaster Point Blank mesmerize spell graphics to have the appropriate mesmerize "zzzzz" effet.
SOUND SYSTEM CHANGES
- Random ambient outdoor sounds have been tweaked. Many confusing or otherwise annoying sounds have been removed, and replaced by different, more appropriate sounds.
PLAYER FIGURE NOTES
- The Firbolg male model no longer carries his shield too far away from his forearm. It is now much closer.
CRAFTING SYSTEM UPDATE
- Heavy Shod Staff and Heavy Shod Quarterstaff recipes in Albion now produce
the correct Staff
- Heavy Shod Staff recipes now start at 495, instead of 595
- Heavy Shod Quarterstaff recipes now start at 515, instead of 615
- Heavy Composite Bow recipes now start at 515, instead of 615
- Fixed all level 51 armor recipes that created the wrong item, as well as recipe values.
- Level 51 armors will no longer be picked for consignments.
- Added new items to fletching for all three realms:
Albion: Heavy Short bow, Heavy Longbow, Light crossbow, Heavy Staff, Heavy Shod staff
Midgard: Heavy Staff, Heavy Composite bow
Hibernia: Heavy Short bow, Heavy Recurve bow, Heavy staff
WORLD NOTES
- Hibernia: You can now bind in Tir Na Nog.
General Quests
We're continuing our introduction of a new type of quest intended to pick up where kill tasks leave off. These new quests are a storyline-based type of kill task. There are 21 of these quests being added for each realm, and they are intended for players between levels 21 and 41. To maximize your benefit we recommend you do them at the suggested level, but you may need to bring a partner to ensure your success in slaying the appropriate monster. Speak with your local barkeep for more info.
Albion Quests
- We have added a limit to the maximum number of times you can complete the following quests: "Soul Gem" and "Fell Tooth Bounty."
Realm v. Realm - Frontier Keeps:
- Siege merchants in the frontier are no longer be charmable.
Dungeon Notes
Three more dungeons have gotten an overhaul. These changes include new sections of the dungeons opened for player use, and new encounter areas.
Albion: Tomb of Mithra: Rumors of increased activity in the Tomb of Mithra have run rampant through the local alehouses. Lord Prydwen has issued an official edict that all citizens of the Realm are not to explore the dungeon. Any attempt to do so may spark greater evil than that which currently inhabits the tomb.
Albion: Catacombs of Cardova: During a recent journey to the Catacombs of Cardova, a group of adventurers happened upon the corpse of a tomb raider. Upon closer examination, they found him to be mumbling incoherently, his body in tattered ruins, his flesh singed and hair completely burned off. Disregarding the dying thief's warnings, the group descended the steps into the darkness of the crypt. One member made it outside before he died.
Midgard: Nisse's Lair: There have been rumors of recent activity in Nisse's Lair. The tomte of the region have begun digging new caves and passages within their home and more tomte have begun moving to the area. Hunters of the realm are unsure of the cause for this sudden flurry of activity.
Midgard Dungeon: Varulvhamn: The King of the Werewolves has returned to Varulvhamn seeking fresh sacrifices for the Altar of Lyceaon. Werewolf kin of Midgard have begun shouting praises at his return as well as the essences of nature that once flowed through their blood. Uncovering a once-hidden maze of passages , the werewolves within their dark lair have now made room for its increased population of lycanthropes. Tread lightly lest you wish to be the king's next sacrifice.
Please note that the revised dungeons have multiple exits, some of which are one-way, meaing you cannot re-enter from the same spot.
Midgard - Nisse's Lair: You should no longer get dumped into the void and then back to your bind point. All monsters in the new areas of the dungeon should now be spawning correctly.
Albion - Tomb of Mithra: All monsters in the the new areas of the dungeon should now be spawning correctly.
Monsters
Hibernia: Lough Gur: Melancholic fairies have been harassing passers-by in the southwest of Lough Gur. These fairies will attack those that disturb their home or even get near it.
Hibernia: Cursed Forest: Blight begins his life in the form of eight small skeletons. It seems that occasionally one of these eight would stray off from his group. This would result in Blight's second phase not appearing when the first group is killed since all of the small skeletons must be found and killed. The small skeletons will be much better about staying together now and will periodically regroup with one another just to make sure.
Hibernia: A healer, enchanter, smith and arrow merchant have decided to set up shop outside the North Gate of Tir Na Nog.
Midgard: Fire giant scouts in Muspelheim should no longer say they are too far away to target even when you are right next to them.
ALBION: The Gytrash in Albion have had their apperance changed so they look more undead.
Albion: Cotswold citizens are overjoyed at the newest addition to their town, Brother Lawrence. He is a devoted servant of the church and is waiting to ease the suffering of anyone who needs his help.
Monsters: Albion: Stonehenge Barrows: The advisors in the Wizard Lichas' room are no longer required to stand still when casting their spells.
OBJECT NOTES
We have begun to weed out items that have invalid skill bonuses or stat increases that are not useful. This is the first batch of fixes, and we will be continuing to fix these types of problems on an on-going basis. The majority of these items had evade, bow skill, and/or were Paladin items with chants or piety. None of these bonuses helped anyone, so they were changed.
Please note that some of these items were originally documented as fixed in version 1.50 (the previous version). These fixes are now fixed as of this current version (1.51).
- The Serrated Black Tooth should now have body and matter resist, instead of two body resist entries.
- The Petrified Bardic Wonder now has cold, matter, and body resists instead of three cold resist entries.
- The Accursed Cloak of Shadows (Albion & Midgard) can now be dyed and emblemized.
- The Dull Asterite Runed Staff and the Dull Asterite Spirit Staff now have a salvage value set.
- Due to player feedback, the minstrel quest reward Ring of Coruscating Harmony now buffs +charisma, +strength, and +spirit resistance.
- The Dartmoor ponies should no longer be dropping silver in addition to their normal pelt drops.
- The common loot drop on hill scrags was altered so that they'd drop more silver on average.
- The Yellow Silken Robes should now have a working charge effect.
- The Bracelet of Defense can no longer be held.
- The Boots of the Stealthy can no longer be held.
- Ring of Shades had its stats appropriately raised.
- Ignuixs Portable Shadow had its stats appropriately raised.
- Nightshade's Jewel had its stats appropriately raised.
- The Cloak of Night had its stats appropriately raised.
- Shadow Woven gloves had their bonuses appropriately raised.
- The Dark Shod staff had its strength bonus changed to dexterity.
- Boots of the Forlorn now have the correct armor factor.
- Moonlit Helm had its quickness stat replaced with constitution.
- Blademaster Initiate gloves are now reinforced armor.
- Glistening Shilleagh should have the proper damage setting.
- Diamond Scimitar should now have the proper damage setting.
- Nibbled Staff now has a heat resistance.
- Soft drake hide sleeves now increase dexterity.
- The proc on the protector of the stone oracles is now reactive.
- All Instruments should purchased from stores at 85% quality.
- Splendid Boots of Glory now have crush resist in place of the second cold resist.
- Kedger's Quick Boots can now be dued by the proper dye.
- The Twisted Truesilver Ring now has slash resist in place of the second body resist.
- The Ancient Witherwoode Shield had the second cold resist changed to energy.
- Padded leather robes can now be dyed.
- Regal robes can now be dyed.
- All albion level 50 vests have been converted to a robe.
- Tundra Walker's Mantle can now take dyes and emblems.
- Helm of vision now has a studded helm graphic.
- Giant gutter had the phantom proc ability removed.
- Valor bound spear now has a constitution bonus rather than charisma.
- The Truesilver kite shield had the second body resist changed to spirit.
- Robes of Celerity now increase parry instead of evade.
- The Lynx Spider Jerkin, had the invalid backstab increase changed to critical strike.
- The Ruined Roman Helm had the piety removed and replaced with strength.
- The Skull of Aer'ambor had the piety removed and replaced with constitution.
- The Slythcur cloak now increases critical strike and stealth instead of evade.
- Studded Fae boots now increase stealth instead of evade.
- Bounder Fur boots now increase stealth instead of evade.
- The Girdle of catlike movement now increases critical strike instead of evade.
- The Hollow plate helm now increases strength instead of piety.
- Boots of the Agile evader now increase stealth instead of evade and were renamed to Boots of the Slinker.
- Forest Hunter's Boots now increase hit points instead of evade.
- The Kraggon Worm Helm had the piety and chants removed and replaced with constitution and hit points.
- The Frosted Plate Helm had piety and chants removed and replaced with parry and dexterity.
- The Ghoul Knight helm had the piety removed and replaced with strength.
- The Bear Mask had the Berserk replaced with parry.
- Mourning Rage had its berserk skill replaced with axe.
- The Boots of Loki had the evade skill replaced with strength.
- The boots, Dancing Evaders had the evade skill replaced with stealth and were renamed Boots of Stealthy Evasion.
- The Black Night Cloak had the evade skill removed and replaced with critical
strike. It was renamed Cloak of Night.
- The Serpent Hide helm had the berserk removed and replaced, the item also had unusable entries changed.
- The Runed Clay boots now increase stealth instead of evade.
- Supple Serpent hide boots now increase stealth instead of evade.
- The Supple Serpent hide helm now increases dexterity instead of berserk and had unusable entries changed.
- Jotun Black Orm Boots now increase Matter resist instead of evade.
- Brendig's Belt now increases Critical Strike instead of evade.
- Pillager's boots now increase constitution instead of evade.
- Boots of the Frenzied bear now increase strength instead of evade and berserk.
- Shadowhand's Cloak now increases critical strike instead of evade.
- The Windbound Cloak now increases stealth instead of evade.
- The Lion Embossed Helm now increases hit points instead of chants, piety and charisma.
- The Forester's Helm now increases Longbow instead of evade.
- The Ancient Helm now increases constitution instead of piety.
- Bloodied Leather Boots now increase stealth instead of evade.
- Spirit Fighters Robes now increase parry instead of evade.
- Redoubled Leggings now increase strength instead of piety.
- The Flute of Displacement increases stealth instead of evade.
- The Heavy Pull short bow had the bow skill increases removed and replaced with dexterity.
- Cath Gloves had the parry increases removed and dispersed to critical strike
and envenom.
- The Formorian Short bow had the bow skill increase removed and replaced with
quickness.
- The Splintered Mephit Femur had the invalid backstab skill increase replaced
with critical strike.
- The Kedger Short Bow had the bow skill increase replaced with dexterity.
- Idolator Boots now increase stealth instead of evade.
- Earth Crafted Molded Boots now increase stealth instead of evade.
- The Earthen Defender now has additional blade skill instead of evade.
- Boots of the Wicked Evader now increase stealth instead of evade and were renamed Boots of the Wicked.
- Kedger's Gilded Boots now increase dexterity instead of evade.
- Master Nightshade's Necklace now increases critical strike instead of evade.
- The Ore Bow now increases dexterity instead of bow skill.
- The Hardended Short Bow now increases dexterity instead of bow skill.
- The Belt of Misdirection now increases quickness instead of evade.
- The Vest of Dislocation now increases stealth instead of evade.
- The Worn Asterite Shod Short Bow now increases dexterity instead of bow skill.
- The Fine Asterite Shod Short Bow now increases dexterity instead of bow skill.
- Musty leather boots now increase stealth instead of evade.
- Observer Boots now increase quickness instead of evade.
- The Tainted Avernal Breastplate now increases strength instead of piety.
- Tainted Avernal Gauntlets now increase strength instead of piety.
- The Tainted Avernal Helm now increases strength instead of piety.
- The Tainted Demon-forged Breastplate now increases quickness instead of piety.
- Tainted Demon-forged Gauntlets now increase constitution instead of piety.
- The Tainted Demon-forged Helm now increases constitution instead of piety.
- The Abysmal Breastplate now increases contitution instead of piety.
- Abysmal Plate Gauntlets now increases strength instead of piety.
- The Abysmal Plate helm now increases hit points instead of piety.
- The Maligned Avernal Short Bow now further increases dexterity and quickness
instead of bow skill.
- Stonewatch Gauntlets now increase strength instead of piety.
- The Helm of the Malevolent now increases hit points instead of piety.
- The Avernal Maligned Short Bow now increases quickness instead of bow skill.
- The Acursed Demon Short Bow now further increases dexterity instead of bow skill.
- The Infernal Malison Short Bow now increases quickness instead of bow skill.
- The Goblin Archer Short Bow now increases quickness instead of bow skill.
- The Flawed Runic Short Bow now increases Dexterity instead of bow skill.
- The Runic Bow now increases dexterity instead of bow skill.
- The Truesilver short bow now increases dexterity instead of bow skill.
- The Bow of the Silver Talon now increases quickness instead of bow skill.
- The Nightshade's Jewel had the bonuses appropriately raised.
- The Eldritch class armor now has more resists.
- Softened bark armor should now have the proper armor factor.
- Gold lined drinking horns can now be used by any class.
- The Boots of Favor and Heavy Boots of Favor can now be dyed.
- Wrym Sleeves can no longer be held.
Salvageable Items
We've been going through in-game objects to make them able to be salvaged. Here's the first list of those items that can now be salvaged. Note that some of these items may have different repair and/or sell values, as they were using outdated values that are now correct with current standards. Please note that we continue to work on this, and that more items will be salvalgeable in future versions of Camelot.
Albion: Kraggon Worm Boots, Kraggon Worm Greaves, Kraggon Worm Breastplate, Kraggon Worm Arms, Kraggon Worm Helmet, Kraggon Worm Gauntlets, and Kraggon Sword. Also Huntsman's Longbow, Imbued Longbow, Sylvan Longbow, Rune Longbow, Glyphed Longbow
Midgard: Klippor sword (also added a +str bonus), Riva hauberk (also added more hitpoints), Wiley's Boots, Bow of Winter
Hibernia: Elven Recurve Bow, Oaken Recurve Bow
Misc. Salvageable Items
- Any dropped Weighted asterite runed staves are now salvagable.
- Any dropped Weighted asterite spirit staves are now salvagable.
- Any dropped Black Golden-embossed Hoods are now salvagable.
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Dark Age of Camelot
Version 1.52 Release Notes
Wednesday, August 7, 2002
======================================
You will see many changes in this version, the largest is probably that of respec (being able to re-allocate your character's specialization points). We have decided to give all current players of the game the ability to respec fully - not just select one specialization at two different levels (although we will support that as well) as we previously announced. We are giving all current characters the chance to fully respec as a way of thanking all current players for being with us over the last eight months, and to allow all of them to take advantage of skills and abilities that were not available to them when they started playing and speccing their characters.
We have taken the following steps in this version to make the melee combat experience more fun and meaningful in RvR (you can get the full details on each of these further down in the release notes):
- Behind the scenes melee rules changes. We have changed two separate "under-the-hood" game mechanics to make melee combat more fun. One was to remove the level-based "to hit" modifier, and the other was to change the way the game calculates how many players are in combat with each other at once. These sound like small changes, but they will both let you hit more often (in the case of the first), and parry/block much more often (in the case of the second). The combination will mean that you will live longer, and thus, deal more damage.
- We have changed the armor tables in the game so that one damage type (crush) will no longer be the most powerful in the game. See the section on armor tables below for more information.
- We have alleviated some of the frustration of being mesmerized in combat by giving special "cure mez" spells to some casting classes. Judicious use of these spells will mean that you will be mezzed far less often than before.
- In the case of Blademasters and Mercenaries, we have given them additional abilities that will let them add extra damage every few minutes.
- You can now toggle the "cancel style" feature off and on.
The overall intention of these changes is not to focus on any one particular melee class - it was to look at the system as a whole and make changes where appropriate that will help all of them. Of course some of these changes spill over to other classes as well, but the overall net result of the changes should be longer RvR combats which means that those with the most hit points and best defense (i.e. melee classes) will live longer and be much more productive.
When we first announced we were looking into these problems, we thought we could simply reduce RvR damage by 35%. That proved not to be good for the game overall, so we decided to make tweaks and changes to the overall system to produce the same results as a straight damage reduction, but make it more strategic and fit within the already established rules of the game.
NEW THINGS AND BUG FIXES
- We have removed the level-based "to-hit" modifier from RvR combat. This means that lower-level players will be able to hit higher-level targets much easier (albeit for a small amount of damage). This affects all damage in the game, including melee, bow, and spell damage. Please note that this change removes only the chance your character has "to hit" his opponent, and makes it possible for lower level players to enjoy RvR combat. This change was implemented on the PvP servers (Mordred and Andred) first, and has been very successfully and happily received there.
- We have changed the way we determine who is "in combat" with any RvR opponent and with monsters. The result of these changes is that parrying and shield blocking should happen much more often than before, and you should notice the "your target is currently in melee combat" message less often.
- The /cancelstyle command is in. This command enables you to turn off the ability to "cancel" or designate a backup combat style. Use this for situations where you simply want to do the same-no opening style over and over, such as when you are in a huge RvR melee. /cancelstyle is a toggle; use it once to turn off canceling styles, type it again to turn canceling styles back on.
- Players who are level 50 and realm rank 5 or above have had their unbuffed Armor Factor and DPS raised as if they were 51st level players. Thus, they clamp unbuffed at a DPS of 16.5 and an AF of 510.
- There was a bug that allowed characters in some situations to execute side positional combat styles while in front of their enemy. This has been fixed.
- Buying gear from a Darkness Falls merchant should no longer say "You just bought a nothing". It will now tell you what you just purchased.
- Health loss on zoning due to item and spell hit point buffs should no longer occur.
- Concentration points should be fully restored after your rez sickness is removed.
- There was a bug where 5th level spellcasters would not get their appropriate 5th level spells if they trained first at their base class trainer before joining their new guild. This has been fixed.
- Control and use of siege equipment while dead should no longer be possible.
- When you cast a strength buff and you are already encumbered, your movement speed should be correctly updated
- When you are killed by a pet, the game now prints the pet's controller as the killing entity.
- We fixed the cloth Armor Factor bug where you got incorrect Armor Factor information when delving a cloth armor piece. The effective AF for cloth is now correctly clamped at its 1/2 value (of corresponding other armors). There was a situation where lower-level casters who wore high-level armor resulted in them attaining more AF from the armor than they should have had. This has fixed, and casters will now correctly have to rely on buffs to reach their AF clamp. This change will not have any effect on casters who wear level-appropriate armor - the only players who will notice a change are those cloth-armor casters who are wearing "orange" armor and above. The difference in AF in orange armor is noticeable, but negligible. The difference in red or purple armor is more meaningful.
- When you hold a flaming staff and directly switch to another non-flaming staff, other players would see the non-flaming staff (now in your hands) as still flaming. This has been fixed.
- You no longer flinch, parry or evade while on horseback.
- When you move away from a VaultKeeper, your vault window should now correctly close automatically.
- The keyboard 1-8 keys to activate your quickbar should now correctly bring up a product recipe window when you hotkey a tradeskill.
- The /SETWHO command now correctly shows Legendary Master Crafter status (level 10).
- The craft order warning box (when joining a crafting order) no longer overwrites off of the edge of the box.
- Focus spells will now correctly cancel when their caster has another spell type cast on him. There was a bug in the game where casters of focus-type spells could get in a situation where their focus spell was continuing to have effect, but they could move around and cast other spells.
- Monster casted mesmerization spells will now correctly trigger the mesmerization immunity timers on players. This means that those monsters in all those encounter areas that you've been avoiding will no longer chain-mez you.
- There was a bug where all Bard spells (in the "music" spec) were using different damage types. Now all Bard Music spells are set to Body damage type. Resist yourselves accordingly.
- The realm ability Soldier's Barricade now has a much more noticeable impact when active (it wasn't being properly factored into defense before), and should properly affect the entire group instead of just the character using it.
- All "clerical" (i.e. Healer, Shaman, Druid, Bard, Warden, Friar, Paladin, Hunters, Rangers and Cleric) baseline armor factor buffs are now assessed "outside the cap". In situations where you were at your armor factor cap, and had one of these buffs on you, you would have gotten no additional armor factor, but now with this change, you will. There is currently a display problem where this additional armor factor is not being displayed, but it is being assessed.
- Low level ground-targeted area-effect spells should be able to hit higher level players now. There was a bug that was preventing low-level GTAOEs from hitting higher-level characters. They won't hit for much damage, but they will hit now.
- Cabalist Amber Simulacrum pets had no spell effect when casting its self constitution buff. This has been fixed.
- The Enchanter's Underhill Compatriot pet should no longer be perpetually casting its "self shield" spell.
RVR NOTES
As you can see from the world notes (below), we have taken some steps to make the Albion and Midgard frontier as attractive to RVR in as Emain Macha (in Hibernia). The initial steps taken in this version are to scale down the aggression and faction of monsters in Hadrian's Wall and Odin's Gate, as well as to remove some of the trees in Odin's Gate to improve sightlines. We will probably be taking additional steps in the future to balance these three zones as well.
You can now bind in one of your Realm's "portal out" keeps. This means that you won't have to take a horse from your bind point to the portal keep in order to get back into an RvR battle - since now you can bind at your portal keep, you only have to wait for the next porting ceremony.
Friendly frontier keeps and border keeps now have an NPC ally who will give you a free speed buff to aid you in getting to wherever you need to go (if you don't already have a speed buff from a friendly group member). You can find these allies in all friendly frontier keeps as well as border keeps.
RESPEC
Respeccing (the ability to change your character's skill specializations) is now in the game. The previously-announced ability to change one of your character's specializations at levels 20 and 40 has been implemented, as well as the special one-time ability for all current players of the game to fully respec their characters. Since the game has changed so much since release, it is only fair that those characters who already play the game be given the chance to fully respec so that they can take advantage of skills and abilities that were not implemented when they started playing (and speccing).
Here's how it works:
Full Respec
If you have a current character in Dark Age of Camelot, you may elect to do a full respec. This resets ALL of your character's specializations to zero (or that spec's minimum allowed for your class), and gives you the equivalent number of spec points back to you so you can retrain however you see fit. Please note that respeccing is a one-time thing, and is irrevocable. You cannot do a full respec again, so be sure you know how you want to spec your character before you do this.
NOTE: if your class has a "min spec level" on any specialization then you will be taken down to the minimum allowed when you do a /respec all based on your level. You cannot go under your class minimum (based on your level) for those specializations.
ALSO NOTE: Full respec only is available to current characters of the game, and is offered to them as a way to take advantage of the many game features that have been implemented since the game began (and presumably since their character was initially specced). Future characters will receive the normal "spec-line" respecs at levels 20 and 40, but not a full respec.
To do a full respec, go to your trainer, select him, and type "/respec ALL". You will only have a limited time to do a full respec: within two levels of when you first log into this version. So, if you are level 22, and you want to respec, you will have to do it before you attain 24th level.
In order to facilitate faster re-training, you can now select a specialization at your trainer and click the train button multiple times. Previously, you had to select the specialization you wanted to train in every time you trained in it. Now you can just select it once and click the "train" button multiple times.
Single-Skill Respec
From now on, when a character reaches the levels of 20 and 40, they will gain the ability to "de-train" a specialization by doing a single-spec respec.
To do a single-skill respec (when you reach level 20 or level 40), go to your trainer, select him, and type "/respec SKILL NAME". Please note that you cannot redo this - once you respec a skill, it is done.
Please note that you must perform a spec-line respec within the level that you gain the ability to do so: at level 20 or level 40. You will not be able to "hold" spec-line respecs forever; you must use them at those specific levels.
Also, please note that you gain this skill when you level from 19 to 20 and from 39 to 40. This means that an existing character who is level 20 will not gain the level 20 single-spec respec, but since everyone gets the full respec, that player could fully respec (and in fact must do so before attaining level 22 if they wish to respec at all before level 40).
Finally, you will not gain the single-skill respec if you are eligible to use a full respec and have not. So, if you are 19th level, you have a full respec available to you, and you advance to 20, you will not gain the single-skill respec because you still have the full respec available to you. Any changes you want to make to your character can be made through the full respec at that time.
Future Respecs
If we ever make a class-defining change in the future, we will offer single-spec respecs to those class/spec combinations that are affected by the change.
NEW ARCHER ABILITY - CAMOUFLAGE
A new ability for Archers has been added - that of Camouflage. The purpose of Camouflage is for the Archer to be able to move about unseen, but not be able to use it to engage in stealthed combat. We want archers to be able to perform their scouting duties, but not become the overpowering solo killers that they once were.
Camouflage is awarded to all Scouts, Hunters, and Rangers at level 30. You use it just like any other ability - first, you must be hidden (via your normal stealth icon). Then, drag the Camouflage icon to your quickbar and click on it to activate the ability. When you are Camouflaged, essentially you are invisible from the assassin See Hidden ability - however, you abide by all the rules of being stealthed normally; i.e. you have a greater chance of being visible to those that are higher level than yourself.
When you are a camouflaged, you abide by all the rules of stealth. You will move at your normal stealthed speed, and you will become visible if you engage in combat (take damage, attack someone, shoot someone with a bow, etc.). Please note that you can Camouflage any time ten minutes after your last attack. This makes Camouflage useful to scout around unseen, but it will not help you in combat, since you will not be able to use the skill for 10 minutes after you attack someone else.
LIGHT TANK CHANGES
Blademasters and Mercenaries have had two changes in this version (one which the Berserker also gets):
- at level 30, each receives a new ability called "Flurry", which is on a 2 minute timer. Flurry essentially gives the BM/Merc a "free" attack by doing instant damage on their Realm opponent. Please note that this ability will only work on Realm enemies (i.e. enemy guards and players), and will not work against normal monsters. Also, please note that there is no animation for this ability yet. The Flurry ability uses the skills Dual Wield (for Mercenaries) and Celtic Dual (for Blademasters) when determining damage.
- All Blademasters, Mercenaries, and Berserkers are now given a new ability called "Advanced Evade" at 35th level, which enables them to evade in a 360 degree radius around them. Normal evade evades only those enemies who attack from the front.
NEW ARMOR TABLES
We have changed the armor tables for the game. Armor tables are the game's mechanism for determining how vulnerable/resistant a specific damage type (i.e. slash, crush, etc.) against a particular armor. Previously, the armor tables worked in such a manner that it was advantageous for melee characters to specialize only in crushing/blunt/hammer weapons. Now, the armor tables are spread out more evenly, giving all armor advantages and disadvantages against every weapon type.
We've added specific armor tables for Norse Chain, Norse Leather, Norse Studded, and Hibernian Leather to spread out the damage options. This means that now every Realm has a specific set of damage tables.
SPELL NOTES
- In RvR only, area effect Mesmerization spells have been modified so that the duration effect of the mez spell is lessened the farther the player is from the center of the area of effect. The duration is 100% at the middle of the area, and it tails off to 50% duration at the edges. This does NOT change the way area effect spells work against monsters, only realm enemies (i.e. enemy players and enemy realm guards).
- All targeted spells should now properly print their damage type when Delved.
- Increased radius of Healer "Allay Area" line to 350, which is more consistent with the radii of analogous lines in the other realms.
- Fixed the Bard and Warden spec healing line's spell characteristics to match the Druid's as originally intended. This affected casting time and power cost.
- Lowered casting time on the Wizard "Summon Fire" and "Minor Combustion" single target direct damage lines to make them more consistent with the casting time of analogous lines in the other realms.
- Put the Wizard's Calefaction "Bolt of Lava" line on a separate recast timer from the Pyromancy "Minor Fire Streak" line.
- We've added a ranged AE mez to the Spiritmaster's Spirit Dimming list to give Midgard a ranged AOE mez option since they are currently lacking in AE mez:
21 Shroud of Gloom
31 Shroud of Shadow
40 Shroud of Pitch
50 Umbral Shroud
- Fixed the Warden pulsing bladeturn line (starting with "Nature's Guard") to be castable in combat as originally intended.
- Increased the run speed of Theurgist air and earth summons.
- Theurgist air pets have been tuned so that they stun a bit less in RvR, but retain a normal PvE stun rate. Previously, the high chance of the stun proc firing in RvR combined with a lack of a recast timer made the pet able to chain stun RvR targets.
"Cure Mez" Spells
We have taken an additional step to alleviate the effects of mesmerize - now there are "heal mez" spells in the game. In general, these spells have been given to those classes that cast the mez spells for their Realm. The class that gets the new "dispell" in each realm as part of their base line is generally the realm's primary mesmerizer: the Sorcerer, Healer, and Bard. The secondary mesmerizers in each realm will need to spec to get the dispell: Minstrel, Spiritmaster, and Mentalist. These spells should alleviate some of the problems with long term crowd control spells in RvR.
Sorcerer Mind Twisting
24 Clear Mind
Minstrel Instruments spec
27 Focusing Chant
Healer Pacification
23 Cleanse Mind
Spiritmaster Suppression spec
28 Spirit Purge
Bard Music
24 Clarifying Harmonies
Mentalist Mind Mastery (mind spec list)
28 Mental Purification
A NOTE ON BOLTS
A quick note of explanation about bolt spells. As every "robe" caster knows, bolt spells are intended to hit targets that are not in combat. They do much more damage than direct damage spells, but they are usable only in certain situations. A bug was fixed in 1.52C which changes how the game determines if a player or monster is "in combat" - now to be truly flagged as in combat, you must actively be attacking someone (or something) else. Previously, large numbers of players would be flagged as "in combat" when they were in fact not actively engaging someone. So, theoretically, that change made bolts easier to use in RvR, although they still will not be usable in all situations.
ART NOTES
- Two new models, the Tomte, and a beetle, have been added to the game. You should see them wandering about the world, ready to be beaten down.
DISPLAY ICON NOTES
The game's spell and skill icons have undergone a revision. This revision has taken its cues from player feedback and suggestions and should make using and identifying spells much easier and intuitive (as well as cut back on the repetition of spell icons in the game). Many of the symbols you are familiar with have not changed, but the colors of those icons have. The icon color is now the central determiner of what the spell does.
Icon color = Spell Type
The color of the icon is now the way to identify what KIND of spell it is. This is universal across all realms:
Red - Direct Damage, Bolt, Poison and Disease spells (basically, anything that deals damage)
Green - Buff / Enhancement spells
Blue - Heal spells
White - Debuff spells
Purple - stun spells
Yellow - Mez, Charm, Confusion and Amnesia spells
Orange - Root and Snare spells
Gold - Resurrection spells
If you've got a yellow icon on top of your UI, you'll know you've been mezzed, confused, etc.. If you've got a red icon above, you'll know you've been dealt damage of some type. If you see a green icon, you'll know you've been buffed, and so on and so on.
Border color = Spell Level. The color of the icons' border will give you a general idea of the level of the spell:
grey - low
green - low/mid
blue - mid
yellow - mid/high
purple - high
BASELINE BUFFS have a green background. This applys to all classes.
BASELINE HEALS cast by a Healing class have a blue background.
SPECLINE HEALS cast by a Healing class have a yellow background.
Icons
Icon shapes have been largely standardized. So now, if a spell affects your Armor Factor, you'll see the same icon every time (The AF symbol looks like a chestplate, for instance.)
In some cases you can have a baseline and a specline spell that essentially do the same thing. In that instance, every attempt has been made to make sure the icons are different. There has also been an effort made to keep as many legacy icons as possible to maintain variety. Mainly, the color's the thing.
Widgets
There are a series of widgets which identify aspects of the spell. These widgets will be the same color as the spell boarder. These sound confusing in text form, they make more sense when you see them.
Self - A circle drawn around the icon indicates a self-only spell.
Group - Small marks radiating to the four corners of the icon indicate a Group-only spell.
Debuff - In addition to being white, all debuff spells look like the icon has been cut out of a small circle.
Area Effect - A small series of concentric circles below the spell icon indicates an area effect spell
Ground Target Area Effect - two small wedges (anchoring it to the ground) beside the area effect symbol indicate a ground target area effect spell
Over Time - any spell which happens over time will be bracketed on the sides and have four small "tick" marks at the corners.
Area Effect Over Time - Combines the "Over Time" and "Area Effect" widgets.
Resist - A resist spell will have a shield drawn around it.
SOUND SYSTEM NOTES
- Dungeons and Cities now have random ambient sounds, and will no longer sound so empty.
- Footstep sounds have been tweaked a bit and should sound less intrusive.
WORLD NOTES
- Broadcast messages now work at all Frontier Keeps and Relic Keeps. This includes the three center Battleground Keeps.
- More guards have been hired inside Tir Na Nog and Jordheim, so now it should be easier to get directions in those areas.
Albion Trainers: Starting classes that are equipped with a training shield can now obtain another should they lose it. This operates similar to training weapons.
Hibernia Quests: It seems that Larylle in Ardee has been visited by a strange visitor. She will tell her story of it should you be willing to listen.
Hibernia Dungeon: Treibh Caillte: A runaway thrall was recently captured by a patrol near this lair. He spoke only of the "Dreaded One". A strong expeditionary force was sent to investigate. Although they slew everything in sight, they reported no "Dreaded One" in the lair.
Albion Horse Route: The route from Snowdonia Station to Caer Witrin should no longer take an unnecessary detour to Castle Sauvage.
Realm V. Realm - Battlegrounds: You will no longer take faction hits from monsters that are killed in the Battlegrounds.
Realm v. Realm - Border keeps: Bindstones have been placed in the main Portal Keeps (Castle Sauvage, Svasud Faste, and Drum Ligen) of each realm.
Realm v. Realm - Frontier Keeps: A new weapon has been granted to each of the keep lords in the struggle for realm dominance. Each frontier keep has now been outfitted with a new ally, a Hastener, who will grant a run speed buff to friends of the realm. Further, each border keep now has a Hastener ally as well.
Midgard Quests: Family Business - Piercer is back in "business" and will no longer try to give players kill tasks.
Albion: An expeditionary force of Trolls established a tower overlooking a key crossroads in Hadrian's. Lord Prydwen himself, aided by many knights of the realm threw these stone beasts down, and christened the tower in honor of one of the slain.
Hibernia: After years of battles near his keep, Chieftain Crauchon tasked several of his Guardians with securing the outlying tower nearby. Although the Guardians were slain in defense of the tower, their legacy remains, as the local fauna has been driven off, and the area now bears their name.
Midgard: A slightly more intelligent expeditionary force of Vikings established a forward tower overlooking the roads in Odin's Gate. They worked their magic there, and wisely retreated to the safety of Bledmeer Faste once the task was completed.
Realm V. Realm - Battlegrounds: The strength of each of the battleground keep doors has been adjusted downward (again) to be more appropriate for the battlegrounds.
Midgard: Two new camps of Frore Lich's have been added. One is in Odin's Gate and one is in Jamtlands.
Hibernia: Tidal Sheeries no longer give positive faction to themselves when you kill one. They now correctly give positive faction to the Koalinth.
Stonehenge Barrows: The advisors in Wizard Lichas' room have been adjusted to prevent abuse.
Monsters
We've added some additional challenging encounters to the follow zones:
For Midgard (Gotar, Mularn, East Svealand)
For Albion (Camelot Hills, Salisbury Plains)
For Hibernia (Lough Derg, Cliffs of Moher, Lough Gur, Shannon Estuary).
Albion Frontier: Scouts are sending reports back from Hadrian's Wall that the number of monsters in the area has decreased. This should make it easier for travelers to visit the outposts, however, be on the lookout for increased invader activity looking to take advantage of this development.
Monsters: We have continued to adjust and add styles to selected monsters throughout the realms.
Midgard Frontier: British woodcutters have invaded Odin's Gate and have started chopping down the forest. The improved visibility should mean more ferocious battles for those daring and courageous enough to venture through the land.
Hibernia Frontier: Reports have come in that more monsters have been seen roaming the Northeast area of Breifine.
Many of the ethereal monsters in the game have taken on a more transparent appearance. Included in this change are: Spectral essences, the echo of life, menacing presences, shivering presences, and many of the other spirits that haunt the Tomb of Mithra.
The Albion, Hibernian and Midgard waylayers in Hadrians Wall have banded together under new leadership. It is rumored that the constant assaults under the ongoing war have prompted this change.
Albion: Golestandt has been adjusted in an attempt to provide a fair, challenging fight.
Midgard: Gjalpinulva has been adjusted in an attempt to provide a fair, challenging fight.
Hibernia: Cuuldurach has been adjusted in an attempt to provide a fair, challenging fight.
A new force has united the disparate outcasts ravaging the forest in the frontier of Hibernia. The celtic brehons, nordic choppers, and albion woodcutters all have fallen under the influence of unknown powers, and now travel together as one group.
General: Selected monsters throughout the realms have been given the ability to use combat styles while in battle. We are just starting to integrate this into existing monster encounters to add to the variety and spice of melee combat. More will be added as this version progresses.
Midgard: The Wood-eater King and Royal Guards in Mularn should no longer roam into the guard tower and kill the guards.
Hibernia: There are no longer aggressive mobs roaming outside the entrance to Treibh Caillte.
- A few horse routes have been changed so you are dropped off closer to the stable master. They are:
Snowdonia Station to Caer Witrin
Gna Faste to Hugginfel
Adribard to Castle Sauvage
Caer Ulfwych to Cornwall
Tir na mBeo to Drum Ligen
- Paladin, Infiltrator and Armsmen trainers will now give a thrusting weapon choice when you join your guild.
Midgard: Tomte Runners are no longer set as Scouts in Nisse's Lair.
Hibernia: The Koalinth bouncer in Koalinth Caverns that kept walking through the wall after he finished his patrol has been fixed.
Mordred Specific World Notes
- There is now an alternate means to complete the Departed Fellowship Quest. Search the druid groves near Keltoi Fogou.
ITEM NOTES
Albion
- The Trident of Night should now be set at the appropriate level.
- The Blessed Pendant (Albion) now buffs the two-handed skill instead of chants.
- The Reinforced Truemail Helm (Hibernia) now has an energy resist in place of one of the two body resists that used to appear upon delving.
- The Avenging Knight's Cloak (Albion) now has a matter resist in place of one of the two body resists that used to appear upon delving.
- The Shepherd's Robe (Albion) should now be dyeable with the appropriate dye type, and it has also been changed to look like a leather robe instead of cloth.
- The "Vae Inimicus Jewel" can now be picked up.
- The "Cailiondar Battle Robe" can now be dyed.
- The "Veiled Bracer of Eyes" can no longer be held.
- The "Rancid Fur Cape" can now be dyed.
- The +chants increase on the "Holy Crushed Gauntlets" has been changed to +str.
- The +chants increase on the "Holy Crushed Breastplate" has been changed to +con.
- The "Ghastly Mendicant Gem" can now appropriately be equipped in the jewelry slot.
- The "Splendid Boots of Pilgrimage" can now be dyed by the appropriate dye.
- The "Manaweave Ring" can now be equipped appropriately.
- The Kraggon Sword now has the appropriate weight.
- One of the doubled body resists on the "Ghost Wolf Hide Cloak" has been changed to a spirit resist.
- "Shin bones" can no longer be equipped as a weapon.
Midgard
- The Forged Darksteel Spirit Staff (Midgard) now has a salvage value set.
- The "pristine white wolf pelt" that drops in the Midgard frontier can now be picked up by all realms.
- Throwing weapons in Midgard no longer display that they are useable in the left hand.
- The "Crafted Darksteel Composite Bow" now has a salvage value set.
- The following bounty quest items should no longer be stackable: Lost Pearl (Midgard), Glimmering Gem (Hibernia), Grovewood Bark (Hibernia), Terra Crab Claw (Midgard), Black Orm Gland (Midgard), Drakulv Scale (Midgard)
- The Forged Darksteel Runic Staff (Midgard) now has a salvage value set.
- The +pie stat on the Rod of the Soulshade (Midgard) should now correctly affect the player's piety when equipped.
- The following Midgard items now have a salvage value set: Reinforced Chitin Shield, Twilight Doombringer, Twilight Blade-stopper, Runic Ember, Frozen Soul-shatter, Fell Cat's Razor Tooth, Shadow Razer, Dark Frozen Eviscerator.
Hibernia
- Nightshades wishing to exchange their weaker Moonlit Leggings for a more useful pair of Leather Moonlit Leggings should speak to Blathnaid's assistant, Nona, in the Chamber of Stealth in Tir Na Nog. You may only exchange the item one time.
- The Mischievous Greenbriar set of armor should now have an appropriate 25% magical bonus instead of 15%.
- The Twisted Evil Ruby Scepter (Hibernia) is now appropriately class-restricted.
- Saeor's Rod of Balefire (Hibernia) should now correctly affect the intelligence stat.
- The duplicate body resist entry on the delve information for the "Horse Mane Bracelet" has been replaced by a spirit resist.
- The duplicate cold resist entry on the delve information for the "Truesilver Heater Shield" has been replaced by an energy resist.
- The "Caster's Missing Eye" can now be picked up.
- The following quest rewards in Hibernia will no longer be given out with charges: Twilight Vest, Fagan's Staff, Fagan's Gloves of Poison, Fagan's Helm of Honor, and Gloves of Black Death. Previously, these items appeared to have a charge attached but in fact did not.
- The following items in Hibernia should now have salvage values set: Infernal Flute, Bodb's Wailing Flute, Topaz Studded Shell Flute, Melodic Flute, Flawed Carved Flute, Carved Flute, Coruscating Truesilver Flute, Flute of the Hollow Wind, Melodic Lute, Bodb's Wailing Lute, Flawed Embossed Lute, Embossed Lute, Coruscating Truesilver Lute, Lute of the Hollow Soul, Cath Drum, Bodb's Wailing Drum, Flawed Etched Drum, Etched Drum, Coruscating Truesilver Drum, Drum of the Hollow Heart
- The Enchanter Staff of Channeling (Hibernia) now appropriately buffs the enchantments focus instead of mentalism.
- The Moonlit Leggings (nightshade class quest armor) is now made of the 10th level leather instead of the original 8th level leather (now up to par with all the other class quest armors).
CRAFTING SYSTEM NOTES.
- The ability to craft crossbow bolts in Albion has been added.
- The ability to craft arrows/bolts that are additional blunt/piercing damage types has been added.
- Staves are now repaired by Fletchers instead of Weaponcrafters. There was a bug where Fletchers could make staves, but not repair them.
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Dark Age of Camelot
Version 1.53 Release Notes
September 25, 2002
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EXPERIENCE POINT PROGRESSION CHANGES
- After gathering a year's worth of data, and listening to Team Lead and player concerns, we are lessening the experience point curve between levels 40-45. Under the current system, from levels 1 to 40, the time-played per level slowly increases. At level 40, time played increases dramatically and remains the same (give or take) from 40 to 50. We had intended a smoother curve from levels 40 to 45 to "ramp up" to levels 45 to 50 (which we intended to take a long time). In order to compensate for this, we've reduced the number of monsters you will need to kill between levels 40-45 - you'll still get the same amount of experience points per kill, but you'll need to kill fewer monsters each level.
- The experience awarded for killing 35th to 40th level monsters has been increased. We had a "bump" in our awarded experience per level of kill at that range and we're smoothing out the curve by raising the experience awarded per kill.
- The experience awarded for completed quests has been increased by 10% across the board (more than 10% for levels 40-45, due to the "fewer monsters killed per level change").
GROUPING AND EXPERIENCE CHANGE
- We've relaxed the rules that govern the experience clamp that occurs when lower level characters group with higher level characters and the group fights monsters deemed unchallenging to the group's total strength. You should now be able to group with a wider range of players in the group without suffering an experience point penalty.
MELEE CLASS UPDATE
In order to make everyday life in RvR more fun and compelling for primary melee characters, we've made some updates to the Realm Ability system, as well as added a new "free" ability to some melee classes. These changes and updates are focused on the RvR capabilities of these classes, hence the use of the Realm Ability system to implement the changes.
The intent of the changes is to make primary melee classes (i.e. those melee classes that do not have spells) able to close with their enemies better, and to be able to have the chance of preventing their enemies from escaping once they have closed with them.
The following changes to realm abilities for Armsmen, Mercenaries, Heroes, Blademasters, Warriors and Berserkers have been made:
- Reduced cost of the Realm Ability Ignore Pain to 8 points.
- Reduced cost of the Realm Ability Determination to 1/2/3/6/10 points.
- Reduced cost of the Realm Ability Purge for these classes to 4 points.
- Added new passive Realm Ability "Prevent Flight" When active, if the tank's selected target turns and runs, the tank has a 35% chance of hitting and proccing a 50% snare for 10 seconds. Cost: 14 points.
All of these primary melee tanks will be able to respec their Realm abilities to take advantage of these changes.
Additionally, we've added a new (level-based) ability called "Charge", learned by Blademasters, Mercenaries, and Berserkers only, at 40th level. To charge, the tank selects an enemy, and initiates this ability. When active, the tank sprints at full sprint speed, with no endurance loss, for 10 seconds towards the target. If he breaks off, or changes target, or the 10 seconds expires, the tank goes back to normal running speed. Can be used every 5 minutes.
PALADIN UPDATES
We are making the following updates to Paladins to make them more desirable in RvR, and to generally make them slightly more effective at upgrading their group's overall power and effectiveness.
- All Paladin chants have had their range increased to 1500 (their regeneration chant was at 700).
- The Paladin self armor-factor chant now stacks with other armor factor buffs.
- A new line of endurance regeneration chants have been added to the Paladin. These new chants consume power.
- A new line of stackable resistance buffs have been added to the Paladin. These new chants stack with the resistance buffs of other classes and consume power.
The new spells (all take power at every pulse):
- Endurance Regeneration line
2 Chant of Endurance
12 Chant of Stamina
22 Chant of Persistence
32 Chant of Resilience
42 Chant of Perseverance
- Resistance to Heat/Cold/Matter, stacks with single element buffs:
27 Elemental Ward
46 Elemental Shield
- Resistance to Body/Spirit/Energy, stacks with single element buffs:
25 Soul Ward
44 Soul Shield
NEW THINGS AND BUG FIXES
- Found and fixed a bug that was causing players to not evade, parry and block in RvR at the same rate that they were parrying/blocking/evading against monsters. All characters who evade, block, and/or parry should now see themselves parrying/blocking/evading much more often in RvR.
- We've substantially updated the in-game (F1) help system.
- Realm Abilities now have their correct icons.
- We finally fixed the long-standing print bug with the display of cloth armor's Armor Factor. You'll see the number go up or down by 1-3 points (depending on your level) because now the correct Armor Factor is being printed. We made this fix now to lessen the confusion over cloth armors now that spellcraft/alchemy are enabled.
- Several "fall-through" problems in various dungeons fixed.
- You can now highlight an item in a store and click "buy" multiple times to buy multiple items.
- The middle button can once again be configured in the keyboard configuration.
- Gold should now update correctly when trading to another player. Start a trade, then change the amount of money in your trade window. It should correctly update to the other player.
- "making change" in the trade window should work correctly. Try to trade a single gold to another player. Then try to "pull back" 20 or so silver. You should no longer see 1G -20S on the screen - it should make correct change.
- All held equipment (weapons, shields, helms, etc) should now be "lodded" (removed) from the figure at a distance of 2500 units. Note that at this distance the player is approximately 22 pixels tall. This should help frame rate.
- When you delve your weapons, the correct base and clamped DPS are printed - they were reversed.
- When you right click on an item in the incoming trade window, it now correctly shows the bonus field.
- When a player had a combat style selected on his mouse and an Accept/Decline dialog appeared, the dialog would not work correctly. This has been fixed.
- /FOLLOW, /STICK and /FACE have been added to the command repeat (shift-up) queue.
- /follow, /stick, and /face can now be bound to a keyboard key in the keyboard set up screen.
- /REPORT commands and /APPEAL have been removed from the command repeat (shift-up) queue.
- a new slash command; "/scrollchat" has been added. This toggles the Chat Buffer scrolling. If it is toggled on, messages in your visible chat buffer will disappear after 90 seconds - but you'll still be able to view old messages by scrolling back in the chat buffer.
- Using a charge on a magic item now correctly brings a stealthed player out of hiding.
- You can no longer interact with shopkeepers who are away from their home (spawn) location.
- Realm Guards now drop cash when killed.
- The "Last Attacker" key in the keyboard configuration has been re-enabled.
- When you respec skills, you will now be displayed a dialog box that cautions you about the severity of what you are about to do, and forces you to click an accept/decline button.
- Any time you zone, you have a 30 second PVP invulnerability much like the PVP servers. Note that on standard servers, you will not get a message when your timer expires since it only affects you in rare cases (like the new PVP dungeons).
- Gray items now take 1/2 the time to craft for all Crafters.
- In order to prevent server spamming, you can now only /UPGRADE a keep once per 10 minutes.
- You should now be able to pick up the loot dropped by the Glacier Giant in the Midgard Frontier.
- Endurance Heal bounty potions will now properly update your endurance bar - it was working before, but was not updated properly on the interface.
- The recipe display bug - where more than 3 components in a recipe can now be displayed - has been fixed.
- Charged items with PBAE spells now work correctly - previously they required that the caster be self-targeted.
- The infamous "missing line" scroll bug on the tradeskill recipe window has been fixed - when you scroll down pages there was an item that was 'between' them that you could never see.
- The scroll page reset bug has been fixed - before, if you were scrolled down and crafted an item that increased your skill, the next time you clicked on the tradeskill window to open/close an item it would jump back to the first page.
SPELL SYSTEM CHANGES
- The damage of Thane Toothgrinder line spells has been increased.
- The recast timers on Thane Thor's Minor Bolt and Thunder Shout lines have been decreased from 30 to 20 seconds - you can now cast them more often.
- Shaman "Fungal" bolt spells and "Fungal" direct damage lines now have separate timers so they can be cast independently of each other.
- Added a new endurance regen buff to the Shaman Augmentation spec:
2 Minor Earth Invigoration (single target)
12 Lesser Earth Invigoration (single target)
22 Earth Invigoration (single target)
32 Greater Earth Invigoration (group target)
42 Superior Earth Invigoration (group target)
Please note that the two highest spells in the new Shaman Earth Invigoration line are in a separate line. You will keep Earth Invigoration for buffing realm allies not in your group.
- Fixed bug with damages on Spiritmaster Spirit's Revenge line - it has been increased to be on par with the damage of other casters.
- Fixed cast times and damage/costs on Bard Major Resurgence and Tones of Health lines. There was a problem where some Bard spells took too much power to cast and/or were not effective enough.
- Druid pets have been changed so that the trees do crushing damage, the cats do thrust damage, and the wolves do slashing damage. Previously, all pets did slashing damage - this gives them some variety.
- Snare should no longer work backwards - previously, it snared your target a little at the beginning of the effect, then ramped up to 100%. Now it correctly snares for full effect at the beginning of the spell, and slowly wears off.
- The icon for Paladin chants are now displayed in the concentration window, and can be canceled from there. The text reads "Pulse: " for the chant.
- Haste on pets should now work.
- Spiritmasters can now learn the realm ability "Wild Power".
- Fixed some errors in the Healer healing spells. Several had higher costs than intended; these have been reduced in cost.
- All Healer Pacification Spec-line root spells were erroneously set to be "chain-castable". This has been fixed.
REALM ABILITY SYSTEM UPDATE
- Added Wild Power to Cabalist realm ability list.
- Armor of Faith is now properly set to be 1 level for 10 points, which provides +150 AF for 60 seconds.
- Added Ethereal Bond to Minstrels.
- Changed description of First Aid to the following: "Self heal that heals a set amount of hit points per level gained in the ability. This value increases with the character's level. At level 50, it heals approximately 300 hitpoints per level. It cannot be used in combat."
WORLD NOTES
New Dungeons
Adventurers in all three realms are complaining of increased sightings of undead in their frontiers. There has been word that a new group has risen to power whose only interest is the complete and total domination of the three realms. By using their powerful magic, they have managed to carve a maze of dungeons beneath the frontier allowing them to enter and leave each realm's frontier at will. They have also amassed an army of undead big enough to wage a three-front war.
- We have found an entrance to Marfach Caverns in the Hibernian frontier of Breifine.
- In the Jamtland Mountains of the Midgard frontier, we have located the entrance to Gruva av Dod.
- The entrance to the Hall of the Corrupt has been located in the Pennine Mountains of Albion.
Item note: Common monsters in the RvR dungeons have been itemized with magic item drops under the new "Uniquely Generated Object" system explained in further detail below.
General Notes
- When your guild owns an outpost and a guard is slain at your outpost, you now receive a print via guildchat channel.
Midgard
Midgard: Huginfell no longer has two /broadcast regions - the number has been reduced to one.
Hibernia
- TirNaNog - the Chamber of Nature has been adjusted in size.
- TirNaNog - Cullin's Inn in Tir Na Nog has been named - The Green Rose Pub area has been increased to catch all of the patrons. Many of the merchants and NPC's in Tir Na Nog now have a richer backstory.
- Bri Leith - Fagan has ordered his forces to scout and report back on the activities in the Cursed Forest. To support this mission, a new town with a bindstone, Brynach, has been established in the valley of Bri Leith.
- The bindable areas in Tir Na mBeo and Ardagh have received bindstones.
- When taking a horse from Innis or Connla to Culraid the horse will no longer run through a tree.
- A smith, a poison merchant, a healer, and an arrow merchant have set up shop outside Culraid.
- Harpers now have lutes instead of drums.
- The Evern encounter in Breifine has been modified to be of like difficulty to that of the Glacier Giant.
Albion
Monsters: Albion : The Green Knight encounter has been modified to be of like difficulty to that of the Glacier Giant.
Albion Monsters: The pygmy goblins have been given additional intelligence and abilities, and adjusted in strength.
Quests: General
- Additional story-based kill tasks have been introduced in all three realms, targetting players level 41 and higher.
- Fixed many mispellings and incorrect directions in the quest journal. Thanks for reporting these!
Quests- General: A small number of "bounty" quest objects have had their "no sell" flags removed, so that even after you've completed the quests the maximum number of times the drops can be sold to a merchant. These items include Fell, Dangerous, and Malefic teeth, and soul gems, sett pelts and white pelts. Be careful that you don't sell them before you've maxed the quest out, as they won't be reimbursed to you.
Albion Quests
- A Deed of Old - Boneclaw Ring of Morra has had its level increased from 5 to 8.
- Lady Nimue's spell effects were getting in the way of players turning in objects to her. This effect has been fixed and she should now accept any items passed to her
- Secret Orders: The Arawn Commander will now only appear for players on the correct step of this quest.
- Legend of the Lake: We have made some changes to the 15th level portion of this quest in an attempt to bring it up to the level of other quests within the realm. The main change is the addition of two sub-quests to complement the existing "Barbaric Tales" and "Wizard Lost". Players who encounter this step of the quest will be given the option to perform two of the possible four sub-quests. Please note that these changes will not affect players that have already performed this section of the quest.
- The material type on Bernor's Numinous Robes has been upgraded to be in line with the rest of the epic armors. Wizards may notice their current robes appear to have lost a few levels. To exchange your current robe for the new one, please see Gardowen Egesa in Camelot. This exchange can only be made one time.
- A merchant by the name of Grindan Halig at Caer Ulfwych, is looking for a brave soul to descend into the Catacombs of Cardova and search for something.
- Willing Sacrifice - The Church has become deeply concerned about the presence of the followers of the Cult of Mithra in their midst, and how they might influence faithful Church members. Brother Codeth from the Church has been assigned to find adventurers willing to rid the realm of this evil.
Midgard Quests
- Asdis in Upplands is no longer charmable.
- It has been rumored that Gothi of the Juton possesses the power to reveal the object of one's dreams. You would be wise to seek him out and discover what power lies in your future.
- Tomte of Doom - Yandu, a well-known adventurer and explorer has new information about the Tomte Lair that she might be willing to share.
- Spiritmaster Trainers will now give out the level 7 quest as intended.
- Many of the merchants and NPCs in Jordheim now have a richer backstory.
Hibernia Quests:
- Straw's in Town - There should no longer be problems with players being unable to hit the elusive spraggon, Straw.
- Kinney of Connla has shown great concern over a mysterious man that frequents the town. It is said she seeks adventurers to assist her in this matter.
- Rest In Peace - The curse of the Muire family is almost complete. Gogarty Muire is the last surviving Muire and though he clings to the final shreds of sanity, it's only a matter of time before he too succumbs to madness and death.
- Lost Townsfolk of Bran Llyr - Clodagh and Enan will now respond correctly and transport players on the quest.
- Merle the Old will no longer strike back at unfortunate Hibernians that accidentally attack him.
- Search for the Missing Smith - The reward for this quest, Otherworldly Ring, has been improved to make it an appropriate level reward for this quest. If you already have this item it will automatically upgrade.
- Aid for Alainn Bin - Players that have completed this quest may choose to return to Rois in the Bog of Cullen to exchange their staff. The new staves are level 50, they have charges instead of procs, and they give a single higher spell focus instead of two lesser ones.
Realm v. Realm: Battlegrounds
- The Battleground keep lords now have similar abilities to the regular frontier lords.
- The few rare, remaining monsters that dropped loot in the Battlegrounds have been removed.
- The central keep guards in Dun Murdaigean, Thidranki Faste and Caer Caledon should no longer chase players to their portal keeps.
- Battlegrounds (ALL): We have added a new NPC type called a Siege Master. These Siege Masters can be found at your realm's portal keep within the Battlegrounds. The primary purpose of these Siege Masters is to provide a method for players to gain experience in the use of siege weaponry in these RvR training grounds. Please visit this new NPC within your Battleground in order to gain more insight. Tokens sold from the Siege Masters will now reflect if you can use siege weapons at all. If you cannot use the weapon and attempt to buy one of these tokens, you will be warned. We have also added a general description of what each weapon can do to the Siege Master's introduction. Finally, the Siege Master can now also provide you with twenty units of ammo for your selected siege weapon.
Realm v. Realm: Frontier Keeps
- The Keep Lords have acquired new abilities and longer range bows to counter some of the more exploitive tactics used against them.
- Kirawyr is once again serving Albion in Nottmoor Faste.
- Several NPC archers at Bledmeer Faste, Dun Da Behn, Arvakr Faste, and Dun Ailinne have been moved to make them easier to target from outside the keeps.
- The crafting material and siege material merchants will now spawn more quickly at the merchant keeps.
- Hasteners will now buff all friendly player and npcs in range of the player activating the Hastener. This includes pets.
Dungeons: Hibernia
- Koalinth Caverns - The rare, existing, monsters of Koalinth Caverns have been capitalized appropriately.
- Treibh Caillte - Several rocky golems who insisted on facing the wall while fighting have been adjusted. The thralls have received new orders to attack and kill all on sight, and are consistently attacking all they see.
- Additionally, the constant traffic from Culraid to Treibh Caillte has forced the roaming monsters along this route to seek new homes.
- Muire Tomb - some of the murkmen hiding inside of the columns have been adjusted. The weak spiders who had wandered down to Frang's room have retreated to the entrance halls after Frang began baking spider crunchies on a daily basis.
- The untargettable Muire Hero in Connaire's room has been moved out of the wall.
- Spraggon Den - the untargettable spraggon cutter in the entrance room has been moved out of the wall.
Dungeons: Albion
- Tomb of Mithra - Acolyte Nascita has grown in strength and power.
- Tepok's mine - The cave fishers, fisher hatchlings, and cave bear cubs all have grown fat, lazy and non-aggressive after years of feasting on hapless wounded players.
- Catacombs of Cardova - New, faster, less damaging spears have been issued to the infantry. Sorcerors scouting the dungeon happily report that some moor boogeys appear to have wandered inside and set up a nest.
Dungeons: Midgard
- Cursed Tomb - The aggressive monsters at the entrance to Cursed Tomb have found new homes - scouts returning from the dungeon report that fewer wanderers appear to inhabit the dungeon.
- Spindelhalla - the untargettable cave trow trollkarls in the Pit area have moved into the interior of the room.
- Nisse's Lair: The tomte caitiff and tomte seer now command fewer allies.
Monsters: Albion
- Tales abound that the Green Knight has returned to Forest Sauvage. Should you encounter this knight, caution would be best. He cannot be happy with all that has happened during his absence.
Monsters: Midgard
- The soul sinkers in Myrkwood Forest will no longer chain cast their DOT.
- The Briton Woodcutters who had invaded Odin's Gate seem to have left as quickly as they came.
- A hoard of glacier fairies has descended upon the Glacier Giant within Odin's Gate. These pests have done nothing but infuriate him. Expect the giant to be ever more unpleasant than before.
Monsters: Hibernia
- Cliffs of Moher - Coimirceoir once again resides with the Vehement Guardians. Their numbers have been reduced slightly.
- Grovewoods are no longer quite so adept at self-heals and have an increased chance to drop their quest related item.
- Ire wolves no longer drop badger parts and have an increased chance to drop their quest related item.
- The wraith Evern within Breifine has discovered the key to a powerful ritual! She now has the ability to summon fairies to do her bidding. Those who anger her must be ready for a prolonged battle.
Item Notes
- The Kraggon Cloak (Albion) now buffs cold and body resist, instead of body resist twice.
- The "elementalist" requirement on the Ebony Staff (Albion) has been changed to "cabalist."
- The "studded warhound collar" should now have an icon.
- The "carrion drake talon" is no longer stackable, as it is meant to be a weapon.
- The spelling of "forgotten silk cloth" was corrected.
- The Softened Bark Frock (Albion) should now be dyable.
- The Plate of Eternal Midnight (Albion) now buffs spirit and body resist, instead of body resist twice.
- Several more common loot drops in Spindelhalla are now stackable.
- The Gauntlets of Celerity (Albion) should have the correct icon in a player's inventory.
- The Resplendent Ring (Albion) now has an energy resist instead of two body resists.
- Players should now be able to sell player-crafted lutes to NPC merchants.
- The Vaporous Crown (Midgard) now buffs piety rather than intelligence.
- The Mischievous Bracer (Hibernia) now buffs cold and spirit resist instead of spirit twice.
- The Bone Necklace (Albion) should have the appropriate icon.
- The Huntman's Cloak (Midgard) can now hold an emblem.
- The Putrefied Robes (Albion) can now be dyed with leather dye and should have the appropriate leather robe look.
- The Jeweled Rigid Leggings (Hibernia) now buffs body, energy, and spirit resist.
- The frontier zones are itemized with common loot.
- Many of the new monsters introduced in Treibh Caillte in 1.52 have new item drops.
- The following Albion instruments have been changed to drop as higher level instruments (This change should be considered an upgrade to future instruments that enter the game, not a retro-active fix to the existing instruments):
Ellyll Drum, Fine Asterite Drum, Drum of Fading Valor, Accursed Avernal Drum, Avernal Malison Drum, Ellyll Flute, Fine Asterite Flute, Flute of Dementia, Accursed Avernal Flute, Avernal Malison Flute, Polished Granite Flute, Ellyll Lute, Fine Asterite Lute, Lute of Haunting Melody, Accursed Avernal Lute, Avernal Malison Lute, Polished Granite Lute.
- The following Hibernian instruments have been changed to drop as higher level instruments (This change should be considered an upgrade to future instruments that enter the game, not a retro-active fix to the existing instruments):
Bodb's Wailing Drum, Glimmerstrike Drum, Accursed Demon Drum, Infernal Malison Drum, Coruscating Truesilver Drum, Drum of the Hollow Heart, Bodb's Wailing Flute, Topaz Studded Shell Flute, Warshade Flute, Accursed Demon Flute, Infernal Malison Flute, Coruscating Truesilver Flute, Flute of the Hollow Wind, Bodb's Wailing Lute, Cursed Lute, Deathwatcher Lute, Accursed Demon Lute, Infernal Malison Lute, Coruscating Truesilver Lute, Lute of the Hollow Soul.
- The Silvered Staff (Hibernia) should salvage for the correct material.
- More of the common loot drops in Coruscating Mines, Cursed Tomb, and the Vendo Caverns should now be stackable.
- Players should now be able to salvage cloth items.
- Player-crafted trinkets are now stackable up to 10.
- The Accursed Avernal Staff of Fire (Albion) is now appropriately class-restricted.
- The range on the Runic Throwing Axes and Tomte Throwing Axes (Midgard) has been increased to current throwing axe standards. These axes, along with the Infernal throwing Axes, have also had berserker added to the class restrictions.
- Arrows, bolts, poisons and thrown weapons can now stack to 100.
- Arrows, bolts, and thrown weapons are lighter.
- The base stack size for poisons is now 20 instead of 10. The cost per stack remained the same, this results in an overall reduction in poison cost.
- The "polished bone" (quest item) should no longer stack.
- Wolf Hide Leggings (Albion) should now be dyable.
- Players should now be able to pick up the Insidious Golden Band.
- Bounty potions are now usable in combat.
- In the Hibernia Darkness Falls stores, there were mistakenly two hauberks with the same name, the Avernal Hauberk. To alleviate confusion, the Avernal Hauberk which could be purchased with diamond seals is now called the Abysmal Hauberk, while the one that could be purchased with emerald seals remains the same.
- The following items have had the +pac stat increase changed to a more useful stat increase: Jewel of Vanera Swamp, Retainers Signet Ring, Corrupt Fiend-forged Helm, Corrupt Fiend-forged Hauberk, Corrupt Daemon-crafted Helm, Corrupted Daemon-crafted Hauberk, Corrupt Abyssal Helm, Golden Alloy Hammer, Eir Blessed Pendant, Soulbound Necklace, Wolftooth Hauberk, Healer's Touch Necklace, Ancient Dragon Etched Coif, Valhalla Touched Gloves. Because of this change, please note the Bracer of Pacification is now known as the Bracer of Mending.
- The following items have had the +beastcraft stat increase changed to a more useful stat increase: Beastfriend's Bracer, Shrunken Bear Skull.
- Blessed Tyr Gloves (Mid) can now be dyed with the appropriate dye type.
- Gauntlets of Celerity (Alb) can now by dyed with the appropriate dye type.
- The Collector Carapace is now spelled correctly and no longer stacks.
- The common mobs have in the RvR dungeons have been itemized with magic item drops.
- The Arcing Bludgeoner (Alb) should now be restricted to mercenaries only.
- The Rod of Souls (Alb) should now actually increase intelligence properly.
- The Petrified Bardic Wonder (Hibernia) now has a salvage value set.
- The Darkened Battle Shield (Hibernia) now has a salvage value set.
- The Dispositional Cloak (Midgard) can no longer be held.
- The Malefic Studded Helm (Midgard) now buffs piety and dexterity, instead of piety and empathy.
- The Ring of Arawn (Albion) that was previously a level 14 drop is now a level 40 drop. The stats on the item will remain the same.
- Shadowbinder's Mantle will now show its level correctly.
PvP-Server Specific Notes
- Material types 9 and 10 for all realms are now available at all 3 merchant keeps.
- The crafting material and siege material merchants will now spawn more quickly at the merchant keeps.
- Many of the PvP server quests are now available to players of all three realms - particularly the bounty and one time drop quests.
NEW OBJECT CREATION SYSTEM:
With the introduction of the new RvR dungeons, we are also unveiling a new system for treasure drops. This system is a change from the existing treasure drops that you have become accustomed to.
This system allows us to vary the power of similar items that drop from one monster. As such, each "Unique Object" that you recieve as treasure is different from those that have dropped before, and those that will drop in the future. Items can vary in quality, magic bonus, stat bonusses, skill bonusses, resist bonuses, etc. etc. Each object that drops under this new system will delve as a "Unique Object" to reflect the rarity of this particular combination of bonusses and quality. Please note that the name of these new items reflects the bonusses that are on the object.
Similar objects will have the same name, however the properties will be different - remember that delving will reveal the properties of the object.
To summarize:
1) Objects created under this system will have varying properties attached to them.
2) Some objects with different properties will have the same name.
3) Every object created under this system has "Unique object" listed when it is delved.
4) Players will have to delve every object to determine the value to the player.
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Dark Age of Camelot
Version 1.54 Release Notes
November 11, 2002
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Welcome to Dark Age of Camelot version 1.54, a major addition to the game. In this version are several complete new game systems - Spellcraft/Alchemy and Dueling - as well as many smaller tweaks and additions that have been requested by the Camelot community - 10 hotbars of 10 keys each, color coding of names, macros in chat text. Additionally, we've made some substantial updates to the frontier outpost RvR system and many updates to siege warfare to make it easier and more advantageous to use.
SPELLCRAFT AND ALCHEMY
Spellcraft and Alchemy make their debut in Dark Age of Camelot with this update, which are the two crafting skills that allow player crafters to imbue weapons and armor with magical properties. This is an extensive system that has many options and associated skills. For full documentation of the Spellcraft and Alchemy, go to the Camelot Herald at www.camelotherald.com/documentation/spellcraft/. You'll find all the information you need to get started there.
General Overview of Spellcraft/Alchemy
Spellcraft and Alchemy work exactly like the other tradeskills as far as their recipes, and the objects they create go. Once you have the object, you "combine" them, via the trade window to an object.
For example, Player A takes their Sword they want to have strength added to it to a Spellcrafter. They place it in a trade window with the Spellcrafter. The Spellcrafter places a strength Gem in the sword's gem socket and clicks the "combine" button. Satisfied (both players will get text information on the combine, how many points it took, etc), Player A places some money in the trade window and hits accept. The Spellcrafter then hits accept, the combine happens. Viola! Player A has a sword with a strength bonus, and the Spellcrafter has the satisfaction of making another magic item.
The "forge" object for Spellcraft and Alchemy is the new Alchemy table that you will see placed in various parts of the home cities. You will find the merchants needed for these two crafts close by.
The tools that you will need for various recipes are the Spellcraft Kit, Alchemy Kit, and Mortar and Pestle. The kits are always needed for their specific trade, the Mortar and Pestle is needed for making any of the poisons.
You may need to scroll sideways in the Spellcraft/Alchemy Merchants to find the items that you need (using the new multiple store indexes per merchant feature).
Names of Guild Masters:
Albion
Spellcraft Guild Master: Clayton Gage
Alchemy Guild Master: Adelaide Dinsmore
Midgard
Spellcraft Guild Master: Hradi Thorleif
Alchemy Guild Master: Armod Dag
Hibernia
Spellcraft Guild Master: Shannen
Alchemy Guild Master: Aslander
Trade Skill Reset
In order to "wipe" your trade skills so that your character can learn Spellcraft/Alchemy if they already belong to another trade Order, we've put in a special quest in each Realm that will guide your character through the process. Please note that you can only go on this quest ONCE, and you can only do it to switch from whatever tradeskill you currently know to Spellcraft or Alchemy - NOT to any other tradeskill.
We've placed an NPC in each of the capital cities of each realm in the general vicinity of the name registrar. Each of these NPC's will instruct you as to the process of changing your order. Please note that once you have established yourself within the new order, you cannot change back. All of these changes are final!
Change Trade Order NPCs:
Albion - Edie Wharton
Hibernia - Fabrice
Midgard - Gudmund
RVR/FRONTIER KEEP CHANGES
We've made a few changes to make taking and holding frontier keeps much more attractive. The changes are designed to make it slightly easier to defend keeps, as well as give you more reason to control them. We will be making more enhancements to this system over time.
- Now, when a guild claims an outpost, all guards from that outpost raise one level. Additionally, as the keep is upgraded - one level is added to every guard for every upgrade level on the keep. Note that the named guards at the relic keeps are "from" these outposts and enjoy the same upgrades.
- Heal spells now receive a bonus from the power relic - finally healing classes will benefit by their Realm controlling power relics.
- Now, when the outer door of a keep is destroyed, all scouts from the outpost still alive will converge on the keep door to attempt repel all attackers.
- Players now receive an exp bonus when fighting within 16,000 units of a keep controlled by your realm or your guild. You get 20% bonus if your guild owns the keep or a 10% bonus if your realm owns the keep.
NEW 10 ICON/10 BANK TOOLBAR
- With great ado, we now support 10 hotbars with 10 icons each.
- There has also been a new slash command added, /qbar which allows you to pick a quickbar with a slash command. Example: /qbar 2 switches to your second quickbar, the same as pressing Shift-2. This change allows you to assign /macro commands that will select between different quickbars. The current quickbar page will now persist across zoning and quitting.
NEW MONSTER/PLAYER NAME COLOR SYSTEM
We now support an alternative scheme to display the names over all in-game models (player, monster, and enemy player). There is a new slash command: "/colornames" that enables the new name coloring scheme:
Monsters: Names are colored by con color
NPCs: Cyan
Realm Enemies: Red
Guild Members: Dark Green
Group Members: light orange/brown
Players: Normal Color (light blue)
Graves/Dead People: Brown
Selected Target: White
Note that when you turn this on, selected target is no longer yellow, it is white. Yellow names are yellow-con level monsters.
To restore the game to the old system, type "/oldnamecolors", which restores the original name coloring. Your name coloring preference will persist across zoning and quitting.
NEW NAME TOGGLING SYSTEM
There is another new slash command used to hide player, monster, and grave names. The command is as follows:
/hidenames players | monsters | self | graves | all
/shownames players | monsters | self | graves | all
players - any normal player characters
monsters - any NPCs, any monsters, any pets
graves - gravestone names
self - your own name
all - all names
Shift-N effectively acts like a toggle between "/hidenames all" and "/shownames all".
Example:
/hidenames self graves
Will hide your name and any grave names, but show monster names and other player names. Name filtering (including Shift-N) will persist across zoning and quitting.
Please note that when you hide names (using Shift-N or the new /hidenames slash command), they are no longer clickable. Previously, if you hid them they could still be targeted, leading to some problems of selecting yourself when you were trying to select another player.
SIEGE WEAPON FIXES
- You should now always get the siege weapon control window when you assume control of any siege weapon. There was a bug that prevented the window from correctly being displayed.
- The control radius of a siege weapon has been reduced from 512 to 300. When you go out of the radius, the control window now disappears
- You can now salvage up to 5 stacks of 200 items each if necessary. This should fix salvaging large amounts of wood from siege equipment.
- Timers on the control window for siege equipment will now correctly reflect the real timers.
- Catapult and Ballista minimum ranges are now 1500 across the board.
- The range of all rams has been doubled.
- The siege ram, palintone and trebuchet should all salvage for the correct type of wood.
- Hibernian siege merchants no longer sell siege parts that can not be used for Hibernia.
- If you dropped a piece of siege ammo on the siege window, the ammo would disappear and you would not be able to click on your backpack until you logged. This is fixed.
- You can now load multiple ammo into a siege equipment and select and fire them individually. Keep in mind that you now have to specifically select a piece of ammo in the siege equipment window and LOAD it - the first item is no longer "auto-loaded".
- Fixed some the updating of the siege window to accurately reflect the state of the equipment (armed, loaded, aimed, ready) in its title.
- Added more messages when firing siege equipment to give better feedback on when timers have expired.
- If you are controlling a piece of siege equipment and you close your siege window, you can type /CONTROL to show the window again (you don't have to release and re-control the siege equipment).
NEW DUELING SYSTEM
By popular request, there is now a way to fight characters from your own realm - a dueling system, where both parties agree to fight.
To start the duel, select the character you want to fight and type, "/duel challenge". The character responds with "/duel accept" to accept the challenge and fight you. They can also type "/duel decline" to reject the challenge. Once the fight starts, either combatant can type "/duel surrender" to surrender the fight.
All duels are to the death. No constitution or experience is lost on a dueling death. A message is printed to all nearby on victory or surrender notifying bystanders of the outcome of the duel.
Please note the following:
- damage is not "remembered" for the purposes of PVP vs PVE death.
- if either opponent is hit by a monster or a realm opponent, the duel is auto-terminated
- you cannot initiate or accept a duel if you are not at 100% hits or have your combat timer set
- After a duel, if you are low on hits and are killed by a monster or enemy player, you take a "real" PvE death. Be careful where you duel.
- Dueling will cancel when one player quits, zones, or is teleported.
- When a duel ends, all spell effects cast by the duel target on either player are wiped (positive and negative effects).
- After being killed in a duel, you will autorelease to your exact same position in 10 seconds.
- Please note that using some Realm Abilities will drop you out of a duel.
DARKNESS FALLS OBJECT SALVAGE CHANGE
Many objects in the Darkness Falls dungeon were set to have a salvage value far too high relative to their worth (in gold). In order to keep the game's economy in balance, we've had to adjust the salvage values of some items found on Darkness Falls vendors. Now, all objects purchased from vendors in Darkness Falls have a consistent salvage value based on the seal cost of that object. This means that for those items that were adjusted you will get less salvageable material than you previously did.
Note: we did not adjust the actual seal cost of any item, only the salvage settings on the items.
Note: this change is retroactive, so clear your vaults if you were storing any of these items for later salvage.
NEW THINGS AND BUG FIXES
- The Recovery combat style in the Hibernian Blunt list is now named Windfall, and its opening is the previous style Impact. It also now does a moderate attack speed debuff instead of a stun.
- Added new interface for Self Crafting of items. When you quickview an item (in the lower right summary window) - you can currently hit SHIFT-I to delve the item. We've added a new key (default is SHIFT-R) to "craft" an item directly from the player's backpack. A small mini-craft window appears when you press this key with three options: Repair, Salvage and Craft. Please note that for the next day or two, the "craft" option will not work. Also, when you repair, it will repair the item, but information on the repair won't be updated until you move the item from one inventory slot to another.
- Items that you craft, trade, pick up, or otherwise put in your inventory will now auto-stack with like items.
- You can now split stacks of items in your inventory. To do this, simply pick up a stack of objects in your inventory or bank. Drop it onto an empty backpack or bank slot. You'll be presented with a small window prompting you for the number of items in the stack to move. Note that you cannot split stacks into a trade window or onto a monster - you must split into an empty slot in your inventory first.
- You can now use target macros with the %t or %T fields. For instance, type "/macro /say Hello, %t!" - this will set up a macro that will say hello to your current target.
- You can now set a follow up spell to be cast. If you press a hotkey to cast a second spell when a first spell is being cast, the second spell is queued up to be to "autocast" after the first is cast. Note that when the second spell actually begins the cast process, it will cast on the target the player has currently targeted. You can cancel the spell in the normal fashion by moving when starting to cast. If you wish, you can turn off this feature by toggling the "/noqueue" command.
- Attackers now receive a specific bladeturn message when their attack is bladeturned. Previously the message they received simply stated the attack missed.
- When you craft an object that cannot be carried, you now get a print saying "you create the object on the ground".
- Sprint can now be bound to a key in the keyboard configuration.
- You can no longer turn your figure when stunned or mezzed. This will allow melee characters the chance to use position styles against stunned/mezzed enemies.
- When you use a hot-key to ready a one-handed weapon, you will now automatically equip your shield if you have one readied.
- If you used the last of your stack of thrown weapons, you used to get garbled combat messages if you had no readied weapon. This is fixed.
- Fixed issues with Mesmerize - under certain situations if cast on a player, the casting player would not be put into combat mode.
- "/assist " should now work correctly. Up until now it only worked properly on your currently selected target.
- Some of the portal ticket vendors will now also sell siege ammunition as a secondary store index.
- Monsters will no longer wiggle back and forth across a path-point if they are traveling fast.
- Monsters in formations in dungeons with multiple levels should no longer have creatures drop through the floor.
- When crafting objects, stat bonuses will display both the 100 and 150 percent amounts.
- Focus gems now delve the correct amount.
- When you enter stealth or camo and you are sprinting, your sprinting is halted.
- Heroes can no longer enter stagform while dead.
- Monsters should no longer turn to face you when Mezzed or stunned, so now positional combat styles will be easier to perform against them.
- There was a bug that prevented back-up combat styles from working properly if one of the styles was shield-based. This has been fixed.
- You now have to reach deeper water before you go into swim mode.
- Monsters will now propagate much more smoothly when they are flying.
WORLD NOTES
- Portal Ceremonies across all realms have been adjusted to handle an increased teleport load. This should alleviate problems noted when teleporting cross realm for large relic and keep raids.
- The leaders of guard patrols in the frontiers should now appear at a greater visual distance for players.
- Quests: We have added one quest per realm to provide an introduction to the new races that will debut in the Shrouded Isles expansion.
- Realm V. Realm - Battlegrounds: We have adjusted the levels of many of the monsters in the battlegrounds - to provide better pets for charming classes. The giant spiders, tomb raiders, cliff beetles, goblin whips, large bloated spiders, death spiders, and rage wolves have all been adjusted.
- Merchants in the three capital cities have been combined for your convenience, now that merchants can have up to four pages of items to sell. If you can't find your usual merchant, click on the merchants nearby to find the items you need.
- The following merchants now carry enchanting/recharging components: Freyne Aeoelred in Camelot, Ereck Hemingr in Jordheim, and Cedric in Tir na Nog
- PvP servers only: Under some existing circumstances, the Relics on the PvP servers can reset to their original relic keeps. Under 1.54, more relics will be reset to their keeps, as such, the guardians of these keeps have taken it upon themselves to periodically replace the Relic Keep doors.
- Realm v. Realm: Realm v. Realm - Frontier Keeps: The patrolling guards should now move more quickly throughout their patrols.
- Realm v. Realm: To help prevent people from exploiting the immunity timer in the new RVR dungeons, we have moved the exit to the dungeons. You can no longer zone out where you zoned in, but instead must travel a distance to a new zone point.
- Battlegrounds: Siegemasters will now specify when and where they drop ammo. This will be indicated by a pop-up "OK" box at the time of the ammo drop.
Courier Missions
We have introduced a new set of tasks named "Courier missions". These missions take place within the frontiers and can only be given to players who are 30th level or higher. There are two sides to each mission, a kill task and a protect task. The primary goal of the kill task is to speak with the mark dealer for a task, locate the courier listed, hunt the courier down, and then kill it. The protect task is a bit different in that you must find the courier, speak to it to obtain the task, and then ensure the courier reaches its destination alive. To better assist the defenders in locating a courier to defend, we have also added a status monitor within both border keeps. These status monitors will broadcast to the entire keep if a courier needs a defender and where this courier is located. You can also speak with this monitor to find if there are any couriers in transit that require assistance. As with all tasks, you may use /task command to receive the status of your task at any time. Please note that you will have only one hour to complete this task. Should the courier take longer than this to reach its destination or should you not locate the courier, the task is considered forfeit.
The details of the rewards are as follows:
Kill Task - A large sum of coin will be split evenly to anyone who is on this task when the courier is killed. In order to receive your reward, you must be within 6000 units (just outside of visual range) of the courier when it dies.
Protect Task - A large sum of coin will be split evenly to anyone who is on this task when the courier reaches its destination. In order to receive your reward, you must be within 6000 units (just outside of visual range) of the courier when it reaches this point.
Following is the list of Mark Dealers and Status Monitors:
Albion
Status monitors: Kirbie Hareford (Castle Sauvage), Paytan Varden (Snowdonia Keep)
Midgard mark dealer: Ohtor (Portal Keep - Hadrian's Wall)
Hibernia mark dealer: Edouarz (Portal Keep - Hadrian's Wall)
Midgard
Status monitors: Ulfr (Svasud Faste), Steig (Vindsaul Faste)
Albion mark dealer: Bardolf Culthit (Portal Keep - Odin's Gate)
Hibernia mark dealer: Drust (Portal Keep - Odin's Gate)
Hibernia
Status monitors: Garth (Druim Ligen), Eodan (Druim Cain)
Albion mark dealer: Centwine Melgim (Portal Keep - Emain Macha)
Midgard mark dealer: Skuti (Portal Keep - Emain Macha)
Albion Quests:
Bounty Quest - (peallaidh) - Thule Ruthic wasn't taking peallaidh hides. This has been fixed, he takes them now.
Legend of the Lake AND Barbaric Tales - Players couldn't turn in the second goblin tome - this has been fixed, they can turn it in now.
Willing Sacrifice - The quest reward tells the player they're going to get a belt. The rewarded object is now correctly set to a belt.
Midgard Quests
- Tomte of Doom - Yandu wouldn't respond to players trying to choose a circlet. This has been fixed, players can go back and talk to Yandu. The journals now have the trigger word: [inventory]
- Midgard Quests: Tomte of Doom - Players should no longer have difficulty selecting their reward.
Hibernia Quests
- Unnatural Powers - Invisible Green Maws were killing the players. This has been fixed, players can attempt this encounter again now.
- The Moonstone Twin - Giant Caithor was spawning briefly and then despawning. Players couldn't continue. This has been fixed, players can attempt this encounter again now.
Albion Quests
- Andrew's Metal Bits is now only available to Scouts.
Dungeons
- RvR Dungeons: The innocents all now operate under the undead damage tables.
- Hibernia - Treibh Caillte - the few earth golems who occasionally got stuck near the entrance have been moved.
- Dungeon: Darkness Falls: Dried worm husks have recently been discovered in the wake of the giant demon Beliathan's passage. Their origins have not yet been discovered, nor have any been seen alive thus far in order to determine their purpose or meaning.
- Dungeon: Treibh Caillte: Rock golems which have been pulled to the entrance should now return to their spawn points. The rocky golems are now a little bit tougher.
- Coruscating Mines: The undead Drudgers should now all use the same damage table.
Monsters
- The Dragon Stun used by all three dragons will now trigger a stun immunity timer.
- The following monsters throughout the realms have armed themselves - the Danaoins, the snowshoe bandits, many of the ghostly invaders, as well as the cutpurses and poachers.
Albion: Dartmoor - the granite giant pounders in the southeast should no longer be "too far away to attack"
Albion: The few cave fairies who were immune to all ranged attacks have been fixed.
Albion: Camelot Hills - the river sprites south of Cotswold have returned.
Albion: Merchants dressed in foreign armors have changed their clothes.
Albion: The pygmy goblin tanglers should no longer chase players forever.
Albion: Some scouts report seeing a new breed of spider roaming Hadrian's Wall. Also some reports of some enraged panthers being spotted in the area.
Albion: Starved of their normal prey, the bone snappers have grown weaker.
Midgard: Merchant Tig is no longer aggressive.
Midgard: Several of the missing factions, notably Pack Drakulv and the Bounty Hunters, have been restored.
Midgard: Guards patrolling Odin's Gate reported seeing a new type of spider.
Midgard: Hill Scrags are now correctly classified as giants instead of humanoid (matching the other types of scrags).
Hibernia: The cliff beetles in Emain now have a wider level range.
Hibernia: The poison merchant in Druim Ligen now sells both low and high level poisons.
Item notes
- New RvR dungeons - the few instances where loot usable by the wrong realm were dropping have been fixed.
- The few instances where the wrong realm's stats were added to items have been fixed.
- The shade of Aelfgar now is dropping loot correctly.
- Svelte Armor Leggings (Albion) can now be dyed.
- The Icebound Effluvium Staff of Summoning (Midgard) should now con correctly.
- The second body resist entry on the Resplendent Necklace (Albion) has been changed to energy.
- The Eternal Strife Frock (Albion) can now be dyed with the appropriate dye type.
- The Adamant Coral Helm (Albion) now buffs the shield skill instead of chants.
- All cloth helms and caps in the game should now display a cloth icon in inventory - this should not affect the appearance on the character.
- Werewolf warders should no longer be dropping loot from Muspelheim.
- The Windswept Cloak (Midgard) can now be dyed.
- The Demoniac Turmoil Frock (Albion) can now be dyed with the appropriate dye type.
- The Cinder Stained Vest (Midgard) now increases the composite bow skill instead of beastcraft.
- The Siabrian Staff of Mana (Hibernia) should now have the appropriate level requirement set.
- Focus staves created from the unique item generators should be salvageable.
- The Cailiondar Helm (Albion) now increases the parry skill instead of chants.
- The Ghastly Mendicant Frock (Albion) can now be dyed.
- The Tactician's Belt (Albion) should now buff matter, body and spirit.
- The Boots of Favor (Midgard) can now be dyed with the appropriate dye.
- The Berolig shield (Midgard) now buffs mending.
- The Skogfru Skin Bracer (Midgard) now buffs composite bow.
- All cloth, reinforced, studded, chain and scale helms in the game should now display the correct icon in inventory. This should not affect their appearance on the character.
- The Riven Silk Robe (Hibernia) can now be dyed.
- The Feelion Razor (Hibernia) now has matter and body resists instead of 2 matter resist listings.
- The Latticed Shadow Boots (Midgard) now has body and heat resists instead of 2 body resist listings.
- The Lion Embossed Greaves (Albion) had the charisma bonus changed to strength.
- The Bracelet of Voided Talent (Hibernia) now has a bracer icon.
- The "granite chisel" now has an icon.
- The Petrified Wisened Oak Shield (Hibernia) now has the correct salvage value.
- The Erubescent Strife Dirk (Hibernia) now correctly buffs the piercing skill.
- The icon on the Imbued Gloves (Hibernia) is now correctly set to reinforced.
- The Partial Map is no longer equippable.
- The Wintry Effluvium Sword (Hibernia) should now be set at the correct level.
- The Blodjeger Hammer (Midgard) should now longer display that it is usable in the left hand.
- The Shimmering Etheric Helm (Albion) is no longer set to no-sell.
- The Woven Darksteel Boots (Midgard) now have heat, spirit and body resists, instead of two body resist entries.
CRAFTING NOTES
- You can now "self-combine" items. Right click to quickview the item you want to self-craft. Use the MiniCraft hotkey. Press the CRAFT button. You'll get a trade window that is preloaded with the combine flag set and the item you wish to craft pre-populated. Add your components to the right side and hit ACCEPT to craft.
- Increased the stack size of tradeskill components from 100 to 200 and from 20 to 100
- Changed the title of the final rank from "Legendary Grandmaster " to "Legendary "
- Fixed the long dirk blade to have the correct icon
- Fixed the needle mace head to have the correct icon
- Fixed the base value for the long dirk and needle mace so they sell back to merchants for the correct amount
- reinforced kite shields will start at the appropriate skill level (instead of 100 points higher)
- The weighted bearded axe, reinforced round shield, reinforced kite shield, and reinforced tower shield are listed in seperate lists in midgard now
- reinforced round shield fittings in hibernia will start showing up on the appropriate list at the appropriate skill value now
- Hibernian reinforced shields now will ask for the correct ore type, instead of a metal type
- The final recipe for the barbed mace, in Hibernia, will now ask for the correct material types for the final two components -The whistle and toy sword will now ask for the correct type of wood not "WOO10" for the 10th material versions.
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Dark Age of Camelot
Camelot 1.55 Release Notes
November 25, 2002
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THE LURIKEEN UPRISING HAS PREVAILED
- As of this patch, Lurikeen can become Heroes. Thanks for the great roleplaying moments to everyone involved in the Uprising. Enjoy!
NEW THINGS AND BUG FIXES
- We have made it so you can no longer duel in cities. Peace has once again been restored to crafters.
- Fixes a problem where archers would play one frame of a combat swing animation after killing an opponent with a bow. This was a client animation problem only - it didn't actually affect bow shot times, and it appeared randomly.
- Couriers should now honor all pathing geometries and should obey zone wall boundaries.
- Realm guards should now follow leaders and maintain speed with leader. This should also fix the aggro problem when realm guards would lag behind and not aggro on enemies.
- We have implemented a /GROUNDASSIST command on the server. By using this command, your own groundtarget assumes the same location as your targeted player's ground target. This allows for a "front spotter" who is possibly stealthed to set a ground target for a siege equipment controller or spellcaster.
- We fixed the delving of combat spell abilities - these were printing incorrectly.
- When you upgrade an outpost you are setting a desired level on the outpost. The level will only increase or decrease one notch per 6 minutes.
- Performing a successful Guard or Intercept no longer causes an interrupt to a caster who is guarded.
- Level 51 cloth armor should now get the correct amount of bonus levels.
- Legendary crafting titles should now set and display correctly.
- Bards can now hold and use staves (although they cannot train in them). This is a longstanding bug. All classes should be able to hold and use staves.
- You can no longer put proc effects on jewelry, cloaks or instruments to artificially boost their level.
- Monsters will no longer attempt to cast a 20th concentration effect repeatedly.
- The Realm Abilities First Aid and Mystic Crystal Lore can no longer be used in combat. Using them in combat was a bug, and it is now fixed.
HELM PROBLEMS
We are halfway through transitioning to a new, better system of displaying helms. This system will allow us to create new helmet graphics much faster, and allow them to fit player models much more effectively. Please be aware that there may be some display issues with some helmet/race combinations until we fully migrate to the new helm system.
REALM POINTS FOR RESURRECTING NOTE
Please note that on Pendragon, we've been testing a system that gives classes that can resurrect their fallen comrades Realm Points for doing so. For now, we're holding off rolling this system live until we've worked all the kinks out of the system, based on the concerns of the Pendragon community and the team leads. So, none of the Pendragon resurrection-specific spell changes that you may have read about in the various 1.55 test release notes have been implemented in this live version, which includes getting Realm Points for rezzing, decreased casting times for higher-level rezzes, etc.
RVR CHANGES
- We have made it so you can gain experience points for engaging in RvR and killing, or helping to kill, enemies. You will not lose experience when you die, but when you kill an enemy, you will now be awarded "normal" (i.e. as if the enemy was a monster, based on level) experience for the kill. Thus if the player is blue to you, you will be given normal "blue" monster experience for the kill. Please note that there is a known bug currently in this system where under some circumstances if you are grouped you won't get experience for a group-member's kill. We are looking at this problem right now and will fix it as soon as we can.
SPELL NOTES
In advance of Shrouded Isles, we have taken steps to correct a longstanding spell issue. Several spells allow casters to buff lower-level characters without adhering to a cap of any type, thus enabling lower-level characters to be able to fight monsters far above their level, with almost no danger. This allows low-level characters to level far faster than intended. We want these spells to help low level characters, but not without a cap of some type.
So, these Damage Add and Damage Shield spells are now capped, so they will no longer give 50th level damage-per-second to a 1st level character. However, given that some players are used to being able to do this, we have made the cap higher than it normally would be - you'll still be able to help out lower level characters with these spells, but not to the extremes that existed up until now.
Please note that we have implemented this on a sliding scale as per the rest of the buffs in the game. If you are a mage that has these spells, the lower level you are, the less this change will impact you. The most impact will be from an extremely high mage (i.e. 40+) buffing a 1st or 2nd level character. The damage allowed slides up from there.
SIEGE WARFARE NOTES
Siege damage has been flattened across the entire area affected. In other words, there is no drop off from a direct hit and someone at the edge of the bolt.
Additional types of catapult ammunition have been added to the ammunition stores. Note that the cost of existing ammunition has been raised, to be more in line with the new ammunition:
- A catapult bullet - which is a higher damage, low area shot.
- Grapeshot - which is a lower damage, high area shot.
- A ball of ice - which is similar to the existing catapult stone, but does cold damage.
The "power level" of all siege ammunition has been increased. This should lead to higher, more consistent damage when using these weapons.
WORLD NOTES
- Many of the Midgard NPC's have removed the robes favored in enemy lands, and replaced them with appropriate Midgard vests.
- Dungeon: Summoner Hall: Grand Summoner Govannon should no longer be able to heal himself multiple times in the course of combat.
- Darkness Falls: Beliathan can no longer be fought in the tunnels of Darkness falls, however, he will now linger longer in the room when he spawns.
- Hibernia: Touched now correctly resembles the diseased Celt that he is.
- Albion: We have added a bindstone near Swanton Keep in North Black Mountains. The Snowdonia Relic keep (Albion Power) was the relic keep that was the farthest from any bindstone. This bindstone should provide a binding location for Albion players who wish to defend this relic.
Realm v. Realm - Frontier Keeps
Keep Lords - At low health, the Keep lords will now summon help from the courtyard and the new "personal guard" spawned at keep upgrade level 8. Given their newfound confidence in their allies, keep lords will no longer use their anti-bladeturn abilities.
- When a keep is upgraded to level 8 - 4 additional Keep Guards will spawn near the lord room.
- If you take over an enemy's keep and that realm has at least one of your relics, if you upgrade the keep to level 10 it will spawn a corpse summoner NPC. If you die in PvP and type /transfercorpse "keep name" without the quotes your corpse will transfer to that keep, although you will still need to be resurrected once you get there. Note that enemy players can kill this NPC and if they do so, the /transfercorpse command will be unavailable to you for that keep until he respawns (in one hour).
TRADESKILL NOTES
- Fixed the higher material Wrought Jewelry Boxes so they are able to be made correctly now in Albion.
- Fixed the stable leeching tincture recipe so that it creates the leeching tincture and not the ablative tincture.
- In Albion labeled the stable leeching tincture recipe correctly.
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Dark Age of Camelot
Camelot 1.56 Release Notes
Tuesday, December 3, 2002
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ENTER: SHROUDED ISLES
With 1.56 comes the launching of Dark Age of Camelot: Shrouded Isles, the first expansion pack for the game. Shrouded Isles is a major upgrade for players of Camelot - it has an all-new graphics engine, an ambient music soundtrack, revamped interfaces, new lands to explore, six new classes, and three new races. With Shrouded Isles, you'll be able to find new weapons and armor, experience a newer, deadlier, monster AI, and loads of new content. As of today, if you have purchased the SI box, you'll now be able to explore the new continents and play the six new classes. For information on the new continents, races, and classes, please visit the Shrouded Isles web site at www.shroudedisles.com.
A NOTE ON CLASS CHANGES
1.56 has a lot of class tweaks and balance changes, and new stuff to test. Hunters and Warriors get boosted in melee power. Healing-types now get RP for resurrecting their friends, and we've changed resurrection spells around a bit to support that. There is a new type of healing spells for each Realm's primary healers that will make keeping people alive in RvR much easier. We have also taken steps to address the problems of Assassins being able to fight in melee combat better than we intended. Read through these notes closely.
HUNTER CHANGES
We've decided to make Hunters more effective in Melee combat. These changes will help them greatly in both PvE as well as RvR:
- All Hunter melee skills base damages have been increased "behind the scenes". The specific melee skills involved are sword and spear. Hunters will now notice that they do more damage every time they attack an opponent with these weapon types. Hunters now do more base damage than the other two Archer classes, and will not need to do anything to take advantage of this change - it will happen automatically every time they hit with a weapon.
- Hunters have been given a new line of spells in their Beastcraft specialization that allows them to insta-cast a wolf pet. This can be done at any time, even in combat. These are shouts that cost 25% power and have a 2 minute recast time. Please note that if a Hunter is controlling a charmed pet, they cannot summon a wolf pet. Here's the list:
1 Hunter's Companion 80%
7 Hunter's Pet 80%
13 Hunter's Ally 80%
20 Hunter's Protector 80%
32 Hunter's Avatar 82%
WARRIOR CHANGE
In order to make the Warrior more of a melee damage-dealer, we've increased his weapon skills (again, behind the scenes, as with the Hunter) so that he will do more damage every time he hits with an Axe, Hammer, or Sword (both 1 and 2h). With this change, the Warrior now does more base damage than any other class in the game. Warriors don't need to do anything to take advantage of this change - it will happen automatically every time they hit with a weapon.
ASSASSIN CLASS CHANGES
Because of the great advantages Assassin classes - Nightshades, Shadowblades, and Infiltrators - now have over almost any other class in the game (poisons, stealth, devastating combat styles, good base damage, extremely high evade, etc.), we've decided to take some steps to bring them back in line with the rest of the classes in the game. We realize that these three classes are not exactly the same, but they all have a combination of abilities that make them more powerful than other classes of their level. The overall design goal of the assassin is to have them be able to defeat opponents using a combination of stealth and their "backstab" combat style chains. Now, with these changes, they'll have to use more strategy to defeat their target opponents. There's no way to sugar coat this - these steps will make Assassins less effective in direct combat.
- We've removed the Ignore Pain Realm Ability from all three Assassin classes. These classes have been granted back the realm training points they spent to get Ignore Pain. It was an oversight that Assassins were given IP at all, and we should have taken it away sooner.
- We are capping the maximum amount that any player (of any class) can evade at 50%. Assassins are the only classes that can currently go above this cap, by linking together their Evade 7 ability, plus the Realm Ability Dodger, plus stat bonuses. Assassins will be granted a Realm Ability respec for those who no longer want Dodger ability (as it is usually Dodger that pushes them above 50%). Please note that you will get the realm ability respec only if you currently have Dodger and you are a Nightshade, a Shadowblade, or an Infiltrator.
SPREAD HEAL SPELLS AND BATTERY HEAL REALM ABILITY
The three base healing classes (Clerics, Healers, Druids) now have a new type of healing spell that will help them in heavy battle - particularly RvR - situations. This spell type is called a "Spread Heal". These spells need no target - they search through the group applying healing power to whoever is lowest in health (As a percentage of their max, not as a straight value) until the group is full or the pool has been used. These spells should be especially useful in RvR encounters where targeting is a problem and many people can be taking damage at the same time. In normal PvE encounters or where one target specifically is taking the most damage, directed heals remain the most efficient and effective option. When everyone in the group is low, standard group heals remain the best option. Spreadheals fall somewhere in between - when some members of the group are still full or near full, and some members are falling fast, these heals will be the most efficient option.
Cleric Rejuvenation spec
30 Gift of the Host
39 Boon of the Host
48 Blessing of the Host
Healer Mend spec
30 Ancestor's Gift
39 Ancestor's Favor
48 Ancestor's Boon
Druid Regrowth spec
30 Regenerating Spirits
39 Resuscitating Spirits
48 Reviving Spirits
Battery of Life Realm Ability
Also, a new realm ability is now available to the primary healers in each realm at a 10 realm point cost, called Battery of Life, which is a different variety of spreadheal. It allows the user to create a spreadheal pool that essentially remains on him as a battery; checking every round to see if anyone needs healing and applying it when needed just like a spreadheal. If the entire battery is not used, the remaining amount remains on the caster waiting to be used. This ability should also be particularly useful in RvR - it can grant the healer the initiative to heal before everyone in his group starts taking damage. As soon as the group begins taking damage they're already being healed by the battery, and the healer can begin casting another spell which will hopefully be cast before the battery runs out. The battery and the spreadheal used together should go a long way towards allowing healers in RvR to do what they're intended to do - keep the group alive as long as they have the power left to do so. One important difference to note about the battery from spreadheal - it does not flow into the caster, only their group mates. This is not intended to be an automatic complete heal for the healer.
RESURRECTION SPELL CHANGES
Due to the recent change where you now receive Realm Points for resurrecting your realm-mates in RvR battles, we've had to change some of the resurrection spells. Here's the list:
- All resurrection spells now have a 4 second cast time.
- The power costs for all resurrection spells have not been changed.
- When casting a resurrection spell, you receive a message and the spell cancels if the target is already considering a resurrection from someone else.
- Resurrection sickness now goes from 100% to 50% when doing a "full rez" on another player.
- Low level resurrection spells now give 5% RP's to the caster and high level rezzes do up to 15% of the RP's to the caster. Mid level ones are between the two.
RESPEC NOTES
With the class changes that come with 1.56, we're giving the following respec options to the various classes affected by the changes:
- all primary healing classes over level 30 get a single-line respec (because of spread heal).
- all primary healing classes get a realm ability respec (because of heal battery).
- Hunters get a full respec (because of new wolf pets and melee combat changes).
- all Assassin classes automatically get the points back they initially spent for Ignore Pain, and IP is stripped from their character, if they had IP to begin with.
- all Assassin classes get a realm ability respec if they have Dodger, Ignore Pain, or First Aid.
Please note that if you meet these criteria, but you already have a respec of the type listed here, you will not get an additional one - for example, if you are an Infiltrator with a Realm Respec that you haven't used, you won't get another one. But, if you are an Infiltrator who does not have a Realm Ability respec, you will be given one.
INTERFACE NOTES
- There is a new window - the Command Window - which has two rows of buttons of commonly-used Camelot commands. You'll find things like "attack", "sit", "relic status" and so forth on this window. You can Shift-Left-Click buttons on the Command Window to make quickbar buttons out of them.
- There is a new "Options" window (displayed by clicking "options" from the character stat/information window). This dialog lets you specify in-game settings like sound/music/ambience/ambient music volumes, and name-color scheme. The Shrouded Isles client has many more options as well.
- The mini-info window (comes up when you right click on an item) is now a separate window and doesn't share a window with your target/health window.
- There are no longer "white" con color items when you are crafting. When a crafting recipe was on a skill boundary (about to change from red to orange con), it would turn white for one skill point.
- When you use a performance configuration slash command or popup command from in game, the changes are saved and should reflect in the main configuration window.
- The compass is now be on by default for new players
NEW THINGS AND BUG FIXES
- We now support eight characters per realm per server.
- Healing-type classes will now receive Realm Points for resurrecting a friendly player. Please note that you will not get Realm Points for resurrecting someone if they did not "give" Realm Points when they were killed. Also please note that the number of RPs you can get from one resurrection is capped at 2x the RPs that you yourself are worth.
- Characters in the main menu will now perform an emote after being selected.
- Dying a standard PvE or Suicide fall death should no longer allow you to use the corpse summoner. PvP deaths are not affected by this change.
- Corpse summoners can no longer summon corpses while in combat.
- Any summoned pet to a ground target should now obey visibility (turrets for animists).
- You should no longer see your circular shadow below you when swimming in classic shadows. Likewise, you should no longer see your high definition shadow below you for new shadows when swimming.
- Fixed a bug where brush was sorted incorrectly versus rivers in the classic client.
- Shadows for large monsters on hills should no longer be clipped oddly in terrain zones from certain angles.
- You can no longer load the Expansion zones while running the Classic client. Previously, you could run the expansion client, teleport to an expansion zone, then run the classic client and try to enter with that same character, resulting in either a client crash or you'd end up in an empty zone. Now if you try to enter a SI zone with the classic client, you'll get an error message, and it won't let you load.
- The zone loading bar has been moved to not interfere with pretty loading screens.
NEW EMOTES
There are five new emotes:
- "/ponder" - for when you just want to go "hmmmmmm".
- "/military" - a military salute.
- "/present" - to present someone with something.
- "/taunt" - a very naughty gesture when you really want to insult someone.
- "/rude" - a rude gesture.
SOUND AND MUSIC NOTES
The new sound options allow independent volume setting for each of the following:
- Sound Effects: gameplay sounds (combat sounds, spells, etc.)
- Music: basically, the MP3s (play when you enter the game, towns, combat music, etc.)
- Ambient Sound Effects: random non-music sounds (birds, wind, etc.)
- Ambient Music: self-explanatory
You should be able to set these options in the old Character Select options menu and in the new in-game options menu. Possible settings are: "Off", 1-9 (increasing volume) & "Full" (full volume).
Sound setting changes made in either the Character Select options menu or the in-game options menu should persist between play sessions.
Additional Notes:
In the Main Menu of the game, you can change the sound settings (via the Options button) but they won't take effect until you enter the game or exit and come back in. However, if you change the settings in the in-game options menu, the volume should change in real time giving an audible cue to the current sound level (if sounds or music is playing at the time).
In the original "classic" Camelot, you only have 2 sound options: Sound Effects and Music. In this case, the Ambient Effects use the Sound Effects volume value while music uses the Music volume value.
SPELL NOTES
- Dexterity buffs now affect casting speed on monsters.
WORLD NOTES
The following monsters have had their models changed:
- Weakened Demon
- red rager
- Vrede
- flame thrower
- Bright Flame
- fire phantom
- Spirit of Flames
- flame spout
- Dungeon: Darkness Falls: Marbo, the Sapphire Seal Merchant, will now sell a Corrupted Dismal Vest for Berserkers.
- All three dragon lairs have been extended in area (to allow better raid co-ordination)
Albion: A new horse route has been added from Snowdonia Station to Llyn Barfog.
Hibernia: A new horse route has been added from Brynach to Cursed Forest.
Midgard: A new horse route has been added from Gna Faste to West Skona.
Midgard: A new horse route has been added from West Skona to Gna Faste.
Realm v. Realm - Frontier Keeps: Corpse Summoners will no longer appear at Bledmeer Faste, Dun Crauchon and Caer Benowyc.
Treasure, General
- The Radiant Moonclipper (Albion) now salvages for the appropriate amount.
PvP SERVER WORLD NOTES
- We've added three medallions of passage to all city medallion merchants. These medallions will port you to the expansion starting zones and will only work if you have purchased the expansion. New Port Destinations: Gothwaite Harbor, Aegirhamn, Grove of Domnann
TRADESKILL NOTES
- Fixed the Skill value that the newer Albion Spellcraft gems were set to be more appropriate for what they are
- Split the new Albion weapons out to separate lists appropriately
- Changed the name of the wizened wood to wisened wood
-Added Soul Rending spec and focus gems to Albion Spellcraft: Steaming Fervor Sigil and Steaming Sigil
- Removed the Soulrending Focus gem from Albion spellcraft
- Fixed new weapon components only using 10th rank materials for Albion and Midgard
- Fixed recipes where a "null" object was created in Albion
- Fixed all of the icons for the newer weapons to use the appropriate icon for said weapons (i.e. flexible, hand to hand, and scythes)
- Fixed weapons that are leather, instead of metal, to have their DPS progress normally
- Fixed issue with Midgard Alchemy, Herbcraft, etc, not showing up properly
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Dark Age of Camelot
Camelot 1.56e Release Notes
December 5, 2002
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NEW THINGS AND BUG FIXES
- Delve information on Animist Turret spells will now properly describe the spell.
- Turrets and pets set to aggressive will now attack targets that are green through red to the caster.
- Player Necromancer resistances from buffs and objects should now "pass through" to their pets.
- Animist spec levels now "pass through" to their bomber pets. This should affect the random damage range that the bombers do.
- If you make a macro with "%s and %t" in it, it will no longer crash the client.
- We fixed a problem with power costs for Resurrection spells, where sometimes you would not be able to resurrect another player.
- We fixed a problem with spreadheals where sometimes you would heal for a negative value.
- We fixed a problem where spell effects cast on "spell effect" monsters (like the corpse-light) would not play correctly.
- We fixed a problem in Aegirhamn where a cliff piece was invisible from certain angles.
WORLD NOTES
Albion: A new horse route has been added from Llyn Barfog to Snowdonia Station.
Hibernia: A new horse route has been added from Cursed Forest to Brynach.
Realm V. Realm - Battlegrounds: The broadcast regions around the 3 center battleground keeps have all been made equivalent.
Realm v. Realm - Frontier Keeps: The broadcast regions around all 21 frontier keeps have been extended. Please note that this also means that the bonus RP region is now also larger.
- The guard patrols at the frontier keeps have been split up so they don't all spawn in the same spot. They will now spawn on the sides of the castles in addition to the front gate.
- The Benowyc Knights are now correctly spawning at Excalibur Castle.
- The corpse summoner for Hildskialf Faste will now spawn at the correct keep.
- The corpse summoner at Nottmoor Faste has been moved away from the wall.
CO-OPERATIVE SERVER AND PVP SERVERS
We have added three NPCs (one in each main city) that will assist 1st-10th level players in returning to their home realms for training. These NPCs will inform you of two items they will accept in return for a return transport medallion. These items to be turned in are common drops from monsters local to the main cities. Please note that players under eleventh level can only use these medallions. Also note that during the course of your characters career they may only receive a total of ten return transport medallions. Please see the following NPCs for more info:
Tir Na Nog: Duvessa
Camelot: Geraint
Jordheim: Bifrost
TEST SERVER FIXES THAT WERE ALSO READ INTO LIVE SERVERS
Realm v. Realm - Frontier Keeps: The Benowyc Knights are now correctly spawning at Excalibur Castle.
- The corpse summoner for Hildskialf Faste will now spawn at the correct keep.
- The corpse summoner at Nottmoor Faste has been moved away from the wall.
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Dark Age of Camelot
Version 1.57 Release Notes
December 12, 2002
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SCHEDULING AND COOPERATIVE SERVER NOTE
With this version, Gaheris is live, and as such is being moved to the live patcher instead of the test patcher. There will be no character wipe.
NEW THINGS AND BUG FIXES
- On a Co-Op server, the realm skill respec should now grant the correct number of realm skill points.
- All armor/weapon dye colors should now be much closer to what they were in the Classic Client (SI Only)
- Performance Meter window should now save alpha value correctly between logging/zoning (SI & Classic)
- (Gaheris/CoOp only) "Select nearest enemy" key (default F8) should now only target monsters.
- (Gaheris/CoOp only) Name coloring of other players, NPCs, and Pets should now be correct.
- You can now use the "Ambient Music" setting in the character manager and in-game options menus to change the ambient music volume separate from the ambient effect volume.
- Savages had access to two versions of Purge and Ignore Pain. Savages who purchased both types of both abilities will have one stripped and the points refunded.
- Savages were not being awarded the Protect I skill, as they should have been. Savages will now be granted this ability at 15th level, and all current Savages level 15 or higher will automatically be given it.
NEW EMOTES
We're adding some more emote animations into this version. Please note that one of these is a replacement for the current "taunt" emote. When we put the original taunt emote in, we didn't foresee the problems people would have with it, and perhaps we should have. In hindsight it really doesn't fit the spirit of the game as well as the newer (and far funnier) taunt emote that is included in this version. We realize that some of you had no problem with the old taunt, but it just didn't "feel" right, so we are replacing it.
- Hug - self-explanatory.
- Charge - onward!
- No - shake your head.
- Yes - nod your head.
- Raise - raise your hand, as in volunteering or getting attention.
- Shrug - shrug your shoulders.
- Slap - slap someone.
- Slit - let your enemy know what you want to do to him.
- Surrender - I give up!
SPELL NOTES
- Animist turrets will no longer attack "gray" level monsters.
- Fixed delve info on support bombers (e.g. Healing Spirit and Spirit of Remedy in the Animist Verdant Path list).
- GTAE direct damage spells will now critical for list casters like their other spells. Wild Power affects this normally.
- Fixed a bug with GTAEs sometimes hitting twice.
- Decreased amount of exp taken by Animist controlled turrets (Forest's Servant, Grove's Assailant, and Battle Messenger lines).
- Lowered level of Animist spell Tangler Youngling in the Arborial Mastery list by one level to L21. It was overwriting the Spirit of Wrath DD spell.
- Put level caps on the Animist Battle Messenger summons in the Verdant Mastery list. Since their melee damage (their primary attack) scales up with level differently from all other turrets, this is a necessary balancing factor to keep low-specced Animists from using full power turrets.
CRAFTING NOTES
- Fixed the issue with the Ashen Primal Rune, and Ashen Rune in Midgard Spellcraft not showing up properly in the lists
- Enchantment Dusts: The magical dusts that are used in spellcrafting had incorrect prices, in some cases over 10x what they should have been. These prices have been fixed. NOTE: This change is retro-active and has lowered the value of existing dusts in inventories.
CLASSIC CAMELOT WORLD NOTES
Albion:
- The horse route from Castle Sauvage to Snowdonia Fortress has been shortened a bit.
- The horse route from Snowdonia Fortress to Castle Sauvage has been shortened a bit.
Marfach Caverns: The Ancient Black Oak in Marfach Caverns has granted the Black Lady new abilities to better defend herself against attackers who choose to flee combat and return upon healing themselves.
ITEM NOTES
- The reaver-specific diamond seal armor in Darkness Falls should now be available.
- All of the arrows and bolts in the game should now look like arrows and bolts in inventory and on the ground.
- Jailer Vifil, in Albion, should now drop loot each time he is killed.
SHROUDED ISLES WORLD NOTES
Midgard Quests: Players with the sword, the Claw of Ibicus, can turn the sword in to Ota Ylring in Aegierhamn for a hand-to-hand version of the Claw of Ibicus.
Hibernia Quests: Players with the lvl 14 item "Valewalker Reward" can turn the item in to Ailionora Parra in the Grove of Domnann for a Shadow Scythe.
Dungeon: Doden's Gruva: You can no longer send a pet at Aros the Spiritmaster in Doden's Gruva to distract him and run to the other side of the room. Some guards have decided to move closer to their leader.
Monsters: Midgard: Iarnwood: Unok is now the proper size and no longer smaller than the surrounding redcaps in the area.
Items
- The charges on the Morvalt Ring of the Ancients (Midgard) should now be useable.
- Dagar's Light Crossbow is now Dagar's Composite Bow (Midgard).
- The Wight-scarred Breastplate (Albion) can now be dyed.
- The non-merchant inhabitants of Altan Garran and Krrzck in Hibernia have been itemized.
COOPERATIVE SERVER WORLD NOTES
- We have increased the amount of Glowing Seals dropped at the frontier and relic keeps.
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Dark Age of Camelot
Version 1.58 Release Notes
January 7, 2003
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RESPEC NOTES
In order to give players the chance to respec at high levels, we've put in the ability to find objects in the world that will grant the player a realm ability or career specialization respec.
Because of their extreme power and high worth, these objects are currently found only on the dragons in each realm's mainland. On their death, Golestandt, Gjalpinulva, and Cuuldurach will now drop fifty Luminescent Stones. Half of these will be Full Career Skill respec stones, half Realm Skill respec stones. These stones can be traded or sold to other players as any other object in the game.
Luminescent stones can then be taken to special new type of NPC (listed below) and turned in to receive the associated Career or Realm respec.
Please note that after performing a respec, all choices made are your responsibility. Here are the respec NPCs, the objects they will take, and their respec abilities:
Camelot:
Ellette Redding - Luminescent Exerpise Stone - Career Skill Respec
Paiton Hazlett - Luminescent Exeregum Stone - Realm Skill Respec
Jordheim:
Tordis - Luminescent Exerpise Stone - Career Skill Respec
Haili - Luminescent Exeregum Stone - Realm Skill Respec
Tir na Nog:
Dywana - Luminescent Exerpise Stone - Career Skill Respec
Bretta - Luminescent Exeregum Stone - Realm Skill Respec
WINDOWED MODE NOTES
We're holding off on Windowed mode for the time being, while we address some technical and support issues. We'll keep you posted on when it will arrive.
NEW THINGS AND BUG FIXES
- NPCs that are charmed and have healing abilities now will generate more aggression.
- Necromancers can no longer control siege weapons in shade mode.
- You can now use left-axe styles on PVE and PVP servers if wielding Albion slashing or Hibernian blade weapons.
- Monsters will no longer accept stacked items as quest triggers.
- We fixed a bug where you could have a difficult time picking to select monster in dungeons or in front of objects.
- Damage adds are now clamped to be the maximum possible damage you could have done in a swing rather than the actual damage done (which was subject to randomness). This will allow those classes that have damage-adds but cannot spec in weapons (i.e. clerical classes) to once again be able to use damage-adds to help them solo monsters.
- When a player in a group casts an AE damage spell, it no longer puts everyone in the group into combat. This will mean that abilities such as Mystic Crystal Lore will now "work" the way they did previously.
LINE OF SIGHT FIXES
- Necromancers now must be visible to their controlled creatures to perform "pet cast" spells. This fixes the exploit where Necromancers could park their pets in keep towers and wander around outside, and have their pets cast at the Necromancer's target.
- Pets of classes such as the Enchanter, Animist, and Bonedancer (and any other class that can cast offensive spells) will not be able to cast spells on a target unless that target is visible to the pet. We expect this fix to take care of the LOS issues for Enchanter-type pets most of the time, but players still may run into situations where the spells are cast even though the pet cannot "see" its target. We will continue to work on this problem as needed.
PVP SERVER NOTES
We've analyzed the player numbers and level progression on Modred and Andred and are now making some changes calculated to bring up the population of the PvP servers. Based on our analysis, we've found that even though players get more experience from killing other players, they still level slower than on the live servers on average because they take more deaths (both PvE and PvP) than do players on the normal servers. In light of this, we're making the following changes:
- We've increased the experience gained by killing level 1 - 30 monsters.
- Experience for killing other players has been increased.
- on PVP servers there's now a 5 minute timer for no experience, realm points, or gold. This timer used to be 15 minutes, which resulted in the majority of PvP kills not generating experience, realm points, or gold.
- Low level dungeons (those under 30th level) have been made PvP-safe (i.e. no kill zones).
- The maximum level cap for a few of the dungeons have been changed:
- Cursed Tomb will be capped at 32
- Vendo Caves will be capped at 44
- Koalinth Caverns will be capped at 32
- In patch 1.59 (i.e. the next live patch after this one), the maximum level cap for Catacombs of Cardova will be changed to level 45. The delay for the changes in these dungeons are dependent upon the epic quests that some classes may need to complete. It is highly recommended that players on the Arc of Ages and Craft of Retribution quests complete these quests before this change goes live.
- In order to ease new characters into the PvP server community, we're putting all newly created characters in a series of "newbie" guilds. These guilds are roughly based on the character's starting location, so all players in the same area will probably be in the same guild. There are four guilds per Realm, each named based on the geographical location. Characters can remove themselves from these guilds by doing a "/gc quit" any time. Please note that characters can technically remain in these guilds for the life of their character, should they choose to do so. Being automatically put in a guild at creation gives new characters an instant chat group and a sense of community with the other players around them. They can discard this guild at any time, and join a player-run guild when they meet the right guild.
SPELL AND REALM ABILITY NOTES
- Added Determination to the Savage realm ability list.
- Fixed some bugs in the power costs of the Animist Sap Strength line. Some were taking no power at all, and some were taking too much. Now all are set to the correct power cost.
- The Animist Briar Eruption spell should now be properly awarded at L17 in the Verdant Mastery line.
- The Animist Woodspirit Sheath (AOE Bladeturn) line in Verdant Mastery should now pick targets to buff correctly. Please note that it still (correctly) picks random targets in its AOE (up to its maximum), so not everyone in the area will be protected.
CLASSIC CAMELOT WORLD NOTES
On the PVP and Co-operative servers you can now buy spell crafting materials used by the other realms in each realms major city.
- In Tir Na Nog look for Morolt.
- In Camelot City look for Anyon Becket.
- In Jordheim look for Embla.
Midgard Quests: Bonedancers working on the "Saving the Clan" quest should no longer have to /say Arnfinn to Danica continue on the level 48 portion of the quest. Also, Arnfinn should now respond to Bonedancers and step them on the quest.
Realm v. Realm - Frontier Keeps: Resolved a problem with couriers broadcasting when entering their destination keep region. Couriers should now only broadcast when initially spawning.
Dungeon: Earthquakes have shaken the Silvermine Mountains, collapsing large portions of the Spraggon Den. The spraggons, confused and disoriented by the earthquake sought a new leader to guide them. Finally, one was chosen to lead them. His first order of business was to rebuild the den. Adventurers on the live servers are warned of this Pendragon note. Please do not log out in the spraggon den, or your character may log in and fall through the world.
Items: Midgard: The Bonedancer reward 'Odin's Eye Choker' now has the correct skill bonus on it (Bone Army).
SHROUDED ISLES WORLD NOTES
- The horse from Caer Diogel to Caer Gothwaite will no longer run through the middle of trees.
Albion Quests: Players working on the quest "Restoring the Magic" should once again find Adelon on the ground instead of too far away to speak to him.
Albion Dungeon: Krondon: There was an error with the faction of the ogres inside of Krondon where players have been receiving positive faction hits with the faction of ogres inside of Krondon by slaying monsters on the Drakoran Legion faction. We have retro-actively corrected this on Pendragon - and it will go live with the next version. The ogres inside of Krondon will now be aggressive towards all intruders that venture into their domain, regardless of any previous faction gains. Note that this change will not affect the ogres outside of Krondon.
Albion Monsters
- The hit points and resistances on Apocalypse have been lowered a bit.
- Rain elements in Aldland will now disappear when they kill a target and after they have been in combat for 20 seconds.
Albion Quests: Players stuck on step 5 of "Spirits of the Orchard" can now get their seeds from Tomos by right-clicking on him. If Tomos is not up, players will have to kill Nalsor again to spawn Tomos, then right-click on him. (Note that this change was also read into the live servers)
Items
- Noguribando's Vest (Hibernia) should now have the appropriate bonus amounts.
- Grul's Glorious Trident (Midgard) should now drop at the correct level with appropriate bonuses.
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Dark Age of Camelot
Version 1.59 Release Notes
January 23, 2003
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NEW THINGS AND BUG FIXES
- Windowed mode and the ability to Alt-Tab have been enabled in the Shrouded Isles client. Remember, you may have significant technical issues when you run the game in windowed mode; be sure to report any problems you find.
- Poisons applied to weapons will now save when zoning.
- In some cases, when a keep lord was killed (usually by a GTAOE spell), the keep status would not be changed. This has been fixed.
- A new command for pets has been added - HERE - which commands the pet to come to your position. Look for it on your pet control window.
- The Looking for group system should now work across zones. It stores up to 30 of each type of group leaders or solo players, and displays the zone name. LFG status is now saved when zoning.
- You can no longer /INVITE hidden players on PvP severs.
- Certain negative effects on the player would not be overwritten by more powerful negative effects (like slow spells). This has been fixed, and will fix a number of style related effect issues that rely on these spell types.
- Savages will no longer be able to resist their self parry buff (Nails of Kelgor line).
- The Purge realm ability is now properly available to Necromancers.
- All Savages now are properly awarded Ignore Laceration at L48 Savagery.
- Necro pets now only get item resistance bonuses from their controller (previously resistance bonuses from buffs were being passed down as well, allowing double effects).
- Necro power taps cast on monsters now cap the amount of power regained at the monster's current hitpoints or level, whichever is lower.
- Necromancers in shade mode can no longer use charged items.
- Long macros and macros with commas are no longer cut off when you log out or zone.
- Sylvan using Large Weapon combat styles will now animate correctly.
- We fixed a bug where sometimes, in rare cases, guild would be created using the same guild number. This led to problems where guild messages of the day showed messages from other guilds, mis-assignment of guild emblems, etc.
- The stack sizes of the Spellcraft ingredients have been changed from 1 to 10.
- Previously, when you /assisted someone, you would target them but your targeting/summary window would not immediately update to reflect it. This has been fixed and it will now update as soon as you target them.
- There was a problem where, when moving stacks of objects, sometimes the quantity designated was not calculated, and only one object in the stack was moved. We fixed, this and now, if you drop a stack on the icon square, it will bring up the stack splitter dialog. Also, if you drop a stack on the text area (next to the icon, where the item name is displayed) it moves the whole stack without asking you. This will allow you to move stacks without any extra clicks.
- Previously, when you make a macro with %T, and have yourself targeted, the macro always returned , for your own name. This has been fixed.
- There was a bug where the command window would not function after you selected someone's name on the looking for group window. This has been fixed.
BUYING MULTIPLE ITEMS
You may now buy multiple items at once. With the merchant dialog open, select an item and Shift-LeftClick on the "BUY" button. It will open a window that allows you to select how many of the item you would like to purchase. LeftClicking the left and right arrows on this dialog increases/decreases the amount by 1, Shift-LeftClicking on the left and right arrows increases/decreases the amount by 10.
If you click on an item's icon in the merchant window, so that the icon of the item you want to purchase is attached to your mouse cursor, you can use the slash command "/mbuy #" where # is the number (from 1 to 100) that you would like to purchase.
This will allow you to macro exact quantities onto your quickbar: eg: /macro BUY50 /mbuy 50
NOTE: Buying multiple items is the same as if you selected the item and clicked "buy" X times. This means that if you are buy 10 of an item that is already stacked in stacks of 10, you are buying 100 total items.
SPELL NOTES
We've taken a long look at Albion's spellcasting classes, as well as the Thane in Midgard, with an eye towards making them more fun to play and functional.
Theurgist Changes
- Theurgist elementals can no longer be rooted or mezzed.
- Theurgist Confusing Gust line has had its radius raised to 350.
- Increased range of Theurgist summons to 2000.
Wizard Changes
- Reduced casting time of Burst of Steam line to 2.5 seconds, which matches the Spiritmaster and Enchanter PBAE cast times.
Friar Changes
- Increased duration of all Friar self buffs to 15 minutes.
Sorcerer/Cabalist Changes
- Increased value on L48 self shield Nullify Offense to 250.
Sorcerer Changes
- Sorcerers can now charm any monster type. This should strengthen their Mind spec considerably, and facilitate better charming in dungeons (where many monsters are undead).
- Added Minion Control to the Sorcerer RA list.
- Increased radius of Fog, Blanket and Cloud of Senility to 350.
- Added a power regen buff to Mind spec list so that all three realms have a version of this spell:
5 Comprehension of Power
15 Perception of Power
26 Perspicuity of Power
36 Cognition of Power
46 Lucidity of Power
- Instead of adding more crowd control to any realm, Sorcerers are getting two new ways of dealing with crowd control.
1) Added a self mez-duration reduction buff to Mind Spec.
16 Shield Mind
27 Harden Mind
35 Steel Mind
45 Invulnerable Mind
2) Added group mez-duration reduction chant to Mind Spec.
29 Solidarity of Mind
39 Unity of Mind
49 Brotherhood of the Mind
General Magic Changes
- Increased duration of all self-only buffs that had 10 minute timers to 15 minutes.
- Fixed a delve bug that affected the "cast time" print. Spells with fractional cast times were truncating the fractional component, so spells with 2.5 second cast times (for example) were listed as 2 seconds. Unless noted elsewhere in the patch notes, no cast times actually changed, they just print correctly now. Please note that spells on the Camelot Herald have always included the fractions of a second; it is only the delve print function that is being updated.
Thane Changes
- Removed recast timer from Thor's Minor Bolt line. This is consistent with the Call Mjolnir line, which also doesn't have a recast timer.
- Changed Thor's Vigor line from a Strength only to Strength/Constitution buff.
CLASSIC CAMELOT WORLD NOTES
- We have revised the dragon AI to provide a more consistent breath weapon use in all three realms.
- Midgard Quests: Players working on the "Helping the Svartalfar" quest will no longer be able to get the rabid sveawolf skull from any sveawolf. They must get it from the rabid sveawolf.
Realm v. Realm - Frontier Keeps
- We have added additional camps of higher level mobs for players to hunt at each keep so they can take advantage of the keep experience bonus for claiming a keep.
- We have modified the spawn of the guard patrols as well as modified the area these patrols cover. The patrols closest to enemy portal keeps have been reduced in number and the area they patrol has been reduced as well. Patrols closest to the border keeps have been increased in number.
Caledonia
- The door for the central keep has been moved making it easier for players using rams to damage the door. Prior to this change, rams were not as effective on the door because the door was placed slightly inside the proper location making it very difficult to target. Players will not see a visual change, but the ease in damaging the door should be noticeable.
- Monsters: Monsters summoned by Summoner Lossren in the Summoners Hall will no longer drop loot. (already fixed on live)
- We have revised the dragon AI in all three realms - in an effort to provide a more predictable encounter, as far as breath weapon use, for Golestandt, Cuuldurach, and Gjalpinulva.
Hibernia: After having been annihilated by a combination of disease and the brutality of the Fomorians in eons long past, the souls of the Parthelonians have become restless and seek to extract vengeance against the Fomorians and any other unlucky individual that cross their path.
Item Notes
- The Seafarer's Death Shroud (Midgard) can now by dyed.
- Future drops of the Sapling Staff (Hibernia) should salvage for the correct material type.
- Gold Stitched Boots (Midgard) should now correctly appear as cloth.
- The Feverish Runner Drum (Hibernia) can now be salvaged.
- The Ring of Abundance (Midgard) now increases piety, not intelligence.
- The Dried Moss Ring (Hibernia) should now equip in the ring slot.
- The Mandible Headed Axe (Midgard) should no longer display that it has a proc.
- The Deathsight Perfection Bracer (Albion) has had its magic bonuses slightly altered so that it will not continue to generate a "fails to affect you" message. The new magic bonuses are: resist darkness 6%, skill deathsight +6, power +1, stat int +9.
- The Poorly Woven Vest (Midgard) has been replaced with a new drop, the Poorly Woven Garb.
- The Circle Protector Ring (Albion) can now be worn in the ring slot.
- The Spider Keeper's Gloves (Hibernia) now has thrust and body resist, instead of two body resist entries.
- The Decorated Seashell Staff (Hibernia) should now salvage for the appropriate material.
- The Seething Death Boots (Albion) that are actually leggings have been renamed Seething Death Leggings.
- The Sable Boots of Dementia (Albion) now increase slashing and body resistances, instead of having two body resist entries.
- The Gauntlets of Mortification (Albion) now increase crushing and cold resistances, instead of having two cold resist entries.
- The Worn Mail of Dissolution (Albion) now increases thrusting and body resistances, instead of having two body resist entries.
- The Diseased Rat Tail (Albion) now increase spirit and body resistances, instead of having two body resist entries.
- The Flesh Stretched Riddle Staff (Albion) now has a Death Servant focus added.
- Future drops of the Bear Mask helm (Midgard) should salvage for the correct material. Please note that this does not apply to Bear Masks that currently exist in a player's inventory at the time of this patch.
SHROUDED ISLES WORLD NOTES
- Albion Quests: Lost Treasures: Due to a bug, the reward portion of the quest has been restructured. If your quest journal now says 'Step 13 - Choose your second bracer from Ariette' and you did not make a first choice, return to Ariette behind Fort Gwyntell in Dales of Devwy and she will allow you to get your first bracer. Players will no longer be able to get unlimited no-sell, no-trade bracers.
- Albion Quests: Players on Ogre's Might who killed Scureol Hyrde and have the Channeler's Orb, but couldn't turn the item in to Master Xavier can now turn the item in and finish the quest.
Midgard Quests
- The quest "Silent Death" has been opened to Savages and Bonedancers. Also, ALL rewards for this quest have been changed to "No Sell".
- Mammoth Hunt - Savages that received the non-functioning Tusk Bladed Fist can take it to Bothrar Hadd in Bjarkan (Gripklosa Mountains) and exchange it for a functioning Tusk Bladed Fist. Players must have Mammoth Hunt listed in their completed quests to exchange the item. Players may only trade in their Tusk Bladed Fist once.
- Mammoth Hunt: The spells on the following rewards for this quest were set
incorrectly. They now have the correct spells. The rewards affected are:
Ivory Bladed Hammer, Tusked Handled Battlehammer, Tusk Blade, and Boned
Ivory Staff.
- Mammoth Hunt: There were some other problems with the Tusked Handled
Battlehammer that could not be auto-updated. Because of this we have made it
non-functioning. Any player who now has a non-functioning Tusked Handled
Battlehammer (now called a Broken Tusked Handled Battlehammer) should take
it to Bothrar Hadd in Dyrfjell and exchange it for a working one. Because
the object will not be usable at all anymore, players do not have to have
Mammoth Hunt in their completed quests list to perform the exchange. Players
may still only exchange one Battlehammer.
- Bonedancers have been added to the available classes for the Stripe quest.
- A woman named Medana has come to Aegir's Landing to help stop Catla Gardasdottir's mad plans. Anyone that is level 49 or 50 should speak to Medana in Dyrfjell if they wish to help.
- Mucking Through the Ick: Savages and Bonedancers have been receiving the wrong rewards for this quest. Savages who received the Silkstand Belt (+2 power) can take it to Belyria in Haggerfel and exchange it for the Hardened Silkstrand Belt. Bonedancers who received the Hardened Silkstrand Belt (+HPs) and would prefer the Silkstrand Belt (+power) can also speak to Belyria and exchange their belt. Players must have completed the Mucking Through the Ick quest and have the belt with them to exchange it. The exchange may only be done once.
Albion Monsters
- Avalon Isle: Nalsor would sometimes chase players indefinitely or kill them again at their bindstone after they release. This should no longer happen.
- Isle of Glass: A drakoran commander has been spotted in the drakoran encampments in the Northwest of the Isle of Glass. It is suspected that he is planning an attack on Avalonian positions in that region. He has only been seen plotting with his underlings in the early morning hours.
- Crystal Cave: The Xanxicarian Elite have been toned down slightly. They also chant correctly during battle now.
Midgard
- NPC Changes Bjarken: Berge is now a Smith instead of a Vault Keeper. Sisko now sells Dye making supplies and enchanting/recharging supplies.
- NPC Changes in Hagall: Alfdis Rannveig is now a Smith instead of a Healer. She has been moved from Bjarken to Hagall. Mikkal will no longer sell spellcrafting supplies for other realms. A new enchanter has come to the town of Hagall. His name is Bolverk and he can be found near the three huts in the town.
- NPC Changes in Knarr: Reynilda will now sell Midgard spellcrafting supplies instead of Hibernian ones.
- Monsters: Midgard: Iarnwood: The skalds of Aegir are telling tales of a horrible creature named Sariloc in Iarnwood forest. The beast is supposedly very deadly and can reportedly swallow a kobold in one bite. It is unknown if this beast actually exists or is merely a rumor.
- Ibicus should no longer spawn inside the bridge.
Hibernia
- Cothrom Gorge: Travelers passing by the waterfall have reported that the area now smells of death. There are also reports of earth tremors in that area. Some even claim to have seen the very rock around the waterfall move! Globs of green sludge have been collecting behind the waterfall as well. There is some speculation that the sludge is the source of the foul odor, but others suspect that something else lurks behind the waterfall.
- Vigilant Rock: The sylvanshades south of Necht have reportedly appointed a leader as well as placed a scout to watch over the area.
Treasure Changes in Vigilant Rock
- The randomly generated objects that dropped from the monsters Rinne, Taiore, and Laraida in the Vigilant Rock will now drop off Tuliros. The randomly generated objects that dropped on Luaire will now drop off Merugat. Tuliros and Merugat roam in the twisted sylvan valley where Luaire and his co-horts are located.
- Luaire, Rinne, Taiore, and Laraida have been returned to their normal quest spawn timer.
Treasure Changes in Vale of Balor
- The randomly generated objects that dropped from the monsters Adwyth, Drygau, and Anhylaw will now drop off the monsters Cragger and Monger. Cragger (a fomorian) can be found in one of the houses around the Fomorian town area in Vale of Balor. Monger (an ixthiar) can be found in and around one of the tree-trunk houses in the ixthiar area in the Vale of Balor.
- Adwyth, Drygau, and Anhylaw have been returned to their normal quest spawn timer.
Expansion Item Notes
- Bonedancers may now wear the Stripe Hide Helm.
- The bonuses on the Necromancer's initiate gift, Necromancer's Staff, have been changed to match the other caster initiate gifts. Necromancers will now receive a focus staff at level 5 that contains all three of their spell lines.
- The Pelted Fury cloak reward given to Runemasters, Spiritmasters, Healers, and Shamans for the "Ota's Quest" the has been altered. The cloak is a multi-class cloak that previously favored runemasters and spiritmasters. The skills have been adjusted so all four classes will gain a skill benefit.
- Gazsi's Battle Hammer and Gazsi's Blade (Midgard) should now proc correctly.
- Dagda's Cauldron (Hibernia) has been renamed to Cauldron of Clarity to avoid confusion with the relic Cauldron of Dagda.
- The Staff of Repugnance (Albion) is now wielded as a two-handed weapon.
- The Ring of Tangled Vines (Hibernia) should now equip correctly for Hibernia players.
- The Golden Disk Brake (Albion) should no longer display that it has a proc.
- The Azure Prayerbound suit of armor in Caer Sidi should now appear as leather instead of studded.
- The Masterful Agony Boots (Hibernia) now increase mana magic skill instead of body magic.
- The Barkstripper's Scythe (Hibernia) can now be recharged.
- The Silvered Leather Jerkin (Hibernia) now has body and slashing resist, instead of two separate body resist entries.
- The dwarf Ornulf of Delling Crater should now have Midgard appropriate drops.
- The Birghirian Hauberk (Midgard) can now be worn by shadowblades.
- Gorvos' Frozen Bardiche (Albion) now buffs crush resist instead of power.
- The haunted rowans in Caldey should now be dropping appropriate level unique item focus staves.
- The Glacier Jewel with the resistances to cold, slashing, and body should now work at the correct level (47).
- The Braided Ivy and Vine Staff now has the correct focus - mentalism.
- Albion: Ariach's Purged Staff is now correctly set as a two-handed weapon.
- The Darkened Vine Necklace (Hibernia) now correctly increases empathy instead of piety.
Unique Item Generator
In the expansion areas and certain dungeons the Unique Item generator is used. Areas that use these see more treasure drops on average than old areas of the game. We had not altered the salvage on the objects to compensate for that fact. The base objects for the Random Item Generator now have a consistent salvage value and are now broken down by size.
Small items - small weapons, small shields, boots and gauntlets.
Medium items - medium sized weapons, medium shields sleeves and helms.
Large items - large weapons, large shields, leggings and chestpieces.
Metal / Strips / Ore Wood / Leather Cloth
S 5 12 18
M 10 24 36
L 15 36 54
Epic Dungeon Item Notes
The second pass through the epic dungeons is done. The following changes were made to improve the risk vs. reward in Caer Sidi, Tuscarian caves, and Galadoria.
- The class set armor pieces are now all level 51.
- The reactive procs on those pieces were upgraded.
- Many items received increased bonuses.
- Salvage was heavily reduced in these dungeons.
Tur Suil Changes
- Queen Qunilaria's drop rates were altered. She will now only drop 1 100Q item, with a *chance* to drop randomly generated items.
- The Gloves of the Black Archer are now correctly known as the Sleeves of the Black Archer (Albion).
- Fur Brushed Chain Leggings (Midgard) can now be dyed and salvaged.
- The charges on the Gatekeeper's Reversion Cloak (Midgard) can now be used. However, please note this item is NOT rechargeable.
Epic Dungeon Notes
We are closely watching the Risk vs reward in the epic dungeons and will continue to do so. These are the first of possible changes and are geared towards smaller raid groups.
1) All non-boss monsters in Caer Sidi, Tuscarian Caverns, and Galadoria now drop more coin.
2) All non-boss monsters in Caer Sidi, Tuscarian Caverns, and Galadoria had their drop rates increased.
3) Numerous treasure table bugs were fixed in the Tuscarian Caverns.
4) Lord Lron Should in Caer Sidi should now drop items.
COOPERATIVE/PVP SERVER WORLD NOTES
Albion Quests: Free the Rogue! - Animists and Valewalkers should now be able to complete this quest.
Hibernia Quests: Crace's Desire - players from Albion and Midgard should now be able to finish this quest.
- All Portal Master NPCs on the PvP/PvE Servers will now respond to the key words [port me]. You must be wearing the medallion of your target destination in order for this to work. This is just an additional method to use the Portal Masters. You can still continue to use them the previous way if you choose.
PVP SERVER NOTES
- The maximum level cap for Catacombs of Cardova has been changed to level 45. The delays for the changes in this dungeon are dependent upon the epic quests that some classes may need to complete. For players who are over the level cap and are attempting to complete their epics, we have provided the following options for the PvP servers only:
- Arc of Ages - Players over 45th level and attempting to perform step 4 can now find the forgotten emperor in Cornwall, west of the Catacombs.
- Craft of Retribution - Players over 45th level and attempting to perform steps 5, 6, or 7 can now find and animated version of the Amulet of Fasius Previlus in Cornwall, near the Cornish Giants.
COOPERATIVE SERVER WORLD NOTES
- Grand Lord Martel's difficulty has been adjusted.
- The monsters that have taken control of Grallarhorn Faste on Gaheris have become stronger.
- The "Famine" one-time drop is now do-able by necromancers.
- The encounters at Hildskialf Faste, Bledmeer Faste and Nottmoor Faste have had their difficulty increased.
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Dark Age of Camelot
1.60B Release Notes
March 4, 2003
====================================
NEW THINGS AND BUG FIXES
- Couriers will no longer stop on their path when interacted with by a player.
- Minstrels were erroneously given Evade III at 30th level. All Minstrels who were granted Evade III have it removed from their character, and no new Minstrels will be granted the ability.
- We have temporarily removed the merchants that sell siege equipment in the Battlegrounds while we work on some battleground-only siege weapon bugs.
CLASSIC CAMELOT WORLD NOTES
Cooperative Server
- Grand Lord Martel was spawning more quickly than designed at some keeps. This has been fixed.
Hibernia Quests
The Broken Seal - Players should now have an easier time using the talisman in the mouth of Koalinth Caverns.
Realm V. Realm - Battlegrounds
- Fixed an issue where stealth classes could possibly not receive credit for capturing keeps. This should hopefully fix any remaining issues with players finishing the requirements correctly, but not getting credit for it. Remember, if you arent sure you got the requirement, make sure you type /quest and make sure you see the "Keep Capture quest" completed for the appropriate battle ground you are fighting in BEFORE you leave.
Realm v. Realm - Frontier Keeps
- Fixed a small issue where a few frontier patrols were not grouping correctly.
Items
- Fixed the issue with the Midgard heavy starkakedja helm still wanting to use a circlet pattern.
- Fixed the Albion weighted flail to correctly come out at the appropriate material level/type for the material 9 and 10 recipes.
SHROUDED ISLES WORLD NOTES
Midgard Quests
Note: Temporary fix until next patch. Players stuck on Helping the Weaponsmith because they need to speak with the shale golem emissary should now be able to regularly find him next to Yrling.
Albion Monsters
- Svarm will no longer be given as a kill task.
Galladoria:
- The Primal of Air encounter has been made slightly easier.
- The Primal of Fire encounter had some minor changes made to its pathing and should now function correctly.
- Fixed a small bug with Aroon the Urlamhai in Galladoria were he would not summon his guards occasionally.
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Dark Age of Camelot
Version 1.60 Release Notes
Monday, February 24, 2003
====================================
NEW THINGS AND BUG FIXES
- (SI Only) The paperdoll image should no longer be corrupted by alt-tabbing in fullscreen mode.
- (SI Only) You can now run multiple instances of the client on the same computer simultaneously. You may not log into the same server on two different realms (except for Co-op and PVP servers). PLEASE BE AWARE that running two instances of Camelot on one computer is not recommended and will work with only the most advanced computer systems. You will be able to run two versions of Camelot simultaneously only if you have 512megs or more of system RAM. If you run into any problems with running two Camelot instances on the same computer, exit one of them before calling customer support.
- The Looking for Group window is now sortable by clicking on the column headers.
- Runes should no longer misprint the name of the first target they hit
- Area of Effect spells should no longer affect group members' camouflage timers
- Players can no longer become realm level 11. Realm Level 10 is the highest.
- You can no longer upgrade a keep door while mezzed, paralyzed, or in shade mode
- It should no longer be possible to earn exp from a duel, which was possible by using a number of class/pet combinations.
- Bonedancer pet levels will be counted in a more consistent way. This will fix a bug that allowed them to summon the pets in a certain order to have more pet levels total than were intended.
- Previously, there was a bug with name registration, where you would get a message that you already had a last name, even when you didn't. This erroneous message has been removed.
- If a necromancer is in a group which does all of the damage to a target without the necro/pet attacking at all and the rest of the group is killed, the monster should try to attack the pet, not the shade.
- Chat groups can hold up to 200 members
- Relics are now given up to 60 seconds to transfer between zones. This should fix most of the problems with players transferring between regions and losing their relic.
- There was a problem with the Bonedancer focus snare spell that would result in the character losing all spell points. This has been fixed.
- Each time a player attempts to enter/exit stealth, a roughly one and a half second timer is set in which they can't attempt to do it again. This fixes the stealth spamming exploit.
- (SI Client Only) Lava should now glow in Muspelheim.
- Delving store objects past the first page should now work.
- A number of bugs with the /groundassist command have been fixed. The range it can be used in has also been increased to help make it more useful for siege equipment "spotters".
- Dispel mesmerize spells will no longer remove the immunity timer if the target has a sleeping mesmerize effect on them.
- The Mercenary ability Dirty Tricks should delve properly now (it was previously delving as a "combat heal chant").
- Player guild messages and the guild Message Of The Day should now echo to other regions much more consistently.
- A Necromancer's target window will now update to reflect a target his pet has acquired, if he does not already have a target.
- Previously, the combat style Kelgor's Might (Midgard, Savage) would pull otherwise stationary NPCs from frontier keeps. This has been fixed.
- Randomly generated items have had their bonus points increased across the board, to make them more competitive with Spellcrafted items. In general Spellcrafted items have a huge benefit in customizability, while randomly generated items can have bonuses that, while individually nice, do not perfectly suit any one character. The higher bonus points will allow items to be generated that may have 3 bonuses that are worth using, even though
the 4th may not be perfectly tuned for a given character. High level monsters (70+) get even more bonus points, and random object drops from "epic" monsters now get a quality bonus as well. This should greatly reduce the chance of high level and boss monsters from dropping undesirable items, and produce some variety from existing spellcrafted templates.
- Now, when you use any timer-based ability, spell, or combat style that has a timer, the spell/ability/style hotkey on your quickbar will now "gray out". It will pop back into color mode once it's reusable again.
- When an item is dropped from a flying monster, it drops to the floor height on the server and the client. We had some issues with flying monsters over water and on slopes where the player could not get the item (it was "out of range"). These issues should now be fixed.
- When a Necromancer's constitution drops to 3 or below, he can no longer summon a shade. This change should primarily affect Necromancers on the PvP servers.
- If you are casting a non-targeted spell and your actual target dies or quits, it no longer cancels the spell. Examples of non targeted spells are: pet targeted, ground targeted or radius spells.
- In a dungeon, if an item or body is underwater, you should be able to click on it correctly. You used to get the "player is not visible" message.
- You should now get visual timers on your client when you Repair, Upgrade or Salvage.
- The following command states are now saved on the server: /SETWHO, /CANCELSTYLE and /NOQUEUE. The /COLORNAMES was always saved on the client by account and character. The /SPELLEFFECTS is not saved.
- Archers whose target dies while trying to release an arrow will now remain nocked, and they can select a new target.
- The Theurgist realm ability Siege Bolt can now be used against targets that are in combat.
- Longshot has had its cost reduced to 6 points. A refund is granted for players who have already purchased it.
- Volley has had its cost reduced to 8 points and its reuse time is now 15 seconds, significantly shorter than before. A refund is granted for players who have already purchased it.
- The initial time to prepare a Volley is now half of what it was.
- Necromancers in shade form can move through doors and stairs more easily.
BATTLEGROUND NOTES
Version 1.60 has a couple of large changes to the battleground system. The intent of these changes is to get more players involved in RvR at lower levels by incenting them with experience points. There are two major parts of these additions: we've added a new lower-level battleground for those players levels 15-19, and now you can gain lots of experience by completing each Battleground.
Experience for Battlegrounds
We've added a system for experience rewards for completing each battleground. Basically, when you complete a battleground, you can go to a new special NPC that will give you a medal. That medal can be taken to another new NPC and turned in for a significant amount of experience points.
To complete a battleground, you must achieve three objectives (note that only the keep raid must take place in the Battleground, the rest can be achieved in standard RvR):
1. Participating and living through a successful raid on a central keep that has been held by the enemy for at least 45 minutes
2. Being at the realm point cap for that battleground
3. Being in the level range for the battleground, plus one level.
Please note that the realm points need not all be earned in the battleground - they can be gained in standard RvR as well. Once players have participated in a keep raid and reached the required Realm Point level, players go to a new NPC in their home city and receive their medal of valor.
You can only receive the medal for a battleground if you are within the level range for that specific battleground, plus one level. For instance, you can only receive the Thidranki medal if you are between 20 and 25.
ALSO PLEASE NOTE THAT THE MAXIMUM RP FOR EACH BATTLEGROUND REMAINS UNCHANGED. IF YOU EARN MORE THAN THE MAXIMUM RP ALLOWED IN A PARTICULAR BATTLEGROUND AND YOU HAVE NOT YET TAKEN THE CENTRAL KEEP, YOU WILL NOT BE ABLE TO ENTER THAT BATTLEGROUND, AND THUS WILL NOT BE ABLE TO GET YOUR MEDAL OF VALOR.
Medal NPCs
Camelot: Commander Kise can be found on the porch of his house by The Mug.
Jordheim: Ostaden who is repairing his equipment at the local smithy.
TirNaNog: Mobryn who resides in a house near the Chamber of Arms.
After receiving the medal, players may turn in the medal and receive a substantial experience reward. Please note that battleground medals must be used within one level of the level cap for a battleground. For example, you can turn in the medal and receive the experience reward for Thidranki at 25 but not at 26 or above. You can only turn in one medal per battleground.
Battlefield Experience NPCs
Camelot: Sir Dinairak is in the royal library.
Jordheim: Aiesill is in the great hall.
TirNaNog: Rheollyn is in the palace courtyard.
New Low-Level Battleground
Additionally, a new battleground, Abermenai, has been opened for players to get their very first taste of RVR action at an earlier level. Characters can enter Abermenai if they are level 15-19. The realm point cap for this battleground is lower than Thidranki(125), but high enough so that players can purchase their first realm abilities at an earlier level.
MINSTREL CHANGES
- Minstrels now receive Danger Sense, Distractions, Climb Walls, and Safe Fall I - V by specializing in their Stealth skill. They receive these abilities at the same spec levels that Infiltrators do.
CORPSE SUMMONER CHANGES
Corpse Summoners are intended to help retrieve relics - some players are using corpse summoners to camp out in keeps and simply defend it, gaining Realm Points all the time. This had led to a situation where some Realms actively do not want their Relics. We're making two changes in this version to incent Realms to want to keep their Relics and to not over-use their Corpse Summoners.
1. Characters who are defending their home frontier against invaders with a corpse summoner in their realm will now receive a 15% RP bonus for each enemy relic they currently control (Up to a 60% total bonus) to recognize the added difficulty of defense in this situation and as an additional relic reward.
2. Characters now will not earn Realm Points in the 30 minutes following a resurrection at a corpse summoner.
NEW HATS
At long last, Dark Age of Camelot gets some new distinctive headwear. We'll be adding in new non-armor clothing outfits as well in a few weeks.
- New hats have been added to the game as well as patterns for two of the hats which can be crafted as armor.
Albion
Pointed Steeple Hat
Crown
Woodsman's Cap
Jester Hat
Tarboosh
Pointed Steeple Hat Pattern
Crown Pattern
Midgard
Pointed Steeple Hat
Circlet
Fur-Trimmed Cap
Winged Hat
Wolf-head Hat
Pointed Steeple Hat Pattern
Circlet Pattern
Hibernia
Pointed Steeple Hat
Wreath
Woodsman's Hat
Entwined Leaf Hat
Antlered Hat
Pointed Steeple Hat Pattern
Wreath Pattern
We have added 1 new merchant to each realm. These merchants travel between the two towns outside of the capital city and sell the hats and patterns that we have added.
Albion: Merwyn Hawley
Midgard: Vinandr
Hibernia: Melanaha
NEW CHAT GROUP COMMANDS
/cg listen - puts the chat group on listen mode. Only the moderator and leaders can speak.
/cg leader (name) - declare another member of the chat group as a leader. This player can invite other players into the chat group and speak when the chat group is on listen mode. You don't need to use parentheses.
/cg public - The chatgroup is public and anyone can join by typing /cg join
/cg private - The chatgroup is invite or password only.
/cg join (moderator name) - joins a public chat group by name of the moderator.
/cg join (moderator name) (password) - joins a private chat group which has a password set.
/cg password - display the current password for the chat group (moderator only)
/cg password clear - clear the current password (moderator only)
/cg password (text) - set a new password
NEW ANIMATIONS AND EFFECTS
- You now see an animation when drinking potions.
- You'll now see a graphical effect when you level.
- Binding now has an animation.
- A new effect has been added for when a Spellcraft overcharge goes horribly wrong.
- You'll now see a special animation when /praying at your gravesite.
- Three new emotes have been added - beg, induct, and dismiss. Use /beg to plead, /induct when inducting a new guild member (or other ceremonial occasion), and /dismiss to visually show someone that you're done with them.
NEW RVR "CON" COLORS
Any player level 35-50 will see any other player 35-50 who is lower than them as "yellow". You will still see players higher than you as orange/red/purple. If you or your target is lower than level 42, the con color will be the same as they have been. The intent of this change is to have high-level characters not immediately go after lower-level enemies that are "easy" kills.
Please note that this change does not affect anything other than how the player cons to you. To-hit, damage, etc, are NOT affected by this.
CRAFTING NOTES
- Fixed the stack size of Scales so they are once again created in stacks of 20.
- Wizened wood for Alchemy is now spelled correctly.
- The last two material types of the Wrought Jewelry Box for Midgard have been correctly set to 825 and 925 skill.
- Dropped timer for creating potions so that they are half of what they currently are.
- Shifted the 1000 skill potions/poisons down one rank so they show up while alchemists are skilling up in the 900 range
SPELL AND REALM ABILITY NOTES
General Magic Changes
- Life transfers can no longer be used on the caster.
Albion Changes
We're entering into the home stretch of Albion changes based on some detailed analysis of the realm's capabilities. Hopefully the recent changes will help smooth out the capabilities of the realm in RvR by making required RvR abilities more prevalent, without making them more powerful.
Cleric Changes
- Increased the range on the baseline stun to 1350, and decreased the cast time on the spec single target DD to 3 seconds.
- Added 2 new lines of buffs in the Enhancement spec track.
1) These spells are 10 minute group cast buffs, which for the duration give the chance to proc a healing effect when hit.
29 Strength From Adversity
38 Test of Faith
49 Trial By Fire
2) These spells are 15 minute self buffs which raise melee damage output.
17 Refiner's Strength
28 Purifying Strength
39 Mercybringer
Friar Changes
Added group targeted heal-over-time spell to Rejuvenation spec track:
24 Blessed Encouragement
34 Holy Encouragment
44 Champion's Encouragment
Minstrel Changes
- Significantly increased values on the higher levels of the Song of Healing line.
- Significantly reduced the cost of offensive shouts to be comparable to other classes.
- Increased stun shout duration to be comparable to other single target stun spells.
- Added new hit point buffer song (shoutable chant)
30 Barrier of Sound
40 Shield of Melody
50 Wall of Song
Mage (Base Class) Changes
- Instead of getting the root spell Minor Crippling at L3 in Body Destruction, Mages now get the Vitality Drain lifetap upgrade.
Sorcerer Changes
- Increased Mind Spec AE Mez to 1875 range.
Cabalist Changes
- Life transfers will now transfer up to the listed delve value before healing critical hits from RAs are factored in, and half the amount transferred will be deducted from the caster. The costs have been raised significantly however to bring them closer in cost to major heal spells. If the caster doesn't have enough life to cast the spell at full value, it will still cast successfully, but will reduce the caster to 1 hitpoint.
- Changed Ruby Simulacrum proc to be a ranged spell that can be interrupted.
- Increased melee damage on Sapphire Simulacrum.
- Increased defense on Emerald Simulacrum and the damage on its DoT proc.
- Increased damage on Jade Simulacrum's damage shield self buff.
Hibernian Bard Changes
- Significantly increased values in the higher levels of the Chant of Healing line.
Midgard Skald Changes
- Significantly reduced the cost of Warcry, Battle Whoop, and Stunning Shout lines to be comparable to other classes.
- Significantly increased values in the higher levels of the Simple Song of Rest line.
Realm Ability Changes
- Longshot now has a reuse timer of 5 minutes, and Volley now has a reuse timer of 15 seconds.
- Brilliant Aura of Deflection should now last 30 seconds (not 60) as the documentation on the Herald indicates.
SIEGE WARCRAFT NOTES
We've made a number of changes to siege warfare in 1.60. The intention of these changes is to make siege weapons useful in keeping and defending keeps. We've increased the viability of other siege weapons, so players will not have to rely on enormous numbers of Rams when attacking a frontier or relic keep.
Now, attackers should be able to use Catapults to attack players and NPCs inside the keep, wear them down, then use a more limited number of Rams to get through the doors. Of course, keep defenders can also use Catapults and Ballistae to protect themselves.
Additionally, we've made Catapults and Ballistae last longer in the world, and they are easier to build and carry than previously.
We'll be monitoring the effects of these changes on keep and relic raids and will make additional tweaks as necessary.
- Ballista and Catapult ammo now stack up to 20.
- The non-raw wood components for catapults and ballistae now weigh roughly half of what they did previously. This puts them down into the range of non-raw wood weight of the rams.
- Catapults and Ballistae will naturally degrade now half as fast as they did previously.
- The arming timer for Ballistae and Catapults has been cut in half.
- Rams can no longer attack enemy rams.
- Defending rams cannot target their own keep doors.
- Only 3 siege weapons can now attack a door at the same time.
- Ballista damage bonus has been substantially increased against enemy siege weapons.
CAMELOT CLASSIC WORLD NOTES
- The frontier monster camps that were added in 1.59 have had their difficulty tweaked slightly. They have had their levels lowered slightly to make the areas more enticing for players to hunt in.
Realm v. Realm - Frontier Keeps
- New named guards have replaced one of the personal guards that spawn when a keep is upgraded.
- Albion keeps will receive a "Captain", Hibernian keeps will receive a "Niallan", and Midgard keeps will receive a "Bryti" to help defend the wealth of the realm stored in the keep.
Experience Point Rewards
We have added an experience reward for 2 level ranges outside of the battleground. They are 35 to 40 and 40 to 45. In order to receive the experience reward you must take a merchant keep in an enemy frontier after it has been controled for at least 45 minutes. You must do this once for each level range.
After taking the keep, if you meet the minimum realm points for that level range, you may go to the medal NPC in the capital cities and receive your Medal of Valor.
Minimum Realm Level:
35-40 Realm level 2 rank 0
40-45 Realm level 2 rank 5
Once the medal is in a player's posession, it can be taken to the NPC in the capital cities that accepts the battleground medals. Again, a significant experience reward will be given.
In order to receive the medal and hand the medal in for experience, you must be within the appropriate level range. The medals cannot be saved for use outside of the level ranges listed above, and you can only receive each medal and experience reward only once.
Realm V. Realm - Battlegrounds
- Once a battleground keep has been held for 45 minutes, in addition to the shout made by the keep lord, an additional banner will appear signifying that taking the keep would result in the completion of the keep requirement for the battleground medal of valor.
- We have slightly altered the configuration of the battleground keeps so that the center keep doors face the portal keep that the keep is from. Changes are as follows:
Dun Abermenai faces a neutral location.
Thidranki Faste faces the Midgard portal keep (original layout)
Dun Murdaigean faces the Hibernia portal keep.
Caer Caledonia faces the Albion portal keep.
Albion
- Rumors in the alehouses around Prydwen Keep are that the Mithrans have begun converting some of the local youth to their dark ways. Adventurers may spot them lurking near the entrance to the cursed tomb of Mithra.
General Quest Notes
- All three home cities have arranged for an officiant to perform weddings. Please see either Gilby, Ardkill or Dillion to find out more about a wedding ceremony.
- The caster staff rewards for the level 40 guild quest have been changed. The new versions no longer have a proc; instead they now come with a charged effect. Anyone who completes the quests will now receive the new staffs. For anyone who has already completed the quests, an NPC has been added to each capital city that will gladly take the old staff and return the new one.
Midgard: Braden who is on the second floor in the house with the three caster trainers.
Hibernia: Vinry who can be found in the chamber of magic.
Albion: Magess Dejahra who can be found in the first floor of the library in the Academy.
Albion Quest Notes
- Weakened Bonds: Players should now find that Archdruid Glasan is once again spawning.
- Malignant Creatures: All players should now be able to complete this quest.
- Willing Sacrifice: Players should once again be able to summon High Priest Andania with a willing sacrifice.
- Hands of Fate: The Shade of Ambrosius should be working correctly again.
Albion Monsters
- Dooben in Avalon Marsh is can no longer be charmed.
- A heat resist debuff component has been added to Golestandt's breath weapon.
- The Ellyl and Ravenclan Giants located in Pennine Mountains have decided to send settlers to various places in Llyn Barfog. These explorers have taken their treasure and equipment along for the journey to aid them in their relocation.
- The Arawnites, Hollow Men, Cyclops and Bwcas of all types have decided to send bands of explorers into Lyonesse to discover new grounds to set up camp. Hoping that the new lands will prove safer to their kind, all of the worldly possessions of these monsters have been sent with the exploring bands.
New Hibernian Quests
- The Broken Seal(level 24): Druid Tobryn has been studying the koalinth near Tir Urphost. He is making quite a fuss about his findings. Pay a visit to Druid Tobryn in Tir Uphorst to find out what all the commotion is.
Hibernia Quest Notes
- The Lesser of Two Evils: Players should now find that the siabra and curmudgeons once again have their battle at high noon.
Midgard Quest Notes
- Gokstad's Jewel - This level 18 Hunter only quest, given out by Singrid, has been renamed "The Wanestone Jewel" quest to avoid confusion with the level 11 Shadowblade trainer quest, "Jewel Hunt".
- Dark Places of the Soul - Rumor has it that a woman in Fort Veldon by the name of Idona has happened upon some mysterious information. Perhaps you should visit her.
Darkness Falls Notes
- Prince Asmoien and Prince Ba'alorien's AI was updated to ensure their encounters reliability.
- The imp merchants of Darkness Falls will no longer aggro on characters from the realm they sell items for. They are also not attackable by the realm they sell items for. Players can still attack other realms merchants, but doing so will ruin their faction with their own merchants and not allow them to purchase items until they raise their faction. As a side effect of this change, none of these merchants will be killable at all on the PvE or PvP servers.
Tradeskill Merchant Notes
In keeping with our policy of not having tradeskill merchants in range of the tradeskill tools, we have moved many tools so it will not be possible to stand in one area, purchase materials, and craft without moving. The towns that have had tools moved are listed below, as well as what tools were moved.
Albion:
Cornwall station: The forge has been moved to a more appropriate location.
Midgard:
Gna Faste: The lathe and the forge have been moved to more appropriate locations.
Hibernia:
Innis Carthaig: The lathe has been moved to a more appropriate location.
Tir na Nog: The alchemy table has been moved to just outside of the druid cirle.
Item Notes
In order to compete with Shrouded Isles items, future item drops and quest rewards level 40+ will now come into existence with the magic bonus appropriate to the item's level, instead of the magic bonus that corresponds to the material from which it is made. Previously, the magic bonus was capped at 25% in most instances because the objects are made from their respective 8th level material type. As for Darkness Falls vendor items, the sapphire seal equipment will now have a 25% magic bonus, and the diamond seal equipment will have a 30% magic bonus. This change to the magic bonus for old world items DOES NOT apply to existing objects already in a player's inventory at the time of the patch...it applies only to future drops, future finished quests, and future DF vendor purchases.
The old world "uber rare" objects have had their magic bonuses upgraded to comply with current standards. These objects are the 90% quality ones you rarely see dropping in the old world, up to level 31. This applies only to future drops of these items, not ones that are currently in existence on a player.
- The Braided Darksteel Helm (Midgard) now buffs slashing and body resists, instead of having two separate body resist entries.
- Pants of the Risen (Albion) now have a spirit resist and energy resist, instead of having two separate energy resist entries.
- Bonedancers are now able to use the following staves: Rod of the Soulshade, Kropp's Staff, Stately Arcane Staff of Darkness, and Stately Arcane Staff of Suppression.
- The Brittle-bone Great Sword (Midgard) had an invalid spell proc removed.
- The salvage value for the Whirling Defender staff (Albion) has been corrected.
- Eir's Circlet (Midgard) can now be salvaged.
- Rod of the Soulshade (Albion and Midgard versions) can now be salvaged.
- Barbed Ebon Coif (Midgard) now has the correct chain icon and graphic instead of leather.
- The Siabrian Staff of Light, Siabrian Staff of Enchantment, and Siabrian Staff of the Void (Hibernia) now have the correct number of max charges.
- Seething Death Sleeves (Albion) now increase quickness in place of the second strength entry.
- Cap of the Keen Mind (Albion) now increases dexterity instead of charisma.
- Ebony Helm of the Corrupt (Albion) now has crush resist in place of a second cold resist entry.
- Grrar`s Cloak of Evasion (Albion) can now be dyed.
- Blessed Tyr Gloves(Midgard) now have the correct studded icon and graphic instead of leather.
- The Avernal Malison Flail should no longer display that it is left-hand wieldable.
- The Prismatic Hammer (Midgard) should now have the correct DPS and delay.
- The Runic Ember and the Frozen Soul-shatterer (Midgard) can now be equipped by Spiritmasters, Runemasters, and Bonedancers.
HORSE ROUTES
New horse routes that have been added:
Hibernia
Tir Urphost to Ardee
Ardee to Tir Urphost
Brynach to Drum Cain
Innis Carthaig to East Lough Derg
East Lough Derg to Innis Carthaig
(changed) Horse route from Innis Carthaig to Tir na mBeo now drops you off at the stable master.
Albion
Castle Sauvage to West Cornwall
West Cornwall to Castle Sauvage
Caer Ulfwych to Snowdonia Fortress
Snowdonia Fortress to Caer Ulfwych
Midgard
Nalliten to Galplen
Galplen to Nalliten
Gna Faste to Audliten
Audliten to Gna Faste
SHROUDED ISLES WORLD NOTES
Albion General
- Barak is no longer charmable.
New Albion Quests
Protecting Anniogel (level 8)
The Drakoran are a continual threat to the town of Anniogel in the Isle of Glass. Kaere, an Inconnu sent to aid Lady Treva Evasca, is seeking out brave souls to help her protect the town from possible attacks. Seek out Kaere if you wish to help protect Anniogel.
Undead Infestation (level 30)
Eafa Smith in Caifelle needs some worthy adventurers to help him with the undead infestation ruining his lands. Seek him out and hear his story.
Albion Quests
- Lost Treasure: Players who received the object "Grip of the Troll" may return it to Ariette outside of Fort Gwyntell and exchange it for a Charismatic Bracer. Players must have Lost Treasure in their completed quests list to exchange the object.
- Lost Treasure - When on the step to kill either a drakoran archiator or blue-green algae, the quest will now properly step when the algae is killed.
Albion Monsters
- We have fixed a small issue where Kelsanor could be enticed to leave his area. Now, he will no longer leave his area.
New Hibernia Quests
Cyllane's Cure (level 10)
Cyllane has recently come to Hy Brasil to give aid to Niara, the Priestess of the Grove. Cyllane must collect some things for Niara, but she does not know the land. She is looking for someone to help her. Speak to Cyllane in Bann-didein if you can aid her.
The Sylvan's Pain (level 47)
Some Sylvan have come down with some strange disease that causes them great pain! Sandu is offering a nice reward to any who can cure them. If you think you can help cure them, speak with him in Droighaid.
Hibernia Quests
- Blademasters who received the Ixthiar Skin Bracer of Silent Resistance can exchange it for the Ixthiar Skin Bracer of Strength by taking it back to Krazck in World's End. Players must have the quest Corruptors, Botonids and Trade in their completed quests list to exchange the bracer. From now on, Blademasters will receive the Ixthiar Skin Bracer of Strength as their reward for this quest.
- Twisted Evil - Raiaya now refers correctly to the quest rewards Song of the Vines, Song of the Scythe, and Song of Stealth.
New Midgard Quests
Solving the Argument (level 10)
Ailsa and Olvaerr in Dyrfjell are having a terrible argument and it's keeping Skorri from doing his job. Skorri is looking for someone to help him end the argument. If you think you can end the argument, speak with Skorri in Dyrfjell.
Helping the Weaponsmith (level 25)
Yrling in Aegir's Landing needs some help with some experimental armor he's been working on. If you're traveling that way, you could stop by and see if he needs help.
Midgard Quest Notes
- Savages have been added to the list of classes that may get the Ghastly Axe one-time drop quest.
- Morvalt Crystal: The material type was set incorrectly on two of the rewards for this quest. Because material type does not auto-update, players can take their Studded Mammoth Pants and their Fur Brushed Chain Legs back to Kekov and exchange them for a pair with the correct armor factor and material type. Players must have the Morvalt Crystal listed in their completed quests list. The exchange may only be performed once.
Midgard
- The Shambling Shade should no longer be given as a kill task.
- Some of the guards in Aegirhamn, Dyfjell, Bjarkan, and Hagall have been moved inside the town. This should make it a little easier for players using the /where command.
- Changed the "Enraged Scimitar Kit" in Aegir's Landing so the mob can no longer be given as a kill task.
- Some low level mob spawns near Aegir's Land in the newbie area were causing mobs to roam beyond the wall of the zone. This was changed so that mobs should no longer spawn or roam behind zone walls.
- The Morvalt larlings that were taking residence at the base of the large junction room with the bridges near Trollheim's entrance are no longer there.
Hibernia
- Cothrom Gorge: Dremcis will not summon his Beomarbhan pet as often as he did after it is slain. The Fuilslathach's will now dissolve a short time after the Beomarbhan's death.
- Guardians Moirne and Pairu have been moved inside the Grove of Domnann.
- Guardians have been moved inside the two forts of Droighaid. This should help players using the /where command.
- More Guardians have been added to the Grove of Aalid Feie.
Albion Dungeon Notes
- Krondon: The spell effects used in the Orylle and Orshom Brond encounter have been greatly reduced to improve framerates.
Midgard Dungeon Notes
- Tuscaren Glacier: King Tuscar's sword would only take on the magical properties of the first spell that hit him. His sword will now properly take on the magical properties of the spells he is hit with for short periods of time throughout the course of his battles
- Tuscaren Glacier: The spell effects used in the King Tuscar and Queen Kula encounter have been greatly reduced to improve framerates.
Crafting Notes
In keeping with our policy of not having tradeskill merchants in range of the tradeskill tools, we have moved many tools so it will not be possible to stand in one area, purchase materials, and craft without moving. The towns that have had tools moved are listed below, as well as what tools were moved.
Albion:
Fort Gwyntell: The alchemy table has been moved to a more appropriate location.
Midgard:
Knarr: The lathe, forge, and alchemy table have been moved to a more appropriate location.
Hibernia:
Aalid Feie: The forge and alchemy table have been moved to more appropriate locations.
Droighaid: The forge and alchemy table have been moved to more appropriate locations.
Item Notes
- The proc on the Monstrous Proboscis (Hibernia) should now be adding damage as intended. This should affect other weapons using the same proc type, in all realms.
- Ariach's Purged Staff (Albion) will no longer use "mace" in combat text.
- Thuxra's Twiggy Staff (Hibernia) should now proc correctly.
- The Dragon-shadow Crown (Midgard) should now increase the hand to hand skill instead of savagery.
- Players should now be able to use the weapons dyes in Tuscaren Glacier on all the weapons from that zone.
- Nokkvi's Mauler (Midgard) should now increase +hammer skill instead of +crush, and it should also be using the proper 1-hand hammer animations.
- Unok's Chain Leggings (Midgard) now increase cold and body resistances, instead of having two body resist entries.
- Durval's Bloodied Quarterstaff (Albion) should now proc correctly.
- Ancient Stag Skull (Hibernia) now increases crush and slash resistances, instead of having two slash resists.
- Studded Mammoth Pants (Midgard) are now able to be salvaged and dyed.
- Gneiss (Hibernia) in Cothrom Gorge has been itemized.
- The Earthmelder weapons behind the waterfall in the Hibernian Expansion Area should drop with the correct material setting now. Previous drops will not update.
- Tuscarian Bloodforged Sleeves had the thrown skill value replaced with parry. All sleeves will update.
- The Temmelig bracelet, one of the rewards for the Catla's Downfall quest has had its bonuses slightly modified to give players a higher bonus in Charisma and less of a bonus to Battlesongs.
- Scureol's Belt, from the Ogre's Might Quest, previously had Piety 5 and Constitution 5.
Because this belt is given to both Friars and Infiltrators, the 5 Constitution has been changed to Dexterity 5.
- The staff Quarter Might now has the correct bonus - a plus to staff.
- Vine Covered Sleeves (Hibernia) now increase blunt skill instead of piercing.
- The Hollowed Earthmelder Wrist unique item (Hibernia) should now equip in the proper slot. This change should automatically update for players who already have one.
- Khrin's Claw (Midgard) no longer increases power. Instead, the quickness bonus has been increased to +7.
- The Blade of Ibicus (Midgard) should no longer display that it is usable in the left hand.
- Ibicus Studded Sleeves (Midgard) are now made of metal instead of leather. Note that this does not auto-update.
- Keelladna Falion in Domnann should be dropping random object generator weapons that are the appropriate level.
- The Drakoran Scale Robe (Albion) is now set to the correct material and level.
- The Phosphorescent Belt (Hibernia) had the Piety bonus changed to Empathy.
- Particle effects were added to the weapons in Caer Sidi (Albion), Tuscaran Glacier (Midgard), and Galladoria (Hibernia). There are still some weapons in these dungeons that have no particle effects, because there are none that fit correctly at this time.
- Skilled Bowstring Ring (Midgard) will now equip in the ring slot as intended.
- Hallowed Legs (Albion) should now have +crush resist displayed instead of a blank 4% entry.
- Marine skrats should no longer be dropping Albion armor.
- Blood Spire Cloak (Albion) can now be given an emblem.
- Otrygg's Darkened Cloak (Midgard) can now be given an emblem.
- The Morvalt Obsidian Sword (Midgard ) can no longer be equipped. This is a bounty quest item and was not intended for use as a weapon.
- The following Albion gems can now be recharged: Caster's Minding Thoughts, Strengthening Power, Quickening Power, Darkening Powers.
- Wrapped Defender (Hibernia) was changed from +3 Valor to +10 constitution.
- The Vine Covered Sword (Hibernia) was changed from +3 Valor to +40 hits.
- The Vine Covered Hammer (Hibernia) was changed from +3 Valor to +40 hits.
- Frosty skeletts in Midgard should now be dropping equipment for the appropriate realm.
- Devmer's Holding Robe and Stolen Robes of an Ancient Friar in Albion should now have the appropriate sell value.
- Thrawn ogre thrashers in Albion should no longer be dropping a bonedancer staff.
- The following cloaks in Hibernia can now be dyed: Darkened Vine Cloak, Phosphorescent Cloak, Verdant Cloak, Braided Ivy Cloak and Shadowed Blackthorn Cloak.
- Itchy Wool Gloves (Hibernia) had the +6 power bonus reduced to +5 power. Players are able to receive these gloves at level 9, but the previous level of bonuses was preventing their use until level 10.
- The Grim Ward Ring (Albion) can now be equipped.
- Flurry's Dancing Blade and Flurry's Dancing Defender (Albion) should now be using the correct thrusting skill. Flurry's Dancing Defender can now be wielded in the left hand.
Beaded Resisting Stones
There will be a change to the Beaded Resisting Stones, one of the random quest rewards for Ancestral Secrets. IN 1.60, THE NECKLACE WILL BE SET TO NO TRADE. Everyone needs to make sure the necklace is where you want it to stay, because after the next patch you won't be able to give it to any other characters.
We are making this change because we will be implementing some changes in the quest that will allow ALL Midgard players the opportunity to get this highly coveted necklace, even if they have already finished the quest. Look for patch notes explaining the changes we made. Please note that quests that offer equivalent rewards for Albion and Hibernia are in the works.
Additional Salvage Changes
The new salvage chart introduced in version 1.59 has been applied to the handmade magic loot (not the "unique" ROG loot) from named mobs in Shrouded Isles. As a refresher, here is the chart again:
Item size:
small - small shields, small weapons, gloves, boots
medium - medium shields, medium weapons, sleeves, hats
large - large/2h weapons, large shields, legs, chest pieces
Salvage chart:
small - 5 metal/ore/strips; 12 leather/wood; 18 cloth
medium - 10 metal/ore/strips; 24 leather/wood; 36 cloth
large - 15 metal/ore/strips; 36 leather/wood; 54 cloth
New Delve Information
In Shrouded Isles, some of the named monster drops have a functionality that has been hard to explain, and to identify at a glance. Those items were set up as armor and weapon procs, but the procs are limited to a certain number of charges. The delve info for those items up until now only displayed the "charged magic item" portion of the item, which leads to many players being frustrated when the objects don't work with the "use" key. So, with this patch, the delve info for those charged-proc items has changed. If you have a piece of armor that has a charged proc, instead of seeing "charged magic item" above the number of charges, you will now see "Defensive Proc Charges." For weapons, if the proc is charged, you will now see "Offensive Proc Charges." Items that are set up to have normal charges will still display the usual "Charged Magic Item" line. Please note that these charged-proc objects can be recharged like a normal charged item.
Monster Loot Changes
The following quest monsters do not drop unique items anymore. These monsters are associated with quests and should not have had unique items associated with them, due to their respawn rate.
ALBION - Barak, Nalsor, Kelsanor, Pazia, Tyian, Avice Swett, Bartholomew Swett, Warin Grym, Everard Grym, Juliana Grym
MIDGARD - Pyserlian, Edrigu, Modolf, Loden, Urtzi
HIBERNIA - Cronwort, Fuilwort, Tachtwort, Luaire, Rinne, Taiore, Laraida, Adwyth, Drygau, Anhylaw
ITEM NOTES (SI & Classic)
- A few new armor skins for the high teens to low 40's players have been added as new items in various places around the old lands and Shrouded Isles.
COOPERATIVE SERVER NOTES
- All classes should now be able to complete the Mammoth Hunt Quest.
- Valewalkers and Animists should now be able to complete the Albion quest, Voices of the Dead.
- Grand Lord Martel has been slightly adjusted.
- Dun Ailinne and Caer Berkstead have had their difficulty slightly decreased.
Nottmoor Faste, Avarkar Faste, Hlidskialf and Blendrake Faste have had their difficulty slightly increased.
- Gote is no longer set as a name registrar.
Cooperative Server Quest Notes
- Animists should now be able to complete the Albion quest Restoring the Magic.
- Animists and Valewalkers should now be able to continue working on the Stoneheart Quest.
- Blademasters, Champions, Shamans and Spiritmasters should now be able to complete the Albion quest Malignant Creatures.
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Dark Age of Camelot
Version 1.61 Release Notes
April 1, 2003
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OVERCAPPING CHANGES
We've raised the player stat caps so that high level buff spells will not exceed the cap. Players who receive high level buff spells from friendly casters will notice this change the most. This means that races that a high starting stat (such as strength or dexterity) will now be able to buff it a bit more than those races that do not have a high starting stat.
NEW THINGS AND BUG FIXES
- Pressing Shift-LeftClick on your pet's name in the pet window will now create a hotbar icon that you can drag to your quickbar. Pressing this new hotkey will select your pet. (Note: The rest of the buttons/commands on the pet window could already be made into hotkeys by Shift-LeftClicking on them).
- The mousewheel will now scroll the chat buffers and the quickbar when your mouse cursor is hovering over them.
- If another player traded 10 items with you, the 10th item would incorrectly show up in your trade window on later trades. This has been fixed.
- Pressing TAB to toggle the interface will now hide/restore all windows correctly. Previously, some windows (such as the compass) would not be hidden, and other windows (the Command Window) would not reappear after you toggled the interface back on.
- There were many monster pathing issues in Avalon City. These have been fixed.
- All frontier zones have been itemized using the Unique Object Generator system. All monsters killed in all frontier zones will now drop loot.
- Some Bards were able to chain-cast their spells in the Minor Lullaby line, bypassing the 5 second recast timer. This has been fixed.
- Some Mage cloth helms were incorrectly using the plate helm graphic. This has been fixed.
- We now have new crafting sounds. You'll now hear a distinct sound for crafting failure, lose-item failure, success, and masterpiece.
CLASSIC CAMELOT WORLD NOTES
Unique Item Generator Notes
- Unique object drops from Midgard should no longer have +thrown.
- "Unique item" friar robes can now be dyed. This change should apply retroactively for any "unique" friar robes.
- Midgard chain items should no longer drop with +thrown.
- Items in the 1-10 level range will only use points on two bonus slots instead of being spread across all four. Items 11-20 will use points on three bonus slots. Items 21+ will use the normal four bonus slots.
- The variance on magic bonus has been removed. All Unique Object Generator items should drop with the proper magic bonus amount for that item's material level.
- The variance on item points has been removed. All Unique Object Generator items should drop with the total proper amount of item points for the monster's level.
- The quality ranges for common monster Unique Object Generator drops, drops from named monsters less than level 50, and drops from named monsters higher than level 50 have been narrowed. The base quality for these drops is now 89%, and can extend to 100% depending upon which category the monster falls into.
- Resists on items level 1-10 will be a little less common than before.
- Caster staves will no longer be class-restricted in the 1-6 level range.
New Merchants
The following merchants in the Camelot Classic world now carry Necromancer focus staves:
Gardowen Egesa - Camelot
Doreen Egesa - Cotswold Village
Eabae Egesa - Ludlow Village
Loretta Egesa - Lethantis Association
Daisi Egesa - Adribard's Retreat
The following merchants in the Camelot Classic world now carry Reaver flexible weapons:
Tyngyr Blade - Adribard's Retreat
Langston Fall - Caer Ulfwych
Ethan Farley - Camelot
Grannis Ynos - Cotswold Village
Ban Ronem - Humberton Village
Alburn Hale - Prydwen Keep
Ember - Snowdonia Station
The following merchants in the Camelot Classic world now carry Animist focus staves:
Iaine - Ardagh
Eleri - Ardee
Izold - Ceannai
Marus - Connla
Cait - Howth
Mearchian - Mardagh
Jiskarr de'Mordan - Tir na Nog
Romney - Tir na Nog
The following merchants in the Camelot Classic world now carry Valewalker scythes:
Iama - Alainn Bin
Brenna - Ardagh
Creirwy - Ardee
Keir - Caille
Glyn - Connla
Glennard - Innis Carthaig
Lavenna - Tir na mBeo
Kedric - Tir na Nog
The following merchants in the Camelot Classic world now carry Bonedancer focus staves:
Niniver - Fort Atla
Ysunoic - Galplen
Elengwen - Huginfel
Anya Vinsdottir - Jordheim
Raelyan - Mularn Village
Merwdda - Vasudheim
The following merchants in the Camelot Classic world now carry Savage hand to hand weapons:
Armond - Audliten
Svard - Dvalin
Yop - Fort Atla
Hlif - Fort Veldon
Gestod - Galplen
Burr - Haggerfel
Auda - Huginfel
Ema - Jordheim
Hrolf - Mularn Village
Leik - Vasudheim
General Notes
- We have added a horse route from Snowdonia Fortress to Humberton.
- The horse routes that go to Tir Urphost in Hibernia will take a different route that will bring you closer to Koalinth Caverns.
Quests
- In the following quests involving the following monsters, players who are on the appropriate step will receive credit if they die while attempting to kill the monster, but their allies get the kill:
Scureol in Ogre's Might, Quillan Muire in Muire Tomb, and Callilepis in Nisse's Lair
Hibernia Quests
- Broken Seal should now be able to be completed.
Realm V. Realm - Battlegrounds
- Players who attempt to capture the battleground or merchant keeps for the experience reward and die will receive the requirement if they are within the keep region when the lord is killed by their allies.
- Fixed an issue in Murdaigean where the additional banner that would spawn when Albion controlled the keep would be a Midgard Banner.
Midgard Dungeons
- We fixed a problem with an arachite prelate attacking players with a root spell through the walls at the entrance of Spindelhalla.
Monster Notes
- The three dragons located in the epic zones should provide more feedback to players during their encounter to help players developing strategies for the encounter.
- Ibicus should no longer spawn behind a zone wall.
- The monsters that roam the area by Koalinth Caverns have moved to a new hunting ground.
- Fixed the Parthelonians so that they will correctly group up and BAF.
Item changes in the frontiers
- The four Summoners in the Summoner's Hall dungeon now have a chance to drop a Luminescent Abrogo Stone. These stones can be turned in to the NPC's listed below to receive a Realm Skill Respec. A different type of respec stone is dropped in Shrouded Isles - see below.
Camelot: Paiton Hazlett - Luminescent Abrogo Stone - Realm Skill Respec
Jordheim: Haili - Luminescent Abrogo Stone - Realm Skill Respec
Tir na Nog: Bretta - Luminescent Abrogo Stone - Realm Skill Respec
- Frontier monsters are now itemized using new class specific random object generator templates.
Items
- Bards Song now has dexterity instead of empathy.
- The Prismatic Hammer (Midgard) should now have the correct DPS and delay.
- The Runic Ember and the Frozen Soul-shatterer (Midgard) can now be equipped by Spiritmasters, Runemasters, and Bonedancers.
- The Cath Cloak (Hibernia) now has body resistance 6 instead of duplicate body resist entries.
- The Bloody Fang (Midgard) should now be the appropriate level.
- All dropped alchemy components are now marked as no sell. Note: these items did not previously have a sale value. They have been marked as no sell to prevent players from mistakenly selling them for 0 copper.
- The Malevolent Shield (Midgard) can now be equipped by Healers and Shamans.
- Gloves of Night (Hibernia) may now be salvaged.
- The second body resist entry on the Bracer of the Pious Defender (Albion) has been changed to energy.
- Wispy Rigid Orm Spine (Midgard) may now be salvaged.
- Particle effects were added to many of the weapons in Dartmoor, Cursed Forest and Raumarik.
- The Mouldering Moor Boots (Albion) should now drop with the appropriate level/AF. This does not apply to any drops of this item previous to this patch.
- The Blue Diamond Staff (Midgard) can now be used by Bonedancers.
- The Chain of Suppression (Midgard) now increases suppression as the name suggests.
- One of the doubled body resist entries on the Worn Jewel Dusted Vest (Hibernia) has been changed to heat resist.
- The Omni Hunting Boots, Omni Hunting Gauntlets, Omni Warchain Boots, Omni Warchain Gloves, and Omni Warchain Coif (Midgard) should now have the appropriate name and icon sorted out correctly.
- The Ceremonial Robe (Hibernia) can now be salvaged.
- Troll Hide Sleeves (Albion) can now be dyed.
- Silverwolf Sleeves (Midgard) now give a bonus to piety in place of intelligence.
SHROUDED ISLES WORLD NOTES
- We have revisited many of the monsters of Iarnwood and lowered their aggressiveness and their attack radius in order to compensate for the low visibility in the zone. Players should not be attacked my monsters they were unable to see often as was previously possible. The area is still dangerous, but it should be much easier to navigate safely around the wildlife.
Major Changes to Ancestral Secrets Quest
The long awaited changes to the Ancestral Secrets quest in Midgard are finally here. Here's what we did to allow all players a chance to get the coveted Beaded Resisting Stones as well as the other random rewards. We have made the quest Ancestral Secrets repeatable. If you have already completed the quest once you may go back to Ota Yrling in Aegirhamn and get it again. The rewards are still given out randomly after you are teleported by Jaklyr, and you may only get each random reward once. Once you have all three random rewards, Ota will no longer give out the quest. The standard rewards for the quest have not changed. Players that complete the quest two or more times will not be offered the standard rewards at the end of the quest. Instead they will receive a small amount of experience and a decent amount of gold.
Other important changes to this quest:
- The Ancestral Keeper's level has been raised. Taking a few friends with you is advised.
- The Beaded Resisting Stones are now flagged NO TRADE because everyone now has the chance to get the Necklace for themselves.
There is an Albion and a Hibernian version of this quest. The Albion version is called The Lost Stone of Arawn and begins with Honayt'rt in Wearyall Village. The Hibernian version is called The Lost Seed and begins with Terod in Droighaid. Each quest offers a version of the Beaded Resisting Stones as well as the other two random rewards.
Hibernian Quests:
Krazckz will now offer players a choice of rewards for finishing the quest "Corruptors, Botonids and Trade." If you have already completed the quest and would like to choose a something different, bring your old reward back to Krazckz and he will exchange it one time.
Monsters
- Albion: Xanxicar in the Crystal Cave will no longer spam his stomping message. Also his defense has been lowered slightly.
- Albion: All ogres are now a part of the Children of Orylle faction and will automatically be aggressive to all players.
- Midgard: Iarnvidiur should now take slightly more damage from attacks.
Albion Dungeons
- Krondon: The oozes of Krondon have burrowed another way out of the dungeon. Players can now use this as a secondary entrance and exit point for the dungeon which will avoid the ogres guarding the main entrance.
Midgard
- Urlo the spellcraft merchant in Agerirhamn has moved from outside on the ledge to inside by his fellow merchants.
- Old Matriarch's healing has been toned down.
Item changes in the epic dungeons
- Monsters in Caer Sidi, Tuscaran Glacier and Galladoria now have a chance at dropping a single line respec stone. Note that non boss monsters have a significantly different drop rate than named boss monsters. These stones can be turned in to the following NPC's:
Albion: Mae Oswy - Humberton Castle
Midgard: Hjortr - Vasudheim
Hibernia: Ita - Mag Mell
- The jewelry drops in the epic dungeons (Caer Sidi, Tuscaran Glacier and Galladoria) have received an increase in imbue points.
Items
- The magic bonuses on the Blackened Arcanium Crescent (Albion) have been modified to be more reaver appropriate. The magic bonuses are now: +flexible 4, +parry 4, +hitpoints 60, +piety 15.
- The Light Walker's Blade (Hibernia) should now have a particle effect that fits correctly.
- The Obsidian Bastard Sword, Obsidian War Hammer, Obsidian Great Sword, and Obsidian Great Spiked Hammer (Midgard) should now increase the correct weapon skill.
- The Dread bone Great Hammer (Midgard) should now look like a hammer instead of an axe.
- The Nature's Blessed Cudgel (Hibernia) has a different proc attached that should not interfere with the spells of the weapon's intended class.
- The unique items from Durval (Albion) should now be set to the appropriate level when dropping. Note that this does not apply to objects received from Durval before this patch.
- Sys'sro's Robes of Substance (Albion) can now be dyed.
- Brungar's Slasher (Midgard) no longer increases the slash skill. In addition, the magic bonuses have been increased to the appropriate level for the item.
- The Seething Frostbound Axe (Midgard) has a different proc attached that should no longer interfere with the spells of the weapon's intended class.
- The drop rate for Old Matriarch (Midgard) is now set appropriately for the encounter.
- The Sacristan Coward's Belt (Albion) should now have the appropriate inventory icon.
- The Rift (Midgard) should now drop items as intended.
- Thuxra's Rooty Staff (Hibernia) has been renamed to Thuxra's Rooty Spear and Thuxra's Twiggy Staff has been renamed to Thuxra's Twiggy Spear.
- The second body resist entry on the Smiting Pendant (Albion) has been changed to spirit.
- The drop rate for the garran treant seedlings that are part of the Cuinn encounter in Hibernia have been adjusted to the appropriate level.
- The Gilded Songster's Vest, the Blessed One's Leggings, and the Songsung Leggings (Albion) can now be dyed by the appropriate dye type.
- Shadow Walker's Blade now has the correct particle effect.
- The lathe in Bjarken has been moved to a more appropriate location.
- The alchemy table in Gothwaite Harbor has been moved t a more appropriate location.
- The Verdant Scythe (Hibernia) has a different proc attached that should not interfere with the spells of the weapon's intended class.
- The Krrzck guardians and the Krrzck warlocks (Hibernia) will now drop more level appropriate treasure.
- Krrkxrx will no longer drop items when it is killed. This mob is a quest NPC and was not intended to be killed for loot.
- In Caer Sidi, there were two drops called "Emerald Encrusted Ring." One of those items fits in the waist slot, and the name has been changed to Emerald Encrusted Belt, as originally intended.
- The new versions of Xaga's Tethered Staff and Xaga's Enshrouded Staff (Hibernia) should now have the same particle effects as the old versions.
- The Mace of the Valiant and the Bladed Crystal Rapier (Hibernia) had the +valor skill replaced with bonuses that are more useful for champions.
- The Ebonynight Void Belt (Albion) and the Ebonynight Spirit Belt have been renamed to bracelets as intended.
- The Mammoth Lined Leggings (Midgard) can now be salvaged.
- The Flayed Skin Necklace (Albion) should now display as a necklace in a player's inventory.
- The Rapier of the Otherworld (Albion) has been renamed to Dirk of the Otherworld to correctly reflect the weapon model.
- The common cash loot item "scimitar cat pelt" has been renamed to "scimitar cat hide", to avoid confusion with the "Scimitar Cat Pelt" that is turned in as a bounty quest item.
- The Darkened Vine Cloak can now have an emblem applied.
- The furry urchin cape, furry urchin shroud, and furry urchin mantle (Albion) can now be dyed and have an emblem applied.
- Shambler's War Hammer (Midgard) should now have +1 hammer, and +2 crush resist.
- The Mace of Aid (Albion) now increases piety instead of the +crush skill.
- The Blood Spire Cloak can now be dyed.
- The common cash loot item "skimmer skin" has been renamed "ragged skimmer skin" to avoid confusion with the "Skimmer Skin" that is turned in as a bounty quest item.
- The Shadowed Blackthorn Cloak, Phosphorescent Cloak, and Verdant Cloak (Hibernia) can now have an emblem applied.
- The Bladed Fang (Midgard) should now have the correct DPS.
- Sterkvill (Midgard) can now be salvaged.
- Nokkvi's Mauler (Midgard) should now proc as intended.
- The Darkened Defender (Hibernia) can now be salvaged.
- Magister Kurgol's Vest (Midgard) now increases piety instead of intelligence.
- The Braided Ivory Cloak can now have an emblem applied.
- Agmundr's Foe Hammer (Midgard) now has a particle effect that fits a bit better than previously.
- All of the Tab'Fren series of staves in Albion should have the appropriate particle effect attached.
- Durval's Staff of Blindness (Albion) should now have the correct DPS.
- Grrar's Cloak of Evasion (Albion) can now have an emblem and dye applied.
- The particle effect should fit correctly on the following staves:
Runed Mammoth Bone, Griffon Bone Staff, Call of the Griffon Staff, Empyrean Runewalkers Staff, Lord of Niflheim Staff, and Empyrean Bonewalker's Staff, in Midgard
Staff of the Dragon Lich, Staff of the Weary Mind, Staff of the Thunder Swarm, Eye of the Hellfires, and Dark Staff of the Construct, in Albion
COOPERATIVE SERVER NOTES
- The hard to target lifeless scouts at Caer Hurbury have been moved.
- Lowered the aggro range of the tormented knights guarding Caer Erasleigh.
- The Rock Giant Shamans inside Caer Benowyc should no longer cast at people outside the keep.
- Bledmeer Faste has had its difficulty increased.
- The encounters at Glenlock Faste, Hlidskialf Faste and Nottmoor Faste have had their difficulty increased.
- The bosses of the Relic Keeps will now drop more Glowing Dreaded Seals then before.
TRADESKILL NOTES
- The higher level material stores (materials 6-10) now carry the essential tools for crafting.
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Dark Age of Camelot
Version 1.62 Release Notes
June 3, 2003
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After a long development and testing cycle, here is Dark Age of Camelot version 1.62. It started out development as a "Hibernia tweak and bug fix patch", but quickly mushroomed into a general class balance and bug fixing patch. We've substantially updated/tweaked/adjusted light tanks, pet classes, archers, and made many more changes to other classes.
We know that there are more items to tweak and fix in the game, but we strongly feel that with 1.62, we've come a lot closer to bringing more balance to the game, as well as some needed new features. As always, there are more things to do, and we'll keep working on any outstanding bug fixes and balance issues as we do future patches.
A big Thank You must go out to the Team Leads who have been so helpful in providing feedback and testing for 1.62 as it has gone through the testing process. You should all be proud of yourselves.
Here's a list of just the major items we've addressed in 1.62:
- Many many tweaks and fixes to Hibernian classes. Yes, we know there are more to make in the future, but the list of items done for Hibernian classes in 1.62 is extensive.
- Addressed Realm Balance via the new /level command. Now, if you have a level 50 character on any server, you can create level 20 characters on any other server, and level 30 characters on specific Realms on different servers that we have determined to be underpopulated. We'll see how this affects Realm balance and make more changes as appropriate.
- Archers. Archers been given some extra tools to work with - Penetrating Arrow and Quick Shot.
- Addressed Left Axe combat style being very overpowered. Not a popular decision with Berserkers and Shadowzerks, but a good one for game balance.
- Addressed light tank issues. Mercenaries and Blademasters have had combat style damage increased on one chain each on their Dual Wield/Celtic Dual styles, as well as bleed damage from those styles that cause bleeding was increased across the board. Additionally their special abilities (Dirty Tricks and Triple Wield) have been made more attractive and useful.
- Implemented the "newbie guild" system on all live servers.
- Pet Classes. We made many enhancements and refinements to various pet classes from each Realm.
- Re-tuned several high-level encounters. Dragons in each Realm are now easier to kill, as is the final encounter in Galladoria (Hibernia, Shrouded Isles).
- Found the infamous "Block/Parry" bug and fixed it.
- Re-tuned the way Bolt spell damage is assessed. You should now see Bolt damages raised, especially when hitting lightly armored targets.
CLASS CHANGES AND 1.62
Because 1.62 has so many sweeping changes to so many classes, we are designating this a "class balance patch" and will be granting single line respecs to everyone in the game (level 5 and above) regardless of class or Realm.
Things to remember when using this type of "gift" single line respecs:
- YOU WILL NOT BE GIVEN THE RESPEC IF if you already have 2 unused single respecs, or if your character has a full respec that you haven't used.
- THE RESPEC WILL BE STRIPPED FROM YOUR CHARACTER if you do not use it before the next time you level. If you want to use the respec, use it immediately after logging in; otherwise you risk leveling and losing the respec.
All Assassin classes in 1.62 who had the See Hidden Realm Ability will have that ability stripped from their character and have the points invested in it returned to them, for use in specializing in any other Realm Abilities they wish (including re-investing in See Hidden if they so choose).
NEW THINGS AND BUG FIXES
- We found and fixed the infamous "Block/Parry bug" - the one that caused players to block and parry less often when attacked by a grouped opponent. This change will have the most effect in RvR situations where you are fighting an opponent who is in a group. This fix will also fix an issue with opponents appearing to be "in melee" and having bolt spells fired at them blocked more often than intended.
- Bolt Spells in general have had their damage calculation modified so that now you should see damages slightly increased across the board, with much more damage inflicted against lightly armored (leather, cloth) opponents. Please note that this change is for RvR only - it does not affect bolt damage against monsters.
- Side Positional combat styles now will work an extra 15 degrees towards the rear of an opponent, and rear position styles work in a 60 degree arc rather than the original 90 degree standard. This change should even out the difficulty between side and rear positional combat styles, which have the same damage bonus. Please note that front positional styles are not affected by this change.
- We slightly adjusted combat style (and combat style only) bleed effects so that higher versions go above 7 damage on the initial "tick".
- /mbuy is now added to the command history (accessible by pressing Shift-Up Arrow)
- /clock now toggles display of a new window that shows the current time of day (real time, not game time)
- Renamed several keys in the keyboard config to make their use more clear.
- When you level, if your strength increases, your encumbrance will properly increase.
- For casters with concentration points, when you level, your concentration pool is now properly updated.
- You may now delve items in your vault to see additional information about them.
- All of the craft recipe windows now display your current skill level in the window title, for example: Armorcrafting (705).
- Deaths from DOTs cast by players (including assassin poisons) after the casting player has died and released or quit will no longer result in an experience loss death.
- All Nearsight spells now have a 1 minute immunity timer.
- There was a bug where Savage combat styles that hit more than one target were hitting multiple targets even when the opening for that particular style was not performed correctly. Now, you'll have to get the style off successfully (i.e. meet the opening criteria) in order to hit multiple targets.
- When salvaging cloth items, Clothworking will be checked now instead of Tailoring.
- If you had any items from your backpack on your quickbar (poisons, potions, etc) the quickbar icons would be deleted whenever you traded with another player. This is now fixed and the icons should remain on the quickbar and still point to the correct items in your backpack.
- You can now /face your pets.
- If you were far enough away from your pet for a long enough duration, sometimes your pet window would pick up another creature in the zone and start displaying its health. This will no longer happen -- if you are too far away from your pet for too long, the pet's health meter will now disappear completely. When you move back in range of your pet, the health meter will reappear with the correct information.
- (SI Only) Fixed a bug that was causing player hair/head textures to be drawn incorrectly on ATI Radeon 9000+ cards.
- (SI Only) The new Battlegrounds, Abermenai (BG0), should now have a splash screen picture when you are entering the zone.
- All monsters names whose names begin with a vowel should now use the article 'an' instead of 'a'.
- Many spell icons were set incorrectly - we've scrubbed through all of them and made many fixes and adjustments.
- Monsters should no longer target a necromancer in shade mode after the pet has been rooted.
- There was a bug when repairing an object directly from the trade window would display a timer bar with a "flashing" indicator bar. Now, repairing in the trade window should no longer give any repair timer bar - repair is instant, so no bar is needed.
- Specialization will now adjust the amount healed in heal over time spells.
- There was a bug on the PvP servers where some Bard pulsing songs would not take effect because of the immunity timer. This has been fixed.
- Alliances on the Co-Op server (Gaheris) will no longer be reset every time a new patch is launched.
Chat Tab Changes
You can now modify your chat tabs to change chat channels to talk in Alliance or Officer chat by default. When you change the outgoing chat type for a tab, the tab will now change names to reflect your choice.
Right click on the name of the tab group, and right click on the name of the message type that you would like to talk to. Your chat tab will change names to reflect this. You can set it to: Say, Broadcast, Group, Guild, Alliance Chat, Officer Chat, or Chat Group.
To control what messages are visible in this channel, check or uncheck the boxes to the left of the message type.
To change colors for a specific message type, click on the name of the message type and use the arrow buttons.
THE LIGHT TANK EXPLAINED
There's been a lot of discussion, controversy, and misunderstanding about light tanks in Dark Age of Camelot. One of the main requests we get is an explanation for what purpose a light tank serves in a group (both in PvE and RvR). In our definition, light tanks are Blademasters, Mercenaries, and Berserkers. There is a fuzzy line in some places (the Savage can also be considered a light tank) but for the purposes of this discussion, we're only talking about Blademasters, Mercenaries, and Berserkers.
The purpose the light tank was designed for was to be a damage dealer, but not have much defense. Because of this, they should not be a good one-on-one class, but they should be able to do a great amount of damage when not holding aggression from an enemy player or monster.
A way of illustrating this is that a Blademaster should not be able to go head to head (one on one) with an Armsman or Warrior (primary tank) and reliably win. However, a Blademaster and a Hero working together should be much more effective in dealing damage than two Heroes working together. The same holds true for the other Realms - A Mercenary should not be able to take on a Warrior head to head and win reliably, but a Mercenary/Armsman team should be quite effective. This is why the primary combat style chains for these light tanks are positional in nature - they assume that someone else is holding a monster or enemy player's aggression.
From reading this description, everyone familiar with these three classes will know that they deviate from the design goal in several different points. Berserkers do more damage, as they can (usually) go head to head with a same-level primary tank from an enemy realm and win. Those who play Blademasters and Mercenaries know that in RvR they can not only not go head-to-head with an enemy tank, but they are not even as effective as intended in tandem with another primary tank - two Armsmen or two Heroes are more effective than working with their Realm's light tank.
In light of this, we are making some changes in 1.62 to even the playing field. Mercenaries and Blademasters do less damage than they should, so in this update, we are increasing substantially the bleed damage on their high-spec level styles that have a bleed component, as well increasing the damage on some other styles. In addition, we're making some changes to Blademaster and Mercenary special abilities in this version - check out the "Class Updates" section below, for more details.
The Berserker being overpowered comes from the fact that Left Axe combat styles do too much damage overall, which makes them - as well as "Shadowzerks" - do more damage than they should. So, Left Axe style damage is being reduced to return Berserkers to be consistent with the light tank philosophy.
Blademaster Changes
- The Blademaster Triple Wield special ability has been updated. It is now on a 7 minute re-use timer (it was previously set to 30 minutes). It now will stack properly with other damage adds - it will always increase damage no matter what other buffs or damage adds are currently affecting the Blademaster. Triple Wield also now makes Blademasters immune to critical melee damage.
- The Ice Storm -> Tempest -> Supernova chain has been modified for Blademasters only (i.e. Rangers and Nightshades are not affected by this). The damage for each has been increased, and Ice Storm now has a short stun component.
- Increased bleed damage for Celtic Dual combat styles Tempest and Twin Star. This is a Blademaster ONLY change - other classes that receive Celtic Dual will not see increased bleed effects on these styles.
Mercenary Changes
- The Mercenary Dirty Tricks special ability is now on a 7 minute re-use timer (it was previously set to 30 minutes), and has changed in effect. It now activates a 30 second offensive proc effect on the Mercenary that applies a 10 second debuff on the Mercenary's target every time it is hit. This debuff gives the target a 50% chance to fumble all their melee attacks while under the debuff's effect.
- The damage for both styles in the Flank -> Shadow's Rain combat style chain has been increased for Mercenaries only (Infiltrators are not affected).
- Increased bleed damage for Dual Wield combat styles Dark Tendrils and Dual Shadows. This is a Mercenary ONLY change - other classes that receive Dual Wield will not see increased bleed effects on these styles.
- The Dual Wield combat style Dark Tendrils is now based off Parry for Mercenaries. Formerly it was based off Evade. Please note that Infiltrators will still have Evade as the opening for this style.
Left Axe Changes
- Reduced the damage done by Left Axe Combat Styles. This will affect both classes that can specialize in Left Axe (Berserkers and Shadowblades).
- Berserker Left Axe Snowsquall, Icy Brilliance, and Aurora Borealis have had their damage slightly increased (based on the new damage, see previous note) for the Berserker (only, this change will not affect the Shadowblade). Additionally, Aurora Borealis now chains off of Icy Brilliance and has a cold-based DD proc.
THE /LEVEL COMMAND
Dark Age of Camelot now supports creating new mid-level (20th level) characters for those players who have attained 50th level on any character on any server. In addition, we've flagged certain Realms on some servers as "underpopulated" - on those Realms, if you are eligible to use the /level command, you'll be able to create a new 30th level character.
Check the Camelot Herald at www.camelotherald.com for a list of Realms (by Server) where /level will grant you a level 30.
Once the flag is set, you can enter the game as a brand-new first level character with zero experience points. You must target your trainer and use the /LEVEL command to grant your player experience. You'll start with at least enough experience to raise to 20th level (30 on some Realms on some servers). You must go to your trainer and right click on him to gain levels.
Note that any existing character who is below the experience being granted can use the /level command. Use of this command will grant experience to reach level 20.5 or level 30.5
Please note that we can dynamically change what level (20 or 30) the /level command will grant you. When we decide to change a Realm's /level status, we'll make a post on the Herald to announce the change.
NEWBIE GUILDS
We've implemented the newbie guild system, so now all new characters will be pre-set in a guild. This is the same system that has been featured on the PvP servers for the last few months. Now, when you create a new character, you'll be placed in a guild that is based on your new character's starting location. This will give legitimately new players some community in their general starting area via guild chat and an easy way to meet up with like-level new players.
There are four guilds per Realm, each named based on the geographical location. You can remove yourself from the newbie guild by doing a "/gc quit" any time. Please note that you can technically remain in these guilds for the life of your character, should you choose to do so. Being automatically put in a guild at creation gives you an instant chat group and a sense of community with the other players around you. You can discard this guild at any time, and join a player-run guild when they you meet and are invited to the right guild.
HIBERNIA CLASS UPDATES
Valewalker Changes
- The Valewalker base melee ability has been increased. Valewalkers will now do more damage every time they hit a target with a melee weapon.
- Changed combat style Damaging Grasp to be a rear positional style to make it easier to use. Previously it was in a chain.
- Changed combat style Stunning Blade to have a to-hit bonus.
- Changed Valewalker Close Path line to a shout with a 20 second recast timer.
- Added Mystic Crystal Lore, Raging Power, Wild Power, and Wild Arcana to the Valewalker RA list.
- Many Valewalker spells had inconsistent icons. These have been fixed.
Animist Changes
- Animist pets will no longer attempt to attack monsters that are set as "no kill" - merchants, gatekeepers, etc.
- Animist pets will now target all enemy players. Previously they would not attack gray or purple enemy players.
- The line of sight check for ground target turret summon spells should now be done before the spell is cast. This should prevent animists from losing power when they attempt to cast a turret in an area they can't see.
- The "In Air" check on turret casts has been removed because all turrets should be created on the nearest point of ground. The "You can't cast this spell in the air!" message will not be seen as much now. However, there are still some (vastly reduced) situations where this message will erroneously appear. We will continue to work on this problem in future patches.
- Animist pets will target purple monsters. Previously they would not attack any monsters higher than red.
- Corrected an AI bug in the Essence of the Tree, Guardian Emissary, and Woodspirit Sheath bombers that was causing problems with buffing other targets.
- The Constraining Spirit line has had its range increased to 1500.
- The Grove's Assailant line will now display correct information when delved.
- Animist Turrets should no longer attempt to target things which are not in their line of sight.
- Many Animist spells had inconsistent icons. These have been fixed.
- Increased range of the Animist Dancing Spark line to 1500.
- The Ligneous Sheath line of turrets should now properly buff realm-mates within range of their melee buffer spell.
- The turrets summoned by the Vent of Elemental Resistance and Vent of Physical Resistance spell lines now must be killed normally. Previously, they would always die on the first instance of damage taken by an enemy.
- Please note that we are aware of additional Animist line of sight issues that have not been addressed in 1.62. These problems still affect, in some cases, pet and caster line of sight. We'll keep working on these issues in future Camelot versions.
Bard Changes
- Ameliorating Melodies now heals twice as much (its tick frequency was halved from 3 seconds to 1.5 seconds).
- Rhythm of Hibernia, Rhyme of Earth, and Chant of Healing have all had their ranges increased to 2000.
- Added Dodger to the Bard RA list to give them the option of boosting their evasion chance while playing instruments.
- Bard Pulses on the PvP server should now work while their PvP immunity timer is up whether they're targeting themselves or not.
Warden Changes
- Added Mastery of Blocking, Wild Healing, and Mastery of Healing to the Warden's RA list.
- Increased the heal values on the Solar Conversion line, and increased the fatigue cost reduction on the Attack Unfading line. This is to give a reasonable reward for sacrificing martial skills for spec in Regrowth.
Eldritch Changes
- The Lesser Mana Ripple line has had its cast time reduced to 2.5 seconds, making it similar to PBAEs in the other realms.
- The spells Blank, Obliterate, and Extinguish Coordination have had a radius component added to them, making them similar to the Lesser Health Dispersal line.
- Reduced cast time of the Ethereal Concussion line to 2.6 seconds; this brings it in line with the Gleam Ray line.
- Added a baseline single-target strength debuff shout in Way of the Eclipse:
8 Cancel Strength
15 Negate Strength
21 Unmake Strength
29 Abrogate Strength
35 Void Strength
43 Vitiate Strength
50 Null Strength
- Added a baseline single-target dexterity debuff shout in Way of the Eclipse:
11 Void Snare
19 Void Net
25 Void Web
33 Void Clamp
40 Void Lock
48 Void Chains
- The Lesser Kinetic Dispersal line has had its attack speed debuff component replaced with a snare component.
- Eldritch class special RA Negative Maelstrom has had a cold resist debuff component added (and its base damage slightly reduced to compensate).
Enchanter Changes
- Tuned pet AI to allow pets to melee better while on the run.
- Raised threshold at which the underhill ally will heal.
- Changed underhill zealot AI so that it will no longer charge opponents instead of casting.
- Fixed underhill zealot's resist debuffing spell to properly debuff heat damage.
- Changed Dazzling Flash line to be a single target melee damage debuff.
Mentalist Changes
- Halved the round cost of the Illusory Enemy line.
- Decreased the cast time of the Delusion line to 3 seconds and increased the range to 1500.
- Changed the Curative Trance line to be a true Heal-over-time. It lasts 10 seconds, has a 2 second frequency, and has had its cost and healing amounts adjusted accordingly.
- Adjusted the costs of the Curative Trance. The new costs are:
10 Curative Trance 18
21 Restorative Trance 34
32 Healing Trance 47
43 Sanative Trance 58
Hero Change
- Stag Form ability is no longer usable while sitting. Hopefully this should eliminate some "misfires". It also now has an appropriate icon.
ARCHER NOTES
It's time to give Archer classes a bump in ability, as they have been somewhat left behind by the addition of many new abilities and spells in other classes. In this version, we attempt to bring the Archer back in line to be a fun to play class. However, it is not our intention to ever return the Archer to the sniping overpowered force that he was at Camelot's launch. These changes should make the Archer useful and fun, but not make him overpowered.
By "Archer", we are referring to the Hunter, Ranger, and Scout.
General Archer Notes
- We've adjusted the way we calculate fumbles for Archery. Archery attacks have always had fumbles calculated differently than regular melee attacks. We've reworked this part of the Archery fumble calculation to be more in line with the way melee fumbles work, meaning Archers should notice a substantial decrease in their fumble rates, somewhere on the order of 1/4 what they were.
- Camouflage timers will no longer be reset by PvE attacks. Only an attack by the Archer on another player or a pet or turret controlled by another player will reset the timer. Camouflage is designed to let the Archer scout in PvP situations, so PvE interactions should not affect its timer.
- We have seen complaints that Archers miss their targets at a higher rate then melee fighters. Please be aware that we have run extensive tests as well as looked at the formulas and have found the miss rates for Archers and melee are the same. We will continue to look into this as more reports and logs are generated by Archers, but for now there are no miss fixes.
- We have modified how the See Hidden ability interacts with Archer classes. We've varied the range that an assassin can see a non camouflaged hidden archer anywhere from 1/4 to 3/4 of the current range depending on the archer's stealth spec vs the assassin's level. On average this means that an assassin will have to be within about 1/2 the range that he can see the archer from compared to how the system works currently on the live servers.
Critical Shot Notes
- We've changed the way that aggression is calculated when Archers use Critical Shot against monsters. Now, aggro generated from damage done by a Critical Shot is divided among all group members of the Archer. Please note that the Archer will still get a fraction more damage than any other group member, but it will now be much easier to pull the monster off the Archer once it has been hit by a Critical Shot. This should make Archers one of the better monster "pullers" for any PvE group.
Arrows And Bladeturn
All three Archers now receive a new skill called "Penetrating Arrow", which allow them to penetrate, to some extent, Bladeturn spells. Here's the details:
- Penetrating Arrow will never go through Bladeturns (both pulsing and single-target) on the character that cast the spell. This means that a Warden who casts a bladeturn on himself will never have his own personal bladeturn penetrated.
- Bladeturns cast on group/realm mates can be penetrated. So a Hero that has a pulsing bladeturn (or single target) on him from a friendly Warden can have that bladeturn penetrated.
- Archers receive Penetrating Arrow based on their specialization in their particular Bow skill. They get Penetrating Arrow 1 at 30th spec, Penetrating Arrow 2 at 40th spec, and Penetrating Arrow 3 at 50th spec. Lower levels of PA do less damage by not fully penetrating the bladeturn. The highest level of PA does normal damage.
- Additionally, Longshot and Volley penetrate ALL Bladeturns, regardless of who cast them.
- Please note that in this version we have made sure that self bladeturns will no longer be overwritten by other bladeturns.
Rapid Fire
The three Archers now also receive a new ability called "Rapid Fire", which allows them to release their bow shot before the normal bow timer. Here's the details:
- When an Archer has this skill, at any time after halfway through their normal bow timer they can release the shot.
- If you release the shot 75% through the normal timer, the shot (if it hits) does 75% of its normal damage. If you release 50% through the timer, you do 50% of the damage, and so forth - The faster the shot, the less damage it does.
- Rapid Fire shots takes the same endurance as a normal bow shot, but do less damage.
- Archers receive Rapid Fire 1 at 35 specialization level in their particular bow skill, and Rapid Fire 2 at spec level 45. The difference between the two is how much endurance they take - RF 2 takes less endurance than RF 1.
- Please note that you cannot use Rapid Fire with Longshot or Volley.
PET CLASS NOTES
In order to encourage pet casters to spec in their pet specialization spells, we are making many additions and tweaks to some of the pet casters in all three realms.
General Pet Notes
- You can now /face your pets.
- Pet targeted spells should now recognize whether the pet is out of range before the spell is cast.
- If you were far enough away from your pet for a long enough duration, sometimes your pet window would pick up another creature in the zone and start displaying its health. This will no longer happen - if you are too far away from your pet for too long, the pet's health meter will now disappear completely. When you move back in range of your pet, the health meter will reappear with the correct information.
Pet Control Note
We've changed the way that the different "modes" (passive, aggressive) work when controlling pets. Now, pets in aggressive mode will automatically attack non friendly targets (before that target performs any aggressive actions), so long as they are within the pet's aggressive range and the pet isn't currently engaged in another action.
In order to still allow the previous "aggressive behavior", where a pet in aggressive mode would not take any action on a target attacking the controller until the controller told it to, we have also changed the way that Passive mode works. Pets in Passive mode will now set their target, attack, and change to defensive mode when the "attack" button on the Pet Control Window is pressed.
The only exception to this new pet control change is the Bonedancer, due to the complexity of his commander/minion AI. For those Bonedancers who used Aggressive mode for passive behavior, you should instead use Passive mode, since in Aggressive mode your pets will not attack monsters. In RvR Bonedancer pets will attack players higher than "gray con" however. We will look at this issue in 1.63 and address it should the need arise.
Animist Changes
- Bombers now use the wisp model and will be visible at all times. Previously they used another effect that caused them to disappear in some cases.
- It is no longer be possible to summon turrets that cannot be attacked by melee attacks.
- Tangler turrets now cast increasing duration roots.
- Animists now have access to the RA Wild Minion.
- The Animist pet summoned by the Forestheart Ambusher Realm Ability have been increased to the proper amount of hitpoints for its level.
Spiritmaster/Runemaster/Bonedancer Changes
- Added a L50 DD, Obsidian Strike, in the Darkness base list to make it more consistent with the base lists in other Realms.
- Increased damage on Runemaster Runes of Pain line to be commensurate with damage adds in the other realms.
- The Cold and Matter resist debuffs in the Runemaster Runes of Destruction list (Vex of Cold line and Vex of Soil line) have been adjusted to require a higher spec to debuff the damage type of the baseline DD. The Vex of Cold line requires higher specialization level now, while Vex of Soil requires less. The new levels for all Runes of Destruction resist debuffs (Vex of Heat didn't change) are:
22 Vex of Heat
33 Vex of Fire
45 Vex of Flames
27 Vex of Cold
36 Vex of Frost
48 Vex of Ice
25 Vex of Soil
34 Vex of Dirt
46 Vex of Earth
Spiritmaster Changes
- Changed the Gift of the Fallen line to be realm castable with a 60 second duration. This means you can now cast it on friendly Realm members.
- Reduced casting time of the Dampen Lifeforce line to 2.5 seconds to make it consistent with other casters.
- Added a pet-only mez reduction buff, Tenacious Warrior Spirit at L35 and Indomitable Warrior Spirit at L45 in the Spirit Enhancement list, to help compensate for spirit warriors' lack of ranged attack.
35 Tenacious Warrior Spirit
45 Indomitable Warrior Spirit
- Spiritmaster pets, starting with the spirit soldier, now have a chance to take the melee attack for their controller. The chance increases up to the spirit champion. The caster must be standing close to the pet for this ability to be used.
- Added a pet-only attack speed buff to the Spirit Enhancement list.
10 Spirit of Melee
16 Spirit of Attack
21 Spirit of Combat
27 Spirit of Battle
34 Spirit of War
41 Spirit of Strife
- Added the Hinder Prey line to the Spirit Enhancement list, a pet-only offensive proc buff that gives the caster's pet a chance to ensnare a target for a short time. The speed reduction increases with higher levels, and it won't break in combat.
28 Hinder Prey
38 Snaring Blow
48 Hunter's Trap
Cabalist/Spiritmaster/Enchanter Changes
- Increased value on pet-only spec stat buffs to be equal to spec buff levels.
Cabalist Changes
- The Strengthen Golem and Hurry Golem lines should be checking the correct skill now.
- Added a line of pet-only runspeed enhancement buffs to the Vivification list.
25 Tracker Enhancement
35 Chaser Enhancement
45 Pursuer Enhancement
Enchanter Notes
- The underhill zealot pet now will always cast the DD + debuff spell. Previously it also had a chance of casting a DD + Snare spell which was not as effective as the DD + Debuff.
- Added a pet-only buff to the Enchantment Mastery list that enhances the effectiveness of the pet's spells. Against targets higher level than the pet, this should reduce the chance of a full resist. If used against lower level targets, damage done will go up.
40 Beguiling Will
50 Insidious Will
- Added a pet-only buff to the Enchantment Mastery list that gives a chance of a self heal each time the pet is hit in melee.
29 Enchanted Armor
38 Shimmering Armor
49 Splendorous Armor
- Swapped the levels of the Enchanter Amplify Heat and Amplify Matter lines. Previously, Enchanters were doing high amounts of damage too easily by being able to debuff an extremely high level DD of the same element. With this change, Enchanters will still be able to use this strategy, but now the amount of damage they can inflict will be more variable.
New Heat Debuff
27 Amplify Heat
36 Endow Heat
49 Empower Heat
New Matter Debuff
23 Amplify Matter
33 Endow Matter
44 Empower Matter
Mentalist Changes
- Ghostly Enemy now adds undead to the list of monster types that can be charmed, and Dream Enemy can charm any type of creature.
SPELL AND REALM ABILITY NOTES
- Changed the Shaman Minor Earth Invigoration line (fatigue regeneration buff) to be realm targeted concentration buff. If the target of this buff moves more than 1500 world units away from the caster, it will stop affecting the target until he moves back within this range. As with all concentration buffs, if the caster is killed all the buffs he is supporting will drop.
Spells
- All Bolts have had their cast times reduced to 2.5 seconds.
- Fixed a bug where heal-over-time spells were not updating the target's health properly.
- Fixed a bug where snares that fire off combat styles were using a lower value than intended.
- Resist debuffs will now interrupt casters once again. Several versions ago, resist debuffs were temporarily changed to shouts and when that happened their interrupt checks were removed. Soon after that patch, resist debuffs were returned to a castable spell (i.e. were no longer shouts). However, they were still set incorrectly to non-interruptible. They have now been correctly returned to interruptible, as they are no longer shouts.
- Self bladeturns will no longer be overwritten by other bladeturns.
- Strength (and strength only) debuffs and disease spells should no longer reduce a player's encumbrance below their unbuffed maximum. Debuffers were using the fact that you could reduce an enemy to 0 movement speed as an effective one minute total snare with no counter, which was not the intention of strength debuff spells.
Realm Abilities
- The Wizard class special Realm Ability Volcanic Pillar has had its damage and radius increased.
- The Augmented Acuity RA now affects power pool and damage for Nightshade spell abilities.
- The Whip of Encouragement Realm Ability has had its reuse timer lowered to 10 minutes and will no longer break in combat.
- The Excited Frenzy Realm Ability has had its reuse timer lowered to 10 minutes and it should properly increase a pet's attack speed.
OTHER CLASS UPDATES
- Hibernia: Elves can now be Blademasters.
CLASSIC CAMELOT WORLD NOTES
Epic Zones Revisited
In a continuing effort to revitalize under-utilized areas of the game, we have revisited the three zones that contain the original dragons. After evaluating all three, we are adding new AI for all the existing named mobs to increase the variety of encounters in the zone, and tweaking the Dartmoor and Sheeroe Hills zones so they will hopefully have as much appeal for players in those realms as Malmohus has for Midgard players. In order to do this, we have decreased the scout range of all scout mobs in each zone. This should allow players to navigate the zone easier and lower the chances of having mobs aggro from distances that are too far for players to deal with. We have also lowered the spawn times of some generators that were spawning faster than players were able to reliably deal with.
Additionally, all three dragons have had their damage on one of their two breath spells greatly lowered.
/Leveled Character Equipment
With the /level command, a system has been added to equip the newly high leveled characters with some base equipment. The following NPCs will be able to assist you in obtaining these items.
Camelot: Hadreth, Assistant Wells, Galaris Pritchard, and Lucia Pritchard.
Tir na Nog: Carraent, Aetheonyc, Rhyryn, Gwucyn, Somyr, and Caryan
Jordheim: Gair and Kelleher
General Quest Notes
- Item drops for the Level 20+ bounty quests should now all be stackable. The quest NPC's will only take one item at a time, so players will need to unstack the items in order to turn them in.
- We are thrilled to announce that the winning entries of the "Once Upon a Time..." quest contest have been implemented into the game. There is one for each realm: The Hibernian quest is called, "Two Ales, Ailish!," the Albion quest is called "Heart of Albion," and the Midgard quest is called, "The Legend of Fenrir's Folly." Be sure to read the winning entries on the Herald, we are certain you'll be as impressed with them as we were, and hope that you'll enjoy our implementations of these wonderful stories.
Albion Quests
- "Heart of Albion": Lady Nimue in Avalon Marsh seeks someone willing to gather the scattered shards of the Pendant of Hope.
Hibernia Quests
- "Two Ales, Ailish!" Speak with Iao in the Green Rose Pub in Tir na Nog. He seems to have lost his glasses and could use some help finding them.
- Season of Remorse - Irksa, in Howth, has been asking for a brave soul to help rescue some noble empyreans.
Midgard Quests
- Silent Death - Savages that received a hand to hand weapon but are specced another way, may now turn in their hand to hand weapons to Vahn in Mularn for a ONE TIME weapon exchange. Be very sure this is what you wish to do because all trades are considered final.
- The Legend of Fenrir's Folly - Silvertone in Vasudheim has an interesting story to tell about an adventure with his friends and the dread wolf Fenris.
- Dying wish and Burning Realm - Gudlor, in Huginfell, is seeking adventurers to help defend the realm.
Monsters
- Albion: The Fallen Warriors in Barrows are now set correctly to undead monsters.
- A new wisp model has been added to the game. You should see them floating about the world.
- Albion: The Rock Giant Wizards and Shamans in the Albion frontier are now correctly set to uncharmable.
- Midgard: Fixed a problem with the Vendo Snake Charmer in the Vendo Caverns where upon his death, the summoned snakes would vanish. Now, they will remain up until they have been killed.
- Hibernia: The Troglodytes and Thorg in Treibh Caillte have been correctly set to type "humanoid".
- Hibernia: The Amalgamate Parthanans should now spawn correctly.
Item Notes
- We have enhanced items in one dungeon per realm to increase the dungeons desirability as a hunting ground. Note that these changes are retro-active. If you have any items from the following dungeons; Koalinth, Tepok's Mine, and The Cursed Tomb, give them a check. Many items from these areas were increased in effectiveness.
- The reactive procs on Omni armor were set to the intended spell for each location.
- The Diamond Dagger (Albion) now increases the slash skill and not thrusting.
- Dommel's Fiery Gauntlets (Hibernia) received after this patch should salvage for the proper material.
- Robes of the Neophyte (Albion) can now be dyed with the appropriate dye type.
- The Blodstein Ring (Midgard) now has the following stats: +2 power, +2 cave magic, +2 mending.
- The Elder Staff of Iceshadow, Elder Staff of Icy Sundering, Elder Staff of Frozen Runes, and Elder Staff of Windy Calling (Midgard) can now be equipped by bonedancers, and also have had particle effects added.
- The Deamhan Circlet of Speed (Hibernia) has been replaced with a new level-appropriate version called the Deamhan Circlet of Agility. Note that this new item is not the original item, so the Deamhan Circlet of Speed players may already own will not be updated.
- Each realm now has a suit of "roleplay" clothes, available on the existing roleplay hat merchants. Just like the roleplay hats, these outfits are intended for looks only, so they do not qualify as armor pieces.
- The curmudgeon crab-catcher in Hibernia should no longer drop Albion items.
- The Resilient Sleeves, Resilient Gloves, and Cap of the Keen Mind (Albion) no longer have class restrictions, so that necromancers are able to use these items as well.
- Siegecraft items should now have an inventory icon.
- The Lightbringer sword (Albion) now increases the slash skill instead of chants.
- The Vendo Flesh-flayer (Midgard) will no longer delve as having a proc. This item was not intended to be a proc'ing weapon, so the spell was removed.
- The flint knife (Albion) will no longer delve as having a proc. This item was not intended to be a proc'ing weapon, so the spell was removed.
- Most of the boss mob loot in the frontier dungeons has been upgraded. The old stats were compared to SI's boss mob imbue points and brought up to par. The only items that were not increased were already equal to or above equivalent SI boss mob loot in bonuses. In addition, a few new items were added for the Reaver, Necromancer, Animist, Valewalker, Savage and Bonedancer.
- Instances where objects that began with a vowel but were prefixed by the article "a" (a orb of animation) have been corrected.
- All cloaks can now have dyes and emblems applied.
- Future drops of the Sleeves of Night Fire (Hibernia) should salvage for chitin strips as intended. Any drop previous to this patch will salvage for diamond bars.
- Future drops of the Shadowsilk Gloves, Shadowsilk Vest, Shadowsilk Pants, Elven Gossamer Gloves, Elven Gossamer Vest, and Elven Gossamer Sleeves (all from Hibernia) should be the correct level for the mobs from which those items drop. Players who already own those items will need to go out adventuring to replace those items, as the field changed will not automatically update on existing items.
- A focus of deathsight has been added to the Mortal Coil Scrying Staff (Albion).
- The Lifeblinder staff (Albion) has been replaced with a new staff called Staff of the Lifeblinder. The Lifeblinder staves already in existence will remain unchanged, but will no longer drop. The new version of the staff has a focus added in place of one of the bonuses from the original Lifeblinder.
- Particle effects have been added to the Flesh Stretched Riddle Staff, Mortal Coil Scrying Staff, the old version of the Lifeblinder staff, and the new Staff of the Lifeblinder (all in Albion).
- The cloth version of the Sleeves of Buri (Midgard) should now look like cloth armor and can be dyed with cloth dye.
- The Wretched Skin Robe (Albion) should salvage for the proper amount.
- The Heavy Bastard Sword (Hibernia) should no longer appear to have a proc in delve info.
- The items in Dartmoor, Sheeroe Hills, and Malmohus have been upgraded to Shrouded Isles standards in bonus points, except for the dragon-specific loot. All items changed were increased in points...no items bonuses were lowered.
- The Njessi Carved Fang (Midgard) should now require sword skill instead of two-handed.
- The Lucent Spirit Helm (Hibernia) no longer increases strength twice. Instead, one of the strength entries is now dexterity.
- The Omni Enchanted Cap and Omni Enchanted Boots (Hibernia) should now be named properly for the slot in which they equip.
- Blessed Loki Boots (Midgard) should now salvage properly.
- The Sword of the Fiery Heart (Midgard) now has stat increases.
SHROUDED ISLES WORLD NOTES
Bounty Quest Notes
- All SI Bounty quest items have been changed to sellable and stackable. The maximum stack is 15. NPCs will not take an entire stack. You will need to unstack and give bounty items one at a time.
Porting Note
- We have removed the wait time for the portal from the expansion areas to the realm portal keeps after another player begins to teleport back. Players can now teleport back to the portal keeps at any time without waiting for the portal ceremony to finish.
Midgard Quests
- Stoneheart - The Runed Cloak of the Trolls and the Cloak of the Troll Fathers needed to complete this quest are no longer tradeable.
- Ota's Quest - Berserkers who recieved the Griffin's Impervious Pelt Shield will be able to turn that into Ota Yrling in Aegirhamn for a new item that is useable by Berserkers.
- Mammoth Hunt - Vorkald will now give Furry Boned Legs with the appropriate AF. For those who received the original legs, you may return to Vorkald and turn them in to receive the appropriate ones.
- Mammoth Hunt: We have slightly toned down the difficulty of step 5, which requires players to clear a Morvalt camp.
Albion Quests
- Free the Rogue - we have made some significant changes to this quest to make it easier for players to lure Mercal from his hiding place. Also, players no longer need to accompany Mercal on his return to town, he will meet you there.
- The Lost Stone of Arawn - Sali'ah now let's the players know that the archmace is a two-handed weapon.
Hibernia Quests
- Fylara's Armor - In response to player concerns about the long wait for broodmothers, we have decreased the wait time between broodmother spawns.
Albion Monsters
- Caer Sidi: The Apocalypse encounter should no longer stall and be unable to restart after a failed attempt.
- Dales of Devwy: The spawn rate of the Hoges, Lindon, Dyer, Parmenter and Tinctor ghost families have been lowered slightly.
- Caer Sidi: Lich Lord Ilron should no longer reset his encounter when he is not supposed to.
- Players releasing to the bindstone at Wearyall Hill are less likely to be attacked by monsters around the bindstone.
- Haunted appletree seedlings will be longer be given as kill tasks.
- The amount of time before Xanxicar's lair (The Crystal Cave) fills with lightning has been increased.
Hibernia Monsters
- Aroon the Urlamhai in Galladoria should not aggro through the walls anymore.
- The special sonic attack used by most shriller monsters should now work reliably.
- Lesser anglators should no longer attack you while invisible.
- The difficulty of the final Galladoria encounter has been lowered.
Midgard Monsters
- Iarnvidiurs Lair: Hurjavelen will no longer BAF with the other mobs in it's area.
- Aegir's Landing: The Morvalt that join Gormor and his lieutenants in their disease attack on Dyrfjell will no longer linger outside of the town after their leaders have left or been killed.
Dungeon Notes
- Trollheim: A bug in 'The Rift' encounter in Trollheim that did not allow The Rift monster to give experience or drop loot has been fixed.
- Trollheim: Bring a friend problems where monsters would attack from below or above a room have been reduced.
- Tuscaren Glacier: Several bugs with the Icelord Skuf and Steinvor encounter have been fixed. Steinvor's seers should now work better. Both Steinvor's and Skuf's magical abilities should now work better.
Item Notes
- Flurry's Dancing Defender (Albion) should now increase +slash resist, instead of having two separate thrust resist entries.
- Steinvor's Sturdy Axe, Steinvor's Frenzied Axe, and Skuf's Cave Crusher (Midgard) can now be dyed with the weapon dyes from Tuscaran Glacier.
- The Vine Wrapped Defender (Hibernia) has a new model.
- The Ancient Stag Spine Spear (Hibernia) no longer has two spirit resist entries. Instead, one of the entries has been replaced by slashing resist.
- Easmarach's Stinger (Hibernia) can now be dyed with the weapon dyes from Galladoria.
- The Water Cat Pelt (Midgard) should now stack properly.
- The Vest of the Infamous Blade (Albion) should now look like leather armor as intended.
- The Cured Saracen Skin Cloak, Cured Highlander Skin Cloak, Cured Avalonian Skin Cloak, and Cured Briton Skin Cloak (Albion) can now have an emblem and dye applied.
- The spelling of Tiaga's Blessed Charm and Tiaga's Charm (Hibernia) is now correct.
- The Ancient Engraved Maul (Midgard) should now look like a two-handed hammer as intended.
- The Drakoran Scale Chain (Albion) is now set to the appropriate level.
- The Symbiotic Wrap and Arcane Symbiotic Wrap (Albion) now look like a bracer as intended.
- Urchin filchers (Albion) should no longer be dropping level 8 jewelry.
- Soxulfr's Hammer Belt (Midgard) should now equip in the waist slot as intended.
- The Sapphire Encrusted Ring (Albion) that equipped in the waist slot has been renamed Sapphire Encrusted Belt.
- The Bladed Crystal Rapier (Hibernia) now increases intelligence instead of the valor skill.
- Devmer in Albion should no longer drop jewelry items with focus increases.
- The Morvalt Obsidian Sword in Midgard that is a bounty quest item can no longer be equipped.
- The proc on the Brazen Stout Defender (Albion) has been changed to a different spell that should no longer conflict with a friar's own buffs.
- The particle effect on Steinvor's Frenzied Axe (Midgard) should fit correctly.
- Shambler's Large Axe (Midgard) should now increase the axe skill instead of slash.
- The Belt of the Deceitful (Albion) should now look like a belt instead of a bracer.
- The Darkened Vine Dirk (Hibernia) can now be dyed with the weapon enamels from Galladoria.
- The urchins in Albion should be dropping level appropriate gear now.
- In Caer Sidi, there were two drops called "Diamond Encrusted Ring." One of those items fits in the waist slot, and the name has been changed to Diamond Encrusted Belt, as originally intended.
- The Ancient Brass-shod Staff (Albion) now has a reuse timer and can be recharged.
- Host's Regenerative Skin (Albion) can be dyed.
- Yrjo in Aegirhamn now sells low level spears. Niklaas now sells low level two-handed axes, hammers and swords.
- The Emissary of Logi hand-made loot (Midgard) has had a few changes. The Emissary's Ring now increases parry instead of slash. Also, the Emissary's Ring, Logi's Gem, and the Emissary's Tassel Belt did not have the correct amount of points assigned to magic bonuses. These have been increased to the appropriate level on all three items.
- The Griffin Claw (Midgard) is no longer wieldable in the left hand.
- The model for the Dreaded Frost bound Fang has been changed to better reflect the area it comes from.
- The Mayor's Ruby Ring (Midgard) can now be equipped in the ring slot.
- The Griffon Slicer, Dark Weaved Vest, and Dark Weaved Leggings (Midgard) now have a proc chance set.
- The Vine Covered Scythe and Verdant Scythe from Galladoria have new weapon models and particle effects.
- The Verdant Recurve Bow and the Primal Windwalker's Bow from Galladoria now have new bow models.
- The Dreaded Frostbound Fang (Midgard) now has a particle effect.
- Anyone with a non-glowy version of Aroon's Ancient Staff or Aroon's Verdant Staff (Hibernia) should note that particle effects have been added.
- The Essence Shifted Flail and Essence Shifted Whip (Albion) should include their correct name in combat text (ex. You hit xxxx with your flail, You hit xxxx with your whip). Previously, the flail showed up as mace in combat text, while the whip showed up as flail.
- The Azure Silencer Fang and the Livid Silencer Fang (Albion) can now be dyed with the weapon enamels from Caer Sidi. Please note that using dye on these weapons will change only the hilt color.
- The Obsidian Doomspear (Midgard) should now proc as intended, and the +parry bonus has been changed to +stealth.
- Quillan's Reinforced Vest (Hibernia) should now be dyed with enamel dye instead of leather dye.
- The Shadowed Blackthorn Mace (Hibernia) will now repair for the correct cost.
- The Medallion of Albion (one of the rewards in the Secret Orders quest in Albion) has been changed. There will be NO TURN IN NPC for this quest. Don't look for one. Your item will simply update by itself.
- Palifan should no longer be dropping crossbows with longbow skill increases.
- The Disembodied Gauntlets (Albion) now increase the slash skill instead of sword.
- Gazsi's Friendship Staff (Midgard) can now be salvaged.
- Herbalist's Tunic of Power (Midgard) can now be salvaged.
- The Trident of Soulless Lament (Midgard) can now be dyed with the weapon enamels from Tuscaran Glacier.
- The Ring of Shadows (Albion) should now have the icon of a ring instead of a gem.
- The Morvalt Forced March Ring (Midgard) will now fit in the ring slot as intended.
- The Ring of Tangled Vines (Hibernia) now has a use timer and can be recharged.
- The following weapons from Tuscaran Glacier can now be dyed: Tuscarian Runewalkers Staff, Tuscarian Soul-tethering Staff, Tuscarian Nifl-tethered Staff, Tuscarian Soul-wrenchers Staff, Tuscarian Bonesplitters Staff, Tuscarian Bonewalkers Staff, and Tuscarian Shadow-tethered Staff.
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Dark Age of Camelot
Version 1.63 Release Notes
June 24, 2003
=======================================
DARK AGE OF CAMELOT: FOUNDATIONS
With 1.63, Dark Age of Camelot: Foundations makes its debut. This is the optional housing expansion - you can download it if you wish. For more information about Foundations, go to www.camelotherald.com/housing/ where you'll find information about the expansion, including a user's guide, house descriptions, maps and other invaluable information.
Getting the Foundations Client
In order to install Foundations, you first must install the client. Here is a list of places where you can find the Foundations client:
- Download. It is approximately 55 megs. Go to www.camelotherald.com/housing for a list of download locations.
- From the CD included in the July issue of Computer Gaming World (SI Client Only).
- From the Dark Age of Camelot: Gold Edition (SI Client Only).
There are two different download options for Foundations: a Classic client version, and a Shrouded Isles version. Obviously, if you have Shrouded Isles, you must install the Foundations SI client, and vice versa.
Please note that the version of Foundations on the magazine CD and the Gold Edition CD will require about a 15mb patch when you first launch the game after installing. The magazine and Gold Edition CDs are for the SHROUDED ISLES CLIENT ONLY. If you have classic Camelot, you'll have to download the Foundations Classic client.
NEW THINGS AND BUG FIXES
- Added extended delve descriptions for all spells.
- Fixed a bug in delve where most '%' symbols weren't displaying properly.
- Fixed a bug where the sell value of Unique Items greatly decreased after zoning the first time after they were found.
- Fixed a bug with the /clock displaying the wrong times for noon and midnight.
- The Unique Object Generator focus staff drops should no longer be a "xxxxx Focus Staff" unless there is a focus bonus on the object. The generic name for the staves has been changed to "Invoker's Staff."
- We have expanded the /ignore command to filter out more messages from anyone on your ignore list. In addition to the text that it used to block, it will now block:
/yell
/yell
Chat Group
Guild Chat
Alliance Chat
Officer Chat
Emotes (/bow and /em )
CRAFTING NOTES
We've decided to remove some of the extra steps required in crafting items. The purpose of these changes is not to decrease the overall concept of time, or coin, that goes into these tradeskills, but to remove some of the extra possible frustration of the added layers that they create.
With this we have "flattened" Weaponcraft and most of Armorcraft. Flattening is the process in which we remove the extra steps needed to make a final recipe. Previous to this, if you wanted to make a weapon, you had to make two sub-components first, then combine them to make the final weapon. Now, you simply use the same amount of total materials that you would have making the sub-combines, and the same overall amount of time... but you fire off a single recipe. No more 100% quality hilts, just to get a 94% final weapon.
In Armorcraft, we've removed the need to create studs, wires, scales, and strapping (this also includes the various studded recipes in Albion Tailoring). We've replaced them with the best equivalent amount of raw materials, erring on the smaller side. This will cause the costs of the armors to change a minor amount, but nothing on a grand scale. And yes,
Armorcraft still requires Tailoring components. Please note that this change will cause a slight variance in the costs from what you are used to, but not by much.
Also, you will notice that most of the recipes in Weaponcraft, Armorcraft, Tailoring, and Fletching will now show you the level of the item that is created from said recipe, when you delve them. As we continue moving forward, we will continue trying to add more useful information to help the crafter do his job.
Other crafting notes
- Flattened the recipes for Weaponcraft and Armorcraft in all three realms, and Tailoring in Albion
- Added level values to most of the recipes in Weaponcraft, Armorcraft, Tailoring, and Fletching for all three realms.
- Added Woodworking recipes that allows for the ability to create smaller, or larger, versions of various pieces of furniture for housing.
CLASSIC CAMELOT WORLD NOTES
Classic/SI - Guild track quest rewards, except for the epic quest armors, have been upgraded to Shrouded Isles standards in bonus points, except in a few rare instances where the item was at or above the desired bonus point value already. No object was decreased in bonus points.
We have added guild bounty point merchants to coincide with the bounty merchants in the capital cities and expansion starting cities. The NPC names are as follows:
Camelot:
Torrence Edelmar
Elenya Edelmar
Luce Edelmar
Daniel Edelmar
Alexander Edelmar
TirNaNog:
Kindara
Ansdar
Gandralla
Aileithe
Agheth
Jordheim:
Torig
Elaran
Aglanar
Caer Gothwaite:
Samuel Kriston
The Grove of Domann:
Elkrin
Aegirhamn:
Ankha
Albion Quests
- Lady Nimue will now spawn in the following locations for the times listed below.
Avalon Marsh - NIGHT ONLY spawn.
Camp Forest - DAY ONLY spawn.
Snowdonia - DAY ONLY spawn.
Midgard Quests
- Thorgil's Daughter - The tomte Rygnol has been moved back to the Executioner's Room.
- Wisdom of Time: Gashir - The bug causing the Priestess of Gashir and her Elves to blink when players approach them has been fixed.
Albion Dungeon Notes
- Keltoi Fogou: Beven is no longer charmable.
Albion Monsters
- Hunter Kenwin and Guardian Aron at Campacorentin Station now give Kill Tasks.
Midgard Monsters
- Raumarik Revenant now has his damage table set correctly. He will also no longer heal himself when hitting a player wearing a breastplate dropped by Legion.
Hibernia Monsters
- Word has it that the Meruchas have been appearing more frequently by the water in Connacht.
Item Notes
- The Omni Bloodhide Robe (Albion) can now be dyed.
- The Omni Bloodhide Gloves and Omni Bloodhide Boots (Midgard) should now be named properly for the slot in which they equip.
- The 80% quality items intended for salvage purposes will now drop as 89% quality items.
- The Midgard small training shield now has the correct speed.
- Bonedancers can now equip the Vest of the Diabolic.
- The Obsidian Longsword (Midgard) can now be traded to other players.
- The Forked Mephit Tail (Hibernia) now increases blunt instead of crush.
- The Ebony Arms of the Corrupt (Albion) now increases energy resist in place of a duplicate body resist.
- The class restrictions on the Manaweave Ring (Albion) have been removed.
- Muryan tricksters in Albion should now be dropping level appropriate items.
- The Vindicator set of staves from Cursed Forest should now have particle effects.
- The Fallen Archer's Dagger (Albion) will no longer drop. It has been replaced with a new item, the Felled Archer's Dagger, that uses the proper model. The original version will remain as-is for players who already possess one.
- The Stoic Defender (Hibernia) can now be salvaged.
- Shadowhands Gloves (Albion) can now be dyed.
- The Hibernia version of the Gossamer Soultourn Sleeves will now salvage for a lower value. The salvage value was inadvertently set too high on this item.
- The following items that were spiritmaster and runemaster only are now set to allow bonedancers: Twisted Evil Emerald Scepter, Twisted Evil Ruby Scepter, Twisted Evil Sapphire Scepter, Twisted Evil Diamond Scepter, Snow Crystal Runecarver's Staff, Snow Crystal Summoner's Staff, Darkened Staff of Hoarfrost, Suppressor's Staff of Hoarfrost, Regal Lupine Staff, Royal Lupine Staff, Icebound Effluvium Staff of Runes, and Icebound Effluvium Staff of Summoning.
- The Prismatic Studded Gloves (Midgard) should now have the proper AF.
- The Ember Necklace (Midgard) should now be the proper level.
- The Elven Arrows and Barbed Elven Arrows (Albion) will now stack to 100.
- Skull-embossed Gauntlets (Albion) should now salvage.
- The Huntsman's Jerkin (Midgard) can be dyed with the appropriate dye type.
- Deathrune Robes (Albion) can be dyed with the appropriate dye type.
- All store-bought focus staves should now salvage.
- The rust colored dyepot is now called "rust colored cloth dye."
- The Brimstone Breastplate (Midgard) now has the proper magic bonus. Note that this change will not retroactively update for players who already possess this item. The change only affects future "drops" of this one-time drop item.
- The Mephit Wing (Hibernia) can now be equipped in the cloak slot.
- Robes of Regalia (Hibernia) can now be salvaged.
- The required level for the weapon rewards in Ancestral Secrets (Midgard), Lost Seeds (Hibernia), and Lost Stone of Arawn (Albion) has been lowered to level 48.
- Faded Sleeves (Albion) now look like studded armor instead of leather.
- The parthelonians in the frontiers should now drop only common loot and ROG magic loot, while the parthelonians in Cursed Forest should now only drop common loot and the handmade magic loot they've always had.
SHROUDED ISLES WORLD NOTES
Midgard Quests
- Gem of the Dwarven King - Players may now only use Longbeard's Necklace in the area where they locate the box containing the Gem of the Dwarven King. Players trying to use the necklace outside of that area will receive a message that they cannot use the necklace.
Midgard Dungeon Notes
- Trollheim: We have reenabled "Bring A Friend" inside this dungeon to pre-1.62 levels.
Monster Notes
- Dungeons and outdoors: Particle effect based monsters such as water elementals and blobs will now scale properly on the fly. Water elementals will grow during rainstorms and shrink when the storms have passed. Certain types of blobs that split in two when they suffer a particularly devastating attack will now properly change scale on the fly.
Albion
- Master Reginald the Rogue trainer in Caer Gothwaite is now a Saracen rather then an Avalonian
Items Notes
- The cold cervideth shroud (Hibernia) can now be equipped.
- Kvasir's Sword of Blight and Hjalmar's Thorned Bow (Midgard) can now be dyed with weapon enamels.
- The Robes of the Severed Soul (Albion) has been renamed to Vest of the Severed Soul.
- Tuscar's Runed Buckler (Midgard) now increases energy resist in place of a second heat resist entry.
- The Choker of Catlike Quickness (Hibernia) has been renamed to Choker of Catlike Acuity.
- Luso's Claws (Midgard) should now be set to the correct DPS.
- The Death Shroud (Hibernia) should now equip in the cloak slot.
- The Vest of the Gravewalker (Albion) now increases matter resist in place of a duplicate body resist entry.
- Steinvor's Sturdy Axe (Midgard) has a different particle effect that fits a little better than the previous one.
- Players should now be able to trade the gem rewards from the Malignant Creatures quest in Albion.
- Mammoth Lined Leggings (Midgard) can now be dyed.
- Weno'iak's Chain Leggings (Albion) now increase enhancements instead of augmentation.
- Weno'iak's Chain Mittens (Albion) will now increase stats correctly.
- The Vine Covered Scythe (Hibernia) had the haste proc replaced with a life tap proc.
- Ancient Brass Longsword - procs a minor vitality drain
- Ancient Brass Cudgel - indendiary pyre (fire DD)
- Ancient Brass Rapier - electrical DD
- Ancient Brass Pike - mana DD
- Ancient Brass Lochaber Axe - mana DD
- Ancient Brass Lucerne Hammer - mana DD
- Ancient Brass Battlehammer - fire DD
- Ancient Brass Two-Handed Sword - stamina heal
- Ancient Brass-Tipped Whip - damage shield
- Ancient Brass-Shod Staff - fire DD
- Ancient Brass-Shod Quarterstaff - minor vitality drain
- Ancient Brass Scythe - Protective Aura of Flame (damage shield)
- All weapons for the The Lost Seed quest in Hibernia have had procs added to them.
- Claidheamh falcata - Minor vitality drain
- Birrag Cuaille mace - Incindiary Pyre
- Cuinnsear dagger - void DD
- Ailm Darach spear - ice DD
- Bruais Creigeir shillelagh - Incindiary pyre
- Ard-Ennoilys sword - damage shield
- Corran scythe - dark DD
- Caorrunn Calbh staff - Fire DD
- Gneiss (Hibernia) should now drop 95% quality items. This will only apply to future drops after this patch. Any items from Gneiss before this patch will not retroactively update.
- The spell charge on the Ancient Spore Cluster's Cloak (Hibernia) has been changed from an endurance regen.
- The spell charges on the Olcasgean Root Drum, Olcasgean Root Lute, and Olcasgean Root Flute (Hibernia) has been changed so as not to interfere with any of the bard's music spells.
- The skelks in World's End will no longer drop small amounts of copper. Itemized as an "animal" this mob should not be dropping cash at all.
- The Insidious Samn's Eye (Hibernia) no longer has 2 separate cold resists listed.
- The Tab'fren series of staves in Albion have new models and particle effects.
- The Braided Ivy Staff (Hibernia) has a new model.
- The Cold's Touch Staff (Albion) now has a particle effect.
- The Guthlac Great Shield (Midgard) has a new model.
Cooperative Server Object Notes
- The Glowing Dreaded Seal now stacks to 10.
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Dark Age of Camelot
Version 1.63B Release Notes
June 25, 2003
=======================================
IMPORTANT CRAFTING NOTE
Attention all crafters in possession of old straps, scales, studs, and wires: you will now find in your crafting recipe list a new recipe, one that simply converts your unusable components and turns them into another component. This new component will sell for 98% of the cost of the original ingredients. Please note that these conversion recipes are temporary, and will not last forever. So convert your old components as soon as possible!
This change was necessary to give crafters a way to convert into cash their now-unnecessary stores of ingredients, as we are phased out the use of straps, scales, studs, and wires in version 1.63.
NEW THINGS AND BUG FIXES
- We've replaced the spell resist graphic (the "hand") with a more generic effect that is less intrusive and won't be confused with a normal spell effect.
- Making hotbar buttons out of command window buttons should now work.
- The leader of the chat group will now be displayed at the end of a "/cg who" list.
- In the 1.63 patch notes, we said "We have added guild bounty point merchants to coincide with the bounty merchants in the capital cities and expansion starting cities. The NPC names are as follows (insert list of names)." This note was a bit premature, and those merchants are not yet active. To re-emphasize - you currently cannot use GBP to pay rent on the live servers, only Personal bounty points on a house that you personally own or a guild house where you are guild rank 0.
- The following housing decorations were incorrectly priced and now cost 10 gold apiece:
* The tall shrubbery garden item.
* The holly shrubbery garden item.
* A holly hedge.
FOUNDATIONS WORLD NOTES
The following lots are now working correctly:
Albion
- Lot 100 in Oakwick
Midgard
- Lot 1749 in Raisgill
- Lot 1984 in Middleton
- Lot 1997 in Ashmere
Hibernia
- Lot 3400 in Glantane
WORLD NOTES
- Midgard: Aiesill has returned to his post in Jordheim.
- Co-operative server and PvP servers: the Medallion Master in Tir Na Nog will now correctly sell a "Medallion of Midgard Hearth Passage" in addition to the other ports available.
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Dark Age of Camelot
Version 1.63B Release Notes
June 25, 2003
=======================================
NEW THINGS AND BUG FIXES
- Fixed a bug where permissions from one house would show the permissions from a previous house whose permissions were viewed, and then update the server with the invalid set of permissions.
- Fixed a bug where selling some stackable objects resulted in an erroneous message that the object was unsellable. Crafters would have run into this problem more than any other class as they sell their stacks of converted studs, etc. You can now sell these objects.
- Fixed a display problem where consignment merchants in housing zones would not show more than 37 items in their store list. The objects were actually there, but they were not displayed.
- Fixed a couple of housing-related windows to better display long guild names.
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Dark Age of Camelot
Version 1.64g Live Release Notes
Tuesday, August 19, 2003
=======================================
NEW THINGS AND BUG FIXES
- A healer will now be able to see how much they heal for when they cast a heal spell on pet.
- All area affect procs on items will now correctly fire.
- /webdisplay house will now cause your house to display on the herald. Default is display off.
- There is a new "Hearth Bind Passage Medallion" that will port you to your house bind point at the portal locations. See the foundations section of the note for details.
- /rpfilter now has a maximum of 75 entries. The playing community discovered many other uses for /rpfilter, so we have expanded the allowed number of entries to accomodate.
- /ignore now has a maximum of 50 entries.
- A new slash command, '/groundset ', suggested by the Animist TL report. For example, To set a groundtarget 500 units in front of you, use '/groundset 500'.
- A healer instant heal's timers are now listed in mm,ss format rather than ssss.
- Valewalker and animist spells now print a message to the chat window when cast and when they expire.
- A proper spell effect has been added to the necromancer's pbae-dot line of spells. You will now see a spell effect emination from the pet regardless of whether or not the spell lands on a target.
- A new sound affect has been added to the necromancer's pbae-dot line of spells.
- Necromancers will now receive a "you can not cast that right now" message when their pet is mezzed or stunned.
- The shade-cast lifetap line of necromancer spells now have a spell effect on both hands during the casting animation.
- Bonedancer Strengthen Pack line and Hasten Pack line pet-only buffs are now affecting all pets in the area of effect.
- Bonedancers have now access to Wild Minion RA since it was a prerequisite for Minion Control RA already on their list.
- The Bonedancer unique RA Resilience of Death now correctly affects all pets not only the commander as it was doing previously.
- You can no longer jump while mezzed.
- Potion re-use timers have been fixed.
- The "Items Remaining" feature inside the house will now list the correct number of decorations remaining.
- /faceloc has been disabled inside of houses.
- Low level druid pets should no longer detect stealthed characters.
CLASSIC CAMELOT WORLD NOTES
- Innis Carthaig is correctly spelled on all road signs.
- Huntress Lena at Caer Ulfwych should now be spawning correctly.
Albion Quests
- Lorraine Elgen in Camelot will once again accept new Armorsmith apprentices.
Midgard Quests
- Savages who completed the quest An End to the Daggers, will now correctly get coin as part of their reward.
Hibernia Quests
- We've fixed the text that was getting cut off in the Hibernia quest, Viraniel's Plague.
- You should be able to more easily find NPC Morven for the Hibernian quest Morven's Return.
- The blackthorn leaves for the quest A Piece of Gormghlaith's Mind are now set to no trade.
- Hibernian players will now be able to engage Klzkizk in combat.
- Banba's Road to Grandmaster Quest - There was a bug where Master Armin in Tir na Nog would not correctly step you when you completed a quest step. This has been fixed. Additionally, the amount of gold rewarded in this quest has been lowered to levels more consistent with other quests.
Items
- The magic bonuses on the Ring of Arcane Gestures (Albion) have been corrected, so that players will be able to equip the ring and gain the magic benefits on it once again.
- The Widowmaker, the Belts of Technique, the Pikeman's Belt, the Belt of the Cladhammer, the Belt of Swift Flight, and the Belt of Coiled Destruction now have correct icons.
- The Cape of the Devout will now be worn in the cloak location instead of the glove location.
- The Greater Staff of Fulmination's health regeneration charge effect has been changed to a power regeneration charge effect to be more in line with other staves of this set.
SHROUDED ISLES WORLD NOTES
Items
- The Tuscarian Oracle Vest (Midgard) will now correctly increase "all magic skills" instead of augmentation.
Tradeskills
- The forge in Domnann is no longer half buried in the wall.
COOPERATIVE SERVER
- It should no longer be possible to pull Chief Galt out side his room in Arvakr Faste.
FOUNDATIONS
- Floor decorations in the Hibernian villa vault room will be moved back to their pre-1.64 locations.
- The 'Camelot Teleporter' house merchant now sells the correct medallion .
- The teleporters in the housing marketplaces on the PvE and PvP servers now all sell the correct medallions.
- The spelling of the Potion, Tincture, & Enchantment Vendor should now be correct in all realms.
- Since the portal keep and Shrouded Isles teleporters have been combined into one NPC, players who wish to dispose of their old Shrouded Isles teleporters or portal keep teleporters can sell the combined Svasud Faste and Aegirhamn Teleporter, the Druim Ligen and Domnann Teleporter, or the Castle Sauvage and Gothwaite Teleporter back for full purchase price.
- A new teleport has been added to the Portal Ceremonies and Shrouded Isles teleporters on the regular servers and the Portal, City, and Shrouded Isles teleporters on the PvE and PvP servers. This new teleport uses the Hearth Bind Passage Medallion or Scroll depending on which teleporter you use. The teleporter will transport players to the house that they are bound in. This does not necessarily mean a personal or guild house unless the player is bound in one. Note, the Medallion or Scroll will be consumed and you will not be teleported if you are not bound in a house.
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Dark Age of Camelot
Version 1.64 Release Notes
Tuesday, August 12, 2003
===================================
NEW THINGS AND BUG FIXES
- Upgraded keeps that are /released will now return to un-upgraded levels. Previously, when a guild claimed and upgraded a keep, then later released the keep, the guards would retain some of the bonuses for being upgraded (including having the appearance of being upgraded guards) even though the keep was unclaimed. In addition to the keep reverting, all the NPC guards will now revert to normal un-upgraded status when a keep is released.
- The Mastery of Arms realm ability should now be affecting attack speed properly.
- We have fixed all known icon problems with regards to combat styles and spells. No changes were made to the actual styles or spells, only the icons were changed.
- Using the /lastname command without entering a new last name will now allow characters to erase their current last name, as requested by the Role Playing Team Lead.
- The CHAT.LOG file will no longer be automatically closed when you zone. It will still close when you exit the game to go back to the character select screen.
- Information from delve, /relic, /realm, etc, are now written to your chat.log.
- A new /effects flag, group, which will show any spells cast on or by your group members. (Settable by /effects group or in the options menu).
- New naming options, in both the /hidenames and /shownames command as well as the options dialog. Before: Self, Players, Monsters, Gravestones. Now: Self, Players, Monsters, Gravestones, Groupmates, Guildmates, Enemy Players.
- A new /faceloc command has been added. This will turn your character to face these local coordinates.
- Salvages on stacks of items will now return the correct amount of salvage materials. If there are not enough items in the stack to return anything, an error message will be returned to the player and the salvage will not take place.
- The error messages that previously occurred when you were too close to another repo man and trying to remove an object from your vault have been fixed. Note that a few of the repo man error messages (Wrong realm, doesn't service this vault) will no longer appear, instead only a generic "You aren't close enough to a vault or a consignment merchant!" message will appear.
- The /release house command is no longer case sensitive.
- Studded armor will check armor crafting and tailoring for Albion players and use whichever skill is higher for repairs.
- Lockbox and consignment monies will combine to pay a house's rent if neither alone has enough, but their combined sum is.
- A consignment merchant can no longer sell items if it is already holding over 200 plat.
- You can no longer sell items back to get more than 200 platinum on your character.
- '/sshot ' -- will allow you to give a base name for your screenshots. For example, to name your screenshots: Raid-01.jpg, Raid-02.jpg, type: /sshot Raid
- A new slash command, "/househelp". Normally, most of the housing popups are shown only the first time you do things. Typing /househelp will cause them to be shown again.
- Right clicking on Spellcrafting and Alchemy items in Consignment Merchant windows will now show their normal mini-info quick description.
- Fixed a bug where you could port into the housing zone and no houses would appear.
- When you click on a house, it will now print the house owner's name and the lot number to your system message buffer.
- Added an extra tag at the end of weapons and armor on consignment merchants - both types will now show quality, armor will show AF and weapons will show DPS in the merchant window:
arcanite two-handed sword [200g] (99%, 15.1 dps)
heavy caliocht vest [200g] (100%, AF 35)
- Archer line of sight is now checked both at the draw and the release of a shot.
CLIENT PERFORMANCE OPTIMIZATIONS
We have added a new performance option to decrease hitching and pausing in key game situations: when first going into towns or portal keeps after zoning, and first encountering large RVR groups of enemies from other realms.
The option is under the "Config Performance" menu that allows you to control how the client loads skins from disk. This will allow you to partially load some of the textures the game uses to avoid hitches and pauses in key game situations.
- [No Precaching] will work largely as before.
- [Precache Armor Skins] is the suggested regular setting. Armor skins will be partially loaded into memory. It will take up more memory on average than [No Precaching], but it will eliminate some hitches and pauses.
- [Precache All Skins] is recommended for machines with >512MB of RAM. This option will cause the game to take up more memory, but should significantly decreases hitches as you run around the world.
These options are documented in-game in the "Config Performance" menu (under "Options" at the character select screen.)
We have optimized the creation of houses as you move around the housing zone. You should experience far less hitching and lag as you move around or zone into these zones.
THE PLAYER MARKET SYSTEM
Dark Age of Camelot now has a new player market system, where player crafters can choose to publish all the wares being displayed on their consignment merchants to a database than can be searched by other players. Please note that this system will only be available in housing zones.
If you are a merchant, to publish the contents of the consignment merchant that you own to the search engine database, type "/listmerchant". Typing /listmerchant again removes your merchant from the database. Once a merchant is in the database, all changes to that merchant will be updated on the fly (price changes, adding items to merchant, items being sold from merchant, etc) with no further intervention from the user. Note that /listmerchant will only work when you are near a house you own.
To search the consignment merchant database, you will right click on the Market Explorers that are placed at the entrance to each area, as well as in the central market of each zone. Use the window to enter information about the item you are searching for, and click "search". A list of all items matching your search criteria will be returned to you in pages of 20 items at a time. You can page through the items using the Previous and Next buttons."
Please note that when you get a list of items back from your search, you will be given a lot number where the consignment merchant selling the item can be found - you must then go to that merchant to purchase the item.
Skill lists on the Player Market Query window will only show those skills available to your realm (except on Gaheris, Mordred, and Andred where it will show skills from all three realms).
NEW ROLEPLAYING CHAT FILTER
1.64 has a new feature for Roleplayers, an "/rpfilter" that lets you filter out commonly used game terms and abbreviations for any text that you wish. It works as follows:
/rpfilter will filter your clients chat, eg:
/rpfilter LFG looking for group
So if anyone in chat says "/s LFG blah blah blah" your client will actually print:
So and so says, "looking for group blah blah blah".
The chat is only altered client-side, the server and logs will have all the original text as it was typed.
Restrictions:
- The string to replace must be between 3 and 10 characters long.
- The string to replace it with may be between 1 to 20 characters long.
- Case insenstive (lfg is treated the same as LFG, lFG, LfG, etc)
- The new RP filter will try to not replace words that are parts of larger words. It does so by checking either side of the search string to see if there are characters around the letters it tries to replace. So, in the case of "/rpfilter LFG looking for group"
LFG -> looking for group
xLFG -> xLFG
xLFGx -> xLFGx
LFG!! -> looking for group!!
NEW ITEM FEATURES
- In this patch, we have added new bonus types to our dropped items. These bonus types are detailed below. At this time, these features are only available for the classic Camelot dragon loot and Shrouded Isles class-specific epic dungeon armor.
- The existing items on classic Camelot dragons have been upgraded with these new bonus types, and new items added to their treasure tables. Please note that a few items were near or at the desired bonus point level, so those few items did not receive any noticeable increases. No bonuses were lowered on any of the existing dragon items.
- The Shrouded Isles class-specific epic dungeon armors have also been tweaked to get rid of mutually exclusive bonuses. Players who already have some of these items may notice a few new features in the delve information.
- ALL magic skills - This bonus will increase your skill in any and all of your spell lines. In other words, if your item is updated to have "ALL magic skills: +3", then all of your spell lines (if your class has multiple spell lines) will have a +3 skill increase from that item.
- ALL melee weapon skills - This bonus will increase your skill in many weapon types. This bonus does not increase shield, parry, archery skills, or dual wield skills (hand to hand is the exception, as this skill is also the main weapon skill associated with hand to hand weapons, and not just the off-hand skill). If your item has "All melee weapon skills: +3" and your character can train in hammer, axe and sword, your item should give you a +3 increase to all three.
- Focus: ALL spell lines - This bonus will give you focus for all your focus spell lines. "Focus: ALL spell lines: 50" would mean that your focus staff gives you 50 focus in darkness, suppression, and runecarving, if you're a runemaster.
- Acuity - This bonus will increase your casting stat, whatever your casting stat happens to be. If you're a druid, you should get an increase to empathy, while a bard should get an increase to charisma.
- The "old" dragon items from Cuuldurach, Golestandt, and Gjalpinuva will now drop made of level 10 materials, instead of the standard classic Camelot level 8 materials. Unfortunately, this does not apply to existing original dragon items...to accomplish this, totally new items had to be made that are copies of the original set of dragon items, because an object's material cannot be changed retroactively. Of these new items, most armor pieces are set to be reactive procs now, and some of the less popular weapon procs are changed to more favorable ones.
CRAFTING NOTES
- Added new "level 51" weapons into Fletching and Weaponcraft to help give a slightly broader choice of weapons now for various specs. This has caused the side-effect of increasing the "max skill" for these tradeskills, due to where the new weapons ended up in the skill range.
- Fixed the levels that were shown when delving Fletching recipes. This is a manual entry and was off by a single level, or so, in a few of the items.
- Tried to spread out the new "level 51" Fletching recipes to help fill in the various skill gaps that existed in the recipes. We will review this going forward to see if any additional changes are required.
- All forges and lathes have been updated with the housing graphic.
- Note: The new magus staff has a hidden restriction that will not allow it to be equipped by anyone other than a focus caster.
CRAFTING BUG FIXES
- Changed the "osnadurtha gauntlet" recipes to be labeled "osnadurtha gloves" since that is what is made from said recipes.
- Corrected spelling on the various "mammalogy" potions.
- Albion boned armor now shows the correct level when you delve the various recipes.
- Hibernian spiked mace recipes now show the levels of said weapons.
CAMELOT CLASSIC WORLD NOTES
Quests- General
- Life Stones given out by Mystemas in Darkness Falls had Quality or Durability incorrectly set. Return to him to get stones with the proper settings.
Hibernia Quests
- The Piper's Price: Innis Carthaig has been suffering from a rat infestation. Perhaps you can help them.
- Viraniel's Plague - Viraniel in Tir na Nog is suffering from a strange ailment. Seek her out and see what you can do to help her.
- Banba's Road to Grandmaster - Banba in Howth is almost a grandmaster tailor! Speak with her and see how you can help her achieve her goal.
- The Lost Relics - Lobais in Tir Na Nog has been troubled by a vision that he's had. Speak with him to find out about it.
Realm v. Realm
- The spells that Master Eldritches, Master Wizards and the Master of Runes cast are now direct damage instead of bolts.
- The snare that all three realms Master casters cast has had it's casting range increased.
- Master Eldritches now cast void direct damage spells instead of fire based spells.
- Broadcast now works in all the Frontier Portal Keeps.
Relic Keep Guard Changes
- There is a small change to how some guards will now handle relic raids. For every Relic Keep, the interior doors will now be guarded by named guards from the keep that is closest to the other Relic Keep in that realm. For example, the interior doors of Castle Excalibur are now being guarded by Hurbury Knights. These inner door guards have been given strict instructions to not leave the courtyard at any time, and they also cannot be damaged by players outside of the area they protect.
Albion Monsters
- Argus Bowman a weapon merchant in Ludlow, has decided to put on the correct clothes for his realm.
Midgard Monsters
- In response to player feedback, Innocents in Dodens Grava are now aggressive to players.
Hibernia Monsters
- Eresidae in Emain is no longer charmable.
- The choppers in the Hibernian frontier will now group up correctly.
- Cuuldurach's call for help range has been slightly lowered to match that of the other old world dragons.
Frontier Dungeons
- In response to Team Lead feedback, we have converted the innocents in each realm's frontier dungeon so they will now protect that realm's players while still attacking players from other realms.
Item Notes
- The Cloak of Elemental Buffering (Midgard) should no longer have blank level, condition and durability attributes.
- The sapphire seal hand to hand weapons should now be available on the sapphire seal weapon merchant for Midgard.
- The Omni Warscale Coif and the Omni Warscale Boots (Hibernia) should equip in the proper slots.
- The Lesser Telamon Scimitar (Albion) now has magic bonuses.
- The Eir Blessed Pendant (Midgard) should look like a necklace.
- The Ranger Charm (Hibernia) increases stealth instead of parry.
- The Grim Bound Ring (Albion) can now be equipped in either ring slot.
- The Salisbury Dagger (Albion) is now called Salisbury Sword, which better reflects the weapon model it uses.
- The Diamond Lochaber Axe (Albion) now increases spirit resist in place of a 2nd matter resist entry.
- The Charred Scale Hauberk (Hibernia) now increases constitution instead of charisma.
- The Inconnu Fate Stone (Albion) has been increased in bonus amounts.
- The Ensorcelled Robes of Celerity (Albion) can now be dyed with leather dye.
- The Impish Gem (Albion) is now equipped in the gem slot, instead of the ring slot.
- The Bracelet of Enchanted Talent (Hibernia) now looks like a bracer instead of a ring.
- Ngadra should no longer drop Albion items for Midgard players.
- Fathomless Deepscale Gauntlets (Hibernia) now increase constitution in place of a dexterity increase that occurred twice on the object.
- The Doomcaller hammer (Albion) now increases matter resist in place of a body resist increase that occurred twice on the object.
- The class restrictions have been removed from the Bear Mask (Midgard).
- The drop rate for Bricriu Nemhthenga has been increased.
- The Perfect Life Stone and the Weakened Life Stone have been set with the correct durability.
- The Band of Sought Painworking (Albion) is now equippable in both ring slots.
- The Sinister Alluvion Falcata (Hibernia) should no longer have a spell listed in the delve information.
- The earthshakers will now drop the appropriate armor selections, instead of low level Warden weapons.
- The Rod of the Soulshade (Albion and Midgard) will now salvage for a more appropriate value.
- The Gold Lined Drinking Horn (Hibernia) is now stackable.
- Unique large shields from the Frontiers will no longer drop with Thane specific stats.
- The Cath Lute (Hibernia) is now salvageable.
- The Militia Great Mace of Night (Hibernia) now has a more appropriate particle effect.
- The Midgard version of the Book of Chaos will now grant a piety bonus instead of an intelligence bonus.
- The Bear Claw Talisman (Hibernia) has been granted higher bonuses due to the level of the item.
- The hill cat tooth (Midgard) has had the damage value removed, which was causing it to appear to be a weapon when it was not.
- The Gloves of the Resolute (Albion) are no longer restricted to specific classes.
- The Hard Leather Sleeves (Albion) are now able to be salvaged.
- The druidic spirits should no longer drop gear of inappropriate levels. (Albion)
- The named encounters (other than the dragons) in Sheeroe Hills, Dartmoor, and Malmohus now have their own exclusive item drops, instead of utilizing item drops from other parts of their respective zones.
- The Snow Sapphire (Albion), the Snow Emerald (Hibernia), the Snow Diamond (Midgard), the Verdant Ornate Ring (Albion), the Verdant Ornate Necklace (Albion), the Verdant Ornate Bracer (Albion), the Verdant Justice (Albion), the Verdant Ornate Shield (Albion), the Gilded Verdant Ring (Midgard), the Gilded Verdant Necklace (Midgard), the Gilded Verdant Bracer (Midgard), the Verdant Vengeance (Midgard), the Gilded Verdant Shield (Midgard), the Dazzling Verdant Ring (Hibernia), the Dazzling Verdant Necklace (Hibernia), the Dazzling Verdant Bracer (Hibernia), the Verdant Honor (Hibernia), the Dazzling Verdant Shield (Hibernia), the Shimmering Drakescale Bracer (Albion), the Shimmering Drakescale Chain (Albion), the Shimmering Drakescale Band (Albion), the Shimmering Drakescale Shield (Albion), the Shimmering Drakescale Staff (Albion), the Luminescent Drakescale Bracer (Midgard), the Luminescent Drakescale Chain (Midgard), the Luminescent Drakescale Band (Midgard), the Luminescent Drakescale Shield (Midgard), the Luminescent Drakescale Staff (Midgard), the Ethereal Drakescale Bracer (Hibernia), the Ethereal Drakescale Chain (Hibernia), the Ethereal Drakescale Band (Hibernia), the Ethereal Drakescale Shield (Hibernia), and the Ethereal Drakescale Staff (Hibernia) all have received additional bonuses due to their level.
SHROUDED ISLES WORLD NOTES
Albion Quests
- Casters that finish the quest The Stone of Arawn will now receive a focus staff instead of the previous staff which will no longer be given in the game. If you've already completed the quest and would prefer the new reward, you should return and speak with Honayt'rt in Wearyall Village.
- Clerics will now be given a choice to choose a more cleric-appriopriate weapon as their reward for The Stone of Arawn. If you've already completed the quest and would prefer the new reward, you should return and speak with Honayt'rt in Wearyall Village.
- The weapon rewards from the quest The Lost Stone of Arawn can now be traded between players.
Hibernia Quests:
- Level 49 players can now do the Writhing Death quest as well as level 50's, and we have added some additional rewards. If you've already completed this quest, just return and speak with Treal in Cothram Gorge to choose one of the new rewards. You don't need to bring your original reward.
- Casters that finish the quest The Lost Seed will now receive a focus staff instead of the previous staff which will no longer be given in the game. If you've already completed the quest and would prefer the new reward, you should return and speak with Terod in Droighaid.
Midgard Quests
- Casters that finish the quest Ancestral Secrets will now receive a focus staff instead of the previous staff which will no longer be given in the game. If you've already completed the quest and would prefer the new reward, you should return and speak with Ota Yrling in Aegirhamn.
Dungeon Notes
- Galladoria: The Organic Energy Mechanism will now properly command its minions to attack players engaged in the encounter. This closes some exploits that made the encounter much easier than intended.
Item Notes
- The following changes have been made in Tuscaren Glacier: the class specific chest pieces have been moved to Hurika, Torst, Jailer Vifil, and Fornfrusenen. This means that Issorden, Elder Icelord Suttung, and Elder Icelord Hjalmar will no longer drop the chest pieces they have been. King Tuscar now has a small chance of dropping the necklaces that can only be used with a class's full suit of armor equipped.
- Nosdoden (Midgard), Myrddraxis (Hibernia), and Xanxicar (Albion) will now drop more items per kill.
- The Ebony Impaler (Albion) has a new particle effect that fits the weapon model a little better than the previous one.
- The Tab'fren series of staves in Albion can now be dyed with the epic dungeon weapon enamels.
- Gloves of the Sagacious Naturalist (Hibernia) will now increase creeping path and verdant path appropriately.
- The +bow increase on the Petrified Bow (Hibernia) had been removed. The other magic bonuses on the item have been increased.
- The treasure tables on the Rift (Midgard) have been corrected so that items will drop as intended. In addition, the number of drops per kill has been increased, as well as the quality of future drops. Please note that quality of drops previous to this patch will not update retroactively.
- The Staff of Mind and Body (Albion) can now be dyed with weapon enamel from the epic dungeons.
- The Spined Piercer (Hibernia) now has a particle effect.
- The Fine Easmarach Skin (Hibernia) can be dyed with the appropriate enamel dye now.
- Handmade magic items (Items not created through the Unique Item Generator) from SI mobs level 40+ should now drop with the proper magic bonus. This change will not apply to drops already existing on your characters...it will only apply to future drops of these items. If you should find any new handmade magic items from named mobs in SI that drop without the proper bonus, please /report the bugged item in-game.
- Mammoth Boned Boots (Midgard) should now have the proper AF.
- The Unique Object drops from Orylle (Albion) should now drop as appropriate level items. Unfortunately, this does not apply to items that dropped previous to this patch.
- The Azure Prayerbound set from Caer Sidi can now be dyed with leather dye.
- Dagar's handmade drops should now drop at 95% quality instead of 89. This change will only affect future drops, not drops acquired before this patch.
- The Essence Shifted Whip (Albion) is now set to do slashing damage as intended, instead of crushing damage.
- The Emissary's Tasseled Belt (Midgard) is now called the Emissary's Imbued Carnelian, as it fits in the gem slot and not the belt slot.
- The Death's Kiss Axe (Albion) now has a particle effect.
- The Death Shroud (Hibernia) will now accept an emblem and dye.
- The Ogre's Pious Belt (Albion) now has a correct belt icon.
- The Goosedown Slippers' (Hibernia) extra cold resist bonus has been changed to matter.
- Nesnuir's Staff (Midgard) has had the intelligence bonus replaced with a piety bonus.
- The Belt of Palifan, Palifan's Belt, and Palifan's Woven Belt have all had their bonus statistics increased to be more appropriate to the level of the item.
- The portal scrolls are no longer able to be worn around the neck.
- The Flesh Stretched Riddle Staff (Albion) had its salvage value increased to an appropriate value.
- Items using the "Titans Speed" proc should now have a buff duration of 1 minute after they proc.
- The bugbear scavengers in Tur Suil should now drop more appropriate items.
- The Shining Aura Cloak (Albion) has had the +Chants bonus changed to a +Resist bonus.
- The Cyclop's Pupil (Albion) has had the +Chants bonus changed to a +Dex bonus and had its other stats increased to bring them to more appropriate levels.
- The Death Entrancement Ruby (Albion) should now look like a ruby in your inventory.
- The Hammer of the Otherworld (Albion) has had its +Flexible bonus lowered so that it can be used by players of the appropriate level.
- Medairis' Tail (Albion) should no longer drop at 70% condition.
- The Enchanter piece Moonspun Robe (Hibernia) has had its salvage value increased to the appropriate level.
- The Enchanted Gold Chain (Hibernia) should now look like a necklace instead of a ring in your inventory.
- The Blackhearted Great Sword (Midgard) should now cost the correct amount to repair.
- The class-specific epic dungeon armor suits have been tweaked to get rid of mutually exclusive skill increases. Please see the "New Item Features" section to get details.
- The +battlesongs increase on the skald's Tuscaren Glacier suit has been replaced with +parry.
- The +battlesongs increase on the Frozen Blackhearted Axe has been replaced with +strength.
- The +valor increase on the Bladed Crystal Leggings has been replaced with +shield.
- The reactive proc spell attached to the leg and sleeve pieces from each of the epic dungeon armor suits has been changed to an ablative proc, instead of a direct damage proc.
- The Knotted Vine Belt (Hibernia), the Belt of Leaves (Hibernia), the Fern Leaf Belt (Hibernia), the Braided Willow Belt (Hibernia), the Braided Root Belt (Hibernia), and the Twisted Root Belt (Hibernia) have received additional bonuses due to their level.
- The Dancing Staff (Midgard) has had its stats increased to be more appropriate for the item's level and by popular demand now has focuses instead of the Power and Resist bonuses.
- The Dancing Staff of Darkness (Midgard) has also had its stats increased to be more appropriate for the item's level and by popular demand now has focuses instead of the Power and Resist bonuses.
- The Vine Wrapped Bladeblocker (Hibernia) no longer increases mutually exclusive weapon skills
UNIQUE OBJECTS & SPELLCRAFTING:
- A few bonus names for focus were changed, due to spacing limitations in the name:
Old name New name
Matterbound Focus Phasebound Focus
Spiritbound Focus Soulbound Focus
Shadowbound Focus Fogbound Focus
Mentalbound Focus Mindbound Focus
Blightbound Focus Woebound Focus
Minionbound Focus Thrallbound Focus
FOUNDATIONS NOTES
- A new housing zone has been introduced in each realm:
- Old Sarum in Albion.
- Arothi in Midgard.
- Dunshire in Hibernia.
- With the introduction of the new housing zones, we have increased the decay rate on the reverse auctions of the housing lots. Lots will now drop at 1.2 platinum per hour, instead of the 500 gold per hour decay rate. Further, the minimum price on a housing lot has been lowered to 300 gold.
- Permission level for Consignment merchant added with Deposit/Remove items, and Withdraw cash permissions.
- Permission level added to allow players other than the owner to pay rent. Please note that this is cash-only; others cannot pay rent with Bounty Points.
- CLASS friend type added to house permissions. Now you can set up your house to include or exclude certain classes.
- RACE friend type added to house permissions. Now you can set up your house to include or exclude certain races. This was added at the request of the Roleplaying Team Lead.
- Vault IDs are now displayed when the vault is opened.
- We have added a new /bountyrent command. This will allow players to directly pay for their house rent with bounty points, rather than purchasing tokens which may not be correct in value. This will also only allow players who are guild leaders to pay with their own guild bounty points - rather than a guild leader buying bounty tokens for his own house - or buying guild tokens and using them on a future guild house. The syntax is /bountyrent personal/guild . The amount is the number of bounty points you wish to spend. Each bounty point is worth 1gp in rent. Only house owners and guild leaders can perform this command.
- When placing a garden object, the player will be told how many more slots are remaining in the garden.
- When placing an interior object, the player will be told how many more slots are remaining in the interior.
- If you are the primary owner of a personal house, your house lot # will be displayed in the 'Additional Information' section of your character sheet.
- Apprentice and Grandmaster Merchants now carry all 5 types of feathers.
- Valmak's Remains, Tuka's Remains, Oldest's Remains, Coimirceoir's Remains, and Geirshnae's Remains should have appropriate inventory icons.
- Siegecraft Supplies merchants now carry siegecraft ammo.
- A 20 gold rent token is now available from the housing bounty stores. Additionally - Players will be able to turn the 100 gold rent token back in to the house bounty merchant. The merchant will make change for the players and hand back five 20 gold rent tokens.
- A Taxidermy Supplies merchant is now available to purchase from the interior housing merchant hookpoints.
- The Nosdoden Wall Trophy should now place correctly.
- Easmarach should now drop Easmarach's Remains as intended.
- The scale of the Nkosi Floor Trophy has been toned down to better fit inside the houses.
- The portal keep and Shrouded Isles teleporters for sale in the houses have been combined. There is now one NPC for each realm that can be purchased in your house that will teleport to both locations. All old NPC's have been replaced with a combined NPC.
The names for the NPCs are as follows:
Svasud Faste and Aegirhamn Teleporter
Druim Ligen and Domnann Teleporter
Castle Sauvage and Gothwaite Teleporter
- Since the portal keep and Shrouded Isles teleporters have been combined into one NPC, players who wish to dispose of their old Shrouded Isles teleporters can sell the Gothwaite Harbor Teleporter object, Domnann Grove Teleporter object, or Aegirhamn Teleporter back for full purchase price.
- Players in Hibernia can now obtain mantid trophies by killing Klzkizk and Kriszixk.
- Trophy items are no longer sellable to npc merchants for 2cp. They can still be sold to other players.
- We have slightly altered how the Hearth passage scrolls and medallions work. If you own a lot or a house, the medallions will function as they always have. However, if you do not own a lot or a house and try to use the Hearth passage items, it will now teleport you to the entrance of the housing area instead of previously where it would do nothing at all and still use the medallion or scroll.
- The Dye, Tincture & Enchantment Supplies merchant should now have all the appropriate catalysts.
- Two new signs have been added to the garden signs store, House for Sale and Battle Plunder for Sale.
- The low hedge, barrel, two barrels, and three barrel stack available from the garden store should now have the intended prices.
- All known locations where players would 'lose' interior decorations by placing them in a spot where they could not be picked back up have been fixed.
COOPERATIVE SERVER
- The evil Lords in the keeps on Gaheris will now call the monsters in the keep for help when attacked.
- Fixed an issue at Dun Da Behnn where one of the Ghostly Glimmer Warders would spawn over and over till the keep was taken.
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Dark Age of Camelot
Version 1.65b Release Notes
October 10, 2003
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NEW THINGS AND BUG FIXES
- Targeting enemies has been made easier.
- We have changed the default realm kill text colors for Albion and Midgard kills.
- On Mordred, realm kill text colors have been reverted to previous colors.
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Dark Age of Camelot
Version 1.65a Release Notes
October 9, 2003
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NEW THINGS AND BUG FIXES
- Note that, when upgrading a house, players will receive back the deed from the house type being replaced. Downgrades and "side-grades" (Gaheris and Mordred-only) will not return a deed. This went live with 1.65, but was not noted.
- The issue in dungeons where monsters would spawn in incorrect locations in some dungeons has been fixed.
- All animations in dungeons should now be working.
- The crash issue introduced in 1.65 when zoning into dungeons on Windows 98 and Windows ME machines has been fixed.
- All gatekeepers in the lord tower in Thidranki now port to the correct locations.
- Materials merchants in Dun Crauchon have been moved outside of the lord tower.
- All doors in Caer Sursbrooke are now attackable by the enemy when the keep is owned by Hibernia.
- Albion players controlling Dun NGed can now use both inner tower doors properly. (Fixed last night via read file)
- All earth theurgist pets will last the correct amount of time. (Fixed last night via read file)
- Existing Gazsi's Battle Hammers (Midgard) have returned to their previous DPS rating. As a result, the hammer will also now salvage for asterite. (Fixed last night via read file)
- The new shrillers outside of Fomor are no longer aggressive
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Dark Age of Camelot
Version 1.65 Release Notes
October 8, 2003
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Version 1.65 is the first patch where many of the balance changes came directly to us from feedback from the community via the reorganized Team Lead program. Of course there are other sources for player feedback to reach us, but the Team Lead program is designed specifically to monitor, assess, and relay community feedback to us.
For those who are unaware, a few months ago, we hired a producer to be in charge of Realm balance; to work with the Team Lead program to focus feedback and give suggested changes. 1.65 is the first live Camelot patch to show the fruit of this labor. We want to thank all the Team Leads, the Pendragon testers, and everyone else in the community that gives us constructive feedback for their efforts in making Camelot a better game. We hope that this live version is the first of many to make Camelot more fun and balanced for everyone.
As noted on the Herald, this patch will bring change to the overall RvR experience in Camelot.
- The frontier keeps now have a new layout to provide variety in keep taking, as well as to shift the focus from a single door fight to a courtyard fight at many of the keeps.
- We have implemented a login check to prevent attackers or defenders from "camping" a frontier or relic keep with alternate characters.
- Based upon Team Lead and Player feedback, we have implemented many RvR-centric class, combat style and realm ability changes.
- New siege weapon art is in place for all siege equipment.
- The resist system has been updated to lower the effect of extremely high resist cases and to lower the extreme effectiveness of casters resist debuffing their own damage.
Further, many PVE changes have been incorporated into this patch.
- Three additional bonus zones on the Shrouded Isles client have been unlocked. See the Shrouded Isles section for details.
- New crafting quests to aid crafters have been introduced.
- The drop rates of lower level monsters has been increased, to help lower level players keep their equipment at an appropriate level.
And, finally, in response to player feedback, we have incorporated some long-requested features into the game - such as the /hood command and spell list organization for non-cloth casters.
NEW THINGS AND BUG FIXES
- Fixed a bug that in some cases was causing increased resist rates for direct damage spells on epic (level 65+) monsters.
- All old world dragons have become more resistant to attacks from extremely small raiding parties (less than 3 groups). This does not affect the way the dragons will fight at all; it only changes the minimum number of people that need to fight the dragons to kill them effectively.
- The /gc autoremove account command is now active. This command allows you to autoremove all of a player's characters from your guild - including any alternates. Note that this command will fail in total when attempted on a guild leader's account.
- All possessive class titles in Midgard have been fixed.
- All known spelling errors in spell text have been fixed.
- Gaining the points necessary for more than one realm level will now award you the correct number of realm skill points.
- Spell resists from realm abilities are now displayed and applied separately to the character, which should reduce some of the extreme cases of very high resistances.
- Previously, resist debuffs counted double versus resist buffs. This has been changed to make them count normally against item, buff, and racial resists.
- The amount of aggro generated by any damage add or damage shield spell has been reduced.
- Added the 'Stormcalling' spec line to the Player Market Query interface.
- We have added a new channel to the system window, "Resists Changed" messages. Any time your resists change from equipping items or spells (including those cast by Animist turrets), the messages will be printed in this channel, which can now be toggled. You can toggle the colors and display of these prints by right-clicking on the system text window.
- You should now see a pulsing "sprint" icon when sprinting.
- You should now be able to place instruments on the walls of your house.
- When you use the F7 key to find nearest object - it should select the coins first if a monster drops multiple objects.
- Guild permissions, when set, should now propagate to all zones much more consistently.
- Monsters should no longer turn with your character after being stunned.
- There is now a gold amount line printed in the chat window after completed trades.
- Mythic Customer Service now has the ability to set a "Server Message of the Day" on each server.
- Many of the items that can be found in Darkness Falls have been reviewed and determined to be weaker than what is appropriate to the level of the item. To correct this problem new items have been created based on the original item design, but with more level appropriate magical bonuses. These new items can be found both available for purchase with seals and dropped from important monsters around the dungeon. The original items will no longer be available for purchase nor will they drop from monsters. Combined with the new items, the Darkness Falls merchants have had their stores reorganized. Due to this reorganization, the Albion merchant imp Daro is no longer necessary and has been removed.
- All NPC triggered teleports now should teleport players at the proper angle of arrival. This should primarily be noticed when using gatekeepers.
- The information button in the class trainers' window was not working correctly. It displayed all styles and abilities as being rewarded at one level higher than it was supposed to. This also meant that level 50 styles rolled over to level 1. This bug has been fixed.
INTERFACE CHANGE AND BUG FIXES
- The /hood command is now implemented. Players wearing hooded cloaks can switch between hood up and hood down with this command. Default for hooded cloaks is hood down.
- Ability Casters (non-cloth wearing casters) will now have their spells displayed by spec line and spell level, similar to 'List Casters' (cloth wearing casters).
- We now, by default, display RvR combat deaths in the color of the realm scoring the kill.
Example:
(green text) Bob was just killed by Hibchar!
(blue text) Bob was just killed by Midchar!
(red text) Bob was just killed by Albion Keep Lord!
- There is now a graphical timer that shows how long your character has before autoreleasing after death.
- Nodrop/Notrade/Nodestroy items now display as such in delve.
- Quickcast will now grey out (like other spells/abilities with recast
timers).
- Added new bindable keys for Right Handed Weapon Slot, Two Handed Weapon Slot, and Ranged Weapon slot. Pressing these keys will act the same as if you had dragged the icon to the quickbar and clicked on it.
- In the /realm screen, it now lists keeps that have been claimed by a guild.
- You can now type "/afk " and it sets an autoresponse message when someone gives you a tell. "/afk" with no argument clears the message.
- Fixed a bug where keys that were held down (such as Ground Target,Mouselook, etc) would not work in high framerate situations.
- Fixed a bug where a key bound to 'Shift-' could fire when pressing just shift under certain situations and keybindings.
- Added new slash commands, /rpfilteron and /rpfilteroff to enable and disable the RpFilter. This flag saves on zoning and logging.
- Styles that must be performed from Stealth now correctly state this when delved.
- Direct damage spells should now delve correctly.
- All SI classes should now show up under the proper categories in the LFG windows.
RVR KEEP CHANGES
- We have introduced a new frontier keep layout at all frontier keeps except for Dum Crimthainn, Caer Erasleigh, and Nottmoor Faste, which will keep the old layout. This keep layout adds an interior door at the lord tower, and removes one of the doors at the gatehouse. Additionally, new doors have been added at each rampart into the lord tower. These new doors will only allow players from the realm that owns the keep to enter and exit the tower.
- We have replaced the Battlegrounds keeps with the new frontier keep layout.
- A group leader can now claim outposts for his guild with any full group of 8 players. Claiming will require confirmation of agreement by all group members.
- The experience bonus near frontier keeps now matches that of dungeons.
- When a frontier keep is claimed by your guild, with the guild and new frontier bonus, you will now get the highest experience bonus in the game when hunting around that keep.
- Players who attempt to log in near a frontier keep or relic keep that is "under attack" or owned by an enemy realm will now be moved to a "safe point". "Under attack" is defined as when the doors are actively taking damage or are completely broken open. The safe point for attackers is the portal keep of the enemy frontier they are in. The safe point for defenders is the border keep with the portal pad of the frontier they are defending.
- Note that players who go linkdead near a frontier will have a 10 minute "window" during which they can log back in without being moved to the safe point.
- Some of the regular courtyard guard contingent of the relic keeps have been associated with keeps throughout the frontier. When a keep is under enemy control, the guard associated with that keep will no longer be available to assist in relic defense.
- Players can no longer climb up two of the climb points at Dun Crimthainn. They have been blocked in order to give Crimthainn four climb points like all of the other frontier keeps.
CLASS UPDATES
- Single line respecs have been granted for Savages, Cabalists, Enchanters, Runemasters and Spiritmasters as a result of the changes below.
- All self buffs with 15 minute durations have had their durations increased to 20 minutes.
- The following AE DD lines have had their cast times reduced from four seconds to three seconds
Calefaction: Molten Earth line
Liquefaction: Simmering Cloud line
Pyromancy: Explosive Blast line
Runes of Destruction: Odin's Ire line
Illusions: Deluge of Illusion
Vacuumancy: Lesser Kinetic Dispersal
Void Mastery: Lesser Null Squall
Thane
- The power costs on all higher level Thane spells have been adjusted down.
- The values on Thor's Vigor have been increased to be consistent with other spec buffs.
- The radius of the Thunder Shout line has been increased to 300 and the damage adjusted upwards.
- The radius of the Call Mjollnir line has been increased to 350 and the damage adjusted upwards.
Skald
- Increased the range of the Chant of the Brawl line to 1500.
- Decreased the reuse timer on the Warcry and Battle Shout lines to 15
seconds.
- Added a new shout in the Warcry and Battle Shout lines. War Howl is a new level 43 shout and Battle Roar is a new level 50 shout.
- Skald base hit points have been raised.
Minstrel
- Added a new shout in the Discordant Note and Lesser Cacophany lines. Discordant Howl is a new level 43 shout and Deafening Cacophany is a new level 50 shout.
Savage
- A bug in Savage's chances to triple or quad has been fixed. Savages should now triple more frequently than before, and quad less frequently than before. Due to this, overall savage damage should decrease.
- Savage buffs have been halved in duration, and had their health cost halved.
- The Savage "Irreverent Gesture" line has been changed from a shout to a four second cast time.
- Savage buffs now subtract a percent of your maximum health, not your estimated health. Since estimated health was lower, this is an increase from what it used to be.
- We've toned down the damage that Savages do while wielding any weapon other than a Hand to Hand weapon.
Sorcerer/Cabalist changes
- Added a L50 baseline lifedrain in the Body Destruction list (Essence Devourer).
- The Minor Vitality Drain line in the Sorcerer/Cabalist Body Destruction list has had its damage increased slightly.
Cabalist/Enchanter/Runemaster changes
- The Diminish Immunities line in the Cabalist Vivification list, the Vex of Cold line in the Runemaster Runes of Destruction list, and the Amplify Heat line in the Enchanter Empowering line have been reduced from 15 to 8 seconds. These three lines debuff damage types the caster herself can cast, which makes the leeway provided by the increased "teamwork" duration the other resist debuff lines have unnecessary.
Cabalist/Enchanter/Spiritmaster changes
- The focus damage shield spell lines found in the Cabalist, Spiritmaster and Enchanter spell lists have been adjusted so that using them against monsters or players higher level than the =caster= has reduced effect. These spells have been used in exploitive ways that make certain encounters much easier than originally intended. Players will now have to use more conventional tactics to get past high-level encounter areas.
Warden Changes
- Increased range on Nature's Revenge chant to 1500.
Cleric Changes
- The range on Stunning Flash line was raised to 1500.
Necromancer Changes
- +CON bonus from items now grants the necromancer's pet additional health when summoned.
- +QUI bonus from items now grants the necromancer's pet quicker attack speed.
- +DEX bonus from items now grants the necromancer's pet quicker casting
speed.
- Melee resistance bonuses on items worn by the Necromancer will now be inherited by the pet.
- Magic items with +HPs worn by necromancers now correctly transfer the additional hits to their pets when summoning.
- Items with +CON/+DEX/+QUI/+Hit benefits transferred to necromancer pets will use the necromancer's level for the purpose of determining level-based caps.
Theurgist
- Increased range of Confusing Gust line to 1500. This is a bug fix.
- Added new earth summon spells in the Theurgist Abrasion list at levels 40 and 48.
- Added new ice summon spells in the Theurgist Refrigeration list at levels 32, 40, and 48.
- Reduced the hitpoints on earth elementals, but increased the duration of their summon from 30 to 60 seconds. Their offensive bonus and run speed increases with higher spec.
- Spells cast by Theurgist ice elementals have been tuned to cast faster, do more damage, and scale appropriately with level to help deal with resists.
REALM ABILITY CHANGES
- The realm ability Empty Mind was not functioning properly. It has been fixed, and the effects and costs have been lowered. Empty Mind now grants 5% resistance per level at a cost of 3, 6, and 10 for levels 1, 2, and 3, respectively. All players who had previously purchased this ability have had the ability removed and the cost refunded.
- Spell resists from realm abilities are now displayed and applied separately to the character, which should reduce some of the extreme cases of very high resistances. As a result of this change, all players who had previously purchased the realm ability Brilliant Aura of Deflection and/or Avoidance of Magic have had these abilities removed and the costs refunded.
- Volcanic Pillar's radius has been changed from 700 to 500 to bring the ability more in line with the original intent of the design. All players who had previously purchased this realm ability have had the ability removed and the cost refunded.
- Note that the refunded abilities above can be re-purchased by players. They still exist, with the modified abilities above.
- Added the Mystic Crystal Lore ability to the list of Realm abilities Thanes can purchase.
COMBAT STYLE CHANGES
Albion Polearm
- Disabler has been changed to medium to-hit and now chains off of Defender's Cross.
- Poleaxe has been changed to chain off of Defender's Rage and now has a high to-hit bonus as well as a higher growth rate.
- Defender's Revenge has been changed to medium fatigue and chain off of Phalanx. Additionally, the damage has been lowered.
Albion 2handed
- Doubler has been changed to a rear positional, medium damage snare style.
- Sun and Moon has been changed to a high damage 7s stun style that chains off of doubler.
- Bone Breaker has been changed to a bleed that chains off of Bone Splitter.
Albion Crush
- Concussion has been changed to a parry opener.
- Bone Crusher has been changed to chain off Concussion.
- Bludgeon has been changed to an anytime style.
Hibernia Blades
- Return blade has been changed to a parry opener.
Hibernia Piercing
- Viper now chains off of Tarantula.
- Cobra now chains off of Copperhead.
- Sidewinder's growth rate has been adjusted to the proper level.
Hibernia Scythe
- Thorny Shield now chains off of Sawgrass.
Midgard Left Axe
- Berzerker Aurora Borealis now has an increased growth rate and higher damage proc.
Midgard Axe
- Raider is now an evade style. The style's growth rate has been upwardly adjusted and all penalties/bonuses removed.
- Thrym's Strength had the short stun component removed.
Midgard Hammer
- Mjolnir's Fury now chains off of Lambast and has a medium attack bonus with no defense penalty.
- Demolish now chains off of Frost Hammer and has a medium attack bonus with a medium fatigue cost.
Midgard Sword
- Ice Storm now has an evade opener and has had its growth rate adjusted upward.
- Sif's Revenge now chains off of Ice Storm
- Draw Out now has a high to-hit bonus
CAMELOT CLASSIC WORLD NOTES
Hibernia Monsters
- Some of the armorsmith trainers in Hibernia were not training properly. The following NPC's have been fixed: Dunstan, Monaghan, Gonvan, Navar, Ormor and Glodry.
Quests- General
- We are excited to announce a few new types of quest rewards for players that are working to increase their tradeskills. These rewards can be gained through quests given by your tradeskill masters in the capital cities of each realm. Players must have a minimum skill level of 500 and be a minimum of level 5. For now, players will be able to do the level 500 quests repeatedly until they have received all of the different types of tradeskill rewards. In future versions we will add additional quests at higher levels. These quests will require that players achieve level 10 and have higher tradeskill levels. We hope that you will enjoy the benefits from these rewards as you continue to advance your tradeskill ranks.
Hibernia Quests
- The quest "Piaras and Lhia" has been changed from level 50 to level 49.
Midgard Quests
- Dark Places of the Soul - This quest was always intended to be a Midgard only quest. Players that were getting the quest without meeting all of the quest requirements will no longer be able to do so. The quest will still be available to all Midgard players that are level 49 or higher and have completed the quest, Mucking Through the Ick.
Item Notes
- Low level monsters have received an increase in their chance to drop armor, weapons, and jewelry. This should help players maintain their expected level of equipment as they level up.
- Siege weapons and their sub-components have received new models and icons.
- Many trinket items have received new icons.
- The Accursed Demon Scythe's proc has been adjusted so as to not conflict with the effect from the Firefox style.
- The Ghostly Cloak one-time drop reward can now be equipped by all three realms.
- The pointed steeple hat patterns are now stackable.
- The crown patterns are now stackable.
- The circlet patterns are now stackable.
- The pointed wreath patterns are now stackable.
- The Cloak of Physical Buffering (Midgard), Cape of the Devout (Albion), and Cloak of Elemental Buffering (Midgard) can now be emblemized.
- The Wulfen Luminary Hauberk that appears to be leg armor has been renamed to the Wulfen Luminary Leggings.
- Jambiyas will no longer report as daggers in combat messages.
- The Small Runic Defender will now grant a stealth bonus instead of an Instrument bonus.
- The common monsters in Doden's Gruva, Marfach Caverns, Hall of the Corrupt, and the Summoner's Hall will now drop class-specific unique objects, similar to the other frontier areas.
- The Staff of Split Marrow is now restricted to use only by spiritmasters, runemasters, and bonedancers. In addition, the recharge cost has been lowered to a more reasonable amount.
- The phantom proc from the Cliff Dweller Sword has been removed.
- The Hardened Wormhide Wrap, Worked Wormhide Wrap, Tanned Wormhide Wrap, Hardened Wormhide Cloak, Worked Wormhide Cloak, and Tanned Wormhide Cloak have been reduced in power so that they may be successfully worn
- Grand Summoner Govannon is now guaranteed to drop a magic item when he is killed.
- Belt of Etheric Mist (Albion) has received additional bonuses due to its level.
- The Glimmerstrike Shield's (Hibernia) proc effect has been changed to a reactive proc effect.
- The Knifeman's Dagger (Albion) is now salvageable.
- Elven Arrows (Albion) and Barbed Elven Arrows (Albion) will now have the appropriate arrow icon.
- The Wulfen-fur Trimmed Cloak (Midgard) has had its broken charge effect removed. Newly dropped cloaks will have a working charged effect.
- The "Flayed Skin" cloth armor (Albion) has been given the correct Albion cloth armor icons and skins.
- The Bardic Ring (Hibernia) should now have a ring icon in your inventory instead of looking like a gem.
- The Lustrous Summoner Staff (Albion) should now have a particle effect.
- The Sublime Summoner Staff (Hibernia) should now have a particle effect.
- The Radiant Summoner Staff (Midgard) should now have a particle effect.
- The Forgotten Lore Necklace (Albion) will now have a necklace icon.
- Icestrider Frostweavers will no longer drop a lower level bracer.
- The Solitary Gem Choker (Midgard) now has a more appropriate icon.
- The Pendulum Amulet (Albion) now has a more appropriate icon.
- You can no longer wear a brown adder stone (Albion) as a necklace.
- The Robes of Lethean (Albion) have been renamed to the Vest of Lethean, to be consistant with the appearnce of the item.
- The Mildewed Tunic (Albion) should now be dyable.
- The Death Servant's Staff (Albion) should now be usable by Necromancers.
- Icestriders found in the Midgard frontier now have unique drops.
- Many common objects are now stackable.
- Some dragon dropped items have had their magical bonuses slightly redistributed. The power level of these items has not changed, nor will existing items receive the redistribution. The items affected are:
Hibernia: Buckler of Crystalline Mist, the Shield of Tornadic Fury, the Protector of Weary Souls, Ram's Folly, the Ring of Tarka'oz, the Frigid Azure Crusher, the Semi-ethereal Robe, Netherworldy Scale Hauberk
Midgard: Brutish Brawler's Armguards, the Ensorcelled Draconic Shield, the Bewitched Draconic Shield, the Staff of Ageless Power, the Dragonscale Bracelet, the Azure Soul Quencher, Runed Saga Etched Shield
Albion: Staff of Perfect Incantation, the Diamond Spiked Vest, the Dragonscale Buckler, the Defender of Scorched Dreams, the Dragonflame Protector, the Ring of Arcane Strength, the Robes of the Magus, Timeless Indigo Mail
- The Druidic Oaken Recurve Bow (Hibernia) will no longer claim it needs to be repaired after every shot.
SHROUDED ISLES WORLD NOTES
We are proud to introduce a new free zone expansion to our customers who have Shrouded Isles. Each realm has a new zone available for use by anyone who has Shrouded Isles installed. These zones are targeted for players who are level 35 or higher. The new zones can be reached by either swimming to them or by using one of the new flying creatures routes available from the nearest faction based creature tamer.
Albion: Inishail Island
Directly west of Gwyddneau is the foggy marshlands of Inishail Island. The island has a large presence of orcs who were fleeing from the constant attacks of the ogres, but who now unfortunately have instead come into contact with hostile lammias who came to the island to eradicate any undead presence on Inishail. These two factions are now battling for control of the island while avoiding the marshlands, where slimes and sinkholes abound and threaten to kill anyone who ventures into the swamp. Adventurers wishing to explore the island can swim from the shore or if they are liked by the lammia, they can visit Nimea in Clifton for a quicker way to the lammia encampment on Inishail Island.
Midgard: Modernagrav
The eastern rockwall of Faraheim has been destroyed by morvalt who are following rumors that the Mother can be found on the island east of the rocky barrier. They were saddened to find that the only thing on the island was a huge, half-buried, ancient skeleton with a large undead presence guarding the remains. Fearing the remains were the Mother, the morvalt have set up a camp to try and contact the spirit. The iarn dwarves have heard of the new island as well and have sent some explorers to the area to investigate. The friends of the iarn dwarves will be pleased to find that they can talk to Minerva in the new iarn dwarf settlement in Faraheim for an unusual trip to her brethren in Modernagrav.
Hibernia: Allta Fearann
For generations, a legend has spread through the ranks of the mantids telling of an untamed land. The mantids believe their legend is finally becoming reality. They have found a great island untouched by mortals which they have named Allta Fearann. Though a closely guarded secret by the mantids, it has been discovered that this new land is off the coast of World's End. The mantids realize that they are not strong enough to complete their exploration of the land alone, and are allowing those who have shown their friendship a quick passage to Allta Fearann from their base in World's End to help them tame these wild lands. Dalniver is the contact for those wishing to use this passage.
- There are new ridable routes to the new faction based mounts. These new routes will all require you to have the proper faction to use the mounts (the same faction as the destination points), to ensure players do not accidentally take a trip into a hostile area. The new merchants can be found in the following areas:
Albion: Vilmalin can be found right outside Caer Diogel and will sell players a ride to Clifton.
Midgard: Korlis can be found just outside Hagall and will sell players a ride to the Iarn dwarf outpost in Faraheim.
Hibernia: Zrrazk can be found just outside of Necht and will sell players a ride to the Krrzck outpost in World's End.
Quests- General
- We have added quests to the new SI zones for players level 36 and 49. The level 36 quests must be completed before starting the level 49 quests. They begin with the following NPC's: Hibernia - Xaxnxi, Midgard - Shiake, Albion - Veena.
- Rumors have run rampant throughout the realms of strange visions of a far away place filled with incredible creatures and amazing treasure. Many young adventurers have heard these rumors and decided to find out the truth for themselves. Some are seeking help in order to begin their journey or to assist one who has already made his way there. Will you assist them with their journey into the unknown?
Albion adventurers should visit Gothwaite Harbor and talk to Squire Wellings.
Midgard explorers should visit Aegir's Landing and offer assistance to Kauko.
Hibernian players should meet with Ailionora Para in the Grove of Domnann.
Albion Monsters
- Undead seedsman, haunted appletree seedlings and haunted appletrees can no longer be charmed.
- The final Apocalypse encounter in Caer Sidi has had its difficulty level tweaked slightly downward to match the other epic dungeon final encounters.
- Dales of Devwy - A bloodied adventurer named Syhtric has stumbled into Fort Gwyntell with a dark tale to tell. He was the leader of a band of profiteering mercenaries that disappeared in the Dales days ago. His wounds are severe and he may not live long, it would be wise of anyone traveling through the Dales to hear him out and heed his warnings.
Midgard Monsters
- Monsters should now stay further away from the outside entrance of Trollheim.
Hibernia Monsters
- A new, hardier species of shriller has been spotted outside of Fomor.
- Some monsters in Fomor have been relocated to make navigating past the entrance of the dungeon slightly easier.
Item Notes
- We have changed the few Midgard items in the game that were slower than 5.5 seconds to restrict them from Savage use. Savages who already own one of these weapons at the time of this patch will not be affected by this change. However, any weapon that has a delay slower than 5.5 seconds has been replaced in all future drops in the game with an identical version that will not allow savages to equip the new item.- The new items have had their names modified so that they can be differentiated from the versions that are not restricted. The new versions of the "Mourning Rage", "Dull Asterite Great Sword", "Brittle-bone Great Axe", "Dragon-shadow Great Axe" and "Dragon-shadow Great Hammer" are named "Mourning Fury", "Lusterless Asterite Great Sword", "Bone-shard Great Axe", "Wurm-shadow Great Axe" and "Wurm-shadow Great Hammer", respectively.
- Nosdoden, Myrddraxis and Xanxicar will now drop more items when slain.
- The Vinebound Bladeblocker has had its effect improved to be equivalent with other effects of the same level.
- The cloak rewards from the Writhing Death quest are now dyable and will take an emblem.
- The Moonbound Protector now has a reactive effect instead of a volatile effect.
- The Writhing Fang Greave (Midgard) will now display the correct DPS in the quickview window.
- The Spear of Victory (Hibernia) will now display the correct DPS in the quickview window.
- Gazsi's Battle Hammer (Midgard) will now salvage for arcanium bars.
- Fiacha Qua (Hibernia) will now drop items with a higher bonus, as appropriate to the level of the items.
- The Avalon's Watcher (Albion) is now salvageable.
- The Ixthiar Nature's Aid Stone (Hibernia) can be recharged.
- Hurionthex's Belt of Intellect (Hibernia) can be recharged.
- The named items dropped by Olen den Bartender (Midgard) should now have an appropriate Bonus % and DPS for their level. These items include: the Morvalt Bladed Ericril, the Pristine Frost Orm Jerkin and the Pristine Fire Orm Gloves.
- The Singing Beads (Hibernia) should now have a necklace icon in your inventory.
- The Disonant Falchion's (Albion) instrument bonus has been replaced with a strength bonus.
- Unique object drops from Dalicren will now be the appropriate level.
- The Vine Wrapped Bladed Crystal (Hibernia) will now have a particle effect like other weapons dropped in the area.
- The Wulfen Night Fang (Midgard) should now have a chance to proc.
- The named items dropped by Snemel den Forsumlig (Midgard) should now drop with an appropriate Quality and Bonus % for their level. These items include: Snemel's Sleeves, Snemel's Dancing Mug, Snemel's Mug of Cheer and Snemel's Bladed Moon Fang. Please note that this will only affect newly dropped items.
- The named items dropped by the various "animate" weapon mobs (Midgard) should now drop with an appropriate Quality and Bonus % for their level. These items include: Animated Kite Shield, Animated Great Bow, Animated Great Spiked Hammer, Animated Dwarven Great Sword, Animated Double-bladed Axe and Animated Spear. Please note that this will only affect newly dropped items.
- The named items dropped by Alchemist Phorzbreg (Midgard) should now drop with an appropriate Quality and Bonus % for their level. These items include: Phorzbreg's Cap, Phorzbreg's Hooded Mantle, Phorzbreg's Gift Ring, Phorzbreg's Constitution Ring and Phorzbreg's Mending Staff. Please note that this will only affect newly dropped items.
- The named items dropped by Overste Callejo (Midgard) should now drop with an appropriate Quality and Bonus % for their level. These items include: Callejo's Pants, Callejo's Gloves, Callejo's Moon Claw, Callejo's Bladed Moon Claw and Callejo's Bladed Fang Greave. Please note that this will only affect newly dropped items.
- The rewards from Crace's Desire will now be given with a higher bonus as appropriate to the level of the items.
- The Griffon Slicer Axe will now grant axe skill instead of slash skill.
- The Griffon Seeker's Knife will now grant a dexterity bonus instead of throwing skill bonus.
- Arr will now drop bows of the correct realm.
- The Ogre's Magical Belt (Albion) now has a more appropriate icon.
- The Dragon Crystals (Blue, Red, Black, Green, and Purple) have been given color appropriate icons.
- The Darkened Vine Dirk will now repair for the proper amount.
- Xcrzrk will now drop his remains.
- The Death's Protector Shield will now grant Enhancement instead of Enchantment skill.
- Marfoirwort's Rapier will now grant piercing instead of thrusting skill.
- Future drops of the ageless time frozen cloth should salvage properly. Unfortunately, this will not apply to any instances of this item already existing at the time of the patch.
- The Corrupt Primal of Fire should now drop the appropriate amount of items per kill.
- Twirl will no longer drop unique large weapons with blade skill.
- Grym's Great Robes are now salvageable.
FOUNDATIONS NOTES
- The Balor's Head wall trophy (Foundations - Hibernia) has been increased to a more appropriately impressive size.
- The Nosdoden's Head wall trophy (Foundations - Midgard) has been increased to a more impressive size.
- The Dye, Tincture and Enchantment Supplies vendor should now have the stable eroding catalyst and the reactive eroding catalyst.
- You can no longer use a porch demolition deed if you have a consignment merchant.
- You can now purchase and place a Dye Supply Master in your house to obtain all of your dyes.
- The method of teleportation for the housing teleporters has been changed. All the housing teleporters, those that can be purchased and those that are in the marketplace on Mordred and Gaheris, have been converted to the scroll method of teleportation. Players will be able to purchase a scroll from the merchant and hand it in to be teleported to the desired location.
COOPERATIVE SERVER
- Fixed an issue that could cause the Evil Keep Lord at Dun Crauchon to spawn more often than normal.
- Occasionally Priestess Linna's personal guards at Nottmoor Faste were not spawning. This has been fixed.
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Dark Age of Camelot
Version 1.66 Release Notes
October 28, 2003
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Welcome to Dark Age of Camelot version 1.66. With this live version, we are happy to introduce Camelot's second retail expansion, Trials of Atlantis. As of this morning, Trials of Atlantis has shipped, and will be available in stores as soon as retailers receive their shipment.
Trials of Atlantis is about exploration and discovery, and as such, we have intentionally left some parts of the expansion undocumented. It is up to you, the players of the game to discover the secrets of this long-lost civilization for yourselves. However, you will find documentation on some of the expansion's features such as a Master Ability overview, basic mapping information, etc. on the Camelot Herald at www.camelotherald.com.
Welcome to Atlantis!
NEW THINGS AND BUG FIXES
- Players from all three realms can now purchase new portal medallions at their primary portal location (Druim Ligen, Castle Sauvage, or Svasud Faste). Players who have the Shrouded Isles expansion can port there with the Medallion of Isles Passage. Players who have the Trials of Atlantis expansion can port there with the Medallion of Heroes Passage.
- In an effort to increase framerates during large scale raids like relic keep raids, we have converted many of the guards in the frontier to a new model which should increase framerate performance, at the cost of a little less variety in the guards looks.
- The Runemaster Raven Bolt line will no longer incorrectly delve as having a 20 second recast timer.
- Increased the range on Ameliorating Melodies to 2000.
- Increased the range of all cure disease and cure poison spells to 2000.
- All lava in the game is now extremely damaging. Resistances will not mitigate damage from lava. Travelers should be very careful around lava flows.
- The Midgard Mile Fort doors in Hadrian's Wall will remain unlocked.
- Delving items in the trade window will now correctly show left hand usable and two handed flags on weapons.
- Shields now display level on the mini-info window.
- Note that version 1.66 contains a large download, for players with the Shrouded Isles and Classic clients, so that those customers will be able to see armors and equipment from the Trials of Atlantis Expansion.
- Fixed an issue where monsters would sometimes not spawn correctly. This fixes the problem where mudmen would not spawn outside of Ardee, as well as other similar problems.
BATTLEGROUPS
We have added a new feature to help large player groups coordinate and share credit for certain encounters. Battlegroups (similar in function to chatgroups) allow players to band together in large numbers (up to 200). Basically battlegroups behave just like chatgroups, with the added ability for the developers to set certain encounters to give credit to all the members of a battlegroup (instead of a single player or the group that gets the kill). Right now this is used throughout ToA for the Trial Encounters, so more than one group of players can get credit for participating in the encounter, whether or not they or their immediate group got the killing blow. Experience will still be given out based on your immediate group. We will be adding additional tools in a version in the near future that will allow battlegroups to allocate loot amongst the members of the group.
We've also added the ability for battle groups to have a "Treasurer". This system works similar to Group autosplit - If the treasurer is within 4096 units (in game terms, which is approximately 340 feet in real world terms) of loot which is picked up by a battle group member the loot will go to the treasurer as long as he has room for it and the item is at least the level set with the bg lootlevel command. (see below). This should facilitate distribution of loot in large raids.
- bg = shorthand for battlegroup in all commands.
- bc = shorthand for battlegroup chat in all commands.
- Battle group sends and battle group leader sends each have their own chat channels now which are customizable on the client.
/battlegroup invite [playername] : Invites the specified player to the battle group
/battlegroup who : Lists all members of the battle group
/battlegroup groups : will display a group focused version of the /battlegroup who command. It will identify who is grouped within the battlegroup, who is grouped with people outside the group, and who is solo.
/bg loot treasurer/normal command will toggle the Treasurer feature on or off.
/bg treasurer [battle group member name] to declare a treasurer.
/bg lootlevel [level] to set a threshold for the level an item must be to enter into this sytem.
/battlegroup remove [playername] : Removes the specified player from the battle group
/battlegroup leave : Remove oneself from the battle group
/battlegroup listen : Puts the battle group on listen mode; only the leader and leaders can speak
/battlegroup leader : Declare another member of the battle group as leader; This player can invite other players into the battle group and speak when the battle group is on listen mode.
/battlegroup public : The battle group is public and anyone can join by typing /bg join
/battlegroup private : The battle group is invite or password-only
/battlegroup join [leader name] : Join a public battlegroup group by name of the leader
/battlegroup join [leader name] [password] : Join a private battle group which has a password set
/battlegroup password : Display the current password for the battle group (leader only)
/battlegroup password clear : Clears the current password (leader only)
/battlegroup password [new password] : Sets a new password
CAMELOT CLASSIC WORLD NOTES
Midgard Monsters
- The Seer of Ancient Dawning's normal location has been shifted slightly out of the lava.
Hibernia Quests
- Magic's scar - Eugor can now be found much more easily.
Item Notes
- Nightfire (Albion) has had its DPS increased to be in line with the other objects dropped in that area.
- The Belt of Protection (Hibernia) will now confer 6% Heat resist in place of the 2nd Body resist.
- Increased the value of the smooth golem stone to be more appropriate based on the situations in which it drops.
- The Ghostly Cloak (Albion) will now grant Instruments instead of Battlesongs skill.
- The Welkin Helm (Hibernia) will now have the correct reinforced helm icon.
- The Banded Coral Boots (Albion) has had its extra body resist changed to matter.
SHROUDED ISLES WORLD NOTES
Albion Monsters
- Sarcodina should now have a chance to drop magical loot.
Hibernia Monsters
- The cnoigcrag mincers should now drop cnoigcrag mincer carapaces instead of cutter carapaces.
- Curengkur in Alta Fearran will now correctly call for help.
Albion Quests
- Under Attack - On step 2, players need to kill the Drakoran lieutenants and commanders. We received reports that these officers were despawning during combat. Players fighting the officers located in the camp need to know that at 3AM all of them will despawn unless all of the officers are engaged in combat. If players have aggro on all of the officers at once, they will continue to stay up until they are killed. Folks that pull them out of camp one at a time will find that they'll all despawn at 3AM, so please take this into consideration when planning your strategies.
Item Notes
- Warriors should now be able to equip the Dire Medallion when wearing the full suit of warrior-only armor from Tuscaren Glacier.
- Recurve Bows dropped by Razorbeak will now come with bonuses attached.
- Wradech's Skin Belt(Albion) will now delve at the correct level.
FOUNDATIONS NOTES
- Players with the Trials of Atlantis expansion can now use the Heroes portal scroll to port to Atlantis. As a result, the following housing teleporters have been renamed:
Svasud and Aegirhamn Teleporter is now Svasud, Isles, and Heroes Teleporter
Castle Sauvage and Gothwaite Teleporter is now Sauvage, Isles, and Heroes Teleporter
Druim Ligen and Domnann Teleporter is now Ligen, Isles, and Heroes Teleporter
COOPERATIVE SERVER
- All PvP and PvE teleporters have been switched to the scroll method of teleportation. This means that a player will need to purchase the correct scroll for the location they wish to go to then hand it to the teleporter.
- The teleporters on Gaheris and Mordred will allow players who purchase the Trials of Atlantis expansion to teleport to Atlantis.
PVP SERVER
- Keeps under attack on PVP servers will no longer teleport players to a 'safe point'.
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Dark Age of Camelot
Version 1.66b Release Notes
October 30, 2003
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NEW THINGS AND BUG FIXES
- Fixed a bug with the Valewalker spell Banestrike having no casting animation.
- We have added a /use2 slash command for using secondary abilities, to be consistent with the /use and /interact commands.
- Setting the outgoing chat channel to battlegroup should work properly in all clients. You should not be able to set your outgoing channel to BGLeader.
- Fixed Amplify Wisdom to have the correct icon.
CAMELOT CLASSIC WORLD NOTES
Item Notes
- Summoner Cunovinda should no longer drop Albion gloves for Midgard players.
- The Ghostly Cloak is obtained in the Midgard realm. Based on this, the cloak has been returned to its original stats, replacing instruments skill with battlesongs skill.
SHROUDED ISLES WORLD NOTES
Quests- General
- Lost Treasure - Players should now be able to read the scroll of information while it is in their backpack.
Item Notes
- The Azure Arcanium Crusher (Albion) should now have particle effect that fits better.
TRIALS OF ATLANTIS WORLD NOTES
Quests - General
- The Arbiters no longer indicate that the first challenge of trial encounter one deals with Krojer. They now inform players that the nine challenges of each trial encounter must be done before the trial encounter is attempted, but the nine challenges can be done in any order.
Oceanus Quests
- The Skyros Order
- Nereus will now spawn under the water.
- The directions to Darkls have been improved.
- The Naxos Society
- The directions to Kelion and the barracuda have been improved.
- The Melos Alliance
- The directions to the barracuda have been improved.
- All the Oceanus /search quests have been fixed. Any players who were incorrectly getting stepped should now properly get stepped, even if they are not on the same quest step as others in their group.
Midgard Aerus Quests
- The King of Stone is now given by Anselm instead of Bjarne.
Hibernia Aerus Quests
- Stone King is now given by Breward instead of Bharain.
Oceanus Encounters
- The Firestorm Island encounter will now reset itself every fifteen minutes instead of twenty. It was also tweaked to better ensure that the rules stated by Ianetor, are followed.
- The Kynhroe and Zhton chieftains will now spawn frequently instead of rarely.
Item Notes
- Marid Figurine can now be traded.
- Rassa's Mirror can now be traded.
- Kirkleis' Ring can now be traded.
- Desmona's Crown can now be traded.
- Mirror of Ra can now be traded.
- All Canopic Jars can now be traded.
COOPERATIVE SERVER
- The Riches of Atlantis (Albion) - Hardin has been added to the Haven of Oceanus so players can turn in Adribard's Token to him.
- Expanding the Family Business (Midgard) - Canutus has been added to the Haven of Oceanus so players can turn in Kauko's Token to him.
PVP SERVER
- The Riches of Atlantis (Albion) - Hardin has been added to the Haven of Oceanus so players can turn in Adribard's Token to him.
- Expanding the Family Business (Midgard) - Canutus has been added to the Haven of Oceanus so players can turn in Kauko's Token to him.
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Dark Age of Camelot
Live Version 1.66a Release Notes
October 29, 2003
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NEW THINGS AND BUG FIXES
- Fixed a bug with Animist Verdant Mastery spell, level 17 Briar Eruption not delving or doing damage.
- There was a bug with follow up spells. When the initial spell was resisted, the followup spell was not being cast. This is now fixed.
- All water-breathing potion recipes are now available in the Classic and SI clients.
- There was a bug with buffs that came from item procs. When the item was unequipped, the buff was being removed. This is now fixed..
TRIALS OF ATLANTIS WORLD NOTES
Oceanus Encounters
- Sage Tiernan will now spawn in the correct place.
- The Zhton and Kynhroe chiefs will now be more rare.
- You should no longer be able to interact with Krojer's Champions before they enter the dueling arena.
- Borjad and Borjan should be in the proper locations specified by Lornas.
Boats
- The Pride of Volcanus boats should no longer crash into the docks. They should also stay at the docks for the correct amount of time now.
- The Song of the Seas and the Atlantean have been adjusted so they are more evenly spaced.
Oceanus Quests
- The Skyros Order: Cvinda will no longer attack players while she is on top of her column. She will still attack players on the quest.
Item Notes
- The drop rates for Kynhroe Chief Oxomis and Zhton Chief Arxem have been reduced to the appropriate level.
- The Moon Staff is now set to use a charge instead of a weapon proc and the focus type has been set to Focus All.
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Dark Age of Camelot
Version 1.66c Release Notes
October 31, 2003
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NEW THINGS AND BUG FIXES
- We fixed a bug that allowed Shadowblades who reached Master Level One to pick the Banelord ability track. This has been fixed, and is now correctly set to be a choice of either Spymaster or Battlemaster. Anyone who chose Banelord as their track is now set to Battlemaster. Anyone who would rather be a Spymaster can enter an emergency /Appeal in-game, and CS will change this for you. This is a one time opportunity for change, and is only available to Shadowblades who originally chose Banelord as their ability track.
SHROUDED ISLES WORLD NOTES
Albion Monsters
Dales of Devwy
- The blood liches and ancient zombies associated with the Valnir encounter will no longer attack when other kinds of undead nearby are attacked.
TRIALS OF ATLANTIS WORLD NOTES
Oceanus Encounters
- Fadrin has been lowered in difficulty in order to bring it in line with the rest of Trial.
- We have resolved numerous problems with Krojer and his troop. Please note that Krojer's champions will now de-spawn briefly should any of the champions win.
Kirkleis Island
- Nedfall traps are now active. Please beware of this when attacking Kirkleis. You will need an item from a previous trial in order to navigate through these traps.
Egg of Youth
- The huge braziers have been lowered in hits and they will no longer issue an incorrect message when destroyed.
Stygia Encounters
Dream Sphere Encounter
- The burning lengui will now aggress on players sooner, should they come under attack.
Stygia Quests
- The Hibernian Quest, Homecoming for a Hero will now step correctly when you SEARCH the sandy island.
Dungeons
- The North Hall gate key will now properly unlock the North Hall gate in Sobekite Eternal.
Oceanus Quests
- Asoeron had his quest level improperly set. If you have done or are doing the Wicoessa's Proposition quest, try checking back with Asoeron. He should take your ruins now.
- The Seed Pouch and Origins of the Harpies: Players who were previously stuck on these two quests now have the option to return to the quest giver (Riranwyn for the Harpy quest and Astoissi for the Seed quest) to have these quests cleared from them. They will then be able to start the quest over again. The harpy quest steps are steps 4, 5, and 6. The seed quest steps are 2, 3 and 4. Players who are not stuck are urged to continue their quest as normal.
Item Notes
- The Fiery Defender (Hibernia) no longer increases strength cap twice.
- The greater nereid potion and the potion of aquatic respiration can no longer be sold to NPC merchants.
- Krojer's Charisma Ring for Albion and Hibernia has changed from a power regen charge to a haste charge.
- Krojer's Empathy Ring and Krojer's Piety Ring have changed from Acuity charges to power regen charges.
COOPERATIVE SERVER
- Haven of Oceanus (ToA) - Talen and Tycana will no longer spawn on top of each other.
- Haven of Volcanus (ToA) - The merchants in the Haven of Volcanus have returned from their vacation.
PVP SERVER
- Haven of Oceanus (ToA) - Talen and Tycana will no longer spawn on top of each other.
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Dark Age of Camelot
Version 1.66d Release Notes
November 4, 2003
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NEW THINGS AND BUG FIXES
- The mystical boards summoned by the Convoker Summon Wood ability are now tradable. They have also had their weight increased in accordance with the intent of the ability.
- Fixed a bug where the Battlemaster 1 ability Sapping Strike was using old values. The correct values have a higher endurance cost for the user and inflict a lower endurance penalty on enemy targets within range
- Fixed a bug that allowed boats to be dropped in lava.
- We have added additional feedback to many of the area actions. (Dig, search, etc.) This timer dialogue should tell players how long they have remaining before they complete these actions (or if they cancel them).
TRIALS OF ATLANTIS WORLD NOTES
Oceanus Encounters
- Runihura can no longer be pulled outside of his temple.
- The stone encased necklace and the bloodied barbed staff can no longer be picked up by necromancers.
- The jagger sharks are now a little tougher. They are also a little faster when frenzied.
Egg of Youth
- Resolved an issue where one of the braziers surrounding Sililia's Lair would be set to realm friendly, thus making it resistant to all damage.
- Sililia level has been adjusted slightly in order to bring it better in line with the expectation of a 2-3 group encounter. The huge braziers have also been lowered in hits and they will no longer issue a test message when destroyed.
- Clicking on a treasure chest in the Aten's shield encounter area will now break stealth.
Kirkleis
- Slight modifications were made to the removal of the belt and gem associated with this trial. When Kirkleis dies, anyone within the structure surrounding the statue will lose both objects. Anyone who is in the surrounding area (outside of the structure) and has not completed this encounter or Master Level 1 will keep these two items. This should alleviate the issue where groups that are waiting their turn to complete the encounter would lose their belts and gems.
Fadrin
- Fadrin's barrier will no longer spawn without Fadrin first being present.
Oceanus Quests
- Berserkers who received the wrong item from the Wicoessa's Proposition quest will now be able to turn their vest into Wicoessa for the correct item.
- Players on Step 1 of the Seed Pouch quest should return to Astoissi near the Haven of Oceanus if they did not receive their pouch of seeds.
Stygia Encounters
- The burning lengui will now aggro on players sooner, should they come under attack.
Stygia Quests
- Aponsul has been moved closer to Abteb for The Other Side quest. He can still be found along the black river in the necropolis.
- On the Lost in the Sands of Time quest, players can now return to Tey if they lose to Sekhmun and return to find him no longer spawned.
- Players should have an easier time finding Oseye for the Mau of Bastet quest.
- Players that are on step 6 of the Marauding Bandits quests and are stuck because they do not have the Golden Statuette may speak with one of the following NPCs to receive another one. Players will ONLY be able to receive ONE statuette.
Albion - Soldier Hayden in the Haven of Stygia (next to Scout Relion)
Midgard - Soldat Irina in the Haven of Stygia (next to Hunter Relion)
Hibernia - Saighdear Loghan in the Haven of Stygia (next to Ranger Relion)
Volcanus Quests
- Players can now return to Telgar on the Telgar's Redemption quest if they lose Bronyar before they giving him the note.
- Players who were getting stuck on the Magical Ingredients quest step 11 will now be able to proceed with their quest as normal after killing the barracuda.
Aerus Quests
- Players stuck after dying to Xelret on the Seven Coin quests should follow their updated quest journal. They can now return to the havens to get another chance at Xelret.
- Players can now kill the vigilant statues again on the Stone King quests to respawn the King if they had died and someone else killed that spawn.
Aerus Encounters
- Eramai will now give players a better clue on how to continue the encounter.
Sobekite Eternal Encounters
- There can now be a max of three reavers up at any given time (at least one on each side).
- Increased the spawn time of the Shadow Reaver.
- Amenemhat should now reset himself upon a player's death and if a player chooses to accept the challenge and then leave the area.
- The Antron and Speos chieftains will be more common.
- The Antron Treasure Hunter, Diplomat and Arch Mage will be more common now. The Speos Treasure Hunter, Diplomat and Arch mage will be more common now. These monsters drop one item needed to initiate Onuris's challenge every time they die.
- The items needed to initiate Onuris's challenge will now drop at a higher rate from all the common tritons in the dungeon.
- Rrionne will spawn more frequently now.
Item Notes
- Existing and new Sand Scorched Caps and Sun Scorched Helms will have the correct monster type requirements.
- The Ring of the Seventh Solstice (Midgard) now increases mending instead of rejuvenation.
- Bard instruments created from the unique object generator should no longer have a bonus to style damage, melee damage, or melee haste.
COOPERATIVE AND PVP SERVERS
NPCs
- Vault Keepers have been added to all Havens.
Stygia Quests
- Players that are on step 6 of the Marauding Bandits quests and are stuck because they do not have the Golden Statuette may speak with one of the following NPCs to receive another one. Players will ONLY be able to receive ONE statuette.
Soldat Dwana in the Haven of Stygia (next to Ranger Relion)
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Dark Age of Camelot
Live Version 1.66e Release Notes
November 6, 2003
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NEW THINGS AND BUG FIXES
- We have added the /bu command as an alternative to /bc to chat in battlegroups. Note that /bc still works, but /bu is a keyboard friendly alternative.
- Boats have been adjusted further to better predict which boat is in front to avoid locking collision conditions.
- Monsters should follow their leaders up and down better underwater with less spinning/warping.
- Animist summon turret spells will fail if the ground target is adjusted out of animist line of sight during the cast.
- Item summoning abilities and spells will properly update player encumberance after summon.
- Item summoning abilities and spells (such as Summon Wood) no longer fail if the item summoned will over-encumber the user.
- Storm spells won't affect a target with an engage radius if the caster is currently outside that radius.
- Summoned creatures (Such as Theurgist pets and Animist Turrets) won't cause loss of quest kill credit when their summoner leaves the region as they continue to attack a monster.
- We have reduced the length of necro pet tether if pet has encounter-related no-purge effects.
- Fixed a bug where some Master Level Abilities could be quick-cast. All Master Level Abilities should now be properly flagged as no quick-cast.
- Fixed a bug that caused the length of time that a player was not worth realm points after death to be longer then intended. This bug was introduced in version 1.66
SHROUDED ISLES WORLD NOTES
Item Notes
- The Vine Choker (Hibernia) can now be equipped by players who have a full suit of their respective classes' armor from Galladoria.
TRIALS OF ATLANTIS WORLD NOTES
Trials - General
- We have greatly increased the number of monsters that give Master Level experience in both the original and Shrouded Isles areas. Try exploring areas that you normally may not visit to find these monsters.
Merchants/NPCs
Midgard
- Nikkas in the Haven of Stygia will now sell catalysts as part of his wares instead of having two lists of liquids and blood.
- Throwing weapon have been added to the merchants in the Havens. Here is a list of merchants that now sell throwing weapons. Remember to page through the different store lists. This list applies to both regular servers and PVP/PVE servers.
Ylwa Eddadottir - the Haven of Oceanus
Terjo - the Haven of Stygia
Ingred - the Haven of Volcanus
Ruupo - the Haven of Aerus.
Nannulf in the Ruinerar Atlantis on the regular servers and Lannulf in the Ruins of Atlantis on Gaharis/Mordred also sell throwing weapons.
Oceanus Encounters
- Fadrin will now properly reward exp and loot upon death.
Oceanus Quests
- Players stuck on the Origins of the Harpies quest will now be able to speak to one of the following NPCs to receive the items they need. These NPCs will delete any of the capitalized harpy pieces players already have in their inventories and replace them with new ones. All NPCs can be found in their respective Oceanus Haven zones. After speaking with the NPCs, players should get stepped to step 5 for the turn in.
Albion players should speak with Mercenary Deryne.
Midgard players should speak with Warrior Vanja.
Hibernia players should speak with Hero Royan.
Mordred and Gaheris players should speak with Soldier Rydderch.
Stygia Encounters
- The Sphinx Deshrentan should no longer be too far away to interact with players.
Stygia Quests
- Grouped players on the Lost in the Sands of Time quest should all be stepped when Sekhmun is summoned
- Marauding Bandits (Albion): Players stuck on Step 9 should return to Scout Relion and say the key word [safe passage] to continue their quest.
Volcanus Quests
- Players who were previously stuck on the Magical Ingredients quest and were missing either their seaweed or their Lavender Root will now be able to speak with the following NPCs and retrieve the items they need to continue on with the quest. All NPCs are located in their appropriate zones in the Volcanus Haven. After speaking with the NPCs, players should get stepped back to step 12 for the turn in.
Albion players will need to speak Mercenary Aniqa.
Midgard players will need to speak with Warrior Meino.
Hibernia players will need to speak with Frearwen.
Gaharis/Mordred players should speak with Saighdear Tiriona.
Volcanus Quests
- On the Sacrificial Rites Quest, grouped players should now be stepped at the same time when the Jagged Claw is used.
Aerus Quests
- The Ring of the Seventh Solstice has had it bonuses changed to make it more realm approriate. The Midgard version now increases mending instead of rejuvenation. This is a retroactive change and Midgard players will not need to do anything to obtain the correct ring. Druids or Bards with a mending Ring of the Seventh Solstice can turn them in to Jowan to receive the correct regrowth ring. Clerics can give their mending Ring of the Seventh Solstice to Edgan for the correct rejuvenation ring.
Aerus Quests
- On the Seven Coins quests, grouped players should all step when Xelret is summoned.
Aerus Encounters
- Karise can now be damaged outside of her encounter area again.
Dungeons
Sobekite Eternal
- A "sobekite observer" can now be found behind each locked door that will teleport folks one by one to a safe location in the temple if they speak to him.
Item Notes
- The Blood Splattered Keys will now open the Blood Splattered Chests found near Chimera.
- The Cobra Striking Great Hammer is now correctly set to use Hammer skill and crushing damage.
- The Albion studded versions of the Barnacle Encrusted Boots and the Sand Scorched Helm can now be dyed using enamel dyes.
- The Large Weapon skill bonus on the Albion Sand-edged Great Sword has been replaced with the Two-handed Weapon skill bonus.
- Hunter jewelry created by the unique object generator should no longer get power regeneration charges.
- Bassem should no longer drop staves set to 22.2 dps.
- The power regen proc on Borjad's Spear (Midgard) now has a proc more suited to the hunter class.
- Golden Scarab Vest (Hibernia) Enchanters, Eldritches, Mentalists, Animists, Valewalkers, Druids, Wardens, Heroes, and Champions that turned their Golden Scarab Vest to either Miodac or Deavin and are now stuck can return to either one of these NPCs to have their locked artifact returned to them and the Scarab Wing Vest quest removed from their pending list. These classes cannot use the Golden Scarab Vest.
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Dark Age of Camelot
Live Version 1.67 Release Notes
December 16, 2003
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NEW THINGS AND BUG FIXES
- We have fixed a bug that would keep players from gaining Master Level experience while helping other players working on the same encounter and trial. Please note that you must have completed the encounter, and the person you are helping must be doing the encounter for the first time.
- Added the command /vdestination x y (eg: /vdestination 32000 32000) which will sail your boat to a /loc within your current zone.
- /Vfollow command has been added, which allows the controller of a movable vehicle to follow their currently targeted object.
- Players who die in a duel while having a "song" charmed pet will no longer take experience deaths.
- Fixed delve on water breathing potions.
- All objects will now have their weights displayed on the mini-info window.
- (TOA Only) Reflective Water will now have a much more visible water surface at night.
- Players should now receive updates for house rent due whenever they log into the game, regardless of zone.
- (TOA Only) In response to player feedback, we have increased the brightness underwater at night.
- The portal ceremonies at the border keeps have been altered slightly, to assist players who forget their necklaces from time to time. A new, earlier port has been added during the period where the teleporters previously stood around and waited for players to get ready. After the master and lackeys cast this new teleport, they will wait on the teleport pad and then cast the ceremony a second time.
- Items generated from the Unique Item generator that have charges can now properly be recharged.
- The game has a new default configuration for GeForceFX 5200 users. This change will not override any settings for current GeForceFX 5200 users.
- Necromancers who are shapechanged no longer lose the shapechange when summoning a shade.
- Spells modified by Radiant Aura artifact ability now last more than one pulse.
- Players can now use /bountyrent on personal houses with alternate characters on the same account as the character that owns the house. As a result of this change, the rent token merchants will be disabled in a future readfile.
- The Panther Form level 10 ability of the Dreamsphere artifact has been changed. When a character in panther form is attacked, they revert to normal form and lose all associated bonuses. This change is specific to the Dreamsphere only and does not affect other shapechange forms.
- The Egg of Youth artifact had several bugs preventing it from working as designed. These bugs were fixed and the effect altered. The Egg of Youth level ten Celestial Resurrection spell will now restore 10% health and no power to resurrected players. The artifact's ability now costs no power to cast and will resurrect up to a maximum of 8 realmmates within 1000 radius. This is a retroactive change.
- We have fixed a problem that could cause +all spell skill bonus items to give double the intended bonus on certain skills.
- Secondary spells on artifacts will no longer be activated if the artifact does not meet the correct requirement.
TRIALS OF ATLANTIS ENCOUNTER CHANGES
We are making a number of changes to how credit is awarded for Atlantis encounters, as well as allowing players to 'work ahead' of their current Master Level, which should allow players to gain a better sense of accomplishment for helping others defeat an encounter. We appreciate everyone's feedback about Trials of Atlantis, and we hope that these changes will greatly improve the Atlantis experience for everyone involved. We will continue to review areas of Atlantis, and Dark Age of Camelot as a whole, in a continuing effort to improve the entire Dark Age of Camelot experience for all players.
ATLANTIS ENCOUNTER CREDIT CHANGES
- We have identified and corrected a problem that could cause players to not be awarded credit for completing an encounter. With this version, we will be changing artifact and trial encounters to award credit to the group that gets loot rights from the encounter. Battlegroups will also follow this new system if the encounter is battlegroup enabled. This should solve many of the problems players have with not being awarded encounter credit properly. However, please note that any players that are not in the group or battlegroup when credit is awarded will still not get credit.
MASTER LEVEL FINAL ENCOUNTER CREDIT CHANGE
- Currently, players who have not finished their current trial can do all the steps except the final encounter of a higher level trial. With this patch, players will be able to do all encounters of a trial, even if they have not finished their previous trial. Please note that players will still get master level abilities in order.
Here's an example, if you have not finished the first trial, you can now go do Runihara in trial two and receive credit (if you've completed all the other encounters in trial two), but you will not get the level two abilities until you've finished the first trial, and then completed the second level's experience requirement.
NEW SHARK ROUTES IN ATLANTIS
- Shark Routes have been added to Atlantis! Stablemasters have been added to the docks outside of each of the Havens, Oceanus, Stygia, Volcanus and Aerus. There is also a stablemaster located in Mesothalassa which has routes to each of the Havens. These merchants also have a ticket that gives you a tour of some of the more important areas and features of their respective zones. For those of you looking to take advantage of these new routes, don't forget your breathing potions and look for the following tritons:
- Feurbe is the Oceanus Haven Stablemaster with routes to the Mesothalassa stablemaster, and a tour of Oceanus Hesperos.
- Lokhas is the Mesothalassa stablemaster with routes to Haven of Oceanus, Haven of Aerus, Haven of Stygia, Haven of Volcanus and a tour of Mesothalassa.
- Splogorf is the Volcanus Haven stablemaster with routes to the Mesothalassa stablemaster and a tour of Oceanus Anatole.
- Estcheron is the Stygia Haven stablemaster with routes to the Mesothalassa stablemaster and a tour of Oceanus Boreal.
- Gombuor is the Aerus Haven stablemaster with routes to the Mesothalassa stablemaster and a tour of Oceanus Notos.
CUSTOMER SUPPORT APPEAL CHANGES
- When you use /appeal to check the status of an appeal in-game, you will now see the total number of regular tickets waiting for help across all servers, as well as the total number of regular tickets from the server you are on. You will also see the placement of your ticket in this queue. This should give you a better idea of how CSR resources are spread across the servers to help with your questions.
TRADESKILL FIXES
Albion
- The conversion recipes for Tempered Metal Studs, Tempered Wire, and Tempered Strapping have been removed from the Metalworking recipe list.
Midgard
- The conversion recipes for Tempered Metal Studs and Tempered Wire have been removed from the Metalworking recipe list.
- The Lugged Spear should now have the appropriate recipe icon in the Tradeskill recipe list.
Hibernia
- The conversion recipes for Tempered Metal Studs, Tempered Wire, and Tempered Scales have been removed from the Metalworking recipe list.
NEW LOOKING FOR GROUP WINDOW
To help players find other people to group with, both in Master Level Trials as well as normal gameplay, we have significantly revamped our
Looking-For-Group system. You can now search and flag yourself and indicate what kind of group you are seeking (RVR, XP, etc), as well as flags for specific ML trials.
The old checkboxes 'Not Looking', 'Looking For Group', and 'Looking for ...' have been replaced with a new button 'Set LFG' that will allow you to set all your LFG options.
This new window exists for the TOA client only. SI and Classic clients will still be able to search and list themselves using the old options.
INTERFACE CHANGES
- The group window and mini-group window now show the additional following states by changing the affected player's name to an associated color. This functionality is present in Classic, Isles, and Trials of Atlantis clients. These states will be prioritized and displayed in the following order with the associated color in parenthesis: linkdead (blue), dead (red), mezzed (cyan), diseased (orange), poisoned (green), out of zone (grey), nominal (white)
- (TOA Only) We have added several new color choices to the Chat Messages and System Messages windows. To adjust the color for specific types of chat
messages (such as 'Alliance Chat' or 'Broadcast') right click on any of the chat tabs. To adjust the colors for system messages (such as 'Loot Dropped'), right click on the system message window itself.
- (TOA Only) When adjusting the alpha settings for XML-enabled windows (such as the chat and summary windows), you can now adjust the text and background alpha values independantly. Alpha settings are changed as they have always been, by right clicking on the windows.
TOA UI MOD CHANGES
This patch contains several updates to the TOA Configurable User Interface system. Some custom skins may not work, or may need minor adjustment to work with the new changes. As we update the system, we will provide detailed notes in these patch notes containing what has been changed.
Anytime you experience any problems with a custom skin, you should switch back to one of the pre-built skins using the Options Menu at the Character Select screen.
- The following styles have been changed in styles.xml. If you have copied this file into your custom folder, you will either need to recopy it after patching or copy the appropriate control templates to your custom styles.xml:
ButtonTemplate: combo_label
MenuTemplate: generic_menu
ComboBoxTemplate: generic_combobox
- The Help Window, Emblem Picker, Spells window, and ingame Options Menus have all been converted to XML. The new XML files are:
help_window.xml
emblem_picker.xml
stats_spells_window.xml
options_window.xml
- The new LFG windows use the following new XML files:
stats_group_window.xml
lfg_window.xml
group_results_window.xml
- Fixed a crash that UI Modders were encountering when removing health bars from some windows.
- The group_level adapters will now clear to zero when not being used.
- The following option has been added to label and scalar label definitions:
TextCentered - the text for the label will be centered inside it's width
- The following option has been added to scalar label definitions:
DontDrawWhenZero - the scalar label will not draw when the bound adapter has a value of zero.
- Custom windows now remember their position, alpha, and font alpha settings.
- Custom window support has been added. Window templates for custom windows are required to have Name fields set to "customX_window" where X is 0 through 9. No entries have been added to uimain.xml for custom windows. Modders will need to add Include directives in their custom files. (TOA Only)
- The following events have been added allowing modders to toggle windows on and off:
ToggleStatsSkills
ToggleStatsInventory
ToggleStatsAttributes
ToggleStatsGroup
ToggleStatsSpells
ToggleStatsStyles
ToggleStatsIndex (minimizes the stats window)
ToggleMiniGroup
ToggleConcentration
ToggleJournal
ToggleOptions
ToggleMiniPet
ToggleGroupPicker
ToggleHelp
ToggleMiniFriends
TogglePerformanceMeter
ToggleCompassWindow
ToggleCommandWindow
ToggleClock
ToggleMasterLevel
ToggleCustom0
ToggleCustom1
ToggleCustom2
ToggleCustom3
ToggleCustom4
ToggleCustom5
ToggleCustom6
ToggleCustom7
ToggleCustom8
ToggleCustom9
CAMELOT CLASSIC WORLD NOTES
Quests- General
- The tradeskill masters in each capital city have decided that it is time to pass on their tarnished tradeskill tools.
Albion Quests
- Leoma in Prydwen Keep is seeking assistance in obtaining a potion which can restore her eyesight.
- The Wounding Stone will now be useable in shade form.
Hibernia Quests
- Mystaia in Ardagh has been causing some trouble around town and the townspeople are not very pleased. She needs someone to help her get out of her predicament.
Midgard Quests
- Grimkel in Fort Atla knows of a potion which is said to create wealth. He needs assistance in collecting the ingredients for the potion.
Item Notes
- Future drops of salvageable common loot items in Spraggons Den should salvage for the appropriate material. Please note that this change does not affect items dropped before this patch.
- The empyrean wraiths in the Hibernia frontier should no longer drop Midgard items.
- The duplicate Strength bonus on the Vengeance Shield (Midgard) has been changed to Dexterity.
SHROUDED ISLES WORLD NOTES
Albion Quests
- Friars will no longer have to travel back to the trainers in the classic zones to exchange their Friar Robes every five levels. Sister Evangeline in Caer Gothwaite will now perform this exchange for Friars.
Item Notes
- Shreg's Thin Blade (Midgard) will now grant sword skill instead of slash skill.
TRIALS OF ATLANTIS WORLD NOTES
Quests - General
- Players working on obtaining the Scarab Wing Vest will now need to have neutral faction with the maubastet to turn in their Magical Scarab Wing to Tey.
Marauding Bandits
- Thanes and Skalds will no longer be given the choice of a left axe as one of their rewards.
Encounters - General
- We are aware there has been some confusion about whether players have received credit for a story encounter or not. To help clear up this confusion, players will now receive a message when they successfully complete a story encounter, whether they obtain the artifact or not. Players will see a message like "You have completed the Fool's Bow Encounter quest." This will then show up in your completed quest list, although story encounters are not quests. If no message is received, then credit for that encounter was not awarded. When a player unlocks an artifact, the Encounter listing will be removed from the completed list and replaced with the Artifact Completion message (such as 'You have completed the Fool's Bow quest'). Check your completed quest list to see which story encounters you have received credit for in the past.
Artifact Updates
- The Wing's Dive Book now has the story attached to it.
- Information about what artifacts are available to which classes can now be found on the apprentices in all Havens. Speak to the following apprentices to learn more about the artifacts.
Stygia: Albion - Danielle, Midgard - Yanja, Hibernia - Wyia.
Volcanus: Albion - Dredge, Midgard - Aidanar, Hibernia - Rhianera
Aerus: Albion - Alice, Midgard - Yager, Hibernia - Noira
Traitor's Dagger and Crocodile's Tooth Dagger (Albion)
- We have added thrusting versions of each of these artifacts. Players that have a slashing version and would like a thrusting version should speak with Scholars Margoria or Colene for the Traitor's Dagger and Scholars Daelin or Samaya for the Crocodile's Tooth Dagger. They will offer players a trade-in that once done cannot be changed. From this point forward, all Albion classes that can activate either of these Daggers will be offered a choice.
Traitor's Dagger and Crocodile's Tooth Dagger (Hibernia)
- We have added piercing versions to each of these artifacts. Nightshades, Rangers, Heroes, Champions and Blademasters that have a blades version and would like a piercing version should speak with Sages Darragh or Kelleigh for the Traitor's Dagger and Sages Miodac or Deavin for the Crocodile's Tooth Dagger. They will offer players a trade-in that once done cannot be changed. From this point forward, Nightshades, Rangers, Heroes, Champions and Blademasters will be offered a choice of blades or piercing.
Aten's Shield (Midgard)
- We have fixed a bug that allowed Savages to obtain Aten's Shield although they could not use it. Savages should return to Loremaster Jorian or Loremistress Agneta to return their activated Aten's Shield. The Lorekeepers will give Savages a locked version of the Aten's Shield which can then be traded or sold. Remus' Story will not be returned to Savages.
- Also, we discovered and fixed a bug that was stopping Healers and Shamans from either unlocking the Shield or having it returned. Any Healer or Shaman that has the Aten's Shield quest in their pending list can either say [Aten] to continue the process of unlocking it or say [dispose] to have the Shield returned to them for trading/selling.
Bruiser (Midgard)
- We have fixed a bug that was causing the Lorekeepers in Midgard to give out the wrong versions of Bruiser. Players that selected the one-handed version were instead receiving the two-handed version while players that wanted the two-handed version were receiving the one-handed version. Players may return to Loremistress Hetha or Loremistress Marga to exchange their Bruiser. Please note that this exchange can only be done ONCE and cannot be undone. Also note that only players who received Bruiser before this fix can exchange it.
Bruiser (Hibernia)
- We have fixed a bug that was causing the Sages in Hibernia to give out the Midgard version of the two-handed Magma Bruiser. Players that received this version should return to Sage Girom or Sage Aideena to exchange the Midgard Magma Bruiser for the Hibernian one.
Cycloptic Shield (Albion)
- Friars may now activate the Cycloptic Shield.
Enyalios Boots (Albion)
- We have fixed a bug that was causing Mercenaries to get the plate version of Enyalios Boots. Mercenaries can take their plate Enyalios Boots to Scholar Girec or Nisreena to exchange them for a chain version.
Enyalios Boots (Midgard)
- We have fixed a bug that was causing Berserkers and Savages to get the chain version of these boots instead of the studded version. Berserkers and Savages can take their chain Enyalios Boots to Loremaster Pahr or Loremaster Sverrir to exchange them for a studded version.
Enyalios Boots (Hibernia)
- We have fixed a bug that was preventing Bards from activating the Enyalios Boots.
Guard of Valor (Albion)
- We have fixed a bug with Scholar Girec that was causing him to give Armsmen and Paladins a chain version of the Guard of Valor. Armsmen and Paladins who received a chain version from Scholar Girec should take it back to him in the Hall of Heroes and exchange it for a plate one. Only Scholar Girec will perform this trade in.
Maddening Scalars Gloves (Midgard)
- We have fixed a bug that was causing Berserkers and Savages to receive the chain version of the Maddening Scalars Gloves. Berserkers and Savages who received chain versions should return to Loremistresses Hetha or Marga to exchange their chain gloves for the Studded Maddening Scalars Gloves.
Oglidarsh Belt (Midgard)
- Savages can now activate the Belt of Oglidarsh. Pure Casters will now have a choice for activating the Belt of Oglidarsh.
Oglidarsh Belt (Albion)
- Pure casters will now have a choice for activating the Belt of Oglidarsh.
Shades of Mists (Hibernia)
- Valewalkers can now unlock the magic of the Shades of Mists Cloak.
Spear of Kings (Hibernia)
- We have fixed a bug with Valewalkers receiving the large weapons version of the Spear of Kings. Any Valewalker who received the large weapons version can return it to Sage Kaenva or Sage Kalin in exchange for a scythe version of the Spear of Kings.
Winged Helm
- The following classes may now activate the Winged Helm: Scouts, Berserkers, Savages, Hunters, Blademasters, Bards, and Rangers.
Wings Dive (Albion)
- We have fixed a bug that was causing the Scholars to give Mercenaries a plate version of the Wings Dive leggings instead of chain. Mercenaries can take their plate version of Wings Dive back to Scholar Girec or Scholar Nisreena and exchange them for a chain version.
Wings Dive (Midgard)
- We have fixed a bug that was causing the Lorekeepers to give Berserkers and Savages a chain version of the Wings Dive leggings instead of studded. Berserkers and Savages can take their chain version of Wings Dive back to Loremaster Pahr or Loremaster Sverrir to exchange them for a studded version.
Wings Dive (Hibernia)
- We have fixed a bug that was preventing Bards from activating the Wings Dive leggings.
Researcher Updates
- We have added artifact information to each realm's Apprentice researcher in the Haven of Oceanus. The Apprentices will now tell players which classes can use a specific artifact. In Albion, speak to Apprentice Aegan. In Midgard, Apprentice Yian has this information while Apprentice Garrad in Hibernia knows about the artifacts. We are in the process of adding this information for Stygia, Volcanus and Aerus. Please remember, they are only apprentices and they are still learning, so the information they give may change as they learn and grow.
Item Notes
- All partially and fully combined artifact scrolls can now be traded.
- The delve information on Pheobus' Letters, 1 of 3, has been fixed.
- The Corrupt Cincture of Terkari (Midgard) no longer has a 0 power bonus.
- The Axe of the Whispering Wind (Albion) will now have a chance to proc.
- The Embedded Scale Vest (Hibernia) has been renamed to Embedded Bone Vest.
- Stygian and Aerus named quest mobs should no longer drop artifact scrolls. Please note that the correct number of scrolls were already dropping from common mobs, but were mistakenly added to some quest mobs as well.
- Animists can now activate the Cloudsong Artifact.
- The amount of experience required to level the following artifacts has been reduced: Fool's Bow, Crown of Zahur, Scepter of the Meritorious, Battler, Tartaro's Gift, Snatcher, Ceremonial Bracers and Band of Stars. This is a retroactive change.
- The Intelligence Score Cap bonus on the Stone of Atlantis (Midgard) had been changed to a Piety Score Cap bonus.
- Storm Struck Great Axe now has the correct Axe skill bonus.
- Lightning Embossed Studded Helm now uses enamels instead of leather dyes.
- Sleeves of Silent Oblivion (Hibernia) now has a bonus to Intelligence instead of Piety.
- The Empathy Cap Bonus on the Water-worn Gauntlets (Hibernia) has been changed to an Acuity Stat bonus.
- The Intelligence Stat and Intelligence Cap bonuses on the Sea Rotted Club were changed to Acuity Stat and Acuity Cap bonuses.
- The skiff (all realms), Viking Longship (Midgard), British Cog (Albion), and Elvish Caravel (Hibernia) can now be sold back to NPC merchants for 75% of the purchase price.
- The Wing's Dive Book now has the story attached to it.
- The item level 10 ability on the Belt of the Moon will now summon a one-hand hammer appropriate for each realm, in addition to the Moon Staff that is already part of the ability.
- The charged effect from the Shield of Khaos will now apply the proper affects to targets inside the area of effect.
- The second spell on Eirene's Chestpiece has been changed to a charged effect, lasting 30 seconds and converting 15% of spell damage.
- The Belt of Oglidarsh will now equip in the waist slot as intended.
- Lightning Etched Leather Sleeves now have the correct Dexterity value, the previous amount prevented players from receiving the bonus.
- The Shadow-twisted Hauberk (Albion) now uses the correct armor graphic.
FOUNDATIONS NOTES
ADDITIONAL HOUSING AREAS ADDED
- We are happy to introduce a new housing area for each realm with this version. Albion players can now settle down after a long day of adventuring in Brisworthy, while Midgard players can start building Frisia into a bustling haven of activity, and Hibernians can stake their claims and design the house of their dreams in Saerenthal.
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Dark Age of Camelot
Version 1.68 Release Notes
February 19, 2004
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NEW THINGS AND BUG FIXES
- Monsters that previously awarded master level experience on a scale based upon your current master level no longer check that requirement. This will result in players always receiving the maximum allowed master level experience possible for each kill.
- Players will now be able to earn Master Level Experience through realm vs. realm combat. Please note that you will only receive master level experience if the enemy realm player you have killed is also worth realm points.
- Keep lords now award Master Level Experience on death.
- Creatures killed by damage over time spells while the original caster is dead will now properly award quest, battlegroup, and trial credit for the kill.
- (TOA Only) The Master Level window now contains 'Previous' and 'Next' buttons to allow you to page through all 9 master level trials to see which steps you have and have not completed. You can also enter '/master #' to jump to a specific trial #.
- By default NPC healers will attempt to restore all of a player's constitution at once assuming they have enough cash. If the player does not have enough cash to afford a full restore of constitution, the NPC healer will offer to restore as many constitution points as the player can afford.
- Added [Level ##] tag to the end of quest confirmations to indicate the minimum level for that quest.
- To make selecting and getting your own loot easier, we have added a new key, 'Target Nearest Loot'. This key will target only items that you can actually pick up (personal & group loot, relics, etc).
- To make finding your loot easier in raid situations, you can now use /stick, /follow, and /face on objects/loot.
- To make guild information easier to view - we have split the /gc info command into /gc info, /gc ranks, and /gc alliance into different smaller chunks of information.
- The /bg groups command will now list level, class, and zone of soloers in the battlegroup.
- The /bg who will now list level, class, and zone.
- We have added a new /bg groupclass command to see the class makeup of each of the groups in the battlegroup.
- Shields now display their DPS and size in the delve window.
- "You are hit for..." messages have been changed to "(Attacker name) hits you for" in most cases.
- Autosplit messages will now include the name of the item in the "Loot goes to (player)" message.
- Personal boats will now have the owner's guild emblem on the sail.
- Players will now be able to trade the skiff, Elvish Caravel, British Cog, and Viking Longship.
- Spells will now cause an interrupt chance on a given target for a duration of 2 seconds after they strike the target. This fixes a bug where casters would be interrupted for an incorrect amount of time when hit with spells in some cases.
- If a DoT spell is cast from an object with a caster (such as a rune), it is treated as being cast by that object's caster when the effect is placed on the victim.
- Graphical effects from radius effect spells will no longer be sent out to third parties in the area if there are more than 40 players around who would receive it. This is to cut down the general amount of graphical spam in the area. The caster and target of a spell will still always see the effect properly.
- AE spells that are cast while above water will not cast on targets under water and vice versa.
- Fixed a bug with delving spell lists (pressing the "Info" button when highlighting a spell line at the trainer). Delving the spell list will now print the correct spell level and print level 50 spells if they exist (previously it was printing 1 spell level higher than the actual level).
- All DD/Snare and DD/Debuff spells will now delve correctly.
- Fixed body/spirit/energy and heat/matter/cold combo resist buff delves.
- If the weapon you are attempting to perform a style with will always fail by trying to drain more fatigue than you have (in the case of the Faultfinder style), you will see the following message: "Your weapon is too slow to perform the xxxx style!"
- Guard death messages will no longer have an extra linefeed at the end.
- Items that raise Acuity score cap now correctly raise the cap for items that raise the individual score (+Intelligence, +Empathy, etc); previously Acuity score cap items only worked with +Acuity bonus items.
- Items with global melee resist no longer print the resist value twice.
- Rings with use timers will now decrement properly (previously rings with timers would be stuck at 15 minutes until they could be used and never be usable).
- Ground Targets will now appear at the current player level when you are underwater, instead of going to the ocean floor.
- Fixed a bug where /stick and /follow were breaking too easily while going up and down hills.
- You may now bind game actions to the 'extra' mouse buttons on the side of many newer mouse models (referred to as 'Mouse4' and 'Mouse5').
- (TOA Only) The options menu will now contain a list of valid resolutions for your monitor/video card, to support newer widescreen-style monitors.
- We have made optimizations to crossing zone boundaries to reduce pauses/hitches when crossing from one zone into another.
- Characters will now move into the proper polearm attack stance when wielding the Lucerne Hammer Polearm Legendary Weapon.
- Trying to purchase an item from a consignment merchant and being refused for not having enough money will no longer result in the item being removed from Market Explorer searches. We strongly recommend that all players with a consignment merchant go to their merchant and use /listmerchant to refresh their listings in the consignment market.
- /ignore will now work in battlegroups.
ITEM STAT REPORTING
- To make loot distribution easier, you can now print item stats automatically to the guild, group, chatgroup, and battlegroup chat channels.
- To use this feature, drag an item from your backpack to the chat buffer. It will print the delve information of the item to your current outgoing chat channel.
- You will be able to use item chat delve in ToA, SI, and Classic interfaces.
STAT CAP BONUS NOTES
As most of you know, Trials of Atlantis features many powerful items and artifacts that give very strong bonuses to new special buffs created just for the expansion. These buffs were to casting/melee/archery haste, casting/melee/archery damage, combat style damage, and archery/casting range. Since the expansion's launch we have become aware that by mixing and matching different Trials of Atlantis items with bonuses to these buffs, players can make their characters far more powerful than we intended. Because of this, we are now making changes to the way that stat bonuses and some buff types from ToA items are capped, as well as making changes to some of the items themselves.
- In researching this issue, we found that a 50th level character could receive up to 50 bonus stat points (the character's level divided by 1) from items, buffs, etc. Our design called for the stat cap to be set at the character's level divided by two (plus one), and we've even given this answer out in discussions and chats. Feedback from our users proved there was a discrepancy. We have fixed this bug, so now everyone's stat cap bonus will be lowered to meet the new formula. Now, a level 50 character's stat bonus cap will be 26, not the overpowered 50.
- A new cap has been added that limits the bonus from ToA items and the amount of new ToA buffs that one character can receive. Previously, characters received the full bonus. Now, they are capped to be level divided by 5, total, for each of those three buffs. So, now a level 50 character with three items that each give a +5% bonus to melee combat speed will receive a 10% bonus, cumulative, from those items, instead of 15%.
- Additionally, we have altered all Artifacts as well as many other ToA dropped items to reduce the amount of bonus they give you to these ToA-specific buffs. A list of some of these items can be found in the items section later in this patch note.
CLASS CHANGES AND FIXES
General
- Non list casters who have Wild Power will now correctly have a chance to critical hit on DD spells. Note, non list casters still do not receive the additional base chance that list casters have.
Pet Classes
- Direct damage (including PBAOE) spells cast by a pet now report whether they hit or are resisted, and how much damage they do, to their owner.
- Duration effects (such as debuffs) cast by casters, necromancer pets, or animist bombers outside of /say range (512 units) now also report the effect directly to the caster.
- Pets that cast spells that their targets resist will now report resist messages to their owners.
- Theurgist and Animist pets will no longer cast an effect graphic on the caster's current target.
Animist
- The Animist's Vent of Elemental Resistance and Vent of Physical Resistance turret lines will no longer spam the area with messages when the spells are cast or when they expire. The turrets will also now recast these spells before they expire.
- Animist turrets that cast buffs on group members now begin from a random point in the group when buffing instead of always beginning with the first group member.
- The Briar Burst line of Animist pet-cast PBAOE spells now take into account the Animist's specialization and acuity (intelligence) stat.
- Animist bomber pets now gain the benefit of ToA item bonuses for spell damage and archmagery.
- Animist bomber pets now gain the benefit of their caster's Majestic Will Realm Ability.
- The Animist's area of effect root bombers will now behave correctly when used against monsters that are already rooted, or monsters that were rooted within a minute of firing the bomber.
- The Animist's Fire and Forget root turrets, as well as their root bombers, will now behave correctly when used against monsters that are already rooted, or monsters that were rooted within a minute of firing the bomber.
- The pets from the Animist's Constraining Spirit line will now attempt to root the targets in the area even if they are already rooted.
- Forest's Core, in the Animist's Creeping Path base line, will no longer be instant casting its spell; it will now have a three second cast time.
- The Elder Sporespawn, in the Animist's Creeping Mastery spec line, will now hit its target appropriately.
- The Dancing Flame spell line, in the Animist's Creeping Mastery spec line, will now fire on its target appropriately, even if the target already has the effect.
- Animist Fire and Forget turrets no longer try to target invisible monsters.
- When summoning Animist turrets, the spell will now attempt to summon the turret correctly on the ground if the turret would be in an illegal location.
- The icons for the Animist's Constraining Spirit line have been fixed.
Bonedancer
- (Classic) The fossil guardian (Summon Bone Patroller line) will now have a visible shield when viewing the monster while running the classic client.
Druid
- We have replaced the druid's tree pet with a black bear. This change should eliminate the problems many druids had with the tree pet interfering with visibility and targeting.
Mercenary
- The erroneous print displaying to the user of Dirty Tricks has been removed.
Necromancer
- Necromancers casting petcast spells now check of line of sight visibility instead of forward arc checks. This should solve a good deal of problems with necromancer pet usability.
- Necromancers in shade mode must be within 100u of their pet when casting storms.
- Objects created by necromancers in shade mode (including siege weapons and Prescience Nodes) are no longer invulnerable.
Spiritmaster
- The Spiritmaster's spirit champion pet's spells will now all have the correct icons and casting animations.
Thane
- The Thane's direct damage line - beginning with Thor's Minor Bolt and ending with Thor's Full Lightning - has had its damage increased.
MASTER ABILITY CHANGES
- The Crystal Titan ability will now summon a Crystal Titan monster that hits for considerably more damage, has more hit points, and is higher in level.
- Leadership and Warguard should both now share the same recast timer.
- ML10 Spymaster - Blanket of Camouflauge - Fixed a bug that allowed group members to move while stealthed in some situations.
- The master ability Banestrike has been renamed to Banespike to avoid any confusion with the Valewalker spell Banestrike.
- The Battlewarder ability will now summon a Battlewarder monster that always double hits. Additionally, the Battlewarder can no longer attack any non realm associated monsters, even if they are being attacked by such monsters.
- (PvP Only) The Warlord ML ability Bolstering Battlecry now only heals the correct friendly targets (groupmate/guildmate/battlegroup member) on PvP servers.
- Convoker Master Level Ability 1, 'Summon Wood', will no longer summon elm wood boards. The percentage chance of summoning each wood type has changed as well. While Oak wood boards will now have the highest likelihood of being summoned, the Convoker will have a chance of receiving higher quality wood (up to and including duskwood).
- The Essence Flare master ability, which creates a poison in the inventory of the user, has been changed so that the poison may be used by any assassin class with an envenom skill of 1 or greater.
- Font of Power will now generate aggression similar to the recent change for Sphere of Rejuvenation.
- Grappled targets can no longer be attacked in melee (you will still be able to attack with arrows). Additionally, Grapple now correctly stuns the caster for 12 seconds. This fixes a bug that allowed the caster doing the grappling to continue casting other spells.
- Powerdrain spells (including the Convoker ML ability, Power Trap) will no longer print erroneous damage messages to players who have 0 power.
- Convokers can no longer place a Prescience Node unless the caster has line of sight to the ground target.
- Fixed a bug where certain wards, storms, and fonts would spam players with the message "You cannot attack this target"
- The Siegewrecker master ability will no longer work against doors.
- The Stormlord master ability, Focusing Winds, now has delve information.
- The Throw Weapon ML ability now checks to see if the user has line of sight to the target before firing.
- Fixed delve on 'Wave of Healing' to indicate that the target must be in the caster's line of sight to be healed.
- The following ML abilities will only work on enemy realm targets or affect attacks from enemy realm targets (enemy players or controlled pets): Chaotic Power, Leadership, Phase Shift.
- All Convoker list master abilities will now be on separate recast timers.
- The Convoker master ability, Brittle Guard, will now be on a five minute recast timer.
- Dazzling Array, Enervating Gas, Inebriating Fumes, Mental Siphon, Sense Dulling Cloud and Energy Tempest will all now share the same recast timer.
- Dissonating Ward will now have the correct recast time of 5 minutes.
- Energizing Aura and Defending Martyr will both now share the same recast timer.
- Leaping Health and Restore the Soul will both now share the same recast timer.
- Oppression, Chaotic Power and Agony Transmission will all now share the same recast timer.
- Primal Agony, Tactical Insight and Demoralization will all now share the same recast timer.
- Resilient Will, Guided Strike and Cleansing Aura will all now share the same recast timer.
- Sphere of Rejuvenation, Font of Power, Determination Field and Dissonating Ward will all now share the same recast timer.
- Tanglesnare and Poisonspike will both now share the same recast timer.
- Zone of Unmana, Inexorable Defeat and Snaring Tendrils of Power will all now share the same recast timer.
REALM ABILITY CHANGES
- Bards are now able to purchase the realm ability, Mastery of Concentration.
- Clerics are now able to purchase the realm ability, Wild Power.
- Thanes are now able to purchase the realm abilities, Mastery of Magery and Wild Power.
TRIALS OF ATLANTIS OBJECT CHANGES
- Drops received after this version that are created by the unique item generator will no longer have haste, damage, and range bonuses. This adjustment includes the following: melee haste, archery haste, spell haste, melee damage, style damage, archery damage, spell damage, archery range, and spell range. Any unique item drops received prior to this version will be changed to have reduced haste, damage, and range bonuses.
- Standard item drops (items not created by the unique item generator) will now have reduced haste, damage, and range bonuses. This adjustment includes the following: melee haste, archery haste, spell haste, melee damage, style damage, archery damage, spell damage, archery range, and spell range. Along with this change, other bonuses on each item have been increased to retain the value of the item. This change applies for new item drops and any items received prior to this version.
- Please note that item bonuses that were previously limited to being effective only versus types of mobs will continue to have those restrictions.
- For more information on these changes, please go to http://www.camelotherald.com/more/1329.shtml
ARTIFACT CHANGES
- Players will now be able to earn experience from RvR for every artifact. The PvE requirements will still work, allowing players to choose whether to continue following the PvE requirement or to engage in RvR. None of the changes involving the addition of RvR requirements to the artifacts will have any effect on Gaheris players.
- Rather than focusing on specific classes or races, the following artifacts have also been changed to earn experience from any RvR: Fool's Bow, Crown of Zahur, Scepter of the Meritorious, Tartaro's Gift, Battler, and Snatcher. The time of day requirements for earning experience for the Ceremonial Bracers and Band of Stars has been removed.
- Basic Stealth Lore, Stealth Lore, and Greater Stealth Lore have had their durations reduced to 30, 60, and 90 seconds respectively. The bonus to stealth detection granted by these abilities has also been moderately increased. The intent is to make these bonuses very effective in helping to find enemy stealthers in specific situations (for example, after an enemy stealther has killed several realmmates in an area). Currently, the bonus granted is too low with such a long duration that it's basically "always on."
- Fixed the spell, 'Aura of Magic', and the delve to 'Feather Fall' on the Cloudsong artifact.
- Damage converted via the level 6 Crocodile's Tear Ring ability will now update the player's power and endurance bars.
- Fixed archery bonuses (range and haste) to work properly with requirements (such as artifact levels).
- Fixed display of experience remaining on artifacts, so that the experience counter always resets to 0% remaining after each new level instead of displaying "50% exp earned towards level 2" immediately after getting the first level.
- Omni-Lifedrain spells (special lifedrain abilities on certain artifacts that drain life, power, and endurance) now fail if the user is at full life, power, and endurance (previously it would fail if the user was at full life, regardless of power/endurance levels).
QUICKBINDING
- To allow players to better bind their keys to player abilities, we're introducing a system of 'Quickbinding'. This allows you to bind any free keyboard key to a particular quickbar slot.
- To allow players to leave keys free to be used for quickbinding, you can now set keys in the Keyboard Config screen to 'No Key'. Select the key, and press the '[Clear Key]' button that appears. Previously, if you left a key as UNSET, a default key would be selected for it if one was free.
- These bind to a particular slot, so changing what is in the slot will change what the keypress does. You may only assign quickbinds to keys which do not yet have any action mapped to them in the normal keyboard config screen. These quickbinds are saved on a per-character basis.
(To bind a new key) /qbind bar# slot#
(To get rid of a keybinding) /qunbind bar# slot#
(To see all your current bindings) /qbind
- For example, if you put Quickcast on page 10, slot #5 of your quickbar, and wanted to bind a key to it, you would enter: /qbind 10 5
- You will then be prompted to press the key to bind this ability to.
QUIVER
- (TOA Only) We have added a new Quiver Window to allow archer classes to manage their arrows more easily. There are 4 additional inventory slots on your backpack to place arrows in, and you can pick which arrow will be used to fire next. If there are no arrows in your quiver, it will draw out of your backpack as it always has. Type /quiver to bring up the new window.
- You can now drag arrow icons (using Shift-LeftClick) from the quiver to the quickbar to hotkey switching arrow types.
NOHELP COMMAND
- We have added a new command - /nohelp. A player can use this command to prevent situations where a player outside of his or her group is healing, for the purpose of leeching experience from a monster kill, without their consent. Players can also use this command to decline any assistance from nearby Spheres of Rejuvenation and Fonts of Power.
- If /nohelp is active, the following spells and abilities will not affect the player in any way unless the caster is a member of the player's group: All heal spells and regen buffs, the Wave of Healing artifact ability, and the Sphere of Rejuvenation and Font of Power master level abilities.
- If a player casts a heal spell on a non-consenting player, the spell will complete, but instead of the actual heal taking effect, the player will be told, "That player does not want assistance", in the upper chat window.
- Spell effects will still play over non-consenting players if heal spells, Fonts of Power or Spheres of Rejuvenation try to affect them.
CLEARING COMPLETED QUESTS
- To address the issue of players maxing out their completed quest list, we have done two things. First, we have added the ability for players level 26 and over to clear out specific quests from their completed quest list. Currently a selection of quests that fall in the level 1 to 15 range will be cleared with the exception of guild track quests from levels 7 to 50. To clear a quest, speak to one of the "Quest Journalists" scattered throughout the land and they will search through all your completed quests and delete any quest that matches their list of quests and delete them for you. On Gaheris and Mordred, players may speak to any Quest Journalist, not just the one from their realm to have quests deleted.
- The second thing we have done is added a maximum level cap to the level 1-15 quests that can be cleared. The cap is 10 levels over the starting level of the quest. So if a quest can be received at level 15, only players level 15 through 25 can obtain this quest. This will prevent players from repeating quests once they have been deleted from their completed list. The exception to this rule is the level 1 through 4 trainer quests, which have been capped at level 5. These quests do not affect players beginning their guild track quests at level 7. Also, the guild track quests do not have a maximum level cap.
- Please note that this is only for quests you have previously completed. Once they have been cleared, you will not be able to do the quest again. Quests that you still have pending in your journal cannot be cleared by a Quest Journalist. Quest Journalists can be found at the following locations:
Camelot Classic
- Cotswold entrance to Camelot (Albion)
- Humberton entrance to Camelot (Albion)
- Mularn entrance to Jordheim (Midgard)
- Vasudheim entrance to Jordheim (Midgard)
- Mag Mell entrance to Tir na Nog (Hibernia)
- Connacht entrance to Tir na Nog (Hibernia)
Shrouded Isles
- Gothwaite Harbor Portal (Albion)
- Aegirhamn Portal (Midgard)
- Grove of Domnann Portal (Hibernia)
Trials of Atlantis (All Realms)
- Hall of Heroes
- Oceanus Portal in Oceanus Hesperos
- Stygia Haven
- Volcanus Haven
- Aerus Haven
TRADESKILL UPDATES
- Recipes have been added to the Hibernia Metalworking that will allow crafters to make trinkets that use strips.
- The rag doll, bedroll pillow, and scarf trinkets will no longer sell back to vendors for 100% return. Instead, the return value on these trinkets should be in line with other trinkets (98% return).
- Clothworking - A new trinket called "ruffled scarf" has been added for all material levels that uses 10 times the amount of material previous trinkets consumed, at an increased recipe timer.
- Leatherworking - A new trinket called "tooled leather saddlebag" has been added for all material levels that uses 10 times the amount of material previous trinkets consumed, at an increased recipe timer.
- Metalworking - A new trinket called "gem-studded jewelry box" has been added for all material levels that uses 10 times the amount of material previous trinkets consumed, at an increased recipe timer.
- Woodworking - A new trinket called "carved souvenir box" has been added for all material levels that uses 10 times the amount of material previous trinkets consumed, at an increased recipe timer.
- Hibernia Metalworking only - A new trinket called "ornate lantern" has been added for all material levels that uses 10 times the amount of material previous trinkets consumed, at an increased recipe timer.
- Alchemy - Dye Removal Agents for the removal of cloth, leather and enamel dyes have been added at skill level 108.
- Alchemy - Recipe icons for all dyes will now correspond to the inventory icons of dyes.
- Albion Spellcrafting - The recipe icons for the Vacuous Fervor Sigil and the Vacuous Sigil will now match the final product's inventory icon.
- Midgard Spellcrafting - The recipe icons for the Ashen Primal Rune and Ashen Rune will now match the final product's inventory icon.
- Hibernia Spellcrafting - The recipe icons for the Light War Spell Stone, Steaming Nature Spell Stone, and Steaming Spell Stone will now match the final product's inventory icon.
POTIONS AND POISONS
- Potions and poisons now have color-coded inventory and recipe icons.
- For Alchemy potions, the color coding is as follows: Stat buffs - purple bottle; Heal and health regen - red bottle; Endurance heal and endurance regen - green bottle; Power heal and power regen - yellow bottle; Damage shield - orange bottle; Attack speed/haste - blue bottle
- For Poisons, the color coding is as follows: DoTs - black vial; Strength debuffs - blue vial; Snares - orange vial; Diseases - purple vial; Miscellaneous (atk speed debuff, and others) - aqua vial
TOA USER INTERFACE CHANGES
- The combat styles window, the Spec/Ability window, and the Bank/House Vault window have now been converted to XML.
- The compass can once again be set to fully transparent (0 alpha).
TOA USER INTERFACE MODDING SUPPORT
- Custom windows now remember if they are showing or not between zoning.
- The compass window and performance meter windows no longer need to be open for the adapter values to be updated.
- The 'DontDrawWhenZero' flag has been added for VerticalStatusBarDefs
- Ten more custom windows have been added, named custom10_window through custom19_window.
- A scalar adapter for combat mode has been added, called "combat_mode".
- New XML Files - stats_spec_abil_window.xml, stats_combat_window.xml, vault_window.xml, vault_chooser.xml
- Modified XML Files - master_level_window.xml
- As with all updates to our UI modding system, this could cause problems with some custom skins. Any time you experience a user interface problem using a custom UI, please switch back to a prebuilt skin before treating it as a bug.
- We have added a new adapter, "game_time" to use as the current ingame time.
CLASSIC CAMELOT WORLD NOTES
- We have enhanced the ambient sounds in each realm's capital city.
Midgard Quests
- An End to the Daggers - There was a bug that was causing one of Geyra's Guards not to follow her. This has been fixed.
- Dark Places of the Soul - Players are now able to trade the Herbalist's Tunic of Power.
General Monsters
- Rock Giant Shamans now have a higher chance to continue casting while being attacked.
Item Notes
- Items with ablative procs and charges will now have a spell effect and buff icon to indicate when the effect has been triggered.
- The Cath Helm (Hibernia) has had its stat bonus changed from Intelligence to Dexterity.
- The Faded Gloves (Albion) will now have the correct inventory icon.
- Several common loot drops found in Keltoi Fogou have been made stackable by popular demand.
- The Aqueous Vest (Albion) has had its salvage value increased slightly to match vests of similar value.
- Cuuldurach's Remains, Golestandt's Remains, and Gjalpinulva's Remains now have a power level set to 35 for battle group treasury assignment.
- The Robes of Ghostly Light (Albion) will now salvage for a more appropriate amount of leather squares.
- The Faded Leggings (Albion) now correctly look like studded armor instead of leather.
- The Ring of False Bravado (Midgard) has been renamed to Bracelet of False Bravado to match the slot in which the item fits.
- The Fuliginous Tiara (all realms) will now salvage for a more appropriate amount of cloth squares.
- (Midgard) The Lashed Web Hauberk's salvage value has been increased.
- (Hibernia) The Loyalist's Scalemail Hauberk and Leggings have been slightly renamed to be consistent with the rest of the armor set.
- Snow vendos in Dodens Gruva will no longer drop low level weapons for Albion players.
SHROUDED ISLES WORLD NOTES
Trainers
- Lady Eve will now offer new Paladins a choice of a thrusting one-handed weapon in addition to the slashing and crushing one-handed weapons and the slashing two-handed weapon she already offers.
Hibernia Quests
- Missing Tapestry: Lilerbad's Beads of Valor have been changed to Lilerbad's Beads of Parrying. This item will now grant +2 Parry instead of +2 Valor. Blademasters who received Lilerbad's Beads of Quickness with +2 Stealth can trade them back to Lilerbad for the Lilerbad's Beads of Parrying.
- The Lost Seed: We have fixed a bug that allowed pure casters to get a second reward from Terod after they completed the quest. Players with the old staff, the Caorrunn Calbh Staff, may still talk to Terod and receive the replacement focus staff.
Krondon
- The spawn rate of all of the hall guards and patrols has been greatly reduced. This will make it easier to travel throughout Krondon's caverns to reach the boss encounters.
Item Notes
- The Charmed String Ring (Midgard) has been changed to be equipped in the ring slot as opposed to your jewelry slot.
- All Named drops from Trollheim, Avalon City, and Fomor will now have procs/charges (and weapon effects, where appropriate). This will affect pre-existing items.
- Nesnuir's Gloves (Midgard) have had the shield bonus changed to a melee haste bonus as no Midgard Studded wearers can spec in shield.
- Weapons that are dyable will now display as such in the delve information.
- Weapon enamels have been granted a level of 50, so that they may be used in the battlegroup treasure system.
- Selected level 50 and 51 bows found in the Classic and Shrouded Isles zones have been granted offensive procs. For bows selected that already had a charged effect, this change will not be retroactive.
- Balor's Remains, Xanxicar's Remains, and Nosdoden's Remains now have a power level set to 35 for battle group treasury assignment.
- Xanxicar will now drop the appropriate amount of items.
TRIALS OF ATLANTIS WORLD NOTES
Arbiters
- We have modified the way the Arbiter offers players their Master Level Paths. Previously, when players clicked on the name of the Master Level Path, they would receive a line asking, "are you [sure] you want that path", or "is that the [course] you wish to take". These keywords were causing problems for players who had completed ML 1 but hadn't chosen their path yet and said either of those words around the Arbiters.
- We have removed those two keywords. Now when a player clicks on the name of a Master Level Path (such as Warlord or Battlemaster), a dialog box will pop-up, asking the player if they wish to choose that path. Players must then either click accept (and be set on that path) or decline. When players accept, they will see a message stating that they have been given the Choose Your Path quest and that they have completed this same quest. The quest will then be removed from their completed list. This should help avoid players being given a path by accident rather than by their choice.
Hibernia Remnant Zone
- Shaiee will no longer spawn on top of her tent or in the middle of the ocean. Her adventurous days are over and she has agreed to return to her normal job inside her tent.
Quests - General
- Fruth, in the tents near the Hall of Heroes, needs someone to help him with some errands.
- Verica, in the Ruins of Atlantis, is seeking assistance in obtaining an item which will help her journey into Atlantis in search of her father.
- Oktava, in Ruinerar Atlantis, is seeking assistance in obtaining an item which will help her journey into Atlantis in search of her father.
- Athiela, in Scrios de Atlantis, is seeking assistance in obtaining an item which will help her journey into Atlantis in search of her father.
Oceanus Quests
- Players may now use the Janni Powder to combine their objects for the Naxos Society Quest (level 30-39).
- Stolen History - Champions will now be able to equip the Melos Braided Pearl Necklace. Any Paladin or Champion who received a Melos Knotted Pearl Necklace can return it to Actanei in the Melos Territory in Mesothalassa and receive a Melos Braided Pearl Necklace instead.
- Broken History - Koryna and Oleta will no longer spawn on top of each other.
- Alaeth will now reference a Bunch of Harpy Feathers instead of harpy feathers to avoid confusion among players.
Stygia Quests
- Marauding Bandits - Berserkers may now choose a one- or two- handed sword as part of their reward choices.
Volcanus Quests
- The Great Forge - Sanura can no longer be charmed.
Bounty Quests
- Bounty Quests have been added to the Trials of Atlantis for level 35 to 50 for all three realms. Speak to the residents of the Havens to learn more about these new Bounty Quests.
Oceanus Monsters
- Melos Harpers are now charmable.
Stygia Monsters
- Setian Desert Scouts will now correctly attempt to enter melee combat when interrupted.
Oceanus Encounters
- Due to player feedback, the story encounter, "The Silver Horn", has had a new function added to it. This function is for groups not wanting to wait for the full time to expire in between tiers of fighters. Players now have the ability to walk up to the Triton Announcer and /say ready. This will send out the next tier of fighters a few seconds later.
- The spell, "Weight of Atlantis", now has a small damage component. This will cause players picking up the Heavy Strongbox to take damage and be brought into combat mode, losing benefits such as stealth and speedsong.
- The shark, Razorfin, for the Alvarus' Leggings encounter will now spawn more frequently.
- Players who have the Belt of the Sun or Moon key and did not pick up the belt from the pedestal can return to the islands from which they obtained it. As long as the Belt of the Sun or Moon is not spawned you will be able to "USE" your key and receive the Belt of the Sun or Moon and credit for the respective encounter.
- Battlegroups will now receive credit for killing the Naxos Tidal Lord.
- The Phoebus Harp encounter no longer awards credit to just one player in the group or battlegroup.
- The Raging Tornado had a slight problem in its growth progress. This has been repaired and it is now alive and well.
- Sunkaio in Trial 1.1, "Lucky Survivor", would incorrectly deathblow some players participating in the encounter. This has been fixed.
- Triton treasure hunters are no longer charmable.
- Triton Shamans and Moughart will now award standard master level experience when killed.
Stygia Encounters
- Fortress of Storms has had its difficulty reduced. We have lowered the total amount of monsters across the board needed to be defeated to complete this encounter.
- Healer's Embrace - Mesedsubastet now has a much lower chance of being attacked by confused monsters.
- Scarab Wing Vest - Players must now be level 46 to speak to Tey and create the Magical Scarab-wing Gloves.
- Colossal no longer requires players to be level 50 in order to receive credit for successful completion of the encounter.
- The Golden Spear story encounter bosses Landrine, Hounthro and Jomnaer have had an engage radius placed on them. This is to prevent training into the Havens.
- Jamaluddin the Dao will now properly drop the Gem of Absorption upon death.
- Some of the Iaculus in the Stygia zones were incorrectly set to have no aggression, this has been fixed.
- Setian guards now have the appropriate Setian faction settings.
Volcanus Encounters
- The general taur population has been thinned out a bit throughout Typhon's Reach and Ashen Isles, particularly around bridges and the entrance area to Deep Volcanus. This should allow a single group a fighting chance to make their way into Deep Volcanus.
- The general population taur have had their aggression radius tuned down.
- Erinys Charms - After Samut enters the fray you will now have much more time to do battle with him. Samut's Charm effect will now always vanish after Samut perishes. Additionally, the charms will remain with Samut until he perishes after the battle begins.
- The story encounter, "A Flask", has had its difficulty reduced. The aggro range of any Taur checking for the flask carrier has been reduced. The amount of monsters in the area for the encounter has also been reduced.
- The mez spell cast by the Elite Taur Defenders has been changed so it is now on an immunity timer.
- Battler will no longer get stuck when chasing retreating players into the lava in Ashen Isles.
- Encounter 6.1 has been given a new quest name. Rather than completing the 'Rare Snake Quest', you will now complete the 'Hunt for the Haje-Uraei'.
- The story encounter, "Shades of Mist", would not properly reset in certain situations. This has been fixed.
Aerus Encounters
- The alternate ending to the Cyclops' Eye encounter has been slightly modified. Where an entire group of Cyclops would previously charge Kertom under certain conditions, now only one brave Cyclops will.
- Kratos has had his roaming area drastically reduced. He will now only roam the general area where he spawns.
- Cyclops' Eye - A bug has been found and fixed that prevented players from receiving quest credit in some cases when defeating either Kleps or Klops to obtain the Cyclops' Eye Shield.
- Upon turning in the items to Kratos, all players associated with the battlegroup will receive credit.
- Upon killing Ghita, each player associated with the battlegroup will now receive one token as opposed to a number equivalent to the players in the battlegroup.
- Ibn will no longer get stuck in Whirlwind form. Additionally, we have fixed an issue where Ibn would become unkillable and aggressive before Agne's Sword was found.
Sobekite Eternal
- Both Chath's Knight and the player Knight have been modified slightly to have an option for the Diamondback taunting style instead of the Boomslang detaunt style.
- When choosing the Horror encounter, Djedkare will now indicate to players that only 16 people will be rewarded for completing the encounter.
Temple of Twilight
- The non-trial related monsters in the Temple of Twilight will now respawn at a slower rate, allowing players to move through the dungeon with greater ease.
- The majority of the monsters outside of any of the Gorgon temples have had their spawn rate significantly reduced due to player feedback.
- It should now be easier for players to reach the pregnant cobra area of the dungeon. The amount of monsters that need to be killed to reach this area have been reduced.
- Pregnant cobras will now spawn more frequently.
- The Gremna Eel Stomach should now be easier to obtain. The Gremna Eel's will spawn more frequently and they now have a higher chance to drop the stomach.
- The molded statues and statue sentinels have been changed to always be active. This is to fix the targetting issues and the inability to do damage to these monsters.
- Antioos will only give players the 'Tasks for Antioos' quest once now. If players have received the quest more than once, it will be removed from their pending list when they receive credit for killing Medusa.
- We have fixed an issue where Medusa's temple door would sometimes not properly unlock itself after the encounter was finished.
- Sinovia has been given a ranged Damage Over Time attack to combat targets out of melee combat.
Deep Volcanus
- Players who find themselves dead at the end of any of the four Mediator Challenge encounters will have their corpses ported back to the Mediator that they spoke with to begin the encounter. This will allow players a chance to be resurrected rather than having to /release to bindpoint.
- Trial 7.2, "Know Your Opponent", has had some changes made to how the faction gaining system works. Now each member in the group will share in an equal amount of faction gain. This should help ensure that support classes will not be left behind in a group.
- Crush weapons will now do more damage to Typhon.
- The monsters used in Trial 7, Encounter 9 to take down the mystical barriers in Typhon's room have had their level lowered.
- Typhon's defense has been lowered.
- We have fixed an issue where the Katorii encounter could get stuck if an entire raid were to die or leave the dungeon before killing Katorii.
City of Aerus Encounters
- Generator Operators should be slightly easier to take down before they reach their destination.
- Trial 9.2, "Defeating Lachlen" will now award battlegroup credit as well as single group credit.
- We have fixed a bug that could cause Katri to become unkillable if her personal guard was killed before reinforcements came.
Celestius
- After a failed attempt at the final encounter, Ladon's minions will properly reset.
- We have made a change to Draco that will prevent him from despawning during combat.
Artifacts and Researchers
- We have fixed a bug that prevented Scouts from receiving the activated Guard of Valor from the Scholars.
- We have fixed a bug that prevented Friars from receiving the activated Aten's Shield from the Scholars.
- We have fixed a bug that was causing Mercenaries to receive the large version of Aten's Shield instead of the medium one. Mercenaries that received the large version will return it to Scholars Ailigean or Leron to receive their medium version.
- Due to a bug previous bug with the maubastet Tey, some players below level 46 were able to acquire (but not activate) the Golden Scarab Vest. Since credit for the encounter is not awarded below level 46 and Tey will only give one pair of Magical Scarab-wing Gloves to each player, these players are now stuck. We have put in a fix for these players so they may activate the Golden Scarab Vest. Players that are stuck may obtain credit for the Scarab Wing Vest encounter by speaking to Tey provided they meet all of these requirements: they have previously completed the Magical Scarab-wing Gloves Quest from Tey, they are now at least level 46, they have neutral faction with the maubastet, they have the Golden Scarab Vest artifact in their inventory, and they have not received credit for the Scarab Wing Vest or its encounter already.
Crocodile's Tear Ring
- Up until now, the Crocodile's Tear Ring has been inadvertantly granted to healing classes - the NPC who creates the artifact does not include healing classes in his text dialog, but accepts the artifact pieces anyways. The classes who fall into this category are: Clerics, Friars, Healers, Shaman, Wardens, and Druids. This has led to some balance problems with some healing classes' spells combined with the level 10 ability of that artifact. Instead of removing the Crocodile Tear Ring totally from these classes, we are giving them the chance of keeping the ring, but the level 10 ability for that artifact will not be available for those classes.
- If you are a Cleric, Friar, Healer, Shaman, Warden or Druid that has already activated the Crocodile's Tears Ring and no long wish to keep it, you may return it to Scholars Shamira or Khalial in Albion, Loremistresses Margit or Vendela in Midgard, and Sages Linyive or Narvla in Hibernia. They will give the above classes a locked version of the Crocodile's Tears Ring as well as a copy of Tyrus' Epic Poem so that they may sell or trade these items. Players may only perform this return once.
Traitor's Dagger and Crocodile's Tooth Dagger (Midgard)
- (Midgard) We have added axe versions of both the Traitor's Dagger and the Crocodile's Tooth Dagger. Midgard players will now be given a choice of activating these artifacts as a sword weapon or an axe weapon. For players that have already activated either of these artifacts, they may exchange their sword version for an axe version of the artifact. Please note that any levels/experience the artifact has gained will be lost when it is traded in.
- Loremistress Tyraa and Loremaster Torolf will perform the trade-in for the Traitor's Dagger. Loremaster Trygve and Loremaster Joakim will perform the trade-in for the Crocodile's Tooth Dagger.
Maddening Scalars Gloves (Midgard)
- We are aware of the fact that some Berserkers and Savages received 0 con/70 dur Gloves when they traded their chain version of the Maddening Scalars Gloves in for studded ones. To help fix the problem, we have set up another trade-in for these two classes. Berserkers and Savages with the bugged Maddening Scalars should return to Loremistress Hetha or Loremistress Marga to exchange their Gloves. This exchange may only be done once and any artifact levels/experience gained with the Gloves will be lost. Players activating the Gloves with this patch will not be able to trade in their gloves later on.
Bracelet of Zo'karat (All Realms)
- We have fixed a bug that was allowing all classes to obtain this item, although it is intended for pure casters and healing classes only. A requirement has been added to the Bracelet so that only pure casters and healing classes may equip it. Additionally, only pure casters and healing classes may activate this artifact from now on. Any class that had previously activated the Bracelet of Zo'karat and now cannot use it may return it to one of the following researchers and receive their locked artifact and book back so that they may be traded or sold to another.
Albion - Scholars Margoria or Colene
Midgard - Loremistress Tyraa or Loremaster Torolf
Hibernia - Sages Darragh or Kelleigh
Traldor's Oracle (All Realms)
- We have fixed a bug that was allowing all classes to obtain this item, although it is intended for pure casters and Friars only. Any class that previously activated Traldor's Oracle but cannot use it may return it to one of the following researchers and receive their locked artifact and book back so they may be traded or sold to another. Only pure casters and friars may activate this artifact from now on.
Albion - Scholars Margoria or Colene
Midgard - Loremistress Tyraa or Loremaster Torolf
Hibernia - Sages Darragh or Kelleigh
Aten's Shield (All Realms)
- We have replaced the Golden Flames proc on Aten's Shield with a damage shield. The Golden Flames spell was, under certain cases, causing players to not receive credit for completing encounters. We will be adjusting the spell in a future patch to give this shield a more appropriate ability.
Artifact Notes
- Trials of Atlantis introduced many new area of effect artifacts and abilities that pulse to players within a certain region. Unfortunately, affecting every player in range has proven to be unbalancing and damaging to the game, in many ways. In 1.68, we are introducing limits to the maximum number of players affected by these artifacts and abilities, to give us a balance point that we can use for these abilities.
- The maximum number of player targets affected by Radiant Aura spells is now capped at twenty.
- The Fountain of Health and Fountain of Power spells on Jacina's Sash will now affect a maximum of forty players.
- The Celestial Healing and Herbal Regrowth spells on A Healer's Embrace will now affect a maximum of forty players.
- The Aura of Kings spell on the Spear of Kings will now affect a maximum of twenty players.
- The Zahur's Aura of Magic spell on the Crown of Zahur will now affect maximum of twenty players.
- The Aura of Magic Power spell on the Cloudsong cloak will now affect a maximum of twenty players.
- Players shapechanged by the Band of Stars will no longer be able to right-click remove the effect.
- The Band of Stars will now correctly cast the shapechange, bolt, and debuff portions of the level ten spell.
- The accuracy bonus for the Skill of the Gladiators spell on Battler has been reduced.
- The weapons summoned by the Belt of the Moon will now be lost when the player logs out or dies during daytime. The weapons will remain if the player dies during the nighttime or zones to a new area.
- The weapons summoned by the Belt of the Sun will now be lost when the player logs out or dies during nighttime. The weapons will remain if the player dies during the daytime or zones to a new area.
- The resist bonuses on the cloth version of the Crown of Zahur (Albion) have been raised to 5% to match the other versions.
- The chain version of the Crown of Zahur (Albion) now uses an acuity bonus in place of the piety bonus.
- The Dream Sphere artifact (all 3 realms) has been changed so that it now levels on any mobs killed in ANY Shrouded Isles zone at night.
- The Dream Sphere's self only shapechange spell will no longer be overwritten by the group version.
- The Inversion spell on Eirene's Hauberk has been modified. It will now convert half of the spell damage received into healing. The spell is now set to be a reactive proc and will drop after converting one damage spell.
- The reactive proc on Eirene's Hauberk will now fire correctly during RVR and PVE combat.
- The Ethereal Phoebus Harp can now be equipped in the Ranged slot.
- The Ethereal Phoebus Harp (Hibernia) will now be equipable by Bards and will no longer give the "you have no skill in that weapon" message.
- The Waters of Life spell from A Flask will no longer prevent players from stealthing.
- The Goddess Necklace (all realms) can no longer be held in a weapon slot.
- The Javelins of Flame summoned by the Golden Spear now work as a charged item and will no longer use ground targeting.
- Jacina's Sash will now earn experience from killing Atlantean cyclops in addition to Atlantean sphinxes and enemies from other realms.
- Weary Explorers now have the correct faction settings to allow Kalare's Necklace to gain experience off of hunting them. Additionally, Kalare's Necklace can now earn experience from the following monsters: Lethos the Unifier, Advisor Timanthes, Advisor Zarlanthus, Advisor Gyges, and Advisor Anzelm.
- The Maddening Scalar gloves will now earn experience in the frontier dungeons.
- The Malice weapon proc on the Malice's Axe artifact has been changed to debuff a percentage of the target's buffed stats.
- Mariasha's Sharkskin gloves will now fire both the damage over time and the disease spell correctly.
- Sebak now has an increased chance to drop the Nailah's Robe artifact.
- Radiant Aura (Crocodile Tear Ring level 10 ability) now only works on players and controlled monsters (pets and charmed monsters). Guards and other realm friends will no longer be affected.
- Radiant Aura will now work on controlled monsters after the first pulse (previously pets would not keep up with Radiant Aura'd speed songs).
- The Scepter's Boon spell on the Scepter of the Meritorious will no longer be cancelled when pulsing spells are cancelled. It will also no longer be displayed in the Bonuses window.
- Scepter of the Meritorious is now set to the correct duration and the pulsing effect was removed.
- The Traitor's Dagger now has a higher chance to proc the level five spell. Additionally, the summoned vampiric mist now has an increased chance to cast its lifetap.
- Traldor's Oracle - The Friar version of this artifact has had the melee haste and style damage each reduced by 1%. The piety bonus has been increased by 3.
- The Harpy Feather Cloak - The melee haste on the cloak has been reduced by 5%. The parry skill bonus has been increased by 1.
- Mariasha's Sharkskin Gloves - The archery haste and archery range bonuses on the gloves were each reduced by 2%. The slash, crush, thrust, heat, cold, and energy resistance bonuses have been increased by 1% for each.
- Scepter of the Meritorious - The melee damage bonus on the Scepter was reduced by 3%. The strength and dexterity bonuses have been increased by 2.
- Fool's Bow - The archery haste, archery range and archery damage bonuses on the Bow have been each reduced by 2%. The Dexterity and Quickness bonuses were each increased by 2 and the archery skill bonus was increased by 1.
- Aten's Shield - The summoned trident of golden flame has had the melee haste bonus reduced by 2%. The hit point bonus has been increased by 8 hit points and the strength bonus has been increased by 4.
- Eirene's Chest piece - All versions of the chest piece that have Style damage and Melee damage, had each of those bonuses reduced by 1%. The crush and thrust resist bonuses were each increased by 1%. Each version of the chest piece that have spell range and spell Damage bonuses had each of those bonuses reduced by 1%. The crush and slash resistance bonuses were each increased by 1%.
- The Scorpions Tail - The spell haste bonus on the ring has been reduced by 2%. The power percentage bonus has been increased by 1%, and the armor factor bonus has been increased by 2.
- The Golden Spear - The melee haste bonus was reduced by 1% and the style damage bonus was reduced by 4%. The strength bonus was increased by 2, the dexterity bonus was increased by 2, and the slash, crush, and thrust resistance bonuses were each increased by 2%.
- Nailah's Robe / Vest - The spell range and spell damage bonuses were each reduced by 1%. The crush and thrust resistance bonus were each increased by 1%.
- Crocodiles Tooth - The melee haste bonus was reduced by 3%, the Style damage bonus was reduced by 2% and the Melee damage bonus was reduced by 1%. The Strength and Dexterity bonuses were each increased by 6.
- Snake charmers Whip - The melee haste bonus was reduced by 2%, and the melee damage bonus was reduced by 1%. The heat, cold, energy, matter, body, and spirit resistance bonuses were each increased by 1%.
- Snake charmers Greave - The melee haste bonus was reduced by 2%, and the melee damage bonus was reduced by 1%. The heat, cold, energy, matter, body, and spirit resistance bonuses were each increased by 1%.
- Snake charmers Scythe - The melee haste bonus was reduced by 2%, and the melee damage bonus was reduced by 1%. The heat, cold, energy, matter, body, and spirit resistance bonuses were each increased by 1%.
- Golden Scarab Vest - All versions of the vest that have archery range and archery damage bonuses had each of those bonuses reduced by 1%. The crush and thrust resist bonuses were each increased by 1%. Each version of the vest that had the style damage and melee damage bonuses had each of those bonuses reduced by 1%. The crush and slash resistance bonuses were each increased by 1%.
- Battler / Magma Battler - Each version of the Battler / Magma Battler had the melee haste bonus reduced by 2% and the melee damage bonus reduced by 1%. The slash, crush and thrust resistance bonuses were each increased by 1%.
- Bruiser / Magma Bruiser - The versions of Bruiser with melee haste and style damage had each of those bonuses reduced by 1%. The spirit and energy resistance bonuses were each increased by 1%. The remaining versions of Bruiser / Magma Bruiser were unaffected.
- Jacina's Sash - The spell piercing bonus on the sash was reduced by 1%. The spell duration bonus on the sash was increased by 1%.
- Braggarts Bow - The archery haste bonus was reduced by 3%, the archery damage bonus was reduced by 2%, and the archery range bonus was reduced by 1%. A bow skill bonus of 3 was added.
- Guard of Valor - The damage, range, and haste bonuses were reduced to 4%. Two of the score cap increase bonuses were increased by 1.
- Belt of the Sun - The sun weapons Melee damage, and Style damage bonuses were each reduced by 1%. The sun weapon melee haste bonus was reduced by 5%. The skill bonus was increased by 1 and the strength bonus was increased by 6.
- Belt of the Moon - The Moon weapons had the spell haste bonus reduced by 2%. The power percentage bonus was increased by 1%.
- Phoebus Harp Necklace - The summoned harp had the spell haste bonus reduced by 3%. Matter, body and spirit resistance bonuses were added at a 2% value.
- Bracelet of Zo'arkat - The spell range bonus was lowered by 2%. The matter, body and spirit resistance bonuses were each increased by 1%.
Item Notes
- We have fixed some problems where the monsters in Necropolis were not dropping scrolls correctly.
- Loukas' Journal, Vol. 1 and 2 will now correctly display the partial story when interacted with.
- The Maddening Scalars level ten spell will now correctly shape-change the player and cast the buff spell.
- All weapons summoned by the Crocodile Tooth Dagger will now be the correct level.
- Bence's Letter, 1 of 3 was dropping from rare and difficult to reach mobs. The scroll has been added to setian sandscryers, setian tremorlings, and setian sandstrutters that are more accessible and common.
- Dream Gem scrolls can now be sold as there is not a corresponding artifact.
- The Ancient Transmuter now sells greater infectious serum instead of greater lethal venom.
- Weapons that are dyable will now display as such in the delve information.
- The blank bonus on Akil's Fury (Hibernia) has been set to a Dexterity bonus.
- The Empathy bonus on the Whirling Song Leggings (Hibernia) has been replaced with a Charisma bonus.
- The Hammer of the Scaled now has the correct chance to proc as well as a particle effect.
- The Dreadfin Dire Sword now has the correct chance to proc.
- The Oceanus chests will now create appropriate level two-handed axes for Warriors.
- The duplicate Slash Resist bonus on the Worked Wormhide Bracer has been changed to Spirit Resist.
- The Miasmic Sword (Midgard) will now give a bonus to Sword instead of Two-handed.
- The Qebehsenuef's Leggings of Dread (Midgard) now has a bonus to Piety Cap instead of a bonus to Intelligence Cap.
- The duplicate Strength bonus on the Cudgel of the Whispering Wind (Albion) has been changed to a Constitution Bonus.
- The melee haste bonus on the Lightning Etched Vest (Hibernia) has been changed from 0% to the correct value.
- The Bow of Apollo (Midgard) now grants a bonus to Composite Bow instead of Longbow
- The Runed Wind-wrought Pants (Albion studded) now use enamel dyes instead of leather dyes
- The Gloves of the Cryth (Hibernia) no longer have a requirement for the bonus to healing effectiveness.
- The Mace of the Zenith (Hibernia) will now look like and be wielded as a 1 handed mace.
- The Magus Staff of the Chasm, Magus Staff of the Gale, Magus Staff of the Blaze, and Magus Staff of the Depths can now be recharged.
- The Lightning Etched Studded Vest (Albion) has had its bonus to melee combat speed increased to 5% from 0%.
- Sadri the Traitor (Midgard) will no longer drop staves with bonuses to piercing.
- Hapy's Jewel of Dread has had its Piety bonus changed to an Acuity stat bonus.
- The Cyclopean Cloud Skewer (Midgard) has had its stats changed to be appropriate for a hunter instead of casters.
- The Echo of Imsety (Stygia) will now drop Scale armor instead of chain for Hibernian players.
- The Hibernian and Midgard versions of the Azar's Guard shield have had their reactive proc changed to a charged ability to bring them in line with the more useful Albion version. This will affect pre-existing items, but they will start with zero charges and need to be recharged.
- Hapy's Jewel of Dread (Hibernia) now increases the acuity stat instead of piety.
- Imsety's Gloves of Dread (Hibernia) now increase intelligence instead of piety.
- The Choker of the Zephyr now increases power percentage in place of a duplicate power cap bonus.
- The Ring of the Deep (quest-related item) now has the proper ring inventory icon.
- The Bow of the Whispering Wind (Albion) will now drop with a slower attack speed. The existing versions of this item will not be changed.
- The Bow of Silent Oblivion (Hibernia and Albion) will now drop with a slower attack speed. The existing versions of this item will not be changed.
- The Mystic Runed Defender (All Realms) and the Golden Runed Defender (Midgard/Hibernia) have had their strength bonuses increased slightly to be more appropriate to the level of the item.
- The Heart of Volcanus named drops will now have the correct 90 second re-use timer and recharge cost for all charged items.
- The Aura of Armoring reactive proc on the Guard of Valor will now stack with all types of armor factor buffs.
- The healing bonus on the Salamander Skin Drum (Albion) has been removed. The remaining magical bonuses have been increased.
- The Corroded Circlet of Sutekh (Midgard) now increases quickness instead of piety, and parry instead of staff.
- The Runemasters Staff of Sand (Midgard) will no longer display two "Usable by" fields.
- The Vest of Reveries (Hibernia) no longer has a requirement associated with its bonus to constitution.
- The Mace of Blood (Hibernia) now has a bonus to Constitution to replace the blank stat bonus.
- Volcanus items will no longer have "vs. mob type" requirements for stat or resistance bonuses.
- The blank resistance bonus on the Enchanted Runed Defender (Albion) has been set to thrusting resistance.
- The Constitution bonus on the Lightning Etched Mail Hauberk (Albion) is now correctly set to 15 points.
- The Staff of Blood for all three realms now has a Lifetap charge.
- Naxos's Tidal Sword (Hibernia) now correctly gives a bonus to large weaponry instead of blades.
- The Storm Struck Bow (Albion) now gives a bonus to Longbow instead of Bow.
- The Thunder Skin drum (Hibernia) is now able to be equipped by Bards.
- The Rod of Kepa (Midgard) is now set to the correct dps.
- The constitution bonus on the Lightning Etched Mail Hauberk (Midgard) is now correctly set to 15.
- The intelligence bonus on the Shadow-bound Pants (Midgard) has been changed to piety.
- The Wind-dance Lute (Hibernia) is now equipable by bards.
- The Belt of the Clouds (All Realms) has had an Arrow Damage bonus added, to bring it to a more appropriate level.
- Azar's Defense (Albion) will now appear to be a small shield, instead of a studded helm.
- The Bow of the Whispering Wind (Midgard) will now drop with a slower attack speed. Existing bows will not be changed.
- The Bow of Silent Oblivion (Midgard) will now drop with a slower attack speed. Existing bows will not be changed.
- (Pendragon Only) The Bow of the Whispering Wind (Albion) has been adjusted to be consistent with established bow speeds. This change only applies to newly dropped versions of the bow.
- The Bows of the Blaze (All Realms), Bows of the Chasm (All Realms), and the Bows of the Depths (All Realms) have had their bonuses adjusted to be more beneficial to archers.
- The Magma Infused Defender shield (All Realms) has had its proc changed so that it is triggered when the shield is used as a weapon.
- Abstrusus Gantelet (Albion) now increases piety and dexterity, instead of intelligence and strength.
- Future drops of the Albion caster version of the Storm Struck Staff will drop with the correct magic bonus. This change does not apply retroactively to existing staves, but players with a 0% bonus staff can still have the magic bonus applied by an NPC enchanter.
- The Legs of the Mutilator has had its second bonus to Dexterity changed to Quickness.
- The Conflagrant Short Sword (Albion & Hibernia) and the Conflagrant Hatchet (Midgard) have had their proc damage increased slightly.
- The Voltaic Great Hammer, Voltaic Great Sword, Voltaic War Pick, Voltaic Hooked Spear, and Voltaic Battle Spear have had their proc damage increased slightly.
- Lucky Failm (Hibernia) now increases charisma instead of intelligence.
- Pants of the Transfixer (Hibernia) now increase quickness in place of a second dexterity bonus.
- The particle effect on the Elven Dagger of the Breeze (Hibernia) has been changed to one that should fit the blade better.
- The bonuses on the Call of the Desert Leggings (Skald) have been changed. The casting haste is now melee haste and the heal bonus has been changed to score cap - charisma.
- The Statuesque Eye (all realms) has been adjusted to have the proper amount of imbue points.
Partial List of Item Changes
- The following is a partial list of items changed that had a significant bonus reduction for damage, range, or haste.
- The Shawl of Clouds (all realms) now has the following bonuses: Constitution 15, Spell Damage 2%, Power Cap 10, Matter Resist 6%, Slashing Resist 9%
- The Sash of the Calm (all realms) now has the following bonuses: Dexterity 15, Spell Damage 2%, Armor Factor 16, Spirit Resist 6%, Debuff Bonus 10%
- The Bracer of Snow now (all realms) has the following bonuses: Acuity 24, Spell Range 2%, Casting Haste 2%, Body Resist 9%, Spell Duration 10%
- The Belt of Thunder (all realms) now has the following bonuses: Melee Damage 2%, Constitution 22, Energy Resist 8%, Spirit Resist 8%, Body Resist 6%
- The Belt of the Zephyr (all realms)now has the following bonuses: Spell Damage 2%, Constitution 22, Energy Resist 8%, Spirit Resist 8%, Body Resist 6%
- The Ring of the Torrent (all realms) now has the following bonuses: Casting Haste 2%, Crushing Resist 11%, Slashing Resist 10%, Thrusting Resist 10%
- The Cyclone Bracer (all realms)now has the following bonuses: Melee Haste 2%, Crushing Resist 11%, Slashing Resist 10%, Thrusting Resist 10%
- The Ring of the Cyclone (all realms) now has the following bonuses: Acuity 15, Spell Range 2%, Power Percentage 10%, Energy Resist 9%, Hit Points 40
- The Bracelet of the Zephyr (all realms) now has the following bonuses: Spell Range 2%, Dexterity 18, Matter Resist 8%, Cold Resist 8%, Fire Resist 8%
- The Bracer of Thunder (all realms) now has the following bonuses: Style Damage 2%, Strength 18, Matter Resist 8%, Cold Resist 8%, Fire Resist 8%
- The Gem of the Twilight (all realms) now has the following bonuses: Style Damage 2%, Dexterity 16, Body Resist 8%, Envenom skill 4, Hit Points 52
- The Great War Hammer of Detonation (Midgard) now has the following bonuses: Hammer 3, Hit Points 64, Hits Cap 56, Score Cap: Constitution 6, Melee Damage 2%
- The Great War Axe of Detonation (Midgard) now has the following bonuses: Axe 3, Hit Points 64, Hits Cap 56, Score Cap: Constitution 6, Melee Damage 2%
- The Great Spear of Detonation (Hibernia) now has the following bonuses: Celtic Spear 3, Hit Points 64, Hits Cap 56, Score Cap: Constitution 6, Melee Damage 2%
- The Ancient Forged Vest (Midgard) now has the following bonuses: Left Axe 3, Score Cap: Constitution 8, Score Cap: Dexterity 9, Melee Damage 2%
- The Mace of Detonation (Albion) now has the following bonuses: Crush 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Great Hammer of Detonation (Albion) now has the following bonuses: Melee Skill All 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The War Pick of Detonation (Albion) now has the following bonuses: Melee Skill All 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Mace of Detonation (Albion) now has the following bonuses: Crush Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Dagger of Detonation (Albion) now has the following bonuses: Thrust Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Blade of Detonation (Albion) now has the following bonuses: Slash Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Chain of Detonation (Albion) now has the following bonuses: Flexible Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Long Hammer of Detonation (Albion) now has the following bonuses: Melee Skill All 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Glaive of Detonation (Albion) now has the following bonuses: Melee Skill All 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Great Hammer of Detonation (Midgard) now has the following bonuses: Hammer Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Great Axe of Detonation (Midgard) now has the following bonuses: Axe Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Hammer of Detonation (Midgard) now has the following bonuses: Hammer Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Fang Greave of Detonation (Midgard) now has the following bonuses: Hand to Hand Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Battle Axe of Detonation (Midgard) now has the following bonuses: Axe Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Moon Claw of Detonation (Midgard) now has the following bonuses: Hand to Hand Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Great Hammer of Detonation (Hibernia) now has the following bonuses: Large Weapon Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Spear of Detonation (Hibernia) now has the following bonuses: Celtic Spear Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Adze of Detonation (Hibernia) now has the following bonuses: Piercing Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Hammer of Detonation (Hibernia) now has the following bonuses: Blunt Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Blade of Detonation (Hibernia) now has the following bonuses: Blades Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
- The Scythe of Detonation (Hibernia) now has the following bonuses: Scythe Skill 3, Strength 19, Constitution 22, Score Cap: Strength 9, Style Damage 2%
FOUNDATIONS NOTES
- New Trials of Atlantis bonuses are now available for searches via the Market Explorer.
- We have added ambient sounds to the player housing market areas, stables, and forges.
- Esbeth, the Tailor Tradeskill Master in the Arothi marketplace will now correctly promote players to the next tradeskill level.
- The Bane Merchants and the Potion, Tincture, & Enchantment Vendors now have a random chance of saying their idle chatter to players instead of saying it every time.
Trials of Atlantis Trophies
- Players can now make trophies from 9 final Trial encounter monsters, as well as barracudas from the waters of Atlantis. New taxidermists and apprentice taxidermists have been added to the housing zones in each realm to create the trophies. Speak to the following NPCs in the housing zones to create your trophies for Cetus, the Runihura, Medusa, Martikhoras, Ammut, the Chimera, Typhon, Talos, and the Phoenix. The apprentice taxidermists will create barracuda trophies.
Albion - Ectant Dinailaine, Ilphrae Dinailaine, Jhanva Dinailaine, Airyn Dinailaine, Ybaedric Dinailaine
Midgard - Frolder, Warmir, Hudi, Thieya, Aenda
Hibernia - Sannan, Sabrea, Sionyn, Sadoc, Sioned
COOPERATIVE AND PVP SERVERS
- Players on the PvP and PvE servers will now get the option to teleport to all three major Realm Frontier Gates when using the Djinn Stones in Atlantis.
- The Albion Decorator for the Mordred and Gaheris servers will now have a Grandmaster Merchant token available to purchase.
Artifacts and Researchers
- There was a bug that was allowing players on Gaheris and Mordred to turn in certain locked artifacts to other realms' researchers. Because the researchers are set up to only deal with their realm's players, they would not accept the completed book from players of other realms. This left these players thinking they were now stuck, their artifact gone, and the activation quest pending. Players in this situation should take their completed book to their realm's researcher and turn it in to receive their activated artifact. From now on, players on Gaheris and Mordred will only be able to turn in their locked artifacts to their own realm's researchers.
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Dark Age of Camelot
Version 1.69 Release Notes
April 14, 2004
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NEW THINGS AND BUG FIXES
- Client performance caused by spell effects, encountering new players/monsters, and large battles should be greatly improved, especially on Windows XP systems.
- Optimized speed of zoning between two different worlds (Shrouded Isles to Homeland, etc).
- When attempting to repair a door without enough wood, you will now receive a message informing you of the number of wood units you need and the number of wood units you currently have.
- Speed of the Realm, the spell cast by each realm's hastener NPCs, has had its duration increased to 4 minutes. This should allow players to make it to the first keep in their frontiers before the spell expires.
- Other speed spells or songs will no longer overwrite Speed of the Realm.
- Self targeted "no recast" spells, such as self bladeturns, should now overwrite group pulsing bladeturns even during the 2.5 second no recast period.
- Enemy realm targeted spells can now be cast on targets you're dueling.
- Group-targeted spells and abilities now properly check for the distance of any pets of group members when casting.
- Point blank area of effect spells no longer fail if the caster has an object targeted.
- Focus spells now properly drop their effects when the caster is the victim of a crowd control spell.
- Endurance drain spells now report, "Your target's stamina wavers!" to the caster/proc beneficiary.
- Non list casters who have a spell list (usually by choosing a master level track) should now once again have their spell timers updated correctly.
- The stun component on the Albion thrust style, Dragonfang, has been reduced to 5 seconds.
- Dual wield type styles which have a self targeted spell effect should now fire even in the case that the second attack in the dual wield strike fails for any reason (target dead, out of range, etc).
- Legendary weapons made before 1.68 will now have reduced melee, spell, and archery damage bonuses. This change has been made to bring these items in line with the new guidelines established for Trials of Atlantis objects in Version 1.68. For more information, please visit http://www.camelotherald.com/more/1329.shtml.
- The damage over time "proc" on the Fool's Bow artifact will now fire correctly.
- The Restoration ability will now only convert healing to endurance based on the actual amount healed. A full health character who receives a heal will no longer gain endurance with this ability.
- Artifacts no longer incorrectly report experience gains from grey con monsters.
- Staves with +All Magic skills no longer give double Druid Nature skill bonuses.
- The Jerkin of Withering now reports endurance loss properly to the target.
- Items owned by their owners with heal procs no longer check for /nohelp.
- Players with /nohelp on will no longer be affected by the Crocodile's Tear Ring.
- Pets are treated as their owner for the purposes of the /nohelp command.
- With no quiver slot selected, a player's highest ammo slot in their inventory will always be chosen.
- When you successfully stick/follow/face someone, Run Lock will be automatically disabled so it does not kick back in after the target is no longer valid to follow (such as after the target player/monster dies).
- If you attempt to stick/follow/face someone and it fails, you will no longer stop following your previous target.
- When riding on horses, your arrow keys will no longer move the camera around (unless you are in mouselook mode or have mouselook toggle pressed down). Arrow keys will move the camera by default only when riding on a boat.
- Fixed an issue where spamming a key bound to a quickbar macro could make the macro (such as /qbar) fire incorrectly.
- (ToA Only) When running in windowed mode, the resolutions 800x600, 1024x768, 1152x864, and 1280x1024 will always be available to select, even if your video card does not report them as available resolutions.
- (PvP Only) Necromancers on PvP servers can now attack one another when one or both necromancers are in shade form.
- (PvE & PvP Servers) Using something other than a left axe in your off-hand as a shadowblade or berserker will no longer allow you to dual wield.
- (PvP Servers) Players will now correctly receive realm points when killing a player who is riding a boat.
- Boats can no longer be dropped in dungeons.
New Commands and Command Changes
- We have added the /gc logins command. This command will toggle a flag on your character which will send a text message informing you whenever a member of your guild (who isn't anonymous) logs on or off.
- The /who command has been altered to show a [CG] and a [BG] next to players' names who are the leaders of a public chat group and battlegroup respectively.
- The /who command now allows multiple different search filters at once. For example, typing /who 40 50 Wizard Emain Dragonhearts would list all of the level 40 through 50 Wizards currently in Emain Macha with a guild that matches the "Dragonhearts" filter.
- Any member of a public chat or battle group can now invite other players to join.
- A member count has been added to the /bg status command.
- You can now save your default camera position to your own setting. Place your camera where you want it to be, and type "/setcamera". To erase your custom settings, use "/resetcamera". Once you set a new camera position with /setcamera, you can move your camera back to that position by pressing the 'Reset Camera' key. This setting is saved on a per-character basis.
- We have added slash commands for "/bonuses" and "/journal" - these commands do the same thing as if you had clicked on the respective buttons on the Command Window.
- Added a new slash command: "/quiver dump" - it will take any arrows in your quiver and drop them on the ground.
Interface Changes
- (ToA Only) The group and minigroup windows will now display endurance for each group member.
- (ToA Only) A new group buffs window has been added to let you see all of your groupmates' buffs. The new window can be opened with the button on your large group status window.
- Attempting to trade a no-trade item will automatically set the repair flag for the recipient of the trade. If the target can't repair the item or removes the repair status, any no-trade item will be removed from the trade.
- Quality and Condition have been added to shield chat delves.
- Speed has been added to weapon and shield full delves.
- Power percent bonuses now display in the BONUSES window.
- Right clicking on a Combat Style icon will now display the name of the Previous Style requirement if there is one (before, it would simply show that there was a previous style required).
- You will now receive a pop-up confirmation box when using a realm ability respec.
- (ToA Only) The Vault has been changed to optionally have a "Page Mode" where you can view only items on a certain page, for those players who like to organize their personal and house vaults by pages.
- You will now get an icon at the top of your screen if you are being protected, guarded, and/or intercepted. Right clicking on this icon will display who is doing the action to you.
- (ToA Only) A "Quiver" button has been added to the Combat Style page to allow you to bring up your quiver (instead of typing /quiver).
- The text of a macro will no longer be added to the list of previously entered commands (accessed by pressing "Shift-Up").
Realm v. Realm
- Both of the tower doors on Caer Benowyc can now be used to enter the tower by Hibernians when Hibernia controls the keep. (Previously, one did not work)
- Relic capture messages now display once to everyone in every zone.
- Keep capture messages now display once and only once to everyone in every zone.
CLASS CHANGES AND FIXES
General Changes
- We?ve added pet cure mesmerize spells for Necromancers, Bonedancers, and Animists. Necromancers will receive Dead Awakening in their baseline Painworking line. Bonedancers will receive Free Spirits in their baseline Bone Army line. Animists will receive Purifying Rain in their baseline Verdant Path line.
Archer Changes
- We have given archers a new ability called Sureshot that is available at 45 bow specialization for Hunters, Rangers, and Scouts. When Sureshot is toggled on, the archer will brace herself against attacks from range, giving her a 100% chance of not being interrupted by any ranged attack, including arrows and spells. Because the bow is being fired from a less natural position, the damage from each arrow is halved. Sureshot cannot be used with Rapid Fire, Critical Shot, Longshot, or Volley. Penetrating Arrow benefits will count towards arrowed fire using Sureshot.
- Increased the buff spells for both Hunters and Rangers to bring them more inline with those available from buffing classes. Hunter?s Frenzied Spirit and Heart of the Lynx lines have been adjusted upwards, as has Ranger?s Sharpened Senses line.
Healing and Buffing Class Changes
- Spread heal spells for the Healer, Druid, and Cleric will no longer overwrite each other in the character's spell list as the character progresses in specialization. As new spread heals are obtained through specialization, the old spread heal spells will remain on the healer's list. This will allow healing specced clerical classes the option of casting a lower level version of spread heal in situations where the power cost of the higher level spread heal might be prohibitive.
- New buff spells have been added for the three primary buff classes in the game (cleric, shaman, and druid). These spells are point blank area of effect buffs that affect up to 40 targets within a radius of 1000 units, and which are about 50% as effective as their concentration counterparts on the same lists and have a 10 minute duration. These new buff spells are intended to help more characters have access to buffs in RvR and on PvE raids.
Cleric - Enhancements Spec Line
34 Archangels Allotment (Strength/Constitution)
45 Archangels Apportioning (Strength/Constitution)
39 Benefit of the Archangel (Dexterity/Quickness)
49 Bounty of the Archangel (Dexterity/Quickness)
30 Acuity of the Council (Acuity)
41 Acuity of the Congregation (Acuity)
Shaman - Augmentation Spec Line
35 Dispersal of the Deep (Strength/Constitution)
45 Partitioning of the Deep (Strength/Constitution)
36 Shadow's Blessing (Dexterity/Quickness)
46 Shadow's Endowment (Dexterity/Quickness)
30 Alacrity of the Deep (Acuity)
41 Clarity of the Deep (Acuity)
Druid - Nurture Spec Line
33 Strength of the Wildwood (Strength/Constitution)
43 Strength of the Hinterland (Strength/Constitution)
38 Hurricane's Dance (Dexterity/Quickness)
48 Typhoon's Dance (Dexterity/Quickness)
30 Nature's Enlightenment (Acuity)
41 Nature's Sapience (Acuity)
- We have added buff shearing spell lines to the Shaman, Druid, and Cleric buffing lines. These spells are designed to be used offensively against enemy realm targets to remove one of their buffs. Characters who have a buff enhancement ripped off them via these spells will also take some damage due to the buff shearing effect (except in the case of Cleric and Shaman Constitution shearing, which will result in a natural drop in hit points). Characters who do not have a buff removed will not be damaged. Any buff that a player has cast on himself (whether concentration or timed) will not be affected by buff shearing. The Shaman spells have a bonus to casting speed, the Cleric spells have a bonus to range, and the Druid spells have a bonus to damage.
Cleric - Enhancements Spec Line (Single Target)
31 Piety Sequester (Acuity)
32 Adroitness Commandeer (Dexterity)
33 Embodiement Annex (Constitution)
35 Brawn Appropriate (Strength)
36 Endowment Seize (Strength/Constitution)
38 Deftness Usurp (Dexterity/Quickness)
Cleric - Enhancements Spec Line (Area of Effect)
42 Piety Bounce (Acuity)
43 Adroitness Eradicate (Dexterity)
44 Embodiement Banish (Constitution)
47 Brawn Unloose (Strength)
48 Endowment Dispossess (Strength/Constitution)
50 Deftness Irrupt (Dexterity/Quickness)
Shaman - Augmentation Spec Line (Single Target)
28 Acuity Cut (Acuity)
31 Dexterity Fragment (Dexterity)
33 Constitution Hash (Constitution)
34 Strength Lop (Strength)
37 Potency Whack (Strength/Constitution)
39 Agility Trunc (Dexterity/Quickness)
Shaman - Augmentation Spec Line (Area of Effect)
40 Acuity Slash (Acuity)
43 Dexterity Mangle (Dexterity)
44 Constitution Clip (Constitution)
47 Strength Hack (Strength)
48 Potency Sever (Strength/Constitution)
50 Agility Mince (Dexterity/Quickness)
Druid - Nurture Spec Line (Single Target)
32 Intelligence Rupture (Acuity)
34 Fleetness Disjoin (Dexterity)
35 Willpower Dissolve (Constitution)
36 Power Cross (Strength)
37 Might Sunder (Str/Con)
39 Nimbleness Tear (Dex/Quick)
Druid - Nurture Spec Line (Area of Effect)
42 Intelligence Gut (Acuity)
44 Fleetness Segment (Dexterity)
45 Willpower Dock (Constitution)
46 Power Unbind (Strength)
47 Might Rend (Str/Con)
49 Nimbleness Shear (Dex/Quick)
- Focus Shell spells have been added to the buffing lines of Druids, Shaman, and Clerics. These spells, which can be cast on others as well as oneself, absorb a significant amount of damage from all sources. The caster of the spell will have power drained as the focus shell is held in place, and the shell will drop if the caster moves or takes any other action. The recipient of the focus shell will not be able to take any action or use any ability, including attacking or healing, while the focus shell is up without causing the shell to fail. The recipient of the focus shell (if other than the caster) will be able to move without the shell breaking, provided they remain within a 2000 unit range of the focus shell caster and maintains line of sight. The shell will only protect against realm enemies.
Shaman - Augmentation Spec Line
41 Spirit Shell (Absorbs 70%)
Cleric - Enhancement Spec Line
46 Hand of God (Absorbs 85%)
Druid - Nurture Spec Line
47 Nature's Cocoon (Absorbs 90%)
Animist
- Animists now have a spell that will allow them to release multiple pets at a time. This spell, called "Release Clump", is available to animists at level 4 in the Creeping Path base line.
- The maximum number of turrets that an Animist can have spawned at any one time has been reduced to 15. Please note that bombers will not count towards this total. We are making this change because of the severe problems to game balance, frame rate, and server stability caused by the combination of Animist turrets and power increasing items found in Trials of Atlantis.
- Animist turrets will no longer attempt to snap to the floor when summoned underwater in dungeons.
- Animist bomber pets now check for the Phase Shift master level ability.
Friar
- The following Friar spells now have the appropriate expire messages attached to them: Shield of Faith, Shield of Piety, Shield of Devotion, Shield of Grace, Shield of Justice, Shield of Zeal, Shield of Holiness, Shield of the Sanctified, Blessing of Absorption, Blessing of Dissipation, Saint's Energy, Saint's Stamina, Saint's Persistence, and Saint's Tenacity.
Hunter
- Hunters may now attempt to find hidden enemies who have just killed one of their Realmmates via a new ability called "Call of the Hounds". To activate this new ability, the body of your Realmmate must first be selected. Then, six hounds are "called" that will sniff their way to any nearby enemies (stealthed or not). The hounds move at a very slow speed, but should they somehow catch up to a stealther, they will not attack but will bark incessantly instead. If there are no nearby enemies when this ability is used, no hounds will be summoned.
Hunter - Beastcraft Spec Line
30 Call of the Hounds
Infiltrator
- Infiltrators have been granted a single line respec as a result of the changes made to the Dragonfang thrust style this version.
Nightshade
- The damage of the Nightshade's line of shouts, Dart of Night through Lance of Night, has been increased.
Spiritmaster
- Spiritmasters can now summon Frostalf and Valkyn pets.
Warden
- Warden pulsing blade turn spells will no longer overwrite each other in the character's spell list as the Warden progresses in specialization. As new pulsing blade turn spells are obtained through specialization, the old pulsing blade turn spells will remain on the Warden's list. This will allow nurture specced Wardens the option to elect to run 8 or 10 second pulsing blade turn to save power.
MASTER LEVEL ABILITY CHANGES
- (SI and ToA Only) Master level ability runes and wards now have new art to replace the old ground target widget used for these abilities. The art is also color coded with the realm color of the person who cast it.
- The master level ability, Sabotage, will now work only on wards.
- Strafing will now remove Blanket of Camouflage.
- The master level ability, Demoralization, now correctly subtracts value from user's spec level when attacking or casting spells.
- The master level ability, Defending Martyr, has had its cast time removed. It should now be an instant cast spell.
- The master ability, Blanket of Camouflage, has been changed in the following ways: Duration increased to 10 minutes. Recast time increased to 10 minutes. Cast time increased to 20 seconds.
- The icons for combat styles in the Battlemaster master level line should now display correctly.
- The Warlord master ability, Warguard, is now a point blank area effect with a 750 radius and 35 second duration. This ability is also now on a 10 minute timer.
- Fixed a bug with the Battlewarder master ability. Convokers should now be able to cast the Battlewarder to their area of choice regardless of whether or not they have line of sight (For example, a caster in the courtyard during a keep defense will now be able to summon a battlewarder on the outside of the keep door to deter attackers). The battlewarder has also had its level and rate of attack increased.
- The Master Level ability, Agony Transmission, now reports any damage done to the caster. It also now has far less variance and (as stated in the ability's delve) also does a significant amount of damage to the caster when cast.
- The master ability, Summon Warcrystal, should no longer share the same re-use timer as the Spiritmaster's line of specialization debuffs.
- Essence Shatter will no longer strip pulsing buffs (this includes buffs received from fonts).
- If a concentration buff is stripped by Essence Shatter, the caster should have his/her concentration pool restored.
- If a focus shell is stripped by Essence Shatter, the caster should no longer continue to be power drained.
- If Essence Shatter successfully strips a buff, the name of the buff stripped is reported to the caster.
- Wood summoned by Convokers will now disappear when players log out.
- Necromancers no longer lose shade form when they lose control of Master Level ability pets.
- All master level abilities should now have delve information.
- Master level timer-based abilities will now grey icons out correctly in all situations.
TRADESKILL UPDATES
- Alchemists can now find Unique Cloth Dyes, Unique Leather Dyes, and Unique Enamels in their recipe lists at Skill 855.
- The skill check for salvaging cloth items has been changed to Clothworking rather than Tailoring.
- Alchemy - Potions, poisons, and tinctures now indicate their respective levels in recipe delves.
- Tailoring (Midgard) - Frisia will now let the appropriate classes become tailors. In fixing the problem with Frisia, it was discovered a bug that was stopping Hunters from becoming Tailors. We have fixed the problem now. Happy stitching!
- The inventory icons for the following poisons should now be correct: weak essence of weariness, essence of weariness, weak essence of lethargy, and essence of lethargy.
- "Ethereal ashes" has been renamed "ethereal ash" to properly correspond to the tradeskill recipe delve for the extraordinary behemoth potion.
- Delve information has been added to identify mob-dropped Alchemy components.
TOA USER INTERFACE MODDING SUPPORT
- Status icons no longer draw when the bound adapter's value is less than 0.
- Mini group invisible buttons no longer require Control IDs.
- Added new adapters for group endurance: "ground_endurance0" to "group_endurance8"
- New Events: ToggleQuiver
- New Events: QuiverDump
- New XML Window: Group Buffs (group_buffs.xml)
- New Event: ToggleGroupBuffs
- Adapters for all group buff icons: group_0icon0 to group_7icon29
SOUND UPDATES
- Village ambient sounds have been added to the towns and villages across the realms.
CAMELOT CLASSIC WORLD NOTES
General
- Some new faces can be seen in each realm's portal keep. They each have a tendency to gossip and supposedly have heard rumors of some new things to come.
- Legiliwin, the Albion Arrow Merchant in Blendrake Faste, now sells arrows in addition to bolts.
Hibernia
- A new stablemaster named Carsten has been added outside the north gates of Tir Na Nog. He has tickets for the following horse routes.
Tir na Nog to Druim Ligen
Tir na Nog to Brynach
Tir na Nog to Innis Carthaig
- New horse routes have also been added throughout the realm. The new horse routes are listed below and tickets can be purchased from the stable masters at the appropriate location.
Mag Mell to East Lough Derg
East Lough Derg to Mag Mell
Tir na mBeo to Connla
Connla to Tir na mBeo
Druim Cain to Brynach
Albion
- New horse routes have also been added throughout the realm. The new horse routes are listed below and tickets can be purchased from the stable masters at the appropriate location.
West Downs to Snowdonia Fortress
Snowdownia Fortress to West Downs
Adribard's Retreat to West Cornwall
West Cornwall to Adribard's Retreat
Campacorentin Station to Adribard's Retreat
Adribard's Retreat to Campacorentin Station
East Camelot Gates to West Cornwall
West Cornwall to East Camelot Gates
East Camelot Gates to Castle Sauvage
Castle Sauvage to East Camelot Gates
Midgard
- New horse routes have also been added throughout the realm. The new horse routes are listed below and tickets can be purchased from the stable masters at the appropriate location.
Nalliten to Mularn
Mularn to Nalliten
Vasudheim to Vindsaul Faste
Vindaul Faste to Vasudheim
Vasudheim to Huginfel
Huginfel to Vasudheim
Mularn to Svadud Faste
Svasud Faste to Mularn
Huginfel to Raumarik
Raumarik to Huginfel
Quests - General
- For those of you who have been eagerly awaiting the next round of tradeskill quests, they are finally here! Crafters should make it a point to visit their capital city trainers to obtain these new quests. Please note that you must have completed both the 500 and 600 skill level quests before you will be able to acquire these new quests.
Quests - Albion
- The Quest Journalist will no longer remove Fortune of Few from players' Completed Quest lists.
- Wolf Pelt Cloak - Players between levels 1 and 11 that have completed this quest may return to Steward Willie for money and experience. Steward Willie will now give money and experience as part of the reward for this quest.
- New Quest - Ydenia's Crush. Level 1 (to level 11) players that can help Ydenia should speak to her in Cotswold Village.
- New Quest - Andrew's Skins - Level 3 (to level 13) players that can help Andrew Wyatt should speak to him in Cotswold Village.
- New Quest - Argus's Arrows - Level 4 (to level 14) players that can help Argus Bowman should speak to him in Ludlow
- New Quest - Godeleva's Need: Godeleva in Cotswold needs someone to help her with a small errand. Visit her in the tavern for more details (Level 2 Quest).
- New Quest - Humberton's Small Problem: Siom Felanis needs someone to help with a small problem in Humberton Village. Seek her out for more details (Level 4 Quest).
Quests - Midgard
- Lover's Circle - Quest Journalists will no longer remove this quest from players' completed quest list. Players over level 25 may once again obtain this quest.
- Sveabone Hilt Sword - Players between levels 1 and 11 that have completed this quest may now return to Gridash in East Svealand and receive money as part of the new reward for this quest. Gridash will now give money as part of the reward for this quest.
- Rinda's Lost Keys - Players between levels 1 and 11 may return to Dwarven Guard Rinda to receive an additional reward for this quest. Dwarven Guard Rinda will now give this reward as part of the quest.
- Brutal Chains - Players between levels 4 and 14 may return to the Thrall Keeper and receive an additional reward for this quest. The Thrall Keeper will now give out this reward as part of the quest.
- Bolli's Leather Supplies - Players between levels 3 and 13 may return to Bolli and receive an addiitonal reward for this quest. Bolli will now give out this reward as part of the quest.
- Bluebell's Disappearance - Players between levels 4 and 14 may return to Guard Eske and receive an additional reward for this quest. Guard Eske will now give out this reward as part of the quest.
- Tric's Lost List - Players between levels 4 and 14 may return to Tric and receive an additional reward for this quest. Tric will now give out this reward as part of the quest.
Quests - Hibernia
- A rumor has recently been spreading through Hibernia that a cursed lute has surfaced and is causing problems. Kyle, the Healer in Ceannai, could use some help with this problem. If you are at least level 12, seek out Kyle if you can help him.
- Tadhg's Lost Treasure - Players between levels 1 and 11 that have completed this quest may return to Tadhg in Connla to receive an addtional reward fo rthe quest. Tadhg will now give this reward as part of the quest.
- Troya's Research - Players between levels 2 and 12 that have completed this quest may return to Troya in Howth to receive an addtional reward. Troya will now give this reward as part of the quest.
- Kylirean's New Armor - Players between levels 3 and 13 that have completed this quest may return to Kylirean and receive an additioanl reward. Kylirean will now give this reward as part of the quest.
- Youth Gone Wrong - Players between levels 4 and 14 that have completed this quest may return to Mandra and receive an additioanl reward. Mandra will now give this reward as part of the quest.
- New Quest - Nyra's Package - Level 1 (to level 11) players should speak to Nyra in Mag Mell if they can help her deliver a package.
- New Quest - Anra's Magic: Anra in Howth has lost her magic and is looking for someone to help her get it back. Visit her for more details (Level 4 Quest).
Dungeons
- The summoned weapons by the Blue Lady in Marfach Caverns will no longer leave her room.
Item Notes
- The salvage value on the Robes of Ghostly Light (Albion) has been reduced to a more appropriate amount.
- The Gold Lined Drinking Horn (Hibernia) should no longer display that it has magical bonuses in the delve.
- Slicer (Hibernia) will no longer appear to have an invalid spell attached.
- The Restless Robes (Albion) can now be dyed with leather dye instead of cloth dye.
- Delve information has been added to all respec stones to denote the type of respec for which they may be used.
- In some cases, the salvage values of stackable common loot were set incorrectly, so that it was impossible to get a salvage return. This has been corrected for all realms.
- Keelia's Protector of Music (Hibernia) now increases dexterity instead of empathy.
- All instances of the Icy Glacier Skin dropped in Albion should now be usable.
SHROUDED ISLES WORLD NOTES
Albion Monsters
- Wradech is no longer immune to physical damage.
Hibernia Monsters
- All Twisted Sylvans are now be correctly set to type - plant
- The fomorian bonic, contrad, saveast, fieralant, feralidin, annek, selbor, cruerrior, marder, smijer, krelier, skajer, shekiant, jonimar, crecher, hofscorian, alespiar, creln, grendler, balantore, ferresian, lampren, shawilet, jorober will no longer use invisible weapons.
- The balorian maccus, liosliath, and ewyn will no longer use invisible weapons.
Quests - General
- Bounty Quests (All realms) - We have placed a maximum level cap on the bounty quests in Shrouded Isles. This was done to keep higher level players from being given teasers about quests they could no longer do. The cap level was set based on when the highest level monster involved in the bounty quest turned green to players. Example: If the highest level monster involved in a level 20 bounty quest is level 21, the quest is capped at level 29 since above level 29 the monsters involved will be gray. Any bounty quests that involve monsters level 36 and over were not capped.
Quests - Hibernia
- Whatcha Gonna Do - Ailionora will now give Champions a more level appropriate reward. Champions who received the scale version of the Vine Entwined Hauberk can return to Ailionora to exchange it for the reinforced version of the reward.
Item Notes
- Delve information has been added to all respec stones to denote the type of respec for which they may be used.
- The Huleskygge bracer (Midgard) now has a power regen charge instead of an acuity buff charge.
- The Sublime Summoner Bracer (Hibernia) now uses charges instead of a weapon proc. Unfortunately players will need to recharge the shield before it can be used.
- The Bracer of Sepulchral Light (Albion) now has a power regen charge instead of an acuity buff charge.
- The Sepulchral Bardiche (Albion) will now drop with the correct material and dps values.
- (Midgard) Grip of the Troll and Troll Fingers can now be salvaged.
TRIALS OF ATLANTIS WORLD NOTES
General
- Players will no longer have a chance to get stuck in a tree on their return trip from Atlantis to Hibernia.
- (Hibernia) The Volcanus Haven guards have returned to their posts and are once again guarding the Haven.
- Martikhoras will no longer vary in level when it spawns.
- The Naxos tetrarch will no longer continue to snare players after they die and release.
- The gorgon lifesapper, guardian, spellsmith, prowler, keeper, dismantler, high warrior, and the grotesque gorgon are now all classified as female.
- Naxos wave-riders now use duration based buffs instead of concentration buffs. This change will allow players to remove a buff cast on them by a charmed Naxos.
- Abasi will now engage players in melee combat instead of attempting to fight at range.
General Quests
- Traveler Peter will now correctly give out information about Stygian quests.
Oceanus Quests
- The Secrets of Naxos (All realms) - Players on steps 12 and 13 will now receive the Bracers of the Tritons when they kill Nikoda.
Oceanus Encounters
- The Mariasha's Sharkskin Gloves encounter will now properly grant encounter credit to all group members.
- Zahur and his minions will now correctly return to their spawn point after combat is over.
- The Tablet of Atlantis Encounter should reset properly after completion or failure of the encounter.
- Alvarus' Leggings - Players who do not receive anything from Casyndra's Chest will now receive a message saying they did not find anything in the chest.
Volcanus Encounters
- The Livid Salamander will no longer assist the salamander hatchlings in battle unless he is aggro'd independently.
- Shades of Mist - The aged statue will no longer despawn when the Long Black Cloak is accidentally left to decay on the ground.
- Shades of Mist - When the Long Black Cloak is removed from the appropriate area, the criosphinxes will no longer cease combat, they will continue to pursue players normally. Additionally, if a criosphinx has stolen the cloak from a player and then chases a player outside of the appropriate area, the cloak will return to the aged statue.
- Tartaros' Staff - Players will no longer be able to engage High Priest Akil in a manner that denies the High Priest help from his siam-he portal priests.
Aerus Encounters
- When the Cyclops Eye shield drops to the ground, it will now display one message indicating this rather than several.
- Destin has been moved to a more visible location in the Aerus Haven.
- Enyalios' Boots - Players will no longer receive a Small Crystalline Phial from the creatures of Aerus if they already have one in their inventory. If players should lose or destroy their existing one, they will be able to obtain another.
- It is no longer possible to pull Danos away from his three guards when he moves to his night camp.
Sobekite Eternal
- Trial 2, Encounter 10 - The snakes outside of the temple will no longer spawn extra snakes after making a kill.
Necropolis
- The "To Become A Mummy" encounter will now apply the appropriate mummy skin for the character's race and gender.
Deep Volcanus
- You can no longer stealth by the Barriers in Deep Volcanus in Typhon's Room.
Artifacts and Researchers
- Reavers are now able to receive the activated version of the Scepter of the Meritorious.
Belt of the Sun (Hibernia)
- Bards will now automatically receive the Belt of the Sun instead of being given the choice of activating the Belt or having it returned to them. The Sages were mistakenly telling Bards that they couldn't use all the features of the Belt of the Sun, but they can.
Spear of Kings (Midgard)
- Hunters can now choose between a one-handed and a two-handed swords version of the Spear of Kings in addition to the spears version. Any Hunter that would like to trade in their spears version of the Spear of Kings for a swords version should speak to Loremaster Jorian or Loremistress Agneta. Please note any experience or levels the spears version of the Spear of Kings has gained will be lost when it is exchanged for the swords versions.
Spear of Kings (Midgard)
- With the recent change to the damage type of the one-handed and two-handed swords version of the Spear of Kings, we have set up a trade-in for players. Players may exchange their one-handed sword Spear of Kings for a two-handed sword version and vice versa. Players may only perform this exchange once. Players can also choose to return their one-handed or two-handed Spear of Kings and receive the locked artifact and Spear of Kings Tale back. These items can then be traded or sold to another player.
Crocodile's Tooth Dagger (Albion)
- A one-handed crush version of the Crocodile's Tooth Dagger has been added for Mercenaries, Reavers, Paladins and Armsmen. These classes may exchange their slashing or thrusting versions of the Crocodile's Tooth Dagger for the crushing version by speaking to Scholars Daelin or Samaya. Please note any experience or levels the Crocodile's Tooth Dagger has gained will be lost when it is exchanged for the crushing version.
Crocodile's Tooth Dagger (Midgard)
- A one-handed hammer version of the Crocodile's Tooth Dagger has been added for Warriors, Thanes, Skalds, Savages, and Berserkers. These classes may exchange their swords or axe versions of the Crocodile's Tooth for the hammers version by speaking to Loremasters Trygve or Joakim. Please note any experience or levels the Crocodile's Tooth Dagger has gained will be lost when it is exchanged for the hammers version.
Crocodile's Tooth (Midgard)
- Savages now have the choice of activating the Crocodile's Tooth as a hand to hand weapon in addition to their other choices of sword, axe, and hammer. Savages that wish to have a hand to hand version should return to Loremasters Trygve or Joakim to exchange their weapon. Please note any levels or experience your Crocodile's Tooth has gained will be lost when it is traded in for the hand to hand version.
Crocodile's Tooth Dagger (Hibernia)
- A one-handed blunt version of the Crocodile's Tooth Dagger has been added for Heroes, Champions, and Blademasters. These classes may exchange their blades or piercing versions of the Crocodile's Tooth Dagger for the blunt version by speaking to Sages Miodac or Deavin. Please note any experience or levels the Crocodile's Tooth Dagger has gained will be lost when it is exchanged for the blunt version.
Malice's Axe (Albion)
- Crushing versions of Malice's Axe have been added. Clerics and Friars may now activate Malice's Axe as a one-handed crushing weapon (Malice's Mace). Mercenaries and Reavers can now select from a slashing version and a one-hand crushing version. Armsmen and Paladins can now select from a one-handed slashing, a two-handed slashing, a one-handed crushing or a two-handed crushing version. Mercenaries, Reavers, Armsmen, and Paladins can speak to Scholars Brivela or Torradan to exchange their old Malice's Axe for a crushing version. Please note any experience or levels Malice's Axe has gained will be lost when it is exchanged for the crushing version.
Malice's Axe (Midgard)
- Hammer versions of Malice's Axe have been added. Shamans and Healers may now activate Malice's Axe as a one-handed or two-handed hammer. Warriors, Thanes, Skalds, Savages, and Berserkers may now choose from the one-handed or two-handed hammer version in addition to their other choices. Warriors, Thanes, Skalds, Savages, and Berserkers can speak to Loremistresses Hetha or Marga to exchange their old Malice's Axe for one of the hammer versions. Please note any experience or levels Malice's Axe has gained will be lost when it is exchanged for the hammer version.
Malice's Axe (Hibernia)
- Blunt versions of Malice's Axe have been added. Blademasters, Druids, Bards, and Wardens may now choose between a one-handed blade and a one-handed blunt version of the Axe. Heroes and Champions may choose between the one-handed and two-handed blunt version in addition to their other choices. Any of these classes can speak to Sages Girom or Aideena to exchange their old Malice's Axe for a blunt version. Please note any experience or levels Malice's Axe has gained will be lost when it is exchanged for the blunt version.
Battler (Albion)
- Crushing versions of Battler have been added. Clerics and Friars may now activate Battler as a one-handed crushing weapon. Mercenaries and Reavers can now select from a slashing version and a one-hand crushing version. Armsmen and Paladins can now select from a one-handed slashing, a two-handed slashing, a one-handed crushing or a two-handed crushing version. Mercenaries, Reavers, Armsmen, and Paladins can speak to Scholars Brivela or Torradan to exchange their old Battler for a crushing version. Please note any experience or levels Battler has gained will be lost when it is exchanged for the crushing version.
Battler (Midgard)
- Hammer versions of Battler have been added. Shamans and Healers may now activate Battler as a one-handed or two-handed hammer. Warriors, Thanes, Skalds, Savages, and Berserkers may now choose from the one-handed or two-handed hammer version in addition to their other choices. Warriors, Thanes, Skalds, Savages, and Berserkers can speak to Loremistresses Hetha or Marga to exchange their old Battler for one of the hammer versions. Please note any experience or levels Battler has gained will be lost when it is exchanged for the hammer version.
Battler (Hibernia)
- Blunt versions of Battler have been added. Blademasters, Druids, Bards, and Wardens may now choose between a one-handed blade and a one-handed blunt version of Battler. Heroes and Champions may choose between the one-handed and two-handed blunt version in addition to their other choices. Any of these classes can speak to Sages Girom or Aideena to exchange their old Battler for a blunt version. Please note any experience or levels Battler has gained will be lost when it is exchanged for the blunt version.
Artifact Notes
- The Shades of Mist and Traitor's Dagger now use new artwork to replace the necromancer shade form previously used for the shape change illusions. This change will no longer allow characters to be effectively invisible in some situations.
- Artifact spells will now be usable as they are unlocked. Previously the artifact spells were set to a minimum level higher than the level at which players could receive the artifact.
- The time of day requirements for earning experience have been removed from the Eerie Darkness Stone and the Night's Shroud Bracelet.
- The level ten spells for Aten's Shield and the Snakecharmer weapons and the level five spell for the Maddening Scalars are now a linked absorption buff and damage shield.
- The Snakecharmer's Scythe will now cast a damage shield and a 12% absorption buff which will stack with their Arborial path absorption buff.
- The Disarm spell procced by the level five spell on the Harpy Feather Cloak will now last the correct duration.
- The Shadow weapons summoned by the Crocodile's Tooth now have +8 Score Cap bonuses instead of +10 Score Cap bonuses in order to allow players to use the weapons at level 45.
- The Scorpion Tail should now correctly earn experience from all scorpions.
- The Ceremonial Bracers and the Band of Stars will now earn experience at the same rate as the other RvR only artifacts.
- The spells on Nailah's Robe and Wings Dive should now proc correctly in PvP and PvE.
- Snatcher should now correctly earn experience on Gaheris from undead mobs.
- The Strength Cap bonus on the Friar version of the Staff of the God has been changed to a Dexterity Cap bonus.
- The Acuity Cap bonus on the Crown of Zahur (melee scale version) has been changed to a Constitution Cap bonus.
- The reactive proc on Enyalios Boots will now correctly debuff the opponent.
- The axe version of Blade Shadow (Midgard) should now increase axe skill instead of sword.
- The crush resist on the Golden Scarab Vest has been increased to 6%.
- The Snakecharmer's Whip has been changed to 3.5 speed in response to player feedback. This is a retroactive change.
- The Albion version of the Dream Sphere should now correctly gain experience in Aldland.
- The Spear of Kings for Midgard sword users is now correctly set to do slashing damage.
- The Harpy Feather Cloak should now earn experience from Defender of Gaa'rvik and Chronus the Mad.
Unique Object Generator Changes
Please note that the changes below do not affect existing items, only future unique object drops.
- Removed the old power bonus from all unique object templates.
- Reduced the chance of piety, intelligence, empathy, and charisma to the same level as other stat chances for Atlantis unique object templates.
- Removed strength, constitution, and hits from all unique object bow templates.
- Removed piety, piety cap, power, and power percentage from all unique object plate armor templates.
Item Notes
- The Harpy Talon Neckguard, the Animal Bone Bracelet, and the Harpy Feather Charm can now be traded.
- The Celestius encounters will now drop new items using new spells; this will not affect existing Celestius items.
- Earth-Studded Gloves (Albion) can now be dyed with enamel dye.
- The 0% Spell Damage bonus on Ember (Hibernia) has been changed 2%
- Laodameia's Bow (Albion) no longer has a requirement attached to the Dexterity bonus
- The Midgard versions of Mace of Blood and Mace of the Pure have been renamed to Hammer of Blood and Hammer of the Pure. These two weapons should now also have hammer inventory icons.
- The Blade of the Tainted (Midgard) should now have the appropriate weapon model.
- The Hissing Dire Trident (Hibernia) should no longer display a second hitpoints bonus.
- Any Volcanus hand-made items with reuse timers set to 15 minutes should now have a reuse timer set to 90 seconds.
- The Great Sword of Dissolution (Hibernia) should now increase large weaponry skill instead of blades.
- The Scaly Buckler (Hibernia) should now increase the acuity stat, instead of displaying a blank bonus set to 27 points.
- The Falchion of the Zenith (Albion) now has a particle effect that fits.
- The Cyclopean Sky Scraper (all realms) can now be dyed with weapon enamels.
- The Inscribed Stone, 3 of 3 scroll was previously dropped from mobs that were very rare spawns. The scroll will now drop from the following mobs: Melos Guardsman, Melos defender, Melos weapon master, Melos frenzied blade. The information provided by Apprentice Yian, Apprentice Garrad, and Apprentice Aegan has been updated.
- The bonus to Parry Skill on the Abstrusus Gantelet (Hibernia) has been changed to a Score Cap Charisma bonus.
- The leather version of the Shadow-bound Leggings (Albion) should now have the appropriate leather inventory icon. In addition, the leather version of the Shadow-bound Leggings will no longer drop, as there is also another set of leather legs with identical magical bonuses from that encounter. Instead, there will now be a studded version of the Shadow-bound Leggings that has a chance to drop.
- The particle effect on Kul's Iron-tipped Whip (Albion) has been changed to one that fits the weapon better.
- Delve information has been added to the arrows summoned by the Braggart's Bow and Mariasha's Sharkskin gloves to indicate their bonuses.
- Items with Damage or Range bonuses that use a "vs. monster" requirement are now effective against several types of monsters.
- The Legs of the Subjugator (Hibernia) now have the correct reinforced icon instead of a plate icon.
- The Robe of Withering (Albion) is now restricted to friars only.
- Savages and Valewalkers will now correctly receive the Parry bonus on the Shades of Mist cloak.
- The Falcon's Strike spear (Midgard) now has a melee damage bonus instead of a spell damage bonus.
- The Blade of Illusions (Midgard) is now set to do slashing damage.
- Pipe of Desolation (Albion) now has a bonus to stealth instead of healing.
- The Divine Light sword (Midgard) is now set to do slashing damage.
- Borjad's Spear (Midgard) is now set to do slashing damage.
- Savages should now be able to use the Filth Encrusted Key dropped by Martikhoras.
- The Melodic Drum (Hibernia) now has the appropriate drum model.
- Chisisi should no longer drop Blighted Dirks with intelligence bonuses for Albion players.
- Dimitri's Sword, Bulis's Shield, Kaletor's Staff, and Thoas's Staff can no longer be sold to NPC merchants.
FOUNDATIONS NOTES
- We are happy to introduce a new housing zone for each realm with this version. Albion players can now start building in Aylesbury, while Midgard players can now stake their claims in Kaupang, and Hibernians can now settle in Aberillan.
- The Market Explorer database has been cleared. Players who have listed their consignment merchant on the Market Explorer will need to re-list their vendors to have their wares show up in market searches. To re-list the consignment merchant, type /listmerchant twice.
- The /houseloc command has been added. When in the same region as a given lot, /houseloc (lot number) will tell you the owner's name, the zone name, and the x and y coordinates within that zone.
- Player Market searches now return the first four letters of the zone name that the house's merchant is in (i.e. "Caer: Setian Ear" instead of "Setian Ear").
- You can now /settle (value) with a consignment merchant if you wish to remove less than the full amount of cash. Please note that value is in coppers (For example, /settle 20000 results in removing 2 gold from the consignment merchant).
- Fixed an issue which was causing additional hitches immediately after entering housing zones.
- Other speed spells or songs will no longer overwrite Favorable Wind, the spell cast by each realm's housing musician NPCs.
- Players who use their personal house teleporters to get to Atlantis will now be transported to the Oceanus Haven zone, in front of the djinn stone.
- A new horse route has been added to Midgard housing. Jorund now sells tickets to Yili in the Frisia Marketplace.
- Brisworthy (Albion) - There is now a horse route from Lucearak to Morgealaine.
- Meath (Hibernia) - There are now horse routes that run between the following sets of NPCs: Kennet and Erie, Kennet and Ainslee, Ainslee and Cintusmus, Tomin and Cintusmus.
- The doors in the tavern in Brisworthy will now open.
Trials of Atlantis Trophies
- We have added trophies for the following Trials of Atlantis creatures: Ora, Sinovia, Gilia, Naxos Tidal Lord, Melos Wave Master, Skyros Dreadnaught, Hallea, Kosma, Zoea, Chissisi, Daehien, Pallida-Uraei, Keres, Kleps, and Klops. Players can speak to the following NPCs in the housing zones to create the new trophies.
Albion - Ectant Dinailaine, Ilphrae Dinailaine, Jhanva Dinailaine, Airyn Dinailaine, or Ybaedric Dinailaine
Midgard - Frolder, Warmir, Hudi, Thieya, or Aenda
Hibernia - Sannan, Sabrea, Sionyn, Sadoc, or Sioned
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Dark Age of Camelot
Version 1.70 Release Notes
June 22, 2004
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WELCOME TO NEW FRONTIERS
With version 1.70, the Dark Age of Camelot: New Frontiers free expansion makes its debut. All users who wish to continue participating in Realm vs. Realm combat will need to download and install the New Frontiers optional content for your current game client (Shrouded Isles or Trials of Atlantis). Please note that the Classic Camelot engine does not support New Frontiers - Classic users will need to upgrade to the Shrouded Isles engine. For more information about New Frontiers, please go to http://www.camelotherald.com/newfrontiers/ where you will find information about the expansion, realm ability system, maps, and other invaluable information.
Getting the New Frontiers Installer
Here is a list of places where you can find the New Frontiers installer for the Trials of Atlantis and Shrouded Isles clients:
- Download. Go to http://www.camelotherald.com/newfrontiers/download.php for a list of download locations.
- We have also arranged for a partner who now has the New Frontiers CDs for sale for the cost of shipping. The order form can be found here: https://www.plimus.com/jsp/buynow.jsp?contractId=1637037
There are two different installer download options for New Frontiers: a Trials of Atlantis client version and a Shrouded Isles version. Classic client users who have upgraded to the Shrouded Isles engine can use the Shrouded Isles installer to install New Frontiers. For more information on upgrading to the Shrouded Isles engine, please see http://www.camelotherald.com/newfrontiers/download.php
NEW FRONTIERS SPECIAL FEATURES
Levels Through RVR Experience
Through the New Frontiers expansion, players now have the option of engaging in PvE OR RvR combat to gain levels. The experience awards for realm vs. realm combat have been increased for the standard servers. Players will be awarded 8 times more experience than they were previously awarded for killing enemy players in the frontiers.
New Grouping Level Range Changes
With this version, we are also relaxing the rules that govern the level ranges that can effectively group together. The intent of this new system is to allow lower-level players to group with substantially higher-level group leaders, and enable them to make some contribution to combat and spellcasting.
- Whenever a low-level character (5th level or higher) joins a group led by a higher level character, they are temporarily adjusted so that they can hit and land spells on monsters of the range that are normally fought by the group leader. They will be able to hit, and also to do damage to these monsters.
- This adjustment kicks in when a player approximately 90% of the level of the group leader or less joins a group. This means that if anyone less than 17th level joins a group led by a 20th level group leader, their to-hit and damage are boosted up so that they can hit and damage monsters that are commonly fought by a 20th level group. Also, while grouped, they will take less damage per hit from high level monsters.
- This system does not affect items such as weapons or armor - only to-hit and damage, and to some extent, damage taken is affected.
- Lower level group members must be within 3000 units of the group leader in order to receive the bonus.
- Experience gained by the lower level character is the same as it currently is on the live servers when lower level characters are grouped with higher level friends.
Battlegrounds
No longer will you have to wait until level 15 to be able to enjoy the thrill of fighting against other players in Dark Age of Camelot battlegrounds - now you can do it from day one of your character's existence.
- Players can use the portal ceremonies at the border keeps in their home realm to port into the battlegrounds using the Battleground Medallion of Passage. The names and level ranges of the battlegrounds are as follows:
1 - 4 Proving Grounds
5 - 9 The Lions Den
10 - 14 The Hills of Claret
15 - 19 Killaloe
20 - 24 Thidranki
25 - 29 Braemar
30 - 34 Wilton
35 - 39 Molvik
40 - 44 Leirvik
- Teleportation into a battleground will not check for a realm point cap for players to gain admittance into that battleground.
- Players will not earn realm points in the first three battlegrounds - Proving Grounds, The Lions Den, and The Hills of Claret.
- Players will be able to earn realm points in each of the remaining battlegrounds, however, there will be a limit to the number of realm points players can earn in each battleground. After they have reached this limit, killing other enemy players will not grant any more realm points (players will still be able to participate in that battleground until they exceed the level cap). The realm point limits for the battlegrounds are as follows:
Realm Rank 1 Level 3 - Killaloe
Realm Rank 1 Level 4 - Thidranki
Realm Rank 1 Level 6 - Braemar
Realm Rank 2 Level 0 - Wilton
Realm Rank 2 Level 5 - Molvik
Realm Rank 3 Level 0 - Leirvik
- Players who log out in a battleground not designed for their level will be placed in the appropriate border keep.
- Newly created characters entering the game for the first time have a Proving Grounds medallion of passage equipped on the character.
- The first three battlegrounds have reduced prices for their medallions of passage. Note that existing Medallions of Passage will also take players in this level range to the appropriate battleground.
1 copper - Proving Grounds medallion of passage
1 silver - The Lions Den medallion of passage
5 silver - The Hills of Claret medallion of passage
- Experience rewards have been added which will be granted upon the successful keep capture in the battlegrounds from levels 1-44. Upon successfully killing the Keep Lord/Jarl/Chieftain, every eligible player inside the keep region will be awarded approximately 25% of their level in experience. This experience reward can be earned once per level for every level, up to level 44.
NEW FRONTIERS RESPECS
- A full skill respec has been granted to all characters at or above realm rank 1 (characters with at least 1 realm point) upon login. To use this respec, type '/respec all' in front of your class trainer. Please note that if you wish to use the full skill respec, you must do so before your character gains a new level.
- We are providing players with the ability to obtain a full realm ability respec at a very low cost (10 silver). Players wishing to respec their realm abilities can visit the merchants set up specifically for this purpose and purchase special respec stones - Sophist's Realmstone. **These special stones will only be available until JUNE 28, 2004 (one full week), then they will disappear.** During the time these new stones are available, the Respec NPCs will temporarily not accept the old realm stones. Once the merchants are gone, the Respec NPCs will once again accept the old stones. These are the merchants that will be selling the new, temporary respec stones:
Albion - Brandonne Chauncy in Camelot
Midgard - Frumdall Helmer in Jordheim
Hibernia - Gwinna Galbrath in Tir na Nog
- Please note that in order to use these stones, you must turn them in to the appropriate Respec NPC and then type '/respec realm' in front of your class trainer. The NPCs that accept these respec stones are listed below.
Albion - Paiton Hazlett in Camelot
Midgard - Haili in Jordheim
Hibernia - Bretta in Tir na Nog
- For more information regarding the full skill respec and realm skill respecs, please see http://www.camelotherald.com/more/1531.shtml
- Please note that our customer service staff will be unable to reset your realm skills or reset your character's skills. They will also be unable to provide you with new respecs or stones. Please go slowly - proofread twice, hit accept once, as the saying goes.
NEW THINGS AND BUG FIXES
- (SI and ToA Only) Changes made in 1.69 inadvertently caused players running two instances of DAOC to go linkdead or experience other problems. To address this and restore the original level of functionality, we have added a new "sleep mode" to the client, to allow it to run while using very low CPU usage when in the background or minimized. Setting it to "Background" will not render when the window is not the active window on your desktop, and setting it to "Minimized" will cause it to not render when the game is minimized. You can adjust your settings in the Options Menu or ingame using the "/clientsleep" command.
- The check which prevents players from joining groups in combat now only applies to PvE combat. Groups engaged in RvR combat can freely bring new players into the group.
- There is no longer a range restriction on inviting a player into your group with the "/invite [name]" command.
- We have added the /range command. This command works similar to /gtrange but is based off of your current object target rather than your ground target.
- Typing "/groundset 0" moves the height of your ground target back down to the default if it had previously been raised or lowered, in addition to setting your ground target position at your feet.
- The /release command now gives a warning when the player misspells or does not fully type out "house" for /release house.
- Added alliance and ranks to the list of /gc commands when just typing /gc.
- Stealth detection range is now hard capped at 1900 units. This change should fix the bug with stealth ghosts being seen on the battlefield. The 1900 unit hard cap should only come into play in the most extreme of circumstances where an assassin with several levels of Mastery of Stealth is detecting an enemy stealther whose stealth is in the single digits.
- A cap of 50% has been placed on the possible chance to gain a critical hit for melee and archery combat, direct damage spells, damage over time spells, and healing spells. Note that this cap could not be reached in version 1.69 of Camelot, but could be breached by combining the Mastery of Pain and Dual Threat realm abilities in version 1.70. Please note that the Berserk ability is an exception to this and has not been changed.
- Dead players can no longer initiate, modify, or complete trades.
- Melee damage done by a pet (controlled or otherwise) now reports back to the pet owner on the Attacks/Other channel.
- Damage done to an actively controlled pet now reports back to the pet owner on the Attacks/Other channel.
- Damage shield spells and damage add spells on pets now reports damage dealt to the pet's owner when applicable.
- Pets will once again follow their masters underwater when possible.
- Summon spells now check line of sight to their "summon destination" (this is usually about 64 units in front of the caster). If they don't have line of sight, they will summon at the caster's feet instead.
- It is no longer possible to use pets to attack targets with an engage radius when the caster is outside of the engage radius. This includes dragons, keep lords, and tower captains.
- Facilitate Painworking (the Necromancer quickcast spell) now works identically to other list casters' Quickcast ability. Previously it had a very small chance of failure when fighting higher level opponents.
- Petcast spells that would fail when the player's pet is in combat now correctly abort before casting, triggering timers, using power, etc.
- A player will only receive one "You are protected" message from the Protect skill per second.
- Targeted spells that also have a radius component should no longer fire off the radius portion of the spell when fired at a keep piece, siege equipment piece, or player you're involved in a duel with.
- You can no longer cast an endurance heal on yourself if you have over 90% endurance.
- Damage over time spells can no longer be cast on objects.
- Heal and power heal spells/abilities used on oneself and heal (and power heal) spells/abilities used by Necromancers on their pets (excluding the heal-over-time line) abort before casting and will not set recast timers if the user (or pet in the Necromancer's case) is at full health. This does not affect group heals or spreadheals.
- Ground targeted area of effect spells no longer experience a dropp off to the amount of damage caused to targets which are further from the center of the effect.
- The "All Melee" bonus on objects has had its named changed to "All Primary Weapon". Please note that the bonus for these objects is not changed.
- Necromancer pets and Animist bombers now get full benefit from their owners' spell piercing items and Traldor's Oracle Archmagery buffs.
- Spell Piercing bonuses now correctly modifies resistances downward instead of upward, for direct damage spells, debuffs and damage over time spells. A level 50 character can not have more than 10% Spell Piercing effect up at any one time (from items or spells); any Spell Piercing over 10% is ignored (previously Spell Piercing was "capped" at 25% for a level 50 character).
- Objects can no longer do critical hits from procs or reverse procs.
- When an offensive proc buff expires, it no longer clears shapechanges.
- Players are no longer required to have 1 skill point in Siegecraft to control, aim, and fire siege equipment.
- Players on personal boats will no longer be hit by radius effects from spells.
- Players will no longer be able to board a boat while in combat.
- Personal Boats are automatically removed from the water if there are no passengers on the boat after a 15 minute timer has expired. Once a player boards the boat, the timer is turned off and reset until the boat is emptied again.
- Fixed a bug where if a player has Master Level 0 or higher, some spell timer icons would not darken on the client when used.
- Fixed an issue where some monsters in Deep Volcanus would blink in and out periodically as they were fighting.
- Siege and Essence resist types now display as such in spell effect delves.
- All medallions of passage now have delve information.
Master Level Ability Changes and Fixes
- Font of Power no longer affects targets which have been engaged in PvE combat within the last 10 seconds. The Font was having an unbalancing effect on PvE combat. After much discussion and debate, we decided to leave the Font itself alone and make it work without restriction in RvR, and add a small restriction for PvE (rather than reduce its effectiveness or otherwise reduce its usefulness in RvR with an across-the-board change).
- The Convoker Master Level ability, Summon Warcrystal, now has a 30 second recast timer.
- The Warlord Master Level ability, Resilient Will, now has the correct delve information.
- Crystal Titan now grows much larger in size than before. This should give this intimidating creature much more presence in the frontiers.
- Fixed a bug with Faultfinder where the damage was not being modified by the level of the door or wall being attacked. Also reduced the effectiveness of Faultfinder overall.
- You can no longer infinitely cast Agony Transmission by pre-loading the spell queue with non-instant cast spells.
- The poison created by the Essence Flare master ability now vanishes when the user logs out of the game (this includes going link dead).
- Brittle Guards cast by Necromancers are now friendly instead of neutral.
- When Bodyguard fails because the user is preparing a shot or casting, it will now print a message to the user.
- Bodyguard will no longer borrow a re-use timer from Camouflage.
NEW FRONTIERS NOTES
- All characters have been stripped of their realm abilities and their points refunded upon login.
- As a part of the New Frontiers expansion, the line of sight code has been revised to improve the keep battle experience. Players will not be able to use area effect spells to damage others through keep walls/gates. Keep guards will also obey line of sight rules when attacking enemy players.
- The Passage of Conflict dungeon is open for exploration. This dungeon replaces the original three dungeons that led to Summoner's Hall in the old frontiers zones. Entrances to the Passage of Conflict may be found in Jamtland Mountains, Pennine Mountains, and Breifine.
- The '/release' functionality for the frontiers and battlegrounds has been changed. '/release' takes you to the nearest border or portal keep for your realm. '/release bind' takes you to your bind point.
- /gc info now displays the following in regards to keeps - Outpost controlled and its current level, the update timer and the cost for the hourly update, the total time to upgrade the keep/tower from 1 to 10, and, if the keep/tower is currently upgrading/downgrading, it shows the level it is moving to and how long until it gets there.
- There is a five second timer when trying to teleport at portal stones. You must meet the teleport criteria at the beginning and end of the five seconds or you will not port (i.e. if you run away from the portal stone right after clicking teleport or if someone captures your destination, you will not teleport).
- Players have the option of right-clicking on keep and tower doors in order to teleport inside/outside of keeps/towers. Note that 'enter' and 'exit' commands will also work at these doors.
- Pets will accompany their masters on keep-to-keep teleports with the exception of Animist and Theurgist pets.
- Pets and Brittleguards will be teleported through doors with their owners, except for pets set to 'Stay' or pets which aren't within 1000 units of their controller, which will not teleport through doors with their controller.
- Only one instance of a given type of combatant can be purchased at any given time per keep piece. For example, if you already have a runemaster attached to a hookpoint on a keep piece, you cannot attach another runemaster to that piece.
- Hookpoints check versus the max active for a given piece when the keep is upgraded/downgraded. For example, if a keep with a merchant on an amenity hookpoint drops to level 1, the amenity merchant goes away as there are no amenity hookpoints active at that level. Likewise, if there are three guards on a level 10 wall, and the keep drops to level 1, you will lose two of them, keeping the most recently purchased one. However, if the most recent one is on a hookpoint that ceases to exist (such as the points on the second level of a tier 4 wall), you will lose him as well.
- Combatants purchased off hookpoints have their cost increased linearly from 10 to 75 based off of the upgrade level of the keep.
- Hookpoints that have become inactive, either through the object or monster being destroyed or their 30 minute timer expiring, will continue to block further purchases for a period of five minutes.
- At Keep Upgrade level 10, a new honor guard contingent will spawn around the Keep Lord to protect him.
- Players who attempt to log in near a keep that is owned by an enemy realm will be moved to a "safe point" at their border keep (or portal keep in the Battlegrounds).
- The PvP immunity timer in Frontiers regions has been changed to 5 seconds from 120.
- You can repair less than 5% of a keep piece or gate if you don't have enough wood. However, you must have at least enough wood to repair 1% of the piece.
- RvR death messages include region names when applicable (for example: Joe was just killed by Harry in Bratag Woods).
- We have added additional information to the bounty point, realm point, and experience earning messages to tell where the bonus earnings came from.
- Players need to take all four towers in order to teleport into a keep. Note that the central keep still determines supply chains.
- A single guard has been added to each dock in the Frontiers. This new guard can see through stealth and will attack any enemy who gets too close.
- A prescience node has been placed at each Frontier dock. These nodes are permanent and cannot be attacked.
- Melee attacks against a destroyed object (keep doors, pieces, etc) no longer print out damage messages, but instead print out the 'no effect' message. Attempting to cast on destroyed walls and doors will now prevent you from doing so.
- Players can no longer do positional styles on doors.
- Delve information has been added for standard and RvR resurrection illness effects.
- We have enabled a new set of ambient battle sounds that play when you are in RvR combat of sufficient size.
- Volley no longer has a minimum range restriction.
- Damage adds correctly apply to arrow shots fired from Volley.
- Volley no longer bypasses bladeturn spells.
- Trebuchets, rams, other large siege equipment, and boats have smaller clickable areas to make it easier to select targets when they are onscreen.
- Players under the PvP ruleset (Mordred) will not have any of the new types of RvR death sicknesses applied to them.
- (PvP & PvE Rulesets) /Release takes you to the nearest border keep, regardless of realm.
- Keep doors under the PvE ruleset are equivalent to a level 5 keep door.
Realm Ability System
- With this version, all characters (including players not currently New Frontiers enabled) are stripped and refunded of all realm abilities upon login. Please visit your class trainer to train in the new system.
- All realm abilities have delve information. Players can view the details of the new realm abilities by clicking the "Info" button on the class trainer when highlighting an ability before training it, or by delving the ability on the character sheet once it has been purchased.
- For more information on the Realm Ability System for New Frontiers, please see http://www.camelotherald.com/newfrontiers/realmabilities/abilities.php
RvR Death Penalty System
As part of the New Frontiers expansion and based on player feedback, we have decided to change the way our death penalty works in RVR combat. The existing system often results in gameplay with very little strategy, where people mindlessly fling themselves at a target over and over. Enemies are rarely worth realm points after the first few minutes, and all around it?s not very interesting or fun. The new system allows the player to make strategic decisions, gives more value to player resurrection, and provides an incentive to strategize attacks rather than relying on ?the zerg rush.?
- There is a 20 second timer before a player can release (via the command /release) from an RvR death.
- If a player releases from an RvR death, a RvR Death Sickness is applied to the character. This Death Sickness lasts for three minutes and is incurable (with one exception, Restore the Soul). The player will get a 30% decrease in effective power (meaning that everything is affected - healing, spell damage, spell duration, melee damage, etc) and a 20% movement rate reduction for each Death Sickness icon of this type.
- Please note that this is a completely separate death sickness from the current PvE death sickness, which will remain in-game for PvE deaths. And, as always, the PvE death sickness will be curable at a Healer.
- If a player is resurrected from an RvR death, a different RvR Death Sickness is applied to the character (unless Perfect Recovery was used, in which case there is no Death Sickness). The 30% decrease in effective power still applies, but there is no movement penalty of any kind. This Death Sickness lasts up to three minutes and is incurable (with one exception, Restore the Soul).
- The duration of this Sickness can be reduced by the type of resurrection spell used. Currently:
Base Line Resurrection/Egg of Youth - 2 minutes, 48 seconds
Tier 1 Spec Resurrection - 2 minutes, 31 seconds
Tier 2 Spec Resurrection - 2 minutes, 13 seconds
Tier 3 Spec Resurrection - 1 minute, 28 seconds
Perfect Recovery - 0 seconds (again, using Perfect Recovery means there is no RvR Death Sickness)
- Both resurrection Death Sickness and /release Death Sickness can be completely cured by the Master Level 8 Perfector ability, Restore the Soul.
- Multiple Death Sicknesses can stack with each other, for cumulative effects. In other words, if the player dies and releases a second time while still bearing the icon for Released Death Sickness, he will have two icons, his movement will be decreased by 40%, and suffer a 60% decrease in effective power - at least until the first icon drops. If a player dies and releases, and then dies and is resurrected while the first icon is still active, he will have a 60% decrease in effective power, but only a 20% movement penalty.
- There is a maximum of two of each of the two types of RvR death sicknesses (released and resurrected sickness) which can be on a player at any one time.
- The Veil Recovery realm ability will shorten all timers by 20% for each level of the Veil Recovery ability that you have.
Realm Points and Player Deaths
- While you are dead, you will earn 25% of the realm points you would have earned if you were still alive. Please note that distance restrictions on realm points still apply.
- RELEASED AFTER DEATH - For three minutes after any death (RvR or PvE death), if the player releases, the player will receive a 50% reduction to realm points gained for enemy realm kills. In other words, if you die and release, you will be limited by 50% in your ability to earn realm points for three minutes.
- A released player will not be worth any realm points for one minute after death, and worth 25% of his total points for four more minutes after that. After five minutes, the player will be worth the full total. (As a point of comparison, on live servers, a player is worth no points at all for ten minutes after death.)
- RESURRECTED AFTER DEATH - There will be no penalty to the player's ability to earn realm points.
- Same as a released player, a resurrected player will not be worth any realm points for one minute after death, and worth 25% of his total points for four more minutes after that. After five minutes, the player will be worth the full total. (As a point of comparison, on live servers, a player is worth no points at all for ten minutes after death.)
Tower and Keep Claiming, Upgrading, and Maintenance
- There is no up front cost to claim a keep or set the upgrade level. You must have a full group of players to claim a keep.
- Keeps have an hourly guild bounty point fee based off of the current level of the keep. The fees per level are as follows: 50, 50, 50, 50, 100, 200, 300, 400, 500, and 1000.
- Keeps take varying times to upgrade based off of level. The upgrade times per level are as follows: 12 minutes, 12 minutes, 12 minutes, 12 minutes, 24 minutes, 1 hour, 2 hours, 4 hours, 8 hours, and 16 hours.
- There is no up front cost to claim a tower or set the upgrade level. You must have a group of at least four people to claim a tower.
- Towers have an hourly guild bounty point fee based off of their upgrade level. The fees per level are: 5, 5, 5, 5, 10, 20, 30, 40, 50, and 100.
- Towers take 12 minutes to level, regardless of level.
- The upgrade time for high level keeps is based on relic ownership. The times to go from level 5 to 10 are altered based off the following formula:
0 Relics owned - Upgrade time from level 5 to level 10 is 3.2 hours
1 Relic owned - Upgrade time from level 5 to level 10 is 8 hours
2 Relics owned - Upgrade time from level 5 to level 10 is 24 hours
3 or 4 Relics owned - Upgrade time from level 5 to level 10 remains unchanged (32 hours)
5 Relics owned - Upgrade time from level 5 to level 10 is 48 hours
6 Relics owned - Upgrade time from level 5 to level 10 is 64 hours
- The keeps and towers claimed by guilds have the appropriate difficulty levels. Keeps located in the guild's home frontier have the lowest difficulty while keeps located in an enemy realm's non-coastal regions have the highest difficulty. The difficulty level of the keep determines the amount of guild realm points rewarded per hour. For keeps, the guild realm points rewarded per hour is equal to 1000 times the difficulty level. For towers, the guild realm points rewarded per hour is equal to 100 times the difficulty level.
Temporary Keep and Tower Cost Reductions
- Underpopulated realms will receive a 50% reduction of cost bonus for all hookpoint purchases and maintenance costs of keeps in New Frontiers.
Hookpoint Purchases - 5 gold/5 bounty points/5 guild bounty points
Keep Maintenance Costs (based on current level) - 25, 25, 25, 25, 50, 100, 150, 200, 250, 500 guild bounty points
Tower Maintenance Costs per hour (based on current level) - 3, 3, 3, 3, 5, 10, 15, 20, 25, 50 guild bounty points
Relic System Changes
- Dropping a relic (or getting killed with a relic and it falling to the ground) sends a broadcast as to where the relic has dropped by region/zone or just zone if there is no region applicable.
- There is a realmwide broadcast when any relic gate opens telling which relic is vulnerable.
- Players can no longer be stealthed by the Blanket of Camouflage master level ability if they are holding a relic.
- Trades of relics from a player above water to an underwater player now fail.
- Players holding relics no longer gain a movement speed benefit from water breathing potions.
- For information on how to open the relic milegates for each realm and take a relic, please see the New Frontiers manual at http://www.camelotherald.com/newfrontiers
The Realm Point Pool
- As players are killed around a keep, bonus Realm Points are added to a Realm Point pool that is awarded on a successful capture or defense of a keep.
- The Realm Point pool message reflects whether you have successfully defended or assaulted the keep.
Movement in New Frontiers
- Players move at 50% speed when wading in water.
- Players are slowed down when moving up hills with steep slopes.
- Some slopes are so steep that players cannot climb up them, though sliding down is permitted. There is a "slick rock" ground texture on many of the one-way areas in the game, to give players a visual indicator of these one way slopes.
- Please note that these effects will only take place in the New Frontiers areas, not anywhere else.
Battleground Siegemasters
- Siegemasters have been added to the portal keeps for all Battlegrounds. Prices for the equipment have been scaled based on the level of the battleground. Tokens from one battleground cannot be used in another battleground.
- There is one siegemaster per realm in the Proving Grounds (Level 1-4), The Lion's Den (Level 5-9), and The Hills of Claret (Level 10-14) Battlegrounds.
- There are two siegemasters per realm in Killaloe (15-19), Thidranki (20-24) and Braemar (25-29).
- There are three siegemasters per realm in Wilton (30-34), Molvik (35-39), and Leirvik (40-44).
- Note that since players will no longer need to purchase ammunition to use in the different pieces of siege equipment, no special ammunition has been included for the Battlegrounds. Normal ammunition is included with the new siege weapons.
- For those unfamiliar with siegemasters, here is how to use them: Purchase a token for the desired piece of siege equipment from the siegemaster. Turn in the token to the siegemaster and he or she will follow you. The siegemaster will follow you for a maximum of 10 minutes. Lead the siegemaster to the location you wish the siege equipment to be created at and right-click on the NPC. Answer the siegemaster's question and he (or she) will then create the piece of equipment. Once the equipment is made, the siegemaster will return to the portal keep so that someone else may purchase siege equipment. Watch out - siegemasters can be killed by enemy players!
Player Controlled Boats
- New player controlled boats can be purchased from the dock merchants at the various docks in the new Frontiers. The boat merchants will attempt to place boat owners on the boats they purchase as soon as the boat is placed in the water. Please note that Trials of Atlantis boats cannot be used in New Frontiers.
Scout Boat - Requires at least one person to launch at minimum speed and has a total capacity of 8.
Galleon - Requires at least two people to launch at minimum speed and has a total capacity of 16. The galleon has two siege hookpoints.
Warship - Requires at least four people to launch at minimum speed and has a total capacity of 32. The warship has four siege hookpoints.
- For each person under the total capacity that is not on the boat, movement speed is decreased approximately 3%. If a boat has less than the minimum requirement, the boat cannot be moved.
- The player controlled boats have hitpoints and can be damaged and sunk.
- Boats can only be built in your home frontier, away from enemy controlled keeps, and cannot be picked up once they are placed in the water. Once a boat is placed in the water, the boat object in your inventory is removed.
- The controller of the boat can set the boat to be public or private using the '/vset' command.
- Players attach onto seat hook points on boats after boarding. If the boat owner leaves the captain's seat (and no other passenger currently on the boat moves into the seat), the next passenger boarding the boat will automatically enter the captain's seat.
- Players cannot move, cast, attack, or perform any other actions while sitting on a boat. Players can only be attacked using targeted range attacks. AE spells, mezzes, roots, and melee attacks will not affect players on boats.
- Players can move to an attach point near a siege hookpoint on boats. Siege equipment can be built on these hookpoints while the boat is stopped. Siege equipment on these hookpoints can be fired while the boat is moving or stopped.
- To prevent players from jumping off of boats by mistake, a new '/disembark' command has been added. You will need to use this command to get off any boat in New Frontiers. Trials of Atlantis boats will remain unchanged.
Ram Operation
- With the changes to siege engines in New Frontiers, players can use other players as helpers to attack with a ram.
- In order to take control of a ram or help man a ram, right-click on the ram. If there is a ram controller and room for helpers, then the player will automatically be attached onto the ram as a helper.
- Once the player is attached to the ram, the player is unable to move until they release the ram using the Release button.
- As more players are added to the ram, the DPS of the ram goes up steadily, reaching a maximum DPS when the maximum number of operators is reached.
- Ram helpers will get messages on fire timing and damages. Ram controllers will get messages to let them know to add more helpers when under-helped.
- Gates and doors can only be attacked by one ram at a time. Rams can only be used to attack gates/doors.
- Players can not cast spells, use items, or sit while riding a ram.
- Players can move a ram similar to how a boat is moved - simply setting a new ground target or clicking on terrain will direct the ram to move to the targeted location.
- If the ram controller loses control of the ram while it is moving, it will stop its movement immediately. Players riding the ram receive a message when the controller leaves the ram, informing them there is no one controlling it.
- Ram operators can make the ram that they are driving move faster if they have the Lifter realm ability.
- There is a 50% chance of missing targets which are riding rams and more than 100 units below you. While riding a ram, players take 50% less damage when hit by boiling oil.
- Players can create battle rams and war rams using the Siegecraft tradeskill. Please see the Tradeskill notes section for more details.
Siege Changes
- In order to take control of a piece of siege equipment, players must right-click on it or type /control when the equipment is targeted. Siege equipment automatically begins arming when you take control of it.
- When a player targets by left clicking, it will also set the siege target to that location.
- /groundassist can be used on siege equipment to acquire its current ground target location.
- Siege weapons follow player/controlled pet damage rules when fired at enemy realm guards.
- Damage from siege ammunition impact hits any eligible target within the ammo's damage radius.
- Players are able to hit targets which are above water with siege equipment.
- Siege weapons created in Battleground zones automatically have their levels scaled down appropriately to make them attackable to players of that zone.
- Siege operators receive a "You missed the (target)" when they were using a piece of siege equipment with a specific target set and it misses.
- Ranged, Targeted (Non-ground target) siege equipment attempts to "lead" it's target based on the target's current heading, velocity, and the ammo's travel speed. This should make it possible to hit moving targets where before it mostly was not. Targets that change heading or velocity while the shot is in flight will stand the best chance at dodging these shots.
- Moving (not aiming) a siege weapon always unarms it. You must stop the siege weapon to go through the arming process again.
- There is a 30 minute timer before siege equipment decays when it is not being controlled. If a player takes control during this time, the timer will reset and not begin counting down until there is once again no controller.
- New catapult ammunition called stone shot, ice ball, and greek fire are available on siege ammunition merchants.
- The ammunition types created through the Convoker Summon Warcrystal ability have been updated. Players are able to summon ammo equivalent to stone shot, greek fire, and ice ball.
- You can load stacks of ammo into catapults. When selected, the catapult will continue to fire from the stack until the ammo runs out or another type of ammo is selected.
- You will now see siege ammunition flying through the air when launched from siege equipment.
Tradeskill Updates
- The Siegecraft recipe list has been reworked to reflect siege engine changes for New Frontiers.
- The Siege Ammo store has been updated to reflect the new siege engine changes.
- Removed the Ballista Bolt recipe from Siegecraft.
- A recipe for stone shot has been added to Siegecraft.
- Recipes that will enable players to construct battle rams and war rams have been added to Siegecraft. In order to use these recipes, the player must have two siege rams near them to use the battle ram recipe, and a siege ram and battle ram near them to use the war ram recipe.
- Recipes that will enable players to construct diminutive siege equipment have been added to Tailoring, Weaponcrafting, Armorcrafting, Fletching, Spellcrafting, and Alchemy at 800 skill.
Item Notes
- The monsters in the Passage of Conflict and the Summoner's Hall dungeons, with the exception of animals, have a chance to drop realm respec stones.
SHROUDED ISLES USER INTERFACE
- The Shrouded Isles client now uses the new XML user interface that was introduced with Trials of Atlantis.
- You may choose from the Shrouded Isles UI, Classic UI, or Transparent UI, using the new XML interface.
- Custom skins are not allowed using the Shrouded Isles client.
- Any interface features previously marked as 'ToA Only' (such as quiver, Master Level window, extended buffing window, etc) are now available under the Shrouded Isles client.
- The options menu has been updated to be more user-friendly, similar to the Trials of Atlantis options menu.
- Players using the 'New Classic' client (accounts that have only purchased the Classic expansion, but are running with the Shrouded Isles engine) also now use the new XML user interface.
TRADESKILL UPDATES
- Alchemy - A new set of dyes, Crafted Weapon Lusters, is available at skill level 1012. These dyes are intended for use only on player-crafted weapons. A crafted weapon luster remover is also available at skill level 730, under Dye Removal Agents. Please note that Legendary Weapons are not enabled to use the Crafted Weapon Lusters.
- Player-crafted instruments can now be dyed with regular enamels.
- Fletching & Weaponcraft - In response to player feedback, the constitution stat on Legendary Weapons has been changed to either strength or dexterity, depending on the type of weapon. As a result, the Spellcrafting gems required in the recipes have also changed to reflect the stat used on the final product. This change is not retroactive, so players who wish to utilize an updated version of a Legendary Weapon must seek out a Weaponcrafter or Fletcher to create a new product.
- Many of the ingredients in Alchemy and Spellcrafting stores have been re-arranged. Items should be better organized into similar groupings, and alphabetized in some cases.
- Gest in Jordheim should no longer mention incorrect armor when players join the Order of Armorcrafters.
CAMELOT CLASSIC WORLD NOTES
- (All Realms) The portal ceremonies have been changed. The portal master and his lackeys no longer walk down to the teleport pad. The NPCs remain stationary on the pad at all times. A single player must right click the master to initiate the ceremony. Once the ceremony is cast, all players on the portal pad wearing a medallion of passage will be teleported to their destination.
- Cotswold has undergone merchant renovation, many of the NPCs in the town now have combined stores and some missing stores in order to reduce time spent looking around for a specific store. Please note that we will be renovating other towns in Albion, Midgard, and Hibernia in a future version.
Capital Cities
- All capital cities have undergone merchant renovation. A lot of the familiar merchants are gone and have been replaced with static NPCs who have combined stores on them.
- We have added a new NPC to each entrance of the capital cities to aid players in their adventuring. The NPCs can grant hastener speed and a 30 minute duration strength buff, and have the ability to teleport characters under level 10 to the border keep so new players can participate in Realm vs. Realm combat. The strength buff is automatically removed if the player leaves the capital city before the buff expires. Please note that these NPCs do not exist on Mordred or Gaheris.
Camelot - Minstrel Lucaris and Minstrel Olias
Jordheim - Skald Seisill and Skald Rumdall
Tir na Nog - Bard Eltonos and Bard Medrend
New Class Gifts
- We have added new class gifts to the game (in addition to the ones currently given out at level 5). These are given by the class trainers in each realm's capital city, as well as the class trainers in Caer Gothwaite, the Grove of Domnann, and Aegir's Landing.
- There are four new gifts for each class. The gifts are given based on the character's level.
- The first new gift will be given to characters level 10 to 14. The second will be given to characters level 15 to 19, the third to characters level 20 to 24, and the fourth to characters level 25 to 35.
- Please note that these class gifts are given out one time only. Once you receive one, you will not be able to get another gift for that level range, even if you lose or destroy the item.
Respecs
- Upon promotion to an advanced class, players will be offered a free full respec by their trainer. Trainers will only offer this respec while players are level 5. Please note that in order to use the respec granted to the character, you must type /respec all in front of your class trainer.
Albion
- Castle Sauvage and its residents have been moved further inside the Camelot Hills zone area.
- Snowdonia Fortress and its residents have been moved further inside the Black Mountains North zone area.
Midgard
- Svasud Faste and its residents have been moved further inside the Vale of Mularn zone area.
Quests - Albion
- Barnett's Shield - The maximum level of this quest has been raised to level 25 so that players working on Bedelia's Grief can continue working on their quest.
- Weakened Bonds - Necromancers may use the ley crystals while in shadeform.
- Shades and Shadows - Martley's cloak has an icon.
Quests - Hibernia
- Seek the Moonstone - The area around Macnol's tower has been named the Ruined Tower of Tir na mBeo to help players locate the correct place.
Item Notes
- Armor, weapons, and jewelry in the following dungeons have been upgraded to higher imbue, bonus, and quality values: Stonehenge Barrows, Coruscating Mines, and Spindelhalla. Note that this only applies to new items dropped in the game.
- Armor, weapons, and jewelry in the following dungeons have been upgraded to higher imbue, bonus, and quality values: Tepok's Mine, Catacombs of Cardova, Keltoi Fogue, Tomb of Mithra, Muire Tomb, Spraggon Den, Koalinth Caverns, Treibh Caillte, Nisse's Lair, Vendo Caverns, Cursed Tomb, and Varulvhamn.
- All arrows and bolts can now be combined in stacks of up to 200.
- Anrid, in Jordheim, now sells Roleplay Hats and Clothes.
- (Albion) Faded Boots now have the correct studded icon in place of the leather icon.
- The Tomte Bow (Midgard) now increases quickness instead of intelligence.
- The Gloves of the Malignant and the Boots of the Malignant in Midgard are now set to the correct material.
- All arrows and bolts labeled as "blunt" now do crushing damage instead of thrusting damage.
- Some bows and crossbows that had been set to a generic damage type have been changed to "Thrusting". Please note that this was done for consistency only, as the damage type is determined by the arrows/bolts.
SHROUDED ISLES WORLD NOTES
SI Capital Cities
- We have added an NPC to each of the Shrouded Isles cities to aid players in their adventuring. The NPCs can grant hastener speed and have the ability to teleport characters under level 10 to the border keep so new players can participate in Realm vs. Realm combat. Please note that these NPCs do not exist on Mordred or Gaheris.
Gothwaite Harbor - Minstrel Trinnon
Aegirhamn - Skald Velder
Grove of Domnann - Bard Selveren
Quests - Albion
- Shades and Shadows - Martley's cloak has an icon.
Item Notes
- In some instances, Hibernia cloth dye merchants sold the same hooded cloak for two different prices. This has been corrected so that all hooded cloaks should be the same price.
TRIALS OF ATLANTIS WORLD NOTES
Albion
- The djinn stones will now teleport players to other locations. Albion players have access to the following teleportation locations: Camelot City, Snowdonia Fortress, Caer Gothwaite, Caerwent Housing Zone, Personal House, and Guild House
Midgard
- The djinn stones will now teleport players to other locations. Midgard players have access to the following teleportation locations: Jordheim, Vindsaul Faste, Aegirhamn, Erikstaad Housing Zone, Personal House, and Guild House
Hibernia
- The djinn stones will now teleport players to other locations. Hibernia players have access to the following teleportation locations: Tir na Nog, Druim Cain, Grove of Domnann, Meath Housing Zone, Personal House, and Guild House
Mordred and Gaheris
- The djinn stones will now teleport players on Mordred and Gaheris to all of the above listed teleportation sites.
Encounters - General
- The final encounter for each trial now has twice the chance to produce a Star of Destiny.
Oceanus Encounters
- As a part of the Eirene's Hauberk artifact encounter, Linos will remain up at his current location for a full day after spawning.
Stygia Encounters
- The cerabo iaculus no longer attempts to cast on a necromancer in shadeform.
Volcanus Encounters
- Shades of Mist - Destroying the Long Black Cloak correctly returns the cloak to the Aged Statue.
- Azar in Typhon's Reach will no longer attempt to teleport while engaged in combat.
Aerus Encounters
- The Jacina's Sash encounter has been reduced in difficulty. Furthermore, it will no longer be possible to pull Cyrek or Balasi outside of the canyon.
- Danos now drops the Guard of Valor artifact as treasure, instead of placing it on the ground for any player to pick up.
- Keres now drops the Wings Dive artifact as treasure, instead of placing it on the ground for any player to pick up.
Temple of Twilight
- A Cure for Kepa - Players that have A Cure for Kepa in their pending quest list but had no journal entry will now have one. These players will be able to kill Kepa and finish the quest.
Aerus City
- Players can no longer jump off of the Phoenix Fireballs.
Necropolis
- The Spirit of Sitamum in the Halls of Ma'ati can no longer be charmed.
New Artifacts
- We have added three new, lower level artifacts to Oceanus. The artifacts are Orion's Belt (can be obtained at level 30), The Ring of Unyielding Will (can be obtained at level 35), and the Gem of Lost Memories (can be obtained at level 30). The researchers and apprentices in the Haven of Oceanus have teasers for the encounters and information on where to locate the scrolls. The sphinx Callia also has riddles related to the encounters.
- Once the locked artifact and completed book have been obtained, they can be taken to the following researchers in either the Hall of Heroes or in the Haven of Oceanus for activation.
Albion - Scholars Shamira and Khalial
Midgard - Loremistresses Margit and Vendela
Hibernia - Sages Linyive and Narvla
Artifact Notes
- The delve information on the Eerie Darkness Stone no longer indicates a time of day requirement to earn experience.
- The primary ability of the Healers Embrace is now correctly be set to a self-target heal.
- The shapechanges cast by the Shades of Mist and Traitor's Dagger artifacts now work consistently while the player is running or in a crowded area, regardless of their target.
- The Guard of Valor artifact requires less experience to level. This is a retroactive change.
- The amount of experience required to level the Atlantis Tablet artifact has been reduced to an amount more appropriate to its level.
- The Tablet of Atlantis now shapechanges players into a large sobekite at level 5 and a smaller sobekite at level 10.
- The Wave of Healing spell on A Healer's Embrace cloak now heals the wearer in addition to realmmates.
- The Fountain of Health and the Fountain of Power spells on Jacina's Sash now affect the wearer in addition to realmmates.
- The Siege Lore spells on the Fool's Bow and Bruiser artifacts have been changed from a charge to a weapon proc. The duration of the siege lore spells has been reduced accordingly.
Item Notes
- The Whip of the Blaze (Albion) now has a bonus to Matter Resistance in place of the bonus to nothing.
- The Demonwolf Tainted Protector now has the correct speed of 3.5.
- The Lightning Embossed Studded boots now uses enamel dyes.
- The particle effect on the Zephyr Lute (Albion & Hibernia) has been replaced with one that fits a little better.
- The particle effect on the Flamespark Battle Axe (Albion) has been replaced with one that is a better fit.
- Zahur's Bracer (Midgard) now has the proper amount of hitpoints.
- (Albion and Hibernia) The Breath of the Wind instruments now has a more fitting particle effect.
- (Albion) Hermes Golden Sleeves can now be dyed with enamels.
- The Corroded Circlet of Sutekh (Albion) now has a bonus to Piety in place of Intelligence.
- Landrine's Hammer (Midgard) now has a weapon proc.
- Many pieces of Albion studded armor were incorrectly set to use leather dyes. These have been corrected to use enamels.
- The correct spells are attached to the Astral Cloak of Heroes and the Astral Cloak of Whispers.
- Astral Blade of Illusions (Hibernia) correctly summons Illusory Blades instead of Illusory Maces.
FOUNDATIONS NOTES
- All housing merchants have had the equipment they wear randomized to give the merchants a variety of outfits. Picking up the merchants (both consignment and internal house merchants) and placing them back down on their hookpoints (or porch) will cause the NPC to randomly choose an outfit from the equipment it has been given. Please note: Hasteners, Intoners, Pipers, and Vault Keepers have not had their equipment modified.
- The Siegecraft Supplies house merchant now costs 100 gold to purchase. Players who bought a Siegecraft Supplies merchant at the old price of 1 platinum can sell the merchant back for full price and purchase a new Siegecraft Supplies merchant for the new price of 100 gold.
- There are three new horse routes leaving each marketplace that head to another housing market. Every marketplace should now be within two horse rides of one another and most will be within one ride.
- New Trials of Atlantis Trophies have been added for the Deep-Chasm Matriarch, Dasyatis, Voracious Barracuda, Supreme Iaculus, and the Huleros Champion. Players can speak to the following NPCs in the housing zones to create the new trophies.
Albion - Ectant Dinailaine, Ilphrae Dinailaine, Jhanva Dinailaine, Airyn Dinailaine, or Ybaedric Dinailaine
Midgard - Frolder, Warmir, Hudi, Thieya, or Aenda
Hibernia - Sannan, Sabrea, Sionyn, Sadoc, or Sioned
- Players may once again turn in Typhon's Remains to the appropriate taxidermists in the housing markets.
COOPERATIVE SERVER
Capital Cities
- The Medallion Masters inside Camelot, Jordheim, and Tir na Nog now also provides a 30 minute duration strength buff and hastener speed to aid players inside the city. The strength buff is automatically removed if the player leaves the capital city before the buff expires.
PVP SERVER
- Players once again have the option of triggering the teleports in PvP zones by saying "port me" instead of handing the scroll to the teleport NPC.
Capital Cities
- The Medallion Masters inside Camelot, Jordheim, and Tir na Nog now also provides a 30 minute duration strength buff and hastener speed to aid players inside the city. The strength buff is automatically removed if the player leaves the capital city before the buff expires.
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Dark Age of Camelot
Version 1.71 Release Notes
August 24, 2004
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This version encapsulates many new changes and features geared towards addressing issues with the game's leveling system, population balance and Realm vs. Realm combat, and the grouping system. The following items are just some of the many changes you will find detailed in this patch. You will find specifics on these items under the NEW THINGS AND BUG FIXES section, later in this patch note.
The Enhanced Leveling System
Now that Camelot is nearly three years old, the bulk of our players are above level 35. Because of this it is becoming more challenging for casual gamers and low-level players to find groups, which can result in long leveling times and frustration. As such, we have implemented changes to the leveling system that will help all players level faster, no matter what server they play on. These changes are intended to be especially helpful to casual gamers and low-level players, allowing them to gain levels faster and more steadily.
Now, when players attain a level on their character through normal leveling methods during a seven day period, the character will gain a free level's worth of experience and coin appropriate to each level, up to level 47 (You can find a Q&A with sample scenarios located at http://www.camelotherald.com/more/1651.shtml ). On underpopulated realms, the time required to gain a level may be decreased to as little as two days.
New Bonuses
Along with the enhanced leveling system, we have also made some changes to help all players level faster, no matter what server they play on. We have significantly increased the camp bonus so you will be given far more experience than before for fighting monsters that aren't being camped by other players. The camp bonus still deteriorates over time; however, it does so at a slower rate than it did previously.
To assist the players in low population realms, or realms facing difficult odds, we are providing additional bonuses for PvE and RvR combat. The designated realms will now receive experience, realm point, bounty point, and coin bonuses when killing enemy realm players. These realms will also receive a higher camp bonus when killing monsters in PvE combat.
For more information, you can visit http://www.camelotherald.com/populationbalance.php to see the list of realms that have been designated for these new bonuses. The server selection screen has also been updated to display which realms are designated for the new bonuses. Pressing the ? button on the server selection screen with a server selected will give you more information for the server/realm you have selected.
Please note, that, for version 1.71, Gaheris and Mordred are set to the normal population bonus settings for all realms and characters on these servers.
Relic Changes
Now that the dust has settled a bit on New Frontiers, it is apparent that it is too easy for a dominant Realm to take all Relics and hold on to them. Because of this, we are making changes to ensure that it remains relatively difficult to take enemy Relics, but is much easier to get yours back if they do get taken. Captured enemy relics now must be placed in a keep controlled by your realm in your realm's frontier. Your realm's relics are still placed in your realm's relic towers.
With our revised relic system (your own relics are behind the relic gate, but enemy relics reside in less protected keeps just outside the relic gate), we will be moving relics as part of this patch. Any of your own realm’s relics that your homeland controls will still be in the relic temple. Any enemy relics that your realm controls will be moved to the keeps nearest the relic gate, with no more than one relic per keep.
Remember that after today, an enemy relic may be placed in ANY homeland keep that your realm controls.
General RvR Changes and Balance
We have made changes to alleviate the situation where a realm with few or no keeps cannot stage a comeback versus the realm that has all or most of the keeps and Relics. The more "control" one Realm has on the RvR battlefield, the harder it will be for them to hold on to keeps and Relics. Now, the more keeps a realm has, the longer the upgrade time will be for that keep to reach level 10 and the longer the delay will be for the flames to appear on the realmwar map for that realm's keeps and towers. Additionally, we have adjusted the teleportation system in the New Frontiers. You can now only teleport into the 4 coastal keeps in the enemy frontiers (if your realm controls them). Finally, we have adjusted maintenance costs, guard levels, and siege damage according to the amount of territory controlled.
Master Level Encounter Changes
Trials of Atlantis Master Levels are considered by many players just as much a part of leveling a character as standard experience, and because of this, we are looking at ways to make that process faster and less cumbersome. For this version, we have made changes to some of the most frustrating of Master Level encounters to make them easier and less time-consuming. We have added another means of completing the encounters for Trial 3 without having to leave the dungeon, added djinn stones for transportation out of the final encounter rooms for each trial, and we have also adjusted the monster difficulty of several other encounters.
Artifact Experience Changes
In order to ease some of the frustrations in finding monsters of the appropriate level and difficulty, all artifacts will now use one of six leveling requirements. Artifacts will be assigned to one of the following regions: mainland outdoors, mainland dungeons (including Darkness Falls), Shrouded Isles outdoors, Shrouded Isles dungeons, Trials of Atlantis outdoors, or Trials of Atlantis dungeons. In addition, all artifacts can now earn experience from player versus player kills and from killing monsters in the Frontier zones (including Passage of Conflict and Summoner's Hall). Artifacts will also be easier to level now, with the new higher camp bonuses in this patch.
Ingame Map System
With this version, the new ingame map system makes its debut. Players will be able to use these maps to help them navigate throughout their realm and frontier zones. The ingame map system shows region and zone maps for your current location, major points of interest, horse stable merchants, horse routes, terrain, and a description for the zone or region you are in. You can also track your location on the map.
NEW THINGS AND BUG FIXES
- We have made some changes that will decrease the chance of network latency occurring in all areas of the game, especially in the ToA zones.
- Solo players who are not in PvE combat can now join groups which are in PvE combat.
- Camp bonuses have been greatly increased in value. They will take longer to reach their new high value and longer to deplete. An extremely overhunted camp will now take longer to return to a high camp bonus than it previously did. This will not impact the minimum amount of experience players will gain from a camp, but if the camp is continuously overhunted it may take longer to return to the higher camp bonuses.
- Fixed a bug that allowed players to get RP credit for enemy-players that were damaged a significant amount of time prior to their death. This caused a significant dilution of realm points in many cases, especially in keep/tower sieges and other large battles. This change will now give more RPs to the players that actively participate at the time an enemy is killed.
- (Bug Fix) The percent chance for monsters aggressing animist turrets and to have that aggression transferred to the animist's controlled pet has been slightly increased.
- The /hidegraves command, as well as the /effects self|group|none|all command, will now save when you exit and re-enter the game. These settings are not stored on a per-character basis; they are the same for all your characters.
- Added a new command, '/chatlog name', to allow players to open a chat log to a different filename than 'chat.log'. The extention '.log' is automatically appended to whatever name you choose, so typing '/chatlog pendtest' would create a file called 'pendtest.log' in your Camelot directory. You can close the chatlog by pressing your bound Chat Loggin key or by typing '/chatlog' again.
- The buttons for /clock and /map have been added to the command window.
- We have addressed several issues that could cause players to go linkdead or have unusually high amounts of network lag around the following Trials of Atlantis encounters: Tartaros Gift, Dreamsphere, Kirkleis (ML 1.6), and Flames (ML 6.5 Solo Step).
- The level 20 Nightshade class title has been corrected to Darkblade.
- You are no longer able to put no trade items in the bank or vault by pulling an item from your vault and dropping it on the no trade item somewhere on your character.
- It is no longer possible to summon a pet into a wall.
Stats Command Changes
- The /stats command will now also show the following statistics for your character's current game session: HP healed, Resurrections performed, and "I Remain Standing...". Please note that the "I Remain Standing..." score, like all other statistics viewed with /stats, is based on the character's current game session; it is *not* the overall score tracked on the Camelot Herald.
- We have added the subcommands /stats rp, killrp, kills, deathblows, irs, heal, and resurrect. Each subcommand shows a top 20 list of players with the current highest of the given stat.
- We have added the /statsanon command to make your stats invisible to other players (but not yourself) and prevent you from appearing on top 20 lists (viewed with /stat rp, killrp, kills, deathblows, irs, heal, or resurrect).
- Your stats viewed with /stats will now reset if two hours pass without a stat being recorded for a character. All stats are game session only, meaning they are reset when the character is logged out.
- /quit now output's your game session stats (/stats values) if any were acquired.
The Enhanced Leveling System
Now that Camelot is nearly three years old, the bulk of our players are above level 35. Because of this it is becoming more challenging for casual gamers and low-level players to find groups, which can result in long leveling times and frustration. As such, we have implemented changes to the leveling system that will help all players level faster, no matter what server they play on. These changes are intended to be especially helpful to casual gamers and low-level players, allowing them to gain levels faster and more steadily.
- All characters will now be granted enough experience for a free level every seven days, if the character has attained a level by regular play in that time. In other words, if you play your character and gain at least one level in a seven day period, your character will be given enough experience for the next level free.
- Underpopulated realms characters will receive the free level experience more often, up to a minimum of every two days, if the character has attained a level by regular play in that time.
- Players gaining experience from the Enhanced Leveling System will now also be awarded an amount of gold dependent upon the level the player has progressed to.
- When your character has gained a level by regular play, and qualifies for the free experience, a pop-up will appear, informing you that you can now gain a free level's worth of experience at your trainer.
- Please note that using the free experience at the time it is granted will be the most beneficial to your character, if you save the free experience until a later level (for example: you receive a free level at level 10, but wait until level 15 to use it), it will not be enough experience to grant you an entire level at that point.
- Characters will not lose their skill respec if they use the free experience at their trainer when the character is at levels 5, 20, and 40. Instead, the respec will disappear when the character has leveled again (for example: If your character is level 40, and your free experience takes you to 41, your free respec remains on your character until used or until level 42).
- After a character reaches level 47, that character may no longer make use of The Enhanced Leveling System.
New Bonuses
To assist the players in low population realms, or realms facing difficult odds, we are providing additional bonuses for PvE and RvR combat.
- Evenly distributed and underpopulated realms will now receive bonus experience, realm points, bounty points, and coin for fighting enemy players in the Frontiers. Underpopulated realms will receive greater bonuses than realms whose populations are more evenly distributed on a given server.
- All realms will also receive additional camp bonuses, meaning more experience per monster kill. Underpopulated realms will receive a greater camp bonus than realms whose populations are more evenly distributed on a given server.
- The experience earned from the additional camp bonus and bonus experience from player kills also applies towards earning artifact experience.
- Please note, that, for version 1.71, Gaheris and Mordred are set to the normal population bonus settings for all realms and characters on these servers.
Ingame Map System
With this version, the new ingame map system makes its debut. Players will be able to use these maps to help them navigate throughout their realm and frontier zones.
- To view the map window, type /map or click on the Map button in the command window.
- The map window can show region and zone maps for those zones in the current region you are in (for example: if your character is in an SI zone, you will be able to see the SI region map and all SI zone maps). The maps are selectable through a drop down menu at the top of the map interface window.
- All maps have an indicator that shows your current location.
- Zone maps show major points of interest, horse stable merchants, horse routes, and terrain (mountains, lakes, etc).
- Each map has a zone description which can be turned on and off.
- You can also choose to "track" your location on the map by clicking the "Follow" button. When this is toggled, your map will change automatically when your location moves to another map (for example, when riding a horse from one zone to another).
- New Frontiers ocean zones are included in the ingame map system.
- Dungeon and City maps will not be available with the ingame map system.
- The map window remembers showing state, description button state, and follow mode state through zoning and logging.
CLASS CHANGES AND FIXES
General Changes
- Because players generally have to decide on whether or not to use a damage shield spell before they enter combat, due to the fear of breaking crowd control spells (like root), most elect not to use it at all. In order to give players more flexibility in using damage shield spells, the following damage shield spell lines have been made non-interruptible when cast: Fungal Covering (Shaman), Briar Sprout (Druid), and Asgard's Lesser Damage (Healer). This change will allow players to cast the damage shield at any point during combat (for example: using the spell after root spells on enemy targets have expired).
- Many classes rely on damage add spells as a fundamental aspect of their offensive capabilities, putting them at a heightened risk when a damage add spell expires or drops in the middle of battle. In order to allow more flexibility when casting these spells, the following damage add spell lines have been made non-interruptible when cast: Nails of the Wild (Druid), Piercing Strike (Ranger), Augmented Blow (Healer), Force of Nature (Shaman), Thunder's Bash (Thane), Hammer of Faith (Cleric), and Refiner's Strength (Cleric). This change will allow this spell to be cast when the character is under attack.
- Due to the fast paced nature of combat, spread heals were added to the game to make primary healers more effective in many situations, with an emphasis on RvR. Spread heals turned out to be so effective that there is rarely a reason for a primary healer to cast a single target heal. In order to reward primary healers who are judicious in selecting the right heal spell for the situation, as well as to provide a small boost to secondary healing specs, we have reduced the power costs of the following single target heal lines by 33%: Major Restoration (Cleric/Friar), Major Resurgence (Druid/Warden/Bard), Major Somatic Renewal (Mentalist), Major Reconstitution (Healer/Shaman).
Champion
- We have improved the Champion's Vigor line to bring the spell line up to par with the buff spells from buffing classes.
5 Vigor of the Champion - +17 str/con
10 Strength of the Champion - +22 str/con
16 Fortification of the Champion - +31 str/con
23 Focus of the Champion - +39 str/con
32 Power of the Champion - +51 str/con
40 Force of the Champion - +63 str/con
50 Might of the Champion - +75 str/con
NEW FRONTIERS NOTES
- We have added several high level monster camps throughout the Frontiers zones so players can more easily find monsters to charm.
- (PvP Server) Players can no longer aim a ram at a door for a keep or tower that their guild controls.
General RvR Changes and Balance
We have made changes to alleviate the situation where one Realm can dominate in RvR by taking all or most of the keeps and Relics. The more "control" one Realm has on the RvR battlefield, the harder it will be for them to hold on to keeps and Relics.
- You can now only teleport into the 4 coastal keeps (if controlled by your realm) in the enemy frontiers. You can no longer teleport into the inner three keeps (even if controlled by your realm) in enemy frontiers.
- For realms that own 5 or less keeps, the flames on the realmwar map will only appear when the tower/keep door or walls have been slightly damaged. When a realm owns more than 5 keeps, the flames will trigger on the realmwar map at a lower health. The trigger delay increases for each keep (past 5) that the realm owns. If a realm owns all of the keeps, they will not see any flames on the realmwar map for any of their keeps or towers.
- The time to upgrade a keep to level 10 is now based on how many keeps the realm owns. The total time increases 6.25 hours per keep owned by that realm (for example: the base time for owning 7 keeps is 40.5 hours). The time to upgrade to level 10 if the realm owns one keep is 3 hours. The time to upgrade to level 10 if the realm owns all 21 keeps is 128 hours.
Defensive Realm Bonuses
The following bonuses apply to realms that control less than one third of the keeps in the frontiers, in an effort to scale the refresh times, costs, and damage taken down if a Realm is being significantly beaten.
- Tower and keep hookpoint reuse timers now vary from 1 minute to 5 minutes for realms that own 0-7 keeps.
- Tower and keep hookpoint items now vary in cost for realms that own 0-7 keeps. The minimum cost (for realms that own no keeps) is 1 gold. The normal cost is applied when the realm owns 7 keeps.
- NPC guards (and hookpoint guards) now have an additional amount of levels for realms that own 0-7 keeps. The maximum amount of additional levels (for realms that own no keeps) is 15. The minimum amount of additional levels (for realms that own 7 keeps) is 0.
- Keep/Tower maintenance costs now vary for realms that own 0-7 keeps. The minimum cost (for realms that own no keeps) is 0. The normal maintenance cost is applied when the realm owns 7 keeps.
- Siege damage now varies for realms that own 0-7 keeps. Siege for realms that own no keeps do twice as much damage. Siege for realms that own 7 or more keeps does normal damage.
Relic Changes
Now that the dust has settled a bit on New Frontiers, it is apparent that it is too easy for a dominant Realm to take all Relics and hold on to them. Because of this, we are making changes to ensure that it remains relatively difficult to take enemy Relics, but is much easier to get yours back if they do get taken.
- You no longer need your own realm's relics before you can capture an enemy one. However, a bonus is only gained from a relic if the realm owns their own of that type.
- When capturing an enemy relic, you will now need to place them in a keep you own in your realm's home territory. The relic must be placed on the third floor of the lord tower inside the keep.
- For recapturing your realm's own relics, you will still need to place them in your realm's appropriate relic tower.
- There is a one relic per keep limit.
- Once a relic is in a keep, the keep needs to be captured before the relic can be moved. Once the keep is captured, anyone can pick up the relic.
- Once a relic leaves the temple or a keep, it has 2 hours to reach a new holding place. If it doesn't, it will be placed in an available keep in the realm that had previously held it or returned to its home temple if no such keep exists.
- The following defensive realm bonuses are not applied to a keep that is holding a relic: hookpoint reuse timers, hookpoint item cost, additional guard level, and maintenance cost.
- The realmwar map will now display what relic a keep is holding (if any) when the keep is selected on the map.
Realm Ability Changes and Fixes
- (Bug Fix) Soul Quench has been changed to do spirit damage. It was previously incorrectly set to essence damage.
- (Bug Fix) The stun component of Desperate Bowman was incorrectly set to allow it to be purged. This has been fixed. Players will no longer be able to purge the stun from this realm ability.
- Thornweed Field has been changed so that it cannot be stacked on a player by more than one caster. This was done to prevent situations where multiple Thornweed fields could be used at one time to do much more damage then intended.
Siege Changes
- The line of sight check required when firing a ram has been removed.
Item Notes
- Barbed Mace of Conflict and Crescent Sword of Conflict (Hibernia) now have the correct damage and speed values.
- All the named loot dropped in the Passages of Conflict (all 3 realms) have had their imbue values and bonuses increased to a more appropriate level. This affects existing items so be sure to check any you have in your inventory or vault.
MASTER LEVEL AND ARTIFACT ADJUSTMENTS
Trials of Atlantis Master Levels are considered by many players just as much a part of leveling a character as standard experience, and because of this, we are looking at ways to make that process faster and less cumbersome. For this version, we have made changes to some of the most frustrating of Master Level encounters to make them easier and less time-consuming.
Oceanus Encounters
- Trial 1.8 - The levels of the hammerhead and azure sharks have been decreased.
- Trial 1.8 - The broadcast messages indicating which shark has the ruby can now be seen at a greater range.
- Trial 1.8 - The spell effect indicating which shark has the ruby has been changed to a more noticeable effect.
- The djinn stone outside of the Cetus encounter area in Mesothalassa has been moved. The djinn stone is now closer to the cave entrance leading to the Cetus' Pit.
- There is now a djinn stone inside the Cetus' Pit.
Stygia Encounters
- There is now a djinn stone in Martikhora's encounter room inside the Great Pyramid.
- A Glyph Incised Chest has been found among the rocks outside of the Fortress of Storms. There is a rumor that the chest belongs to Seti the Pharaoh and that only his keys can open it.
Volcanus Encounters
- Trial 6.10 - The levels and defensive abilities of the elite taur defenders have been decreased.
- Trial 6.10 - We have decreased the number of elite taur defenders that spawn at the bridges in Ashen Isles. This change will allow players greater ease in defending the bridges for this encounter.
- There is now a djinn stone inside the Chimera's Lair in Ashen Isles.
Sobekite Eternal
- Trial 2.7 - The sobekite guards in front of the Cellar Gate, leading to Djedkare's chambers, have been removed. This change will allow easier access to this area for solo players who wish to attempt Djedkare's solo encounter.
- Trial 2.8 - The sobekite guards in front of the South Hall Gate, leading to Amenemhat's encounter room, have been removed. This change will allow easier access to this area for solo players who wish to attempt this encounter.
- Trial 2.8 - The water crocodiles in the pool in Amenemhat's encounter room have had their roam radius reduced. This change will allow easier access to the stairs leading up to the Amenemhat's platform.
- There is now a djinn stone inside Runihura's temple.
Temple of Twilight
- Trial 3.1 - The level and amount of Moirai's summoned cobras have been decreased.
- Trial 3.2 - Moughart and his guards will no longer vary in level when spawned.
- Trial 3.2 - Players now have two choices for obtaining a cure in "A Cure for Kepa". Players may either kill Moughart or seek out the Triton Brigand inside the Temple of Twilight.
- Trial 3.4 - The level of Deidamia's entranced cobras has been decreased. Additionally, Deidamia's chance to summon the cobras has been decreased slightly.
- Trial 3.5 - Antioos's cobra will no longer vary in level when spawned.
- Trial 3.5 - Players may now kill molded statues inside the Temple of Twilight for a chance to receive the triton shaman necklace that is needed for the quest, "Tasks for Antioos".
- Trial 3.7 - Shraogh will no longer vary in level when spawned.
- The levels of the statue sentinels and molded statues have been decreased. The defensive abilities of these monsters have also been decreased.
- Two groups of statue sentinels and molded statues have been added along the right wall of the cave area leading to Laodameia's encounter room.
- There is now a djinn stone inside Medusa's chambers in the Temple of Twilight.
Necropolis
- Trial 5.2 - The Echo of Duamutef now has a limit to the number of times it can split into scarabs. Additionally, each time the Echo of Duamutef splits, it will lose a portion of its health.
- There is now a djinn stone inside Ammut's encounter room in Necropolis.
Deep Volcanus
- There is now a djinn stone in Typhon's encounter room.
Aerus Encounters
- There is now a djinn stone on Talos' floating island in Arbor Glen.
City of Aerus
- There is now a djinn stone in the Phoenix's encounter area.
NPC Speech Changes
To increase the level of communication between grouped and battlegrouped players, we have added the ability for other players to see what a NPC is saying to another player for certain master level encounters. The NPC's speech will appear to other players in the lower chat window in white.
- Grouped players will now be able to see an echo of the NPC speech that is directed towards another player in the group for the following master level encounters: Trial 1.1, Trial 1.2, Trial 2.5, Trial 7.3, Trial 7.4, Trial 7.5, and Trial 7.6.
- Battlegrouped players will now be able to see an echo of the NPC speech that is directed towards another player in the battlegroup for the following master level encounters: Trial 2.6, Trial 2.7, Trial 2.9, Trial 3.2, Trial 3.5, Trial 6.3, Trial 8.10, and Trial 9.2.
Artifact Adjustments
- In order to ease some of the frustrations in finding monsters of the appropriate level and difficulty, all artifacts will now use one of six leveling requirements. Artifacts will be assigned to one of the following regions: mainland outdoors, mainland dungeons (including Darkness Falls), Shrouded Isles outdoors, Shrouded Isles dungeons, Trials of Atlantis outdoors, or Trials of Atlantis dungeons. In addition, all artifacts can now earn experience from player versus player kills and from killing monsters in the Frontier zones (including Passage of Conflict and Summoner's Hall).
- Artifacts which previously earned experience only from player kills will no longer level at an accelerated rate. This change was made because these artifacts have been changed to use one of the six new leveling requirements, allowing players more options to earn experience for these artifacts. The artifacts affected are: the Band of Stars, Battler, the Ceremonial Bracers, the Crown of Zahur, the Fool's Bow, Scepter of the Meritorious, Snatcher, and Tartaros Gift.
- The following artifacts can only be picked up by players who participate in defeating their associated encounters: Cloudsong, Gem of Lost Memories, Orion’s Belt and Ring of Unyielding Will
- Necromancers may no longer use the Wand of Lightning summoned by the Stone of Atlantis artifact while in shadeform, however, they can now use the Rod of Magic while in shadeform.
- The amount of experience required to level the Ring of Dances, Alvarus' Leggings, and a Healer's Embrace has been reduced to correspond to the changes in leveling requirements. This change is retroactive.
CAMELOT CLASSIC WORLD NOTES
Albion Quests
- Trevian, located in the Outland Wharf in Avalon Marsh, is in need of assistance in finding his best friend who was kidnapped. Trevian has a unique reward to give to players who can find and return his best friend to safety.
- Two rival courtiers, Lord Mathias and Lady Kristianna, are competing to present King Constantine with a worthy gift. In order to do so, they'll need the help of an intrepid adventurer willing to assist them in collecting the ingredients and thwarting the rival. If you are at least level 20, you can begin this quest by visiting Lady Kristianna at Adribard's Retreat, or Lord Mathius at Castle Sauvage.
- Fortune of Few - Master Graent will once again accept crafted war mattocks in addition to the store bought ones.
Midgard Quests
- Reyer, located in Gna Faste, is in need of assistance in finding his best friend who was kidnapped. Reyer has a unique reward to give to players who can find and return his best friend to safety.
- Crelam at Galplen needs the aid of some brave souls to thwart a dangerous plot taking shape in Myrkwood forest. If you are at least level 19, bring some friends to Galplen and help Crelam put a stop to a deadly alliance that could change the balance of power in Myrkwood.
Hibernia Quests
- Naois, located outside the Tir na Nog North Gate, is in need of assistance in finding her best friend who was kidnapped. Naois has a unique reward to give to players who can find and return her best friend to safety.
Midgard - General
- The Jordheim merchants have had their stores expanded. All tiers of crafting materials have also been added to bring the city's stores in line with the stores in Camelot and Tir na Nog.
Monsters - Darkness Falls
- Inquisitor Eciraum no longer makes forays into the areas designed for lower level players.
Item Notes
- The duplicate Body Resistance bonus on the Crude Silk Sleeves (Hibernia) has been changed to Matter Resistance.
- The mining pick dropped by some siabra miners now salvages for ore instead of iron.
- The Twinkling Tiara (Albion) is now correctly flagged as chain armor instead of scale.
- The bonus on the Siabran Recurve Bow (Hibernia) has been increased to the appropriate 10% for future instances of this item being rewarded.
SHROUDED ISLES WORLD NOTES
Albion Quests
- Torctgyd Brookshire will no longer attempt to give out the Trials of Atlantis quest, Marauding Bandits.
- Reports - Necromancers may now use the three reports (the Woman in Black report, Undead report, and Calikana report) in shade form.
TRIALS OF ATLANTIS WORLD NOTES
Stygia Monsters
- Some minor dust janns were doing significantly less damage than their brethren, nor were they as aggressive as intended. Both of these issues have been fixed.
Aerus Monsters
- The cyclops skotos will no longer be as difficult for players to kill.
Aerus Encounters
- Gift of Love - The aggro radius on Danos' Guards has been increased to match his. This will eliminate Danos being pulled without aggroing his guards.
Item Notes
- The Sun Great Sword (Midgard) is now using the correct elemental icon.
- The Sand-edged Spear (Midgard) and the Sand-edged Stout Bow (Midgard) can now be dropped on the ground and placed in vaults.
- Players will now be able to combine Wall Glyphs 2 and 3 with Wall Glyphs 1 and 3 to complete the Complete Book of Glyphs for the Traitor's Dagger artifact.
COOPERATIVE SERVER
New Frontiers Monsters
- (Bug Fix) Fensalir Faste will now correctly spawn an encounter to defeat.
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Dark Age of Camelot
Version 1.72 Release Notes
Fallen Barriers
October 26, 2004
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Version 1.72 is a veritable melting pot of new features and changes for Dark Age of Camelot. With just some of the many features of this version, players will be able to set new goals for their realm vs. realm combat, enjoy more options for spellcrafting equipment, and navigate through housing with greater ease than ever before. New players to the game will now be guided through Dark Age of Camelot's game systems and mechanics, to help them through their early adventuring. Please read below for a summary of changes and features for Version 1.72. You will find specifics on these items under the NEW THINGS AND BUG FIXES section, later in this patch note.
Class Changes
To reward those healing classes who spec in their healing lines, we have lowered the casting time on Greater Heal spells and group heals. We have also made it easier for buffing classes to rebuff players during combat by changing all concentration spells to be non-interruptible.
We have also added a new style to the shield line of Warriors, Armsman, and Heros. In addition to these changes, we have increased the values of self AF buffs for Hunters and Rangers.
In-Game Keyboard Configuration
Instead of having to log out of the game to configure your keyboard, you will now be able configure your keyboard actions while in the game, via the in-game keyboard configuration window.
New Supply Line Model
To encourage a more open field combat between keeps that you and your enemy can port into, as well as simplifying the supply chain concept, we have changed the supply chain system so that the three beachhead keeps are the only keeps that have the potential to be teleported to by both the defending and attacking realm.
For more information on the changes to the Supply Line Model, please see the patch notes for NEW FRONTIERS NOTES below.
Realm Point Earning Changes
Due to player feedback, we have made changes to the realm point earning system to lessen the penalty against higher realm rank players and to provide a bonus for lower realm rank players.
Realm Rank Extension
As Dark Age of Camelot progresses, many of our players have fought their way to the tops of the realm rank charts. To allow these players the opportunity to achieve new goals in the New Frontiers, we have extended the realm rank system to Realm Rank 12.
New Spellcrafting Recipes
We have added new spellcrafting recipes that will allow crafters to imbue items with three bonuses introduced with Trials of Atlantis. These bonuses are: "Focus: All spell lines", "Skill: All melee weapon skills", and "Skill: All magic skills".
New User Quests
To introduce new players to Dark Age of Camelot, we have created nine new quests in each realm for level 1-5 characters that will guide players through the various systems and mechanics of the game. As these quests are completed, players will be given experience, items, and coin rewards to help them in their adventuring.
Starting Locations
To direct new players to the new user quests, all starting locations for newly created characters have been revised and updated. Players choosing to start in classic Camelot locations will now start in the same village in each realm.
Bounty Quest Changes
Many players who attempt bounty quests often feel that these quests offer little reward for the time and effort involved in getting the bounty item drop and finding the appropriate NPC to give the item to. We have made changes to the bounty quest system, in terms of experience and amount of completions, in order to make these quests a more rewarding experience for players.
Housing Wall Removal
To make it easier for players to navigate around the housing zones, the mountain walls for each zone have been removed. Players will be able to run to connecting housing zones without needing to navigate around terrain barriers.
NEW THINGS AND BUG FIXES
- (Gaheris Only) /Realm will now return valid information (whether the keep is empty or occupied) if you are in New Frontiers zones.
- You will now be able to invite players who are not in your same zone region into your group. For example: You can now invite players who are outside of the dungeon you are currently in.
- Players will now receive a help popup when entering New Frontiers for the first time.
- Siege resist will no longer be displayed in the Bonuses window.
- Forceful Zephyr will no longer pull players off of boats or horses.
- Necromancer spells which summon creatures to ground targets (such as Crystal Titan) now require that your pet be within range of your ground target, and that your pet have line-of-sight to your ground target.
- When nearsighted, the casting range check when using ground target summon spells (for example, animist turret spells) is now performed at the beginning of the cast, as well as at the end of the cast. This change will help prevent cases where a player would have to wait out the entire casting time to find that the ground target is out of range due to being nearsighted.
- /faceloc will now fail when the player is mesmerized or stunned.
- (Bug Fix) Divine Intervention will no longer heal necromancer pets that are out of range of the ability.
- (Bug Fix) Artifacts with use timers will now correctly reset when equipped by swapping a same slot item from a worn slot with the artifact in the backpack.
- (Bug Fix) If you die while on a Forceful Zephyr, your body will now be dropped immediately by the Zephyr.
- (Bug Fix) Underwater movement will now properly be slowed when you are at low hits.
Bounty Quest Changes
Many players who attempt bounty quests often feel that these quests offer little reward for the time and effort involved in getting the bounty item drop and finding the appropriate NPC to give the item to. We have made the following changes to the bounty quest system in order to make these quests a more rewarding experience for players.
- The experience reward for each bounty item turn in has been increased. Additionally, the experience reward will scale appropriately to the player's current level. Note that this change means that each bounty quest can only be completed for a certain range of levels.
- All bounty items now have delve information. The delve information includes the NPC name and location for the turn in, as well as the minimum and maximum level of the bounty quest.
- Players can now turn in a maximum of 20 bounty items for a bounty quest. Previously, players could only turn in a maximum of 15.
In-Game Keyboard Configuration
Instead of having to log out of the game to configure your keyboard, you will now be able configure your keyboard actions while in the game, via the in-game keyboard configuration window.
- To access this window, press the "Keyboard" button on the Command window.
- Click on the action you wish to configure and then press the key (or mouse button) you wish to map the action to.
- Pressing the "Clear Current" button with an action selected will remove the key mapping for the action.
- To reset your keyboard to FPS or RPG defaults, press the "FPS Default" or "RPG Default" button.
- When you have finished configuring your keys, press the "Accept" button to save your keyboard configuration. Pressing the "Cancel" button will exit the keyboard configuration menu, without saving your configuration changes.
CLASS CHANGES AND FIXES
General Changes
- In order to reward Druids, Healers, and Clerics who spec in their healing lines, we’ve lowered the casting time on the Greater Healing line of spells. These heals should now provide the highest HP per second return, making them very useful in situations where a major heal wouldn’t heal enough in time. The spell lines changed were Greater Apotheosis (Druid), Greater Emendation (Healer), and Greater Refocillation (Cleric).
- In order to make group heals more desirable to cast when 5 or more people in a group take damage, we’ve lowered the casting time on both the specline and baseline group heals. The spells affected are Heaven’s Approbation (Cleric), Angelic Approbation (Cleric and Friar), Reviving Conflux (Druids), Group Apotheosis (Druid, Warden, and Bard), Tones of Health (Bard), Tribute of Battle (Healer), and Group Emendation (Healer and Shaman).
- We have changed how the immunity timers on combat styles work - they have been changed so that the immunity timer will now be exactly five times the length of the stun, rather than the standard one minute duration. For instance, if a combat style's stun has a 5 second duration; it will trigger a 25 second immunity timer, instead of triggering the standard one minute timer as before.
- We have changed how the immunity timers on pet stuns work for pet classes. The immunity timer will be five times the length of the stun. For example, a pet with a one second stun will now grant a 5 second immunity. The pets affected by this change are the Cabalist Amber Simulacrum, Spiritmaster's Summon Spirit Thrall line, and the Druid's Summon Nature Spirit line.
- All concentration buff spells have been changed to be non-interruptible. This minor change is being made to make it slightly easier for buffing classes to rebuff players while in PvE or RvR combat.
- We've increased the values of the self Armor Factor buffs in the Hunter's Beastcraft and Ranger's Pathfinding lines. These spells should now be comparable with a specline AF buff instead of baseline. With this change, these AF buffs will now stack with baseline buffs from Seers and Naturalists. The spell lines affected are Lynx's Pelt in Beastcraft and Invincibility in Pathfinding.
- Added the Shield Swipe style to the shield line of Warriors, Armsman, and Heros. Shield swipe is a level 41 AE shield attack that does low damage.
Enchanter
- (Bug Fix) The Enchanter's Dazzling Strobe line of instant debuffs will no longer interrupt casters.
- The Enchanter's underhill zealot will now spawn wearing a cloak.
Hunter
- Changed Gungin's Fury in the Hunter's spear line to chain off of Return Thrust and increased the damage of the bleed effect.
Reaver
- We've changed the way Reaver debuff point-blank area of effect pulsing spells work. These debuff spells will no longer cause interruptions on the targets they hit. The spells affected are Aura of the Inevitable and Aching Curse.
Spiritmaster
- All Spiritmaster pets that wear armor will now wear cloaks.
TRADESKILL UPDATES
- Friars now have the option to take up Fletching at level 5.
- Midgard Alchemy - The Herbcraft skill requirement for weapon lusters has been reduced to 987. This brings the Midgard weapon luster recipes in line with Albion and Hibernia.
New Spellcrafting Recipes
We have added new spellcrafting recipes that will allow crafters to imbue items with three bonuses introduced with Trials of Atlantis.
- The Brilliant Sigil, Brilliant Rune and Brilliant Spell Stone are gems that allow Spellcrafters to place "Focus: All spell lines" to player-crafted staves. This particular gem is available for all gem material level recipes, meaning that focus levels are available at 5, 10, 15...all the way to 50.
- The Finesse War Sigil, Finesse War Rune, and Finesse War Spell Stone are gems that allow Spellcrafters to place "Skill: All melee weapon skills" on player-crafted items. This gem is only available as a first gem material level recipe, meaning that there is only one recipe that will produce a +1 skill increase.
- The Finesse Fervor Sigil, Finesse Primal Rune, and Finesse Nature Spell Stone are gems that allow Spellcrafters to place "Skill: All magic skills" on player-crafted items. This gem is also only available as a first gem material level recipe, producing a +1 skill increase.
NEW FRONTIERS NOTES
- Fixed an issue where if you logged into an unsafe keep and were teleported to your frontier town, sometimes the portal stone would not be visible.
- The faeghouls will now stay within the graveyard that they are supposed to inhabit.
Purchase Hookpoint Permissions
- We have added a new guild permission, 'Purchase Hookpoint'. Setting this permission to "Y" will allow players of a rank to purchase items from Keep Hookpoint Stores using Guild Bounty Points. By default, only Guildmaster (rank 0) players will be allowed to spend GBPs at Keep Hookpoint Stores. For example: '/gc edit 1 purchase y' will enable rank 1 players in the guild to spend GBPs at the Keep Hookpoint Stores. To disable rank 1 players from using GBPs at the hookpoint stores, use '/gc edit 1 purchase n'.
New Supply Line Model
To encourage a more open field combat between keeps that you and your enemy can port into, as well as simplifying the supply chain concept, we have made the following changes to the supply line system:
- If you own either of the keeps closest to your border keep and its four towers, you can port to it. These keeps are Dun Scaithag and Dun Ailinne for Hibernia, Fensalir Faste and Arvakr Faste for Midgard, and Caer Renaris and Caer Hurbury for Albion.
- If you own either of the keeps closest to your border keep (listed above), and your realm's island keep and its four towers, then you may port to your realm's island keep. The island keeps for each realm are as follows: Dun nGed (Hibernia), Glenlock Faste (Midgard), and Caer Boldiam (Albion).
- If you own either of the keeps closest to your border keep, your realm's island keep, and your realm's beachhead keep and its four towers, then you may port to your realm's beachhead keep. The beachhead keeps for each realm are as follows: Dun Crauchon (Hibernia), Bledmeer Faste (Midgard), and Caer Benowyc (Albion).
- If you own either of the keeps closest to your border keep, your realm's island keep, and your realm's beachhead keep, then you may port to any enemy coastal keep that your realm captures (provided that your realm also controls all four towers of the enemy coastal keep).
- You can never port into your realm's three non-beachhead coastal keeps. The non-beachhead coastal keeps for each realm are listed below.
Albion - Caer Berkstead, Caer Erasleigh, Caer Sursbrooke
Midgard - Nottmoor Faste, Blendrake Faste, Hlidskiaf Faste
Hibernia - Dun Crimthain, Dun Bolg, Dun daBehnn
- You can never port into the enemy's three inland keeps. The inland keeps for each realm are listed below.
Albion - Caer Boldiam, Caer Hurbury, Caer Renaris
Midgard - Glenlock Faste, Fensalir Faste, Arvakr Faste
Hibernia - Dun nGed, Dun Ailinne, Dun Scaithag
- The three beachhead keeps are the only keeps that have the potential to be teleported to by both the defending and attacking realm.
Realm Point Earning Changes
Due to player feedback, we have made the following changes to the realm point earning system to lessen the penalty against higher realm rank players and to provide a bonus for lower realm rank players.
- The amount of realm points received for killing someone of lower realm rank/level than you has been increased significantly.
- If you are of a lower realm rank/level than the player you killed, you will now receive more realm points than you would if you killed a player with an equal or lower realm rank/level.
- Note that the above are based on a sliding scale, the difference between the two realm rank/levels determines the amount of realm points earned. For example: A realm rank 9 player killing a realm rank 2 player will make fewer realm points than when killing a realm rank 8 player. Or conversely, a realm rank 3 player killing a realm rank 8 player will make considerably more realm points than when killing a realm rank 5 player.
Realm Rank Extension
As Dark Age of Camelot progresses, many of our players have fought their way to the tops of the realm rank charts. To allow these players the opportunity to achieve new goals in the New Frontiers, we have extended the realm rank system to Realm Rank 12.
- Characters will receive one realm skill point for each realm level, which means that the total possible realm skill points will increase from 100 to 110.
- Specialization bonuses will continue through Rank 11 and Rank 12 - with a total of +11 at Rank 12.
- Characters with 8,208,750 or more realm points will need to earn at least 1 realm point before they will become their appropriate new realm rank and level.
Realm Rank 11
Albion Rank Title - Lord/Lady
Midgard Rank Title - Herra/Fru
Hibernia Rank Title - Barun/Banbharun
Level 0 - 8,208,750 Realm Points
Level 1 - 9,111,713 Realm Points
Level 2 - 10,114,001 Realm Points
Level 3 - 11,226,541 Realm Points
Level 4 - 12,461,460 Realm Points
Level 5 - 13,832,221 Realm Points
Level 6 - 15,353,765 Realm Points
Level 7 - 17,042,680 Realm Points
Level 8 - 18,917,374 Realm Points
Level 9 - 20,998,286 Realm Points
Realm Rank 12
Albion Rank Title - Baronet/Baronetess
Midgard Rank Title - Hersir/Baronsfru
Hibernia Rank Title - Ard Tiarna/Ard Bantiarna
Level 0 - 23,308,097 Realm Points
CAMELOT CLASSIC WORLD NOTES
- The fireworks have been moved from the medallion merchants in the portal keeps to alchemy supply merchants found throughout the world. Players can also buy fireworks from their "Potion, Tincture, & Enchantment Vendor" house merchants.
Starting Locations
All starting locations for newly created characters have been revised and updated. Players choosing to start in classic Camelot locations will now start in the same village in each realm.
- Albion characters will now have a choice of Cotswold or Caer Gothwaite as starting locations.
- Midgard characters will now have a choice of Mularn or Aegirhamn as starting locations.
- Hibernian characters will now have a choice of Mag Mell or Grove of Domnann as starting locations.
- All newly created Shrouded Isles races and base classes now have the option of starting in either a classic Camelot location (Cotswold, Mularn, or Mag Mell) or their Shrouded Isles location.
Class Trainers
- Base class trainers are now available for all characters in the following towns: Cotswold (Albion), Mularn (Midgard), and Mag Mell (Hibernia).
- The new base class trainers in Mularn, Cotswold, and Mag Mell will now tell players to go and visit with the new user quest givers when they interact with them.
New User Quests
To introduce new players to Dark Age of Camelot, we have created nine new quests in each realm for level 1-5 characters that will guide players through the various systems and mechanics of the game. As these quests are completed, players will be given experience, items, and coin rewards to help them in their adventuring.
- Master Frederick is offering training to Albion's newest recruits. He can be found at the guard tower in Cotswold.
- Dalikor is offering training to Midgard's newest recruits. He can be found at the guard tower near Mularn.
- Addrir is offering training to Hibernia's newest recruits. He can be found at Mag Mell.
- Please note that the new user quests have temporarily been disabled for both Gaheris and Mordred. Once the issues for these two servers have been resolved, they will be re-enabled.
Item Notes
- The Bone Shard Sleeves now has a bonus to Constitution in place of a duplicate Strength bonus.
SHROUDED ISLES WORLD NOTES
Hibernia
- Fixed an issue that could prevent Animist turrets from being summoned near the inner rings of Fomor.
TRIALS OF ATLANTIS WORLD NOTES
Stygia Encounters
- Trial 4.2 - Battlegrouped players who are in the outer camps and forts will now receive credit for this encounter when Seti the Pharoah has been killed.
Volcanus Encounters
- Trial 6.4 - Fixed an issue that would prevent the Pallida-Uraei from spawning.
- Trial 6.5 - Grouped players will now receive credit when completing this encounter. Please note that *only one player from the group* must pick up each of the four pieces required to make the Salamander Incinerator, as these items cannot be traded.
- Trial 6.5 - Necromancers can now use the Salamander Incinerator while in shadeform.
- The Flask - If a taur is killed while holding the Flask artifact, only members of the group that killed the taur will be able to pick up the Flask.
Aerus Encounters
- The Cyclops' Eye - Previously, the cyclops that handed the shield to Kleps or Klops would be unable to deal damage after this trade. He will now reequip his normal weapons and attack normally.
- A Gift of Love - Danos's guards will follow him into battle correctly.
Sobekite Eternal
- Trial 2.10 - Battlegrouped players who are standing outside of the temple area or are being carried by the harpies will now be able to receive credit for this encounter when Runihura is killed.
- A friendly triton named Ranel has taken up residence in the waters below Sobekite Eternal's cliff cave entrance. He will teleport players who have fallen off of the cliffs while attempting to climb up to Runihura's temple.
Temple of Twilight
- The Triton Brigand can no longer be attacked.
Aerus City
- Katri and her personal guard have had their healing abilities decreased.
Artifact Notes
- The Light Stone and the Dark Stone summoned by the Eerie Darkness Stone now have persistent regeneration bonuses instead of persistent regeneration spells. The amount of power and health gained per tick has not been changed.
- The persistent power and health regeneration spells on Erinys Charm have been changed to function as bonuses instead of spells. The amount of power and health gained per tick has not been changed.
- The Belt of the Sun will once again summon bows for Scouts, Hunters, and Rangers (a bug was fixed that was causing the bows to do zero damage).
- The Javelins of Flame summoned by the Golden Spear artifact now have a reduced range and radius. Additionally, players will not be able to summon the Javelins if they already have some in their inventory.
Item Notes
- The Lightning Etched Vined Helm (Hibernia) no longer has a requirement on the power percent bonus.
PVP SERVER
- Player vs. player safety flags have been disabled in all Trials of Atlantis zones (with the exception of the Hall of Heroes zone). When entering these zones, characters under level 10 will be vulnerable to attack, regardless of their PvP safety flag status.
FOUNDATIONS NOTES
- The boundary walls separating the zones in each realm's housing area have been removed. This change will allow easier direct access to connecting housing zones.
- We are happy to introduce a new housing zone for each realm with this version. Albion players can now construct their homes in Chiltern, while Midgard players can now settle in Holmestrand, and Hibernians can now stake their claims in Tullamore.
- Named Taxidermists will now cleanse Fiery Diamond Seals in addition to the Daemon Diamond Seals.
- (Bug Fix) The marketplace stablemasters in Midgard and Hibernia housing zones will now spawn the correct horse model when a player hands them a horse route ticket.
Albion
- The Sauvage, Isles, and Heroes Teleporter will now offer teleports to Snowdonia Fortress. This teleporter has been renamed to the Albion, Isles, and Heroes teleporter. In addition to this change, the Snowdonia Teleporter has been removed from the house hookpoint store and marketplace merchants. Players who wish to sell back their Snowdonia Teleporter may do so for the full sale price (500 gold) of the NPC.
Midgard
- The Svasud, Isles, and Heroes Teleporter will now offer teleports to Vindsaul Faste. This teleporter has been renamed to the Midgard, Isles, and Heroes teleporter. In addition to this change, the Vindsaul Faste Teleporter has been removed from the house hookpoint store and marketplace merchants. Players who wish to sell back their Vindsaul Faste Teleporter may do so for the full sale price (500 gold) of the NPC.
Hibernia
- The Ligen, Isles, and Heroes Teleporter will now offer teleports to Druim Cain. This teleporter has been renamed to the Hibernia, Isles, and Heroes teleporter. In addition to this change, the Druim Cain Teleporter has been removed from the house hookpoint store and marketplace merchants. Players who wish to sell back their Druim Cain Teleporter may do so for the full sale price (500 gold) of the NPC.
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Dark Age of Camelot
Version 1.73 Release Notes
Catacombs Unearthed
December 7, 2004
===================================
WELCOME TO CATACOMBS
With this version, we are happy to introduce Dark Age of Camelot's third retail expansion, Dark Age of Camelot: Catacombs. As of this morning, the retail boxes for the expansion have been shipped and will soon be available in stores as retailers receive their shipments.
Please read below for a summary of changes and features for Dark Age of Camelot: Catacombs and Version 1.73. You will find specifics on the Version 1.73 items under the NEW THINGS AND BUG FIXES section, later in this patch note.
CATACOMBS SPECIAL FEATURES
These features are only available to customers who install the Catacombs expansion pack.
New Models and Facial Character Customization
Catacombs features a complete overhaul of the old Camelot player figures to allow players to fully customize their characters. Your character will now look much more detailed and will fit into the world better than ever before. You will even be able to customize your character's hair and facial features.
- Existing characters will now have the option to change their appearance at the character selection screen. To change your existing character's appearance, select the character you wish to change and press the 'Customize' button.
- Each player has one customization available. Additional changes are easily made - Catacombs players who wish to change their characters appearance for characters who do not have a facial customization available can also visit a facial customization NPC. The NPCs can be found at the following locations:
Inconnu Crypt (Albion) - Lolicia the Magical
Kobold Undercity (Midgard) - Jaron the Magical
The Shar Labyrinth (Hibernia) - Dailliana the Magical
- After speaking with a facial customization NPC, you will need to log out the character in order to change the character's appearance. The 'Customize' button will be available for the character at the character selection screen.
- You can change your character's appearance with the facial customization NPCs as many times as you wish. Please note that you can only have one facial customization active on the character, and you cannot 'accumulate' multiple facial customizations on the character by speaking with the facial customization NPC multiple times before logging out.
Adventure Wings
Classic and Catacombs dungeons contain adventure wings, private instanced areas of the dungeon, where players can either hunt solo or in a group at their own pace.
Glowing doors in these dungeons indicate entrances to the adventure wings.
Aurulite
Aurulite is a resource that can be found only in the adventure wings of Catacombs. Aurulite serves as a currency to certain inhabitants of the Inconnu Crypt, Shar Labyrinth, and the Kobold Undercity. It can be traded for armor, weapons, and jewelry suitable for players of all levels.
Instanced Dungeon Tasks
Catacombs introduces many new methods of gaining experience quickly and easily for your characters. Dungeon tasks are available, for all levels, to help you gain experience when you only have a short amount of time at your disposal to play Dark Age of Camelot.
Dungeon tasks offer you specific goals to be completed in instanced areas throughout the land, and are geared towards the solo or grouped player. Taskmasters are stationed in towns across the world to provide you dungeon task encounters.
Mini Quests
Catacombs introduces over 400 new quests which are referred to as Mini Quests. Compared to standard quests, Mini Quests require less time to complete. Many of these quests can also be successfully completed solo or with one friend.
Mini Quests offer coin and experience rewards, rather than items. These quests serve as a great alternative to standard leveling avenues.
Obelisks
Catacombs features a unique travel system found only within the Catacombs. The obelisk system is used to help facilitate travel between the various Catacombs zones and the Catacombs cities.
While there is one obelisk located in each zone of the Catacombs, there are some obelisks that serve as recall only obelisks. Recall obelisks can only teleport characters to the Catacombs cities and you cannot teleport back to it from the main hub obelisk. In order to have access to a two-way Obelisk, you must first activate it by interacting with it. Once activated, you can return to this location via the main hub obelisk, located at your realm's underground city.
Artifact Experience Changes
We have expanded upon the leveling requirements for certain artifacts to include Catacombs adventure wing areas.
- Artifacts that earn experience in the dungeons of the mainlands or Shrouded Isles will now earn experience in the mainland adventure wings, but not in adventure wings found in Catacombs zones.
- Artifacts that earn experience in the dungeons of Atlantis will now earn experience in the adventure wings found in Catacombs zones, but not in the mainland adventure wings.
Updated Sound System
We have also upgraded the sound system for Dark Age of Camelot: Catacombs. All sounds from the game have been remastered and improved.
- Combat sounds are now broken down into three basic categories: use of a weapon, impact of the weapon, and scream of the victim.
- Each of these categories is dynamic. You will never hear the exact sound twice. The pitch and volume for each sound will change slightly.
- In addition to the dynamic changes, impacts and the screams of the victims will vary with the amount of damage delivered.
Catacombs Information for Mordred
To maintain the player vs. player environment, we have made the following changes to Catacombs features for Mordred:
- There are no dungeon kill tasks on Mordred.
- Each dungeon adventure wing will be a single instance that anyone can enter and follows the normal player vs. player rules.
- Each of the three Dark Spire instances (one for each of the three realms) will be a single instance that anyone can enter and follows the normal player vs. player rules.
- Player vs. player safety flags have been disabled in all adventure wings. When entering these zones, characters under level 10 will be vulnerable to attack, regardless of their PvP safety flag status.
VERSION 1.73 SPECIAL FEATURES
These features are available to all Dark Age of Camelot players. More details on these changes can be found in the NEW THINGS AND BUG FIXES section later in this patch note.
Visual Quest Indicator
Since Dark Age of Camelot's launch, the number of quests in the world has risen dramatically. Quest NPCs for a particular level are often difficult to find, even with the help of town criers and class trainers. We have added a visual indicator in order to help players easily locate NPCs that will offer quests for their character.
Ingame Map Changes
With this version, you will now be able to see your group members' locations on the ingame map window. The locations will slowly update as your group members move throughout the zone.
Market Explorer Changes
You may now purchase items directly through the Market Explorer via the "Buy" button on the Market Search window. However, the Market Explorer will add a 20% commission for the service of retrieving the item for you.
Teleportation System Changes
Version 1.73 also features several teleportation changes to allow greater ease in traveling around your realm.
Portal keep and Shrouded Isles teleporters will now take you to your realm's capital city (Camelot, Jordheim, or Tir na Nog). There are also new teleporters in your capital city that will take you to various destinations.
The capital city housing teleporters have also been merged with the existing multidestination house teleporters. With this change, housing now only has one house teleporter.
NEW THINGS AND BUG FIXES
- We have added the /makeleader command. When used by a group leader, this command will make the named player (/makeleader 'playername') or the current targeted group member the new leader of the group.
- Added the /freelevel command. This command will tell you the current free level status for your character. Typing '/freelevel decline' will allow you to decline your free level. If you decline, your free level is completely discarded and you will have to level again and wait out the next free level period in order to get another free level.
- When you have a negative effect removed (purging/curing/breaking mesmerize, root, stun, etc), the icon will now remain at the top of your screen, but tinted red to let you know that you currently have immunity to that effect.
- Offensive pulse spells will now play spell effects on their targets for the duration of the spell. Positive pulse spells (such as Paladin heal chants) will no longer play spell effects for each pulse.
- Delivery and Kill Tasks will now appear in the first entry of the quest journal.
- To help players who upgrade their houses but do not remember to immediately deposit rent, the rent timer will now be reset to a full week when a house is upgraded or when the house is initially placed on the lot. Downgrading your house will not change your rent timer.
- At the request of the Archer community and the Archer Team Leads, several archery related output messages related to firing or archer abilities have been reverted to print out in the default "white" text instead of the "Attack Message" (default orange) channel.
- We have made performance enhancements to improve framerate when the "Atlantis Terrain" option is enabled.
- Using the realmwar map near the portal stone to port from a Battleground to the frontier will now correctly place you at the border keep you chose.
- Fixed an issue that could cause certain monsters (predominately monsters in Atlantis zones) to pursue players indefinitely.
- Buffs cast by a charmed monster that is far away when the charmer dies will now drop on death.
- Focus effects on your pet will correctly display in the concentration window.
- Multi-target styles, such as Shield Swipe, will no longer hit players or monsters through keep doors and walls.
- The Berserker's Frenzy ability now has a new icon.
- Ranged attacks on keep doors will now require line of sight to the keep door.
- Fixed an issue where the /hidegraves command was not correctly being saved across game sessions.
- When killed, you will once again see the death camera.
- When getting off a boat, your camera will be clamped back to normal range, even if it was panned far out on the boat.
- Custom UIs using the realm_exp_fine and realm_exp_coarse adapters will now correctly show RP values through realm rank 12.
Master Level Ability Changes and Fixes
- Necromancers can now cast the Stormlord ability, Focusing Winds, while in shade form. Please note that Necromancer pets will need line of sight to a storm for their masters to cast Focusing Winds on it.
- To help Stormlords from being in combat after releasing or leaving the scene of a battle, storms from Master Level Abilities will now dissipate if the caster is a significant distance away from the storm.
- The re-use time of Forceful Zephyr has been increased from 2 minutes to 15 minutes to make the ability more situational in use as opposed to something that is used in every fight.
- Characters picked up by a Forceful Zephyr cannot be hit with an archer's critical shot.
- Phase Shift will now correctly protect the caster from damage from storms.
Visual Quest Indicator
Since Dark Age of Camelot's launch, the number of quests in the world has risen dramatically. Quest NPCs for a particular level are often difficult to find, even with the help of town criers and class trainers. We have added a visual indicator in order to help players easily locate NPCs that will offer quests for their character.
- Players will now see a yellow indicator under an NPC's feet if the NPC offers a quest for the player.
- If the player is more than 15 levels above the quest's minimum level, the yellow indicator will not be displayed on the NPC.
- Bounty quests and one time drop quests will not display a quest indicator.
In-Game Map Changes
- You will now see pip indicators for your group members on the map window. These indicators will slowly update as your group members move throughout the zone map.
TRADESKILL UPDATES
- The Albion base Fighter class will now be able to join the Order of Weaponsmiths.
New Spellcrafting Gems
- The following gems have been added to Spellcrafting to accommodate the new classes:
Midgard
- Blighted Rune (Focus: Cursing)
- Unholy Primal Rune (Skill: Hexing)
- Valiant Primal Rune (Skill: Odin's Will)
- Blighted Primal Rune (Skill: Cursing)
Hibernia
- Spectral Spell Stone (Focus: Spectral Guard)
- Phantasmal Spell Stone (Focus: Phantasmal Wail)
- Ethereal Spell Stone (Focus: Ethereal Shriek)
- Spectral Arcane Spell Stone (Skill: Spectral Guard)
- Phantasmal Arcane Spell Stone (Skill: Phantasmal Wail)
- Ethereal Arcane Spell Stone (Skill: Ethereal Shriek)
- Shadowy Arcane Spell Stone (Skill: Shadow Mastery)
- Embracing Arcane Spell Stone (Skill: Vampiiric Embrace)
- Aberrant Arcane Spell Stone (Skill: Dementia)
NEW FRONTIERS
General - NPC/Monster
- Gristle has been seen roaming Plerusque Forest in the Pennine Mountains.
CLASSIC CAMELOT WORLD NOTES
General - NPC/Monster
- In version 1.72, we increased the amount of completed quests a player's character can have. Because of this, we have now removed the Quest Journalists from the game.
- The portal keep merchants: Sall Fadri, Gwulla and Araisa will now offer medallions for teleporting to Camelot, Jordheim, or Tir na Nog.
- There are now portal NPCs in the capital cities. Channeler Deng'ani, Channeler Garl, and Channeler Sidral can be found in the main hall areas of Camelot, Jordheim, and Tir na Nog, respectively.
- Since the Classic client is being retired in this version, the models of some Classic Camelot monsters have been upgraded to a more appropriate Shrouded Isles model.
New User Quests
- All base trainers in the starting cities will now summon a guide for players to take them to the new user quest giver.
Quests - General
- Dark Arawnite Despair (Gaheris/Mordred ONLY) - Midgard and Hibernia classes have been added to the reward step of this quest.
SHROUDED ISLES WORLD NOTES
General - NPC/Monster
- The SI teleport merchants: Master Aslin, Stor Gothi Kurik and Seril will now offer portal scrolls for Camelot, Jordheim or Tir Na Nog.
Item Notes
- New class-specific suits of armor and other items have been added to Caer Sidi, Galladoria, and Tuscaren Glacier for the Heretic, Bainshee, Vampiir, Warlock and Valkyrie.
- Goosedown Sleeves now have bonuses to Fire resistance and Spirit resistance in place of the duplicate body resists.
- Players will now be able to sell lackluster scales that drop from various drakorans in Avalon City to NPC merchants.
TRIALS OF ATLANTIS WORLD NOTES
General - NPC/Monster
- The guards patrolling the Havens in Atlantis have been removed.
Volcanus Encounters
- Trial 6.4 - Added a failsafe to the encounter to allow it to spawn in the event that the uraeus snakes are stuck and cannot move towards the encounter area to form the Pallida-Uraei.
Temple of Twilight
- Additional measures have been taken to help prevent Medusa's statues from becoming immune to damage in the middle of combat.
Item Notes
- The Star of Destiny (Master level respec stone) will now drop as normal treasure and will follow battlegroup loot rules.
- The drop rate for the Orion's Belt and the Gem of Lost Memories artifacts has been doubled.
- Players may now apply dye to the following cloaks: Melos Pearl-Edged Cloak, Harpy Feather Cloak, A Healers Embrace, Shades of Mist, and Cloudsong.
- Players may now apply emblems to the following cloaks: Harpy Feather Cloak, A Healers Embrace, Shades of Mist, Cloudsong, Runed Serpent-Blood Cloak, Flayed Cetus Skin, Hardened Cetus Skin, Guardian's Cloak of Anathema, Guardian's Cloak of Wickedness, Katorii's Shroud, Flowing Antalya Shawl, Cloak of Heroes, Cloak of Whispers, Cloak of the Outrider, Cloak of the Seraph, Cloak of the Eternal, Astral Cloak of Heroes, Astral Cloak of Whispers, Astral Cloak of the Outrider, Astral Cloak of the Seraph, Astral Cloak of the Eternal, Steel-feather Cloak, Cloak of Heavenly Bodies, and Feathered Wrap.
- The Naxos Mariner's Cloak, a quest reward for all realms in Atlantis, can now be dyed.
- The Astral Leggings of the Leech (Albion) can now be dyed with enamel dyes.
- The Basalt Mace (Hibernia) now uses a one-handed mace icon in place of a two-handed mace icon.
- The Blood Encrusted Whip has been renamed to the Blood Encrusted Flail to match its appearance.
- Changed the name of the Thundering Drum to the Thundering Flute to match its appearance.
- Sinovia's Block (Albion) now has an Armor Factor bonus increase, making it equivalent in imbue to the other items on Sinovia's treasure table.
- Sinovia's Block and Sinovia's Shield (both Albion) have been replaced with Sinovia's Sinister Block (a medium shield) and Sinovia's Sinister Shield (a large shield). Other than the sizes, these two shields are identical in magical bonuses to the original items.
COOPERATIVE SERVER
- Fixed a bug where some monsters in the tower area monster camps were too far away to be attacked.
FOUNDATIONS NOTES
- To help players know which house requires rent payments, "Rent Due" popup messages will now include the lot number of the house that requires payment.
- When searching for stacked items in the market explorer, the search results will now indicate the amount of items in the stack (eg: 60 Diamond Seals)
- Prices on the consignment merchants are now listed as "# plat" and "# gold" instead of "# p # g" to prevent confusion between items priced in platinum and items priced in gold.
- Added a "Search for all Catacombs bonuses" option on the Player Market Search Window.
- Fixed a bug with the terrain in the Brisworthy housing zone not matching the terrain of the neighboring zones. Due to this fix, the roads have been altered and the river has been moved in some areas. Some villages have been moved slightly from their original location to compensate for these changes. Please note that your village will still be in the same approximate area as it was prior to the terrain fix.
- House lots in Chiltern, Holmestrand, and Tullamore have been readjusted so they will properly face the center of their village or their village lake.
Market Explorer Changes
With this version, you may now purchase items directly through the Market Explorer. However, the Market Explorer will add a 20% commission for the service of retrieving the item for you.
- At the Market Search Results window, you may now press the "BUY" button with an item highlighted to open a merchant page directly, where you can buy items at the higher price.
- The owner of the Consignment Merchant will receive the standard amount his item is priced for and the Market Explorer will keep the additional 20%.
- Items may be purchased at the normal price by visiting the player's house directly.
Housing Teleporter Changes
In this version, the capital city teleporters have been merged with the existing multidestination house teleporters. With this change, housing now only has one house teleporter.
- The Albion, Isles, and Heroes Teleporter will now offer teleports to Camelot City. This teleporter has been renamed to "Albion Teleporter". In addition to this change, the Camelot Teleporter has been removed from the house hookpoint store and marketplace merchants. Players who wish to sell back their Camelot Teleporter may do so for the full sale price (100 gold) of the NPC.
- The Midgard, Isles, and Heroes Teleporter will now offer teleports to Jordheim. This teleporter has been renamed to "Midgard Teleporter". In addition to this change, the Jordheim Teleporter has been removed from the house hookpoint store and marketplace merchants. Players who wish to sell back their Jordheim Teleporter may do so for the full sale price (100 gold) of the NPC.
- The Hibernia, Isles, and Heroes Teleporter will now offer teleports to Tir na Nog. This teleporter has been renamed to "Hibernia Teleporter". In addition to this change, the Tir na Nog Teleporter has been removed from the house hookpoint store and marketplace merchants. Players who wish to sell back their Tir na Nog Teleporter may do so for the full sale price (100 gold) of the NPC.
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Hot Fix: December 7, 2004
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NEW FRONTIERS NOTES
- Hibernia Hasteners will now display correctly for Trials of Atlantis and Shrouded Isles clients. Please note that you will need to exit the game and repatch in order to apply this fix.
Teleportation Indicators
We have added a blue visual indicator to NPCs and objects that are used for teleportation to help players easily find and make use of the teleportation system in Dark Age of Camelot.
CLASSIC CAMELOT WORLD NOTES
Capital Cities
- Trials of Atlantis and Shrouded Isles clients will now be able to see the Catacombs entrances in Tir na Nog, Jordheim, and Camelot. Please note that you will need to exit the game and repatch in order to apply this fix.
TRIALS OF ATLANTIS WORLD NOTES
Oceanus
- Aerus Haven NPCs will now be correctly spawned for Albion and Midgard Atlantis zones.
- Talen of Oceanus, Winn of Stygia, Markhamn of Volcanus, and Arlene of Aerus have returned to the havens in each realm.
- (Albion) The guards in Aerus Haven have been removed.
Item Notes
- The Flayed Cetus Skin and Hardened Cetus Skin cloaks may now be emblemized.
CATACOMBS WORLD NOTES
Taskmasters
- Taskmaster Vaellyn will now talk to players and offer tasks to those eligible.
General
- Players who do not have the Catacombs expansion will no longer be able to zone into (and then get stuck in) the dungeon adventure wings and kill task dungeons.
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Hot Fix: December 8, 2004
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CLASSIC CAMELOT WORLD NOTES
- Channeler Garl, Channeler Sidral, and Channeler Deng'ani now offer to teleport players to their house bind point.
SHROUDED ISLES WORLD NOTES
Item Notes
- The Shrouded Isles epic dungeon armor sets should now display correctly under the Catacombs client.
CATACOMBS WORLD NOTES
Item Notes
- The armor purchased from the Aurulite merchants in the underground cities should now display correctly.
- The armor dropped by the possessed mobs should now display correctly.
NEW THINGS AND BUG FIXES (12/8/2004)
Bounty Quests
- (Hibernia) Erech will now correctly accept Speghoul Hearts from level 40 characters.
- (Midgard) Yosef Angor will now correctly accept Jeweled Shaman's Totems from level 40 characters.
CLASSIC CAMELOT WORLD NOTES
- Channeler Garl, Channeler Sidral, and Channeler Deng'ani will now properly teleport players to their personal homes.
TRIALS OF ATLANTIS WORLD NOTES
Oceanus
- (Midgard) Domarr, the poison merchant in Oceanus, is no longer stealthed.
CATACOMBS WORLD NOTES
General
- Players who do not have the Catacombs expansion will no longer be able to zone into (and then get stuck in) the Abandoned Mines dungeon.
The Aqueducts (Albion)
- Players will now be able to use Biane's Map of the Aqueducts to find Vosias on step three of the quest, Untold Origins.
FOUNDATIONS
- (Midgard) Ostumdall will now accept both the Ticket to Yggdremdall's Stable and the Ticket to Holmestrand Market.
NEW THINGS AND BUG FIXES
- Addressed an issue where wide damage variance was seen with archery and melee attacks.
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Dark Age of Camelot
Version 1.73b Release Notes
Catacombs Unearthed
December 9, 2004
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NEW THINGS AND BUG FIXES
- Fixed a bug where, in some cases, monsters and pets would not path correctly through a zone or dungeon.
- Players using the /level command will now receive a message informing them that they will not be able to become any of the new Catacombs classes with the /leveled character.
- (Bug Fix) Player pets in instances will no longer scale with the instance.
Bainshee
- (Bug Fix) Point blank area of effect pulse spells will now properly cancel when the Bainshee moves.
NEW THINGS AND BUG FIXES (12/10/2004)
- (Catacombs Client) Catacombs figures will now be correctly displayed when using the Dreamweaver realm ability with Catacombs figures enabled. Please note that you will need to exit the game and repatch to apply this fix.
CAMELOT CLASSIC WORLD NOTES
Quests - Albion
- Heretical Hermit - We have fixed a bug that was preventing Heretics from completing this quest.
Quests - Midgard
- Brutal Chains - Warlocks and Valkyries may now complete this quest.
- Brutal Chains (Gaheris/Mordred) - All new classes may now complete this quest.
- Traitor in Mularn - Players that are on step 3 (Use the necklace now) but no longer have the necklace to use may return to Dalikor to receive another Necklace of the Askefruer.
SHROUDED ISLES WORLD NOTES
Monsters/NPCs
- We have fixed a bug that was causing Frederik Rolby to display a visual quest indicator to all players. Now, only players that meet the requirements for his quests will see the visual quest indicator.
TRIALS OF ATLANTIS WORLD NOTES
Monsters/NPCs
- Soldat Jonna, Mercenary Ferhat, Hero Aydyn, and Hero Simish have been placed back in their appropriate Havens so players may complete the bounty quests associated with this NPCs. Please note that these guards will not attack monsters near the Havens.
CATACOMBS WORLD NOTES
Player Appreciation Reward
- In order to give thanks to the early adopters playing Catacombs, a unique item has been created and can be obtained by players from the following NPCs in Catacombs:
Celadrielas of the Inconnu Crypt (located in the Aqueducts)
Skenda of the Kobold Undercity (located in the Burial Grounds)
Corcyn of the Shar Labyrinth (located in the Veil Rift)
- Simply talk to these NPCs in order to receive your glowing orb for free. These orbs will be obtainable between now and December 21st.
- Please note that you will need to exit the game and repatch in order to see the glowing orb on your character.
Taskmasters
- Level 31 to 40 players should now be able to consistently receive tasks from Taskmaster Praest.
Obelisks
- All one-way Obelisks now inform players that they will not be able to return to that location from their Catacombs city.
Quests - General
- Players doing the Hounds of Arawn quest will now have each member of the group properly stepped upon teleporting.
Abandoned Mines
- One set of ladders in the Albion Abandoned Mines were not working. These ladders can now be climbed. In order to apply this fix, you will need to exit the game and repatch.
Item Notes
- Items dropped by the possessed monsters in Catacombs should now have the correct material types.
- The Archfiend Etched Helm now has the appropriate icon and displayed correctly on characters as a helmet.
- The Astralist Hide Gloves, Malevolent Darkspire Suede Gloves, and Gargoyle Skin Gloves will now have the appropriate leather icon instead of cloth.
NEW THINGS AND BUG FIXES (12/10/2004)
- Point blank area of effect spells will now properly effect all targets in the spell radius when used in instanced zones.
- Monsters and pets will now path correctly in the Shattered Lands, Shar Hall, Brutal Realization, and History Repeats Itself instanced zones.
NEW THINGS AND BUG FIXES (12/9/2004)
Valkyrie
- (Bug Fix) The Wrath of Champions realm ability has been removed from the Valkryie's realm ability list.
CAMELOT CLASSIC WORLD NOTES
Quests - Hibernia
- Traitor in Mag Mell - Players that are on Step 3 (use the necklace now) but no longer have the necklace to use may return to Addrir to receive another Sluagh Necklace.
CATACOMBS WORLD NOTES
Monsters/NPCs
- Fletcher Master Ealga has been moved slightly so players may interact with her.
Instanced Adventuring
- Players were being placed at the wrong location when entering Felena's Sorrow, causing odd monster spawns within the instanced wing. This has been fixed.
Shar Labyrinth (Hibernia)
- Armorsmiths Navan and Rourke have been moved slightly so that players may interact with them.
Darkspire
- (All realms) The gargoyle pets in the Darkspire have taken up residence on the spire itself. This adjustment will make them much easier to target and attack.
- (Hibernia) Dian and Dother are no longer ghosted.
FOUNDATIONS
- (Albion) The horse route from Dalton Marketplace to Brisworthy Marketplace has been adjusted, and horses will no longer get stuck or lost.
- (Albion) The Brisworthy Market Return token will now correctly teleport players to the Brisworthy Market area.
Quest Bug Fixes
Hibernia –
Mainland Hibernia
- An adjustment has been made to Tadhg's Lost Treasure quest, players having difficulty completing this should find it working properly now.
- Heretics can now complete the puppy quest.
The Veil Rift
- Players doing the Shards of the Veil mini quest will now be rewarded the appropriate experience for their level.
Underground Forest
- Players doing the Messages of Healing quest will now be rewarded the appropriate experience for their level.
Shar Labyrinth
- Champions, Wardens, and Druids doing the Lost in Oblivion Quest will now be able to complete the quest and receive the reward as intended.
- Valewalkers who were unable to complete the In the Mouth of the Labyrinth Quest will now be able to turn in Gymyr’s Head to receive their reward and complete the quest.
Albion –
Mainland Albion
- Heretics and can now complete the puppy quest, Trevian's Best Friend.
Underground Forest
- Players doing the Patchy Moss quest will now be rewarded the appropriate experience for their level.
Midgard
Mainland Midgard
- Valkyries can now complete the puppy quest, Reyer's Best Friend.
Burial Grounds
- Players who were unable to advance their quest by killing Hazar on the Raving Ratalu and the Secret Chest quest will now be able to get him to spawn, kill him, and receive credit as intended.
NEW THINGS AND BUG FIXES (12/13/04)
- (Catacombs Client) We have improved the old figure to new figure matching for all characters.
Heretic
- The Heretic's Arawn's Inferno line of spells should now all have the correct icons and animations.
- The Heretic's Flickering Embers line of spells should now all have the correct icons and animations.
- Fixed an error in how the Heretic's Enhancements line spells were being awarded.
In-game Map Changes
- Catacombs maps now show Adventure Wing entrances (marked in red) and zone lines (marked in yellow).
CATACOMBS WORLD NOTES
Instanced Adventuring
- (Albion) The entrance/exit to The Lost Wing should no longer give a "Bad radius on Jumppoint" error message.
- (Hibernia) There will no longer be duplicate stacked monsters in the Shattered Lands.
- Players were zoning into the wrong side of The Shaman's Inner Sanctum. This error would cause monsters to spawn incorrectly throughout the dungeon and has been corrected.
- The monsters inside the Goblin Workshop instanced dungeon should more consistently spawn ahead of the players, instead of behind them.
Taskmasters
- (Albion) Taskmaster Trudan will no longer occasionally send you to kill nothing.
- (Albion) Players should no longer receive blank tasks from Taskmaster Mairlin in Caer Ulfwych.
Item Notes
- The Gazsi's Spear is now flagged correctly as a two-handed spear.
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Dark Age of Camelot
Version 1.73d Release Notes
Catacombs Unearthed
December 15, 2004
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NEW THINGS AND BUG FIXES
Trainers
- Heretics over level 6 will no longer receive the message asking them if they want to clear out their base trainer quests.
CLASSIC CAMELOT WORLD NOTES
- Humberton, Ludlow, and Prydwen Keep NPCs have been consolidated and the old base trainers in these locations have been removed. Each town now has the basic weapons and armor merchants, enchanter, healer, and smith NPCs.
Anthem Winners
- The Anthem winners have arrived! For a performance of the winning anthem for your realm, please visit the following NPCs: Poet Kuldebar in Camelot, Lyriker Hrodvitnir in Jordheim, and Balladist Matennon in Tir na Nog. Congratulations to our three winners!
Quests - Albion
- Passage to Eternity - Step 5 - Players will now need the Templar focus gem in their inventory to see the message about the gem pulsing. Also, the frequency of the message has been slowed down to help cut down on spam.
Quests - Midgard
- Traveler's Way (Midgard) - Valkyries will no longer be able to get the Traveler's Way quest from both Brienda and Sunhilda.
- Traveler's Way (Midgard) - We have fixed a bug that resulted in Warlocks receiving the wrong item as their reward. Warlocks may return to Ruk in Fort Atla or Pierda in Audliten with their Cap of Mindbending to exchange it for an appropriate reward.
Quests - Hibernia
- Regional Distinctions - Vampiirs should now be able to equip the Resistant Ring.
- String of Curses (Hibernia) - We have fixed a bug preventing Vampiir from completing this quest.
New User Quests
- (Gaheris and Mordred) The issues with the new user quests for Mordred and Gaheris have now been fixed. New users can seek out Dalikor at the Mularn Guardtower, Addrir in Mag Mell and Master Frederick at the Cotswold Guardtower to help with issues around their starting towns.
Item Notes
- The Focus: Hexing bonus on several Midgard staves has been changed to Focus: Cursing. These staves include the following: Vexed Staff of Hoarfrost, Varulv Staff of Devilry, Hexed Mammoth Bone, Magister Kurgol's Hexing Staff, Tempered Spirit Hexing Rod, Valmak's Hexed Leg, Staff of Hexing, Screaming Staff of Devilry, Bone Shard Hexing Staff, Staff of Murderous Devilry, Staff of Hexed Marrow, Slender Skuggande Hexed Leg, Vexed Elder Staff of Icy Sundering, Red Diamond Vexed Staff, Runed Bone Soothsayer Staff, Dark Bone Hexing Staff, Wind Swept Soothsayer Staff, Leaf Wrapped Soothsayer Staff, Vind Pakket Hexing Staff, Icebound Effluvium Staff of Voodoo, Stately Arcane Staff of Hexing, Flawless Vexed Evil Sapphire Scepter, Runed Bone Soothsayer Staff
- The Soothsayer-studded Leather Muzzle (Midgard) now has Skill: Hexing, instead of Skill: Hand to Hand.
TRIALS OF ATLANTIS WORLD NOTES
Quests - General
- Wishes (All Realms) - Step 4 - The location of the search area has been moved from the center stone. Please read the directions on your map for the new location.
Oceanus Encounters
- Inah, Agnah, Nevsa and Unah should no longer occasionally spawn above the water for the Goddess Necklace encounter.
Artifact Notes
- Crown of Zahur (Albion) - We have fixed a bug preventing Heretics from activating the Crown of Zahur.
Item Notes
- The Torporific Leggings and Astral Torporific Leggings (Hibernia versions) now include additional bonuses that will apply towards Vampiirs only.
- The Pants of Stellar Warding, Astral Pants of Stellar Warding, Robe of Virulence, and Astral Robe of Virulence (Albion versions) now include additional bonuses that will apply towards Heretics only.
- Rod of the Root can again be equipped by Animists.
- Warlocks should now be able to equip the Everlasting Twilight Staff.
CATACOMBS WORLD NOTES
Monsters/NPCs
- Base Trainers have been added to the Burial Grounds, the Aqueducts, and the Veil Rift. Please note that these base trainers do not give out any quests.
- Guard Kaatal (Hibernia) is now set as a regular guard, rather than a realm guard.
- Dyala (Midgard) has been added to the Kobold Undercity to mark the location of the 'secret passage' that runs under the Wall to the battlefields beyond.
Quests - Albion
- Good Gnoll Hunting - Players will now be asked to hunt grayfur clanites instead of grayfur thralls. The quest journal will automatically update with the new monster name.
- Delg's Necklace - Players level 16 and over will now be able to complete this quest.
- Hounds of Arawn - We have fixed a bug that was preventing Infiltrators, Scouts, and Minstrels from turning in Clorlin's Book of Maps to Guard Clorlin and completing the quest.
- The Secret Ingredient - Step 1 - The journal now gives the correct location of the tenebrous assassins.
Quests - Midgard
- Sergeant Lutho in the Midgard Frontlines is looking for someone to help him search for a missing family member. If you are at least level 27, seek out Sergeant Lutho and help him find the brother he lost during their escape from the possessed kobold city of Nyttheim.
Instanced Adventuring
- Ancients Retreat - Fixed an issue that could cause you to get a too far away to attack message when fighting Melgron The Ancient.
Item Notes
- The Ghastly Gargoyle Choker has gained Slash resist.
- The Bracer of Plutonian follower now display the correct Bracer Icon.
- (Hibernia) The Effervescent Protector now has a STR bonus as well as Empathy instead of two empathy bonuses.
- (Hibernia) The Spellbound Azure Sword is now salvageable for the correct material.
- (Hibernia) The Flecked Astralist Gloves now display the correct boots icon.
- (Albion) The Slime Plate Protector now has a CON bonus as well as STR instead of two STR bonuses'.
- (Albion) The Spiked Leggings of Undead Dreams now correctly show up as studded leggings.
- The War Cleaver of the Kobold Recluse is now set to Axe skill and Slashing damage.
- The Gem of Underworld Strength will now delve the correct level, quality, con and dur.
- (Hibernia) The Koalinth belt of Riposte has been adjusted to the corresponding icon.
PVP SERVER
- The Kobold Undercity is no longer a PVP safe zone.
- Players will no longer be able to bypass the intended level restrictions on classic dungeons by zoning from the Abandoned Mines.
Mordred Instance Dungeon Changes
- The following Catacombs instanced adventure wings will now have a maximum level restriction to help protect lower level players.
Midgard: The Thieves Den, Rebel Half Orc Lair, and Wolak's Crucible are now restricted to level 35 and under players. Jarlsberg's Hideout is now restricted to level 25 and under players.
Albion: Plutonian Shore, Lair of the Exiled, and The Smelting Pot are now restricted to level 35 and under players. Snyblem's Lair is now restricted to level 25 and under players.
Hibernia: Broken Mirrors, Rugnog's Haven, and Hugak's Smithy are now restricted to level 35 and under players. Blathnait's Refuge is now restricted to level 25 and under players.
CLASSIC CAMELOT WORLD NOTES (12/15/04)
CATACOMBS WORLD NOTES
Quests - Albion
- Players on step 4 of Brutal Realization must now be in the Abandoned Mines to use the Teleportation Scroll. Also, members of their group must also be in the Abandoned Mines to be teleported. The Teleportation Scroll cannot be traded to others or dropped on the ground.
Monsters/NPCs
- (Albion) We have fixed a bug that was causing both Biane and Guard Eraedus in Camelot to display their visual quest indicators to all players rather than just players who meet the quest requirements.
- (Midgard) We have fixed a bug that was causing Hyndia in Fort Atla to display her visual quest indicator to all players rather than just players who meet the quest requirements.
New User Quests
- The Traitor in Mularn quest has been fixed. Players who are on step 3 will be able to /use their necklaces in the Secret Meeting location and get appropriately stepped. They will be able to speak with Lady Hinda when she arrives and receive the Askefruer plans.
Quests - Hibernia
- Viraniel's Plague - Bainshees will now receive the correct items from Dwerrania on step 3 of this quest.
- Viraniel's Plague - We have fixed a bug that was preventing players from saying the keyword 'take this' to Dwerrania on step 3.
TRIALS OF ATLANTIS WORLD NOTES
Oceanus Encounters
- (Mordred) Kirkleis should no longer take damage from the Rain of Fire.
CATACOMBS WORLD NOTES
Monsters/NPCs
- We have removed the visual quest indicator from the Kobold Sentry because he did not give out a quest to players.
Quests - Albion
- To Catch a Spider - We have fixed a bug that was preventing level 42 players from turning in the Spider Bag to Treadore.
- Stolen Tools - We have fixed a bug that was preventing players over level 36 from completing this quest.
- Hats for Heroes - Players on Mordred and Gaheris belonging to the realms of Midgard and Hibernia will now be able to equip Hawley's Hat.
Quests - Hibernia
- Backs Against the Wall - Kardarak and his maniacal honor guard now look like possessed Shar.
- A Featherlight Cap - A bug has been fixed that was preventing players level 20 and higher from being able to give the Featherlight cap to Symirra to complete the quest.
- Happy Birthday, Mumbles! - A bug has been fixed that was preventing some level 50 players from completing the quest. Players stuck at the end of this quest should now to be able to give the Fine Leather Collar to Guard MacPheebs and receive the quest reward.
Instanced Adventuring
- Gargoyles inside Blathnait's Refuge should no longer spawn right on top of players.
- (Midgard) Jarslberg's Hideout and The Thieves Den are now populated with aggressive monsters as originally intended.
- (Albion) Monsters in the Ritual Hall and the Betrayer's Den have had their aggression radius reduced.
- The arachite skitterlings found inside the Forgotten Sepulchre will now attack players.
- The siabra priestesses hiding in the Unused Mine were masquerading as male. This has been corrected.
Frontlines
- (Albion) The crazed elders, runemasters, savages and other possessed kobolds can now be charmed.
Queen's Labyrinth
- (Albion and Midgard) The monsters within the Labyrinth have a more appropriate level range to match the corresponding copies of Nyttheim and the Lower Crypt.
Deadlands (Albion)
- Alphonse DeMittie's simulacrum can now be attacked.
Otherworld
- (All Realms) Disturbed Gladiators in the Otherworld are no longer flagged as smiths.
Item Notes
- Monsters in the Maze of Tribulation and Lost Passage will now correctly drop Aurulite instead of unique objects.
- The Necklace of the Watery Underground has been renamed to Bangle of the Watery Underground.
- The Vest of Potent Spirits now has the corresponding icon to the mob associated with it.
FOUNDATIONS NOTES
- (Albion) Players will now be able to purchase tickets from Morgealaine in Brisworthy.
NEW THINGS AND BUG FIXES (12/16/04)
- In response to player feedback, we have added new hairstyles for the Half Ogre Male and Briton Female. We have also removed the glove textures from several races. Please note that in order to apply this fix, you must exit the game and repatch.
- Corrected a texture issue on the scorpion ballista siege weapon. Please note that in order to apply this fix, you must exit the game and repatch.
CLASSIC CAMELOT WORLD NOTES
New User Quests
- Players will now be able to complete the Traitor in Mularn quest and receive their reward.
CATACOMBS WORLD NOTES
Monsters/NPCs
- A number of guards throughout Catacombs were not assisting players if they were in need of aid. These guards have been corrected so they will attack monsters that draw too near the guard. The guards affected are: Guardian Brannoch, Guardian Pearce, Guardian Athera, Guardian Kaatal, Sentry Solzaer, Guardian Tathor, Runner Lestrin, Guardian Kelal, Guardian Myrayne, and Runner Solrar.
- F'elynlana in the Inconnu Crypt now sells leather armor.
Quests - General
- We have received several reports of level 50 players with maxed out experience having trouble completing mini-quests. We have fixed the problem. Level 50 players should now be able to complete the following quests without any problems: Precision Attack (Midgard), Assisting Sentry Solzaer, Lower Crypt Intelligence (Hibernia and Midgard), and Ghostly Spies
- Hazar, from the Raving Ratalu and the Secret Chest quest, will now spawn correctly.
- Players stuck on step 3 of the Past and Present quest should now be able to speak with Thaan to advance the quest.
Quests - Midgard
- Of Gnolls and Bandits - Players on step 3 of this, as well as their group mates, must be in the Abandoned Mines to use either the Gnoll Battle Map or the Bandit Battle Map.
Quests - Hibernia
- A Desperate Gambit - Players on step 3 of this quest, as well as their group mates, must be in the Abandoned Mines to use the Teleportation Scroll. Players that fail to defeat the half orc commander on step 4 will now be stepped back to step 3 when they return to Seliendel for another scroll.
Item Notes
- Otherworld Espionage Ring has had its duplicate Strength stat removed and replaced with Dex.
- Trinket of Haunted Visions now has a Slash resist instead of blank.
- (Albion) Inquisitor's Rob of Expulsion has an extra space removed in its name.
- (Albion) The Soul Torn Demon Hammer has been renamed to Soul Torn Demon Mace.
- (Hibernia) Vumsi's Sword of Vengeance now has the corresponding Celtic Dual bonus
CLASSIC CAMELOT WORLD NOTES
Quests - Midgard
- Blessed Enchantments - Valkyries may now choose from a spear in addition to the sword and shield choices. Valkyries that chose a one-handed sword, a two-handed sword, or a shield may return to Elizabeth and exchange their item for the new spear. Valkyries must have Blessed Enchantments finished AND have their sword or shield in their inventory. This exchange may only be performed once.
SHROUDED ISLES WORLD NOTES
Quests - Midgard
- Solving the Argument - Valkyries will now receive a sword as their reward for this quest instead of a hammer. Valkyries that received the hammer may return it to Skorri and receive the sword instead. This exchange may only be performed once.
TRIALS OF ATLANTIS
Quests - Oceanus
- Origins of the Harpies (Hibernia) - Vampiir can now complete their quest and receive their reward.
- Origins of the Harpies (Midgard) - Valkyries may now equip the Wind Hardened Leggings.
Artifact Notes
- Guard of Valor (Albion) - Scholar Girec will now accept the Guard of Valor artifact and book from Heretics.
- Guard of Valor (Hibernia) - Sage Tiernan will now accept the Love Story Book from Vampiir.
CATACOMBS WORLD NOTES
Monsters/NPCs
- Bazkin (Albion Abandoned Mines) will only display a visual quest indicator to those that meet the requirements for his quest, rather than everyone.
Quests - General
- Moreso than Me - Players who go linkdead or logout on step 5 of this quest will be stepped back to step 3 so they can finish the quest as normal.
Quests - Albion
- Lost in the Dark - Players who go linkdead or logout on step 12 of this quest will be stepped back to step 10 of the quest so they can finish the quest as normal.
- Players who were doing the Hounds of Arawn quest and were not having their group stepped. This has been fixed.
Quests - Hibernia
- In the Mouth of the Labyrinth - Players who go linkdead or logout on step 5 of this quest will be stepped back to step 3 of the quest so they can finish the quest as normal.
Item Notes
- The Malevolent Darkspire Bow (Hibernia) will now correctly delve as 16.5 DPS.
NEW THINGS AND BUG FIXES
Valkyrie
- Valkyries will now receive the Manuever Shield style at 34 Shield. This change was made to address a bug where Valkyries who specialized to 35 Shield did not get the Mangle Shield style, when they also received the Valkyrie only Shield style, Manuever.
- Please note that existing Valkyries with Shield 35 skill or higher will not be granted the Mangle Shield style until the next full patch.
CAMELOT CLASSIC WORLD NOTES
Monsters/NPCs
- Darg will no longer display a visual quest indicator to all players. Only players that meet the requirements for the quest he gives will see the indicator now.
New User Quests
- (Midgard) Players who had joined an advanced guild and were unable to continue with the Traitor in Mularn quest should now be able to return to Dalikor and use the keyword [something] to proceed with the quest.
Quests - Albion
- Fortune of Few - Master Graent has returned to Prydwen Keep. Defenders of Albion may now continue with their level 11 trainer quest.
Quests - Midgard
- Hole of the Dead - Dwarven Valkyries should now be able to kill the dwarven skeletons on step 1 of the quest. They should remember to use their house gift, Battle Spear of Odin, to kill the dwarven skeletons to successfully step the quest.
- Creatures of Myrkwood - Warlocks can now equip the Svartsolv Cuff.
Quests - Hibernia
- A Piece of Gormghlaith's Mind - Chief Proinnsias will no longer tell Vampiir that they can't use the leather gloves. He will also give them the gloves as a reward if they choose them.
CATACOMBS WORLD NOTES
Monsters/NPCs
- Worker Adonar in the Hibernian Abandoned Mines will now display a visual quest indicator to all players that meet the requirements for his quest.
- Talal in the Veil Rift will now display a visual quest indicator to all players that meet the requirements for his quest.
- Sunhilda (Valkyrie Trainer) will now correctly respond to the keyword 'Red Daggers'.
Quests - Albion
- Warding the Tenebrae - Players will now receive the message, "You have entered A Warding Area." when they are in the correct place to use Arioc's Wards.
Quests - Hibernia
- Enchanted Blood - Players level 25 and over should now be able to complete this quest.
Instanced Adventuring
- The initial wave of monsters in the Shafts of the Tenebrae, the Haunted Halls, and the Wolves Den will now be slightly delayed to allow players to better prepare themselves for the adventure wing.
Veil Rift
- The dark elf ambassador found in the Veil will no longer be invisible.
- Nuraasha's followers can now be killed.
Item Notes
- Ga'vielle's Directions for 'Earing the Reanimators and also Scout's Revenge are now usable in Shadeform.
FOUNDATIONS NOTES
- (Albion) The horse route from Stablemaster Alis to Stablemaster Algaurs (Brisworthy Market) will no longer get stuck at the Dalton market bridge.NEW THINGS AND BUG FIXES (12/17/04)
Bainshee
- The Bainshee's AoE nearsight spell line, Vanquish Sight - Expel Sight, has been fixed and should now function properly.
- The Shrill Aura line of spells for the Bainshee will now correctly break when the Bainshee moves.
Vampiir
- The target of the Vampiir's Wither Defenses line of spells can no longer shift-right-click to remove the effect.
Vampiir Pierce Styles
- We fixed a display bug in the Vampiir's Pierce line, where players were being mistakenly told they were awarded high level styles a level too early. Specifically, Vampiirs received the text message that they had learned a style, and received the icon in their style list, but when attempting to use said style, were (correctly) told they needed another level. The affected styles were the level 43 Eye Shot (message given at 42), the level 44 Lung Shot (message at 43), and the level 45 Knee Cap (message at 44).
- The bug fix prevents new Vampiirs from getting the messages early. Existing high level Vampiirs with those wrongly awarded icons will still be able to see them until our next full patch, but will of course need to get to the appropriate level in order to use the styles.
CLASSIC CAMELOT WORLD NOTES
New User Quests
- Players stuck on the Frontiers quest for Midgard should be able to hand their plans into Scryer Idora as required.
- There was an experience bug with the City of Camelot quest. This has been fixed.
SHROUDED ISLES WORLD NOTES
Quests - Albion
- (Mordred and Gaheris) Vampiirs and Valkyries have been added to the Lost Stone of Arawn quest.
TRIALS OF ATLANTIS WORLD NOTES
Monsters/NPCs
- (Albion) Soldier Carenza has been placed back in Oceanus Havens so players may complete the bounty quest associated with this NPC. Please note that Soldier Carenza will not attack monsters near the Havens.
CATACOMBS WORLD NOTES
Monsters/NPCs
- The undead retainers and decaying tomb raiders found in the Lost Wing have had their aggression radius reduced slightly.
- The dark elves found inside the Veil have had their illusionary debuff spells reduced in duration.
Quests - Albion
- Putting the Dead to Rest - The Soul Orb is now Usable in Shadeform.
- Level 50 players who were previously unable to complete the quests "The Fall of Zarahel" and "Seer Madness" should now be able to do so.
Quests - Midgard
- Brutal Realization - Players that die to the Blackmane Warlord or Overseer Galstrum may now return to Tomayas to acquire another map and return to their battle. Also, players can only use the returning Teleportation Scroll (received from the Blackmane Warlord or Overseer Galstrum) in the instanced area.
- Level 50 players who were previously unable to complete the quests "Otherworld Ruins" and "X Marks the Spot" should now be able to do so.
Quests - Hibernia
- A Desperate Gambit - The Teleportation Scroll received from Seliendel will now correctly delete upon using. Also, the returning Teleportation Scroll (received from the half orc commander) can only be used in the instanced area.
- Level 50 players who were previously unable to complete the "Obelisk Test" should now be able to do so.
- Brother's Keeper – Killing the obstinate mystagogues in the Queen's Labyrinth with the soul-binder gem in inventory will now properly advance the quest.
- Players doing the Lost in Oblivion quest will no longer be teleported into a wall when returning to Glor in the Shar Labyrinth.
Item Notes
- Troglodytes in the Ancient's Retreat have had their treasure tables corrected to drop only Aurulite.
- (Hibernia) The Underworld Explorer's Cloak should now properly display as a magical item in the right-click mini-delve window. It is now also correctly set to level 32.
FOUNDATIONS NOTES
- An intoner has been added to the Reira village in Holmestrand.
NEW THINGS AND BUG FIXES (12/22/04)
CATACOMBS WORLD NOTES
Instanced Adventuring
- The Maddening Spirit will now cast its spells less frequently.
- Fixed an issue where darkwood tricksters and foxmen from Burial Grounds adventure wings would occasionally attack players inside of other adventure wings.
Catacombs Player Appreciation Gift
- The time of the Orbs has come to an end. The following NPCs have returned to the depths of their respective cities, taking their remaining Orbs with them: Celadrielas of the Inconnu Crypt, Skenda of the Kobold Undercity, and Corcyn of the Shar Labyrinth.
CLASSIC CAMELOT WORLD NOTES
Quests - Albion
- (Gaheris and Mordred) Rest in Peace - All of the new classes should be able to progress beyond step 3 of this quest now.
- Great Minds Think Alike - Heretics will now be able to complete this quest and receive the reward.
Quests - Midgard
- Silent Death - Warlocks can now interact with Gord in Galplen to receive their reward.
Quests - Hibernia
- Traces of Mad Changelings - Bainshees and Vampiir will now receive credit for killing Lusmorebane. Also, Animists and Valewalkers must now be on the quest to receive the items from Lusmorebane.
Item Notes
- The Silver Silk Cuff, a reward from The Creatures of Myrkwood quest in Midgard, can now be equipped by Warlocks.
SHROUDED ISLES WORLD NOTES
Quests - Midgard
- Helping the Weaponsmith - Warlocks can now interact with Yrling to receive their reward.
TRIALS OF ATLANTIS WORLD NOTES
Item Notes
- The Ancient Tanned Bloody Jerkin (Vampiir quest reward for Wicoessa's Proposition) has had it's stealth bonus replaced with pierce.
CATACOMBS WORLD NOTES
Quests - Albion
- Players doing the "Search for Belgrog" quest should now be able to spawn the haunted spiritist.
- Hounds of Arawn - Casters should now be able to turn in Clorlin's Book of Maps and receive their quest reward and finish the quest.
- Answers & Questions – Corrected the NPC reference in the step one journal entry.
Quests - Hibernia
- Mining for the Shar - Players who fail to receive credit for killing the half orcs on step 2 of the quest can now respawn them by leaving the Quarry Area and returning to it.
Instanced Adventuring
- The Boath Leprechauns in instanced kill task dungeons were incorrectly dropping Aurulite. This has been fixed.
Lower Crypt
- Tranok and Lomer can no longer be charmed.
The Otherworld
- Players stuck on the Aiding Guardian Valryn quest should now be able to turn in the Disturbed Minion Scalp to complete the quest.
TEST SERVER NOTES
- (Pendragon Only NPCs) The imp merchants in the capital cities, Rulo, Mulo, and Zulo, will now sell Aurulite Chips, Fragments, Shards, and Clusters to testers.
CLASSIC CAMELOT WORLD NOTES (1/3/2005)
Quests - Albion
- The Marius' Request quest will now only be offered to those players who have the Catacombs expansion.
- Heretics should now get a reward from Master Frederick upon completion of the Beginning of War quest.
Quests - Midgard
- Preemptive Strike - Valkyries should now be able to complete the quest and receive the reward.
- Silent Death - We have fixed a bug that was preventing Valkyries from being stepped correctly when turning in Njessi's Head.
SHROUDED ISLES WORLD NOTES
Quests - Hibernia
- Xaxnxi's Quest - We have fixed a bug that was preventing Vampiirs and Bainshees from turning in the Fearann Wyvern Hatchling Stomach to Xaxnxi and receiving their reward.
- Poison for Ivy - We have fixed a bug that was preventing Bainshees from choosing a reward from Ruairi.
- Cyllane's Cure - Vampiirs will now receive the correct reward for this quest. Vampiirs that received the Leaf-Edged Jerkin should return to Cyllane in Bann-didein to exchange it for a Leaf-Edged Phantom Jerkin.
TRIALS OF ATLANTIS WORLD NOTES
Monsters/NPCs
- Soldier Padair (Albion) and Warrior Karsten (Midgard) will now properly spawn in Stygia Haven. Please note that these guards will not attack monsters.
CATACOMBS WORLD NOTES
Quests - Albion
- Players on step 9 of the Past and the Present Quest will now be able to enter the instanced area to speak with Thaan and complete the quest.
- Stolen Herbs - Players level 18 and higher should now be able to complete the quest.
- Brother's Keeper - Changed the journal entry keyword on Step 8 from [impostor] to [revelation] to avoid confusion over the multiple correct spellings of the word "impostor".
- Players who get killed by the underworld knights on the Underworld Knights quest will be able to head back into the Lower Crypt and try the encounter again.
- Groups doing the History Repeats Itself quest should now all get appropriately stepped when using the teleport scroll.
- Warding the Tenebrae - Players that lose their dialog box while speaking with Arioc on step 1 of this quest will be able to resume their dialog with him.
Quests - Midgard
- The Conflict - Players that go linkdead or log out, or don't receive credit for killing the warbosses should return to Corderan at the outpost in the Frontlines and speak with him. He will allow players to try again at killing the warbosses.
Quests - Hibernia
- Glashtin Abduction - Valewalkers will now be able to complete the quest and receive the reward.
- Banshees, Animists and Mentalists should now be able to complete the In the Mouth of the Labyrinth quest.
- Players doing the So Says I quest should no longer receive a pop up box if they are not in the correct zone to use Aethugda's Map.
- Lost Quiver - Blydoc will no longer offer players the Lost Quiver quest. The quest will only be given out by Erellala in the Abandoned Mines.
Instanced Adventuring
- Fixed a bug where the monsters in Gossamer Grotto were not spawning correctly.
Item Notes
- The Svartalf Hair Collar can now be equipped by Warlocks.
- The Dwarven Glima Ring can now be equipped by Valkyries.
- The Bainshee's Staff of Sand can now be equipped by Bainshees.
- The Barbed Crescent Crown can now be equipped by Valkyries.
- The Njessie Staff of Cursed Thought can now be equipped by Warlocks.
- Tysholt's Map can now be picked up if dropped on the ground.
NEW FRONTIERS NOTES (1/4/2005)
Quests
- Soulsong - Valkyries may now obtain Soulsong's Hauberk.
CLASSIC CAMELOT WORLD NOTES
Quests - Hibernia
- Alastriona's Chest - We have fixed a bug that was causing Vampiir and Bainshees to receive reinforced gloves as their reward. Vampiir and Bainshees that received the reinforced Skinner's Gloves can return them to Alastriona for leather (Vampiir) or cloth (Bainshee).
SHROUDED ISLES WORLD NOTES
Quests - Albion
- Lost Stone of Arawn - We have fixed a bug that was preventing Warlocks and Bainshees from completing this quest on Gaheris and Mordred.
Quests - Midgard
- Mother's Children - We have fixed a bug that was preventing Warlocks from completing this quest.
TRIALS OF ATLANTIS WORLD NOTES
Oceanus Quests
- Seed Pouch (Midgard) - We have fixed a bug that was causing Warlocks to receive the wrong quest reward. Warlocks that received the Sun Scorched Cap should return to Astoissi in the Oceanus Haven. She will exchange the Sun Scorched Cap for the Cursed Sun Scorched Cap.
Stygia Quests
- Aiding the Mau (all realms) - We have fixed a bug that was preventing Heretics, Valkyries, Warlocks, Vampiir, and Bainshees from completing this quest.
CATACOMBS WORLD NOTES
Quests - Albion
- Glashtin Forged Armor (Albion) - We have fixed a bug that was allowing players to obtain this quest multiple times.
Instanced Adventuring
- Fixed issues with zoning into the Jarlsberg's Hideout, Plutonian Shore, and Goblin's Cookery instance dungeons.
- Corrected monster placement inside the Underground Tunnel instance dungeon.
- Underground Forest (Hibernia) - Cuideag has been adjusted slightly in difficulty.
- Deadlands of Annwn (Midgard) - Jekeel will no longer roam quite as far as before.
FOUNDATIONS NOTES
- (Albion) The horse ride from Dalton to Brisworthy will no longer take players through houses.
TRIALS OF ATLANTIS WORLD NOTES (1/5/2005)
Artifact Notes
- Valkyries will now gain the parry bonus from the Shades of Mist.
- Warlocks and Bainshees will now correctly be able to use the Fountain of Power ability on Jacina's Sash.
Item Notes
- The Glyph Incised Chest should no longer give Midgard items to characters from Hibernia.
CATACOMBS WORLD NOTES
Taskmasters
- (Mordred) Players will no longer be able to receive dungeon kill tasks on the PvP server. The taskmasters have been removed.
Instanced Adventuring
- The aggression radius for monsters in the Lost Wing, Deliah's Sanctuary, and the Den of Bones instances has been reduced.
NEW THINGS AND BUG FIXES (1/6/2005)
Bounty Quests
- (Midgard) The Silver-Gemmed Collar now has delve information.
CLASSIC CAMELOT WORLD NOTES
Quests - Hibernia
- Players doing the Stolen Hatchling quest and go linkdead or logout while fighting the Sluagh Trainer will be stepped back to step 2 so they can do the encounter again.
SHROUDED ISLES WORLD NOTES
Quests - Midgard
- Juuso's Potion - Warlocks can now choose a hexing staff as their reward from Juuso.
- Helping the Weaponsmith - We have fixed a bug that was preventing some players from receiving their item and being stepped correctly on step 1 of this quest.
TRIALS OF ATLANTIS WORLD NOTES
Oceanus Encounters
- Corrected an issue with the Tablet of Atlantis encounter that could prevent players from successfully completing the encounter.
CATACOMBS WORLD NOTES
Quests - Hibernia
- Players who log out or go linkdead while speaking with Burniss on step 1 of the quest Down with the Madness should now be able to recover the talk with him by using the [keywords] in your journal.
- Players on the Queen's Labyrinth scouting quest who are level 40 and above should now be able to complete the quest as normal.
Instanced Adventuring
- Corrected monster placement in the Lost Wing and Lios' Eternal Rest instance dungeons.
The Otherworld (All Realms)
- Adjustments have been made to the aggression radius, roaming radius, and spawning of the monsters in the Otherworld.
Glashtin Forge
- Monsters in the Albion and Midgard Glashtin Forge will now drop the correct items for their realm.
FOUNDATIONS NOTES
- (Midgard) Hildaryn will now accept tickets to Holmestrand Market.
CAMELOT CLASSIC WORLD NOTES (1/7/2005)
Quests - Albion
- Traitor in Cotswold - We have fixed a bug that was preventing Mercenaries, Reavers, Paladins, and Armsmen from receiving their reward. These classes can return to Master Frederick and say 'something' to him to receive their reward and proceed with the quest.
Quests - Hibernia
- Crace's Desire - Vampiirs should now be able to receive the quest reward and complete the quest.
TRIALS OF ATLANTIS WORLD NOTES
Quests - Hibernia
- Setian Plans - We have fixed a bug that was causing Vampiir to receive the wrong reward for this quest. Vampiir can return their Twisted Mausekhmet Belt to Sanura (provided their faction is neutral with her) and receive the Braided Mausekhmet Belt in return. This exchange can only be performed once.
Oceanus Encounters
- The Night Terrors in the Gem of Lost Memories encounter can no longer be charmed.
CATACOMBS WORLD NOTES
Quests - Albion
- Sprites for Supper - Players above level 40 should now be able to receive the quest reward and complete the quest.
Quests - Hibernia
- Down with the Madness - Players on step 10 who failed to receive credit for killing Altonoyn can now respawn him by /searching for him again in his camp in the Queen's Labyrinth.
- Glashtin Abduction - Champions should now be able to receive the quest reward and complete the quest.
NEW THINGS AND BUG FIXES (1/10/05)
- Vampiirs may no longer use the following items: weak elixir of power, improved elixir of power, strong elixir of power, and elixir of instant power.
SHROUDED ISLES WORLD NOTES
Quests - Midgard
- Solving the Argument - We have fixed a bug that was preventing Thanes and Warriors from finishing the quest. These two classes will just need to speak with Skorri to complete the quest and receive their reward.
CATACOMBS WORLD NOTES
Monsters/NPCs
- (Albion) We have fixed a bug that was preventing the base trainers from spawning correctly in the Aqueducts. Note: these base trainers do not give out any quests.
Quests - General
- Lost Lore - Level 50 players with maxed experience will now be able to complete the quest.
NEW THINGS AND BUG FIXES (1/11/05)
- Vampiirs may no longer use the following items: Smooth Fiery Stone, Imbued Fiery Stone, Luminescent Fiery Stone, Pulsing Fiery Stone, Carved Totem of Odin, Polished Totem of Odin, Embossed Totem of Odin, Encrusted Totem of Odin, Tiny Crystal of Fintan, Small Crystal of Fintan, Crystal of Fintan, and Precious Crystal of Fintan.
CATACOMBS WORLD NOTES
Quests - Albion
- The Quartermaster's Orders - We have fixed a bug that was preventing this quest from being completed by players that are level 22 and over.
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Dark Age of Camelot
Version 1.74 Release Notes
Server Clustering
February 8, 2005
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Introduction to Server Clustering
We're happy to announce that this version is the first in a series of patches that introduces server clustering to the game. For this patch, the following servers will be clustered together: Palomides, Iseult, Bors and Gawaine.
Based on player feedback, the following zones will be clustered and shared: New Frontiers, the Battlegrounds, Darkness Falls, Passage of Conflict and Summoner's Hall. (This means that only one version of these areas, to be shared by all, will be available on a cluster.)
Clustered servers will maintain separate versions of all other zones, including Trials of Atlantis and Catacombs zones. Players from other servers on the cluster can use the "travel agent" NPCs to migrate to another server, and then travel to that server's non-clustered zones.
For more information on server clustering, please see the SERVER CLUSTERING section below.
A couple of delays
Because of the high anticipation of server clustering, and based on very successful testing on Pendragon and Hector, we are bringing Server Clustering live earlier than our original date. Because of this, the following two minor features that were going to be in 1.74 are going to be removed for the live version, and will be added in a more complete form in future versions.
- The mood slider, which allows players to give a slight happy or angry expression, will be delayed until a later version.
- The new interface tooltip system will be delayed until a later version, as we expand upon its appearance and usefulness to both new and veteran players.
New Player Help And Other User Friendly Additions
With this version, we're taking even greater strides in making Dark Age of Camelot more friendly to new players, as well as introducing new features for new and old players alike. These features include new combat styles specifically for level 1 characters, more key configuration options, added interface updates and auto-population of the quickbar for newly created characters. To learn more, be sure to check out the INTERFACE UPDATES and CLASS CHANGES AND BUG FIXES sections of the patch notes below.
Darkness Falls Ownership Change
In New Frontiers, keeps generally do not change hands as often as they did in Old Frontiers. This would cause control of Darkness Falls to remain stagnant for days or weeks at a time. In order to help facilitate more of an ebb and flow over Darkness Falls access, and to help bring back the ability of a small number of groups to have an affect on Darkness falls control, we’ve changed the determining factor from having the most keeps, to having the most towers. Darkness Falls will start as neutral (closed to all three realms) when the server comes up from today’s patch and access will be given to the one realm that holds the most towers. Darkness Falls access will not change in the case of a tie between two or three realms, but only when one single realm owns more towers then the other two. For more information, please check out our NEW FRONTIERS NOTES section of the patch notes below.
Herding - A Game Within A Game
We're proud to announce a new adventure within the Dark Age of Camelot world called Herding! This game is very much like the game of hockey where the objective is to score goals against an opposing team. To learn more, please visit the CLASSIC CAMELOT WORLD NOTES section of the patch notes below.
Tradeskill Improvements
We've made it easier for armorcrafters to hone their skills by providing stackable "linings" for use in crafting armors instead of the traditional cloth or leather armor pieces that were necessary before. Armorcrafters will still rely on tailors to assist them, as tailors are the only crafters who can create these linings, but the entire process of armorcrafting should now be much easier to manage because of this change. More information is available in the TRADESKILL UPDATES section below.
Encounter changes/artifact changes
In order to alleviate some player frustration in not receiving an artifact with a successful completion of an encounter, we have begun adjusting the drop rates so the artifacts will drop with almost every encounter completion. In 1.74 we have adjusted the artifacts that previously had less than a 50% chance to drop. The artifacts affected include Healer's Embrace, Ceremonial Bracer, Crocodile Tear Ring, Band of Stars, Scorpion Tail Ring, Scepter of the Meritorius, Eerie Darkness Stone, Traitor's dagger and Cloudsong. Please note that in some cases the spawn rate for the encounter has been decreased to balance the higher drop rate of the artifacts. See the TRIALS OF ATLANTIS WORLD NOTES section below for more information.
NEW THINGS AND BUG FIXES
- Fixed an issue with the "Inversion" spell (item proc from certain Artifact pieces) where it would not correctly convert spell damage into heals.
- (Bug fix) /played will now display the correct amount of time played.
- Fixed a bug where a bounty quest NPC would not give the bounty item back to the player if the player had completed the bounty quest 20 times (the bounty quest maximum).
- Fixed an issue where some classes were not entering the game with their starting gear equipped.
- Fixed an issue where groups of players doing Instance Kill Task missions would not give credit correctly.
- Fixed an issue with the "/gc logins" setting that would sometimes print a message about a guildmate logging out, but not display their name.
- The delve information for the Warlock’s Spell of Creeping line will now display correctly.
- Fixed an issue that would cause spells that were about to expire (blinking) to continue blinking indefinitely if you recast them to refresh the time remaining.
- (Mordred) Players healing Necromancer pets should now receive the proper aggression from monsters.
- (Catacombs) Taskmasters will now have quest circles under their feet if they can give you tasks.
- (Catacombs) The Hero Stag Form and Berserker Vendo Form will now properly play animations and sound effects when activated.
Catacombs Character Model Adjustments
- We have added several new hairstyles for the following race class combinations: Avalonian Male, Highlander Male, Briton Male, Celt Male, Celt Female, Lurikeen Male, Half Ogre Male, and Saracen Male
- We have added a "scruffy" face detail to the following faces: Briton Male Face 4, Celt Male Face 5, Firbolg Male Face 6, Highlander Male Face 5, Saracen Male Face 4.
- We have added several new tattoos for the Celt male and female Catacombs character models.
SERVER CLUSTERING
To alleviate the problem where lower population servers often do not have enough players logged in simultaneously to foster a stimulating RvR environment, we have developed server clustering. The intent of server clustering is to give players more friends and enemies in RvR, but not change the home server's community unless the players seek to do so.
Traveling to a Clustered Server
- In order to travel between servers, we have added new Channeler NPCs to each of the main cities. These NPCs are the "travel agents" for the realms, which will teleport players between servers in the cluster.
Camelot - Channeler Kho'unas
Jordheim - Channeler Jith
Tir na Nog - Channeler Galia
- (Catacombs Client) When a character zones into a new area on a clustered server, the server name is printed in the center of the screen.
Character and Guild Names
- Names currently in existence are not guaranteed to be unique for players or guilds. New characters or guilds created are subject to name duplication restrictions, but existing names are unchanged.
- Newly created guilds are subject to emblem duplication restrictions. Existing guilds with duplicated guild emblems will not be changed.
- If you have two characters with the same name on the cluster, you communicate with them by appending the server name if they are not from your home server. For example: If you have Bob of Palomides and Bob of Bors and you're from Palomides, /send Bob or /send Bob-p will go to Bob of Palomides, and /tell Bob-b will go to Bob of Bors.
- In all chat messages, if a player is from the same server as you, the text you see will remain unchanged. If they are from another server, their name will be printed as "Name-ServerName:" (the same format you would use to /send to them).
- In any shared region kill spam messages, the kill spam will always contain the server name information of the two players (eg: Bob-Pendragon was just killed by PlayerX-Hector).
- Names over the heads of players will display as "Player of Server" to players on other servers in the cluster. Players from your home server will display normally as they always have. Realm Enemies will display normally as they always have (Race and Realm Rank Title).
Zone Sharing
- Based on player feedback, only New Frontiers, the Battlegrounds, Darkness Falls, Passage of Conflict, and Summoner's Hall will be shared in the server cluster. Trials of Atlantis and Catacombs zones will not be shared. Clustered servers will maintain separate versions of all other zones, including Trials of Atlantis and Catacombs zones - players from other servers on the cluster can use the "travel agent" NPCs to migrate to another server, and then travel to that server's Trials of Atlantis or Catacombs zones.
Bind Points
- Bind points will be server dependent. For example: If you bind at Tir na Nog on Palomides, then go visit Bors and die, you will release to Tir na Nog on Palomides.
- Releasing to your house bind will teleport you to the server the house is located on.
Restrictions
- Characters will only be able to purchase lots on their home server.
- Characters will only be able to join guilds from their own server.
- Guilds will not be able to join in cross-server alliances on their server cluster.
- There is a timer in place to prevent cross-realming characters. After logging a character into one realm on the cluster, you will have to wait eight hours (real world time) before being allowed to log into another realm on that same cluster.
CLASS CHANGES AND BUG FIXES
General Changes
- All base melee classes in all three realms now have access to level 1 combat styles without having to train. We have also added a level 2 style for these classes in the same lines.
- We have added a new level 1 style for all rogue classes in each realm. These styles are available to new rogues upon logging in and do not require any specialization. For Albion, the new style has been added to the Thrust line; for Hibernia, the Piercing line; and for Midgard, the Sword line. These styles can only be used from stealth and will hit for considerably more damage than a normal level 1 style which does not require use from stealth.
- To address an issue where some shield users (utilizing high shield spec and high levels of Mastery of Blocking), were able to block 100% of the time, the chance to block has been modified to be capped based on the size of the shield and the number of attackers the shield is designed to block. Please note that this cap is very high and will have minimal to no effect on the majority of shield users.
- In some cases, styles with a bleed component have been upgraded to a more level appropriate bleed. This was done because the level 2 styles created for each line were given the lowest available bleed and we didn't want higher level styles to share the same low level bleed.
- Root will now work correctly on controlled pets.
Master Level Ability Changes and Fixes
- The duration of the Speedwarp debuff has been reduced from 60 seconds to 30 seconds. The duration of the Speedwarp ward has been reduced from 10 minutes to 5 minutes. The Speedwarp ward's hit points have been significantly reduced.
- Healing from a Sphere of Rejuvenation will now correctly take disease into account.
- Players who are under the effects of Blanket of Camouflage that have an active Divine Intervention spell will now be unstealthed if the Divine Intervention spell heals anyone.
Realm Ability Changes and Fixes
- Spirit Martyr (Spiritmaster RR5 RA) can no longer be used on anything other than your summoned controlled pet.
Armsman
- Armsmen will now receive a parry reactionary version of the Thrust style, Ratfang.
Bainshee
- The Bainshee's Ethereal-spec nearsight spell line, Abolish Spirit, will now work correctly.
Bard
- Bards will now receive an evade reactionary version of the Blade style, Return Blade.
- The Bard spells Rhythm of the Cosmos and Rhythm of the World will now have the correctly colored icons in the spells window.
Heretic
- The Heretic spell, Heated Embers, now has an icon and is able to be used.
- The Heretic's Diabolic Thorns line of concentration spells should no longer be interruptible while casting.
Hunter
- Hunters will now receive evade reactionary versions of the Sword styles, Frost Cut and Reinforcement.
Paladin
- Paladins will now receive a block reactionary version of the Thrust style, Ratfang.
Ranger
- Rangers will now receive an evade reactionary version of the Blades style, Return Blade.
- Rangers will now receive an evade reactionary version of the Celtic Dual style, Tornado.
Reaver
- Reaver Lifetap change: In 1.72, we added code to set certain spells from different lines to be affected by the same recast timer. We then went through the spell lines, setting some spells to be immune to this change. The reaver's Lifetap spells were given immunity, but should not have been. This patch will make the 1.72 code apply to the reaver and put the lifetaps on the same recast timer.
Thane
- Thanes will now receive a block reactionary version of the Axe style, Raider.
- Thanes will now receive a block reactionary version of the Sword style, Ice Storm.
Valkyrie
- The Valkyrie's Odin's Aura spell line is now correctly set to Spirit damage, instead of Energy damage.
Vampiir
- Vampiirs will lose all their effects (buffs or otherwise) on becoming a Vampiir at level 5.
- The Vampiir's Sprint line will now properly overwrite itself when recast by the Vampiir.
- There was a bug causing all of the Vampiir's self-haste buffs to be less than their intended value. This has been fixed.
- Vampiir attribute change: Vampiir spells were not being sufficiently affected by the strength attribute. This was a bug, and has been corrected. The change to Vampiir spells will be minimal, though vampiirs will now see changes in their spells as their strength decreases or increases.
- Vampiirs now have a 15% cap on how much power they receive from resurrection spells.
- Vampiirs will no longer be affected by any items/spells that are "power heals" - for example, Jacina's Sash level 10 ability.
- (PvE and PvP only) Vampiirs can no longer be the targets of Power Transfer spells.
Warlock
- The Warlock's Greater Bolt of Havoc spell is now correctly set to do Matter damage.
- The Warlock's Spell of Creeping line should now delve correctly to the target as a snare.
- The Warlock's Spell of Creeping "frog" shape change can no longer be shift-right click removed. However, it can now be purged.
- Fixed an issue where Warlocks who were mesmerized/stunned while chambering a spell could not use Purge.
- Moving after loading a warlock primer spell will now prevent the secondary spell from being fired.
TRADESKILL UPDATES
- Friars who have previously chosen to become Tailors or Alchemists may now speak to Edie Wharton in Camelot City to switch to the Order of Fletchers. Please note that friars will lose all tradeskill points when joining a new Order.
- Metalworking, Clothworking, Leatherworking, & Woodworking: Players may now convert lower tier materials into higher tiers. For example, 20 rowan wooden boards can be changed into 1 elm wooden board. At this time, these conversion recipes are only available for converting up to tier 6 materials. Please note these recipes are not intended for skill increases.
- Armorcraft: Recipes that require Tailor-made cloth or leather armor pieces now require Tailor-made cloth or leather linings instead. Please see the Tailoring section for further details.
- Tailoring: Lining recipes have been added to Tailoring to replace the cloth & leather armor pieces once used in Armorcrafting. Tailors will find they have two types of recipes for producing linings. The first set of recipes will allow a Tailor to take the same quantities of materials used in the corresponding cloth or leather armor piece and create a stackable lining that an Armorcrafter can use. The second set of recipes will allow a Tailor to take a piece of cloth or leather armor that was once used in Armorcrafting and convert it into the appropriate lining. Please note that the recipes for converting armor pieces into linings are not intended for Tailors to earn skill increases.
- Tailoring: Many recipes in Tailoring were missing a clothworking skill level check, as well as a chance to gain skill in Clothworking. This has been corrected, so clothworking skill increases should be easier to earn from Tailoring recipes.
- Alchemy ingredient drops have been increased in all three realms.
- Armorcrafters will now be able to purchase linings from NPC merchants up through the sylvan cloth and embossed leather tiers.
Merchants who sell the new linings:
Albion:
Camelot – Kearis
Gothwaite Harbor – Galeava
Anniogel – Carodan
Wearyall Village – Cyllena
Caer Diogel – Bidan
Fort Gwyntell – Lucears
Haven of Oceanus – Feldaris
Haven of Volcanus – Palara
Haven of Aerus – Trears
Haven of Stygia – Mivere
Ruins of Atlantis – Maith
Dinas Emrys (Snowdonia) – Lucana
Catterick Hamlet (Forest Sauvage) – Claune
Inconnu Crypt – Ectur'ak
Midgard:
Jordheim – Ostusill and Saya
Aegirhamn – Merdandi
Dyrfjell – Njivr
Bjarkan – Madar
Hagall – Breira
Knarr – Skeni
Haven of Oceanus – Ostora
Haven of Volcanus – Veinna
Haven of Aerus – Sieglon
Haven of Stygia – Rina
Ruinerar Atlantis – Vier (also in the Ruins of Atlantis on Gaheris/Mordred)
Godrborg (Uppland) – Thuden
Rensamark (Yggdra Forest) – Loya
Kobold Undercity – Woldera
Hibernia:
Tir na Nog – Dugda
Innis Carthaig – Glerraent
Grove of Domnann – Caraen
Bann-didein – Addrenry
Grove of Aalid Feie – Dinnyn
Necht – Taddyna
Droighaid – Blanyc
Haven of Oceanus – Sedde
Haven of Volcanus – Rharcye
Haven of Aerus – Vannont
Haven of Stygia – Temir
Scrios de Atlantis – Seomir (also in the Ruins of Atlantis on Gaheris/Mordred)
Magh Tuireadh (Mt. Collory) – Voddry
Crair Treflan – Cruachan Gorge
Shar Labyrinth – Deorynne
INTERFACE UPDATES
- Outdoor instanced dungeon entrances have been added to the in-game maps.
- The client will now attempt to auto-populate the quickbar when you first enter the game, and to some degree as you get new abilities up to the level of 5. This feature turns off for characters once they choose an advanced class.
- Players using the Trials of Atlantis client and Shrouded Isles client will now also see messages in the center of their screen for important events (gaining a level, completing a Master Level step) and for entering new towns/zones. Previously this feature was only available to players using the Catacombs client.
- You will now be able to search for Skill Line bonuses for the Catacombs Classes at the Market Explorer.
- Any players who are affected by Damage-Over-Time (DoT) spells that can be cured with Cure Poison will now have their names colored green in the group status window.
- The training window will never appear to level 1 players since players cannot train until level 2.
- The help-tips for new users have been improved and updated to provide better instruction.
- You will now get progress update messages (displayed on the center of the screen) as you complete parts of your task in Instanced Kill Task dungeons (for example, as you kill 1 of the 6 necessary mobs that you need to kill, or when you complete your task entirely).
- (Catacombs Only) When creating a character, we have added a button to auto-spend suggested stat points based on the class you are choosing.
COMMAND UPDATES
- The commands /bg who, /bg groups, and /bg groupclass will now always show a player's class, even if they have turned on their "/setwho trade" flag.
- /who NF will now list all players in New Frontiers Zones.
- /who BG and /who CG are no longer case sensitive.
KEYBOARD CONFIGURATION UPDATES
New Key Configuration Features
- To give players a wider ranger of keys to use with the QuickBind (/qbind) system, as well as better control in general, we now support using the Alt and Control keys as key modifiers, where previously only Shift was available.
- Because some players already have these keys bound to game actions, you must select (in the Keyboard Config Menu) how you would like Control and Alt to behave -- as keys themselves, or as key modifiers.
- After surveying what players most commonly use as keyboard layouts, we are introducing a new keyboard configuration, the "MMO Default" keyboard layout. It may be selected at any of the keyboard configuration screens.
- Having "Mouse Look" (or the new "Mouse Pan", see below) bound to a mouse key should no longer cause any targeting issues.
- Added the ability to bind a second key to the Run Lock command.
- The Turn Left/Turn Right keys will now act as strafe left/strafe right when you are in mouselook mode.
New Configurable Keys
- Mouse Pan: Setting this to a mouse button allows you to pan around with a single click. Previously you had to hold down Mouselook and the Camera Pan Toggle key.
- Toggle UI: Previously this key was bound to TAB and could not be configured. This is now a configurable key.
- Map Window, Realm War Map Window, and Quest Journal: Allows you to display these windows with a key press.
NEW FRONTIERS NOTES
- If you don't own your own relic, the bonuses window will now correctly display that you have no relic bonuses, even if you own another realm's relics.
Monster/NPCs
- Additional monster camps, mostly consisting of non-aggressive monsters, have been placed throughout the Frontier regions.
- Some additional existing camps in the Frontiers have been increased in density and spawn rate based on player feedback.
Item Notes
- Named monsters in the Frontiers will now drop realm appropriate magic items.
Darkness Falls Ownership
- Darkness Falls ownership is now controlled by the number of towers owned by a given realm, instead of the number of keeps.
- The Realm War Bonuses window will now additionally display the number of towers your own realm holds, and how many towers the realm that controls Darkness Falls holds.
GENERAL QUEST CHANGES
- We have begun the process of adding delve information to quest objects for Classic and Shrouded Isles. In most cases, the delve information will let you know which quest the item is associated with (for items used in more than one quest the delve information simply says it is a quest item and not to destroy it). Quests in the classic zones of Midgard have been updated while we're still working on classic Albion and Hibernia. Shrouded Isles quests in Albion, Midgard, and Hibernia have all been updated. If you encounter a quest item without delve information in one of the updated areas, please report the quest name and item name as a bug.
GENERAL WORLD NOTES
- Teleport destinations from the border keeps, the Shrouded Isle portal merchant, the Trials of Atlantis djinn stones and the Catacombs obelisks have been adjusted so that when teleporting into the main cities players arrive in a location of close proximity to the channeler NPCs.
- Level zero to five monsters are now more vulnerable to elemental damage. This should allow casters a higher chance to kill a monster before it reaches melee range.
CLASSIC CAMELOT WORLD NOTES
Herding Time!
Three new people have joined the realms of Albion, Midgard, and Hibernia and they have brought a new sport with them - Herding. In Albion, Pig Herder Stanley has taken up residence in the field south-southwest of Humberton. In Midgard, Tomte Herder Rufus has found a home north-northwest of Fort Atla and in Hibernia, Badger Herder Marcus lives next to Howth. The goal of Herding is simple – be the first team to score three points and win a prize! Now, for the rules:
- There are two teams for Herding, each made up of 5 people. Each player must speak to the Herder for their realm and obtain a colored herding stick to play. Sticks will disappear upon logging out or going link dead.
- When all the sticks have been handed out, players will have one minute to arrange themselves on the field before the game begins.
- When the game begins, the appropriate ‘puck' will spawn for your realm (a piglet, a tomte, or a badger). Players must then herd the puck into the appropriate goal. When the puck passes through the goal posts, a point is scored and the puck will return to the middle of the field.
- Play continues until either three points are scored by one team OR time runs out (15 minutes). Players will receive warning messages when time is growing short.
- When three points have been scored, the field, the puck, and the losers sticks will disappear. The winners will retain their sticks and be invited to speak to the Field Merchant. The Field Merchant will reward players with a small amount of money and a Herding Hat of Victory. Winners should make sure to speak to the Field Merchant before logging out or they will miss out on their reward.
- If time runs out before three points are scored, no victor is declared. The field, the puck and all sticks will disappear and a new game can be started.
- Only players with sticks will be permitted to enter the field once the field barriers have appeared. Everyone else will be magically removed from the field to prevent spectator interference.
- If there are not enough players for a game and some sticks have already been handed out, those sticks will be deleted from players near the Herding NPC.
Starting Locations
- Newly created characters will now start in Cotswold (Albion), Mularn (Midgard), or Mag Mell (Hibernia). The Shrouded Isles start location options have been removed.
SI Portal Updates
- The portals to the Shrouded Isles have been relocated. You can now find them outside the main cities near Cotswold, Mularn, and Mag Mell.
- The Shrouded Isles portal merchants now offer a scroll to the old portal locations near Adribard's Retreat, Nalliten, and Connla.
- Apprentice Ni'tul, Apprentice Felna, and Apprentice Drolg will teleport players to SI from the old portal locations.
NPCs
-(Hibernia) All Lyricists are now Celts, instead of Elves.
Trainers
- Base Trainers - We have temporarily moved most of the base trainers closer to the New User Quest giver (Master Frederick for Albion, Dalikor for Midgard, and Addrir for Hibernia). All base trainers will now notify players at levels 3 and 4 that they have a free full respec available to them at level 5 (given by the advanced trainers).
- Advanced Trainers - All advanced trainers will now notify players at levels 18, 19, 38 and 39 that they have a single line respec available to them at levels 20 and 40.
Quests - Albion
- Half Ogre, All Man - In Cotswold, a young Half Ogre apprentice named Madissair has fallen in love with the daughter of his guildmaster. He yearns to make his feelings known, but needs help to overcome his fear. Players level 5 and higher can approach Madissair and ask him about his crush. The young apprentice's fate rests on the choices players will make and he just may have an interesting reward for those willing to aid him.
- Dear Frustrated-in-Cornwall… – Commander Hayward has recently taken command of Cornwall Station's garrison and faces many obstacles in his effort to bring order and discipline to his troops. Unfortunately, not even Hayward's magical toys will obey him, and he's looking for players of at least level 30 to help him solve his problems.
Quests - Midgard
- Troll, Dark, and Handsome - In Mularn, a young Troll apprentice named Grumbald has fallen in love with the daughter of his guildmaster. He yearns to make his feelings known, but needs help to overcome his fear. Players level 5 and higher can approach Grumbald and ask him about his crush. The young apprentice's fate rests on the choices players make and he just may have an interesting reward for those willing to aid him.
- Where There's a Will… - Before his death, Dagnar the Dwarf hid his sons' inheritance and left a will in the form of a riddle. The inheritance was never claimed and Dagnar's battered old chest still sits in Haggerfel, waiting for someone to solve the riddle and claim the money. Players between level 30 and level 44 can right click on Dagnar's Battered Chest to investigate it.
Quests - Hibernia
- Beauty and the 'Bolg - In Mag Mell, a young Firbolg apprentice named Rhedoc has fallen in love with the daughter of his guildmaster. He yearns to make his feelings known, but needs help to overcome his fear. Players level 5 and higher can approach Rhedoc and ask him about his crush. The young apprentice's fate rests on the choices players make and he just may have an interesting reward for those willing to aid him.
- Gnome Away From Home - Glercyn believed that moving away from Tir na Nog to the quiet villages of Meath would shield him from the problems of city life. Shortly after his arrival, he began to encounter problems with his new neighbors. Recently, his favorite garden gnome has gone missing and with all of the trouble with his neighbors, Glercyn is in need of some assistance. Glercyn can be found at the entrance to the housing zones in Connacht and will ask players of level 30 and above for their help in his search for the missing garden gnome.
- The Piper's Price - A Phantasmal Wail staff has been added to the staff choices for this quest.
- Viraniel's Plague – Mordred players stuck on step 4 or step 5 because they are above the maximum level to enter the Spraggon Den can now encounter Eraliwyr in the mushroom ring south of the dungeon's entrance.
Item Notes
- The Vae Inimicus Diamond Ring, Vae Inimicus Emerald Ring, Vae Inimicus Sapphire Ring, and Vae Inimicus Ruby Ring (Albion) now have appropriate ring icons.
- All steeple hats available from Tailoring, NPC merchants, or drops have been renamed so that players from Gaheris and Mordred are better able to identify to which realm the hats belong, especially when shopping from consignment merchants. All Albion steeple hats should now include the adjective "quilted," all Midgard steeple hats should include the adjective "padded," and all Hibernia steeple hats should include the adjective "woven."
- The Luminescent Abrogo Stone can now be stacked to 25 count.
- (Midgard) The Icepick Spear, Wolf Pack Great Spear, Iced War Spear, and Sand-Edged Spear have been flagged for any class to use instead of just Hunters.
SHROUDED ISLES WORLD NOTES
General
- (Hibernia) Sedric in Mag Mell will now sell staves for all types Hibernian focus casters. Sian still sells basic staves in Mag Mell.
- (Midgard) Raelyan and Lyna in Mularn now sell all types of Midgard caster focus staves. Lyna sells basic staves as well.
- (Albion) Cudbert Dalston still sells all types of focus staves in Cotswold and Samwel Hornly sells the basic staves.
Quests - Midgard
- Gem of the Dwarven King - Abjorn Onefoot has recently obtained a red gem suitable for Warlocks.
- Ota's Quest - Valkyries and Warlocks can now complete this quest and receive appropriate rewards.
- Clan Business – Warlocks will now need to turn in two Musslaklan Talismans to Karle Alfevson (like everyone else) instead of just one.
Item Notes
- The Crown of the Infidel (Albion) should now have the appropriate inventory icon.
TRIALS OF ATLANTIS WORLD NOTES
Quests - General
- (Albion) Players stuck on the Daughter's Journey quest when they were killing Nackal should now advance as intended.
Quests - Oceanus
- The Naxos Society, 30-39 - All Catacombs classes can now obtain this quest from Noula.
Quests - Aerus
- Rumors have surfaced regarding the existence of a magical item which can reveal the general location of the Celestius portal. Players from all realms who have reached level 50 should form a band of three or four comrades and venture to the Haven of Aerus. There, the party can speak to Captain Chryse to begin the quest.
Oceanus Encounters
- Naxos marrow mages have had their pets slightly reduced in difficulty.
Volcanus Encounters
- Malamis will now drop the unbound Malice Axe when he dies. This change will prevent players whom did not gain the loot rights from picking up the Axe.
- The taur lancers whom would teleport and attack players attempting to assault Vazul's compound will now appear with less frequency.
Aerus Encounters
- Players will now receive a small statue when beginning the fight with Agne. If the players fail to defeat the army, they can hand the statue to the constructor to attempt the encounter again, they no longer need to collect every statue piece. The statue will be destroyed on successful completion of the encounter.
- Players will no longer use the entire power crystal when starting the Talos encounter. If they fail to achieve victory, they can simply reuse the remaining crystal to attempt the encounter again. The crystal will be destroyed on successful completion of the encounter.
- Talos will now strike players for less damage when using some of his special attacks and the altheus Talos statues will heal less often.
Sobekite Eternal
- Rrionne and her reflection will no longer cower from players. This change will prevent her from walking through doors and walls.
Temple of Twilight
- When killing pregnant cobras for Antioos the Deceitful, the entire battlegroup will now receive credit at the same time.
- When killing gorgons for Antioos the Deceitful, the entire battlegroup will now receive credit for retrieving the sword at the same time.
- The quantity and frequency of barracudas and rays spawning in the intersections of tunnels in the Temple of Twilight has been decreased.
Deep Volcanus
- Katorii will no longer fight other monsters while wandering her path.
Artifact Notes
- In response to player feedback, the artifacts that previously had less than a 50% chance to drop will now drop with almost every successful completion of the encounter. In some cases the spawn rate for the encounter has been decreased to balance the higher drop rate of the artifacts. The artifacts affected include Healer's Embrace, Ceremonial Bracer, Crocodile Tear Ring, Band of Stars, Scorpion Tail Ring, Scepter of the Meritorius, Eerie Darkness Stone, Traitor's dagger and Cloudsong.
- Artifact scrolls in Volcanus have been redistributed and the drop rates increased. Siam-he up to level fifty now have a chance to drop any Volcanus scroll one. Siam-he and taurs level fifty-five and greater have a chance to drop any page of the Volcanus scrolls.
- Artifact scrolls in Aerus have been redistributed and the drop rates increased. Centaurs and cyclops now have a chance to drop any page of the Aerus scrolls.
- The final named monster for each master level encounter will now drop a random scroll from their region. Draco will drop three scrolls from Aerus.
- Heretics may now activate Malice (as Malice's Mace), the Crocodile's Tears Ring, and Battler.
- Heretics can once again activate Bruiser. There was a bug that was preventing them from turning in the Bruiser book.
- Valkyries and Hunters may now activate the Golden Spear as a thrusting weapon. Those with the slashing version can return to Loremasters Trygve or Joakim and exchange it for the thrusting version. Please note that any levels/experience your Golden Spear has gained will be lost when it is traded in. New activations of the Golden Spear will be given the choice between slashing and thrusting. Those that choose slashing will NOT be able to trade it in later for a thrusting one.
- Valkyries and Hunters may now activate the Spear of Kings as a thrusting weapon. Those with the slashing version can return to Loremistress Agneta or Loremaster Jorian and exchange it for the thrusting version. The one-handed and two-handed sword versions can also be exchanged for a thrusting Spear of Kings. Please note that any levels/experience your Spear of Kings has gained will be lost when it is traded in. New activations of the Spear of Kings will be given the choice between a slashing and thrusting spear in addition to the one-handed and two-handed sword versions. Those that choose the slashing spear or either of the swords will NOT be able to trade it in later for a thrusting spear.
Item Notes
- Warlocks can now equip the Desert's Heat Gloves (the reward from the Wishes quest).
- The text message viewable to the target of the secondary proc on the Guard of Valor no longer incorrectly gives the impression that the spell snares its target.
- Lothissi's Crossbow now has the correct magic bonus
- The Robe of Aberrations now has a bonus to acuity cap instead of intelligence cap to better suit all cloth casters.
- The Robe of Phantasms and the Robe of Distortions have had their piety bonuses changed to acuity.
CATACOMBS WORLD NOTES
Zone Name Changes
- In the cases where the same zone names are used across realms such as Glashtin Forges, we have altered the zone names to reflect their realm; Albion's Glashtin Forges. In the case where a zone in one realm has a copy version such as The Otherworld in Hibernia and its offshoots in Midgard and Albion, the names are the same for the original zone but altered to reflect the realm for the other two; The Otherworld, Midgard's Otherworld, Albion's Otherworld.
Quests - General
- Realm identifiers have been added to the names of quests that involve certain zones so players on Gaheris and Mordred can identify which quests belong to which realm. The zones involved area: the Frontlines, Nyttheim, the Otherworld, the Queen's Labyrinth, the Deadlands of Annwn, the Lower Crypt, the Abandoned Mines, the Glashtin Forge, and the Underground Forest.
Quests - Albion
- Thrall Patrol - Only Plutonian Thralls will drop the backpacks needed for this quest.
- Helter-Smelter - Level 28-30 mini quest. Caradan is looking for an adventurer to travel from the Abandoned Mines into the Glashtin Forge to assist with his research. He is in need of a Glashtin Smelter hide for his studies.
- History Repeats Itself – Players on step 4 must use the Scroll of Teleportation in an Albion Catacombs zone. Players stuck on step 5 without a scroll can return to Guard Clorlin in the Deadlands of Annwn and obtain another scroll.
Quests - Midgard
- Darkwood Plans - Players will now be able to /search again on step 2 to summon Master Elgar if they fail to speak to him before he disappears.
- Cowardly Recruit (Levels 28-30) - Recruit Woban in the Underground Forest is looking for someone to help retrieve his sword from the Glashtin Forge.
Quests - Hibernia
- Guardian Thyv, in the Otherworld, needs some help tracking down a band of gnolls that ambushed him and his patrol. He is hesitant at asking the Shar forces for assistance, so he is seeking the assistance of a lone adventurer to aid him in this mission.
- Gift from the Forces - We have fixed a bug that was causing some players to receive the incorrect amount of experience for this quest.
- "Medicating Mumbles' Malady" mini quest level 28-30. Guard MacPheebs, in the Underground Forest, is looking for an adventurer to enter the Glashtin Forge. He is in need of a missing ingredient for his dog Mumbles' medicine.
Instanced Adventuring
- Due to player feedback, the number of dungeon layouts for dungeon tasks have been greatly expanded. Players will now be able to choose between labyrinthine style or long corridors when talking to the taskmasters. The long corridors are intended to provide more room to maneuver for ranged classes.
- The monsters inside the Passage of Echoes should no longer spawn right on top of players
Lower Crypt, Queen's Labyrinth, Nyttheim
- (All Realms) The aggression radius has been adjusted for most monsters in the three evil cities in each Realm.
Abandoned Mines
- (Hibernia) Some of the areas of the Mines are a little less abandoned now.
- (All Realms) The glashtin goblins outside the entrance to the Glashtin Forges are more level appropriate.
Frontlines
- (Hibernia) Numsi shall no longer spawn in an invalid location.
Lower Crypt
- (Hibernia) The density of monster camps has been reduced slightly.
Otherworld
- (Hibernia) Salendra should now show a quest indicator.
- (Albion) Grokdal, Imchath and Bruatur have been adjusted in difficulty.
- (Midgard) Gracklar, Anluan and Ciardhal have been adjusted in difficulty.
Underground Forest
- (Hibernia) The Krunorus encounter has been adjusted in difficulty and the spawn time adjusted to match the other encounters in the Underground Forest.
Item Notes
- (Albion) Players may no longer equip the Magical Bandage quest item.
- (Albion) Removed the erroneous bonus to Parry skill on the Spellbound Cobalt Studded Chest.
- (Albion) The Inquisitor's Robe of Expulsion will no longer be available as a drop from Imchath. Instead, a new version of the item will drop as a leather vest.
- (Albion) The Sunless Dweller's Longbow now has a level requirement of 49 instead of 55, which should allow the proc to function properly.
- (Albion) The weight of the Tormented Inconnu Scalps has been reduced to a more appropriate amount
- (Hibernia) Gloves appropriate for Vampiir have been added to the aurulite merchants.
- (Hibernia) The Stilleto of Deimo, Unhinged bow of Phobias and Diligent Shield of Curing will now proc correctly.
- (Hibernia) The Boss Staff of Infliction's focus level has been increased to 45 from 40.
- (Midgard) Because the effectiveness of the spell casting reduction bonus is limited to 1% per item, the Ring of Fleeting Spirits now has 1% to spell casting reduction, and increased hit points.
- (Midgard) The Staff of the Half Orc should now properly display a focus to all spell lines.
- (Midgard) Wesaul's Deft Cleaver should now drop as the correct level and DPS. This will not apply retroactively to any drops that occurred prior to the fix.
FOUNDATIONS NOTES
- The default minimum price on Market Explorer searches is now 1 copper instead of "Don't Care" to return only items with prices. To search for items without prices, players may still change the setting down to 0 copper.
New Housing Zones
- A new housing zone has been introduced in each realm.
Albion - Sherborne
Midgard - Nittedal
Hibernia - Moycullen
COOPERATIVE SERVER
- We have added an NPC to each entrance of the capital cities to aid players in their adventuring. The NPCs can grant hastener speed and a 30 minute duration strength buff. The strength buff is automatically removed if the player leaves the capital city before the buff expires.
Camelot - Minstrel Lucaris and Minstrel Olias
Jordheim - Skald Seisill and Skald Rumdall
Tir na Nog - Bard Eltonos and Bard Medrend
- We have added an NPC to each of the Shrouded Isles cities to aid players in their adventuring. The NPCs can grant hastener speed.
Gothwaite Harbor - Minstrel Trinnon
Aegirhamn - Skald Velder
Grove of Domnann - Bard Selveren
PVP SERVER
- The level 1-10 safety flag has been enabled for the Burial Grounds, Aqueducts, and Veil Rift zones in Catacombs.
NEW THINGS AND BUG FIXES (2/8/05)
- Green leather dye is once again green leather dye instead of an unrelated quest item.
- Vampiirs will no longer receive a duplicate version of the Pierce style, Dragonfly.
- The unintentional zone wall that appeared in Typhon's Reach has been removed. In order to get this fix, however, players will need to repatch the game.
- Due to an issue where players were not being affected by the Speedwarp ward's spell, we have reverted Speedwarp to it's original 60 second duration. Please note, however, that the new duration of the Speedwarp ward (5 minutes) and the ward's hit point reduction are still effective.
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Dark Age of Camelot
Version 1.74a Release Notes
Server Clustering
February 9, 2005
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NEW THINGS AND BUG FIXES
- The Vampiir's Sprint line will now properly overwrite itself when recast by the Vampiir.
- Divine Intervention will now correctly generate aggression on the target of the heal instead of on the caster of the Divine Intervention spell.
- In some rare cases, the door to exit the Concealed Guardhouse in Midgard was not working properly. This has been fixed.
- (Midgard) Axe of the Half orc will now proc correctly.
- (Midgard) Taskmaster Cheri should no longer send you on a task that can’t be completed to kill only 1 risen warrior
- (Bug Fix) Bards and Rangers will now be able to use the Blade style, Kinetic Blade, after performing a successful Lunging Blade.
- (Bug Fix) Armsmen and Paladins will now be able to correctly use the Wolftooth and Liontooth Thrust style chain after performing a successful Ratfang.
- (Bug Fix) Thanes will now be able to use the Siv's Revenge Sword style after completing a successful Ice Storm.
- (Bug Fix) Hunters will now be able to correctly use the Sword style, Rush, after completing a successful Reinforcement.
- (Bug Fix) All items using Incendiary Pyre as it's proc or reactive will now work without the power cost.
- (Bug Fix) The Crown of Glacial Curses now has the appropriate icon.
- (Mordred and Gaheris only) The SI portal merchants now sell scrolls to the old portal locations near Adribard's Retreat, Nalliten, and Connla.
TRIALS OF ATLANTIS NOTES
Oceanus Encounters
- Cetus, Runihura, and Medusa will now drop a scroll from Oceanus.
CATACOMBS NOTES
Item notes
- (Midgard) Cianan's Cataclysmic Trident now has a bonus to spear skill in place of shield skill and a reactionary bonus in place of the blocking bonus.
HOUSING NOTES
- (Midgard) Hallbera will now accept tickets to Nittedal from Carlingford.
NEW THINGS AND BUG FIXES (2/10/05)
- (Mordred and Gaheris fix only) The SI portal merchants now sell scrolls to the old portal locations near Adribard's Retreat, Nalliten, and Connla.
TRADESKILL UPDATES
- (Midgard) The mjuklaeder jerkin linings and mjuklaeder leggings linings should now show the correct material type in their names.
CLASSIC WORLD NOTES
Quests
- (Hibernia) Broken Seal - Heretics, Valkyries and Warlocks will now be able to receive their rewards from Druid Tobryn.
SHROUDED ISLES WORLD NOTES
Monsters/NPCs – Midgard
- Merdandi now sells the correct linings instead of basic tailoring supplies.
TRIALS OF ATLANTIS NOTES
Aerus Encounters
- Kratos will now spawn with a much greater frequency.
Items
- (Hibernia) - Vampiirs can now wear the Wind Torn Bloody Cloak reward from the Nahkt’s Fragmented Mind quest.
Quests - Aerus
- "Nimora’s Celestial Sphere" - Hibernian players that had become stuck when attempting to speak to Researcher Sita should now be able to complete the quest. Also, Researcher Sita has been moved slightly on the Gaheris and Mordred servers so that she no longer stands in the same spot as Sage Tiernan.
CATCOMBS WORLD NOTES
Items
- (Midgard) The Underground Dweller's Greave will now grant the appropriate bonuses when equipped. The bonuses were reduced slightly to enable this to happen.
- (Albion) - The duplicate constitution bonus on the Spellbound Sapphire Plate Gauntlets has been replaced with a hit points bonus.
Quests
- (Albion) Players who were unable to begin the Into the Crypt With You! mini quest should now be able to receive the quest from Guard Uwigis in the Deadlands of Annwn.
- (Albion) - Players receiving a task to kill aging corpse lights will no longer need to kill a different monster to complete the task.
Instanced Adventuring
- An issue that could prevent Wolak's Crucible and Marik's Workroom
from spawning monsters has been corrected.
HOT FIX (2/10/05)
The 1.74 notes contained the following:
“ - We have added a new level 1 style for all rogue classes in each realm. These styles are available to new rogues upon logging in and do not require any specialization. For Albion, the new style has been added to the Thrust line; for Hibernia, the Piercing line; and for Midgard, the Sword line. These styles can only be used from stealth and will hit for considerably more damage than a normal level 1 style which does not require use from stealth.”
As you can see from the text, the style was meant as an improvement for low level characters. The style is not meant to scale up as the player levels up, or markedly affect the high level game. This afternoon, we’ve hotfixed the following styles to their correct growth rates:
Wildcat
Wildblade
Wildsting
HOT FIXES (2/11/05)
- Fixed an issue where certain actions (such as 'Move Foward') would not always work if bound to the Left Mouse button. (Please note that you will need to log out and log back in to get this fix.)
CATACOMBS WORLD NOTES
Dungeons
- (Albion) Select monsters in the Nyttheim and Queen’s Labyrinth zones have had their aggression radius increased slightly.
- (Midgard) Select monsters in the Lower Crypt and Queen’s Labyrinth zones have had their aggression radius increased slightly.
- (Hibernia) Select monsters in the Lower Crypt and Nyttheim zones have had their aggression radius increased slightly.
Monsters
- Several archer type monsters across all of Catacombs have had their equipment adjusted to include a sword and bow.
Quests – Albion
- (Albion) "Knights of the Underworld (Albion)" - Players who had become stuck on steps 3 and 4 of this quest because they were being asked to kill a haunted underworld knight that was not spawned, can now spawn the knights by standing near the two trapped NPCs, Garivale and Algunet. Please be aware that the haunted underworld knights spawn very near the two NPCs, so players will need to be prepared for combat before they trigger the creature spawn.
- (Hibernia) "Queen’s Labyrinth Scouting (Hibernia)" – Players of level 38 or lower will now be able to advance the quest by turning in the disturbed gladiator head to Salendra.
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Dark Age of Camelot
Version 1.74c Release Notes
Server Clustering
February 15, 2005
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NEW THINGS AND BUG FIXES
- Fixed an issue with the /bg groups command that caused the names of members in a group to display the group leader's cluster name instead of their own.
- Fixed a bug where Warlock chambers would not always clear upon the character’s death.
- Fixed an issue reported by players that was causing occasional crashes when right clicking on keep or tower doors.
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Dark Age of Camelot
Version 1.74d Release Notes
Server Clustering
February 16, 2005
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NEW THINGS AND BUG FIXES
- Fixed an issue that caused all players to zone (with a loading screen) even if they were bound in the same region.
- The Warlock's realm rank 5 ability, Boiling Cauldron, will no longer create an effect for every target within its radius.
- (Albion) The Spellbound Indigo War Mace now has a Dual Wield bonus instead of a two handed weapon bonus.
- (Midgard) The exit door to a version of the Concealed Guardhouse has been fixed so that players may open it.
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Dark Age of Camelot
Version 1.74e Release Notes
Server Clustering
March 2, 2005
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NEW THINGS AND BUG FIXES
- Housing Rent Due reminder messages will now be shown to any character on the account of the character who owns the house. Previously, rent messages would only be displayed if the current character was the owner of the house.
- The artwork for instruments has been updated and new versions added. The first tier will be found on the lowest level items and has the appearance of an old, worn instrument. The next tier will be the most common and will be used for the majority of items found in crafting, stores, quest, or dropped by monsters throughout the Classic, Shrouded Isles, and Catacombs zones. The final tier is realm specific and is reserved for level 40 and 45 crafted instruments as well as level 49 or 50 items dropped by monsters.
- A bindstone has been added to Innis Carthaig, Cornwall Station and Skona Ravine. The horse station in Skona has also expanded to include a healer, smith and vault keeper.
- Certain undead monsters and rogue type monsters now use stealth graphics.
- We have added a new facial customization slider, Mood, to the character creation menu for Catacombs models. This slider manipulates the facial expression of the model, from "angry" to "happy". Players may visit the facial customization NPCs (listed below) to reset their customization options to take advantage of the new mood sliders.
Inconnu Crypt (Albion) - Lolicia the Magical
Kobold Undercity (Midgard) - Jaron the Magical
The Shar Labyrinth (Hibernia) - Dailliana the Magical
NEW FRONTIERS NOTES
- Healers have been added to the Portal Keeps in each Realm.
CLASS CHANGES AND UPDATES
- The delve information for the Bainshee's Disconcerting Yell spell line has been updated.
- The Thane's damage spell line, Thor's Minor Bolt, now has a slightly different icon than the instant damage spell line, Toothgrinder's Hoof.
- The spell message received when casting the Lesser Aura of Speed spell has been corrected.
- The following Thrust styles now have corrected style icons: Sever, Wildcat, and Wildsting.
CAMELOT CLASSIC WORLD NOTES
Hibernia Encounters
- (Level 1-5) Newcomers to the realm should beware Dwayne, a mischievous lugradan who seeks to relieve the young heroes of Hibernia of their gold and their lives. Dwayne lives in the hills outside of Mag Mell and delights in making life miserable for adventurers levels 1-5
- (Level 12) Vengeful spirits of the fae are said to haunt dead trees near the road south of Tir na mBeo. Travelers should take care not to stray too far from the road.
- A lucradan possessing unusual illusionary powers and claiming to be a jester has been spotted in Connacht along the river.
- A set of standing stones in a valley between Mag Mell and Mardagh have been claimed by a crazed nature elemental.
- It is rumored that the pond south of Tir na Nog has become home for a corrupt water elemental.
Albion Encounters
- (Level 1-5) Young adventurers in the area of Camelot Hills should keep an eye out for the spriggarn, Dipplefritz. He is a great magician and a worthy foe for adventurers from levels 1-5.
- (Level 12) The Goblins in the South Black Mountains have been witnessed wielding strange and powerful elemental magics. Sightings of their strange rituals have been reported along the north bank of the river.
- Murmurs among the common folk indicate a the grove nymphs in Salisbury Plains have found a queen to lead them.
- The local faeries have had an adverse effect on the wildlife in a pond near Cotswold.
- A powerful Filidh has been sighted near Salisbury Bridge. The Filidh is rumored to have control over all four elements.
Midgard Encounters
- (Level 1-5) Youthful heroes patrolling the hills around the town of Mularn should keep an eye out for the Trapper Hall. Hall feels he owns the hunting grounds around the town and he will react angrily towards any adventurers he feels are invading his territory and livelihood. Adventurers from levels 1-5 should keep a sharp eye out for Hall’s traps as well as the angry trapper himself.
- (Level 12) A powerful Norseman warrior has disappeared near the lake on the road to Svasud Faste. It is feared he may have fallen prey to the foul Vendo magic.
- A pair of vendo brothers with a unique talent have been spotted in northern Mularn.
- A hobgoblin prankster in the mountains west of Jordheim has obtained a minor magic item that has given him abilities that set him above and beyond his kin.
- The vendo are rumored to speak praise of a large bear like creature in the mountains southeast of the Vendo Caverns.
Quests - General
- Heretics - We have added the ability for Heretics to trade their leather armor from the New User quests (given by Master Frederick) for cloth armor. Heretics can turn in their unuable leather armor to the Heretic trainers in Camelot, Caer Gothwaite, or the Inconnu Crypt and receive cloth armor in return.
- Vampiir - We have added the ability for Vampiir to trade in their cloth, nature-based leather armor, and reinforced armor from the New User quests (given by Addrir) for leather armor. Vampiir can turn in their unusable armor to the Vampiir trainers in Tir na Nog, the Grove of Domnann, or the Shar Labyrinth and receive leather armor in return.
Quests - Hibernia
- The Broken Seal - Vampiir will now receive the Waterspun Belt instead of the Waterspun Belt of Fortitude for this quest. Vampiir with the Waterspun Belt of Fortitude may return it to Druid Tobryn and receive their new reward.
- In an effort to make obtaining tradeskill quests less confusing, we have modified the dialog of all the tradeskill masters. The masters will now offer players the quests based on their level (junior, journeyman, senior, and master). The actual quests themselves have not changed.
- The Devil’s in the Details – In Mag Mell, Sentinel Maitias is looking for players between levels 1 and 4 to help him deliver some supplies.
- Getting a Grip – Near the Shrouded Isles portal just outside Mag Mell, Sentinel Geruwyn has just returned for battle and is looking for players between levels 2 and 5 to help him fashion a new grip for his sword.
- Flagging Morale – Sentinel Geruwyn, located near the Shrouded Isles portal, is searching for players between levels 3 and 6 to help him raise his troops’ morale.
- Fog of War – Sentinel Maitias, stationed in Mag Mell, is looking for players between levels 4 and 7 to help him complete a report on a recent battle.
- Hats Off to Molanoho! – Melanaha, of Mag Mell, is having trouble meeting the demand for his hats and is looking for players between levels 5 and 8 to help him gather new materials.
- Innis Island Upkeep (Levels 30-32) – Talriese, in Innis Carthaig, keeps an eye on the island to the west of the town. She needs someone to patrol the island while she attends to some business.
Quests - Midgard
- "Friendly Favor" mini (level 21-23) Pruglar, the stable master of Huginfell, is in need of a favor. His stable boy quite so he is unable to make his delivery to his friend in Vasudheim. It is important that the crate of supplies get to Aud the healer as soon as possible.
- Brutal Chains - Hunters will now receive leather armor as their reward instead of studded.
- In an effort to make obtaining tradeskill quests less confusing, we have modified the dialog of all the tradeskill masters. The masters will now offer players the quests based on their level (junior, journeyman, senior, and master). The actual quests themselves have not changed.
- Halbran’s Return (Levels 30-32) – Jonarra, in Skona Ravine, is trying to find her lost brother. She can be found near the stable master.
- The Red Daggers – The dverge smith will no longer wander away from the forge, allowing players on the Red Daggers quest to speak with him.
Quests – Albion
- "Impressing Commander Hayward" mini (level 21-23) Pethos wants to stop nightly invasions of his stables by small skeletal centurions. By doing so he hopes to get the attention of the infamous Commander Hayward. Pethos dreams of being a Defender of Albion or to at least safely stable the commanders horse.
- In an effort to make obtaining tradeskill quests less confusing, we have modified the dialog of all the tradeskill masters. The masters will now offer players the quests based on their level (junior, journeyman, senior, and master). The actual quests themselves have not changed.
- Against the Grain – In Cotswold, Laridia the Minstrel is searching for players between levels 1 and 4 to help her investigate a rumor she heard.
- Nuisances – Heretics who are stuck on step 4 of this quest will now be able to receive their reward from Master Frederick.
- Traitor in Cotswold – Heretics who are stuck on step 5 of this quest will now be able to receive their reward from Master Frederick.
- Frontiers – Heretics who are stuck on step 8 of this quest will now be able to receive their reward from Master Frederick.
- Collection – Heretics who are stuck on step 8 of this quest will now be able to receive their reward from Master Frederick.
- Beginning of War – Minstrels who are stuck on step 18 of this quest will now be able to receive their reward from Master Frederick.
- A Few Repairs (Levels 30-32) – Brice Yarley, in Cornwall, needs to gather some supplies to repair the fence protecting his giant rooters.
Monsters - General
- The named monsters that are not involved in quests have been updated to use a few styles or spells and their treasure updated accordingly.
NPCs - General
- (Midgard) Poison Merchants have been added to each of the towns in the classic Midgard zones.
TRIALS OF ATLANTIS WORLD NOTES
Aerus Encounters
- Players wishing to acquire a music box for Cloudsong may now start talking to Destin without going to see Eramai first.
Oceanus Encounters
- The Naxes Tidal Lord will now wait a small amount of time after he believes combat is over before disappearing. This will prevent a rare situation that could cause the Tidal Lord to disappear in the midst of combat.
- The triton shaman who holds the necklace Antioos seeks will now give the entire battlegroup credit when he is slain. Only the slaying group will actually be given the necklace, but anyone who is granted credit will have their journal updated accordingly. Only one set of items per raid needs to be collected for everyone with credit to proceed.
- Legendary sea monsters have been sighted in Oceanus Hesperos and Oceanus Notos.
Stygia Encounters
- Tutankhsekhmet has been given a slightly more restrictive area to wander inside.
Volcanus Encounters
- Killing Malamis, will now give credit to a group as well as a battlegroup.
Monsters/NPCs:
- The apprentices in the Havens of Aerus and Volcanus now give out the correct scroll location information. (Corresponding to all of the scroll changes originally launched in 1.74)
CATACOMBS WORLD NOTES
Instanced Adventuring
- Both exits from inside the Goblin's Cookery will now allow the player to successfully zone out.
Quests - Midgard
- The Conflict - Players that fail to defeat the half orc and gnoll warbosses or fail to receive credit for killing them can return to Corderan to try again.
Dungeons
- Mongrel, Knell, Manicom, and Carrion inside the Hibernian Deadlands will now appear with a greater frequency.
- Healer monsters in many dungeon zones in Catacombs have had their radius in which they will heal allied monsters reduced by half.
Monsters/NPCs - Albion
- Hastener En'teliane has been moved next to the Obelisk in the Inconnu Crypt.
Monsters/NPCs - Hibernia
- Hastener Al'yrisa has been added to the Shar Labyrinth. She can be found near the Obelisk.
Items
- (Hibernia) Vumsi's Blade of Vengeance can now be recharged.
- (Hibernia) Fallen Hero Bracer now has a bonus to Celtic Spear skill instead of Spear skill.
FOUNDATIONS NOTES
- Players will now be given the option to port to the housing zone entrance areas from the border portal keeps, capital city channelers, and the Shrouded Isles portal merchants.
- Mordolena in Moycullen Marketplace now accepts tickets to Arizmo's Stable and Saeranthal Market.
- Felledon in Donnybrook now accepts tickets to Mordolena's Horse Rentals at Moycullen Marketplace.
- Ganiel in Sherborne Marketplace will now correctly sell rent tokens. (Albion)
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Dark Age of Camelot
Version 1.75 Release Notes
RvR Missions
April 6, 2005
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Version 1.75 contains an extensive number of features and improvements to Dark Age of Camelot. Here's a brief preview of what's in this version:
RvR Missions - In this version, we've implemented our new RvR mission system. This system is designed to provide a more immersive RvR gaming experience to players of all types. RvR missions provide many rewards for a variety of mission types in the form of solo, group and realm wide missions. Please see the "INTRODUCTION TO RVR MISSIONS" section below for more details.
Tower Razing - We're proud to introduce Tower Razing - a new RvR method for capturing and even completely destroying enemy towers, which allows for enhanced open field combat opportunities. Please see our "TOWER RAZING" section below for more details.
Master Level Updates - We've made many changes to our master level system, as well as some significant changes to the master level credit system. Please see the two sections "MASTER LEVEL UPDATE" and "MASTER LEVEL CREDIT CHANGES" below for details.
New Title System - We have expanded on the existing titles players may have on their characters based on activities in RvR. Please see the "NEW TITLE SYSTEM" section below for more details.
Run Speed Change - Based on a tremendous amount of feedback, we have enhanced the run speed for out of combat players, allowing them to move faster than was previously possible without the aid of a run speed spell or sprint. Please see the "RUN SPEED CHANGE" section below for all of the details.
INTRODUCTION TO RVR MISSIONS
We polled our customers, talked to our team leads, and read over tons of player feedback. We're very proud to present the results of this research and design to you here in version 1.75. Thanks in no small part to our players, we hereby introduce a brand new RvR adventuring system called RvR Missions. We thank the Dark Age of Camelot community for their help in providing the vital feedback that led to the development of this new feature.
"RvR Missions" is our name for a unique system allowing players to accept Personal, Group or Realm Missions that can ultimately play a pivotal role in the war raging in New Frontiers. There are many exciting possible missions within the system, suitable for forces of all sizes. One person can make a difference by uncovering a single enemy or scouting out an area. A noble band of brothers can play their part by patrolling their border or protecting a supply caravan from attack. The mission system even includes the full scale defense of the realm in the form of daily goals suggested to all players in the Frontiers.
Come join the battle!
RvR Mission NPCs
Each realm has its own RvR Mission Generals, as well as numerous RvR Mission Commanders. RvR Mission Generals are located in all six portal keeps in New Frontiers, while Commanders are located at all of a particular realm's friendly keeps and upgraded (level 3 or higher) towers.
Hibernia's Realm Generals:
Vegda: Crauchon Gorge - Druim Ligen
Sonvan: Mount Collery - Druim Cain
Midgard's Realm Generals:
Hagir: Yggdra Forest - Vindsaul Faste
Bruki: Uppland - Svasud Faste
Albion's Realm Generals:
Kogis: Forest Sauvage - Castle Sauvage
Muris: Snowdonia - Snowdonia Fortress
Note: While Realm Generals will give you a choice of many different types of missions, be aware that Realm Commanders will only assign certain random missions and will not give you a choice to change them.
Mission Types
- Personal Missions - These missions are intended for those players who choose to go it solo in the Frontiers. Personal missions primarily lead players to areas of New Frontiers where they can find challenging encounters with enemy NPCs and even other players. Missions of this type are specifically designed to allow a single player a high chance of achievement and a reward. Personal mission types are: scout an area in the enemy lands, find an enemy assassin and slay him, kill a certain number of enemy guards, and kill a certain number of enemy players.
- Group Missions - Designed specifically for groups, these missions concentrate on specific siege targets in the Frontiers - primarily single towers, low level keeps and the newly implemented caravans (more information below on caravans). Group Mission types are: capture an enemy tower, capture an enemy keep, kill a certain number of enemy guards, destroy an enemy caravan, and kill a certain number of enemy players.
- Realm Missions - These missions are generated to everyone in a given realm. No action on the part of the player is required in order to receive this type of mission, as this mission type's goal is to encourage all members of a realm to work together for a common cause. Realm Mission types are: capture an enemy keep and all of that keep's towers, open Darkness Falls and open an enemy realm's relic gate.
When RvR Missions Can Be Obtained
- Personal Missions - These may be granted by a General or by a Commander. Once a player has a personal mission, a new Personal mission cannot be obtained for 30 minutes, or until the current Personal mission is complete - whichever occurs first.
- Group Missions - These may be granted by a General or by a Commander. There are no timer restrictions on Group Missions. However, only the group leader can accept or cancel a Group Mission.
- Special note: Group and Personal missions can and will often be available to players at the same time. Because of this, when a player has a Personal Mission calling for the same action as a Group Mission, the Group Mission will take priority and must be completed before the Personal Mission. For example, if the Group Mission calls for the group to kill 25 enemy guards in Albion, and the Personal Mission calls for the player to kill 15 enemy guards in Albion, the credit for the first 25 guards killed will go to the group and the 15 after that will go to the player (or players if more than one group member has the same Personal Mission). This rule only applies when the mission is the same. For example, if the group's mission calls for 25 Albion guards to be killed, while the player's Personal Mission calls for 15 guards from Midgard to be killed, they can both be achieved simultaneously.
- Realm Missions - These are granted to all players in each realm at 7 a.m. EST each day. Once a Realm Mission is complete, a new one will not be granted to the realm for 60 minutes.
How To View Your Missions
- RvR missions are viewable in the quest journal.
Rewards And Credit
- All three mission types award experience, gold and realm points. Rewards are granted at the time the mission is completed.
- In order to receive credit for Realm Missions, players must be within 1500 units of the objective when it is completed; for Group Missions, players must be grouped and within 4000 units of the objective when it is completed; and in order to receive "helper credit" when assisting someone with a solo mission, the assisting player must be within 4000 units of the player with the solo mission when the mission objective is completed.
New Encounter Types
- Assassins - Enemy NPC assassins will be dispatched to patrol friendly towers. Players on Personal Missions are encouraged to go and find these assassins and kill them. These assassins will only attack players who have these types of missions.
- Caravans - NPC caravans, comprised of a horse, a horse drawn cart and some guards, will roam between friendly beachhead keeps. Enemy groups are encouraged to find and disable these caravans.
TOWER RAZING
We are very excited to introduce Tower Razing into this version as part of the RvR Missions system. Tower Razing is the ability to completely destroy a tower until it is literally a pile of rubble on the ground. This allows for enhanced open field combat opportunities as well as a definitive end to a tower standoff.
Attackers may now raze enemy towers to the ground. At 25% health, a tower will reach a "broken" state, at which hookpoints no longer function and all line of sight restrictions previously caused by the tower's structure are removed. With Tower Razing, enemies can continue to attack the tower until it reaches zero health. At zero health, the tower will crumble to the ground, leaving only its foundation intact.
- Razed towers cannot be manually repaired. They auto repair from the razed state to a lesser "broken" state at approximately 5% per half hour until reaching 25% health. At 25%, players may manually repair the tower to a higher state. Once repaired to a state of 35% health, the tower will no longer be considered broken and players may once again utilize siege equipment available to the tower.
- When a tower gets razed, its level is automatically set to 1 - downgrading from whatever higher level it was at if applicable.
- When a tower is razed, any occupants will be subject to falling damage if they are high enough inside the tower when it crumbles to the ground.
- A realm can claim a razed tower, and may even set it to raise to level 10, but will have to wait until the tower is repaired to 75% before it will begin upgrading normally.
- A razed tower area looks like the ruins of a destroyed tower (basically the foundation), but has no line of sight restrictions at all, and no movement restrictions. Functionally, it’s an open field with a tower lord and 3-4 lesser guards.
- The razed tower functions as a normal tower in all other ways and it will still continue to generate guard alerts when guards at the tower are attacked.
- Towers will remain razed, even if they are captured by the enemy, until they auto repair to 25% health.
MASTER LEVEL UPDATE
In response to overwhelming player feedback about the master level system, we have made a change to the way that credit is awarded for all x.10 final encounters. This will make the entire ML system much more forgiving if you miss a step along the way to your x.10 goal in each master level. Thank you for all of your feedback on this issue!
- You will now receive credit for any Master Level x.10 step without first completing all prior steps.
- No matter what order you finish the 10 steps in, when you complete the final step you will receive a message telling you that you have finished all the trials for a particular Master Level.
- To actually reach a new master level, you still must complete all Master Level XP requirements, and complete all 10 trials as part of the new level, then talk to the Arbiter.
- For Example: You will now kill Cetus (ML 1.10) and receive credit for the encounter, even if you are missing the ML1 Solo Step (ML1.5). When you then complete the Solo Step, you will receive credit for completing all trials in Master Level 1, and may then visit the Arbiter to progress to Master Level 2.
MASTER LEVEL CREDIT CHANGES
In our continuing effort to address player concerns with how Master Level credit is awarded, we are making some changes. These changes are intended to help those players who might miss battlegroup credit for a specific ML due to going linkdead or being slightly out of range. We apologize for the complexity of these rules, but once in use, we are sure they will greatly enhance your gameplay.
There are two new commands, available only to BG leaders:
- /bg credit will display credit for Battlegroup Master Level encounters that have been completed within the last 10 minutes. This command can be used by the Battlegroup leader without restriction.
- /bg grantcredit [MasterLevel] [PlayerName] will allow you to grant credit for completed Master Level steps, with the following restrictions:
- You may only grant credit for steps completed within the last 10 minutes.
- You must be within 1000 units of the player you are granting credit to.
- The ML step must be a battlegroup-enabled step.
- You must be within 2000 units of 75% of your battlegroup members (in other words, the majority of your BG must be there with you).
- You may only grant credit to up to half the number of players that received credit for that step correctly .
- You may not grant credit for a step that the player could not possibly receive due to dungeon restrictions (for example, players must be at least ML8 to receive ML9 credit)
- Example usage: /bg grantcredit 1.9 Player-ClusteredServer
NEW TITLE SYSTEM
As stated on March 17th, we have expanded on the existing titles players now receive for realm ranks by incorporating more choices available to players based upon their achievements, both in our new RvR Mission system and in normal RvR activities. Players will be able to pick from a selection of earned titles and choose which they would like to display for others to see.
- Players will earn and increase their titles through various activities in the game. For example, a player can receive a new title based upon how many towers that player has participated in capturing.
- In order for players to alter their titles, we have added a new title button to the player sheet, on the stats attributes panel. (We have also added a "/title" command to toggle the window.) In this window, players may select the title they'd like to have display above the character's head.
- Players may only have one title displayed at a time. However, titles may be changed by the player at any time.
- Currently, titles only appear to realm friendly players.
Here is a list of achievements for which players will be awarded new titles:
- Enemy Players Killed - Based on the number of total enemy players whom the player has participated in killing.
- Towers Taken - Based on the number of enemy towers a player has participated in capturing.
- Keeps Taken - Based on the number of enemy keeps a player has participated in capturing.
- Albion Players Killed - Based on the number of enemies from Albion whom the player has participated in killing.
- Hibernian Players Killed - Based on the number of enemies from Hibernia whom the player has participated in killing.
- Midgard Players Killed - Based on the number of enemies from Midgard whom the player has participated in killing.
- Relics Placed - Based on the number of relics players in a group have participated in capturing. (Note that only players in the group directly responsible for capturing a relic will get credit for this achievement.)
RUN SPEED CHANGE
Since Dark Age of Camelot's launch, we have heard continuous feedback from our community about the movement speed in our game. The concerns over how slow our movement is has continued to grow as we have added more and more areas in which to travel. Because we believe these concerns are valid, we have decided to make a long requested change to the game, enhancing the movement speed of all players who are out of combat. This new run state allows the player to move faster than normal run speed, provided that the player is not in any form of combat. Along with this change, we have slightly increased the speed of all secondary speed buffs (see below for details). Both of these changes are noticeable but will not impinge upon the supremacy of the primary speed buffs available to the Bard, Skald and Minstrel.
- The new run speed works only in PvE. We are still assessing the possibility of this ability also working in RvR.
- The new run speed does not work if the player is in any form of combat. All combat timers must also be expired.
- The new run speed will not stack with any other run speed spell or ability, except for Sprint.
- Pets that are not in combat have also received the new run speed, only when they are following, to allow them to keep up with their owners.
- We have slightly increased the speed bonuses for the following spell lines:
Sorcerer – Amplify Movement
Theurgist – Brisk Wind
Enchanter - Effervescence
Hunter - Speed of Prey
Warden – Guardian’s Encouragement
Healer – Ease of Movement
Ranger - Forest Shadow
Runemaster – Token of Movement
Vampiir - Vampiir's Sprint
NEW THINGS AND BUG FIXES
- Players will no longer be informed when someone else leaves a starter guild.
- We've corrected several alpha issues with Bainshee spell effects. First, the soundwave "cone" attacks should not appear to cut off rendering of objects behind them. Second, the Bainshee's shield effects will now appear as glossy instead of just black lines.
- Rogue type monsters that use the stealth graphics will now more reliably be knocked out of stealth when attacked by player pets.
- The loot bag has been updated with a new model.
- Midgard cloth Epic vests, as well as some cloth vests from Atlantis, were not displaying correctly. This has been fixed.
- Siege equipment can no longer be deployed in Darkness Falls, Passage of Conflict and Summoner's Hall.
- Players will no longer be able to boot players from or set options on boats they aren't actually piloting.
- Players will now need to be within 256 units to board a ram.
- The commands /vforward, /vstop and /vfollow no longer work on non-controlled boats.
- (PvP Server Only) Players will no longer be restricted from joining a new guild for 2 hours after leaving a newbie guild.
Tooltips
We have added tooltips to a number of items in the interface, to better explain their functionality or to provide useful feedback.
- For spells on your quickbar or active effects, you will now see the name of the spell and a duration/disabled timer, if appropriate.
- Based on player feedback, we have modified the tooltips from their original form in the 1.74 patch to make them smaller and less obtrusive.
- To have your custom UI display tooltips, you must supply a FullResizeImage called "tool_tip_background". The Atlantis and Isles skins "tool_tip_background" use the same graphics as the "selection_box" template used in the Quiver window.
- To add tooltips to statistics, resists, and experience bars, inside the control definition you must add an entry for <ToolTipID>#</ToolTipID>. The # should be one of the following:
1 - Strength
2 - Constitution
3 - Dexterity
4 - Quickness
5 - Piety
6 - Empathy
7 - Intelligence
8 - Charisma
9 - Thrust
10 - Crush
11 - Slash
12 - Heat
13 - Cold
14 - Matter
15 - Energy
16 - Spirit
17 - Body
32 - Free Level Info
- The new adapters to display resists are named "stats_[resist type]". For example, Matter is "stats_matter".
Character Statistics Page
To help players better understand item bonuses, item bonus caps, and evaluate items, we have added a system of tooltips to your character statistics page that will display all relevant information.
- Hovering over any stats display (Strength, Constitution, etc) will now bring up a tooltip that will list base stats, item bonus, item cap, item bonus waste (bonus that exceeds your current cap), bonuses from spells/buffs, and any bonuses from RAs or class specific abilities.
- We have changed the layout of the main statistics page to include a new section that displays your current resists for each damage type. A tooltip will display bonus information broken out in the same way as statistics.
- We have slightly changed the rules about when stats are highlighted, to give better feedback to players. Your natural level is now considered to be base stat, item bonuses, and realm ability bonuses. When you are above this value (from buffs or spells) the statistic will be colored green. When below this value (from debuffs) the statistic will be colored red.
- Anytime you are missing Constitution due to a PvE death, the Constitution stat will be colored red as a reminder to visit a Healer.
User Interface Notes
- We have added a new title window to let you change your current title, and view your title statistics. You may open it with the new "Title" button on the Stats/Attributes character sheet page (near the existing "Master" button) or use the "/title" slash command.
- To better focus our efforts on user interface enhancements, we are officially dropping support for several of our less popular user interface skins. The only skins available in the Catacombs/Atlantis clients are now the Trials of Atlantis-style Skin, the Shrouded Isles-style skin, and any Custom Skins. Shrouded Isles clients do not support custom skins, and will only be able to use the Shrouded Isles-style skin.
- Hovering your mouse over your experience bar will now display your character's free level information.
Multiple Quickbar Support
To allow players to use an ever-increasing amount of abilities, we have added multiple onscreen quickbars.
- These quickbars are fully independant from other quickbars on your screen, enabling players access to up to 300 seperate quickbar ability slots, with 30 onscreen at once.
- You may activate multiple quickbars by opening your Options Menu (via the button on the Character Stats page).
- Optionally, you may toggle quickbars with the command '/quickbar Qbar# 1/0' (for example, to enable quickbar 2, use /quickbar 2 1)
- To access abilities on second and third quickbars, you may use the Alt (2nd Quickbar) and Control (3rd Quickbar) keys, plus the corresponding number. You may only use these shortcuts if you have 'Ctrl Modifier' and 'Alt Modifier' turned on in the keyboard configuration.
- To switch between quickbar pages on the second and third quickbars, you can use Alt-Shift-# and Ctrl-Shift-#
- The /qbind command has been updated to take a quickbar as an additional argument (example: /qbind 1 2 2 will bind a key to Quickbar Page 1, Slot 2, QuickBar 2)
Character Creation Changes
- Kobolds will now correctly list that they can become Warlocks in the Character Creator. They could always become Warlocks, it was just not shown in the list of advanced classes that they could become.
- You will now get an appropriate error message when entering a name that is too short.
Housing Changes
- Only the character that actually owns a personal house may pick up or place vaults and consignment merchants. Previously, any character on the account could pick up vaults and consignment merchants even though only the character that owned the house could place them.
- Players may now use the repo merchants for missing vaults and consignment merchants, even if the house itself is still in the player's possession. Previously, repo merchant use was restricted only to players who lose the entire house.
- Houses will now need to be completely emptied of all items in the house and in the garden before the house can be upgraded or downgraded.
World Changes
- In 1.74 the stack size of many common sell loot items was increased. Unfortunately mistakes were made in the corresponding value adjustments, resulting in decreased sell values for these items. The items have been returned to their correct sell value in 1.75.
NEW FRONTIERS NOTES
- The monster population in the Frontier zones has been slightly reduced.
Passage of Conflict and Summoner's Hall
- In an attempt to further deter trespassers into his Hall, the Grand Summoner has placed wards at the entrances to the Passage of Conflict and the Summoner's Hall. These wards will unleash magical damage to those who linger too long near the entrances.
CLASS CHANGES AND FIXES
General
- We have addressed an issue that would cause the following spells in the following lines to occasionally skip a pulse: Crusader's Ward line, Body/Mind/Energy/Heat/Cold/Earth Ward line, Soul Ward line, Brisk Wind line, Ease of Movement line, Chant of the Brawl line, Song of Rest line, Body/Spirit Bolstering Chant line, Energy/Heat/Cold/Matter Diminishing Chant line, Effervescence line, Nature's Revenge line, Guardian's Encouragement line, Chant of Endurance line, and the Greater Battle Zeal.
- We have addressed an issue with certain charm spells that could potentially cause the charm to drop without getting two sequential resists. This affects the following spells: The Minstrel's Captivating Melodies charm line and the Mentalist's Illusory Enemy charm line.
- We have moved the level 2 buff spells for all Naturalist and Acolyte base classes to level 1.
- Druid, Cleric, and Shaman focus shells will no longer block melee damage in PvE.
Master Ability Changes and Fixes
- The duration of the Speedwarp debuff has been reduced from 60 seconds to 30 seconds.
Realm Ability Changes and Fixes
- Negative Maelstrom has had its damage increased by 30% for each tick, for all levels of this ability.
Base Classes
- The Naturalist base class will now receive the Minor Bark Skin spell at level 1.
- The Acolyte base class will now receive the Aura of Shielding spell at level 1.
Armsman
- The Polearm style, Distract, now has an improved growth rate for its style damage.
Bainshee
- The Bainshee's Audible Barrier spell line has been changed so that a player cannot recieve the benefits of the spell more than one time every 30 seconds. This now works similarly to the way that pulsing blade turn works.
- The Bainshee's Wraith's Shield spell line will no longer block boiling oil damage.
- Fixed a bug where the Alarming Yell spell line had mesmerization spell graphics instead of root spell graphics.
Bard
- The hotbar icons for Rhythm of Earth and Rhythm of Nature now have the correct color border.
Cabalist
- All simulacrums now have updated models when using the Catacombs client.
Friar
- The Friar's Saint's Stamina spell line now has the appropriate color borders for each level of the spell.
- The Shield of Faith spell line can no longer be overwritten by the Paladin's Crusader's Ward spell line.
Mentalist
- We have added two group power regeneration spells for the Mentalist. These spells are available at the following Holism (Mana) spec levels:
37 Invest Concordance
45 Invest Perfection
Necromancer
- Necromancer pets can no longer be confused. Necromancer pets were not supposed to be affected by confuse spells, as the confuse effect can potentially take the pet outside of the leash range of the Necromancer, making the Necromancer unable to defend himself when the pet was dispelled.
- The Cleaving Guardian spell line can no longer be overwritten by the Heretic's Diabolic Thorns line.
Nightshade
- Nightshades will now receive an evade reactionary version of the Celtic Dual style, Tornado.
- Nightshades will now receive an evade reactionary version of the Blades style, Return Blade.
Paladin
- The Paladin's Chant of Endurance spell line will no longer display a spell effect for each pulse of the spell.
Runemaster
- The Runemaster spell line, Raven Drove, no longer delves as having a 20 second recast timer.
Shadowblade
- Shadowblades will now receive an evade reactionary version of the Left Axe style, Polar Light.
- Shadowblades will now receive an evade reactionary version of the Axe style, Cleave.
Sorcerer
- We have added two group power regeneration spells for the Sorcerer. These spells are available at the following Domination (Mind Twisting) spec levels:
37 Circle of Cognition
47 Circle of Lucidity
Valkyrie
- Valkyries will no longer have the Odin's Lesser Aura spell stuck in their spell list after receiving a higher level version of the spell.
- Vindictive Bite, Vindictive Nip, Valkyrie's Command, and Valkyrie's Dominance now share the same recast timer. Please note that the timer amounts for each shear set, 300 seconds for Vindictive Bite and Valkyrie's Command, and 60 seconds for Vindictive Nip and Valkyrie's Dominance have not been changed.
- The spell effect for the Odin's Hoof spell line has been changed.
- The recast timer for the Odin’s Hoof spell line has been decreased from 30 seconds to 20 seconds.
- The root duration for the Valkyrie styles, Odin’s Clip (Sword) and Pin (Shield) has been increased to 6 seconds.
- The Odin's Retribution line of spells can now be cast while moving.
Valewalker
- The spell effect for the realm ability, Vale Defense, has been changed.
Vampiir
- The Vampiir will no longer use a casting animation when casting the Restoration spell.
Warlock
- Warlocks are able to combine certain abilities in ways that, in conjunction with a few of their high damage spells, significantly overpowers them. This is exaggerated even more because the amount of damage done by certain Warlocks spells is so high. To help mitigate this issue, we have reduced the damage for the following Hexing spell lines:
2 Lesser Beguiled Pain - Damage: 10
3 Beguiled Pain - Damage: 15
8 Greater Beguiled Pain - Damage: 34
13 Lesser Beguiled Pain - Damage: 66
18 Beguiled Injury- Damage: 77
24 Greater Beguiled Injury - Damage: 97
34 Lesser Beguiled Hex - Damage: 135
43 Beguiled Hex - Damage: 168
49 Greater Beguiled Hex - Damage: 191
5 Infernal Sore - Damage: 9/pulse
9 Infernal Eruption - Damage: 15/pulse
19 Infernal Rot - Damage: 37/pulse
30 Infernal Degeneration - Damage: 55/pulse
41 Infernal Infection - Damage: 76/pulse
46 Infernal Erosion - Damage: 88/pulse
Wizard
- The Searing Wind spell line now has a scaling duration and resist lower effect for the higher level versions of the spells.
3 Searing Wind - Duration: 20s, Resist Lower: 10%
6 Searing Wind (Lesser) - Duration: 20s, Resist Lower: 10%
12 Searing Wind - Duration: 20s, Resist Lower: 10%
16 Searing Gust (Minor) - Duration: 25s, Resist Lower: 10%
21 Searing Gust - Duration: 25s, Resist Lower: 15%
27 Searing Wave (Minor) - Duration: 30s, Resist Lower: 15%
37 Searing Wave - Duration: 30s, Resist Lower: 15%
47 Searing Blast - Duration: 35s, Resist Lower: 15%
- The Simmering Cloud spell line now has a scaling duration and resist lower effect for the higher level versions of the spells.
8 Simmering Cloud - Duration: 20s, Resist Lower: 10%
14 Broiling Cloud - Duration: 20s, Resist Lower: 10%
22 Sweltering Cloud - Duration: 25s, Resist Lower: 10%
29 Burning Cloud - Duration: 25s, Resist Lower: 15%
36 Torrid Cloud - Duration: 30s, Resist Lower: 15%
46 Boiling Cloud - Duration: 30s, Resist Lower: 15%
CAMELOT CLASSIC WORLD NOTES
Monsters - General
- The monsters found in many of the homeland zones have grown greatly in strength. As players move away from the starting towns of Cotswold, Mularn and Mag Mell, the monsters will become steadily more dangerous. Adventurers are warned to explore cautiously until the extent of the changes is determined.
Items - General
- Bounty items have been adjusted to drop from monsters at a consistent rate. Previously some bounty items were very rare drops.
- Bounty items have been adjusted to a consistent sell value. In situations where this change would result in a lower sell value, the item was not changed.
- Grymkin's Healy Belt (Albion) now has a bonus to rejuvination skill in place of regrowth skill
- Trophies may now be obtained for Maldahar, Yar, Legendary Afanc, Evern, Green Knight, Orey-eyed Oghamist, and Stang.
Quests - General
- The Pig Herder's Cap of Victory, the Badger Herder's Cap of Victory, and the Tomte Herder's Helm of Victory can now be traded and dropped into vaults.
- Several quests in the classic zones have been altered to fit the monster changes described above (in Monsters/NPCs - General). The quest level, rewards and journal entries have been adjusted to match these changes.
Quests - Albion
- The beginner quests starting with Master Frederick have been revamped. There are some optional guides to interface and game mechanics added to the early stages of these quests. There is also an extra quest called Battlegrounds which will give players some information on RvR. This quest will cover PvE or PvP on Gaheris or Mordred.
- Arrows for Yetta Fletcher (levels 4 to 7 mini quest) - Yetta Fletcher is looking for someone to help her make some arrows. Speak to her in Cotswold if you can help.
- The Growling Ghost - Growler can now be found in Salisbury Plains near the northwest guard tower.
- "Beginning of War" Master Dunwyn has been relocated to Cotswold from Avalon Marsh. This will alleviate the excessive travel for players.
- Shaken Squire - Sir Jerem of Prydwen Keep is looking for players between levels 6 and 9 to help him locate an adventurous squire who has gone missing.
- Disenchanted - Prydwen Keep's enchanter, Palune, has been unable to deliver all of her newly-enchanted weapons since her courier has fallen ill. She's willing to pay players between levels 7 and 10 to deliver a special weapon for her.
- Breaking the Bandits - Atheleys Sy'Lian, Avalonian emissary to Prydwen Keep, has noticed an increase in bandit activity in Camelot Hills. She's looking for players between levels 8 and 11 to help her eliminate a local bandit leader.
- A Message for the Manes - Sir Jerem at Prydwen Keep is looking for players between level 9 and 12 to help him deal with an emerging threat from the demons of Darkness Falls.
- Boulderling Balm - Brother Maynard, Prydwen Keep's healer, has run out of a key ingredient for his healing hand balm and is willing to pay players between levels 10 and 13 who will help him resupply.
- Beginner Quests - The first two beginner quests in Albion have been replaced. Master Frederick will now give players some assignments in the Cotswold area. Players currently on the Important Delivery quest may return to Master Frederick to get the new quests. Players on the City of Camelot quest can finish that before getting the new quests.
- The Jersey Devil - Robert, Lord of Jersey, and court rival of the powerful Lady Genevieve, has come to Camelot to pay his respects to King Constantine. Lady Genevieve is looking for players level 35 and above to help her teach the Lord of Jersey a lesson he won’t soon forget.
- Point of Reason - Aricoer and his Captured Souls have been moved to Campacorentin Forest on the hill north of the Ogre Fortress.
- Chains of Death - Erich and the Giant Skeletons have been moved northeast of Cornwall Station atop a hill.
- Lisreen's Plight - Lady Nimue can now be found near a small body of water north of Nob’s Stable in Camelot Hills. Archibald Oakheart has been moved to West Downs in Salisbury Plains. The Fellwoods have been replaced with Druid Seers that are located atop a hill near the north western guard tower of Salisbury Plains.
- Forged Excellence - Dooben and Vandush have been relocated to Salisbury Plains. They can be found along the shoreline near the slave camp.
- Scura tragedia - The summoning circle has been moved to the Salisbury Plains. It is west southwest of Stonehenge Barrows.
- La morti parla - The Skeletal Legionnaires for this quest can now be found in Salisbury Plains. They guard the bridge next to the Fallen Tower.
- Animare il morti - Centurion Favius can now be found next to the Fallen Tower in Salisbury Plains.
- Master Frederick will now offer players a Battlegrounds quest at level 5, following the completion of the Culmination quest. This will guide players towards advanced class selection and provide some RvR basics.
Quests - Midgard
- The beginner quests starting with Dalikor have been revamped. There are some optional guides to interface and game mechanics added to the early stages of these quests. There is also an extra quest called Battlegrounds which will give players some information on RvR. This quest will cover PvE or PvP on Gaheris or Mordred.
- Stolen Eggs - We have fixed a bug that was preventing Bonedancers from speaking with Griffin Handler Njiedi and advancing their quest.
- Mauler Invasion (level 1 to 4 mini quest) - Viking Kreimhilde in Mularn is seeking brave new adventurers to help her deal with a problem with the black mauler cubs.
- Waking of the Fallen - Casters and Ranged fighters will no longer have to kill Broch multiple times to complete this quest.
- Lyna's Huldu Trouble (level 2 to 5 mini quest) - Lyna in Mularn has had her favorite staff stolen by a huldu outcast. She's willing to pay the person that is able to return it to her.
- Vers' Armor (level 4 to 7 mini quest) - Vers in Mularn is looking to improve his armor-making skills. He needs someone to help him obtain some supplies. Speak to him if you can help.
- Eater's Bounty (level 5 to 8 mini quest) - Tamara at the guard tower just outside of Mularn is looking for brave adventurers to help her defend the tower.
- "The Birthday Gift" (Level 1-4) Following in the family tradition Barkeeps Nognar and Prugar run the bars in Mularn and Jordheim. Due to the brothers responsibilities at there respective bars they rarely see each other anymore. Nognar needs someone to help him obtain a birthday gift for Prugar. He has an idea for something that will remind his brother how close they used to be as kids and that he does not need to be so serious all the time.
- "Family Reunion" (Level 2-5) Barkeep Prugar is thrilled. It makes him realize he has been working too much and not taking enough time for himself and his family. He plans on visiting his brother in Mularn but needs to straighten some loose ends before leaving. He has a letter he needs delivered to his brother, Barkeep Nognar of Mularn.
- "Dinner Quest" (Level 3-6) In preparation for the arrival of his brother, Barkeep Nognar wishes to make his brother's favorite meal. He needs several ingredients for his Hobgoblin Stew but cannot leave the bar since his apprentice has not returned yet.
- "Bow for a Gift" (Level 4-7) In the time since you have helped with the stew ingredients another letter has been received from Prugar. He wishes to go hunting one day during his visit. Unfortunately Nognar no longer has any hunting bows or quivers. He does have a friend in Haggerfel, Macalena, who should be able to help out.
- "Family Ties" (Level 5-8) Now that everything is in place for Barkeep Prugar's visit there is just one last task. Barkeep Nongar wishes a letter to be delivered to his brother letting him know they anxiously await his arrival the following day.
- "Battle on the House" (Level 6-9) Kristen works at her friend's bar in Vasudheim when not training with the Forces of Midgard. She sent her sword and shield off to Mildrid in Haggerfel for repairs while on leave from training. The Force of Midgard has sent a notice about an emergency meeting and she must have her sword and shield with her. She has much to do in Vasudheim and needs someone to fetch her belongings for her.
- "Suspicious Mind" (Level 7-10) Hrugnar is making his wife a fur cloak as a 10th anniversary gift. To keep Luran from becoming suspicious of his plans he has side tracked her with a new puppy, Gealla. But he again feels she is onto him and needs help. Since he cannot leave his shop he needs someone to get him the items he needs to complete her cloak.
- Galagore, in Vasudheim, will now accept Fenrir Tracker Paws for a bounty quest from levels 40 to 44. He was previously refusing to take them at level 40.
- Mucking through the Ick - The Ick spider has been hunted to extinction in Gotar. You can now find Ick in East Svealand near Audliten.
- Stolen Eggs - Griffin Handler Njiedi will now reward rogues with Recruit's Starklaedar Gloves instead of a duplicate Recruit's Starklaedar Jerkin.
- Taldos' Amulet - Taldos and his companions can now be found in East Svealand.
- Prove Kobold Helen's innocence - Kobold Helen, her escort guards and Sentry Litenberg have been moved to the guard tower near Dvalin.
- The Red Dagger - Joseph Domr can now be found in Gotar, near Fort Atla. Korban now resides somewhere in Gotar as well.
- Travelers Way - Players must now collect three skins from sveawolf prowlers. They can be found in the same area as the sveawolf mothers.
- Runes of Darkness - The Lone Weeping Willow can now be found in West Svealand.
- The Red Dagger - Korban and her seithkona sisters have relocated to Gotar.
- Wisdom of Time - Niswen has moved towards the north end of the lakes in Myrkwood.
- Grenlock Clan - Coplin has moved further north in Myrkwood. He can be found near the weeping willows.
- Grenlock Clan - Ove Alfevson now resides near the entrance to Askheim. He has been seen wandering the road to Gna Faste as well.
- Grenlock Clan - Players must now seek Jordande in Gotar instead of Tradande in Skona.
- A War of Old - Scout Argyle now hunts in the region just below Vindsaul Faste in West Svealand.
- A War of Old - Lieutenant Salurn has relocated to Gotar, not far from the Cursed Tomb.
- A War of Old - The Witch now haunts Myrkwood just below Gotar.
- Beginning of War - Master Briedi has been relocated to Mularn from Fort Atla. This will alleviate the excessive travel for players.
- Dalikor will now offer players a Battlegrounds quest at level 5, following the completion of the Culmination quest. This will guide players towards advanced class selection and provide some RvR basics.
Quests - Hibernia
- The beginner quests starting with Addrir have been revamped. There are some optional guides to interface and game mechanics added to the early stages of these quests. There is also an extra quest called Battlegrounds which will give players some information on RvR. This quest will cover PvE or PvP on Gaheris or Mordred.
- Bones to Blades (level 2 to 5 mini quest) - Wony in Mag Mell has accepted a commission to make special weapons, but she's lacking all the necessary components. She is looking for brave adventurers to help her with this problem.
- Valewalkers and Animists can now complete the Stolen Hatchling quest.
- "Beginning of War" Master Lucyn has been relocated to Ardee from Connla. This will alleviate the excessive travel for players.
- Rattled Recruit - Sentinel Moya in Ardee is looking for players between levels 6 and 9 to help her locate an overeager recruit who has gone missing.
- Quick Fix - Nyderra, in Ardee, is looking forward to a hunting trip with an old friend, but her new bow has broken. She's looking for players levels 7 to 10 to help her in repairing it before her guest arrives.
- Inherit the Wind Ghoul - Ardee's enchanter, Eiral, needs help proving a theory about the spirits that haunt Hibernia. She will ask players between levels 8 and 11 to assist her with her research.
- A Friend For Gogarty - Aideen, a merchant in Ardee, has been too busy lately to visit her friend, Gogarty Muire. She's searching for players between levels 9 and 12 to bring him a new friend.
- Creeping Darkness - Sentinel Moya, leader of the Sentinel garrison in Ardee, is looking for players between levels 10 and 13 to assist her with the first phase of a campaign against demons escaping from Darkness Falls.
- The Troya’s Research quest has been renamed Josson’s Research and has been moved from the Connla area to Mag Mell. Players between levels 2 and 5 can begin the quest by speaking with Josson.
- The Tyree’s Dyes quest has been renamed Rhian’s Dyes and has been moved from the Howth area to Tir na mBeo. Players level 11 and above can speak to Rhian to begin the quest.
- The named wind ghoul, Little Wind, will now spawn more frequently for the Little Wind quest. He may be found during the daylight hours near the other wind ghouls in Connacht.
- Roane Skin - Slevin has relocated to the barn at the parthanan farm in east Lough Derg.
- Roane Skin - Resa has relocated to the northern coast of the lake in Lough Derg, north of the parthanan farm and can be found among the other roane maidens there.
- Roane Skin - Hazard has moved to a circle of stones to the west of the town of Tir na mBeo in Lough Derg.
- Seek the Moonstone - Nock has taken up residence on the Dergan Island in southern Lough Derg.
- Seek the Moonstone - Tracker Tremain has been seen near Nock’s old hut in the northeastern Silvermine Mountains, near the border with Lough Derg.
- Seek the Moonstone - Rory has taken up with the Empyreans in the Valley of Bri Leith and can be found near Keeper Rasa.
- Criostoin’s Promise - Players will now learn the story of Criostoin’s Promise from Saraid in Caille instead of Kimba.
- Connla’s Well - Slevin has relocated to the barn at the parthanan farm in east Lough Derg.
- Secret of Nuada’s Silver - Miner Cucugar has fled the Sheevra lands and taken refuge with his Siog cousins near the entrance to the Coruscating Mine in the Valley of Bri Leith.
- Secret of Nuada’s Silver - Players will now be asked to bring Dera a silver arrow from a Siog archer named Sloithi.
- Secret of Nuada’s Silver - Hill hounds can now be found roaming near Sloithi’s Siog encampment.
- Secret of Nuada’s Silver - Mermen can now be found along the western edge of Moon Lake in the Valley of Bri Leith.
- Secret of Nuada’s Silver - Bran the Giant now roams near a grove of dead trees in the southeast of the Cliffs of Moher.
- Enchanting Willow - Ciar can now be found in a cluster of birch trees to the east of Mag Mell.
- Enchanting Willow - Lucan is now posted by the standing stones southeast of the Muire Tomb’s entrance in Connacht.
- Enchanting Willow - Torrance has taken up residence in Ardee.
- Cad Goddeau - Torrance has taken up residence in Ardee.
- Cad Goddeau - The Old Hermit and his Blademaster have left their former home in Lough Gur and now resides in a camp south of Brynach in the Valley of Bri Leith.
- Addrir will now offer players a Battlegrounds quest at level 5, following the completion of the Culmination quest. This will guide players towards advanced class selection and provide some RvR basics.
Monsters/NPCs - General
- The meetings that were held in the three capital cities regarding Atlantis will no longer be held. Instead, new meetings are being held to inform one and all of the terrible situations that face the Inconnu, the Kobolds, and the Shar in the lands of Catacombs. Stop in the capital city and see the creatures that threaten the very lives of these three races!
- The puppies summoned by the Whistle have been given new models.
TRIALS OF ATLANTIS NOTES
Items - General
- Players no longer need to have starter their master levels to gain credit for the Scepter of the Meritorious Encounter.
- Artifact scrolls in Stygia have been redistributed and the drop rates increased. Setians and Mau now have a chance to drop any page of the Stygia scrolls.
- Cloak of Divinity can now be dyed with cloth dye instead of leather dye.
- (Midgard) The thrust debuff on the Golden Spear artifact has been changed to a slash debuff to match the damage type of the artifact.
Oceanus Quests
- The named shark, Ancus of the Skyros Order faction quest can now be found hunting around a large rock north of the Kraken lair.
Aerus Encounters
- Players are no longer required to have trials 9.1 - 9.9 complete to assist in attacking the Phoenix.
- Dawar now will now be more reliably found at his spawn location.
Oceanus Encounters
- Sightings of the Kraken and Leviathan have increased lately in Oceanus Hesperos and Oceanus Notos.
- Moughart will now be more reliably found at his spawn locations.
Stygia Encounters
- In the Snake Charmer's Weapon encounter, Maedion will move a little faster while playing his flute than he did before, though he should still be quite easy to keep pace with.
Temple of Twilight
- Legends tell of adventurers using the severed head of Medusa as a weapon against the legendary Kraken
Dungeons
- Sobekite Eternal Encounter - Pick Your Poison: Djedkare will now gain power faster so that he may grant the challenges for his Trial more quickly. Djedkare will also now grant an entire battlegroup credit for defeating his challenge of Horror (ML 2.7).
- Stand Fast: Another sobekite observer has taken residence within Amenemhat's chambers.
- (Temple of Twilight) Kepa will no longer ask players to retrieve a cure. Players will be able to talk to her directly and launch into the encounter without doing any additional questing.
- (Temple of Twilight) Antioos will no longer demand players retrieve items for her. Players will be able to talk to her to launch the encounter without seeking additional items.
CATACOMBS WORLD NOTES
Monsters - General
- Various archer based monsters have been made to engage in melee sooner when attacked.
Item - General
- (Midgard) The Circlet of the Kobold Recluse, Circlet of the Desolate Kobold, and the Circlet of the Solitary Kobold have been adjusted in level from 45 armor to 50.
- Spellbound Cerulean Short Bow (Albion) now has a bonus to quickness in place of the duplicate dexterity bonus
- The Spellbound Cobalt War Mace (Albion) is now set to the correct material level.
- (Hibernia) Numinous Shield of Numsi and Shield of Despairing Souls may now be recharged.
Instanced Adventuring
- To coincide with level changes in the area, Taskmaster Jeryd in Tir na mBeo will now offer tasks to players between levels 11 and 20. Taskmaster Nelarid in Howth will now offer tasks to players between levels 21 and 30.
- To coincide with level changes in the area, Taskmaster Mairlin Caer Ulfwych will now offer tasks to players between levels 21 and 30. Taskmaster Lucir in the Avalon Marsh will now offer tasks to players between levels 31 and 40.
- (Darkspire) Monsters that were spawning outside of the cave walls will now appear properly inside the caves.
- (The Gnolls' Den) Characters inside the Gnolls' Den adventuring wing will now be able to stealth when no monsters are around them.
Hibernian Frontlines
- Fixed an issue that would cause the Possessive Spirit to not reset correctly if you died fighting it.
Quests - Hibernia
- Down with the Madness - Champions, Heroes and Rangers will now receive the correct reward when completing this quest. Players who were given the wrong reward can return to Burniss in Shar Labyrinth to make an exchange.
TRADESKILL NOTES
- The Albion Armorcrafting recipes for roman glove linings and roman sleeve linings will no longer have their skill levels reversed.
- The Water Spell Stone (Hibernia) will now be dark blue like the recipe icon (and all other "water" gems)
FOUNDATIONS NOTES
- We have added a /housepickup command that will automatically pick up and place into your inventory decorations from your house and garden. It will only pick up decoration objects - not Merchants, Vaults, or Tradeskill Tools.
- The horse from Jorund in Erikstaad to Maisriath's Hitching post will now correctly let you off in the correct location.
- The horse from Alamdar in Dalton will no longer make a sight seeing trip through the Chiltern Market.
- Players may now obtain trophies for Dub, Mordred, Fafnir, Grubthor, Terracite Cthiyrkkftooift, Golnar, Orunos, Winged Terror, and Chief Amanita in Catacombs.
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Dark Age of Camelot
Version 1.75a Release Notes
RvR Missions
April 8, 2005
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NEW THINGS AND BUG FIXES
- We fixed an issue where the character's player hit point display would show unbuffed hits anytime the player gained experience.
- Warlocks have been granted a free full respec.
- Housing settings should once again be fully functional.
- The Mentalist and Sorcerer group power regen spells will now correctly overwrite themselves.
CAMELOT CLASSIC WORLD FIXES
Monsters/Npcs - General
- (Albion) Monsters in the Avalon Marsh will now drop level appropriate loot.
Quests - Albion
- Master Frederick will now have an indicator for the Battlegrounds quest at level 5. Players who had their New Recruit Journal removed on a previous version of the Culmination quest will now be able to interact with Master Frederick to get a new journal.
Quests - Midgard
- Dalikor will now have an indicator for the Battlegrounds quest at level 5. Players who had their New Recruit Journal removed on a previous version of the Culmination quest will now be able to interact with Dalikor to get a new journal.
Quests - Hibernia
- Addrir will now have an indicator for the Battlegrounds quest at level 5. Players who had their New Recruit Journal removed on a previous version of the Culmination quest will now be able to interact with Addrir to get a new journal.
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Dark Age of Camelot
Version 1.75b Release Notes
RvR Missions
April 12, 2005
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NEW THINGS AND BUG FIXES
- The original design of RvR Missions was intended to bring a meaningful and beneficial experience to those players who enjoy New Frontiers RvR - particularly players who are traditionally high enough in level to contribute to their realms through combat and keep warfare. However, we have discovered that the ease with which these missions can be accomplished - even by players who are below the normal level traditionally found in the New Frontiers region - has caused some players to use the RvR Missions system purely to boost low level characters with a tremendous amount of realm points and experience. Because of this, we have restricted personal missions to those players who are level 40 and above, and we have disabled the credit for guard and player kills in the various battleground zones. Please note, however, that group and realm missions remain unaffected by level. Players below level 40 are still encouraged to participate in the RvR Missions experience utilizing the group and realm missions available to them in the New Frontiers region.
CAMELOT CLASSIC NOTES
Quests - Albion
- Cotswold Delivery - Players who already have Miraveth's Cloak from the tutorial will get a belt reward instead of another cloak.
- The Task at Hand - Players who have already chosen their advanced profession can now complete this level 1 to 5 quest.
- Outcast Ormgarth - This quest is now geared to players between levels 22 and 32.
- Nenet's Research - This quest is now geared towards players between levels 21 and 31.
- The Hunt for Arachneida - This Campacorentin Forest quest is now set for players between levels 20 and 30. The rewards have been adjusted to include a plate mail reward for Armsmen or Paladins.
- Goblin Hunting - This quest is now geared towards players between levels 22 and 32.
- Oaken Boots - This quest is now geared towards Armsmen and Paladins between levels 20 and 30.
Quests - Midgard
- Mularn Delivery - Players who already have Miraveth's Cloak from the tutorial will get a belt reward instead of another cloak.
Quests - Hibernia
- The Task at Hand - Players who already have Miraveth's Cloak from the tutorial will get a belt reward instead of another cloak.
- The Task at Hand - Players will no longer be able to start this quest without first completing Mag Mell Delivery from Addrir. Addrir will give the Mag Mell Delivery quest up to level 5.
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Dark Age of Camelot
Version 1.76 Release Notes
Guild System Enhancements
June 23, 2005
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INTRODUCTION TO THE GUILD PATCH
As our players know, the community in any online game is of paramount importance to enjoyable gameplay. The backbone of that community is contained in the player guilds and alliances in the game. As such, after discussions with our community, we have focused this patch on improvements and revisions to our player guild system.
We also know that artifact durability and the availablity of single line respecs are a concern for our players. We have listened to your feedback on these issues and present new systems in these areas in this patch.
GUILD SYSTEM CHANGES
General Guild Changes
- Players can now flag themselves as looking for a guild using the command /lfguild. Once a player has used the /lfguild command to flag him or herself as looking for a guild, the flag will remain on until typing /lfguild again or until joining a guild. Players who have flagged themselves as looking for a guild will be displayed to authorized guild leaders in the new Social Interface, which is described in more detail in the "Social Interface And News System" below.
- We have added additional guild emblems for all new and existing guilds to choose from. We also added a new pattern, a solid color, as a select guild emblem pattern. All existing guilds have been awarded a single guild emblem respec, which can be used simply by visiting the guild emblemeer in the capital cities.
Guild Merit System
If you are in a guild, you can now earn 'Guild Merit Points' for your guild. You earn these by leveling, getting new realm ranks, completing master levels and getting certain levels of trade skills.
- Guild Merit Points can be achieved by any character on an account achieving certain milestones, and are earned for a guild provided that the character is in the guild. If a character is guildless when he achieves a milestone, no Guild Merit Points are awarded.
- The rewards are greater for the first time that a character hits a milestone in a given achievement on that server. Secondary achievements on that server and account will receive a reduced reward.
- For example, the first time that a player achieves Master Level 5 on a server, his guild will receive 100 Guild Merit Points. Every additional character on that account and server will only award 50 Guild Merit Points for Master Level 5.
- Note that these achievements are measured by account and server. So if one character on an account 'passes' the highest achieving character on that account in that achievement, then the guild will recieve the first time award.
- Players will receive a message when they've earned guild merit points for their guild.
Rewards for the primary character of each area of achievement:
- Levels 2-50: You get a certain number of guild merit points per level. (Value: These scale from 6 at level 2 to 253 at level 50.)
- RR 2+: You get a certain number of guild merit points per RR. (Value: 3*(RR-1)^2.)
- ML 1-10: You get a certain number of guild merit points per ML completed. (Value: 20*ML completed.)
- Tradeskill 700, 800, 900, or 1000: You get a certain number of guild merit points per each of these levels. (Value: Tradeskill level -600.)
Rewards for all secondary characters of each area of achievement:
- Levels 45-50: You get the same 45-50 reward as a primary guilded character, but no reward below 45.
- RR2+: Same reward as a primary guilded character.
- ML 1-10: Half the reward that the primary guilded character receives. (Value: 10* ML completed.)
- Tradeskill 1000: 250 points.
Guild Bonuses From Guild Merit Points
- Guilds can spend their guild merit points to get up to five merit bonuses.
- The current guild command is "/gc buff <type>", where type is: artifact, crafting, rps, xp or mlxp.
- Merit bonuses cost 1000 guild merit points and will be applied to everyone in the guild. The bonus provided to the guild by the merit point system, as noted in /gc info, lasts 24 hours.
- Guild members must have permission from the GM in order to select bonuses for the guild. ("/gc edit <rank num> buff Y" would be the command to allow a certain rank permission to grant the guild bonus buffs.)
- The bonuses available to be granted to a guild are:
Master Level Experience Bonus - 20%
Craft Haste Bonus - 5%
Artifact Experience Bonus - 5%
Realm Point Bonus - 2%
PvE Experience Bonus - 5%
Guild Levels
All current and future guilds have been granted a leveling system. This system will track a guild's level based on the amount of guild realm points a guild has. Some guild features, such as guild dues, will require a minimum guild level to activate.
- A guild's level is visible by using the /gc info command. This will also be visible on the Camelot Herald.
Guild Dues
Guild Dues are intended to provide funding to guilds by its members in order to allow the guild to perform the routine tasks required for the smooth operation of the guild. For example, guild dues might be useful for paying house rent on a guild house.
- Players may use the command "/gc due <1 or 0>" to turn guild dues on or off. When they are on, 2% of all looted coin goes to the guild bank. When activated, 2% of all looted coin will be automatically deducted and directly deposited into the cashbank of the guild.
- Guild members must have permission from the GM in order to turn dues on or off for the guild. ("/gc edit <rank num> due Y" would be the command to allow a certain rank permission to turn dues on for the guild.)
- In order for a guild to collect guild dues, the guild must be level 5.
- At guild level 5, a guild leader can choose to activate guild dues. To do so, the guild leader would use the following command: "/gc due #" - where # is 1 for on and 0 for off.
- The guild leader may set permissions for members to withdraw money from the guild bank. Do do so, use the following command: "/gc edit <rank> withdraw <y or n>". Note that since this command has always been in the game, guild leaders will want to ensure it's not already activated for ranks they do not wish to have this ability.
- To withdraw money, a guild member with permission must either use the command "/gc withdraw #" - where # is the amount of money in copper pieces - or use the guild tab on the Social Interface by clicking on the guild bank amount to bring up the coin selector window.
- There is a 30 second restriction between subsequent withdrawals. This simply means that once a withdrawal is made, anyone else in the guild who is authorized to make withdrawals must wait 30 seconds before making another withdrawal.
- Any rank 0 guild leader may request a log detailing which members have withdrawn money from the guild bank. The command for doing so is "/gc requestlog". The log will display the names of all members who have withdrawn money, as well as the amount withdrawn. For example, the log might display something like the following:
[2005/07/4 04:30:03] John Doe withdrew 4 gold pieces from the guild bank.
[2005/07/4 04:35:18] Joe Smith withdrew 4 gold pieces from the guild bank.
- Every member will be able to view the amount in guild bank through the guild window in the Social Interface. (See below for details on the Social Interface.)
- The amount that can be stored in a guild bank is capped at 400 platinum.
Guild Mission System
The purpose of the Guild RvR Missions system is to build a sense of unity within the guild by encouraging guild members to work together with each other to achieve common goals. Accomplishing Guild RvR Missions provides meaningful rewards to the guild as a whole.
- Guild leaders (rank 0 GM players), by default, may obtain Guild RvR Missions by talking to the RvR mission General. Guild leaders may also, by permission, allow other guild members to obtain Guild RvR Missions. (Type "/gc info" to view the new commands.)
- To obtain missions from the General, the guild leader selects the "Guild Mission" option, and then selects the enemy realm in which the mission is to be conducted. Upon selecting the enemy realm, the mission is granted to the entire guild.
- When a mission is chosen, each member of the guild will have the mission display in the quest journal.
- Once a guild mission is granted, the guild will be required to complete all of the following (in any order) to receive the reward:
Complete 20 kill enemy missions.
Complete five guard kill missions.
Take 5 towers belonging to a particular realm.
Take 2 keeps belonging to a particular realm.
- Successful completion of a guild mission results in the following rewards for the guild: 4,000 guild realm points, 100 guild bounty points, a 24 hour 2% bonus to all magical damage and a 24 hour 2% bonus to all melee damage.
Social Interface And News System
The social interface is a new system designed specifically to provide players with vital information about their guilds, alliances, realms, realm mates and realm news events - all provided at the touch of a button and with the use of an intuitive new "Social" window.
- Players can bring up the Social Window by typing the command /social or by using the "Social" button on the player stat sheet.
- All players may use the social interface. However, use of the guild command buttons (such as promote and demote) still require permission from the rank 0 guild leader. If a player has permission, the buttons will be available. If a player does not have permission, the buttons will be grayed out.
- The social interface contains five tabs: News, Guild, Alliance, Friends and LFGuild. The first tab, News, displays all relevant realm news - Realm Vs. Realm Global, Realm Vs. Realm Local and Player Vs. Enemy. The second tab, Guild, displays all guild members. The third tab, Alliance, displays all alliance members. The fourth tab, Friends, displays all friends from the /friends list. And the fifth tab, LFGuild, displays all currently online players who have flagged themselves as looking for a guild to join. All tabs are explained in more detail in the following sections.
- The Guild and LFGuild tabs will be hidden if you're not in a guild. The Alliance tab will be hidden if you're not in an alliance.
- News Tab: The news tab contains three categories of events - Realm Vs. Realm Global, Realm Vs. Realm Local and Player Vs. Enemy. Realm Vs. Realm Global news lists any realm activity pertaining to the capture and release of keeps and towers; Realm Vs. Realm Local news lists the last five players to have achieved new realm ranks; and Player Vs. Enemy lists the last five players to have achieved level 50 or to have achieved 1000 skill in a tradeskill. The Player Vs. Enemy portion will also list the names of battlegroup leaders, as well as the number of participants in the battlegroup, when one of the following monsters is killed by the battlegroup: Gjalpinulva, Golestandt, Cuuldurach the Glimmer King, Olcasgean, Apocalypse and King Tuscar.
- Guild Tab: The guild tab lists all players in a guild, as well as provides added functionality to guild members. Use of this tab allows the player to sort through all guild members, whether online or not, by level, class, rank, group, zone/last online or by any notes attached to the players listed. (NOTE: Players who are /anon or haven’t been logged in for 30+ days will not show up in the guild window.) This tab contains a "Note" button, which allows the player to place upon himself (or upon others if the player is a guild leader with permission) a special instruction. For example, if Joe goes on a dragon raid, he may wish to place upon himself a note that says "On dragon raid. Meet at Cornwall or send for more information." (Note that for longer notes, the player will not see the entire message in the window, but mousing over the note will display the entire note in a tooltip.) To grant a member of the guild permission to use notes, the command is: "/gc edit <rank> note <y or n>". The guild tab also houses the new guild banner purchase interface, which is explained in the "Guild Banner System" section below.
- Alliance Tab: The Alliance tab lists all players in an alliance. Use of this tab allows the player to sort through all alliance members, whether online or not, by level class, group, zone/last online or by the guild the player is in.
- Friends Tab: The Friends tab lists all players who are flagged as friends.
- LFGuild Tab: The LFGuild tab lists all players in the realm who are currently online and who have used the /lfguild command to flag themselves as looking for a guild. (Note: The LFGuild tab is viewable on the social window only if you have invite privileges for your guild.)
Community Window And Custom UI Support Information
- The following templates were added to styles.xml to support the new window -- Custom UI authors should read over these templates, and implement them similarly.
Styles for a Tab Control:
TabsTemplate - generic_tabs
ButtonTemplate - button_tab
Styles for a Listbox Header:
HorizontalResizeImageTemplate - listbox_header
HorizontalResizeButtonTemplate - listbox_hrbutton
Styles for a Horizontal Resize Button:
HorizontalResizeImageTemplate - generic_hr_image_normal
HorizontalResizeImageTemplate - generic_hr_image_pressed
HorizontalResizeImageTemplate - generic_hr_image_normalhighlight
HorizontalResizeImageTemplate - generic_hr_image_disabled
HorizontalResizeButtonTemplate - generic_hr_button
- Addition to assets.xml
Texture - page4:
This references a new image (ui/isles/page_04.tga) that contains the listbox header icons for all skins as well as the Atlantis Skin tab images. The Shrouded Isles Skin tab images have been added to the existing ui/isles/skin1_pieces4.tga file.
Additional Implementation Notes for Custom UI Authors
- The remainder of the templates are located in the community_window.xml file before the definitions.
- The generic_textarea_sm template used in this window is frequently not defined in Custom User Interfaces. Authors may want to find-and-replace references to that template right off the bat.
- Some Custom UIs already contain a Texture named page4, so that may need renaming as well.
Guild Banner System
This version marks the introduction of our guild banner system. With this system, players will be able to, via the social interface, buy, summon and then utilize special banners which are intended to be visible rallying points on the RvR battlefield that give various beneficial effects to surrounding guild members and groupmates.
To buy and summon a guild banner, a player must meet the following requirements:
- Use the "Buy" and "Summon" buttons on the social interface or use the "/gc buybanner" and "/gc summon" commands.
- Be in an outdoor frontier zone or a frontier dungeon zone.
- Be in a group. If the player leaves the group, the banner’s effect drops and the banner remains up for 30 seconds - giving the player a chance to rejoin the group. (Even if rejoining the group, however, the player will need to re-summon the banner.)
- Be in a guild.
- Have guild banner permissions from the guild leader. To grant guild members permission to buy or summon banners, the commands are as follows: "/gc edit <rank> buybanner <y or n>" and "/gc edit <rank> summonbanner <y or n>".
- Only one member of a group may have a banner summoned.
- Only one member of a guild may have a banner summoned.
- Note that base class characters may summon a banner, but the banner will have no effect.
Special Rules Regarding Guild Banners
- The guild banner will last for 30 minutes, at which time it will become inactive and will need to be resummoned.
- If the carrier of the guild banner is killed, the banner will drop to the ground, at which point the banner is up for grabs by carrier's own group or the enemy group that killed the carrier. Any member of the enemy group that killed the banner's carrier may pick up the banner after it has been on the ground for 30 seconds. If the enemy group captures the guild banner, the guild whose banner was captured will not be able to buy another banner for 24 hours.
- Stealth rules: Stealthing with a banner will unsummon the banner, and banners cannot be summoned while stealthed.
- If the carrier of the guild banner is killed by a monster, any other player, friend or enemy, may pick up the banner. Again, if it is captured by an enemy, the guild whose banner was captured cannot buy another banner for 24 hours.
- Guilds must be level 7 or above in order to purchase banners (see the Guild Leveling system notes).
- Guild banners cost guild bounty points. Costs are weighted based on the guild's level. The higher the level of the guild, the more expensive the banner. When clicking the "Buy" button, players are presented with an accept/decline window before a purchase is actually made, which also states how many bounty points the banner will cost. This allows the player to decline the purchase if it's deemed too expensive.
- A captured enemy banner may be displayed in a house as a trophy.
Guild Banner Effects
- Spells on banners will emit short duration PBAOE buff spells around the banner's carrier.
- Each class archetype will summon a different banner with a different effect.
- Banner effects will be restricted to group members and guild members of the banner's carrier. Group members will receive 50% of the designed bonus for the banner. Guild members within 1500 units will receive 100% of the designed bonus for the banner.
- If a player with a banner joins a group that already has a banner, the group banner will take precedence and the player joining the group will lose his banner.
- Players receive the effect of whatever banner grants the highest bonus - in most cases, guild banners.
- Spell Resist Banner - Banner of Warding: 10% bonus to all magic resistances. (Note: This stacks with other effects.)
- Melee Resist Banner - Banner of Shielding: 6% bonus to all melee resistances. (Note: This stacks with other effects.)
- Crowd Control Duration Banner - Banner of Freedom: -6% reduction to the time effect of all Crowd Control.
- Haste - Banner of Besieging: 20% reduction in siege firing speed. (Note that this effect does NOT stack with Warlord.)
Class Associations With Banners
Albion Classes associated with each banner
- Spell Resist: Wizard, Theurgist, Sorceror, Cabalist.
- Melee Resist: Armsman, Mercenary, Reaver, Paladin.
- Crowd Control: Necro, Friar, Infiltrator, Scout.
- Haste: Cleric, Heretic, Minstrel.
Midgard Classes associated with each banner
- Spell Resist: Spiritmaster, Bonedancer, Runemaster, Warlock.
- Melee Resist: Warrior, Berserker, Savage.
- Crowd Control: Shadowblade, Hunter, Valkyrie, Thane.
- Haste: Healer, Shaman, Skald.
Hibernian Classes associated with each banner
- Spell Resist: Animist, Enchanter, Eldritch, Mentalist
- Melee Resist: Hero, Blademaster, Champion, Vampiir
- Crowd Control: Ranger, Nightshade, Valewalker, Warden
- Haste: Druid, Bard, Bainshee
Specialty Server Rules - Guild System Enhancements
- (Gaheris Only) News events from all realms will display on the news page.
- (Gaheris Only) Guild banners dropped on the ground can be returned to the owning guild by anyone picking them up.
- (Gaheris and Mordred Only) Banners can be summoned anywhere in the world.
- (Mordred Only) The news tab will not be available on Mordred.
- (Mordred Only) Guild banners dropped will only be returned to your guild if someone from your guild picks it up. Any other pick up is a loss.
SINGLE LINE RESPECS
- Players can now purchase a single line respec anywhere in the game world by using the "/respec buy" command. Using "/respec buy" will only allow the player to buy a single line respec if they do not already have one.
- We have created and placed on the Camelot Herald a chart detailing the specific costs in gold for respecs available through the new respec system. Please visit this link to view the chart: http://www.camelotherald.com/documentation/respec-costs.php.
- In their lifetime, players are eligible for nine discounted single line respecs, and unlimited single line respecs at full cost. The full cost scales based upon the player's level. For example, the first time a level 50 player purchases a single line respec, it will cost 2 platinum; and the ninth time will cost 43 platinum; with the tenth and final cost of 50 platinum. A level 10 player will be able to purchase respecs for much, much less.
- When "/respec buy" is used, the player will receive a dialogue box stating how much the respec is and how much the next respec will be. At this point, the player may accept or decline the respec. Upon acceptance, the money will be automatically deducted from the player's inventory. If the player does not have enough money for the respec, it will fail.
- Players may use the "/respec buy" command from anywhere in the game to purchase a respec, but players must go to their trainers in order to use the respec they've purchased.
- Note that this new respec system in no way affects the respecs available to all players at level 20 and level 40.
Respec Command Enhancement
- The "/respec" command has been improved upon in order to offer more feedback for failed "/respec <skillname>" attempts. Available skills on the player will now be listed out if the command fails in order to assist in its usage.
ARTIFACT DURABILITY REPAIR
- Durability loss has now been removed from artifacts. Once repaired at a smith, all artifacts will be reset to full durability and will no longer lose durability.
- Condition loss on artifacts will still occur. Artifacts will now cost significantly more than standard weapons, armor and items to get the condition repaired.
- Note that when repairing an artifact for the first time, durability loss will figure into the initial cost, as well as condition.
- With these changes to durability, artifacts can no longer be repaired by players.
- Repairing artifacts at player houses will no longer provide the house discount.
BASIC CRAFTING
We are proud to introduce our Basic Crafting system. This system was designed and built with the new player in mind, as a means of introducing the new player to the craft system available in Dark Age of Camelot. Here is some more information on the system and how it works:
- All newly created characters, as well as existing characters which have not yet joined a crafting order, will be granted the Basic Crafting skill upon logging into the game.
- Since Basic Crafting is purely an introductory crafting system for new players, or existing players who haven't chosen a crafting order, recipes in this system are limited to samples of all of the original orders (tailoring, weaponcrafting, armorcrafting and fletching), up to items that require 200 points of skill. The Basic Crafting skill cannot exceed 200 points and if players reach that level, they are encouraged to choose one of the advanced crafting orders in order to proceed to recipes that exceed 200 points of skill.
- Spellcraft and Alchemy are excluded from the Basic Crafting order system.
- Players may choose another crafting order to have the Basic Crafting order replaced. When doing so, any skills shared between Basic Crafting and the new order will be transferred. Since Spellcrafting and Alchemy do not share any skills with Basic Crafting, in cases where the player chooses Spellcrafting or Alchemy as an advanced craft order, all of the Basic Crafting skills and sub-skills will be removed.
- While players will be granted the four original advanced crafting orders (tailoring, weaponcrafting, armorcrafting and fletching) along with Basic Crafting, those orders can never exceed the Basic Crafting skill level. If a player wishes to pursue an advanced crafting order instead of Basic Crafting, he must visit the appropriate advanced crafting trainer and have the Basic Crafting skill removed by selecting the advanced order.
NEW TITLE ADDITIONS
- We have added titles for achievements in the following areas:
Deathblow Count - The number of deathblows scored against enemy players in RvR.
Dragon Kills - The number of times a player has participated in killing the epic dragon in the player's realm.
Epic Dungeon Completion - The number of times a player has participated in killing one of the following monsters: Olcasgean, Apocalypse or King Tuscar.
Solo Kills - RvR kills on which a player has scored a vast majority of the realm points.
- Note that all new titles are granted based on achievements made after 1.76 goes live. Players will not receive credit for the listed achievements for any activity prior to 1.76 going live.
NEW THINGS AND BUG FIXES
- Players who are protecting, guarding, intercepting or bodyguarding someone will now see who they are performing the action for in the right click/tooltip.
- Delving artifacts will no longer display "100% exp earned towards level X" and will instead be between 0 and 99%.
- Player names in the looking for group window will now be server specific.
- Using the mez feedback or stun feedback buff on Ceremonial Bracers and Gem of Lost Memories will no longer put the player in combat.
- When delving ranged weapons, the range of the weapon is now displayed.
- Caravan Missions will no longer be overwritten by Personal Missions in the quest journal.
- Most Hasteners throughout the Realms will now respond to the key word "movement".
- The teleportation NPCs found in the Border Keeps, Shrouded Isles and the housing zones have been changed so that teleporting is now free. You simply need to speak to them to select your destination to teleport instead of purchasing a necklace. Additionally, locations have been added to each teleporter to allow players to reach important locations without having to make multiple teleports. The exception to this is the teleport to Catacombs, which can still only be reached through the capital cities.
- Several monsters were not returning home as they should or when they should, resulting in a number of potentially bugged or exploitable encounters. This has been addressed throughout many encounters in the game.
- Oil and ram interaction has been altered. Properly timed boiling oil attacks (poured while a ram is attacking the door beneath the oil pot) will now hit the ram, and players on the ram will take damage accordingly.
- The /bg grantcredit command will now function properly when granting credit for ML10.
- Shepherd Master Level experience will now be awarded anytime someone in your group completes a step for which you already have credit. Previously, you had to also be working on or higher Master Level. (For example: an ML2 player could not receive MLXP for Shepherding a player on an ML6 step, even if they had already completed the step.)
- Delve information for objects now includes the realm name, if the object is realm specific.
- (Gaheris Only) A rock giant wizard that was spawning inside the keep wall at Caer Benowyc has been moved.
CLASS CHANGES AND FIXES
Resurrection Changes
In order to address situations where resurrection overwriting and power loss occur, we have made the following changes to the resurrection system:
- If a player declines your resurrection, or the resurrection timer has run out, you will get the power expended on the resurrection refunded back to you.
- Higher value resurrection spells will overwrite lower value resurrection spells that have been cast on a player. Power will be refunded back to the player that cast the resurrection spell that was overwritten.
- If a lower value resurrection spell lands after the player has a higher value resurrection spell cast on them, power will be refunded to the player that cast the lower value resurrection spell and the spell will not overwrite the higher value resurrection that is already on the player.
- If two players cast the same value resurrection spell on the player, the first spell to land will be cast on the player and the second will be refunded back to the caster.
- Perfect Recovery resurrections will overwrite spec (and base) line resurrection spells (power refund will occur for the player who has had their resurrection overwritten).
Realm Ability Changes
- We have increased the amount of crowd control duration reduction for each level of Determination. The new values for each level of Determination are as follows:
Determination 1: 4% reduction to crowd control duration
Determination 2: 8% reduction to crowd control duration
Determination 3: 20% reduction to crowd control duration
Determination 4: 38% reduction to crowd control duration
Determination 5: 55% reduction to crowd control duration
- Clerics will now receive a message when Retribution of the Faithful procs on an enemy target and when the effect has worn off on the target.
- Anger of the Gods will no longer display 0.0 damage when delved.
- (Bug Fix) The Heretic's realm rank 5 ability "Fanaticism" will now only affect players that can recall to lords.
Master Level Ability Changes
- We have reduced the types of wood that can be summoned with the Summon Wood master ability to two types: ironwood (common summon) and duskwood (rare summon).
- The master level ability "Focusing Winds" will now work correctly.
- The Faultfinder style has been removed and replaced with a Faultfinder ability. The ability is an object only damage add, with a reuse timer of 2 minutes. The damage add is a 20.0DPS bonus.
- Bodyguard miss messages will now go to the "You Miss" channel, instead of the "You Hit" channel.
Secondary Speed Changes
With the secondary "caster" speed adjustment in 1.75, the highest caster speed, when used in combination with sprint, was faster than the highest Bard, Skald, or Minstrel speed. We did not intend for secondary speed users to be able to exceed the values received from primary speed users, so we are changing secondary caster speed values to compensate for primary speed values. Note that these values are still higher than the values before v1.75
- We have decreased the speed bonuses for the following spell lines:
Sorcerer - Amplify Movement
Theurgist - Brisk Wind
Enchanter - Effervescence
Warden – Guardian's Encouragement
Healer – Ease of Movement
Runemaster – Token of Movement
Hibernia Style Changes
- A hinder effect has been added to the Blades style, Brilliant Blade.
General Changes and Fixes
- The Mercenary and Blademaster class ability, Flurry, can now be used on enemy realm guards and keep lords.
- The icons for the Sorcerer's and Mentalist's group power regeneration spells have been changed.
- The following speed spell lines will no longer occasionally skip pulses: Ease of Movement (Runemaster), Amplify Movement (Sorcerer), Brisk Wind (Theurgist).
Animist
- Turrets will now correctly scale when the Convoker ability, Summon Mastery, is used.
Armsman
- Armsmen will no longer be interrupted during the crossbow draw time when using the Snapshot realm ability.
- The Polearm style, Defender's Aegis, has had its effect changed from a hinder to a bleed.
Bainshee
- The delve information for the Commanding Call spell line now correctly includes the spell function and description.
- The hotbar icon for the realm rank 5 ability, Sonic Wall, has been changed to the correct icon.
Berserker
- Dwarf Berserkers will now shapechange into a smaller version of the bear model when Berserk ability is used.
- The standard bear model has had its scale increased to standard Troll height.
Bonedancer
- Fixed a bug that was causing the fossil mystic and fossil seer pets to have extremely high resist rates on their spells.
- The fossil mystic's lifetap spell has been changed to a direct damage spell to further reduce the resist rates seen with these pets. Please note the damage type and damage values have not been changed.
- The fossil mystic and fossil archer pets will no longer run away indefinitely from their attackers.
To provide the Bonedancer's subpets with buffs that are more appropriate for their subpets' abilities, we have swapped the pet buff lines in the Darkness and Bone Army specialization lines.
- The Dex/Qui pet buff spells in the Bone Warrior (Bone Army spec) line have been changed to Str/Con pet buffs.
- The Str/Con pet buff spells in the Bone Mystics (Darkness spec) line have been changed to Dex/Qui pet buffs.
- Fossil healer pets will no longer continuously go into and out of combat mode while the Bonedancer and commander pet are attacking a monster.
Cleric
- We have increased the proc rate for the Cleric's RR5 ability, Retribution of the Faithful.
Enchanter
- We have added two group damage add spells to the Enchantment spec line. The spells are available at the following spec levels:
35 Dazzling Arms - 7.9 dps
45 Radiant - 10.0 dps
Friar
- The Incense line of spells will no longer display a point blank spell effect graphic around the caster.
Heretic
- The hotbar icon for the realm rank 5 ability, Fanaticism, has been changed to the correct icon.
Hero
- The reuse time for the Spirit of the Hunt ability has been lowered from 30 minutes to 20 minutes.
Necromancer
- Added spell effects to the casting animations for the following spell lines: Regenerate Flesh, Cleaving Guardian, Poison Gasp, Strength of the Dead, and Develop the Servant.
Runemaster
- We have added two group damage add spells to the Darkness spec line. The spells are available at the following spec levels:
33 Greater Rune of Agony - 7.9 dps
41 Greater Rune of Misery - 10.0 dps
Shadowblade
- The night-time only restriction from the realm rank 5 ability, Shadowstrike, has been removed.
Sorcerer
- Fixed a bug where Shield of Immunity could not be fired after the Sorcerer was interrupted.
- Shield of Immunity can no longer be used when Mastery of Concentration is activated and vice versa. Due to this change, Sorcerers have been stripped of the Mastery of Concentration realm ability and their points refunded upon login so they may repurchase this ability if they choose to do so.
Theurgist/Wizard
- We have added two group damage add spells to the Path of Earth base line. The spells are available at the following levels:
35 Earthen Rage - 7.9 dps
45 Earthen Fury - 10.0 dps
Valkyrie
- The Valykrie group offensive procs will now scale based off the level of the player on whom it is cast.
- The Sword style, Odin's Clip, now has an improved growth rate for its style damage.
- (Bug Fix) Valkyrie's Dominance is now correctly set to Spirit damage, instead of Energy damage.
Vampiir
- The hotbar icon for the RR5 ability, Mark of Prey, has been changed to the correct icon.
- We have lowered the resist bonus from the following spells, due to situations where the target would never receive an outright resist against the spell: Heated Claw, Fiery Claw, Smoltering Claw, Flaring Claw, Scorching Claw, and Sweltering Claw.
- We have adjusted the progression of the Vampiir's heal over time spell line so the heal amount is more appropriate for the spec level at which the spell is received. With this change, the Vampiir will now have a heal over time spell available at Shadow Mastery 26.
4 Recuperation - 15/pulse
15 Restoration - 35/pulse
21 Renewal - 70/pulse
26 Greater Renewal - 100/pulse
38 Regeneration - 180/pulse
46 Greater Regeneration - 300/pulse
- Vampiirs have been granted a free single line respec as a result of the above changes.
- (Bug Fix) Call of the Raven and Vengeance of the Raven now correctly have 15 second recast timers.
- (Bug Fix) Objects, such as siege equipment, will no longer provide power to the vampiir.
Wizard
- The Wizard's RR5 ability, Wall of Flame, will now correctly do damage on the last tick of the spell.
NEW FRONTIERS WORLD NOTES
- The dark depths of the North Sea have grown extremely dangerous as an ancient terror begins to stir.
- The shades inside the Passage of Conflict will no longer attack players while they are invulnerable.
- Basilisks and cockatrice have had their chance to stun reduced.
Passage of Conflict
- The sages of each Realm have discovered the means to protect their people from the Summoner's wards located at the entrance within their Frontiers. Wards located at other entrances within the Passage of Conflict and the Summoner's Hall remain dangerous to those who would trespass. Please note that this change is not in effect on Mordred.
New RvR Wood Buying Option
- Players will now be able to purchase Oakenwood, Ironwood and Heartwood stacks with personal bounty points. These wood stacks are available from siege merchants outside of the border keeps. Please note that these wood stacks can only be used for repairs, and cannot be used for crafting of any kind.
CLASSIC CAMELOT WORLD NOTES
Map Updates
- Map Update (Albion) - The Kill Task dungeon in Campacorentin Forest is now correctly displayed closer to Caer Ulfwych.
- Map Update (Midgard) - The Kill Task dungeon in Gotar is now correctly displayed South West of Nailiten.
Quests - Albion
- Arleigh's Assistant - This quest now starts with Arleigh Penn in Prydwen Keep. This is a reworking of Camdene's Components, moved to a more level appropriate location.
- Bishop Burhoff's Curse - Dark Bishop Burhoff may now be found behind the Vetusta Abbey in Black Mountains South.
- Impressing Commander Hayward - This quest has been updated to reflect the recent monster changes in Cornwall. Players between levels 33 and 35 may obtain this quest from Pethos.
- Scryer - Minstrels will now be able to complete this quest.
- Supplies for Lillian - This quest has been updated to reflect the recent monster changes in the Avalon Marsh and the minimum level has been changed to 28.
- Save the Spirits - The level range for this quest is now 28-36 and Aserod Ilonus has taken up residence near the Yarley farm in Cornwall.
- Wizard Lost - The Green Witch may now be found at night in Salisbury Plain.
- Wizard's Appeal - Players are no longer required to kill a Cornwall Hunter as part of this quest. Instead, players will now be sent to West Downs to meet with a new NPC who will ask them to kill a tomb raider on the nearby Salisbury Plain.
Quests - Midgard
- The Wanestone Jewel - Players are now directed to hunt dark wolves in Gotar on step two.
- The Three Sisters - The journal directions have been updated to guide players to Coplin's new location.
- Reyer's Best Friend - The svartskogsfru camp has been moved closer to Gna Faste.
- Saving the Clan - Players who are level 50 with a full experience bar will now be able to complete this quest.
- Sveabone Hilt Sword - Players can now find low level Sveawolf cubs on the northern edge of Vasudheim.
- Family Business - This quest has been updated to reflect the recent monster changes in Myrkwood and the minimum level has been changed to 26.
- Krrrck's Torment - This quest's minimum level has been raised to 32. Bonedancers and Warlocks have been added to the list of classes that can start this quest.
- The Creatures of Myrkwood - All three versions of this quest will now fit in with the updated monster levels. Several kills needed for these quests have been relocated or changed to more appropriate level monsters.
Quests - Hibernia
- Battlegrounds - Players who lose the Tir Na Nog Assistant on step 3 can now return to Sentinel Maitias to get reset to a point where they can summon a new Assistant.
- Innis Island Upkeep - This quest has been raised to the 40-42 level range.
- Ailbe's Claw - Vampiirs above level 35 can now get this one time drop weapon.
- Ilisa's Trade - Players will no longer be sent to the Cliffs of Moher after turning in the Smithing Text or Smithing Song Globe to Eli.
- Morven's Return - Vampiirs will now be able to choose the piercing dagger as a reward for this quest.
Item Notes
- TRADESKILLS: The Legendary Spiked Flail recipes (Albion Weaponcraft) will now produce weapons with +DEX instead of +STR to better meet the needs of both Albion flexible weapon classes. These recipes now require "vapor essence jewels" instead of "fiery essence jewels". (Note: the Legendary Pick Flail recipes and products are unchanged.)
- The Flameforged Spear is now correctly flagged as a two handed weapon.
Encounters - Albion
- Monsters whose levels were adjusted in 1.75 in classic zones have had their treasure tables adjusted to be appropriate to their new level (for those treasure tables that were not properly adjusted in 1.75).
- A swamp creature calling itself the Marsh Lord has taken residence within the south west area of Avalon Marsh.
- An evil inconnu has been spotted roaming the depths of Campacorentin Forest.
Encounters - Midgard
- A leader has emerged amongst the svartalf outcasts that have taken up residence between Galplen and Gna Faste.
- A powerful svartalf sorceress has found a magical tome and has been heard chanting magical rites inside Myrkwood Forest.
Encounters - Hibernia
- A poison elemental has been spotted near Connla's Well in Shannon Estuary.
- An elf with the ability to draw power from the recently deceased has been found hiding in the Silvermine Mountains.
SHROUDED ISLES WORLD NOTES
Monsters/NPCs - Hibernia
- Various monsters that would sometimes remain invisible while attacking have been fixed.
Dungeons - Hibernia
- (Galladoria) Players will no longer be dropped into the water when teleported out of the tunnel leading to the Olcasgean's room.
TRIALS OF ATLANTIS WORLD NOTES
Artifact Encounters
- Cloudsong - The quest journal will now inform players if they need to gather more bronze, marble or both.
Item Notes
- The following items have had their level set to 35. This will enable those items to be filtered into the battlegroup treasurer system: Many Facetted Ruby, Desmona's Crown, Rassa's Mirror, Kirkleis' Ring, Dimitri's Sword, Bulis's Shield, Kaletor's Staff, Thoa's Staff, Storm Crystal, Radiant Sunstone, Sandstone, Gem of ABsorption, Crystalized Ghillan Eye, Blood fo Daehien, Marid Figurine, Uraeus Tail, Siam-he Head, Runed Metal Plate, Agne's Control Crystal, Tarnished Bronze Shield, Tarnished Bronze Sword, Tarnished Bronze Head, Tranished Bronze Torso, Tarnished Bronze Left Arm, Agne's Treasure Chest Key, and Control Crystal.
Quests - General
- Players whom have the Cure for Kepa or Tasks for Antioos quest in their journal may talk to their local Arbiter to have them cleared from the journal.
Stygia Quests
- Players under level 46 will now be prevented from turning in the magical scarab wings to Tey.
Oceanus Encounters
- Kraken and Leviathan will no longer suffer defensive penalties when in combat with a large number of attackers.
- Pets under the effect of the Kraken's ink cloud will tend to become confused and behave in irrational ways.
- (Trial 1.8) The visible effect on the shark that possesses the ruby is much more pronounced.
- The Skyros Dreadnaught will once again award Master Level experience.
Volcanus Encounters
- The Volurgon Mandra will now seek out players hiding in every corner of their room.
Aerus Encounters
- The animate swords from Ibn's chests will now despawn 15 minutes after being summoned.
- An issue which could prevent Suralle from respawning has been corrected.
Dungeons
- Rrionne and her reflection will no longer attempt to stay at range to cast spells.
CATACOMBS WORLD NOTES
General Changes
- The Facial Respec NPCs - Lolicia the Magical, Jaron the Magical and Dailliana the Magical - have been moved to the capital cities. You can find them near the Channeler NPCs.
Items
- Midgard - The Spellbound Cerulean Great Hammer has been adjusted to the correct level.
Monsters - General
- High Shaman Arteg's Orb of Physical Defense and Orb of Magic Defense have had their levels lowered.
Quests - Midgard
- Precision Attack - Tronsil can now be found in the southern regions of Nyttheim.
Dungeons
- Monster camps in the Albion Aqueducts have been reduced in number. This fixes a bug where too many monsters prevented pet summoning classes from summoning their pets.
- The obelisks used for travelling around Catacombs can no longer be buffed by players.
- (Hibernia Frontlines) The Possessive Spirit encounter will now reset properly if the players attacking him die and release.
Instanced Adventuring
- The Level 21 to 30 Kill Task Dungeon that was in Myrkwood Forest has been moved closer to Nailiten and is now South West of the Town.
- The level 21 to 30 Kill Task Dungeon in Campacorentin Forest has been moved closer to Caer Ulfwych and is now to the East.
- Albion Instanced Dungeons - The Lair of the Exiled will no longer give an error when trying to exit.
- The gargoyle pets inside the Darkspire will no longer drop players randomly around the spire.
- Fafnir, Mordred, and Dub will no longer chase players outside the throne room of the Darkspire. Additionally, players will have to be inside the throne room to deal damage to them.
Item Notes
- Darkspire armor now has new graphics. Prior attained items from Darkspire will not be effected by this change.
- The Spellbound Cerulean Hammer and the Spellbound Cerulean Great Hammer (Midgard) are now set to the correct material type and dps.
- Cianan’s Cataclysmic Shield (Midgard) has been adjusted from All Magic Skills and Acuity to bonuses to Shield Skill, Hit points and Hit Point Cap.
- The Otherworld Espionage Shield (Albion) is now correctly set to level 49 armor factor instead of level 45.
- Zahur’s Club (Hibernia) will now salvage for the appropriate Hibernian metals.
- The armor sold by the aurulite merchants now have new graphics when viewed under the Catacombs client. This will not retroactively change existing armors.
FOUNDATIONS WORLD NOTES
- This version introduces to the game a housing rental email reminder system. When rent on a house becomes due within seven (7) days, and also within 24 hours, an email is sent to the email address on file for the account which owns the house. Therefore, any house on which the rent is due at both seven (7) days out and 24 hours out will generate two emails to the email address on file for the account which owns the house. House rental email reminders will look similar to these examples:
Rent of 800 gold pieces due in 7 days on lot 1976 on Lionel and neither the lockbox nor merchant has enough to cover it.
Rent due of 2 platinum pieces in 24 hours on lot 3363 on Uther and neither the lockbox nor merchant has enough to cover it.
Note: Email reminders will not be sent if there is enough money on the consignment merchant to cover the rent.
- We are happy to introduce a new housing zone for each realm with this version. Albion players can now construct their homes in Stoneleigh while Midgard players can now settle in Stavgaard and Hibernians can now stake their claims in Broughshane.
- As a way to help ease the travel time between zones, Market teleportation tokens are now available on all market merchants for every housing zone within the realm.
- Remains for trophies are now dropped by the Megalodon, Razorfin, and Vanol.
- Fixed a bug where a Piper in Sherborne would not sell or buy music tickets.
- All housing maps are updated to reflect the new housing zones.
PATHING UPDATES
- We have updated the pathing in Aerus City. Necromancers will no longer lose their pet climbing down the ladders to the generators. Also, pets and brittleguards will now follow players up to the phoenix platform.
- We have updated the pathing in the Den of Bones, The Sundered Tombs, Concealed Guardhouse, Deadlands of Annwn, Nyttheim, Midgard Abandon Mines and The Ritual Hall.
- We have fixed a bug that would sometimes cause the Spear of Kings to be too far away to pick up.
TRADESKILL UPDATES
- New sets of level 51 armor are now available for each realm using the crafting lore of the denizens of that Realm's Catacombs city. These new sets include chest, legs, sleeves, boots and gloves can be crafted using small amounts of powdered aurulite which can be purchased from the aurulite vendors in the Catacombs cities. Each set has a unique skin that will only be visible using the Catacombs client (otherwise it will appear as the regular level 51 crafted armor).
- Alchemists and Spellcrafters can now bring their Seigecraft to 2% of their current primary skill (was previously 1%).
- Alchemy and Spellcraft ingredients will now sell back to merchants at 95% of their cost (instead of 50%).
- Spellcrafters will no longer see the recipe for +Pacification skill gems in thier recipe lists.
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Dark Age of Camelot
Version 1.76a Release Notes
Guild System Enhancements
June 24, 2005
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BUG FIXES
- Using the 'Note' feature in the guild interface will now update the window correctly.
- Guild due contribution messages will now print correctly when in a group.
- Players will now be informed that they will lose the purchased respec upon leveling when using the "/respec buy" command.
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Dark Age of Camelot
Version 1.77 Release Notes
Classic ruleset Server
July 12, 2005
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NEW SERVER TYPE
With this version, we are introducing the Classic ruleset servers, Gareth and Lamorak. Both servers utilize a ruleset with two main features: no access to Trials of Atlantis content, and a "ranged buff" system. As this version is focused on the new server type, we will only have a handful of tweaks and fixes for the other ruleset servers. We will resume with our standard version procedures with Version 1.78.
- Trials of Atlantis zones will not be available, nor will Artifacts or Master Levels. You will be able to play Trials of Atlantis races.
- All concentration buffs have a range limit of 5000 units and will be available only to the buffer and his groupmates. Anyone outside of the group cannot receive concentration buffs. The range limit also applies to player pets.
- The /level command has been disabled for the Classic ruleset server type.
- The freelevel system is active on the Classic ruleset server type and has been set to 7 days (characters will be granted a free amount of experience every seven days, if the character has attained a level by regular play in that time).
- Housing lot prices will remain at full value (93 platinum) for a period of 21 real time days after launch of the new ruleset servers. After 21 real time days, lot prices will begin to decay at a reverse auction rate of 500 gold per real time hour.
NEW THINGS AND BUG FIXES
- Lower value power regeneration and damage add spells will no longer overwrite higher value versions of these spells.
Spell and Style Messaging Fixes
- The caster of the spell will now receive a message when the effect has been removed from the target for the following spell lines: Ultimate Demoralization, Greater Resignation, Greater Infirmity, Empower Cold, Empower Matter, Empower Heat, Null Strength, Void Chains, Kinetic Siphon, Entropic Pestilence, Void Hardiness, Void Spirit, and Void Dissipation.
- You will now receive a spell expired message for the Shadow's Reflex spell line.
- You will now receive messages when Phase Shift is activated and when it expires.
- Forceful Zephyr will now display a message to the caster and the players within the area of the zephyr when the zephyr is summoned.
- Grapple messages have been changed to more clearly indicate who is grappling and who is being grappled.
- Essence Sear and Essence Dampen will now correctly print a message in the chat window when a target is affected by the spell.
- The following artifacts have had extra spell messaging added for their use abilities: Tablet of Atlantis, Flask, Ceremonial Bracers, and Eirene's Chestpiece.
- The following artifacts have had extra spell messaging added for their use2 abilities: Maddening Scalars, Tablet of Atlantis, Scepter of the Meritorious, Ceremonial Bracers, Golden Spear, Traitor's Dagger, Shades of Mist, and Snakecharmer's Greave.
CLASS CHANGES AND FIXES
Critical Strike Style Changes
- The bleed effect on Stunning Stab has been changed to stack (instead of overwrite) with the bleed effect from Perforate Artery.
- Leaper has had its effect changed from a bleed to a slow (combat speed debuff).
- The bleed effect on Ripper will now stack (instead of overwrite) with the bleed effect from Hamstring.
Albion Style Changes
- Thrust - The bleed effect on Bloody Dance will now stack (instead of overwrite) with the bleed effect from Puncture.
Midgard Style Changes
- Spear - The bleed effect on Raze will now stack (instead of overwrite) with the bleed effect from Stab.
- Shield - Increased the growth rate on the Valkyrie only style, Maneuver.
Hibernia Style Changes
- Blunt - The bleed effect on Bone Crusher will now stack (instead of overwrite) with the bleed effect from Impact.
- Pierce - The bleed effect on Wyvern's Bite will now stack (instead of overwrite) with the bleed effect from Dragonspider.
- Lowered the endurance cost on the Large Weapon style, Obliteration.
Friar
- The Staff style, Holy Staff, has been changed to a rear positional style with a combat speed debuff effect.
- We have lowered the power costs for the Blessed Encouragement spell line. In addition to this change, the cast times for these spells have been lowered from 4 seconds to 3 seconds.
Spiritmaster
- All pets will now have a helm when summoned.
Warlock
- (Bug Fix) Spell of Regeneration and Spell of Power will now correctly overwrite themselves when reapplied by the Warlock.
CAMELOT CLASSIC WORLD NOTES
Item Notes
- (Albion) The War Chain of Heresy, Barbed Whip of Heresy, and War Hammer of Heresy now correctly have level appropriate spells attached to them.
- (Albion) The War Hammer of Heresy has it's speed and damage adjusted along with correctly weilding in the right hand only.
- (Albion) Armor from Waning Spirits in Salisbury Plains are now the appropriate level in line with the monster levels.
- (Midgard) Gib will no longer drop staves that are non-usable by Midgard players.
- (Midgard) Gotawitch will no longer drop items that are non-usable by Midgard players.
TRIALS OF ATLANTIS WORLD NOTES
Aerus Quests
- Scholar Girec will now allow Infiltrators to activate the Foppish Sleeves.
CATACOMBS WORLD NOTES
Instanced Adventuring
- The centurio manipularis inside the Lair of Doom will no longer attack players from across the dungeon.
Dungeons
- Darkspire: The summoned traps will now only appear if there are appropriate measures available to disable them.
COOPERATIVE SERVER NOTES
- Powerful monsters that inhabit the keeps throughout the lands have discovered new powers! They have begun to employ new tactics and abilities based on these powers and have grown increasingly difficult. However, the confidence granted by these new powers have caused these lords to neglect thier minions, and this neglect has resulted in a lack of training and preparation for the guards surrounding each of the keeps. Rumor amongst the common folk seem to indicate that some of these monsters are hoarding more and more of the powerful Dreaded Seals.
FOUNDATIONS NOTES
- (Albion) The horse ticket from Avinna to Fellesti in Stoneleigh has been removed and replaced with a ticket to Estendel.
- (Hibernia) The horse ticket from Kohann to Gelvan in Broughshane will now be accepted.
Item Notes
- The Legendary Afanc wall trophy is now a more appropriate size.
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Dark Age of Camelot
Version 1.78 Release Notes
August 16, 2005
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THE ISLE OF AGRAMON
We are proud to announce the addition of the center island, Agramon, to New Frontiers in Dark Age of Camelot. The purpose of this center island is to allow all realms to participate in RvR at a central location that is easy to access, and to allow easier movement between all three realms. Set in the middle of the North Sea, Agramon, a place of varying terrain, landmarks and wide open fields, places the battlefield in the front yard of each realm's beachhead keep.
Backstory - The Birth of Agramon
On the day of Agramon's birth, a great earthquake tore through Hadrian's Wall, Emain Macha, and Odin's Gate. As they scanned the shores of the North Sea, watchmen at the beachhead keeps of Caer Benowyc, Dun Crauchon, and Bledmeer Faste cried out, startled by what they beheld. Massive waves surged over the docks, sending the dockmasters and mistresses running to the nearby towers for shelter. At the same time, a great thundering erupted from the center of the North Sea. The terrible event was unlike anything even the most seasoned lords of war had experienced. For a long moment, every battle seemed to pause, and the frontier fell silent.
Immediately, Lady Benowyc, Chieftain Crauchon, and Jarl Bledmeer sent scouting parties out into the sea to investigate the disturbance. What was found was a shock to all. New land had risen from the sea: a great, mysterious island unclaimed by any realm. Word of this strange new island spread quickly among the captains charged with safeguarding the coastlines of the realms. When tales of the eerie landmass were reported to the keep lords and ladies, additional scouting parties were dispatched to gather further information. The returning scouts reported that the island stretched across the expanse of the North Sea, nearly filling it, and was riddled with corruption and populated by fiendish creatures. The name Agramon was whispered on its foul winds, they said, and all who returned from the island spoke it with despair.
The keep lords hastily constructed bridges that would allow passage from the beachhead keeps to the isle, and fortifications were ordered to repulse the attacks of Agramon's minions, commanded by a great demon lord. Even with such safeguards in place, the minions of Agramon still attacked in relentless waves. A bloody battle surged across the isle claiming many lives as the demonic horde pressed in, trying to infiltrate the frontiers of all three realms. The battle was long and hard, but each realm managed to keep hold of its own lands. Eventually, overwhelmed by the strength of the three realms, the demon lord was cast out and the corruption receded. To this day the core of the Isle of Agramon remains tainted, and only the stoutest of Albion, Hibernia, and Midgard dare to explore its depths.
Island Summary
- Each realm has access to the island's shore from bridges and small land masses located near the beachhead keeps (Bledmeer Faste in Midgard, Dun Crauchon in Hibernia and Caer Benowyc in Albion). Players may also reach the shore entrances to the island by swimming.
- There are two milegates per realm on the island, for a total of six. The main portcullis doors are destroyable and repairable.
- There are no guards or other NPCs located anywhere on the island.
- Any player from any realm may use any realm's entrance to the island without restriction.
- There are a variety of monsters available on the island to be used as pets.
NEW THINGS AND BUG FIXES
- Endurance and Power regeneration spells that have been broadcast by the Crocodile Tear Ring effect, Radiant Aura, will no longer affect pets or objects.
- Players can no longer begin tailoring items while dead.
- The auto-release timer now correctly displays when a player dies from drowning.
- You can no longer apply poison to a weapon when dead.
- Spell recast timers, both in delves and in reports to the chat window, are now given in minutes and seconds where appropriate.
- The Conversion ability of the Crocodile's Tear Ring now converts the damage dealt from damage over time spells.
- Pet-casted buff spells and other self-targeted spells will no longer fail if the pet's owner has a selected target outside of their LOS.
- Dying from falling damage during a duel will end the duel. It is not counted as a duel death, and the dying player will lose XP, leave a gravestone and be sent back to their bind point.
- Chat delve will now display the weapon specialization (Large Weapon, for example) required to use a weapon. If a weapon is two-handed, it will only display the (Two Handed) tag if the weapon is not inherently two-handed by definition (such as a staff or a spear).
- The Runemaster Runic Shield single-cast group bladeturn is no longer overwritten by pulsing bladeturn spells.
- Items (artifact or otherwise) in perfect condition no longer are quoted a repair price when dropped on a smith.
- The petcasted PBAOE spells in the Necromancer's Death Servant line will no longer fail to cast if the pet's owner has an out-of-LOS target selected.
- Items with spell duration bonuses now correctly modify all duration spells cast by animist bombers and necromancer pets.
- Realm timer for clustered servers has changed from 8 hours to 1 hour.
Power And Health Regeneration Rate Change
- We have increased the Health and Power regeneration rates at lower levels, to make leveling a more enjoyable experience for everyone. The increase is significant at lower levels and slowly rises back to its current state as you level your character.
- The penalty on power regeneration when power is below 50% has been removed.
Other Changes
- Added mousewheel support for the in-game keyboard config window and the help window.
- Water breathing potions will now have a re-use timer of 5 seconds.
- Guild dues are no longer guild level restricted for turning them on.
- The Shades of Mist spell, Greater Shadeform, will now correctly be removed when the shadeform is shift right-click removed.
- Entering combat while crafting an item now correctly closes the crafting timer window.
- Entering combat while salvaging an item now correctly closes the crafting timer window.
- Players can no longer begin playing songs while on horseback or while sitting on a siege ram.
- When a song fails to play, the erroneous "You begin playing XXX!" message will no longer print.
- Spell Piercing bonuses from items now display in the bonus window.
- Dyes can no longer be combined with armor/weapons in the Consignment Merchant window.
- Consignment merchants will now always clear their listings from the Player Market Search when their house is reposessed.
- (Mordred Only) Forceful Zephyr will no longer pick up your guildmate, groupmate or yourself when cast.
- (Mordred Only) Spread heals cast by players with their immunity timer set will no longer affect groupmates who don't have their immunity timer set.
CLASS CHANGES AND FIXES
General Changes
- Bolts will no longer do up to 100% critical damage to necromancer pets; they cap at 50% critical damage like direct damage spells.
- Casting an instant spell while quick casting a non-instant spell will no longer cancel the quick cast.
- Paladin heal chants will now affect necromancer pets.
- Chain Lightning will now print the targets affected in the damage message.
- Blocking a blow using Guard will now break stealth if the guarding player is hidden. Guarding a player while stealthed will warn the guarding player that blocking a blow will reveal them.
- The Frigg's line of spells will now properly heal pets.
- Songs now display power cost per tick when delved. Songs with no initial power cost but a power cost per tick now correctly display an initial power cost of 0.
- When a dead player releases while considering a resurrection from a healer, the healer's power will now be refunded.
- Speed of Sound and Arms Length will no longer be fully stripped when a Speedwarp is encountered. Only the speed portion of these abilities will drop when entering the Speedwarp's area of effect. The CC immunity portion will continue to affect the characters in the Speedwarp's area of effect while the ability is active.
- Melee snares will no longer be incorrectly applied to characters who have the Speed of Sound or Arms Length ability activated.
- The Hunter's Avatar will now correctly sprint at the target when the Hunter directs the pet to attack, as long as the pet is at least 1000 units away from the target.
- Bolt spells will display the target name in the bolt's damage message.
New Disease Spells
We have modified the single target and area effect disease spell lines to give the Cabalist, Eldritch, and Shaman the ability to choose between using a single target disease or area effect disease spell without suffering the penalty of higher spell resist due to spell level.
- We have added four new single target disease spells to the Cabalist's Essence Manipulation spec line. The following list shows the spec levels and durations of these new spells.
11 Weakened Vigor - 1 minute, 30 second duration
22 Damaged Vigor - 2 minute duration
33 Impaired Vigor - 2 minutes, 30 second duration
43 Crippled Vigor - 3 minute duration
- We have added four new single target disease spells to the Eldritch's Vaccumancy spec line. The following list shows the spec levels and durations of these new spells.
21 Enervating Affliction - 1 minute, 30 second duration
29 Enfeebling Affliction - 2 minute duration
35 Languoring Affliction - 2 minutes, 30 second duration
45 Debilitating Affliction - 3 minute duration
- We have added three new single target disease spells to the Shaman's Subterranean base line. The following list shows the spec levels and durations of these new spells.
24 Induce Sickness - 2 minute duration
36 Induce Malady - 2 minutes, 30 second duration
45 Induce Disease - 3 minute duration
- The Shaman's single target disease spells, Sickening Spores and Infectious Spores, have been renamed to Induce Ailment and Induce Fever, respectively. This name change is to help differentiate between the single target and area effect disease spell lines.
- We have added a new area effect disease spell, Infectious Spores, to the Shaman's Subterranean base line. This spell is received at level 17 and has a duration of 1 minute and 30 seconds.
- No changes were made to the existing area effect disease spells for the Cabalist, Eldritch, and Shaman.
Resist Chants
With this patch, we are removing single resist chant spell lines from the Bard and Skald and replacing them with a combination resist chant spell line. This change will allow Bards and Skalds greater flexibility in using the wide variety of chants available to them.
- The single resist chant spell lines in the Music Spec for Bards has been removed and replaced with the following combination spell line.
27 Hymn of Soul Guarding - 8% Body/Spirit/Energy
30 Elemental Guarding Hymn - 8% Heat/Cold/Matter
46 Hymn of Soul Protection - 16% Body/Spirit/Energy
49 Elemental Protection Hymn - 16% Heat/Cold/Matter
- The single resist chant spell lines in Battlesongs for Skalds has been removed and replaced with the following combination spell line.
27 Soul Bolstering Chant - 8% Body/Spirit/Energy
30 Elemental Deflection Chant - 8% Heat/Cold/Matter
46 Soul Bolstering Song - 16% Body/Spirit/Energy
49 Elemental Deflection Song - 16% Heat/Cold/Matter
- Please note that these chants do not stack with single resist spells. Both icons from the spell and chant will apply on the character, but only the higher value spell/chant will apply the bonuses to the character.
Animist
- The casting time on bomber buffs from the Guardian Emissary and Woodspirit line in Verdant specialization has been decreased by 1 second.
- Turret healing bombers will now report damage healed to the caster.
- Animist bombers and Convoker pets will no longer be released when the
Animist's Release Clump spell is used.
Hunter
- The Hunters Avatar now has a "sprint" ability that will allow the pet to move faster for a brief period of time. This ability will only work under the following conditions: When the Hunter or the pet is attacked by an enemy target, the pet changes run-speed for 5 seconds to get into melee range. After the 5 seconds passes, the pet resumes normal run speed. After sprinting, 60 seconds must pass before the pet is able to sprint again. The pet can only sprint after targets that are more than 1000 units away from the pet.
- Hunters are now granted Evade 3 at level 30.
Necromancer
- Range checks on a necromancer pet with near sight debuffs will now be checked properly before power costs are assessed.
- The PBAOE damage over time spells in the Necromancer's Painworking spec line will no longer fail to cast if the Necromancer has an object targeted.
Paladin
- The Paladin will now receive a pulsing icon when the Archangel's Refreshment line of chants has been activated. Please note that the pulsing icon will only display for the Paladin (groupmates will not receive a pulsing icon when the chant is active).
Savage
- The effect for the Hand to Hand style, Kelgor's Might, will now properly debuff combat speed on enemy targets.
Valewalker
- The Conflagration Scythe Style has been changed to chain off of Arboreal Shield. The style itself has the following attribute adjustments: Medium Attack bonus, Medium Defensive Penalty, High Fatigue, High Damage.
Vampiir
- The weaponskill buff line of spells for Vampiirs no longer shows "Very Low" or "Very High" when delved, but instead displays the proper amount buffed.
CAMELOT CLASSIC WORLD NOTES
Monsters/NPCs
- Many monsters have had their appearance altered in Classic Camelot and New Frontier zones. These changes are best viewed under Catacombs client with Catacomb figures turned on. Some examples of monsters that have been upgraded are: spectral wickermen, hollow men, grannies, dullahan, empyrean, far darrig, far liath, merrow and various types of banshee monsters.
Darkness Falls
- A new faction has emerged within the ranks of the followers of the Demon Lords. The two factions are at war and compete for the favor of their dark masters.
- With the increased soul traffic in Darkness Falls, various low level lords have gained a small measure of additional power.
Item Notes
- Hibernia: Daewain's Bracer now has level appropriate bonus' attached (does not effect current bracers owned by players).
- Hibernia: Exceptional Avernal Maligned Crusher now displays as a two handed hammer icon instead of a one handed mace.
- Midgard: Silngorf's Cursing Staff now has a Piety bonus instead of an Intelligence bonus.
- The Forged Circlet of Sutekh now properly displays a circlet graphic instead of a helmet.
- The delve for the use ability on the Astral Voltaic Battle Spear has been changed to more accurately reflect how the spell functions on an enemy target.
- Midgard: New Recipes have been created for Legendary Double Bladed Axes at the slower 4.0 speed. Current Legendary Double Bladed axes will not be affected by this change.
Quests - Albion
- Langston Fall, a merchant in Caer Ulfwych, is desperate for an end to the wood ogre raids that have been hurting his business. He is looking for brave adventurers from levels 20 through 29 to help resolve this matter.
Quests - Hibernia
- Jenar Greelef in Howth believes something is stirring up the spraggons in the Silvermine Mountains. She is looking for adventurers (levels 21-30) to help her investigate the matter.
Monsters/NPCs - All Realms
- As the Isle of Agramon appeared an increase in demonic activity throughout the Realms started to rise. Now human servitors of the Demon Lords of Darkness Falls strive to construct portals to usher their masters into the lands.
TRIALS OF ATLANTIS WORLD NOTES
- An Artifact Scholar has been added to each realm's Hall of Heroes (Artifact Scholar Jarron, Artifact Scholar Alaria and Artifact Scholar Elmer). These NPCs will allow a trade-in of certain artifact weapons for another version of that weapon. These weapons are Battler, Malice, Spear of Kings, Golden Spear, Traitor's Dagger, Croc Tooth Dagger and Bruiser.
- Necromancer: There are new versions of several artifacts for Necromancers which better suit the class via usage in shadeform and casting spells through the pet. Any newly attained versions of The Eternal Plant, Staff of God, Tartaros Gift, Belt of Oglidarsh, and Ring of Fire are effected by this change. Artifact Scholar Jarron will accept current versions of these artifact in trade for the newer versions. Please note, all artifact experience will be lost when completing this trade-in.
- Please note that any artifact trade-in will result in a brand new level 1 artifact.
Item Notes
- The Belt of the Moon and Belt of the Sun melee resist buff will now be usable in combat.
- The Snakecharmer's absorption buff will now be usable in combat.
- The Foppish Arms' melee resist buff will now be usable in combat.
- The Battler's absorption debuff will now be usable in combat.
- Water Breathing, Greater Water Breathing, Minor Water Breathing, and Major Water Breathing potions are now all usable in combat.
CATACOMBS WORLD NOTES
Item Notes
- Powdered aurulite may now be traded.
- Albion: The Maleficent Darkspire Great Hammer now correctly has a dps of 16.5
- Albion: The Mossy Leather Breeches now correctly has a bonus of 5% to Body resist.
- Hibernia: The Malevolent Darkspire Great Hammer now correctly has a dps of 16.5
Instanced Adventuring
- Monsters located outside of the Arena adventure wing within the Catacombs of Cardova have had their aggression radius lowered to help prevent players being attacked on exiting the instance.
- (Albion) Monsters in the Depths of Despair Adventure Wing have had their aggression radius reduced.
Dungeons
- Keantoth the Destroyer should no longer spawn or wander behind the zone line to Nyttheim.
Abandoned Mines
- Lur'tai (tenebrous form) has been moved back to his normal spawn location.
NEW FRONTIERS WORLD NOTES
- Due to the disturbance in the North Sea, the Megalodon has migrated to the Irish Sea to feed.
NEW FOUNDATIONS NOTES
- Consignment reposessions merchants now display the tag. The tag for vault reposessions merchants has been changed to .
- When changing the price of an item on a consignment merchant, the prices reported to the player will now be shown in increments of plat/gold/silver/copper instead of just copper.
COOPERATIVE SERVER WORLD NOTES
- Courtyard and keep monsters have an increased chance to drop Dreaded Seals.
Frontiers
- Dun na nGed: The ghostly parthelonian focus monsters should no longer initially attack and levitate players who have not reached the keep roof yet.
- Dun Bolg: Princess Jennea will now spawn faerie pets with less frequency.
- Bledmeer Faste: Vaylin will use his special abilities less often and will call fewer minions to his aid.
- Bledmeer Faste: The runemasters and hunters have been reduced in number.
- Dun da Behn: Glimmer Lord Amon's blasts will fade away slightly quicker than before.
- Blendrake Faste: Canidae will use her abilities with slightly less frequency. Canidae will also now call forth one less dire wolf when she calls for aid.
Item Notes
- Albion: The Artifacts Malice Axe and Battler will now be activatable as a Polearm Slash weapon. Currently players that have either of these artifacts in their prior forms can trade them in at Scholar Jarron.
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Dark Age of Camelot
Version 1.79 Release Notes
Epic Revisions
September 13, 2005
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Epic Armor Improvements
We have updated and improved the epic quests and armors for the game. For complete details, please see the CAMELOT CLASSIC WORLD NOTES section below.
New Title Reward
As a reward to players who have been subscribed to Dark Age of Camelot since the first month of service, we have added the new veteran title of "Elder". This title is available to any character on any account that was opened on or before Novemeber 10, 2001. If your account is one of those flagged as a veteran account, you will see the new title when using the /title command from any character, new or old, on that account. More information is available in the NEW THINGS AND BUG FIXES section below, in the Interface sub-section.
NEW THINGS AND BUG FIXES
General Changes And Fixes
- Players will no longer run into any invisible objects in Camelot Hills.
- Players will no longer get stuck running around trees in Munin Sound.
Interface
- The /use2 abilities for Ceremonial Bracers and Gem of Lost Memories now have proper delve information.
- Monster spell abilities now only print a message if the spell is successfully cast.
- The level 50 class titles will now once again display in the character sheet (as opposed to showing a lower level title).
- Removed duplicate prints when monsters cast a spell on a player.
- All object delves now have Clamped DPS on the same line as Base DPS, and no longer display Clamped DPS if it's identical to Base DPS.
- Damage over time spells now only report doing critical damage when the spell actually damages a target.
- Artifact delves no longer show a separate "Item level required: X" line for attributes that unlock at a given level. Instead, the attribute is pre-pended with a "[L3:] " prefix (level 3, in this example).
- Items with additional information attached to them (such as artifact scrolls) now display it when delved to the chat window.
- Passive combat abilities that do not have delve information no longer display a blank delve window.
- Object delves have been changed so that the reuse timer ("Can use again in XX") display is now accurate in all instances.
- Characters on accounts which have been flagged as "veteran" will now have the optional title "Elder" in their /title list. Any accounts created before November 10, 2001 are flagged as veteran accounts.
Artifact Changes
- Aura of Kings and Scepter's Boon now properly decrease AF and hits when expiring or when overwritten.
- The Speed of the Depths spell of Alvarus' Leggings now reports correctly in chat delves.
CLASS CHANGES AND FIXES
General Spell Changes
- If a player commands a pet to cast a spell and it causes a spell to be removed from the pet's queue, that is reported to the player and the power cost of the spell is refunded to the player.
- Item-based AF bonuses now actually increase your AF, block damage, and report as such on your character sheet.
- Base AF buffs now are capped after condition/quality checks, not before.
- Pet-casted spells (such as the Necromancer's Facilitate Painworking spell), which are removed from the pet's queue due to flooding, now reset the timer of the spell so that the player can attempt to cast it again.
- Players under the effect of zombie resurrection can't be the target of focus shell spells.
Realm Ability Changes
- Purge 1 will be cancelled if the player dies while the 5 second timer is waiting to fire.
- Players moving faster than sprint speed will no longer gain the stealth detection benefit of Mastery of Stealth 4 or 5 - it will instead be clamped at the bonus received from Mastery of Stealth 3.
Master Ability Changes
- Forceful Zephyr will now put you in combat when it hits someone.
Ability Changes - General
- Basic delve information added for Distraction ability.
- The title "Dirty Tricks" has been changed to "Distraction".
Heretic
- Reduced DoT damage done by low level players affected by the Heretic's zombie resurrection spell.
Thane
- A new ability has been granted to Thanes at level 40 to aid Midgard as a whole in combat against monsters level 50 and higher. The ability, Call of a Thousand Storms, is a 2 minute self only buff, with a 3 minute recast timer, which increases the amount of attackers based off the level of monster being battled. For example, if you have 2 Valk and a Thane in your group and each uses their ability, they each will effectively count as multiple attackers for the duration of the buff. The number of attackers they count as is based upon the level of the monster they are fighting - the higher level the monster, the more attackers the buff adds.
Valkyrie
- A new ability has been granted to Valkyries at level 40 to aid Midgard as a whole in combat against monsters level 50 and higher. The ability, Call of a Thousand Storms, is a 2 minute self only buff, with a 3 minute recast timer, which increases the amount of attackers based off the level of monster being battled. For example, if you have 2 Valk and a Thane in your group and each uses their ability, they each will effectively count as multiple attackers for the duration of the buff. The number of attackers they count as is based upon the level of the monster they are fighting - the higher level the monster, the more attackers the buff adds.
Vampiir
- Claw spells will now have relative delve information regarding damage, type, effect, etc.
Wardens
- Wardens will be able to attain Cure Poison at 7 in Regrowth specialization and cure Disease at 9 in Regrowth specialization. Wardens which already have 9 or higher in Regrowth will have the cures in their spell list upon login.
Styles
- Several combat styles were listed as granting a low bonus to damage but did not actually produce any bonus to damage. The delve on these styles will now correctly state there is no bonus to damage on these styles.
NEW FRONTIERS NOTES
- Players will no longer be able to run through any trees on Agramon.
- Pets will find it easier to move on and around the mile gate walls on Agramon.
- Players will no longer be able to cast spells through the mile gate walls on Agramon.
- Players will now be able to stealth around their Border Keep Frontiers Portal Stones.
Items
- Players may now recharge Slyther's Eye, Slyther's Tooth, and Slyther's Scale.
CAMELOT CLASSIC WORLD NOTES
This version introduces the newly redone Epic Quests which begin at level five and are spaced out at five level intervals concluding at level forty-five. They have been designed to be more player friendly through the use of instancing, reduced travel time, and common goals once the players reach higher levels. This should allow guilds and groups to finish their quests together rather than taking turns to help finish each other's quests.
The Epic Quests begin by introducing players to influential NPCs, the lore associated with their class and guild, then progresses to telling the story of the enemies of the realm. The level five through twenty-five quests will occur in existing areas of the game, with players needing the help of a few friends for the level twenty-five encounter. The first instanced dungeon is introduced at level thirty and is the last guild specific quest. The level thirty-five to forty-five quests are undertaken by all classes of the realm and require exploration of an instanced dungeon with a group of players.
The rewards for the quests have also been updated, including a new set of level fifty-one armor upon completion of the level forty-five quest. The bonuses and spells on the armor have been updated to make the suits more useful.
Players who completed the Epic Quest prior to this version and wish to receive the new epic armor may do so by completing the new version of the Epic Quest. Class trainers will offer these players the option to advance to the level thirty portion of the quest after the level five quest has been accepted. Players are not required to possess their old Epic armor suits to do the new Epic Quest.
Epic Quests - Hibernia
New epic quests have been added to the game for all Hibernian classes. Players will be able to obtain these quests at five level intervals beginning at level 5 and continuing through level 45. At the beginning, players will find that their quests are specific to their class' Path, but they will converge at higher levels with all Hibernians sharing a common final quest. Players should speak to their trainers in Tir na Nog to begin the new quest series.
Epic Quests - Albion
New epic quests have been added to the game for all Albion classes. Players will be able to obtain these quests at five level intervals beginning at level 5 and continuing through level 45. At the beginning, players will find that their quests are specific to their class' Path, but they will converge at higher levels with all of Albion sharing a common final quest. Players should speak to their trainers in Camelot to begin the new quest series.
Epic Quests - Midgard
New epic quests have been added to the game for all Midgard classes. Players will be able to obtain these quests at five level intervals beginning at level 5 and continuing through level 45. At the beginning, players will find that their quests are specific to their class' Path, but they will converge at higher levels with all of Midgard sharing a common final quest. Players should speak to their trainers in Jordheim to begin the new quest series.
Epic Quests - General
The new Epic Quest armor received at level 45 may not be traded and will not lose durability as they are repaired, similar to the artifacts although at a lesser cost. The armor must be taken to a NPC smith for repair and cannot be repaired by crafters. Epic armor received from the original epic quests will continue to be repairable by crafters and will lose durability.
Quests - Midgard
- Mini quests have been added for levels 20-24 starting in Nalliten in Gotar.
General Classic World Notes
- There seems to be some increased nighttime demon activity around Darkness Falls.
- A festival has begun to form outside the capital city in each realm to mark the 4 year anniversary of Dark Age of Camelot and the 10 year anniversary for Mythic Entertainment! In Albion, it can be found in front of the housing zone entrance. In Midgard, it can be found in front of the housing zone entrance. In Hibernia, it can be found near the entrance to Tir na Nog in Lough Derg. There are a number of unique vendors and goods to be found. To celebrate, fireworks will be held nightly at each festival site, over the housing zone entrances, over each capital city entrance, and inside the capital cities proper, with a spectacular midnight surprise in the capital city.
- (Hibernia) With the festival so close to the Lough Derg entrance to Tir na Nog, the smith, healer, enchanter, and dye merchant have decided to relocate and do business inside the festival proper. Be sure to look for them there.
Darkness Falls
- Additional mid-level demon lords are demonstrating new and unusual abilities. Some have undergone physical changes as well.
- The war in Darkness Falls between the Necyomancers and Infernalists has shifted slightly in favor of the Infernalists. Their numbers and appearance have changed having earned the favor of their demonic masters.
- Molochian tempters have begun to plague various passages once again.
- Director Kobil's aggression radius has been reduced slightly as has the healing he receives from his pet souls.
Item Notes
Hibernia
- The Blademaster Epic armor received upon completion of the new epic quest now has new graphics. This will not affect armor received prior to 1.79
- Boots of the Wicked Mage will now show up correctly as cloth and can be dyed as such.
Midgard
- The Hunter and Thane Epic armor received upon completion of the new epic quest now have new graphics. This will not affect armor received prior to 1.79
- The Wiseman Cloak will now have a bonus to Augmentation instead of a bonus to Suppression.
Albion
- The Minstrel and Sorcerer Epic armor received upon completion of the new epic quest now have new graphics. This will not affect armor received prior to 1.79
All Realms
- The new Epic armor pieces have been changed to level 51 armor factor.
- Various Treasure tables across the realms have been correctly adjusted to appropriate levels with the monster level adjustments of 1.76.
TRIALS OF ATLANTIS WORLD NOTES
Volcanus Encounters
- Taur warlords have been given an immunity timer on their Clouded Mind spell.
Oceanus Boreal
- The spitting cobras involved in Trial 2.10 will now properly attack players.
CATACOMBS WORLD NOTES
Instanced Adventuring
- The majority of monsters within task dungeons, both normal and caster version, have had their aggression radius reduced and roaming removed. In the caster task dungeons specifically, several monsters have been relocated off certain ramps. Please continue to report monsters in caster dungeons that are located on the top of ramps.
Items - General
- The Malevolent Darkspire Flute, Malevolent Darkspire Lute, and Malevolent Darkspire Drum are all now tinted blue, rather than their base wood color.
- Darkspire weapons will now all be set to the appropriate 16.5 DPS.
Albion
- The Warhammer of Heresy will now correctly proc its spell.
Hibernia
- The monster "Dother" from Darkspire will now correctly drop items.
- Zogg's Bow of Zeal is now rechargeable.
Midgard
- The Spellbound Sapphire Boots now have a bonus to all Melee instead of bonus to all magic.
- Several items from Forgemaster Wolak have been adjusted accordingly to the level of the encounter.
- Keantoth's Defender will now proc correctly when hit.
- The Spore Cloud Necklace's Acuity charge has been replaced with an AF charge.
COOPERATIVE SERVER
Frontiers
- Caer Benowyc: General Etron will summon fewer shards than before. The shards of Etron are no longer immune to magic. Various "too far to hit" bugs within the keep have been fixed in addition to other tweaks.
- Caer Sursbrook: Captain Balfol's goblin pet will no longer retain its immortality. It will vanish once Captain Balfol is defeated. Captain Balfol's traps will turn off shortly after Balfol has ended combat.
- Dun Crauchon: Overlord Yano's demons of the depths will now summon fewer demons.
- Infernalists loyal to the Demon Lord Agramon have learned how to tap into the inherent power of the Glowing Dreaded Seals. They have used the Seals to fully corrupt the Isle of Agramon and to summon their lord and his hordes once more.
- Dun Crimthain: Ambassador Crae's replicas will now drop a small number of seals.
- Dun Crauchon: The demons of the Depths will now have a slight chance to drop seals.
- Caer Renaris, Caer Benowyc and Caer Boldiam: Multiple issues with keep monsters being difficult to hit have been resolved. Please continue to report these as you come across them.
EDIT: As noted in the Grab Bag of 9/9, the fancy veteran's titles went up in this patch but will NOT be available until the actual four year anniversary patch. That's the Darkness Rising patch, scheduled for early October. It is NOT a bug that you can't get the titles now, so please, no need to appeal. Thanks!
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Dark Age of Camelot
Version 1.80 Release Notes
Darkness Rising
October 11, 2005
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WELCOME TO DARKNESS RISING
With this version, we are happy to introduce Dark Age of Camelot's fourth retail expansion, Dark Age of Camelot: Darkness Rising. As of this morning, Darkness Rising is available via two methods - either by purchase and download from the internet, or by purchasing and installing the new 'Epic' edition of Dark Age of Camelot, now available in stores. To purchase and download the Darkness Rising expansion from the internet, please follow these steps:
- Login without selecting a quick login character.
- Press the "Account Info" button on the server selection screen.
- Press the "View Expansions" button on the account information screen.
- To purchase, check the box next to Darkness Rising and press the "Purchase" button.
- To download, click on the 'download' link next to Darkness Rising.
Please read below for a summary of changes and features for Dark Age of Camelot: Darkness Rising and Version 1.80. You will find specifics on the Version 1.80 items under the NEW THINGS AND BUG FIXES section, later in this patch note.
DARKNESS RISING SPECIAL FEATURES
These features are only available to customers who install the Darkness Rising expansion pack.
Darkness Rising features the introduction of 'epic' player-controlled horses, champion quests, champion weapons and new character "sub-classing" abilities. For more information on the Champion Quests, Champion Levels, or horses, players are encouraged to speak to one of the Champions found near the entrance of each capital city, as well as near the throne rooms. (Note that basic player controlled horses are available without the purchase of Darkness Rising. Please see the VERSION 1.80 SPECIAL FEATURES section below for more details.)
Pre-order Reward
- All players who pre-ordered the Darkness Rising expansion qualify to receive a special set of horse armor. To obtain this reward, players should speak with their realm's King in his throne room. After engaging the player in a brief dialogue, the King will then send the player to the Quartermaster.
New City Art
- Each of the capital cities received a major art upgrade to provide a more detailed, realistic environment. The cities now better reflect their status as the crossroads of the realm, and furthermore reflect the current graphical capabilities.
New Darkness Falls Art
- Like the capital cities, Darkness Falls also received a major art upgrade and is now more detailed and realistic in appearance. Many of the creatures lurking in Darkness Falls have also received upgrades in art.
Advanced Player Controlled Horses
- Acquire a faithful horse to travel the Realms and the frontiers. Ride a warhorse, unicorn, nightmare, undead, or an elemental steed.
- Once players have achieved level 45, they are eligible to purchase an advanced horse.
- Advanced horses travel at a 50% increase over standard run speed. Grouping with a class that offers a speed enhancement greater than this will increase your speed to match that of the speed enhancement.
- Unlike basic horses, advanced mounts can be summoned in the frontier zones.
- Horses may be named using a /namemount slash command. The horse's name is limited to one word with the first letter only capitalized.
- Advanced horses may be customized with armor, barding, and saddlebags. In addition, the barding may be emblemized.
- Players may not enter in to combat while on horseback. Upon being attacked, players will be dismounted.
- Delving an inactive horse will return basic help text.
The Champion's Quest
Players are given the opportunity to undertake a new series of quest tracks (commencing at level 30, continuing at level 40, culminating at level 50) based around the Darkness Rising back story. Players interested in combating the realm's newest threat should speak with their class trainer, or one of Champion Recruiters who have taken up posts throughout each realm's home city to provide information about a variety of topics, champion quests included. These NPCs will provide information on how to gain access to the King's Throne Room, where the adventure begins. Players successfully completing the story arc are rewarded by the King with a weapon (or instrument) of their choosing, the famed Champion Weapon! The realms are in need of new legends to look to in these troubled times. Will you be one?
Midgard
Players of level 30 and above should see the Visindakonar, their class trainer, or the Champions found inside the entrances to Jordheim to begin their Champion Quests.
-Warriors, Hunters, Berserkers and Savages must seek out Visindakona Siv in Jordheim.
-Shadowblades, Shaman, Healers and Skalds must seek out Visindakona Guri in Jordheim.
-Bonedancers, Warlocks and Spiritmasters must seek out Visindakona Sigyn in Jordheim.
-Runemasters, Valkyries and Thanes must seek out Visindakona Magna in Jordheim.
Hibernia
Players of level 30 and above should speak to their Path's leader, their class trainer, or the Champions found inside the entrance to Tir na Nog to begin their Champion Quests.
- Members of the Path of Harmony should speak to Lovernios in Tir na Nog.
- Members of the Path of Focus should speak to Dian Cecht in Mag Mell.
- Members of the Path of Affinity should speak to Brigit in Tir na Nog.
- Members of the Path of Essence should speak to Fagan in Mag Mell.
Albion
Players of level 30 and above should speak to their guild leader, their class trainer, or the Champions found inside the entrance to Camelot to begin their Champion Quests.
- Members of the Church of Albion or the Temple of Arawn should speak to Bishop Kustan.
- Members of the Defenders of Albion should speak to Sir Amren.
- Members of the Guild of Shadows should speak to Dostram.
- Members of the Academy should speak to Master Narudos.
Champion Weapons
- Wield new, class-specific Champion Weapons bestowed upon characters by the king to aid in the quest to rid the land of unspeakable evil. These special weapons increase in power as players progress through their Champion Quests.
- Champion Weapons are available for players who have reached Champion Level five and become Champions of the Realms.
- The Illuminator found in the Throne room will explain to players the spells available for their weapons.
- Players may "respec" their final champion weapon to choose another version of the weapon. To respec a champion weapon, players should hand their fully repaired weapon to the Weaponmaster in the Throne room. The Weaponmaster will then allow the players to choose the type of weapon and the spell desired.
- Champion Weapons must be repaired by a NPC smith, but they do not lose durability.
Champion Levels
In order to allow level 50 players additional means of advancing their characters, we are introducing five new Champion Levels to the players of DAoC and Darkness Rising. Become one of the chosen champions of your Realm as you prove your mettle, skill and spirit to your King and fellow Realm mates. The King shall grant rare boons and bestowments as a reward for faithful service to your Realm. The more status you obtain within the ranks of the elite champions of the Realm, the more coveted and potent the equipment and tools you'll receive.
- Players wishing to embark on their Champion Levels must first speak to their class trainer or one of the Champions in the capital cities. They will send players on a quest to speak to the King.
- Once players speak to the King, and if they are level 50, they may begin the process of gaining experience towards Champion Levels.
- Upon completing the experience requirements for each Champion Level, players return to the King to receive their reward and their talent points.
- Champion levels provide additional hit points, additional power points, sub-classing points, access to the King's Quartermaster, and increased customization of mounts.
- New titles have been added for players for each Champion Level.
Sub-Classing
- Darkness Rising introduces Sub-classing. Sub-classing is a way to advance your character down paths which offer various abilities like spells and styles. These abilities are earned through champion experience, which is gained through normal means (quests, monster killing, and RvR). The champion experience gained in RvR is significantly greater than the experience gained otherwise.
- To start on the path of Sub-classing, make sure you visit the King of your realm in the respective Capital cities of Tir na Nog, Jordheim and Camelot. Once the King bestows upon you the ability to gain Champion experience, you are well on your way to advancing your character down the Sub-classing lines!
- Sub-classing is available from BASE trainers such as Seer, Mystic, Viking, Rogue, Fighter, Acolyte, etc. Sub-classing is NOT available from career class trainers such as Ranger, Warrior, Paladin, Cleric, etc.
- Characters are permitted 5 champion points to spend on abilities. You get 1 champion point per champion Level. These abilities can be spent on any tree other than your base class. For example, a Warrior cannot get sub-class abilities from a Viking Trainer, but CAN get sub-class abilities from a Seer, Mystic, or Rogue trainer.
- Spells granted from sub-classing will be listed under the Spells tab in a new tree called "Abilities".
- Styles granted from sub-classing will be listed under the Styles tab.
- Necromancers will be getting a pet class version of all abilities available to them with the exception of styles, bolts and GTAE spells.
- At champion level 3, players are granted access to the base weapon types of each realm accordingly:
Hibernia: Blades, Blunt, Pierce, Small Shields
Albion: Slash, Crush, Thrust, Small Shields
Midgard: Axe, Sword, Hammer, Small Shields
- The interface will show up when interacting with the base trainers and will show each ability available per trainer. An "information" button displays the delve information of the ability. When you purchase the ability with your champion points, the arrow beneath the ability will highlight, denoting that you have purchased the ability above it. You CANNOT purchase an ability twice.
Royal Expeditions
- The Kings' Lieutenants are now offering groups of level-based tasks ranging from 5 to 49. These NPCs are located in the capital city, near the SI portal and in the portal keeps. These tasks are divided by type: combat, dispatch, delivery and the occasional assistance to the taskmaster. There are 5 such tasks available per level, although you may only have one of each type pending at a time.
Trophies
- Remains for trophies are dropped by the following Champion Quest bosses:
Albion - Geryon, Astaroth, Belial, Moloch, Abaddon, Xaphan, and Azazel
Midgard - Rugak, Soltinn, Myrkr, Banahogg, Farbjodr, Ofridr, Utgard-Lok
Hibernia - Bres, Grimeil, Uamhas, Glamaim, Teugmhail, Malairt, Crom Cruaich
TRADESKILL NOTES
- We have added various recipes for horse items. These recipes are available to all clients.
- Horse armors are now available at 1000 skill in Metalworking.
- Horse bardings are now available at 1000 skill in Clothworking.
- Horse saddle bags are now available at 1000 skill in Leatherworking.
VERSION 1.80 SPECIAL FEATURES
These features are available to all Dark Age of Camelot players. More details on these changes can be found in the NEW THINGS AND BUG FIXES section later in this patch note.
Basic Player Controlled Horses
- If you are level 35 or higher, you are eligible to purchase a Horse Voucher from the Horse Merchant in your capital city for 250 gold pieces. You can redeem the Voucher at the Royal Stable Master, who needs a small errand run before turning over the horse to you.
- Basic horses travel at a 35% increase over standard run speed. Grouping with a class that offers a speed enhancement greater than this will increase your speed to match that of the speed enhancement.
- Basic horses cannot be summoned in frontier zones.
- Basic horses may not be customized with armor, barding, or saddlebags.
- Players may not enter into combat while on horseback. Upon being attacked, players will be dismounted.
- The Horse Merchant and the Royal Stable Master can be found at these locations:
Camelot: Next to the stables inside Camelot Castle
Jordheim: In front of the stables near the West Gate to Vasudheim
Tir na Nog: At the stables across from the Green Rose Pub
NEW THINGS AND BUG FIXES
Housing Rent Reminder
- As was previously stated, we have re-enabled housing rent with this version. We highly recommend that players check their houses to be sure their rent is paid and that the house is not in danger of being repossessed.
Other Changes And Bug Fixes
- Water breathing potions now give base speed increases even when the player is speedwarped. Currently, the only things which shut down water breathing potions are holding a relic and the Testudo Realm Ability.
- Players who disband while dead, grouped, and in an instance will now automatically release back to their bind point rather than directly outside the instance.
- A new "/release entrance" command has been created to allow players to release from an instance to a point just outside of the instance, instead of releasing to their bind point. This command is enabled for adventure wings, Darkspire, and select Champion Quest instances.
- Catacombs classes whose accounts are qualified for /level now earn a 50% bonus to experience from levels 1-20.
- Battleground Siege Merchants will now only display their stores when they are within the region of portal keeps.
- Bug fix: Houses may once again no longer be traded between players when the house contains a vault and/or consignment merchant.
CLASS CHANGES AND FIXES
General Spell And Ability Changes
- The delve information for Mastery of Concentration now matches the description given on the Camelot Herald.
- The delve information window for combat speed debuff spells now displays the correct debuffed value.
- The delve information for resist debuff spells will now reflect any splits between item-based and spell-based resists.
- If a style has a spell proc, that spell is now delved as part of the style's delve.
- Style delves now show follow-up styles in a style chain.
- Bug fix: When equipping items that grant a skill bonus, spells with recast timers will stay depressed and have a tooltip with a valid duration.
- Bug fix: Style lines with different styles, depending on class, no longer have duplicate listings when being delved at a trainer.
Left Axe
- The animations for Snowsquall, Comeback and Frosty Gaze have been updated.
Assassins
- A new ability has been granted to the assassins of all three realms (Infiltrators, Nightshades and Shadowblades) upon reaching level 35, to combat horse riders of enemy realms. The ability "Caltrops" is a rune trap which is scribed on the ground that dismounts enemy players on horseback who ride over it. Upon being forcefully dismounted, players are snared for a brief period of time. The ability has a refresh timer of 10 minutes and has a small Area effect radius. Players which are 35 or higher will be granted this ability retroactively.
Healer
- The Group Heals from the Tribute of Battle line will no longer display the weapons crossing graphic when casting the heal.
Heretic
- Heretics now have access to Cure Poison and Cure Disease in their Rejuvenation line. Cure Poison is available at spec 7 and Cure Disease is available at spec 9. All Heretics currently specialized higher in Rejuvenation will receive those spells retroactively.
Minstrel
- The Minstrel spells Song of the Mind and Song of Empowering will no longer skip pulses.
Reaver
- The ABS Aura Debuff line will now correctly display a graphic upon turning the spell on.
Vampiir
- The icon for Headshot now correctly displays that it is not a chain style.
CAMELOT CLASSIC WORLD NOTES
General World Notes
- Megh, the Vampiir Trainer in Tir na Nog, now resides inside the Chamber of Stealth.
- Rheoran, the Bainshee Trainer in Tir na Nog, now resides inside the Chamber of Magic.
- Many of the monsters found in Darkness Falls have received new artwork for players using the Catacombs or Darkness Rising client.
- Various demons throughout the land, including Darkness Falls, have been given weapons or have had weapons removed based on the upgraded monster art with Darkness Rising.
- Lighting has been adjusted in Tir Na Nog.
- The vast majority of demons associated with Darkness Falls have been granted minor abilities by their dark masters.
- Channelers have been added to the Housing entrances in each Realm.
- Indicators have been placed in the new epic quest dungeons to highlight the exits.
- Players will no longer be able to jump on top of any cave entrances.
- Players will no longer become stuck under porches in Wearyall in Avalon Isle.
- The floating ruins in Hadrian's Wall have been fixed.
- Players may now leave the 30-45 epic instances without restriction.
- Howth now has trainers for each class.
- Adribard's Retreat now has trainers for each class.
Festival Notes
- To add to the entertainment at the festival in each realm, several barkeeps in each realm have stocked up on alcoholic and non-alcoholic beverages. The NPCs offering these libations are as follows:
Albion: Jonathan Lee (Cotswold)
Barkeep Dwerrav (Camelot)
Barkeep Broec (Camelot)
Barkeep Garban (Gothwaite)
Midgard: Barkeep Prugar (Jordheim)
Barkeep Banak (Jordheim)
Barkeep Nognar (Mularn)
Barkeep Kaari (Aegirhamn)
Hibernia: Barkeep Felemu (Ardee)
Waiter Valaray (Tir na Nog)
Barkeep Hurley (Tir na Nog)
Barkeep Tawny (Domnann)
- The festival's tent vendors have widened their selection of items. These vendors will now sell tents and supplies that may be used in the housing zones.
- The standard pup tents have been modified to allow them to be used outside of housing in all areas except for New Frontiers, any of the battle ground zones and all of the capital cities. Tents will also not deploy if you are attempting to deploy one within 512 in-game units of any monster or NPC.
- The duration of campfires has been increased to 10 minutes, giving them the same duration as other tent items. Like tents, campfires cannot be deployed within 512 in-game units of any monster or NPC.
- Festival Items: Drinks (alcoholic and non) from the festival vendor and barkeeps will now show only 1 charge and 1 max charge properly. This fixes a bug that made it necessary to have them display 2 charges and max charges but they could only be used once.
- To increase the flexibility of the player placeable items that are sold at the festival, a few modifications have been made to how they work and how to use them. These changes cover the tents, campfire, fence, cart, and boxes that can be bought. Previously, the items were used by selecting the item and the /use command. This caused the items generated to always face one direction. To alleviate this, the items have been changed so that they deploy when dropped on the ground. Items will now deploy exactly where dropped and will face the player dropping them. Once dropped, they last ten minutes and cannot be picked back up. Some items are allowed in housing only and some items are allowed anywhere except the frontiers, battlegrounds, or capital cites; the item delve will specify which is true. In all cases, the items will fail to deploy if within 512 units of a monster or NPC to prevent exploiting.
Darkness Falls
- Items purchased with Emerald Seals are now 90% quality.
- Items purchased with Sapphire Seals are now 92% quality.
- Items purchased with Diamond Seals are now 94% quality.
- The upper level demon lords of Darkness Falls have increased in power. The treasure that they now drop have been imbued with their new power as well.
- The lighting in Darkness Falls has been adjusted.
Quest Notes
- (Albion) Stones of Power (Epic 1) - The Journal will now display the correct number for step 6.
- (Midgard) Lady Hinda and her guards will once again be able to attend the secret meeting involved in the quest "Traitor in Mularn".
- (Hibernia) Players on step 7 of Viraniel's Plague will now receive the proper item from killing a Large Luch, allowing them to move forward with the quest.
Monster Notes - Hibernia
- Donnchad's horses, stabled at the Parthenon farm in Lough Gur, will no longer find themselves stuck inside the stable walls.
Item Notes - General
- Festival Items: Added drinking animation and intoxication effects to the appropriate items sold on the food vendor in the festival.
- Revamped item drops in Darkness Falls now have new spell effects for their charges and procs.
Item Notes - Midgard
- The Captivating Kobold Hammer is now 16.5 DPS.
Item Notes - Hibernia
- The Valiant Ring has been renamed to Valiant Jewel
Item Notes - Albion
- The Resplendent brushed velvet tunic now correctly displays as a tunic instead of a Robe.
- The sleeves of Clandestine Rites will no longer make the Necromancer pet do a drinking animation when using the object.
SHROUDED ISLES WORLD NOTES
Items - Midgard
- Bonuses on the Moon Facade Shield have been adjusted to the proper amount.
CATACOMBS WORLD NOTES
Instanced Adventuring
- The Shafts of the Tenebrae and other similar dungeons in the other Realms have been adjusted to start sending their waves of denizens 60 seconds after first zoning in.
Item Notes
- (Hibernia) The Malevolent Darkspire Dire Sword now correctly does not display charges.
COOPERATIVE SERVER
- The Heart of Agramon can no longer be sold to merchants.
- Keep walls can now be attacked.
- Lord Agramon has been toned down slightly in difficulty.
- The hordes of Agramon have increased in number.
DARKNESS RISING WORLD NOTES
Quests
- The Hibernia version of Rebellion: Answering the Call - Nymir will spawn more frequently.
- The Hibernia version of Rebellion: Spreading the Word - Erhael will spawn more frequently.
- The Albion version of Rebellion: Answering the Call - Blake Gibb's spawn timer was increased to prevent him from insta-spawning.
- The Albion of version Rebellion: Spreading the Word - Mruglar's spawn timer was increased to prevent him from insta-spawning.
NEW THINGS AND BUG FIXES
- Siege Merchants in all battlegrounds will correctly sell seige gear again, however merchants will continue to show their stores outside of the portal keeps as they have done prior.
DARKNESS RISING WORLD NOTES
Quest Notes
- Players stuck on the keyword [begin] for step 1 of the Albion version of Rebellion: Answering the Call quest will now be able to click on the keyword [begin] to advance the quest.
- Players stuck on the keyword [Crimson Rebellion] for step 1 of the Albion version of Rebellion: Answering the Call quest will now be able to click on the keyword [Crimson Rebellion] to advance the quest.
- The Quartermaster Masters in each realm should now respond to players appropriately if they do not qualify for an advanced mount.
- It is no longer be possible to kill Beltadis prematurely on the Midgard version of Conspiracy: Rite of Binding.
- (Classic Servers) Kelec is now visible.
- (Classic Servers) Seneschal Desmond will now properly spawn in the Hibernian Throne Room.
- (Classic Servers) The Mysterious Messengers for the Albion and Midgard Champion Quests are now Visible.
- (Classic Servers) Captain Raesind in Vindsaul Faste is now visible.
- (Classic Servers) Dilanna and Timothy, the Chosen of Hel, in Mularn are now visible.
- A fix was implemented for Midgard players who exit King Eirik's throne room before handing him the Letter from the Visindikonar. Previously, the Royal Guards outside the throne room were denying them re-entry; they are now able to re-enter the throne room to speak with the King.
- Players in all realms who embarked on their Champion Levels prior to speaking with the Champion Recruiters and were experiencing difficulty with getting the Recruiters in their realm to progress past an [access] keyword trigger should now be able to return to the topics offered by the Recruiter.
- Champion recruiters should now step players who get stuck on the "Speak to the Champion recruiter" step of the Becoming a Champion of the Realm quest.
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Dark Age of Camelot
Version 1.80a Release Notes
Darkness Rising
October 12, 2005
===================================
NEW THINGS AND BUG FIXES
- Players will no longer zone into an instance and fall through the ground.
- Horses that have been dropped on the ground as an object may now be picked back up by the player.
- Necromancers in shade form will no longer get stuck in doorways.
DARKNESS RISING WORLD NOTES
Quests - General
- Players who became a Champion before completing the "Becoming a Champion of the Realm" quest should now be able to finish the quest by speaking with the Royal Guard, zoning in and saying "champion" to the King.
- A bug has been identified and fixed that was preventing players from receiving appropriate kill credit (and subsequent stepping of their quest - Conspiracy: Finding the Keeper) in the Chapter 2 dungeon, the Demonic Prison. Players killing Eternal Darkness and/or Eternal Hate (in any order) should now step correctly, leading to the final encounter with that dungeon's boss mob.
Items - General
- Players can now correctly equip the Mythical Saddle at level 45, the Mythical light armor at Champion Level 1, the Mythical medium armor at Champion Level 2, and the Mythical heavy armor and Champion Level 4.
- Savages are no longer able to obtain two Champion Weapons.
DARKNESS RISING WORLD NOTES
Quests
- The Hibernia version of Rebellion: Answering the Call - Nymir will spawn more frequently.
- The Hibernia version of Rebellion: Spreading the Word - Erhael will spawn more frequently.
- The Albion version of Rebellion: Answering the Call - Blake Gibb's spawn timer was increased to prevent him from insta-spawning.
- The Albion of version Rebellion: Spreading the Word - Mruglar's spawn timer was increased to prevent him from insta-spawning.
NEW THINGS AND BUG FIXES
- Siege Merchants in all battlegrounds will correctly sell seige gear again, however merchants will continue to show their stores outside of the portal keeps as they have done prior.
DARKNESS RISING WORLD NOTES
Quest Notes
- Players stuck on the keyword [begin] for step 1 of the Albion version of Rebellion: Answering the Call quest will now be able to click on the keyword [begin] to advance the quest.
- Players stuck on the keyword [Crimson Rebellion] for step 1 of the Albion version of Rebellion: Answering the Call quest will now be able to click on the keyword [Crimson Rebellion] to advance the quest.
- The Quartermaster Masters in each realm should now respond to players appropriately if they do not qualify for an advanced mount.
- It is no longer be possible to kill Beltadis prematurely on the Midgard version of Conspiracy: Rite of Binding.
- (Classic Servers) Kelec is now visible.
- (Classic Servers) Seneschal Desmond will now properly spawn in the Hibernian Throne Room.
- (Classic Servers) The Mysterious Messengers for the Albion and Midgard Champion Quests are now Visible.
- (Classic Servers) Captain Raesind in Vindsaul Faste is now visible.
- (Classic Servers) Dilanna and Timothy, the Chosen of Hel, in Mularn are now visible.
- A fix was implemented for Midgard players who exit King Eirik's throne room before handing him the Letter from the Visindikonar. Previously, the Royal Guards outside the throne room were denying them re-entry; they are now able to re-enter the throne room to speak with the King.
- Players in all realms who embarked on their Champion Levels prior to speaking with the Champion Recruiters and were experiencing difficulty with getting the Recruiters in their realm to progress past an [access] keyword trigger should now be able to return to the topics offered by the Recruiter.
- Champion recruiters should now step players who get stuck on the "Speak to the Champion recruiter" step of the Becoming a Champion of the Realm quest
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Dark Age of Camelot
Version 1.80b Release Notes
Darkness Rising
October 18, 2005
===================================
NEW THINGS AND BUG FIXES
- All sub-class abilities have been removed and points refunded back to players due to a bug in the sub-class ability selection process which allowed players to attain abilities beyond the design of sub-class limitations. Players may repurchase sub-class abilities at the base trainers, and abilities will now be given in accordance with the design of the sub-class system. Previously, players were able to purchase sub-class abilities from one class trainer, up to level 3, and then go to different class trainer and purchase sub-class abilities beginning at level 4, allowing them to skip levels 1 - 3 at that particular class trainer. This has been fixed.
- Instant spells can no longer be cast while casting another spell with the same re-use timer.
- Players who are Phase Shifted can no longer be Grappled.
- Horses can no longer be sold if they are wearing armor or barding.
- A number of locations that would cause players to be dismounted from a horse have been fixed.
- A number of champion weapons have been adjusted to a more appropriate size. Previously, some champion weapons were too large.
- Bonedancer subpets will now die if the commander pet is the target of Sever the Tether.
XML AND INTERFACE CHANGES AND ADDITIONS
New Files
- daoc_subclass_window.xml : This window is used for viewing and training subclassing abilities from base class trainers.
- mount_window.xml : This window is used for displaying and modifying player mounts and saddlebag inventory.
- atlantis_03.tga : This image now uses the "title" (title_24.tga) font for "Quest Journal" and "Master" text embedded in the image.
Assets.xml Additions (Sub-class Window)
- Texture small_arrows and the smallarrows.dds file
- Texture selected_icon and the selected_icon.tga file
Styles.xml Additions (Mount Window)
Please note that, although the mount window is in XML, the use of dockable icons and sockets is not supported in custom interface at this time.
- icon_socket_large : ImageAreaTemplate
- icon_socket_large_active : ImageAreaTemplate
- icon_socket_small : ImageAreaTemplate
- icon_socket_small_active : ImageAreaTemplate
- paperdoll_back : HorizontalResizeImageTemplate
- bag_bg : VerticalResizeImageTemplate
- button_bag : ButtonTemplate
New Adapters
- mount_name : Text Adapter : This is the active player mount's name
- mount_saddlebag_slot_1 : Text Adapter : This is the active saddlebag's inventory slot 1 text
- mount_saddlebag_slot_2 : Text Adapter : This is the active saddlebag's inventory slot 2 text
- mount_saddlebag_slot_3 : Text Adapter : This is the active saddlebag's inventory slot 3 text
- mount_saddlebag_slot_4 : Text Adapter : This is the active saddlebag's inventory slot 4 text
- mount_encumbrance : Scalar Adapter : This returns the mount's encumbrance from 0 to 200
- summary_champ_exp_coarse : Scalar Adapter : This returns a value from 0.0 to 10.0, indicating the amount of experience until the next Champion Level. 10 is equivalent to one Champion level. This is used in the standard interface to show the "experience bubbles."
- summary_champ_exp_fine : Scalar Adapter : This returns a value from 0.0 to 100.0. When this reaches 100, it increments summary_champ_exp_coarse by 1 and resets to 0. This is used in the standard interface to show the "experience bar."
- summary_champ_level : Scalar Adapter : This returns actual champion level.
- summary_champ_exp_total : Scalar Adapter : This returns a concatenated value of summary_champ_level + summary_champ_exp_coarse + summary_champ_exp_fine.
CLASS CHANGES AND FIXES
Bonedancers
- The Shroud of Doubt spell now correctly has a single target icon instead of an area effect icon.
CAMELOT CLASSIC WORLD NOTES
Darkness Falls
- The Prince Abdin encounter has been reduced in difficulty.
DARKNESS RISING WORLD NOTES
- Players who are level 50 but have not started their Champion Levels will now receive a reminder to speak to the King upon beginning the first Champion Quest and at the end of subsequent Champion Quests.
- Eternal Hate will no longer Sever the Tether.
- Common mobs in the chapter three dungeons have had their spawn rates toned down slightly.
- Rebel soldiers in the chapter one areas now have weapons.
- Fixed the drop 'King's star of destiny' to prevent exploitation. It is a one time use item.
Item Notes - General
- All Hunter Champion spears are now correctly 5.0 speed.
- Champion weapons are no longer able to be salvaged.
- The Belt of Good Fortune Quickness stat will now correctly apply to players.
Monsters - General
- Giant boars in Midgard and Hibernian instance zones will no longer drop bounty quest items for Albion.
Quests - General
- The bosses for the Chapter one quest (Eddington, Nephraal, and Morfesa) have been modified so that they can be attacked more easily by casters. Previously, players would have to be very close to these mobs to do damage.
- Players in Albion and Midgard that are currently not on the quest Conspiracy: Finding the Keeper, but helping other players that are on the quest will now be able to teleport out of the Demonic Prison by speaking with Anataeus (Alb) or Keeper Iraeda (Mid), upon rescuing them from the clutches of Geryon (Alb) or Rugak (Mid).
Cooperative and PvP Server Notes
- Master Omerus will now correctly teleport players to Snowdonia Fortress. The keyword for Snowdonia Fortress has been changed to [Fortress] to avoid sending players to the wrong destination.
- Players who are working on or have completed Inferno, and were not able to get their Champion Weapon, can now speak with the King to be given permission to draw one from his armory.
- Captain Raesind can now be found in the courtyard of Vindsaul Faste instead of on the wall.
- Captain Raesind will no longer path through the beams during the attack on the keep on step 1 of Midgard's version of Rebellion: Introduction to the Cause.
- The Albion version of Conspiracy: Dark Development will now allow players to progress through the quest appropriately when interacting with Anataeus on step 7.
HOT FIXES
World Notes - General
- Common demons from Darkness Falls and the Chapter 3 Dungeons no longer cast Sever the Tether.
- The King will now resume speaking with players on step 1 of Inferno who were not able to finish their dialog with him originally.
Assassins
- Caltrops should no longer interfere with Spymaster ability timers.
Quests - General
- Players entering the Demonic Prison while doing the Chapter 2 quest (Conspiracy: Finding the Keeper) should have an easier time getting the pop-up message to speak with the imp, Oonalo.
- A modification has been made to Eternal Darkness and Eternal Hate in the Demonic Prison to allow for players who forgot to speak with Oonalo at the beginning of the dungeon to get credit for killing the relevant boss mob, in whichever order they choose. Previously, a percentage of our players were forgetting to speak with Oonalo prior to killing either Hate or Darkness, inhibiting their ability to then progress with their quest, as well as their ability to get credit for killing the final boss mob of this dungeon.
Quests - Midgard
- Players now on step 4 of Stone of the Visindakona (Epic 1), will be able to continue the quest without interuption.
Quests - Hibernia
- The House Findias Guard stationed by the well in Doiri Ban will no longer speak about issues unrelated to his thoughts.
Quests - Albion
- The Conquering Hero's Hand Axe now correctly has bonuses to Slash instead of Blades.
- The Heretic Dextera Barbed Chain now correctly has a Strength cap bonus instead of two Strength bonuses.
Items - General
- The spell "Powers of the Arcane" now correctly delves as 10% spell piercing and not 10% spell damage. This spell was attached to higher versions of caster Champion Staves.
- The Conquering Hero Staves in all realms now correctly have a bonus to focus All instead of a blank bonus.
- Various merchants in Darkness Falls had incorrect quality settings on their items. These have been adjusted correctly to either 90%, 92% or 94% for Emerald, Sapphire or Diamond seal items.
Items - Midgard
- The Two handed champion Axes and Swords for Berserkers now correctly have bonuses to Axe and Sword instead of Hammers.
DARKNESS RISING WORLD NOTES
Quests
- The Once Burned, Twice Shy quest should now be cleared from the player's journal at the same time that Q2717 Rebellion: Among the Dissidents is completed.
- A fix was implemented for Midgard players who exit King Eirik's throne room prior to speaking to Athr Hasetti or King Eirik. Previously, the Royal Guards outside the throne room were denying them re-entry; they are now able to re-enter the throne room to speak with the King.
- Chamberlain Harlen's text should no longer be cut off when starting the Albion version of the Conspiracy: Dark Development quest.
- Step 7 of the Midgard version of Conspiracy: Dark Development will now advance properly for players attempting the encounter inside the Keeper Iraeda's Sanctuary.
- Step 7 of the Albion version of Conspiracy: Dark Development will now advance properly for players attempting the encounter inside the Keeper Anataeus' Sanctuary.
- Channeler Gospodar will now port players with Darkness Rising enabled.
- Channeler Murphy will now port players with Darkness Rising enabled.
- Channeler Gosford will now port players with Darkness Rising enabled.
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Dark Age of Camelot
Version 1.80c Release Notes
Darkness Rising
October 26, 2005
===================================
NEW THINGS AND BUG FIXES
- When a group has an active instance, but the group has fully exited the instance, the group leader is now able to immediately request a new instance just as a solo player can.
- Artifacts and Champion weapons are now dyable by player crafted weapon lusters as well as new weapon dyes available on the King's Quartermaster. These new dyes are called Burnishes and are available at champion levels 2, 3 and 4 at the cost of 125 gold each.
HALLOWEEN FUN
- Treat sellers have been spotted selling sugary confections inside Meath, Erikstaad, and Caerwent.
- The consignment merchants would like to show you their Halloween spirit! Pick up the merchant and place it back down on your house porch and he will change into a Halloween outfit for you!
- Be aware adventurers! Ghosts haunt the streets of your capital cities as the pumpkin moon rises!
- The horses you once rode have joined the spirit realm. (This affects stable and merchant horses only - not player controlled horses.)
- Something strange has happened to all of the puppies.
- The pumpkins have been carved into jack o' lanterns!
- A trio of crazy old women have been spotted selling costume potions inside Camelot, Jordheim, and Tir na Nog.
- The costume potions last 15 minutes each and come in a variety of flavors.
- They work best if you remove your helm and armor.
- You cannot digest another costume potion if you are transformed into any of the monster forms.
- The potions' magics are short-lived and the potions will be useless after the festivies end so don't horde them.
- Some of the potions allow you to take the form of the enemy, so don't be scared if you see some in your capital city or housing zones, it's just your realmmates playing dressup!
- The costumes and potions only work while you are in the captial cities or housing zones. You cannot use them outside of these zones and if you leave the zone while in costume, you will lose the effect.
NEW FRONTIERS NOTES
- Battleground merchants will once again only show their stores when in the regions of portal keeps.
DARKNESS RISING WORLD NOTES
- Shepherding Champion experience has been added to the six Chapter Three Champion Quest bosses for each realm. Players will earn shepherding experience if they have completed the Inferno quest, have begun their Champion levels, and has someone in their group that needs to kill that named mob for their quest.
- Throne room mini-maps have been added with complete descriptions.
Dungeons
- Abaddon, Farbjodr, Malairt and their Shades will no longer stack their snares on players.
- Azazel, Utgard-Lok and Crom Cruiach will now strike back at those using ranged attacks at maximum distance.
Quests - Midgard
- You can now recover Master Briedi in the Culmination quest if you lose him due to going linkdead, logging out, etc.
- Unicorn Quest - The Unicorns were fixed to allow players to interact with them after being slapped. You can also speak with Aredith again to receive an apple for the unicorns if you go linkdead, log out, etc.
Quests - Hibernia
- You can now recover Master Lucyn in the Culmination quest if you lose him due to going linkdead, logging out, etc.
- Beginning of War - You can now recover Master Lucyn on steps 14, 15 and 16 if you lose him due to going linkdead, logging out, etc.
- Ley Line Legerdemain (Epic 4) - If the demi-fey gives the killing blow, anyone who is on the quest, and who is within her region, will receive credit and be moved to the next step of the quest.
- Unicorn Quest - The Unicorns were fixed to allow players to interact with them after being slapped. You can also speak with Chaleviel again to receive an apple for the unicorns if you go linkdead, log out, etc.
Quests - Albion
- You can now recover Master Dunwyn in the Culmination quest if you lose him due to going linkdead, logging out, etc.
- Unicorn Quest - The Unicorns were fixed to allow players to interact with them after being slapped. You can also speak with Gethiel again to receive an apple for the unicorns if you go linkdead, log out, etc.
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Dark Age of Camelot
Version 1.80d Release Notes
Darkness Rising
November 9, 2005
===================================
NEW THINGS AND BUG FIXES
- In some instances, characters with high realm ranks and high master ability levels were hitting a cap on the number of abilities they could receive. This has been fixed.
- All styles are now organized into lists according to skill, and both style and ability spell lists are now sorted by level like normal spell lists.
- Bow weapons will no longer delve to chat as crossbow weapons.
- Players who release after death and do not switch regions, or are resurrected, will now have their worn magical effects re-initialized properly.
- Attempting to use an item and failing due to a current action timer was incorrectly setting the re-use timer. This has been fixed.
- Players may no longer place items in saddlebags over the 200 pound limit, regardless of how the item is added.
- Berserkers now return to berserk form properly if they have another illusion that expires while they are still berserked. If the berserk state expires from a berserker, they will not drop out of any other applicable illusions if they're still active.
- Leaving berserk and bainshee form will now correctly return the character to any illusory form it may have had before going berserk/bainshee.
- Players can no longer summon a mount while seated.
- Added all available /bg commands to the message reported back when typing /bg.
- Raised the base concentration pool for players with champion levels who have no native concentration pool. This will allow armsmen, for example, to cast their 5 champion buffs rather than 3.
- Bug fix: Speedwarp will now properly affect players on horses.
- Bug fix: When using the command "/where", sometimes guards would not point in the right direction toward the NPC being asked about. This has been fixed.
GENERAL WORLD NOTES
- Halloween Festivites are now over. The costume potions' magics have all worn out and will now do nothing if consumed. Players may sell back potions to any vendor.
- Members of the Circle of Five will now reliably grant shepherd Champion Experience to those players helping realm mates defeat the demons for the first time.
- Various Thane Champion Weapons now correctly have 12 minute re-use timers on their spells.
- The Armsman Satago Pike now correctly debuffs Thrust damage.
- The Armsman Satago Mattock now correctly debuffs Crush damage.
CAMELOT CLASSIC WORLD NOTES
Darkness Falls
- The High Lords will no longer BAF.
- The difficulty of the Beliathan encounter has been reduced slightly.
- The difficulty of the Legion encounter has been reduced slightly.
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Dark Age of Camelot
Version 1.81 Release Notes
Realm vs Realm and Class focus
December 15, 2005
===================================
VERSION 1.81 INTRODUCTION
In response to our polls (both US and European) in the last few months, this patch is focused on improvements and enhancements to RVR and specific classes. Specifically, we have made changes to the realm point system to make the points earnable in many ways including most forms of healing, object breaking, and object repair. We extended the realm rank cap. We adjusted the process that makes Darkness Falls available to make that zone more accessible. More line of sight issues have been corrected, and we will continue to work on those in future patches. Finally, we made a change to battleground caps to make players in those zones more evenly matched.
Also in response to our polling data, we made many improvements to the classes that belong to our heavy tank archetype, and some adjustments to healers and assassins. Thank you for all of your input and testing help!
These are only some of the improvements to Dark Age of Camelot in 1.81. Please read these notes carefully for the full story.
NEW THINGS AND BUG FIXES
New Things
- When a Hero goes into Stag form or a Berserker goes into Vendo form, the player's tunic will now display. This change will only occur for those using the Catacombs or higher clients.
- The zombie form (when resurrected by a Heretic) has been given an overhaul. The resurrected player will now appear as a skeleton that will display most of the resurrected player's armor. This change will only occur for those using the Catacombs or higher clients.
Bug Fixes
- House friends of guild rank 0 will now properly display on the house friends list.
- All effect icons in the mini-pet window will now properly appear.
- Players will now keep illusions when leaving stag form.
- Class-specific illusions for Bards, Bonedancers and Animists are now restored when other illusions expire, if they are still active.
- While a player is shape changed to a lion when summoning a guild banner, the guild banner will no longer appear to come out of the lion's mouth.
- If an Animist uses a Realm Rank 5 ability while summoning a guild banner, the guild banner will no longer stick out from the side of the player character.
- Fixed a bug which allowed styles with range bonuses (such as Asp) to grant the range bonus even if the style itself would have failed.
Realm And Experience Point Changes
- Realm points will now be awarded for successfully repairing a door or outpost piece. Players will receive approximately 10% of the amount repaired in realm points. (Note that realm points for repairing a door or outpost piece will not work in the battlegrounds.)
- Realm points will now be awarded for healing players with single target and group heal spells who are involved in RvR combat. Players will receive roughly 5% of the amount of hit points restored in realm points. Note that realm points are not awarded for spread heals, heal over time spells or any other heal spell that is not a single target or group heal type spell. (Note that realm points for healing players will not work in the battlegrounds.)
- Added a new /xpoff command. This allows players to stop receiving experience points if they choose (primarily for use in the battlegrounds). This feature can be turned off by using /xpoff again. Players will be reminded that they have this feature on each time they enter the game, but not every time they would have gained experience points. Note that experience messages will not print when the player has experience turned off.
- When eligible for a free level, clicking on your trainer with /xpoff set will give the player a message telling them they can claim their free level if they turn experience back on.
- Added a new /rpoff command. This allows players to stop receiving realm points if they choose (primarily for use in the battlegrounds). This feature can be turned off by using /rpoff again. Players will be reminded that they have this feature on each time they enter the game, but not every time they would have gained realm points. Note that realm point messages will not print when the player has realm points turned off.
- Dead players will now continue to retain and receive their realm point credit on targets until they release. This will work for solo players as well as grouped players in terms of continuing to contribute their share to the kill if a target is being attacked by another non grouped player as well.
- All damage to primary pets (Not turrets, theurgist pets, or BD pets besides the commander) now gives realm point credit on the pet's owner as well. If a pet with 1600 hp is controlled by a player with roughly 1600 hp, and two solo players kill each of them, they will get roughly even shares of the credit.
- Breaking an object (Not just destroying it) will also be worth realm points now. Previously walls and doors were not worth realm points for this reason.
- Re-breaking an object which was previously broken, and only repaired up to roughly 25% will result in a reduction in the overall realm point value of the object. (To roughly 1/4 what it would have been worth at full health.)
- A player's realm level is now worth an equal part to their overall realm point value to their level. Previously their level was worth (Their level - 20)^2, or 1 - 900, and their realm level was worth an additional 1 - 100. Now their realm level is worth 10 points per realm level (thats realm level, or 1 - 110 rather than realm rank rank 1 - 11), so with the other change we're putting in, increasing the max realm rank to 12, players could now be worth up to roughly 2100 realm points, not accounting for bonuses.
Darkness Falls Changes
We have made changes to the way the shifting of Darkness Falls occurs between realms. Here is a breakdown of how this will now work:
- When Darkness Falls changes hands, there is now a 15 minute timer activated. Until this timer expires, the realm that loses DF access can still enter the dungeon.
- Each realm has its own potential timer. If DF changes hands multiple times, all three realms could have access simultaneously.
- If this timer is active, it will display as such along with time remaining to all in the /realm window.
- When a realm takes control of DF, if they have a 15 minute re-entry timer, it's zeroed out.
Loot Changes
- An /autoloot toggle has been added. This will toggle whether or not a player wishes to automatically loot items, per the following guidelines:
When loot drops, if solo, and /autoloot is active, the player will pick up gold and items automatically.
When loot drops, if grouped, and the group leader has /autoloot active, gold and items will be picked up automatically. Gold and item division will be handled normally from that point depending on the group settings.
When loot drops, if in a battlegroup with a designated treasurer, and that treasurer has /autoloot active, items that are high enough level to go to the treasurer will be looted automatically and distributed to the battlegroup treasurer.
If autoloot fails because no one in a player's group has open inventory slots, the item will remain on the ground.
Players who drop coin as the result of an RvR death cannot be /autolooted. This is so they have a chance to retrieve their own coin if their side holds their ground.
Interface Changes
- Changed the tool tips on the character bar to include the key that opens each panel. (Character, Inventory, Specializations, etc.)
- Added tool tips to the style and spell windows.
- Added mousewheel support for the style and spell windows.
- Tool tips for inventory items will now display better information. Useful information (such as condition and durability) will now show up in the tool tip if it's relevant.
- The Alliance tab in the social window will no longer fail to display properly for the alliance leader if a guild was removed from their alliance list.
CLASS CHANGES AND FIXES
General Class Changes And Fixes
- Trying to use Vanish while unable to (such as while on horseback, stealthed, or dead) will no longer cause the Vanish re-use timer to be set.
- Powerdrain spells (such as Vampiir bolts) have been reverted back to their previous functionality, no longer dropping any run speed spells the caster may have active.
- Abilities with the same name will no longer swap hotkeys when zoning.
- List casters with champion abilities will no longer have their hotkeys changed when gaining a champion level.
- Mezmerization and Stun spells are now calculated when determining Realm point distribution. The spells are looked at as if they were damage spells cast upon a player. All Mezmerization spells will count as 5% and all stun spells will count as 10%. However, this does not mean a player will get 10% of the realm point worth of an enemy that is killed. It means the player will be considered as doing 10% damage from the damage pool, which dictates realm point values.
- Many spell and ability timers no longer overlap from Class Spells, Master Abilities and Sub-classing spells.
Realm Rank Extension
As Dark Age of Camelot progresses, many of our players have fought their way to the tops of the realm rank charts. To allow these players the opportunity to achieve new goals in the New Frontiers, we have extended the realm rank system to Realm Rank 13.
- Characters will receive one realm skill point for each realm level, which means that the total possible realm skill points will increase from 110 to 120.
- Specialization bonuses will continue through Rank 13, with a total of +12 at Rank 13.
- Characters with 23,308,097 or more realm points will need to earn at least 1 realm point before they will become their appropriate new realm rank and level.
Realm Rank 13
Albion Rank Title - Baron/Baroness
Midgard Rank Title - Vicomte/Vicomtessa
Hibernia Rank Title - Ciann/Cath
The following chart represents the total number of realm points required for each realm rank and level:
23,308,097 realm points = RR12 L0
25,871,988 realm points = RR12 L1
28,717,906 realm points = RR12 L2
31,876,876 realm points = RR12 L3
35,383,333 realm points = RR12 L4
39,275,499 realm points = RR12 L5
43,595,804 realm points = RR12 L6
48,391,343 realm points = RR12 L7
53,714,390 realm points = RR12 L8
59,622,973 realm points = RR12 L9
66,181,501 realm points = RR13 L0
Subclassing Changes
- Faded Nimbleness and Faded Quickness for Necromancers now correctly have a recast timer and will gray out the button accordingly.
Realm Ability Changes
- Thornweed Field now correctly delves as essence damage instead of matter damage.
- Added an NPC in each Battleground that will allow a player to remove all of their realm points. This removes all of the realm points, abilities, and ranks associated with the points. *Note: This process cannot be reversed once you choose to accept it.
Archer Changes (Ranger, Hunter and Scout)
- The Ranger, Hunter and Scout classes are now awarded Safe Fall 1 when specializing in Stealth to level 10.
Assassin Changes (Nightshade, Shadowblade and Infiltrator)
- Existing STR/CON poisons will be converted over to the new Weaponskill/CON poisons. Any new poisons created from tradeskills or purchased on stores will be the newer Weaponskill/CON poisons.
- The amount of Weaponskill/CON debuffed is set to the following:
Poisons 22: 9% Weaponskill & 45 Con
Poisons 29: 12% Weaponskill & 61 Con
Poisons 37: 15% Weaponskill & 81 Con
Poisons 47: 19% Weaponskill & 108 Con
Heavy Tank Changes (Hero, Warrior and Armsman)
Heavy tanks are considered the defensive juggernaughts of the realm they fight for, and as such, are getting added abilities and improvements to their classes.
- BattleCries - This is a new system that provides burst defensive bonuses to self and group for Heavy Tanks.
- Level 5 Shout - Taunting Shout: Frontal cone taunt that causes mobs to turn and fight the tank or at least increase the hate amount towards the tank. Re-usable every 60 seconds
- Level 30 Shout - Bolstering Roar: PBAE 250 radius attack that breaks root, breakable snares and mesmerization effects on group members. If the tank is CC'd (other than root) they will have to purge themselves or wait for CC to wear off, then fire this. Re-usable every 10 minutes.
- Level 40 Shout - Rampage: Group shout which increases the chance to resist debuffs by 35%. Lasts for 10 seconds. Re-usable every 5 minutes.
- Level 50 Shout - Fury: Self only shout which gives a 50% chance to deflect crowd control spells (similar to the RR5 Bonedancer ability), and increases resists to magic spells by 50% for 10 seconds. Re-usable every 15 minutes.
- Level 15 Spell/Ability - Metal Guard: Group buff which increases the ABS of group members by 3% excluding the caster of the buff. If there are multiple casters of this buff within the group, then this will stack up to a maximum of 9%. Other players can receive the benefit of this buff, but the caster of this buff cannot so it is possible for another heavy tank to have a bonus to his ABS if another heavy tank joins the group and casts this buff. Duration 20 minutes.
- Level 35 Spell/Ability - Climbing Spikes: Self castable buff which lasts for 30 seconds that grants Climb Walls. The player will have the ability to climb walls for a short duration of time. While climbing a wall, any hit that does more than 31 damage will knock the player off the wall. Furthermore, any hit which knocks the player off the wall will hit for double damage. If the buff runs out while the player is on the wall and he/she does not reach an area where they can walk again, they will be knocked off the wall. Re-useable every 60 seconds.
Passive benefits (Hero, Warrior and Armsman)
- Upon choosing the path of a Hero, Warrior or Armsman, the player will be granted 50% siege resistance automatically. This includes all siege damage types, including Boiling Oil.
- Upon reaching level 41, the Hero, Warrior and Armsman will begin to gain more hitpoints as they progress towards level 50. At each level beyond 41 they gain 1% extra Hit points per level. At level 50, they will have the full 10% benefit.
- Upon reaching level 41, the Hero, Warrior and Armsman will begin to gain more magic resistance (spell damage reduction only) as they progress towards level 50. At each level beyond 41 they gain 2%-3% extra resistance per level. At level 50, they will have the full 15% benefit.
Primary Healer Changes (Druid, Healer and Cleric)
- Enhanced cures have been added to the primary healing line of the Cleric, Druid and Healer classes. These cures are in addition to Cure Poison and Cure Disease. These cures will be available to currently created characters with the appropriate specialization.
14 Regrowth/Mending/Rejuvenation:
Pulsing Cure Poison - Single Target. Cures once, then pulses for another cure 3 seconds later.
18 Regrowth/Mending/Rejuvenation:
Pulsing Cure Disease - Single Target. Cures once, then pulses for another cure 3 seconds later.
28 Regrowth/Mending/Rejuvenation:
Pulsing Cure Poison II - Single Target. Cures once, then pulses for another cure 3 and 6 seconds later
36 Regrowth/Mending/Rejuvenation:
Pulsing Cure Disease II - Single Target. Cures once, then pulses for another cure 3 and 6 seconds later
40 Regrowth/Mending/Rejuvenation:
Cure Nearsight - Single Target Cure Nearsight.
46 Regrowth/Mending/Rejuvenation:
Group Cure Disease - Group Cure disease
49 Regrowth/Mending/Rejuvenation:
Cure All - Single target Cure all (Nearsight, Disease, Poison)
50 Regrowth/Mending/Rejuvenation:
Group Cure All - Group cure all (Nearsight, Disease, Poison)
Armsman
- Snapshot has been replaced with "Soldier's Citadel". This ability grants a 50% bonus to parry and block rates to the armsman for 30 seconds, but -10% block/parry rate for 15 seconds after. Re-use timer of 15 minutes.
- Snapshot has been moved to 25 crossbow spec for Armsman.
Hero
- Tactics has been replaced with "Combat Awareness". The Hero will gain 360 degree 50% evade for 30 seconds during which time the Hero's attack power is reduced by 50%. During this time, the Hero will also be snared by 50%. This ability's re-use timer is set to 15 minutes.
- Tactics has been moved to 45 shield spec for Heroes.
GENERAL WORLD NOTES
- Line of sight issues have been improved for all bridges in New Frontiers. This fix also addresses many of the 'cast through walls' issues that Bainshees have on bridges.
- Low level monsters (between levels 0-10) are now easier to kill by low level characters.
- Additional monsters have been brought in line with the changes listed in 1.81b for monster level 0-10 being easier to kill. This affects monsters in Catacomb zones as well.
- King Lug, enamored by the warmth of his citizens upon his return, has begun renovations of Mag Mell. The layout in Mag Mell has been changed to include the addition of new buildings. The town's surroundings now accommodate a more welcoming approach. NPCs in Mag Mell have been moved to new locations and horse routes have been adjusted. (Over the coming months, Mularn and Cotswold will undergo the same renovations.)
- A Realm Point Remover NPC has been added to each Capital City near the main hubs of activity such as the Guild and Name Registrars. These NPCs can only be used if you are level 44 or below. This process cannot be reversed once completed. PLEASE NOTE - THESE NPCS DO NOT GRANT REALM ABILITY RESPECS.
- Added an NPC in each Battleground that will allow a player to remove all of their realm points. This removes all of the realm points, abilities, and ranks associated with the points. This process cannot be reversed once you choose to accept it. PLEASE NOTE - THESE NPCS DO NOT GRANT REALM ABILITY RESPECS.
- (Albion) Fixed an issue where the Lieutenants in charge of the Royal Expeditions would still give you the missions to choose from even if you had already completed all of them for that level (46).
Battlegrounds
- Battlegrounds now have realm point zone in caps to go along with their current level caps. A player that is above the realm point cap for a certain battleground will not be able to visit that battleground and will need to gain more experience to visit the next level appropriate battleground. In the particular case of Leirvik, there is an additional cap of ML3.
New BG RR Zone in Caps:
Realm Rank 1 Level 2 & Level 19- Killaloe
Realm Rank 1 Level 4 & Level 24- Thidranki
Realm Rank 1 Level 9 & Level 29- Braemar
Realm Rank 2 Level 4 & Level 34- Wilton
Realm Rank 2 Level 9 & Level 39- Molvik
Realm Rank 3 Level 9 & Level 44 & ML 3 - Leirvik
- While inside the Battlegrounds, players can earn one Realm Rank higher than the cap to zone in. Furthermore, the amount of Realm points attainable within the Battlegrounds has been adjusted upward. A player will now be able to leave the Final Battleground at Realm Rank 4 instead of Realm Rank 3.
NEW BG RR CAPS:
Realm Rank 1 Level 3 - Killaloe
Realm Rank 1 Level 5 - Thidranki
Realm Rank 2 Level 0 - Braemar
Realm Rank 2 Level 5 - Wilton
Realm Rank 3 Level 0 - Molvik
Realm Rank 4 Level 0 - Leirvik
Points to note about Experience level and Realm Ranks in the Battlegrounds:
- If Realm Rank is capped in the Battleground, a player will not be removed forcibly if they die and release or not get resurrected. They will be ported back to the portal keep of their realm within the Battleground.
- If Realm Rank is capped in the Battleground, and a player willingly ports out of the Battleground, you will not be able to return to the same Battleground.
- If a Player's Experience level exceeds the Battleground cap, they will be removed from the Battleground if they are not resurrected from death.
Example for clarification: A level 24 player that is Realm Rank 1L4 Zones into Thidranki. That player then gets Realm Rank 1L5 while in the Battleground and dies soon after. The player is not resurrected, but releases back to the portal keep within the Battleground. Said player can log out of the game if they desire and come back to the same Battleground later. Upon coming back into the Battleground later on, the same player levels up to level 25. Later that day the level 25 player dies, and upon release of his spirit, he is ported back to the portal keep (Druim Ligen, Svasud Faste, or Castle Sauvage).
CAMELOT CLASSIC WORLD NOTES
Darkness Falls
- Lilith the Demon Queen has stirred from her slumber and will sometimes answer the call of her children when provoked.
- Named demons in Darkness Falls and the Chapter 3 Dungeons such as the Dukes, Earls, Inquisitors and Chthonic Knights are now worth varying amounts of Master Level Experience.
- Chthonian crawlers will proc their poison slightly less often now. The damage of their poison has been reduced as well.
- Prince Abdin's brood is no longer as weak as before.
Quest Notes - Albion
- Players stuck on step 4 of the Defensive Measures epic quest will now be able to respawn General Vaul by entering his area with the Ley Line map.
- Players stuck on step 3 of A New Threat epic quest will now be able to respawn General Promotus and Vortimer by entering the area again with the Recall Stone.
- The scroll used on step 4 of the Brutal Realization quest will now work properly.
- Players are now advised to seek out the Arawnite Envoy for the Trouble at the Abbey quest to receive their level 5 and 10 epics.
- The reuse timer on the Charged Summoning Orb for the Dark Discovery (Albion) quest has been shortened.
- The Staff of Life quest now correctly awards experience upon completion.
- The Boar Stew quest is no longer repeatable.
- Aged Clubs - The journal entry for step 8 has been updated to describe the location accurately for players using all clients.
Quest Notes - Hibernia
- Players stuck on step 4 of the Nuisances quest will now be able to speak to Addrir to complete the quest.
- Players with Darkness Rising will now be able to complete the Speak with the Taskmaster quest.
- The scroll used on steps 3 and 4 of A Desperate Gambit quest scroll will now work properly.
- The correct reward is now given to Bards upon the completion of the Occupation of Lough Gur quest.
- Players stuck on step 8 of The West Wind quest will now be able to advance their quest.
- Rhian now has a visual quest indicator.
- A Bainshee trainer has taken up residence in the town of Howth.
Quest Notes - Midgard
- Players stuck on step 9 of The Legend of Fenrir's Folly quest will now be able to obtain the appropriate quest components from the werewolf guards.
- The journal now advises players to seek out Crelam in Galplen for the Preemptive Strike quest.
- Players stuck on step 3 of the Storm Horse quest can now proceed by clicking on the keywords.
SHROUDED ISLES WORLD NOTES
General World Notes
- Added in a system of porters for the Shrouded Isles' zones.
- The following locations have a porter inside the town, and allow teleportation between any of the porters:
ALB: Caer Gothwaite, Wearyall Village, Fort Gwyntell, and Caer Diogel.
MID: Aegirhamn, Bjarken, Hagall, and Knarr.
HIB: Grove of Domnann, Droighaid, Aalid Feie, and Necht.
The following locations have porters inside the town and allow one way teleportation from that town to the main SI city (Caer Gothwaite, Aegirhamn, or Grove of Domnann):
ALB: Clifton, Little Haven (barbarian town), and the Lammia outpost on Inishail Island.
MID: Iarnwood's iarn dwarf encampment, Moderngrav's iarn dwarf encampment, and Dellingstad.
HIB: Atlan Garran (Outlander Town), Krrzck, and the Mantid Town on Allta Fearann.
*Note: The one-way teleporters are in faction based towns. You will need to have good standing with the town to use these teleporters.
- Added a porter system that will help raids return to the mainland after slaying the dragon. Upon news of the dragon's death, a porter will appear at the dragon's mound to offer players passage to the capital city or the border keep. The porter will remain for roughly 30 minutes, or until the dragon returns to the land of the living, whichever comes first.
Quest Notes - General
- Warlocks on step 6 of Ota's Quest (and with the appropriate Vind Ryttaren faction) are now able to turn in the Giant Nose to the griffon loner in Gripklosa Mountains, enabling them to receive the Cloak of Runes reward, and allowing them to advance in the quest.
Quest Notes - Albion
- The Krondon Awaits quest will now award the appropriate experience to players who complete the quest.
- Players stuck on the Ogre's Might quest can now /use the Citadel Map to advance the quest.
TRIALS OF ATLANTIS WORLD NOTES
General Notes
- New scholars have been added to the Havens. These scholars sell items needed for many Trials. Examples of items sold: eel stomachs, canopic jars, various keys, storm crystals, etc. The cost of these items increases based on the level of the corresponding Master Level.
- The Master Level requirements for entering the Halls of Ma'ati have been removed.
- The Master Level requirement for Deep Volcanus has been changed to Master Level One.
- The Master Level requirement for Aerus City has been changed to Master Level Three.
Item Notes
- The locked versions of all artifacts will no longer drop from encounters. Players will now only need to have encounter credit and the scrolls to receive the unlocked artifact. Players may sell existing versions of the locked artifacts to any merchant.
- The location requirements for leveling artifacts have been removed. All artifacts now earn experience from all enemy player and/or monster kills anywhere and anytime.
- Many artifacts now level at a faster rate: Alvarus's Leggings, Arms of the Winds, Bracelet of Zo'arkat, Braggart's Bow, Bruiser, Cloudsong, Crocodile Tear Ring, Crocodile's Tooth, Cycloptic Shield, Dream Sphere, Eerie Darkness Stone, Eirene's Chestpiece, Enyalios Boots, Erinys Charm, Eternal Plant, Flamedancer's Boots, Flask, Foppish Sleeves, Goddess Necklace, Golden Scarab Vest, The Golden Spear, Guard of Valor, Harpy Feather Cloak, A Healers Embrace, Jacina's Sash, Kalare's Necklace, Maddening Scalars, Malice's Axe, Mariasha's Sharkskin Gloves, Nailah's Robe, Night's Shroud Bracelet, Belt of Oglidarsh, Phoebus Harp Necklace, Ring of Dances, Ring of Fire, The Scorpions Tail, Shield of Khaos, Snakecharmer's Weapon, Spear of Kings, Staff of the God, Stone of Atlantis, Traitor's Dagger, The Winged Helm and Wings Dive.
- Eirene's Hauberks' Arrogance spell will now correctly reduce 50% damage.
- The Healer's Embrace now has 5% Cold, 5% Heat and 5% Energy resists.
- The Ring of Dances now has increased Strength and Dexterity bonuses.
- Alvarus' Leggings now have 36 hit points and 4 Constitution Cap in addition to it's prior stats.
- The Band of Stars now has increased Dexterity and Constitution Caps as well as increased Hit Points cap.
- The Eerie Darkness stone now has all magic resists set to 5% and all melee resists set to 4%.
- The Belt of Oglidarsh now has increased Strength cap and melee resists increased to 4%.
- The drop rates for all scrolls have been increased and the rate is the same for scroll one, two, and three for each artifact.
- The artifact scroll system has been modified to be a combination of the original and current drop systems:
- The Melos, Naxos, and Skyros now have a chance to drop any Oceanus scroll. They will also have additional chances to drop the scrolls currently assigned to them. Speak to the Researcher in the Oceanus Haven for details.
- The Mau and Setians will now also have chances to drop Stygia scrolls specifically assigned to each mob. This is in addition to the chance to drop any scroll from Stygia. Speak to the Apprentice in the Stygia Haven for details.
- The Siam-he and Taur will now also have chances to drop Volcanus scrolls specifically assigned to each mob. This is in addition to the chance to drop any scroll from Volcanus.
- The Cyclops and Centaurs will now also have chances to drop Aerus scrolls specifically assigned to each mob. This is in addition to the chance to drop any scroll from Aerus.
- Necromancers who are eligible will be able to say the appropriate keyword to Artifact Scholar Jarron to receive the artifact trade-in quests offered by him.
- Apprentices were set up inside each realm's Haven of Aerus to provide scroll location information.
Albion: Apprentice Lirenyth
Midgard: Apprentice Jeraold
Hibernia: Apprentice Miriagan
- Apprentices were set up inside the Haven of Volcanus to provide scroll location information.
Albion: Apprentice Kavale
Midgard: Apprentice Njeden
Hibernia: Apprentice Meoryn
- The need to turn in locked versions of each artifact has been removed. The Scholars, Loremasters, Loremistresses, and Sages were restructured to no longer accept the locked version of each artifact. Players are now only required to have encounter credit and the combined scrolls to receive the appropriate activated artifact. The following NPCs have been affected by this change:
Midgard: Loremistress Vendela, Loremistress Tyraa, and Loremaster Torolf
Hibernia: Sage Kaenva, Sage Darragh,Sage Miodac,Sage Girom, Sage Mareva, Sage Narvla, Sage Kalin, Sage Kelleigh, Sage Daevin, Sage Aideena, and Sage Tiernan
Albion: Scholar Girec, Scholar Nisreena, Scholar Brivela, and Scholar Torradan
- Master Level 10 cloaks can once again be summoned when wearing the appropriate Chest, Weapon and Leg pieces.
- When activating Orion's Belt, the quest journal will now include the keywords for the different versions of the artifact.
- Players will now be able to combine the scrolls for Orion's Belt and the Gem of Lost Memories at level 30.
Encounter Notes - General
- Artifact encounters that spawned less than twice a day have had their spawn frequency increased.
- Many high-level monsters in Atlantis will no longer require more than two groups of players to actually begin taking damage.
- Many monsters in Atlantis are no longer 100 percent immune to certain damage types. Examples of such monsters: The Phoenix, several bronze statue monsters and many fire immune monsters. Note that some monsters retain their immunities based on dynamics of certain encounters.
- All common and Lieutenant monsters have had their levels reduced and will not exceed level 65. Main "boss" like monsters have not had their levels changed.
- Many common monster spawns that were creating additional difficulty in certain Trials and artifact encounters have been reduced in number and spawn less frequently.
- Several encounters have been made less difficult by adjusting spawn numbers, monster levels, object hit points, etc. These encounters are listed below, specifically by region. Please note that many encounters that aren't listed specifically are likely still less difficult due to the new item stores, the resist changes, the level changes and the spawn changes made across Atlantis.
Oceanus Encounter Notes
- The Kraken and Leviathan encounters have had several adjustments made in order to decrease their difficulty.
- The following encounters have had their difficulty reduced: Master Level Trials - 2.3, 2.7, 3.1, 3.5, 3.6, 3.8 and 3.10. Artifacts - Egg of Youth, Traldor's Oracle, Staff of the God, Phoebus' Harp and Bracelet of Zo'arkat.
- Modified the Artifact encounter "Spear of Kings" so that the spear that must be removed from the temple to complete the encounter is dropped more frequently.
- The merchant scholars at the Havens now sell a special key to help open the doors involved in ML 2.2.
Stygia Encounter Notes
- The following encounters have had their difficulty reduced: Master Level Trials - 4.2, 4.9, 5.9 and 5.10. Artifacts - Crocodile's Tooth and Golden Spear.
- Modified "A Healing Embrace" slightly so the number of crazed lions doesn't grow to 'Zerg' like numbers
- Changed it so that the iaculi will not despawn at the other two locations if Chisisi is already up at the third.
- Modified the ML 4.2 slightly based on Pendragon feedback. This increases the number of mobs potentially guarding Seti (the amount is still below the pre 1.81b amount).
- Modified ML 4.6 to increase the spawn of tornados based on Pendragon feedback (the tornados are still of lower level and spawn than pre 1.81b amounts).
- Modified 4.4 to decrease the amount of mobs initially called when a miw-shersekhmet is attacked. This will help reduce the potential of a 'mau-zerg' on this encounter.
- Moved mobs associated with the 'mythical' third spawn of Chisisi for 'Band of Stars'. This makes it easier to identify the location for the spawn and eases the mechanism for spawning there.
- Increased the spawn rate associated with the Dream Sphere encounter.
Volcanus Encounter Notes
- The following encounters have had their difficulty reduced: Master Level Trials - 6.6, 6.7, 6.8, 6.9, 6.10, 7.8, 7.9 and 7.10. Artifacts - Tartaros' Staff, Bruiser and Erinys' Charm.
- The Battler monster will now level properly when killing all classes. This fixes a bug where he would not level properly when killing Catacomb classes.
- The Salamander Incinerator can now be used at level 45 instead of 50.
- Fixed a rare bug in which one of Katorii's pets would sometimes spawn and be invulnerable until she was killed.
- The faction requirements required to complete each stage of ML 7.2 have been greatly reduced.
Aerus Encounter Notes
- Encounter credit for Master Level Trial 8.5 can now be gained by either killing Kratos or by completing his quest.
- Behrooz will now only spawn in one of three possible locations and will roam much less than before.
- The following encounters have had their difficulty reduced: Master Level Trials - 8.2, 8.8, 9.8 and 9.10. Artifacts - Foppish Sleeves, Shield of Khaos, Flamedancers' Boots, Gift of Love, Enyalio's Boots and Jacina's Sash.
- Modified the ML 9.7 encounter so the Puissant Iaculus would properly give credit when killed.
- Modified ML 9.6 so that the personal guard and Katri would not heal each other as frequently, making it easier to kill the personal guard and then Katri.
- Modified ML 9.5 slightly to decrease the amount of the students that can be called by Nelos each time he gets a new target.
Quest Notes - General
- Players can now proceed on step 5 of the Broken Communications quest by saying the keyword listed inside the quest journal.
- The Mau of Bastet quest now offers correct directions advising the player to /interact with the Enchanted Papyrus.
- The Skyros Order, level 30-39 and The Skyros Order, level 40-50 quests have been updated to allow players to gain faction more easily. Players with very low faction standing can restore themselves to neutrality on their next completion of these quests, and the amount of faction awarded by these quests has been increased.
- The Naxos Society, level 30-39 and The Naxos Society, level 40-50 quests have been updated to allow players to gain faction more easily. Players with very low faction standing can restore themselves to neutrality on their next completion of these quests, and the amount of faction awarded by these quests has been increased.
- The Melos Alliance, level 30-39 and The Melos Alliance, level 40-50 quests have been updated to allow players to gain faction more easily. Players with very low faction standing can restore themselves to neutrality on their next completion of these quests, and the amount of faction awarded by these quests has been increased.
- The Mau of Sekhmet and The Mau of Bastet quests have been updated to allow players to gain faction more easily. Players with very low faction standing can restore themselves to neutrality on their next completion of the quests, and the amount of faction awarded by these quests has been increased.
Dungeon Notes
- Mini-maps have been added for the following dungeons; Deep Volcanus, Sobekite Eternal, Cetus Pit, Temple of Twilight, Halls of Ma'ati and City of Aerus
- The following dungeons have had Djinn stones added between the x.5 and x.6 steps: Sobekite Eternal, Temple of Twilight, Halls of Ma'ati (one for both faction sides) and Deep Volcanus. The next patch will change the Djinn stones in the Havens to allow players to port to the Djinn stones at those locations.
- The new Djinn Stones added between the x.5 and x.6 steps: Sobekite Eternal, Temple of Twilight, Halls of Ma'ati (one for both faction sides) and Deep Volcanus are now fully functional with teleport locations provided to them from any other Djinn Stone. Note that you must meet Master Level requirements for the Djinn to allow access to Deep Volcanus.
CATACOMBS WORLD NOTES
General Notes
- Added additional helpful mobs to Inconnu Crypt and Kobold Undercity so that they are easier to get to quickly.
Instanced Adventuring Notes
- Kill task dungeons from level 11-50 have had associated monsters reduced in level. This change slightly reduces the overall difficulty of those dungeons.
- (Hibernia) Fixed an issue with the Forgetten Vein Adventure Wing where Adem would not run off properly. This prevents the encounter from being farmed or exploited.
- (Midgard) Fixed an issue with one of the Midgard Kill Tasks that was causing additional mobs to spawn. Only mobs associated with the mission will spawn now.
- The monsters in the levels one to twenty kill task dungeons now have a chance to drop ROG items.
- (Midgard) Fixed an issue with several Kill tasks where the Quest Journal would indicate a different mob type than what was required. Note: The kill task could still be completed, the journal and what you were killing for the kill task did not match up.
- The Grand Summoner Blackmane can now be found in the Haunted Halls.
Dungeon Notes
- Modified the Terracite Cthiyrkkftooift encounter so that all drops associated with the encounter come from killing the Terracite Cthiyrkkftooift. This resolves an issue with the spawned Spore Cloud that is part of the encounter.
Quest Notes - Midgard
- Players on step 3 of the "A Pact Among Enemies?" quest will now be able to properly /use Haral's Potion to read the notes written on An'shi's Map.
Quest Notes - Albion
- The Map of the Frontlines is now usable in shade form.
- Sergeant Uwigis's Map, used in the Shrouds of the Deathseeker quest, has now been flagged to be usable in shade form.
- Players stuck on step 12 of the Lost in the Dark quest can now respawn Lurd by returning to his hiding place.
DARKNESS RISING WORLD NOTES
General Notes
- Infernalists in Darkness Falls and the Chapter Three dungeons have new art.
Monster Notes - Hibernia
- Fixed an issue with Guardian Dou'Lass that prevented her from interacting and completing the "What a Guard Wants" champion task.
Encounter Notes - General
- The demon lords in the Demonic Prison are now worth MLXP. Examples: Eternal Hate, Eternal Darkness and Geryon.
Dungeon Notes - General
- The monsters in the Demonic Prison Dungeon will no longer scale as high in level.
Item Notes - General
- The design of the Enchanter Champion staff has been updated.
- The correct textures now display on the Minstrel and Bard Champion Harps.
- A dialogue fix was made to the Academy's Weaponmaster's dialogue in King Constantine's throne room. The NPC was erroneously eliciting incorrect keywords for Theurgists learning about which enchantments could be imbued into their Champion Weapon. The Academy's Weaponmaster now correctly asks Theurgists whether they would like Powers of the Arcane or King's Blessing imbued into their staff.
- The Belt of Good Fortune and Rucksack of Eternal Greed now grant a 3% bonus to coin gained.
- The Weaponmasters inside each realm's Throne Room will now accept the Luminescent Cambiare Stone.
- The Armsman Satago Arch-Mace will now properly debuff Crush resists.
Item Notes - Midgard
- Valkyrie Armor has been added to various Darkness Falls Merchants.
- Shaman level ten Studded Armor has been added to Aurulite Merchants.
- The Basalt Sword of Anarchy now gives a bonus to Sword instead of Slash.
Quest Notes - General
- Five level 50 mini-quests are in the process of being developed and added to the Throne Rooms inside each capital city. So far, Hibernia's five mini-quests are complete, more are being added for Midgard, and Albion's mini-quests are on the way.
- The Circle of Five lieutenants and final boss mobs for the Chapter 3: Inferno Champion quests will now also grant Master Level Experience as part of their Shepherding bonuses.
- A number of petitioners have come to the Throne Room in hopes that an audience with their ruler will help address their concerns. While waiting for their petition to be heard, they may ask level 50 players to help them solve their problems or prepare for their audiences. Players may speak with the following NPCs to start these quests:
Midgard: Cady, Sevaldric, Fidalla, Guard Heinrik, and Zoawyn
Albion: Sir Christopher Cooke, Lady Amelia Cooke, Ambassador Sharifah, Dale Gibbs, and Goodman Benjamin
Hibernia: Bhaltair, Messenger Aigneis, Gleogh, Delegate Tuddyn, and Sendel
- The Aged Clubs quest now mentions the correct NPC names.
- The Too Much for the Realm Guards quest will now provide players with the correct directions in steps 1-5.
- Rebellion: Introduction to the Cause will now provide players with Captain Raesinds correct location.
- The Once Burned, Twice Shy quest will now be removed from players' journals and completed if the food and potion is used prior to returning to Basill.
Quest Notes - Albion
- Necromancers will now be able to use Master Narudos' List in shade form for the Conspiracy: Forging the Key quest.
- Rebellion: The Race to King's Crossing step 6 will now offer more specific directions for departing the courtyard.
- An issue was resolved that previously prohibited Armsmen from being able to select which of the two enchantments (Perfectly Balanced or King's Shield) to place on the Armsman Dextera Mace (1-hand crush).
- The level 48 Delivery quest now displays the correct quest steps.
NEW FRONTIERS NOTES
- The difficulty of the Megalodon encounter has been reduced slightly.
COOPERATIVE SERVER NOTES
- Fixed a spawn where a Rogue Siabra was missing.
- The Demon Queen's presence can also be felt on the Isle of Agramon.
- The Heart of Agramon is now usable by Necromancers in shade form.
- Players attempting the Progression quest for any realm will now be able to find General Sonvan, General Muris, and General Hagir.
PLAYER VERSUS PLAYER SERVER NOTES
- Players attempting the Progression quest for any realm will now be able to find General Sonvan, General Muris, and General Hagir.
FOUNDATIONS WORLD NOTES
- The TOA trophy NPCs are no longer present on the classic server types.
- The following Trophy quests were modified so that only one Trophy quest can be completed at a time: Fafnir's Remains, Mordred's Remains, Dub's Remains, Grubthor's Remains, Terracite Cthiyrkkftooift's Remains, Golnar's Remains, Orunos' Remains, Winged Terror's Remains, and Chief Amanita's Remains.
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Dark Age of Camelot
Version 1.81a Release Notes
Realm vs Realm and Class focus
December 16, 2005
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NEW THINGS AND BUG FIXES
- Bards who cancel Dreamweaver will no longer turn into a random image.
- Magic ROG items will now show condition, durability, quality and bonus properly when they're selected or tool tipped.
- The allowable distance between players and items that can be automatically picked up through /autoloot has been increased.
CLASS CHANGES AND FIXES
Bards
- Hypnotic Harmony now correctly has its own spell timer separate from Deluding and Entrancing Harmony.
Vampiirs
- Spell timers for the Self Parry buffs and the Self Combat Speed buffs are once again correctly on the same re-cast timer.
Reavers
- Spell timers for Soulrending spells operate as they did prior to 1.81.
GENERAL WORLD NOTES
- Credit for the Winged Helm can now be gained either by killing Hermes or by picking up the Winged Helm that drops when he is killed (by players or by the harpies).
- Players will now correctly be able to port into Leirvik if they have started their Master Levels and/or completed them up to master level 3.
- Blake Gibbs (an NPC encountered in the foothills of the mountains separating Llyn Barfog and Black Mountains North as part of the Albion Chapter 1 Champion Quest) is no longer able to be charmed.
Monster/NPC Notes
- The following Hibernian NPCs have returned to their posts in the village of Mag Mell: Sian, Ilisa and Dera.
DARKNESS RISING wORLD NOTES
Items
- The Guild of Shadows will now be able to respecialize their Champion Weapons appropriately.
TRIALS OF ATLANTIS WORLD NOTES
Item Notes
- The Midgard version of the Spear of Kings turn-in will now return the Spear of Kings appropriately.
CLASSIC SERVER NOTES
- The Generals handing out RvR missions will once again work on Classic Servers.
COOPERATIVE SERVER NOTES
- Lurking Scroungers on Agramon Island will now drop seals at a more appropriate rate.
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Dark Age of Camelot
Version 1.82 Release Notes
Class Changes and Cross Cluster Guilds and Alliances
February 16, 2005
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VERSION 1.82 INTRODUCTION
Over the last couple of months, we have continued on the path that we started last year - gathering information from our players about what you want to see us working on next, and focusing on this information at the core of our patches. We will continue to poll for this information, as well as gather feedback from various community forums and the Herald. Based on your feedback, there are two main areas on which we have focused this version: Class Enhancements (specifically Hybrid and Assassin classes) and Guild and Alliance clustering improvements.
Hybrid Enhancements: We have made extensive improvements to the Friar, Thane and Warden. As with the heavy tanks, our goal was to reinvigorate these classes to make them more fun and interesting to play. Each of these classes has received unique changes that fit their individual roles in battle. Please scroll down to the "CLASS CHANGES AND FIXES" section to read about the improvements we have made to these three hybrid classes.
Assassin Enhancements: We also took a hard look at the assassin class of each realm with an eye for improving all three of them in overall performance, particularly in RvR. We have added improvements which better enable them to fulfill their role as stealthy one on one killers and castle infiltrators. Please scroll down to the "CLASS CHANGES AND FIXES" section to read about the improvements we have made to the three assassin classes.
Guild and Alliance Clustering Improvements: We really appreciate all of the feedback we have received about this issue. At long last and in response to this feedback you have provided, we have implemented the ability for guilds and alliances to form across all servers in a cluster. Please scroll down to the "Cross Server Guild And Alliance Notes" for more details.
We will continue to move forward with class enhancements as quickly as we can, but this will definitely require additional patch cycles and continuous testing and feedback. We know that you are each sensitive to when your class will be looked at, and we will be looking at them as quickly and carefully as possible. We are continuing to gather more feedback and we will be taking more polls in the near future to help us focus on what is next.
Your participation and feedback is very important to us. We really appreciate your involvement in helping us to determine what we should be looking at next. Thanks again!
NEW THINGS AND BUG FIXES
General Changes And Fixes
- The restrictions on /bg grantcredit where a player less than master level 2 couldn't be granted credit for trial 5, a player less than master level 4 couldn't be granted credit for trial 7, 9 for 9, and 10 for 10, have been removed.
- /gc note now gives the player feedback on where it's trying to write a note to, and will prompt the note writer if the target of the note is unclear.
- In some instances, players were able to exploit certain quests and obtain more experience than was intended. This has been fixed.
- The error message reported by the server when /gc invite can't find the target online is clearer.
- All characters on an account (provided that one of the characters owns a house) now have owner permissions in the house no matter which server in a cluster those characters belong to.
- Based on feedback from our players and team leads, the number of kills necessary in order to earn titles for the Realm dragons, Legion of Darkness Falls, and Shrouded Isles epic monsters has been standardized and reduced.
Cross Server Guild And Alliance Notes
- With this version, cross server guilds and alliances can now be formed. Guilds created now have a "Home" server which matches the initial leader of the guild's home server. Players from other servers in your cluster will now be able to join your guild, and alliances including guilds from every server in your cluster are now possible. When necessary, the <guildname>-<servername> format will be usable, similar to dealing with matching player names.
- It is now possible to add a guild or player from another server to your house's access permission list. Players and guilds will still only be able to claim homes on their home server.
New Titles
- The following titles have been added for players who participate in killing Legion:
Demonslayer
Demonbane
Demonscourge
Dread Vanquisher of Legion
New Emotes
- The following new emotes have been added to the game:
/worship
/drink
Interface Changes
- When right-clicking on an ability (spell, style, etc), there will be an "Info" button available which will do the same thing as pressing the Delve key.
- When right-clicking on an inventory item, there will be an "Info" button to delve it, but there will also be Salvage, Craft, and Repair buttons that will be highlighted if any of those are valid options. For example, if an object is fully repaired, the Repair button will be disabled.
- If the object has a /use or /use2 ability, these will display beneath the buttons in the mini-info window. The icon and name of the spell will be listed, and the icon can be clicked and dragged to the quickbar. This can then be used to active the /use or /use2 ability directly. The tooltip for one of these icons on the quickbar will have the name of the spell which item is the source of the ability. Moving an item in your inventory which has a /use hotkey in the quickbar will properly update the hotkey so that it still works.
- Switching objects between the backpack and worn slots will now properly resolve the /use hotkeys for the object(s).
Character Art Notes
- We have fixed an issue where most of the male Valkyn eye color options would show up green.
- There is a new inventory icon for TOA Artifact Cloaks.
CLASS CHANGES AND FIXES
General Notes
- The following Shield styles have a new animation: Shield Swipe, Mangle and Numb.
- The Sledgehammer Hammer Style has a new animation.
- The Arctic Rift Axe Style has a new animation.
- Spiritmaster pets have received a slight graphic change. This change is only viewable in Catacombs and Darkness Rising clients.
- There is now delve information for Sprint, Sure Shot, Critical Shot and Rapid Fire.
- Spells or styles, including bleeds, slows, hinders and stuns, now properly display the effect inflicted in delves.
- Subclassing spells, Rise of Hurt and Rise of Pain, are now correctly self-only damage shield spells.
- The following classes have been given a forced full respec upon login: Bainshees, Friars, Infiltrators, Nightshades, Shadowblades, Thanes, Wardens and Warlocks.
Combat Style Changes
- Reactionary combat styles now provide a 3 second window in which the player may use the style. When a reactionary style is available for use (such as after you block your target and you wish to use a block reactionary style), the reactionary style will register as valid and trigger as long as you use it within 3 seconds. In general, this will make it much easier to successfully perform reactionary styles against enemy targets.
Critical Strike Style Changes
- A new stackable ABS debuff has been added to the Critical Strike line in the following manner:
8 Pincer - Pre-req: To side of target - Effect: ABS decrease 1%
29 Leaper - Pre-req: Hamstring - Effect: ABS decrease 2%
44 Rib Separation - Pre-req: Leaper - Effect: ABS decrease 5%
- Critical strike styles that require the attacker to be stealthed will now destroy any bladeturn spell. The attack will hit the target unhindered. (Note: Before this change, the critical strike style would simply bypass the bladeturn, and the bladeturn would still block the next style. With this change, the critical strike style will actually destroy the bladeturn, preventing it from blocking the next style following the critical strike.)
- Combat styles which require the attacker to be hidden will now only break through bladeturns when the combat style is executed successfully.
- Critical strike styles that require the attacker to be stealthed will destroy any brittle guards that try to block the attack. The attack will hit the target unhindered.
Realm Ability Notes
- In some instances, the Arms Length realm ability would break during combat or spell casting. This has been fixed.
- The Bonedancer Realm Ability, Allure of Death, now uses similar art as the new Bonedancer pet art.
- The delve information for the realm ability, Testudo, now denotes that it is only effective versus realm enemies. On the PvE ruleset, the delve (and functionality) of Testudo is unchanged.
- The Heretic's realm rank 5 ability, Fanaticism, now reduces damage done by damage over time spells.
Master Level Ability Notes
- Banespike will now provide a 15% bonus for 10 seconds.
- Players can now have only one brittle guard summoned at a time.
- Tanglesnare cast time has been reduced to 5 seconds.
- Siege Wrecker is now on its own timer.
- Arcing Power is now an instant-cast spell similar to Leaping Health from the Perfector line.
- Spell timers have been re-arranged as such:
Dazzling Array 1
Enervating Gas 2
Inebriating Fumes 1
Mental Siphon 2
Choking Vapors 1
Sense Dulling Cloud 1
Energy Tempest 3
- Banespike now has a recast timer of 5 minutes.
- The Master Level abilities Primal Agony and Agony Transmission no longer remove stealth when they do damage.
Bainshee
- The Bainshee line of Frontal Direct Damage spells (Bawler's Bruise, Bawler's Outrage, etc.) now have fall-off damage similar to PBAE spells, but based on position, not distance. The frontal 45o arc of these spells will still hit for 100% of the spell's damage. Outside of this arc, damage will start to drop off to the sides, to a minimum of 25% of the spell's damage at the edge of the spell's arc.
- Archery shots blocked by the Bainshee Wraith's Barricade spell line will no longer cause bladeturns to be removed.
Bonedancer
- Bonedancer pets have received a graphic change. This change is only viewable in Catacombs and Darkness Rising clients.
Cabalist
- Cabalist pet speed spells from Vivification will no longer be overwritten by other speed spells.
Friar
- The Friar Rejuvenation line has been adjusted in the following manner:
The group Heal-Over-Time spells have had their amounts of healing increased and time increased to 30 seconds instead of 15 seconds. Power costs remain the same.
- A new spell has been added to Rejuvenation: Buff (Offensive Group heal Proc) - Target generates healing via melee attacks. The spells are as follows at the levels specified:
8 Prophet's Penitence - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 15 hit points. 1000 units range
16 Prophet's Faith - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 30 hit points. 1000 units range
24 Prophet's Piety - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 45 hit points. 1000 units range
32 Prophet's Conviction - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 60 hit points. 1000 units range
40 Prophet's Fidelity - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 75 hit points. 1000 units range
48 Prophet's Dogma - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a Group Heal for 100 hit points.
- A new spell has been added to Enhancements: Buff (offensive PBAE heal Proc) - Target generates healing via melee attacks. The spells are as follows at the levels specified:
10 Acolyte's Redemption - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a PBAE (250 radius) Heal for 25 hit points.
20 Chaplain's Redemption - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a PBAE (250 radius) Heal for 50 hit points.
30 Fanatic's Redemption - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a PBAE Heal (250 radius) for 75 hit points.
40 Inquisitor's Redemption - Self instant cast/30 seconds duration/30 seconds recast. 25% chance to proc a PBAE (250 radius) Heal for 100 hit points.
50 Zealot's Redemption - Self instant cast/30 seconds duration/30 seconds recast 25% chance to proc a PBAE (250 radius) Heal for 125 hit points.
- A new spell has been added to Enhancements: Buff (Defensive Heal Proc) - Target generates healing via melee attacks against them. The spells are as follows at the levels specified:
9 Protection from Fear - Group 3 second cast time/20 minute duration. 25% chance to proc a self heal for 15 hit points.
17 Protection from Doubt - Group 3 second cast time/20 minute duration. 25% chance to proc a self Heal for 30 hit points.
25 Protection from Dissent - Group 3 second cast time/20 minute duration. 25% chance to proc a self Heal for 45 hit points.
33 Protection from Anarchy - Group 3 second cast time/20 minute duration. 25% chance to proc a self Heal for 60 hit points.
41 Protection from Idleness - Group 3 second cast time/20 minute duration. 25% chance to proc a self Heal for 75 hit points.
49 Protection from Heresy - Group 3 second cast time/20 minute duration. 25% chance to proc a self Heal for 100 hit points.
- Friar Weaponskill has been increased slightly.
- Friar staff changes have been made in the following manner:
4 Figure Eight - New Prereq: Frontal position - Effect: 15 hit group heal
15 Double Strike - Pre-Req: Figure Eight - Effect: 25 hit group heal
25 Banish - Pre-Req: Friar's Friend - Effect: 50 hit PBAE heal
34 Holy Staff - Pre-Req: None - Effect: 50 hit Group heal
39 Friar's Fury - Pre-Req: Counter Evade - Effect: FAE 75 Heal
50 Excommunicate - Pre-Req: Holy Staff - Effect: 75 DD & 100 Group Heal
- The Fatigue Cost Reduction spells, Saint's Energy, Saint's Stamina, Saint's Persistence and Saint's Tenacity, are now group buffs.
Infiltrator
- The melee damage caused by Perforate Artery, Backstab and Backstab II has been increased slightly.
- The RR5 ability Shadowstrike has been placed in the stealth skill line for all Assassins at spec 35.
- The RR5 ability Assassination has been placed in the stealth skill line for all Assassins at spec 39.
- Assassination has been replaced with Remedy for the Infiltrator RR5 ability.
- Upon gaining a deathblow on an RvR opponent, the Infiltrator will have increased stealth detection by 25% for the next 60 seconds.
Necromancer
- Shield of War (Subclass ability) now correctly has a recast timer.
Nightshade
- Remedy now only blocks poisons from weapons. (Note: This is a slight change in the design of Remedy in preparation for more changes and updates which will be made to the Nightshade class in this patch cycle.)
- The melee damage caused by Perforate Artery, Backstab and Backstab II has been increased slightly.
- The RR5 ability Shadowstrike has been placed in the stealth skill line for all Assassins at spec 35.
- The RR5 ability Assassination has been placed in the stealth skill line for all Assassins at spec 39.
- The following spells have been added to all Nightshades:
Damage over Time
Level 15 "Clouded Agony" 4/tick - instant cast/24 seconds duration. 30 second recast 500 unit range.
Level 25 "Clouded Distress" 8/tick - instant cast/24 seconds duration. 30 second recast 500 unit range.
Level 36 "Clouded Pain" 14/tick - instant cast/24 seconds duration. 30 second recast 500 unit range.
Level 46 "Clouded Destruction" 22/tick - instant cast/ 24 seconds duration. 30 second recast 500 unit range.
Self Damage Shield
Level 10 "Eventide Resonance" 1 dps - 3 second cast time / 20 minute duration.
Level 20 "Eventide Redirection" 2 dps - 3 second cast time / 20 minute duration.
Level 30 "Eventide Reverberation" 3 dps - 3 second cast time / 20 minute duration.
Level 40 "Eventide Repercussion" 4 dps - 3 second cast time / 20 minute duration.
Level 50 "Eventide Reflection" 5 dps - 3 second cast time / 20 minute duration.
- Upon gaining a deathblow on an RvR opponent, the Nightshade will be 25% harder to detect in stealth for the next 60 seconds.
- Nightshade DoT spells are now castable while in combat mode.
Ranger
- Models of the Ranger Champion Weapons have been updated to better reflect damage type.
Reaver
In 1.81 we adjusted spell timers of all classes to a new system due to overlapping issues with Sub-class abilities, Master level abilities, and class abilities. This adjustment was noted in 1.81 as follows:
"- Many spell and ability timers no longer overlap from Class Spells, Master Abilities and Sub-classing spells."
An inadvertent change to the Reaver lifetap spells occurred from this change, which allowed Reavers to cast lifetaps simultaneously instead of being limited to using one lifetap at a time. Because of this, we had to change lifetap spells back to the way they worked before. We apologize for any confusion about this issue. In the near future, we will be looking at rebalancing the Reaver class and we will pay close attention to improvements to the Soulrending line in particular.
Shadowblade
- The melee damage caused by Perforate Artery, Backstab and Backstab II has been increased slightly.
- While using a critical strike style which requires a stealth opening, if the player is using a two-handed weapon, the damage has been increased significantly.
- The RR5 ability Shadowstrike has been placed in the stealth skill line for all Assassins at spec 35.
- The RR5 ability Assassination has been placed in the stealth skill line for all Assassins at spec 39.
- Shadowstrike has been replaced with Remedy for the Shadowblade RR5 ability.
- Upon gaining a deathblow on an RvR opponent, the Shadowblade will have increased stealth movement by 25% for the next 60 seconds.
- Upon reaching level 10, Shadowblades will be granted the ability to turn their weapons to the side and inflict blunt damage for 30 seconds. (Re-usable every 5 minutes). This ability is found in the abilities list in the spells window.
- Frost Cut is now based off of Evade for Shadowblades.
Sorcerer
- Sorcerers can now cast Mastery of Concentration when group members have Bunker of Faith/Soldier's Barricade/Warguard up. The restriction Sorcerers have with casting Mastery of Concentration while Shield of Immunity is active remains.
Thane
- Stormcalling has been updated with the following changes:
6 Thor's Bolt 3.0 second casting time and 1525 range.
9 Thor's Greater Bolt 2.8 second casting time and 1550 range.
13 Thor's Major Bolt 2.8 second casting time and 1600 range.
17 Thor's Minor Lightning 2.8 second casting time and 1550 range.
23 Thor's Lesser Lightning 2.6 second casting time and 1600 range.
29 Thor's Lightning 2.6 second casting time and 1650 range.
38 Thor's Greater Lightning 2.6 second casting time and 1675 range.
48 Thor's Full Lightning 2.4 second casting time and 1700 range.
16 Call Mjollnir 3.5 second casting time 1500 range/350 radius.
22 Invoke Mjollnir 3.5 second casting time 1550 range/350 radius.
35 Summon Mjollnir 3.0 second casting time 1600 range/350 radius.
45 Command Mjollnir 3.0 second casting time 1600 range/400 radius. Also procs a PBAE 4.5 damage add from the targeted enemy.
10 Toothgrinder's Bite 1525 range.
12 Toothgnasher's Bite 1550 range.
18 Toothgrinder's Horn 1600 range.
25 Toothgnasher's Horn 1550 range.
34 Toothgrinder's Ram 1600 range.
44 Toothgnasher's Ram 1650 range.
- A new spell has been added: PBAE Energy Debuff - Target resistance is lowered. Damage done is of the spell's given damage type. The spells are as follows at the levels specified:
14 Dissipate Energy 3.0 second cast time/10 second duration, 350 radius 3% Energy Debuff.
20 Rout Energy 3.0 second cast time/10 second duration, 350 radius 6% Energy debuff.
33 Sunder Energy 3.0 second cast time/10 second duration, 350 radius 9% Energy debuff.
43 Banish Energy 3.0 second cast time/10 second duration, 400 radius 12% Energy debuff.
- A new spell has been added: Energy Debuff Weapon Proc - Self only Buff - Target resistance is lowered. Damage done is of the spell's given damage type. The spells are as follows at the levels specified:
17 Dissipating Blows 3.0 second cast time/20 minute duration, 3% Energy debuff.
23 Routing Blows 3.0 second cast time/20 minute duration, 6% Energy debuff.
36 Sundering Blows 3.0 second cast time/20 minute duration, 9% Energy debuff.
47 Banishing Blows 3.0 second cast time/20 minute duration, 12% Energy debuff.
- A new spell has been added: Doom Hammer - Thrown weapon and damage. Target takes damage. Damage done is of the spell's given damage type. Spell can be cast during combat. Disarms the Thane for 10 seconds. The spell is as follows at the level specified:
50 Doom Hammer 10 second recast time 1000 range 200 DD (Energy).
- The Thane's Hammer weapon specialization has been given the following adjustments:
12 Frost Hammer - Pre-req: To side of target - Effect: 20 energy DD
25 Crumble - Pre-req: Ruiner - Effect: 50 Energy DD
39 Lambast - Pre-req: You parry - Effect: 75 Energy DD
50 Mjolnir's Fury - Pre-Req: Lambast - Effect: 175 Energy DD
- Chain lightning now casts instantly at the enemy target and hits up to 5 targets (player or pet). If there is only one target available, the spell will hit once. If there are multiple targets, the spell has a chance to jump from target to target and back to the prior target. With each jump, the damage of the spell is reduced by 25%.
- Command Mjollnir will no longer have a delay after casting before casting another spell.
- The multiple hammer spell effect has been put back on Call Mjollnir, Invoke Mjollnir, Summon Mjollnir and Command Mjollnir.
Vampiir
- Vampiir self buffs will now scale in effectiveness from 50% to 100% between the levels 5 and 40.
- Vampiir combat styles will now delve correctly when delved from the combat panel.
Warden
- The Warden Regrowth line has been adjusted in the following manner:
- A new spell has been added: Buff (Offensive Group heal Proc) - Target generates healing via melee attacks. The spells are as follows at the levels specified:
8 Lesser Nature's Gift - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 15 hit points. 1000 unit range
16 Lesser Nature's Favor - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 30 hit points.
24 Lesser Nature's Token - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 45 hit points.1000 unit range
32 Nature's Gift - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 60 hit points. 1000 unit range
40 Nature's Favor - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 75 hit points. 1000 unit range
48 Nature's Token - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a Group Heal for 100 hit points. 1000 unit range
- A new spell has been added to Nurture: Buff (offensive PBAE heal Proc) - Target generates healing via melee attacks. The spells are as follows at the levels specified:
10 Nature's Curator - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a PBAE (250 radius) Heal for 25 hit points.
20 Nature's Deacon - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a PBAE (250 radius) Heal for 50 hit points.
30 Nature's Keeper - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a PBAE (250 radius) Heal for 75 hit points.
40 Nature's Stewart - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a PBAE (250 radius) Heal for 100 hit points.
50 Nature's Sentinel - Self instant cast/30 seconds duration/30 seconds recast. 15% chance to proc a PBAE (250 radius) Heal for 125 hit points.
- Wardens are now granted 1.8 spec points per level.
- Wardens are now able to specialize in Shield.
- Wardens can now receive Mastery of Blocking as a Realm Ability.
Warlock
- There is now a 3 second timer between Warlock Chambers instead of 2 seconds.
- Cast times of all Uninterruptible primers are now 3 seconds instead of 2 seconds.
- The following damage reductions are being applied to spells fired via Uninterruptible primers similar to the way Mastery of Concentration reduces spell effectiveness:
1 - Steady Cast - 40% of damage reduced
11 - Solid Cast - 35% of damage reduced
20 - Fixed Cast - 30% of damage reduced
29 - Fortified Cast - 25% of damage reduced
37 - Anchored Cast - 20% of damage reduced
47 - Unshakable Cast - 0% of damage reduced
- Uninterruptible primers now have the following power costs:
1 - Steady Cast - 45% power
11 - Solid Cast - 40% power
20 - Fixed Cast - 35% power
29 - Fortified Cast - 25% power
37 - Anchored Cast - 20% power
47 - Unshakable Cast - 15% power
GENERAL WORLD NOTES - ALL EXPANSIONS
- Line of sight issues have been improved for all towers in New Frontiers. This fix also addresses many of the 'cast through walls' issues that Bainshees had on towers.
- Milegate doors on Agramon are no longer attackable.
- Each realm's player gravestone has received new artwork.
Let The Games Begin!
- A new gaming craze is sweeping the realms. Trifecta has finally arrived! A card game of chance with fabulous prizes awaits the adventurous. Dealers (named "Trifecta Dealer") have appeared in the capitol cities (Classic, Shrouded Isles and Catacombs) as well as in the realm festivals. Try your luck today and see if you can get a Trifecta and win the big prizes! (Prizes are awarded randomly based on the number of matches made. Prizes and chances of winning are subject to change at any time. Celebrity voices were impersonated. Void where prohibited. Prohibited where void.) (You will love the prizes!)
- The Rules of Trifecta: Trifecta is a game of chance where the player is shown three decks of cards and chooses one from each of the decks. The decks are then shuffled and a card at random is chosen from each deck. If the player's choice and the card drawn match, they have a match. Players earn a random prize based on the number of cards matched. There are three tiers of prizes based on one match, two matches, or matching all three; referred to as a Trifecta. Each tier awards a random prize from a pool for that tier. The value of the prizes for each tier is based on how hard it would be to achieve that tier. To play, a character need only buy a token from the dealer and give the token to the dealer when they are ready to start. (Dealers also offer the rules of the game and a list of possible prizes.)
CAMELOT CLASSIC WORLD NOTES
General World Notes
- Infernal powers have created a rift into each Realm's homelands. These breaches appear to connect to previously unknown portions of Darkness Falls. These uncharted caverns are rife with demons and undead adventurers from times past. Designed for characters level 1-4 and 5-9, these new dungeons allow new characters to be introduced to RVR combat in a dungeon environment, as well as provide an alternate leveling locale. Within each realm's portion of the dungeon, there is also a portal to the appropriate level battleground so that players can try out either form of RVR easily without much travel or hardships. Tomorrow's Realm Champions have to start somewhere.
- A small number of monsters have been made uncharmable to prevent abuse.
- King Constantine, enamored by the warmth of his citizens upon his return, has begun renovations of Cotswold. The layout in Cotswold has been changed to include the addition of new buildings. The town's surroundings now accommodate a more welcoming approach. NPCs in Cotswold have been moved to new locations and horse routes have been adjusted. Please note - Under the Shrouded Isles or Trials of Atlantis clients, the bindstone and boulders may be missing some textures.
- King Eirik, enamored by the warmth of his citizens upon his return, has begun renovations of Mularn. The layout in Mularn has been changed to include the addition of new buildings. The town's surroundings now accommodate a more welcoming approach. NPCs in Mularn have been moved to new locations and horse routes have been adjusted. Please note - Under the Shrouded Isles or Trials of Atlantis clients, the following structures may be missing some textures: bindstone, stable, town hall and boulders.
- Players will no longer swim above water in the Midgard housing zones.
- The bridge in Connacht has been updated with new art.
- The Alchemy Table, Lathe, and Forge for crafting have been updated with new art.
- The Hibernia bridge in Connact has undergone art adjustments.
- Brush has been updated in both Mularn and Cotswold.
- All starting locations for new players in Mularn and Cotswold have been adjusted to be in front of their appropriate trainers.
- Loading screens for Vale of Mularn, Camelot Hills and Lough Derg have been updated to reflect each realm's starting town changes.
- New sounds have been added to each realm's starting town bindstone.
- Healers and Smiths have been added to the secondary border keeps in each realm (Snowdonia Fortress, Vindsaul Faste, and Druim Cain). Note: that at this time this is for the Realm side of the border keep, not the Frontier side.
- Smiths have been added to the primary border keeps in each realm. Note: that at this time this is for the Realm side of the border keep, not the Frontier side.
- Porters have been added to the secondary border keeps in each realm (Snowdonia Fortress, Vindsaul Faste, and Druim Cain). Note: This affects Regular and Classic servers only as the PVE/PVP servers already had similar NPCs.
- As part of the renovations to each realm's starter towns, several NPCs have been removed from the game. As a result, various merchants have had their stores consolidated, and several quests associated with removed NPCs have been modified to reference new NPCs.
- The following NPCs were removed from Cotswold Village: Eowyln Astos (Dye Merchant), Farma Hornly (Armor Merchant), Laridia the Minstrel, Dyemaster Octe (Dye Merchant), Grannis Ynos (Weapon Merchant), Ellyn Weyland (Armor Merchant), Col Aldar (Armor Merchant), Cudbert Dalston (Weapon Merchant), Lar Rodor (Shield Merchant), Gill Hoxley (Armor Merchant), Rayn Olwyc (Weapon Merchant), Cullen Smyth, Rheda, Grum Bowman (Weapon Merchant), Pellam (Weapon Merchant), Yetta Fletcher (Arrow Merchant), Enchanter Grumwold, Eileen Morton (Instrument Merchant), and Sir Grynoch.
Quests involving Eowyln Astos now reference Elvar Ironhand (Smith).
Quests involving Farma Hornly now reference Lundeg Tranyth (Armor Merchant).
Quests involving Laridia the Minstrel now reference Ydenia Philpott (Instrument Merchant).
Quests involving Rheda now reference Stonemason Glover.
Quests involving Yetta Fletcher now reference Samwell Hornly (Weapon Merchant).
Quests involving Eileen Morton now reference Godeleva Dowden (Merchant).
Additionally, several NPCs have moved from their previous locations, new buildings have been erected (including a stable), and the Cotswold guard tower has been moved closer to the village. References made to these new locations have been updated in several NPC dialogues, map directions, etc. Also, various teleport locations have been updated to accommodate the moving of some NPCs.
- The following NPCs have been removed from Mularn: Hild (Weapon Merchant), Oken (Weapon Merchant), Cale (Dye Merchant), Blyn (Armor Merchant), Gram (Weapon Merchant), Bein(Armor Merchant), Marie (Shield Merchant), Aren (Weapon Merchant), Grenlyr (Weapon Merchant), Geir (Arrow Merchant), Raelyan (Weapon Merchant), Raimes, Denise and the Chieftain Guard.
Hrolf is no longer a weapon merchant.
Elizabeth is no longer and enchanter.
Finn is no longer a dye merchant.
Vers is no longer an armor merchant.
Linna is no longer a weapon merchant.
Aste is no longer an armor merchant.
Brik is now a trade skill supply merchant.
Additionally, several NPCs were moved from their previous locations, new buildings were erected, and the Mularn guard tower was moved closer to the village. References made to these new locations were updated in several NPC dialogues.
- Artwork has been updated for numerous graveyards.
- The hasteners at the primary border keeps (Sauvage, Ligen, and Svasud) have been moved slightly. You can find them down the hill from each border keep entrance at the rock that divides the paths into the Relic area and the Frontier proper.
- (Midgard) Information in players' quest journals, for those on step 5 of the Mularn Delivery quest, has been updated to incorporate the new location (due to the recent Mularn face-lift) of the NPC named Asta.
- (Midgard) New shop architecture and torches have been added to Mularn.
- (Hibernia) The Lough Derg mini-map has been updated to properly reflect the Demons' Breach dungeon entrance.
Quest Notes - Albion
- Newly inducted Clerics of the Church of Albion (level 5) are now gifted with a Mace of the Initiate that grants a Rejuvenation bonus, rather than the Crush bonus it was previously giving.
- Players on step one of the The Stolen Spells quest are now advised to bring along help.
- The Search at Snowdonia (Epic 3) quest now correctly advises player to see Bishop Kustan and not the Arawnite Envoy.
- Meran the Weaver now advises players on step 3 of the Cloak of Shades Part 1 quest to search for Brownie Nomads in Salisbury Plains rather than Camp Forest.
- The Stones of Power (Epic 1) quest was missing quest step 7. This was added.
- Players will now be asked to kill more level appropriate monsters for the Cloak of Shades Part 1 quest.
- Modified the 'Undead Assassin' spawn so that it didn't roam past the zone boundary.
- Child's Play - Players between levels 1 and 4 will find that Charles, in Cotswold, will invite them to join in a game he's playing.
- A Hero Desires a Sword - Raymond, in Cotswold, will ask players between levels 5 and 9 (who have chosen an advanced class) to help him in dealing with a bully.
- The Cotswold Guides that spawn as part of a newbie quest have had their spawns and paths adjusted to match the new layout of the town.
- Players stuck on step 4 of the Fall of an Emperor can now use the Olivarius Scepter to advance their quest.
- The Amulet of the Planes quest has been raised to a more appropriate level. Players who previously completed this quest may return to Mairi Ralilden in the Campacorentin Forest to have her increase the power of the amulet.
Quest Notes - Midgard
- The quest reward for certain classes completing Ota's Quest has been adjusted to include a bonus to Darkness, instead of Runecarving. The classes affected: Spiritmasters, Runemasters, and Bonedancers.
- Step 10 of Ota's Quest now correctly takes the griffon claws from Warlocks and Valkyries.
- Child's Play - Players between levels 1 and 4 will find that Charles, in Mularn, will invite them to join in a game he's playing.
- A Hero Desires a Sword - Raymond, in Mularn, will ask players between levels 5 and 9 (who have chosen an advanced class) to help him in dealing with a bully.
- The Mularn Guides that spawn as part of a newbie quest have had their spawns and paths adjusted to match the new layout of the town.
Quest Notes - Hibernia
- Players completing the West Wind quest will now receive a more level-appropriate quest reward.
- Directions to Taskmaster Praest as part of the quest journal entry for step 1 of the Service to the Realm quest have been modified to direct players to the correct Tir na Nog exit.
- Directions to Rhedoc as part of the quest journal entry for step 4 of the Flagging Morale quest have been modified to direct players to his new location in the recently-renovated Mag Mell.
- Advanced classes (Warlocks, Vampiirs, and Valewalkers) can now receive their reward and complete the Nuisances quest.
- Druids and Wardens will now receive a scale version of the reward offered for the Sea Shell Sleeves quest.
- Players will now be able to progress past step 4 in the Sraoi's Heart quest.
- Level 41 players will now be able to properly receive the Task Mastering quest from Lieutenant Mauvere again.
- Hibernia Epic "The Empyrean Dilemma" - The Siog Tribesmen have had their aggression radius reduced.
- Child's Play - Players between levels 1 and 4 will find that Charles, in Mag Mell, will invite them to join in a game he's playing.
- A Hero Desires a Sword - Raymond, in Mag Mell, will ask players between levels 5 and 9 (who have chosen an advanced class) to help him in dealing with a bully.
- The Information quests given by the base trainers no longer have guides to take players to Adrrir.
Item Notes - General
- New Helmets for Valkyries have been added to the Darkness Falls merchants with the unique Valkyrie winged helmet graphic.
- The majority of quest items will now be able to be placed in personal
vaults.
Monster Notes - Midgard
- Sentry Thomas in Jordheim will be recognized by other nearby sentries. This will allow him to be more easily located with the /where command.
- A number of monsters and camps have been shifted, added, or modified as a result of the recent changes in Mularn.
- Fixed an issue where Stor Gothi Al would spawn under the mound after the dragon was killed.
Monster Notes - Albion
- A number of monsters and camps have been shifted, added, or modified as a result of the recent changes in Cotswold.
- The gender of the Bandit decoys will no longer be in question.
Monster Notes - Hibernia
- A number of monsters have moved or shifted in response to the improvements made in Mag Mell recently.
- Daewin, the trophy frog, has had its spawn adjusted because of the new bridge put in north of Ardee. It will no longer spawn inside the bridge but on top of it so trophy collectors can 'collect them all'.
Dungeon Notes - General
- Mini-maps have been added to the following dungeons: Darkness Falls, Barrows, Tomb of Mithra, Keltoi Fogou, Catacombs of Cardova, Tepok's Mine, Spindelhalla, Vendo Caverns, Varulvhamn, Cursed Tomb, Nisse's Lair, Coruscating Mine, Muire Tomb, Spraggon Den, Koalinth Caverns and Treibh Caillte.
- Additional mini-maps have been added to the Task Dungeons and Adventure Wings of all three realms.
- Minor demon lords have taken residence within Demons' Breach (both level 1-4 and 5-9 versions).
SHROUDED ISLES WORLD NOTES
World Notes - General
- All Shrouded Isles portals have received new art updates.
Dungeon Notes
- Mini-maps have been added to the following dungeons: Krondon, Caer Sidi, Galladoria, Tur Suil and Trollheim
Monster Notes - Midgard
- Issorden in Tuscaran Glacier has had its aggression radius lowered to help players get to the encounter easier.
TRIALS OF ATLANTIS WORLD NOTES
Encounter Notes - General
- Fixed an issue with the Ceremonial Bracers encounter where the main mob would sometimes despawn abruptly in rare instances.
Oceanus Encounter Notes
- All Hibernian players eligible to activate the Egg of Youth will be able to activate it once again.
- All Albion players eligible to activate the Egg of Youth will be able to activate it once again.
- Fixed a rare case with ML 1.5 that would cause the champions to get stuck in a casting loop.
- The main mobs involved in the Goddess Necklace artifact encounter have been modified to prevent them from taking damage from player spells and avoid them aggroing players while being escorted.
- The Kraken will no longer AoE Nearsight or Sever the Tether. This is to address a potential bug that causes the Kraken to not drop loot. The Kraken has also been tethered to its lair.
Volcanus Encounter Notes
- The faction messages received for killing the appropriate monsters for ML 7.2 have been modified so that you can easily tell when you have completed the requirements for each faction. As well, the additional messages that were added will now stop once you have learned as much as can about a particular faction.
- Additional static spawns of the haje-uraeus have been added to allow players a greater chance at finding this monster for the Master Level 6.1 encounter. Old methods of finding this monster remain intact as well.
Aerus Encounter Notes
- Cyrek will now grant encounter credit only to players who are eligible for the Jacina's Sash encounter.
- ML 9.6: Katri shall no longer heal herself; only her personal guards will heal her now.
Stygia Encounter Notes
- A number of adjustments and additions to the ML 4.2 encounter Fortress of Storms have been made. Included in the adjustments are pathing adjustment for the laborers, spawn adjustment for the campfires, and tweaks to spawns not directly related to the encounter. Overall the changes are there to make the encounter easier to follow and complete when attempted in the intended manner.
Item Notes - General
- The Runed Metal Plate has been removed from the Master Level Stores to prevent players from accidentally putting the associated encounter into an uncompletable state.
CATACOMBS WORLD NOTES
Instanced Adventuring Notes
- Players will now be able to leave The Pit of Despair without issue.
- A number of spawns were adjusted to allow them to show up prior to a player entering their area to prevent players from being overwhelmed by a sudden pop when an ambush was not the intent.
- (Midgard) Adjusted a spawn within one of the adventure wings (The Lost Passages) to prevent mobs from 'insta-spawning' on top of a group as they explore the adventure wing.
- (Midgard) Fixed an issue where mobs had a slim chance to despawn during the Concealed Guardhouse Killtask 6 task dungeon.
- (Hibernia) Adjusted a spawn within one of the adventure wings (The warrens) to prevent mobs from 'insta-spawning' on top of a group as they explore the adventure wing.
Quest Notes - Albion
- Lur'tai will no longer roam and respawn outside of his home location for A Single Soul quest.
Quest Notes - Hibernia
- Valewalkers and Nightshades will now be able to complete the In the Mouth of the Labyrinth quest.
Quest Notes - Midgard
- The "Rescuing Jesse" quest is no longer removable via the Remove Quest feature in players' quest journals.
Item Notes - General
- Shields dropped from Lefilam for the Hibernian and Midgard Realms now properly have the higher metal level.
- The Villianous Darkspire Barbed Sleeves now correctly grant Composite Bow bonuses.
- The Villianous Darkspire Bow, Malevolent Darskpire Bow, and Maleficient Darkspire bow now correctly grant the Arrow Recovery bonus.
- The Orbs of Exploration (Catacombs gift) now have an attack delay of 30 seconds instead of 1 second.
DARKNESS RISING WORLD NOTES
World Notes - General
- (Albion) The petitioner Dale Gibbs in King Constantine's throne room now correctly displays his visual quest indicator, to be consistent with the other petitioners in the throne room.
- (Albion) Players that remove either the "A Gift Befitting a King?" quest or the "Something Stinks in Gwyddneau" quest prior to completion will now be able to re-obtain either quest when visiting petitioner Dale Gibbs in King Constantine's throne room.
Quest Notes - General
- Royal Excursions: We have made some changes to the way Royal Excursion quests are given out in each realm. The named Lieutenants in each realm that used to offer tasks to players between levels 5 and 49 have been replaced with sets of four NPCs offering Royal Excursions to specific level ranges. These sets of NPCs can be found near the area previously occupied by the named Lieutenants - at the realm's portal keep, near the Shrouded Isles portal in the realm's starter town, and in the realm's capital city.
Players from levels 5 to 15 can receive Excursions from their realm's Sergeant.
Players from levels 16 to 30 can receive Excursions from their realm's Lieutenant.
Players from levels 31 to 45 can receive Excursions from their realm's Captain.
Players from levels 46 to 50 can receive Excursions from their realm's Commander.
- We've also made a change to the structure of the highest level Royal Excursions to allow players level 46 and higher to accept tasks from any level between 46 and 49. When speaking to the Commander, he will first ask players which level's Excursions they wish to view.
Quest Notes - Albion
- Dialogue recovery has been implemented for step 1 of the "A Warning >From the East" quest. In the event that a player closes their dialogue box prematurely, it will be possible to interact with Ambassador Sharifah to get her to continue with her dialogue.
- Dialogue recovery has been implemented for step 1 of the "Invitation to Days Gone By" quest. In the event that a player closes their dialogue box prematurely, it will be possible to interact with Sir Christopher Cooke to get him to continue with his dialogue.
Quest Notes - Hibernia
- A quest journal entry for step 3 of the "Among the Dissidents" quest has been corrected to accurately reference the location (Alainn Cuir) of Sentinel Llacheu.
- Bards attempting to exchange their Champion Weapon at the Essence's Weaponmaster for a Blades weapon will now be able to do so without issue.
Dungeon Notes - General
- (Chapter Three Dungeon) The aggression radius for Legion has been reduced.
NEW FRONTIERS NOTES
- Players will now be able to teleport without issue in the Summoner's Hall.
- Hookpoint stealth detection NPCs have had their aggression radius reduced, effectively reducing the radius in which they can detect stealthed players. The NPCs that received this change are the Saracen Infiltrator, Kobold Shadowblade and Lurikeen Nightshade. All other stealth detection NPCs in the Frontiers remain unchanged.
- To alleviate lag experienced at the primary border keeps (Sauvage, Svasud, Ligen), we have implemented a behind the scenes method to keep this area clear. If a character stays in the general vicinity of the border keep (5000 units) for more than thirty minutes, the character will be politely moved and warned. If they do not move out of the general vicinity (and stay out) within 15 minutes from the warning, they will be moved to their realm's relic village. Keeping the entrance area clear will help other characters load and zone efficiently.
- Ronac, an old epic storyline monster has had its aggression radius reduced.
- Midgard players will no longer /release inside a keep wall.
- Terrain artwork has been updated in the Lions Den battleground.
FOUNDATIONS WORLD NOTES
- Players may now turn Prince Abdin's and Prince Ba'alorien's Remains in to the appropriate Taxidermists to receive the trophies.
COOPERATIVE SERVER NOTES
- Only one Taskmaster Sevinia NPC will now appear on Gaheris.
- Additional merchants that accept Dreaded Seals have been added to the Shrouded Isle capital cities and the Border Keeps (Home Realm side). The names of the merchants and their locations - Rosella (Castle Sauvage), Idone (Svasud Faste), Rae (Druim Ligen), Beth (Caer Gothwaite), Gunilda (Aegirhamn) and Faella (Domnann).
- Say spam has been removed from the Dreaded Seal merchants.
- Frontier keeps will now spawn significantly faster. When the Keep Lord spawns all players within the keep at the time of the return of its Keep Lord will be forcibly removed and placed in the Strength Relic Frontier Village appropriate for the Realm of the keep. Example: If a player is within Bledmeer Faste as Vaylin returns then they will be removed by Vaylin and placed in the Midgard Frontier Village near the Strength Relic Temple.
- Dreaded Seals now benefit from the "underdog" server bonuses for Realm Points.
- The delve information for Testudo, when delved on Gaheris, has been changed so that it does not denote that it works on realm enemies. However, on all other servers, it still denotes that it does indeed work only on realm enemies.
- (Albion) Moved the portal master from Swanton Keep to Snowdonia Fortress to match the location of the portal masters in the other realms.
PVP SERVER NOTES
- Characters in the same battlegroup on PVP servers can no longer attack one another.
- (Albion) Moved the portal master from Swanton Keep to Snowdonia Fortress.
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Dark Age of Camelot
Version 1.83 Release Notes
Class Changes and Art Revamps
April 19, 2006
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VERSION 1.83 INTRODUCTION
Last year, we asked you where we should put our focus. The polls, message boards, and emailed feedback all pointed to RvR and Class Enhancements, TOA Changes, and Tradeskill Improvements. In version 1.83, we have made a great deal of progress on these top issues, with Class Enhancements being a large part of our focus.
In 1.83, we have delivered the following:
Hybrid Enhancements: We have addressed three hybrids for this version - the Valkyrie, the Paladin and the Valewalker. As with our last two patches, our goal was to give each of these classes enhancements to their current abilities. We are also introducing new abilities to make them more desirable in RvR combat.
Healing Enhancements: We have addressed the Cleric, Healer and Druid with an eye towards overall improvement, but especially their heal spells and underperforming spec lines. Here, we are extending the length of RVR battles. We are also enhancing the archetype's utility beyond simple healing/buffing.
Art Upgrades and Underwater areas: To ensure that Camelot remains the most visually beautiful MMO on the market, our artists have been hard at work revamping more than sixty structures in the game. Our content team has also added underwater adventuring in Midgard's homeland, and look forward to deploying the same to Hibernia and Albion in future versions. Finally, we have redesigned the Leirvik Battleground.
NEW THINGS AND BUG FIXES
General Notes
- The ability to adventure underwater is being added to the classic zones starting with Midgard. Midgard players will find that they can now dive in and explore the depths of the rivers, lakes, and oceanfront that litter their landscape. The ability to adventure underwater will be added to Albion and Hibernia in subsequent patch cycles.
- Members of guilds with an alliance leader that belongs to a different server on the same cluster will now receive the correct alliance message of the day.
- The yellow quest indicators will once again be visible beneath the feet of NPCs who have available quests.
- The game help information has been updated and reorganized for easier understanding and navigation.
- All /ASEND, /OSEND and /GSEND messages will now report player name-server name combinations.
- Players will no longer lose their quickbars if they fail to zone properly and get reset to a safe spot.
- Mousewheel support has been added to the Training window.
- It is now possible for guilds to change their emblem as much as they wish for 100 gold per change.
- Mentalist Heal over Time spells now print in the "Spell Pulse Message" color in the chat window and can be filtered using that setting.
- When delving spells with sub-spells, such as the Valewalker's spell, Immolation, the delve information would be incorrect in some instances. This has been fixed.
- Guild/House recall stones will now work across clustered servers.
New Art, Effects, And Animation Notes
- New horse art introduced in Darkness Rising has been implemented for the majority of equine based monsters throughout the Classic zones.
- Several monsters throughout Classic zones have had their artwork updated with art from Atlantis.
- Several monsters have received graphical changes. Some of these monsters include the hagbui, eidolons and dullahan, as well as others.
- The held position of the Bonedancer Champion Staff has been updated.
- The held position of the Runemaster Champion Staff has been updated.
- The Sorcerer Champion Staff has been made longer.
- The Valkyrie two-handed Champion Sword now sits higher on the character's back.
- New spell effects have been added to storms created by Stormlords.
- The Warlock Realm Rank 5 Ability now has a new spell effect associated with it.
- The Hero two-handed Champion Sword now rests higher on the character's back.
- Multiple target styles will now play the correct style animation, rather than the generic attack animation.
- Effects from combat styles will no longer play on the original target if the blow is intercepted.
CLASS CHANGES AND FIXES
General Notes - All Classes
- Armor tables have been adjusted so that no armor will be more than 5% vulnerable to any given type of damage. All armor tables will retain resistances they currently have (this includes 10% resistances).
- It will no longer possible to execute the third style in a chain when the second style didn't execute successfully.
- Constitution loss now begins at level 10.
General Notes - Assassin Classes
- Shadow Strike will no longer allow dead players to be targeted. Additionally, the target will be abandoned if it dies after the timer expires.
- If an assassin is mesmerized while attempting to perform Shadow Strike, the Shadow Strike will fail.
General Notes - Healing Classes
- The power cost of all healing spells in Rejuvenation, Regrowth and Mending has been adjusted to allow for a gradual increase in cost to heal ratio as players gain access to higher levels of these spells. In many cases, this means the cost of healing spells has decreased.
- Recast times on the Instant Single target heal spells have been decreased to 10 minutes.
- Recast times on the Instant Group target heal spells have been decreased to 15 minutes.
- The cast times on Spec-line Major Healing spells from Rejuvenation, Regrowth and Mending have been decreased by .1 seconds per level of spell down to 2.5 seconds.
Example:
5 Major Restoration: 3.2s
8 Major Recuperation: 3.1s
11 Major Renewal: 3.0s
14 Major Revival: 2.9s
18 Major Resuscitation: 2.8s
25 Major Reviction: 2.7s
33 Major Refection: 2.6s
43 Major Refocillation: 2.5s
- Raise Fallen, Lesser Reconstitution, and Reception from Valhalla now grant 10% Endurance upon Resurrection.
- Reincarnate, Reconstitution, and Welcome from Valhalla now grant 25% Endurance upon Resurrection.
- Resurrection, Greater Reconstitution, and Remigration from Valhalla now grant 50% Endurance upon Resurrection.
- Call from Valhalla now grants 35% Power and 65% Health upon Resurrection.
- Buff shears for the Druid, Shaman and Cleric will no longer cause damage. However, all of these buff shears will now correctly grant realm points.
General Notes - Realm Abilities
- Arms Length now has a recast timer of 10 minutes.
General Notes - Master Level Abilities
Sojourner
- Resistance of the Ancients is now a group buff that lasts for 20 minutes and has a cast time of 3 seconds.
- Players who are phase shifted can no longer have Theurgist elemental and Animist bomber pets cast upon them.
General Notes - Tradeskills
- Bards can now choose to become Fletchers.
Class Specific Notes
Bonedancer
- New weapon art has been created solely for the various fossil and commander pets.
- The two top tiers of commander pets have new, unique helm art.
- Bonedancers are now able to choose which weapon their summoned commander wields. Upon being summoned, pets will prompt their owner to target them and to say a keyword. When the keyword is spoken, it will bring up a menu of options for the owner of the pet to browse. Clicking or saying the available keywords will allow the owner to select from one and two handed swords, axes and hammers. This functions for all pet tiers. Note: This functionality only works when the player is out of combat, and only the pet's owner can execute the commands on the pet.
Cleric
- The radius on the PBAE Mesmerize spells (Heavenly Visions - Theophany) has been increased to 300 units.
- Several changes have been made to Smite in the form of heals linking to the target of the cast or from the cleric themselves, as well as a few new spells introduced into the Smite Spec line.
- Direct Damage Smite spec now links to a PBAE heal off the target of the spell in the following manner:
5 Holy Anger links to a 16 PBAE heal
8 Greater Holy Anger Links to a 23 PBAE heal
12 Holy Rage Links to a 32 PBAE heal
16 Greater Holy Rage Links to a 45 PBAE heal
21 Holy Wrath Links to a 55 PBAE heal
27 Greater Holy Wrath Links to a 70 PBAE heal
35 Holy Fury Links to a 85 PBAE heal
43 Greater Holy Fury Links to a 100 PBAE heal
- PBAE damage smite spec now links to a PBAE heal off the Cleric in the following manner:
6 Drive Evil Links to a 30 PBAE heal
11 Repel Evil Links to a 60 PBAE heal
17 Repulse Evil Links to a 90 PBAE heal
22 Dispel Evil Links to a 120 PBAE heal
32 Banish Evil Links to a 150 PBAE heal
42 Annihilate Evil Links to a 200 PBAE heal
- A new Direct Damage spell has been introduced to Smite Spec in the following manner:
25 Divine Wrath Enemy 3.0s/0/0s 750 range 123 (Spirit) 17
35 Divine Fury Enemy 2.9s/0/0s 750 range 171 (Spirit) 25
45 Divine Vengeance Enemy 2.8s/0/0s 750 range 210 (Spirit) 32
- A new Instant PBAE Snare spell has been introduced to Smite Spec in the following manner:
7 Minor Deliverance Enemy 0s/30 seconds/600s re-use/350 radius -50% (spirit) 9
17 Lesser Deliverance Enemy 0s/43 seconds/600s re-use/350 radius -50% (spirit) 16
37 Greater Deliverance Enemy 0s/56 seconds/600s re-use/350 radius -50% (spirit) 23
47 Blessed Deliverance Enemy 0s/1 minute 9 seconds/600s re-use/350 radius -50% (spirit) 30
Druid
- The Wolf, Bear and Lynx pets will now swim underwater.
- All Druid Shears now have a range of 1600 units, 2.5 second cast time, and the damage component has been removed.
- Druid Pets have been adjusted in the following manner:
All Bears will have the same attack speed as current pets pre 1.83, and have a slight boost to defensive capabilities.
All Lynx will have a slightly faster attack speed than bears, and also have a chance to evade.
All Wolves will have a slightly faster attack speed than lynx, and a slight boost to offensive capabilities.
All Nature spec 32 pets have a chance to proc "Rabies" (single target disease).
- A new Druid pet has been introduced at spec 45 in Nature Affinity which has a chance to do melee styles with varying effects.
- Druids may now choose which pet to summon at spec 32 and 45.
- A new Instant PBAE Root spell has been introduced to Nature Spec in the following manner:
7 Bursting Ivy Enemy 0s/30 seconds/600s re-use/350 radius -99% (Matter) 9
17 Bursting Vines Enemy 0s/43 seconds/600s re-use/350 radius -99% (Matter) 16
37 Bursting Tangleweed Enemy 0s/56 seconds/600s re-use/350 radius -99% (Matter) 23
47 Bursting Thornweed Enemy 0s/1 minute 9 seconds/600s re-use/350 radius -99% (Matter) 30
Enchanter
- Enchanters will be able to choose between elf or lurikeen icons for their summoned pets, at all tiers. Upon being summoned, pets will prompt their owner to target them and to say a keyword. When the keyword is spoken by the summoning enchanter, it will bring up a menu of options for the owner of the pet to browse. Clicking or saying the available keywords will allow the owner to change the appearance and/or armament of their pet. Note: This functionality only works when the player is out of combat, and only the pet's owner can execute the commands on the pet.
Healer
- The cast time of Celerity spells has been decreased to 2.0 seconds.
- The duration of the attack speed debuffs (Hinder Spirit - Impede Spirit) has been increased to 40 seconds.
Hunter
- Wolf pets will now swim underwater.
- The delve information for the Hunter's spear style "Perforate" is now correct.
Paladin
- The Paladin's endurance chant range has been increased to 2000 units.
- The range of the Paladin's taunt spell has been increased to 1500 units and is now on a 10 second recast timer.
- The Paladin's resurrection spell, Revive, will now bring a player back to life with 25% health and 25% power.
- The following chants have been added to the Paladin's Chant line:
30 Barrier of Faith: 0 second cast/6 seconds/pulse/8 second recast, 1500 unit range, 25 Magical Ablative, Group buff.
40 Barrier of Virtue:0 second cast/6 seconds/pulse/8 second recast, 1500 unit range, 40 Magical Ablative, Group buff.
50 Barrier of Temperance:0 second cast/6 seconds/pulse/8 second recast, 1500 unit range, 70 Magical Ablative, Group buff.
18 Celerity: 0 second cast/5 seconds/pulse/8 second recast, 350 unit range, Haste 24%, Group buff.
26 Enhanced Celerity: 0 second cast/5 seconds/pulse/8 second recast, 350 unit range, Haste 28%, Group buff.
32 Amplified Celerity: 0 second cast/5 seconds/pulse/8 second recast, 350 unit range, Haste 31% , Group buff.
44 Pure Celerity: 0 second cast/5 seconds/pulse/8 second recast, 350 unit range, Haste 37%, Group buff.
- A new Self only Strength buff has been granted to Paladins in their Chant line in the following manner:
3: Righteous Strength +17 Strength, 20 minute duration, 3 power
7: Righteous Potency +20 Strength, 20 minute duration, 6 power
14: Righteous Power +26 Strength, 20 minute duration, 11 power
20: Virtuous Strength +31 Strength, 20 minute duration, 16 power
30: Virtuous Potency +39 Strength, 20 minute duration, 25 power
41: Virtuous Power +47 Strength, 20 minute duration, 33 power
50: Virtuous Might +55 Strength, 20 minute duration, 43 power
Savage
- Savages now gain Prevent Flight at level 24.
Spiritmaster
- Spiritmasters are now able to choose between norse, troll, kobold, valkyn and dwarf icons for their summoned pets, in addition to being able to select which weapon they wish their pets to wield. Upon being summoned, pets will prompt their owner to target them and to say a keyword. When the keyword is spoken, it will bring up a menu of options for the owner of the pet to browse. Clicking or saying the available keywords will allow the owner to select the appearance of the pet, as well as select between a one handed sword, one handed axe, one handed hammer or a spear. This functions for all pet tiers. Note: This functionality only works when the player is out of combat, and only the pet's owner can execute the commands on the pet.
Thane
- Combat styles in the Hammer line are no longer listed twice when viewing them in the Thane's training window.
Vlewalker
- An attack bonus (+to hit) has been added to the Taunting Scythe style.
- The cost of all spells in Valewalking has been decreased slightly.
- The following spells have been added to Valewalking:
28 Thorned Weapons: 3.0 second cast time/20 minute duration, 5.4 DPS damage add, Group buff.
39 Bristled Weapons: 3.0 second cast time/20 minute duration, 6.4 DPS damage add, Group buff.
45 Spurred Weapons: 3.0 second cast time/20 minute duration, 7.8 DPS damage add, Group buff.
40 Blight Swarm: 3.0 second casting time 1500 range/400 radius, Disease.
44 Blight Burst: Instant cast, 300 radius, Disease. 5 minute recast time.
- The disease amount from the Offensive Proc buff line (Blightstrike) has been increased by 10 per level and the proc rate has been increased by 5% per level.
- A new 6.0 Group Damage shield (Nature's Vengeance) has been added to Valewalkers at level 45.
- A new Lifetap which links to a group heal (Immolation) has been added to Valewalkers at level 50. This has a 2.0 second cast time with a 10 second re-use timer.
- Valewalkers now have access to Protect 1 at level 15.
- Valewalkers now have access to Intercept at level 19.
- Valewalkers now have access to Protect 2 at level 23.
- Valewalkers now have access to Protect 3 at level 32.
- The Valewalker ability, Immolation, now has its own separate listing in the spells window, under Arboreal Path. Due to this, Valewalkers will now see two Arboreal Path listings: one listing Immolation and the other listing Baseline spells.
Valkyrie
- The following changes have been made to Valkyrie Spear and Sword style lines:
Stab will now utilize a 3% power rend spell.
Razor Edge will now utilize a 7 second stun spell. (This applies to Hunters as well.)
Odin's Wrath will now utilize a bleed spell.
Ice Storm will now utilize a 20 spirit DD spell.
- Movement restrictions on Valkryie CAE spells have been removed.
- Valkyries may now use large shields.
- Valkyries may now choose Charge as a Realm Ability.
- Valkyries' hit points have been increased slightly.
- Lower level versions of the Acuity and Dex/Quick shears have been put into Odin's Will in the following manner:
Frontal Buff Shear (Dex/Qui)
17 Vindictive Graze: Enemy 0s/0/300s 700 range
27 Vindictive Laceration: Enemy 0s/0/60s 700 range
Frontal Buff Shear (Acu)
19 Valkyrie's Authority: Enemy 0s/0/300s 700 range
29 Valkyrie's Supremecy: Enemy 0s/0/60s 700 range
- Valkyrie Shield styles have been adjusted in the following manner: Maneuver now leads to Sideswipe, Pin now leads to Brace.
- A magical Ablative chant has been added to Odin's Will in the following manner:
30 Odin's Faith: 0 second cast/6 seconds/pulse/8 second recast, 1500 unit range, 25 Magical Ablative, Group buff.
40 Odin's Virtue:0 second cast/6 seconds/pulse/8 second recast, 1500 unit range, 40 Magical Ablative, Group buff.
50 Odin's Temperance:0 second cast/6 seconds/pulse/8 second recast, 1500 unit range, 70 Magical Ablative, Group buff.
- Lower level shears, Vindictive Graze and Laceration, are now able to be cast while the player is moving.
- The combat style, Aurora, now has a 3% Power Rend spell.
- The combat style, Odin's Bite, now has a 6% Power Rend spell.
- The combat style, Odin's Madness, now triggers a 150 damage cone area of effect direct damage spell instead of the bleed effect it triggered previously.
Vampiir
- Vampiir Encumbrance will now scale properly at lower levels. This fixes a bug that was causing Vampiir's encumbrance to be much lower than it should have been.
Wizard
- Wizards have been granted the Nearsight spell in Calefaction:
19 Dusted Vision 2.0s/2 minutes/0s 2000 range -25% vision (Matter) power cost: 9
27 Encrusted Vision 2.0ss/2 minutes/0s 2100 range -35% vision (Matter) power cost: 14
37 Mire Vision 2.0s/2 minutes/0s 2200 range -45% vision (Matter) power cost: 18
45 Soil Vision 2.0s/2 minutes/0s 2300 range -55% vision (Matter) power cost: 22
- Dusted Vision and Encrusted vision have a 10% Matter debuff which lasts for 60 seconds.
- Mire Vision and Soil vision have a 15% Matter debuff which lasts for 60 seconds.
- Minor Searing Wind, Lesser Searing Wind, Searing Wind and Minor Searing Gust now have a 15% debuff component.
- Searing Gust, Minor Searing Wave, Searing Wave and Searing Blast now have a 20% debuff component.
- Greater Sheet of Lava now has a 150 Radius.
- Sheet of Magma now has a 250 Radius.
- Greater Sheet of Magma now has a 350 Radius.
- Trembling Earth, Quaking Earth and Buckling Earth have been moved to the Liquification line and renamed to Chains of Frost, Chains of Ice, and Chains of Permafrost. The level at which Chains of Ice is granted is now spec 33 instead of spec 32 (Quaking Earth's prior spec level).
- Lesser Ensnaring Haze, Greater Ensnaring Haze, Potent Ensnaring Haze, Minor Entangling Haze, Entangling Haze, Greater Entangling Haze and Potent Entangling Haze have been moved to the Calefaction line and renamed to Lesser Ensnaring Earth, Greater Ensnaring Earth, Potent Ensnaring Earth, Minor Entangling Earth, Entangling Earth, Greater Entangling Earth and Potent Entangling Earth. The spec level at which these are attainable has been adjusted in the following manner:
3: Lesser Ensnaring Earth
13: Greater Ensnaring Earth
21: Potent Ensnaring Earth
26: Minor Entangling Earth
32: Entangling Earth
42: Greater Entangling Earth
50: Potent Entangling Earth
- Minor Ensnaring Haze and Ensnaring Haze have been removed.
- Minor Combustion, Lesser Combustion, Combustion, Greater Combustion, Major Combustion, Minor Conflagration, and Lesser Conflagration now have a 10% Heat Debuff which lasts for 20 seconds.
- Conflagration, Greater Conflagration and Major Conflagration now have a 15% Heat debuff which lasts for 20 seconds.
- The cast time on the Earth line direct damage snare is now 2.8 seconds.
GENERAL WORLD NOTES - ALL EXPANSIONS
- Artwork has been updated on numerous structures throughout the world.
- All remaining dungeons now have mini-maps associated with them.
- Winners of the latest haiku contest have had their winning works memorialized in-game at the following NPCs: Matennon in Tir na Nog, Kuldebar in Camelot City, and Hrodvitnir in Jordheim. Again, congratulations to our winners!
- New pets have been added as Trifecta rewards.
CAMELOT CLASSIC WORLD NOTES
General World Notes
- The Orc Lasher is no longer able to be equipped in the left hand.
- Various Daring and Fearless armors now display the correct icons and armor values.
- Daring Padded Sleeves in Midgard now have bonuses to Piety instead of Intelligence.
- There have been numerous terrain updates made for the Rilan, Brisworthy and Holmestrand housing zones.
- Art updates have been made to various existing world structures.
- Players will no longer experience lighting oddities in the Vale of Mularn.
- Boat routes have been added to the Midgard realm for the classic zones as part of the underwater upgrade. The boats function similar to the boats available in the frontiers. Dockmasters can be found at Vasudheim, Audliten, Dvalin, Ft. Atla, and Naliten. The dockmasters sell tickets for the following boat routes:
Audliten to Vasudheim
Audliten to Ft. Atla
Vasudheim to Audliten
Vasudheim to Dvalin
Vasudheim to Ft. Atla
Vasudheim to Naliten
Dvalin to Vasudheim
Dvalin to Ft. Atla
Ft. Atla to Vasudheim
Ft. Atla to Audliten
Ft. Atla to Dvalin
Ft. Atla to Naliten
Naliten to Ft. Atla
Naliten to Vasudheim
- Along with tickets to the new boat routes, the dockmasters also sell a new water potion that will work for characters of any level. This will allow players to explore the new underwater content at their leisure without worrying about drowning (at least for an hour). The effect of the 'standard nereid potion' will last for 60 minutes and the potion has 20 charges.
- New tinderboxes have been added to certain humanoids in the Classic zones. These tinderboxes create campfires that will regenerate your health, endurance and power if you are not in combat. These cannot be used in the Frontier zones. The campfires currently come in five tiers and increase in effectiveness accordingly.
- (Midgard) Two new horse routes were added: Mularn to Ft. Veldon, and Ft. Veldon to Mularn.
Quest Notes - General
- A Hero Desires a Sword - Players will now be able to clear this quest from their journals.
- A Hero Desires a Sword - The experience rewards for this quest were increased slightly and modified to be more in line with the level of the quest.
- Capturing the Keep - This quest was prohibiting players from being able to repeat it at subsequent levels after the first time it had been completed. Players will now be able to complete this quest in the battlegrounds once per level.
- Child's Play - The experience rewards were increased slightly and modified to be more in line with the level of the quest.
Quest Notes - Hibernia
- The ghost of Goronowy will no longer spawn in the incorrect zone.
- What a Guard Wants - The pathing for Guardian Dou'lass has been modified so that he moves properly between his positions to allow players to complete this quest.
- Pest Control - Directions given in the quest journal for players on various steps now more accurately direct players to the leprechaun settlement near the Dun Scathaig Outpost.
Quest Notes - Midgard
- A Chore of Heikki - Directions given in the quest journal for players on various steps now more accurately direct players to the location of the bone-eater slayers, south of the Mjollner Faste milegate.
- Telltale Ale - Directions given in the quest journal for players on step 3 now more accurately direct players to Barkeep Banak in the Teetering Tomte in Jordheim.
Quest Notes - Albion
- Yucky Mucky Yuck - Players will now receive credit when killing mucky yucks.
- Making Friends the Old Fashioned Way - Players on the final step of the quest who were having difficulty giving Captain Hemrick in Caifelle the Marsh Crud Corpse, should now no longer have any issues.
- Rest for the Dead - Players on step 6 will now be redirected to the correct NPC if they go to the incorrect Guild leader.
Monster Notes - Albion
- The aggression range on some of the lower level bandits has been reduced.
Monster Notes - Hibernia
- The aggression range on some of the lower level Villainous Youth has been reduced.
- The majority of the low level Dergan monsters in the Mag Mell area have had their aggression radius decreased.
- Sentinel Thomas will now be able to be located by using the /where command.
Dungeon Notes - General
- Mini-maps for the Forgotten Sepulchre and Hounds of Arawn have been updated.
- The aggression radius of the Realm guards within the Demons' Breach dungeons has been increased.
- The AI for 'Grand Summoner Govannon' has been modified to prevent a rare occurrence in which the monster would be semi-invulnerable for longer than intended.
Item Notes - Albion
- Godeleva Dowden now sells tradeskill items that are more appropriate for beginning crafters in Cotswold.
SHROUDED ISLES WORLD NOTES
Monster Notes - Hibernia
- Corrected an issue with Astraspora where an incorrect emote was fired upon the monster's death.
- Grounded a 'writhing mass' monster that was roaming through the air.
- Modified the Galladoria monster Easmarach's path when in panic mode so it so that it ends up below the water.
Item Notes - General
- Necklaces and Armor from Galladoria, Tuscaran Glacier and Caer Sidi will once again function correctly when all pieces are worn.
TRIALS OF ATLANTIS WORLD NOTES
Quest Notes - General
- Proof of Integrity - A problem was fixed that prohibited some players from accumulating the 20 setian ears.
Encounter Notes - Oceanus
- Fixed an issue where harpies in Oceanus Hesperos would sometimes flicker.
- The Skyros Order: Cvinda can no longer be attacked by players unless they are on the proper quest and carrying the proper item.
- The generators with the 'Melos Weapon Master' and 'Melos Guardsman' monsters have been modified so that these monsters will spawn more frequently.
- Reduced the spawn radius for the Eternal Plant to make it easier for the seekers to find the plant and start the encounter.
Item Notes - General
- The Eerie Darkness Lighting Stone now has an icon for the use and use2 abilities.
- The Salamander Tail is now able to be dyed.
- Moirai will now correctly drop treasure for all three realms.
- All quests concerning artifact activation and encounter credit have been reviewed to ensure that the levels of these quests are consistent with the actual levels of each artifact.
- Valkyries are now eligible to receive the Shield of Khaos. Valkyries who meet the appropriate requirements to receive this artifact should speak to Loremaster Sverrir or Loremaster Pahr.
CATACOMBS WORLD NOTES
Instanced Adventuring Notes - General
- Arch Mage Auros's power orbs were modified to allow them to be hit properly from floor level.
- The Muire lady-in-waiting in the Steward's Crypt will no longer BAF with the Maid, Butler, or servant guards. The servant guard no longer has an aggression rating but will continue to defend the Maid and Butler as needed.
- A number of the task dungeons available with the 'long corridors' option have been rebuilt to make them more 'caster-friendly'. This means that the layout will have changed from what some may remember and the monsters will have been moved accordingly to match these new layouts. The dungeon sets for each realm are as follows: Albion - "The Funerary Hall", Midgard - "The Gossamer Grotto", and Hibernia - "The Accursed Caves".
Quest Notes - Midgard
- Lomira's Brother - Players stuck on step 2 will now be able to find Thevgen to complete the quest.
DARKNESS RISING WORLD NOTES
General Notes
- Fixed a distance discrepancy between Crom Cruiach, Utgard-Lok and Azazel. Crom Cruiach has been fixed and now all three can be attacked in melee from the same distance.
- Added region announcements to each of the 'Circle of 5' bosses. These are set to 2000 units around the spawn of the monster. This is to help identify that you should be within 2000 units of the boss when the boss is defeated in order to receive credit for the encounter.
Quest Notes - General
- Ogre Threat - The keyword [Aldland] now works.
Quest Notes - Midgard
- Killing in a Far Land - Level 49 characters interacting with the Midgard Commander to obtain the quest who were having trouble with the [Iarnvidiur] keyword will now no longer have trouble getting the Midgard Commander to proceed.
- Race to Hagg Dalur - Players who were not receiving quest credit for defending Sergeant Malagin will now receive credit appropriately.
- Dark Development - Players who were not receiving quest credit for defeating the demonic version of Keeper Iraeda will now receive credit appropriately.
Quest Notes - Hibernia
- Race to Clocha Liatha - Players who were not receiving quest credit for defending Captain Fearghus will now receive credit appropriately.
- Dark Development - Players who were not receiving credit for defeating the demonic version of Keeper Garran will now receive credit appropriately.
Quest Notes - Albion
- Race to Kings Crossing - Players who were not receiving quest credit for defending Sergeant Connelly will now receive credit appropriately.
- Dark Development - Players who were not receiving credit for defeating the demonic version of Keeper Anataeus will now receive credit appropriately.
NEW FRONTIERS WORLD NOTES
General Notes
- The hasteners at the secondary border keeps (Cain, Vindsaul, Snowdonia) have been moved down the hill to match the location change made to the hasteners at the primary border keeps.
- Tightened and slightly moved the location where players are ported to if they are teleported from the primary border keeps. This should prevent the rare case in which a player would be ported into an object.
- We have modified the mechanism that moves players from the primary border keeps if they remain in the area for too long. If a player now leaves the general area around the primary border keep, the new mechanism will reset the proper timers. The timers will then restart properly when the player returns to the primary border keep later. This will solve the issue of a player returning to a primary border keep and being moved sooner than expected.
- Caradawc has finally made the trip to the New Frontiers to join his ravenclan brethren.
- (Midgard) Fjall and his friends will no longer path all the way up the hill to Vindsaul Faste. This should prevent them from attacking unsuspecting players.
Battleground Notes - General
- Added hasteners to all levels of the Battlegrounds.
Battleground Notes - Leirvik
- The battleground, Leirvik, has been redesigned. Three additional landmasses have been added with terrain height variations. Bridges now connect from each realm's starting island to the new landmass as well as connecting to the center island. The size of the center island has also increased slightly.
- Additional landmark towers have been added to the center island of Leirvik.
- Several adjustments have been made to the monster camps in Leirvik to make it easier to navigate.
- The mini-map for Leirvik has been updated.
- The wretched hagbui on the central island in Leivrik are now hostile instead of aggressive.
FOUNDATIONS NOTES
General Notes
- Players may now turn Prince Abdin's and Prince Ba'alorien's Remains in to the appropriate Taxidermists to receive the trophies.
- Horse merchant Pelladir's tickets have been corrected so that they will take the player to the proper destination.
- Adjusted the locations of a number of forges and alchemy tables so that the new models do not collide with nearby walls or geometry.
- (Classic servers Only) All Apprentice Taxidermists that accepted Barracuda Remains have been removed.
COOPERATIVE SERVER WORLD NOTES
Quest Notes - General
- Beeches of Braemar - Players on Gaheris will no longer be prompted to receive this quest.
- Tasking in the Glory - Players on Gaheris will no longer be prompted to receive this quest.
- Into the Lion's Den - Players on Gaheris will no longer be prompted to receive this quest.
PVP SERVER WORLD NOTES
General Notes
- Fixed an issue with the postern doors at Arvakar Faste so that they work properly on the PVP ruleset.
Quest Notes - General
- Beeches of Braemar - Players on Mordred will no longer be prompted to receive this quest.
- Tasking in the Glory - Players on Mordred will no longer be prompted to receive this quest.
- Into the Lion's Den - Players on Mordred will no longer be prompted to receive this quest.
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Dark Age of Camelot
Version 1.83a Release Notes
Class Changes and Art Revamps
April 20, 2006
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NEW THINGS AND BUG FIXES
- Some players who were using Windows 98 and Windows ME were crashing after yesterday's patch. This has been fixed.
- Guild, Officer and Alliance chat will now only show server IDs on clustered servers.
- Consignment merchants were exhibiting strange inventory problems for many players. These problems have been fixed.
- The access timer for Darkness Falls now works correctly.
- The Social Window now works correctly.
- Players will once again be able to properly zone out of the Deadlands of Annwn dungeon.
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Dark Age of Camelot
Version 1.84 Release Notes
New Battleground, Class Changes and Art Revamps
June 21, 2006
===================================
VERSION 1.84 INTRODUCTION
Camelot is the premier Realm vs. Realm MMO on the market today. As part of our commitment to RvR, we have recently polled our customers with many popular RvR enhancement ideas. Our goal was to focus resources on these ideas throughout the remainder of the year. Based on community feedback and the results of our polling, this version introduces the following changes and additions:
New Level 45-49 BG: In this version, we have deployed a new battleground, Cathal Valley, covering levels 45-49, lower Realm Ranks, and lower Master Levels. The addition of this battleground addresses players in the level 45-49 level range who were frustrated by the inability to get groups and participate in New Frontiers RvR.
Underwater areas: The addition of underwater hunting areas in the classic areas of Hibernia and Albion is now complete with this version.
Since version 1.81, we have adjusted nineteen classes, in many cases making very significant changes. In this version, we assessed the impact of all of these changes as a whole, and we have refined these adjustments as needed. In many cases, we made additional improvements based on our assessment. (Please see all of the class notes below in the CLASS CHANGES AND FIXES section.)
Bolts: The bolt classes in the game have often struggled to find the proper role for these spells. While originally designed as opening gambits, the movement speed of modern RvR has significantly diminished this utility. In addition, bolts fail as standoff spells, as players cannot rely on bolts to hit opponents who are in combat. In this version, we have reduced the cast timers on bolts to allow them to be used as combat openers once again. We also altered the "target in combat" restrictions for bolts, allowing players to better use these spells in standoff situations.
NEW THINGS AND BUG FIXES
New Battleground - Cathal Valley
- A new battleground named "Cathal Valley" is being introduced with this version. This battleground is a brand new type of 'open field' battleground, empty of keeps and towers. It is for players who are levels 45-49, with realm ranks of up to 4L9 and the master levels of up to ML5.
- Each realm has sent out a contingent of guards to protect their portal keep in the new battleground of Cathal Valley.
- A basic monster population has been given to Cathal Valley. This population includes camps of monsters, which are able to be charmed by the appropriate classes.
- The gatehouse doors on top of the milegates in Cathal Valley are realm-specific and they do not open. These doors require the player to left-click on them in order to be ported in or out of the small room. These doors are, however, able to be destroyed by enemies. Once destroyed, they may be repaired by players, but they cannot be upgraded. These doors will also not auto-repair.
Art Upgrades
- Several structures throughout the land have received upgraded art.
- All towers in the Bog of Cullen have received upgraded art.
- All Classic world lizard monster models and associated trophies have received upgraded art in the Catacombs engine client.
- All Classic world worm monster models have received upgraded art in the Catacombs engine client.
- Several Classic world goblin monster models have received upgraded art in the Catacombs engine client.
Master Level Experience Changes
- Almost every monster level 61 or higher is now worth some amount of Master Level experience. This includes monsters found throughout the game in Classic zones, Shrouded Isles, Catacombs, Atlantis, etc.
- Many monsters have had their Master Level experience values increased.
- Players are now worth more Master Level experience in RvR.
Player Command Additions and Changes
- The commands '/gc demote' and '/gc promote' now work on offline characters.
- A new command, '/gc removeaccount', has been added, which removes all character's associated with the same account as the target character from a player guild.
- The command "/gc who" now shows AFK players as .
- The "/gc officerdisplay" command has been replaced with "/gc webranks". The /gc webranks command determines whether characters in the guild will be listed with their ranks on the herald. The command "/gc webranks hide" will hide ranks, "/gc webranks show" will show ranks. Newly created guilds default to showing ranks.
- Added offline guild member removal support. This is performed with the /gc remove command and may be used on a targeted character or on a specified character with the form "/gc remove (name)" or "/gc remove (name)-(server)" for clustered servers.
- A new method for respecializing (/respec) has been added to the game, for cases in which some classes may be provided a respec for changes made to them during the patch cyle. This new "Mythic respec" is used by visiting one's trainer and typing the command "/respec mythic". This is a full respec and it will generate the usual confirmation window. Please also note that this type of respec does not expire and will not be deleted even if the character levels before using it.
Help Window Update
- Added additional information for upgrading or downgrading player houses.
Monster And NPC Notes
- Specialty titles have been implemented for NPCs providing special services. Examples of such NPCs are Realm Point Removers, Trifecta Dealers and Dread Seal Merchants.
- The title has been added to monsters whose abilities and tricks make their con deceptive. A yellow-con monster may require a full group to defeat, despite its equal level. Throughout the next several patches, the tag will be added to additional monsters as appropriate.
Bug Fixes
- The command /housefriend may now be used to add guilds whose names are comprised of a single word.
- The command '/gc buff' will now display current guild buff information to guild members on any server within a cluster.
- Guard spam will now display to guild members on any server within a cluster.
- Bonus experience messages will now display to guild members on any server within a cluster.
- The command '/housefriend account' will now allow access to characters which are based on any server within a cluster.
- Previously, if the group leader was out of range of a PvP kill on normal servers, only the group leader would receive gold. This has been fixed. If a group leader is now out of range of a PvP kill, the group leader will not receive gold, and any group members who are within range of the PvP kill will receive gold.
- The '/housefriend rank (rank)' command, which adds a particular rank of the guild associated with a house as a housefriend, previously required the rank to be specified as the string name of the guild rank. It will now accept either the string name or the numeric rank identifier (0-9), so '/housefriend rank 0' will add rank 0 of the guild as a housefriend. The resulting successful display message from '/housefriend rank (rank)' will now display the rank number in addition to the rank name.
- Previously, when some casters trained in certain spell lines, the caster would receive messages stating "You learn the XXX spell ability" with XXX being incorrect. This has been fixed.
- Players on horses must now dismount in order to pray and receive experience.
- The numerical value of delve information for power rend spells will now display correctly as positive instead of negative numbers.
- The list of commands shown when using "/gc" now includes "/gc logins".
- The /angry emote text has been updated to be grammatically correct.
- Fixed a discrepancy in how Dun da Behnn was being spelled in the chat window when targeting that particular outpost on the realmwar map.
CLASS CHANGES AND FIXES
General Class Notes
- For this version, all existing Valkyries, Valewalkers and Reavers have been granted a full Mythic respec. (Please see the note on "Mythic respec" above in the NEW THINGS AND BUG FIXES section.)
- The Bleed effect from Dual Shadows will no longer be resisted. This also applies to both PvP and PvE servers.
- Fire and Forget pets - such as Theurgist and Animist pets - may once again be cast on Phase Shifted players. However, pets will still not actually damage a player who is Phase Shifted until the effect wears off. (Note: This change reverts functionality back to the way it worked before 1.83, based on feedback received from the player community.)
Bolt Spell Changes
- All single target bolts belonging to the Wizard, Runemaster, Eldritch, Shaman and Warlock have had their cast timers reduced by 20%. Thus, all bolt spells with a cast time of 2.5 seconds have been changed to have a cast time of 2.0 seconds, and all bolt spells with a cast time of 4.0 seconds have been changed to have a cast time of 3.2 seconds.
- Bolts have been changed so that they will no longer fail to hit a target in combat unless the target is being melee attacked by an enemy who is within a range of 200 units. In such cases, there is a 20% chance of failure for each attacker within a range of 200 units.
For example, there are three players - Player A, Player B and Player C. Player B is melee attacking Player A, and is within a range of 200 units. Player C is the bolt caster who is casting a bolt at Player A. Since Player A is being melee attacked by Player B, and Player B is within a range of 200 units, the bolt from Player C has an 80% chance of landing on Player A (not withstanding normal built-in hit/miss rates). However, if Player A has other attackers begin melee attacking at a range of less than 200 units, the chance of Player C's bolt hitting Player A will be reduced by 20% for each attacker. Therefore, if Player A is being melee attacked by two enemies within a range of 200 units, Player C's bolt only has a 60% chance of hitting; if Player A is being melee attacked by three enemies, then Player C's bolt has only a 40% chance of hitting; all the way up to five or more melee attackers, in which case Player C's bolt will completely fail to hit Player A.
This change is an improvement for bolt casters over how it functioned in the game prior to this version. Before, if a bolt caster attempted to hit a player who was in combat with one enemy - regardless of that enemy's range or type of combat - the bolt would fail 20% of the time. This also stacked up to 100%, but again with no discernment in the form of the attack. This new change does not penalize the bolt caster when his or her target is being attacked by enemies who are more than 200 units away in distance.
Master Level Ability Notes
- Banelord: All spells and Abilities, except for Demoralization and Zone of Unmana, have been made to interrupt other players who are casting.
- Banelord: The radius on the following abilities has been reduced to 750: Primal Agony, Oppression, Inexorable Defeat, Tactical Insight, Chaotic Power, Agony Transmission and Demoralization.
- When a Ravenclan Giant is charmed and the ML9 ability, Summoning Mastery, is used on it, the giant will no longer be made miniature, but instead will remain the same size.
Druid, Healer and Cleric
- The amount of hit points and power granted upon resurrection from the Realm ability Perfect Recovery has been increased to 50% at tier 2.
Hero, Warrior and Armsman
- The recast time for Taunting Shout has been lowered to 20 seconds.
- The duration of Fury and Rampage have been increased to 20 seconds.
- The Memories of War ability was not scaling correctly. This has been fixed and will now grant a 20% value at level 50.
Armsman and Paladin
- Defender's Rage is now a Frontal Positional style and has an attack speed debuff.
- Poleaxe now has a snare effect.
- Rile now has a high bonus to hit.
- Fury now has a high bonus to hit.
- Doubler now has a medium bonus to hit.
Armsman
- Polearm: The bleed spell from Defender's Aegis will no longer be resisted.
Cabalist
- Cabalist pets have been added to the list of pets that can be commanded to perform various emotes by their owner.
Druid
- The top tier of Wolf, Bear and Lynx pets will now be slightly higher levels. (85% of your level instead of 75%.) The top tier of Wolf will also perform combat styles similar to the Bear and Lynx.
Friar
- The heal associated with Holy Staff has been changed to a Heal over Time instead of a direct heal.
- The heal associated with Holy Staff will now pulse at a faster speed.
Hero
- Hunter's Lance damage and growth rates have been increased slightly.
Hunter
- Hunter pets will no longer trigger reactive armor procs on other players.
Necromancer
- When Necromancer pets are attacked, the shade will now see the attack messages in the correct (You are hit) message channel.
- If a Necromancer releases a pet (through zoning, releasing the pet, or by moving beyond tether range of the pet), the Necromancer will now be left with the same percentage of hit points that the pet had upon release. (Previously, the Necromancer would be left with 10% hit points regardless of how much health (under 100%) the pet had when released.) For example, if a pet is released with 50% hit points, the Necromancer will be left with 50% hit points as well.
Paladin
- A new instant cast Resurrection spell has been added to Chants which will Resurrect a dead realm mate with 25% power and 25% health at spec 35. This spell has a 5 minute recast timer.
- The recast time for taunt spells has been increased to 20 seconds.
Reaver
- Soulrending Lifetap spells are now on separate timers again, for good this time. Our apologies to the community for any stress or issues this may have caused in the past.
Thane
- Sword styles for Thanes have been adjusted in the following manner:
Assault now has a 20 energy DD
Ice Storm now has a 50 energy DD
Polar Rift now has a 75 energy DD
Ragnarok now has a 150 energy DD
- Axe styles for Thanes have been adjusted in the following manner:
Thrym's Strength now has a 20 energy DD
Raider now has a 50 energy DD
Arctic Rift now has a 100 energy DD
Tyr's Fury now has a 150 energy DD
- Call of a Thousand Storms is now an instant cast spell
Valewalker
- The Ablative amount for the Valewalker's RR5 ability (Vale Defense) has been increased to 500 points.
- Scythe Styles have been re-organized in the following manner:
Parry -> Sawgrass -> Thorny Shield
Evade -> Arboreal Fire -> Flaming Scythe
side -> Stunning Blade -> Blizzard Blade
Rear -> Foxfire -> Winter's Scythe
Frontal-> Grasping roots -> Conflagration
- Arboreal Shield is now available at Spec 21 in Scythe.
- Grasping Roots is now available at Spec 34 in Scythe and has a 10 second PBAE Root.
- Conflagration now procs a 150 DD spell.
- Foxfire is now a Rear positional Style.
- Grasping Roots is now a Frontal positional Style.
- Conflagration damage type has been set to Heat.
- Conflagration now correctly delves as a level 50 style.
Valkyrie
- The Odin's Retribution line is now an instant cast to start the chant.
- Whirling Spear now procs a Bleed effect.
- The Valkyrie has been granted a Mending baseline and a new Mending specialization line with "combat healing" as the focus. The Valkyrie Mending specialization is as follows:
Heal over Time: Single target. Target is healed during the spell's duration.
5 Odin's Antidote Friend 0s/10 seconds/5s 2000 range effect:24 cost:14
10 Odin's Medicant Friend 0s/10 seconds/5s 2000 range effect:47 cost:27
15 Odin's Cure Friend 0s/10 seconds/5s 2000 range effect:71 cost:37
20 Odin's Elixir Friend 0s/10 seconds/5s 2000 range effect:94 cost:46
Heal over Time (stacking HoT): Single target. Target is healed during the spell's duration.
30 Odin's Greater Antidote Friend 0s/10 seconds/5s 2000 range effect:36 cost:21
35 Odin's Greater Medicant Friend 0s/10 seconds/5s 2000 range effect:70 cost:40
40 Odin's Greater Cure Friend 0s/10 seconds/5s 2000 range effect:106 cost:55
45 Odin's Greater Elixir Friend 0s/10 seconds/5s 2000 range effect:141 cost:69
Heal over Time: Group. Target is healed during the spell's duration.
7 Shieldmaiden's Aid group 2.0s/10 seconds/0s 2000 range effect:19 cost:11
12 Shieldmaiden's Alleviation group 2.0s/10 seconds/0s 2000 range effect:37 cost:21
17 Shieldmaiden's Redress group 2.0s/10 seconds/0s 2000 range effect:56 cost:29
22 Shieldmaiden's Remedy group 2.0s/10 seconds/0s 2000 range effect:75 cost:36
Hit point Regeneration Increase (stacking Heal which enhances the amount of Hit points regenerated) - group target. Target is healed during the spell's duration.
32 Valkyrie's Aid group 2.5s/10 seconds/0s 2000 range effect:28 cost:16
37 Valkyrie's Alleviation group 2.5s/10 seconds/0s 2000 range effect:55 cost:31
42 Valkyrie's Redress group 2.5s/10 seconds/0s 2000 range effect:84 cost:43
47 Valkyrie's Remedy group 2.5s/10 seconds/0s 2000 range effect:112 cost:54
Point Blank Are of Effect Heal: Heals target for a very large amount of health.
9 Odin's Amelioration realm 0s/0/15s 350 radius effect:108 cost:23
12 Odin's Purification realm 0s/0/15s 350 radius effect:138 cost:29
16 Odin's Recovery realm 0s/0/15s 350 radius effect:177 cost:36
22 Odin's Reparation realm 0s/0/15s 350 radius effect:235 cost:48
31 Odin's Restoration realm 0s/0/15s 350 radius effect:314 cost:64
41 Odin's Reconstruction realm 0s/0/15s 350 radius effect:411 cost:81
50 Odin's Emendation realm 0s/0/15s 350 radius effect:500 cost:99
- A new instant cast Resurrection spell has also been added to Valkyrie Mending line, which will resurrect a dead realm mate with 25% power and 25% health at spec 35. This spell has a 5 minute recast timer.
- The Odin's Retribution line can now be cast while in combat.
- The following changes have been made to Sword styles for Valkyries:
Ice Storm now has a 50 DD
Polar Rift now has a 75 DD
Ragnarok now has a 150 DD
- Wild Healing and Mastery of Healing are now available to Valkyries as Realm Abilities.
- Call of a Thousand Storms is now an instant cast spell.
- The Valkyrie style Sif's Revenge will now chain correctly off of the Ice storm style.
- The resurrection spell from Odin's Will (Call from Valhalla) no longer overwrites the Baseline Mending Resurrection spell (Arrival from Valhalla).
TRADESKILL NOTES
With this version, we have begun a revamp of the tradeskill system. Due to the number of changes required, the revamp will take place over the course of several versions. For version 1.84, we have focused on changing aspects of the tradeskill system that will help us clear the way for the major changes to come.
General Tradeskill Notes
- Consignment tasks are now available for Spellcrafting and Alchemy, up to skill 650. Please note that only a select set of recipes for each tradeskill was chosen to be given as a consignment task; the recipes selected share some ingredients, to minimize the load on inventory space.
- The smith's hammer, sewing kit, planing tool, spellcraft kit, mortar and pestle, and alchemy kit are no longer required components for recipes. You will only need to be standing near the lathe, forge, or alchemy table if the recipe called for that previously.
- Spellcrafting and Alchemy components will now stack up to 200 and weigh a maximum of 5 pounds when fully stacked.
- Legendary weapon components are now stackable up to 50 (Torch of Innovation, Cauldron of Vivifying Water, Vial of Heavenly Breezes, Dust of Creation).
- Many items which are used in crafting have been added to monster treasure tables throughout the lands (excluding ToA).
- The damage bonus on Legendary Weapons will now work on any target except other players.
Alchemy
- The recipes for complex potions have been flattened so that crafted potions are no longer required as ingredients to make the final potion. Instead, you will only need a portion of the materials that were used for the ingredient potions. For example: Elixir of Might required both an Elixir of Strength and an Elixir of Constitution, along with ancient treant wood. You will now only need heated, dusty, and vapor distills and ancient treant wood to make the potion. (Note: This does not apply to Effects, Charges or Reactive Effects.)
- The recipes for the weariness and lethargy poisons have also been flattened so that crafted potions are no longer required as ingredients to make the poison.
- The extraordinary behemoth potion will now stack up to 50.
- Various tradeskill components for Alchemy, which were not included during the initial revamp of stack size and weight, have been adjusted accordingly. A stack of 200 now weighs 5 pounds instead of 50 pounds or more.
Armorcrafting
- Chain (Albion & Midgard), Scale and Plate recipes have been changed to no longer require liners as recipe ingredients. Due to this change, the recipe's ingredients have been altered to require the leather and cloth materials that were needed for liners (for example, if you needed 3 metal bars and a cloth liner for a recipe, you will now need 3 metal bars, cloth squares, and heavy thread instead).
- Steeple hat, crown, circlet, and wreath patterns will now stack up to 200. The weight for these patterns has also been significantly reduced.
Basic Crafting
- Spellcrafting and Alchemy have been added to Basic Crafting for all realms.
Spellcrafting
- All newly crafted caster staves have "50 Focus All" (on any newly created staff at any level) in the fifth slot. This allows the staves to be spell crafted in the other 4 slots and have the Focus bonus at no additional imbue cost. It should be noted that this focus bonus applies to all levels of all crafted caster staves.
- All Legendary Weapons now have the first 3 slots open for spell crafting. This will not retro-actively apply to existing Legendary weapons. Only newly created Legendary Weapons will have the first 3 slots open.
- The etched aquamarine eye will now stack up to 50.
Tailoring
- Liner and liner conversion recipes have been removed from Albion, Midgard, and Hibernia tailoring.
- Liner stores have been removed from all areas of the world.
- Steeple hat, crown, circlet, and wreath patterns will now stack up to 200. The weight for these patterns has also been significantly reduced.
NEW FRONTIERS WORLD NOTES
- The boat path from the dock near Hurbury to Nottmoor Faste has been fixed to drop you off near Nottmoor Faste rather than near Bledmeer Faste.
- The dock at Dun Crauchon has been moved. It is now on the coast facing the island that Dun Crauchon is located on; this brings it in line with the position of the docks at Caer Benowyc and Bledmeer Faste. Boat paths, NPCs, the map, and the like have been adjusted to accommodate the new dock location.
- Keep lords are now worth a substantial amount of Master Level experience.
- Removed a number of miscellaneous unused NPCs from the border keeps to help lag issues. This was done on both the Home Realm and Frontier side of the border keeps.
- New teleporters were added to the Frontier side of the border keeps. These teleporters will teleport players to the Frontier Towns. The teleporter will only function if the Relic milegates associated with the Frontier Town are closed.
GENERAL WORLD NOTES
Classic Underwater Changes
- Continuing the project started in 1.83 in Midgard, the ability to adventure underwater is being added to the classic zones of Albion and Hibernia. Players will find that they can now dive in and explore the depths of the rivers, lakes, and ocean front that litter their landscape. Monsters added to the Albion and Hibernia underwater areas currently do not have loot tables; this will be addressed as the patch cycle continues.
- Boat routes have been added to the Albion and Hibernian realms for the classic zones as part of the underwater upgrade. The boats function similar to the boats available in the frontiers. Dock masters for Albion can be found at Cotswold, Prydwen Keep, and the Prydwen Keep bridge. Dock masters for Hibernia can be found at Mag Mell, Tir na mBeo, Ardagh, and Howth. The dock masters sell tickets for the following boat routes:
Albion:
Cotswold to Prydwen Keep
Cotswold to Prydwen Keep bridge
Prydwen Keep to Cotswold
Prydwen Keep to Prydwen Keep bridge
Prydwen Keep bridge to Cotswold
Prydwen Keep bridge to Prydwen Keep
Hibernia:
Mag Mell to Tir na mBeo
Mag Mell to Ardagh
Mag Mell to Howth
Tir na mBeo to Mag Mell
Tir na mBeo to Ardagh
Tir na mBeo to Howth
Ardagh to Mag Mell
Ardagh to Tir na mBeo
Ardagh to Howth
Howth to Mag Mell
Howth to Tir na mBeo
Howth to Ardagh
- Along with tickets to the new boat routes, the dock masters also sell a new water potion that will work for characters of any level. This will allow players to explore the new underwater content at their leisure without worrying about drowning (at least for an hour). The effect of the 'standard nereid potion' will last for 60 minutes and the potion has 20 charges.
- Consignment tasks will no longer send players to the NPCs patronizing the Trifecta Dealer.
- The available teleport locations used by the major porter NPCs have been standardized. This means you should have the same available locations whether you use the porter in the border keep, the cities, or your house. You will also notice the number of options has increased overall with the consolidation of the porters.
- The keywords used by the major porter NPC's have been standardized. For example, all keywords to port to your guild house are now just [guild] instead of [guild], [guild house], or even [guild's house] as they were before. As well, some of the locations will recognize shortened versions of the keyword for sake of typing convenience. ex. Saying 'Ligen' will take you to Druim Ligen.
- The following pets will now perform emotes as commanded by their owner: The Necromancer abominations, the Enchanter underhill pets, the Spiritmaster spirit pets, the Cabalist pets and the Bonedancer commander pets. To issue the command you must target the pet and /say or /whisper the command word.
The word triggers are:
Dance, silly, pick me, stagger, doh, confused, tired, cold, stinky, look out, dismiss, beg, salute, military, present, shrug, agree, disagree, cry, slit, wave, rude, beckon, shy, cheer, victory, clap, flex, kiss, point, laugh, chicken, sweat, worship, lecture, surrender, forward, ponder and curtsey.
CAMELOT CLASSIC WORLD NOTES
General Notes
- Server channelers have been added to the primary and secondary border keeps.
- Tinderboxes of various levels have been spread far and wide across classic zones on humanoid monsters of all levels.
Quest Notes - Midgard
- A Hero Desires a Sword - Step 2 of this quest now directs players to the correct town.
- Whispers of Conflict - Players on step 2 will notice that their quest journals now correctly refer to Oslin's location in the village of Mularn.
- To end any confusion between the following NPCs with similar names, we have modified all mention of them to state either Vigdis in Mularn or Vigdis Gythja of Hel.
- Mystic Trainer - Kobolds who were stuck on various steps of this quest will now be able to complete the quest.
- Trappers Pride - This quest was modified to be more in line with the level of the area where the quest starts.
- Newfound Group - This quest was modified to be more in line with the level of the area where the quest starts.
- Trappers Joy - This quest was modified to be more in line with the level of the area where the quest starts.
- Culmination - The majority of the vendo grunts that had previously established a stronghold inside Queen Vuuna's camp have been removed.
Quest Notes - Hibernia
- Mag Mell Delivery - Anice was relocated to the stables in Mag Mell. The quest journal directions were updated to reflect this change.
- Argent Arrowheads - This quest now has updated directions for step 2.
- Sweating the Smith - This quest now has updated directions for step 3.
- Ley Line Legerdemain - The player no longer lands in the haystack when ported on step 7 and 8.
- Spicket, Spackit and Spykit - The journal entry for step 12 now displays the correct directions.
- Spicket, Spacket, and Spykit - This quest can now be deleted.
- Mag Mell Delivery - The journal directions were updated for the delivery steps of this quest. Players will now be told to find Sentinel Maitais near the portal to the Grove of Domnann.
Quest Notes - Albion
- Services Rendered - Stonemason Harwin now accepts the correct item on step 1 to continue the quest.
- Delivering News to West Downs - Step 1 now has updated directions.
- Cotswold Delivery - Players on step 4 will notice that their quest journals now correctly refer to Cemmeth Budgwold's location in the village of Cotswold.
Item Notes - General
- Added a wieldable roleplay item (turkey leg) to the fare offered by bartenders around the realms.
- New wieldable roleplay items have been added to the roleplay clothing merchants in each realm. The items are: scroll, key, rolling pin and quill.
- Added a new deployable roleplay item to the tent vendors at each of the realm festivals. This "instant sack" item, which creates a sand bag on the ground, can be used in a similar fashion to the previous housing zone restricted roleplay items (fence, boxes, cart...). The delve information for this item is: This item can only be used in the housing zones and can't be used within 512 units of monsters or NPCs in the game. To use the item, drop it on the ground. It will last 30 minutes and cannot be picked up.
- Fixed spelling error on tickets/boats for Prydwen Keep and Prydwen Keep Bridge routes.
- The majority of monsters have now been given ROG treasure in addition to their existing treasure. (However, animals, plants, insects and reptiles will still not drop ROG items.)
Monster Notes - Midgard
- The merchant Frey in Audliten has been moved so that he is able to be targeted easier which should give a boost to his business.
- The monster 'vendo footman' has been modified so that it drops level-appropriate loot.
- The monsters 'Njordalf youth' and 'kingcrab' have been modified so that they will continue to attack and follow properly if engaged.
- The monster 'waterlogged corpse' has been modified so it will attack and follow properly if engaged.
- Several monsters in the Vendo Caves have had their chance to parry removed.
- The appearance of Midgard Hasteners have changed so that they are easier to see.
- The "njordalf warriors" now equip weapons properly and "njordalf mystics" will cast spells properly.
Monster Notes - Hibernia
- A Druid trainer has been added to Connla.
- Channeler Murphy has been moved slightly so that he does not overlap with the House Findias Missionary.
Monster Notes - Albion
- Fixed spelling error on Prydwen Keep Bridge Dockmaster.
- Adjusted one of the 'witherwood' spawns in Avalon Marsh so they spawn in the water rather than above it.
- The "water elf warriors" now equip weapons properly and "water elf sorcerers" will cast spells properly.
SHROUDED ISLES WORLD NOTES
General Notes
- Server channelers have been added to the Shrouded Isle primary cities near the portals: Caer Gothwaite, Aegirhamn and Domnann.
Item Notes - General
- The drop rate for tinctures off boss monsters in the epic SI dungeons has been increased. Also many more monsters now drop tinctures besides the boss monsters in these dungeons.
Monster Notes - Albion
- Palifan in Caldey can no longer be charmed.
TRIALS OF ATLANTIS WORLD NOTES
General Notes
- Merchant Arerranna, located in Volcanus Haven, will now sell the proper assortment of items. This fixes an issue that had her displaying two pages of duplicate items.
- Added a djinn stone and server channeler to the Ruins of Atlantis.
- Added a server channeler to Oceanus Haven.
Quest Notes - Oceanus
- Ring of Unyielding Will: This encounter was modified so that the main monster, Mordom, will return to its original spawn area should he be pulled from that location during the encounter. Previously, it was possible that the monster could increasingly find itself away from its normal spawn in some circumstances.
- Aten's Shield: Increased the chance of finding Aten's Shield, making it is easier to get credit for this encounter.
- The Skyros Order, 30-39: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.
- The Skyros Order, 40-50: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.
- The Naxos Society, 30-39: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.
- The Naxos Society, 40-50: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.
- The Melos Alliance, 30-39: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.
- The Melos Alliance, 40-50: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.
- The Mau of Sekhmet: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.
- The Mau of Bastet: The faction reward for this quest was increased. Players only need to complete the quest once to receive the required faction amount.
Quest Notes - Aerus
- Enyalio's Boots: The chest that used to spawn Enaylio's Boots has been turned off as the item is no longer required to activate the artifact. The mechanism for encounter credit has not been changed.
- Cyclops' Eye Shield: Adjusted the 'bronzed guardian' and 'stone guardian' monsters to eliminate the chance that they go dormant while still engaged in combat. This fixes a rare bug where the guardians could go dormant and become unattackable during the course of an extended fight.
Encounter Notes - General
- Foppish Sleeves: The encounter was fixed so that the timer on the 'Blood Soaked Kibisis' functions properly. This will fix a rare issue where the timer would not function and snake guardians were not properly attracted to the player as part of the encounter.
Encounter Notes - Oceanus
- Aten's Shield: Modified this encounter to increase the chance of finding Aten's shield.
- Winged Helm: Reduced the odds of Hermes healing himself completely while his helmet is still on, giving players a better shot at killing him at this stage if they want to attempt the encounter that way. As well, hate and aggression generated by the harpies prior to the helmet being knocked off will now be wiped when the helmet is knocked off. This will give players a clean slate on Hermes if they wait to engage him fully until his helmet is knocked off and his self-heal has been stopped. With this clean slate, it should be very easy to establish hate and kill credit on Hermes.
Item Notes - General
- Players can trade the current version of Ceremonial Bracers for a Strength, Constitution, Dexterity, Quickness, or Acuity version. Please see the following NPCs for this trade:
Albion: Artifact Scholar Jarron
Midgard: Artifact Scholar Alaria
Hibernia: Artifact Scholar Elmer
- Players can trade the current version of Gem of Lost Memories for a Melee, Archery, or Casting version. Please see the following NPCs for this trade:
Albion: Artifact Scholar Jarron
Midgard: Artifact Scholar Alaria
Hibernia: Artifact Scholar Elmer
Item Notes - Midgard
- Players who are able to wear the chain version of the Crown of Zahur may trade the current version for an Acuity or Constitution version of the artifact. Please see Loremistress Vendela for this trade.
- Players may now trade the current version of Eirene's Chestpiece for a Strength, Piety/Buff Bonus, Piety/Spell Range, or Charisma version. Please see Artifact Scholar Alaria for this trade.
Item Notes - Hibernia
- Players who are able to wear the scale version of the Crown of Zahur may trade the current version for an Acuity or Constitution version of the artifact. Please see Sage Narvla for this trade.
- Players who are able to wear the reinforced version of the Crown of Zahur may trade the current version for a Dexterity or Charisma version of the artifact. Please see Sage Narvla for this trade.
- Players who are able to wear the cloth version of the Crown of Zahur may trade the current version for a Dexterity or Intelligence version of the artifact. Please see Sage Narvla for this trade.
- Players may now trade the current version of Eirene's Chestpiece for an Empathy, Intelligence, or Strength version. Please see Artifact Scholar Elmer for this trade.
Item Notes - Albion
- Players who are able to wear the chain or cloth version of the Crown of Zahur may trade the current version for an Acuity or Dexterity version of the artifact. Please see Artifact Scholar Khaliad for this trade.
- Artifact repair costs have been reduced by 50%.
- The underwater monsters in the classic zone revamps have been itemized for Albion and Hibernia. As well the itemization for Midgard's underwater monsters was modified to provide more variety. In addition, all three realm's underwater monsters have been added to the ROG and spellcrafting items loot tables that were added to certain mob types earlier in this patch cycle.
- Players may now trade the current version of Eirene's Chestpiece for a Strength, Piety/Buff Bonus, Piety/Spell Range, or Charisma version. Please see Artifact Scholar Jarron for this trade.
Monster Notes - Hibernia
- Daewin, the trophy frog, has moved from his perch on the bridge from Ardee to Basar. He can be found on the shore next to the bridge now to escape the patrolling guards' wrath.
CATACOMBS WORLD NOTES
General Notes
- Added a new consolidated porter NPC to the Catacombs cities.
- (Hibernia) The Carrion encounter in the Hibernian Deadlands has been modified so that the wisps that start the encounter reset to their original spawn point after an appropriate amount of time when the encounter has failed. This should help prevent the wisps from migrating across the zone or getting stuck near the obelisk nearby. Note: You may still find monsters from this encounter near the obelisk if they were pulled there, but the change allows the encounter to reset better when the encounter has failed or been abandoned.
Quest Notes - Albion
- Hounds of Arawn: Group members who are neither on the quest nor at the teleportation steps will now teleport to the correct locations.
Instanced Adventuring Notes - General
- Dreanna in the 'Unused Mines' task dungeon has been moved slightly to correct a visibility issue with line of sight.
- Repathed one of the 'Burial Tomb' tasks dungeons so that the monsters inside will not fall through the floor. This should allow players with tasks in that dungeon to complete the tasks properly.
- Corrected the in-game map for the 'Burial Tomb' task dungeon noted above.
- The crypt maggots in the 'Realm of the Damned' can be targeted once again.
- New task dungeon entrances for players who are levels 1 to 10 have been added to the Ludlow and Vasudheim areas. These entrances lead to the same 1 - 10 task dungeons found in the starter town areas. New Taskmasters that give tasks designated for the new dungeon entrances have been added to Ludlow and Vasudheim.
- The boss monsters in the Darkspire instance are now worth a substantial amount of Master Level experience.
Dungeon Notes - General
- Melgron the Ancient in the "Ancient's Retreat" adventure wing has had its aggression radius and tether radius normalized so that it won't attack players before players can attack it.
DARKNESS RISING WORLD NOTES
General Notes
- The Circle of Five are now worth a substantial amount of Master Level experience in addition to the MLXP gained from shepherding.
Quest Notes - Hibernia
- Grazer Resolution - The directions to the watchful tree dervishes were updated.
Quest Notes - Albion
- Becoming a Scout Master - Players will now be able to appropriately progress in the quest by killing goblin scouts, as indicated in their quest journals.
FOUNDATIONS WORLD NOTES
- Teleporters have been added near the Market Explorers in the Housing zones.
COOPERATIVE SERVER NOTES
- Epic raid level encounters intended for 3-4 full groups have been added to each of the Relic temples in the Frontiers.
- High level molochian tempters on Agramon Island can now be charmed.
- Keep lords have had their Master Level experience values increased.
- Patrols have been added to keeps. The number of patrols increases with the difficulty rating of the keep. One-group keeps have one patrol, two-group keeps have two patrols and three-group keeps have three patrols. These patrols consist of the same monsters occupying the keeps.
- Seal rewards have been slightly increased for the one group keeps.
- The difficulty of the three-group keeps has been increased.
- The difficulty of the two-group keeps has been slightly increased.
- ROG has been added to the Keep Lords.
- ROG has been added to Lord Agramon.
- Epic encounters in the relic temples have been itemized.
- Courtyard monsters in Dun Crimthainn have been updated, as have their loot tables.
- (Albion) Moved the PVP/PVE Ruleset porter NPC in Camelot to the same location as the normal porter and server channeler. Added a vault keeper NPC at this location as well.
- (Hibernia) Merchant Reswick, the siege merchant in Druim Ligen, has been moved slightly to allow proper room for the NPCs that hand out the Royal Expeditions.
PVP SERVER NOTES
- (Albion) Moved the PVP/PVE Ruleset porter NPC in Camelot to the same location as the normal porter and server channeler. Added a vault keeper NPC at this location as well.
- (Hibernia) Merchant Reswick, the siege merchant in Druim Ligen, has been moved slightly to allow proper room for the NPCs that hand out the Royal Expeditions.
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Dark Age of Camelot
Version 1.84a Release Notes
New Battleground, Class Changes and Art Revamps
June 22, 2006
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NEW THINGS AND BUG FIXES
- Fixed an issue which caused players to be unable to zone into and out of certain areas - specifically Trials of Atlantis regions. This also fixes problems associated with item drops from monsters and the use of djinn stones and other teleporter NPCs.
- Fixed an issue which caused some players to go link dead upon zoning into the New Frontiers region.
- Point Blank Area of Effect and Cone Area of Effect spells will no longer penetrate the walls and doors of the milegates located in Cathal Valley, the new battleground.
- The realm war map for New Frontiers, Hibernia has been updated to reflect the recent dock move.
CAMELOT CLASSIC WORLD NOTES
- Tinderboxes and other various items that are supposed to be restricted from use in RvR and in the battlegrounds will no longer work in Cathal Valley.
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Dark Age of Camelot
Version 1.84b Release Notes
New Battleground and Class Updates
June 27, 2006
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NEW THINGS AND BUG FIXES
- The commands /gc remove, /gc demote and /gc promote will now work regardless of what case (lower or upper) is used when typing the target offline player's name.
- Resist buffs will now display to Necromancers in shade form.
- Players who are killed by enemy players in Cathal Valley will now be impaired by a one-minute resurrection sickness (instead of the three-minute version).
- Point Blank Area of Effect and Cone Area of Effect spells will no longer penetrate the walls and doors of the bridges located in New Frontiers.
HOT FIXES, 6/26/06
- A number of NPCs have been changed so they don't (wrongly) show up as being worth master level experience.
- The hastener in the Lion's Den Battleground in the Hibernian portal keep should no longer say 'too far away' and function properly.
- Master Cear in Camelot should now respond appropriately to players who are trying to obtain their Epic and Champion quests.
- The quilted cap is once again able to be sold and traded.
HOT FIXES, 6/23/06
- A number of NPCs have been changed so they don't show up as being worth master level experience.
- Scout trainer Lieutenant Crosean has been moved slightly to prevent an issue where the NPC would fall through the geometry.
- Cleric trainer Tavia has been moved slightly to prevent an issue where the NPC would spawn on top of the tent.
- One version of the Crown of Zahur in Albion was undyable and had the incorrect leveling requirements. This has been fixed to now be dyable and level off of any kills.
PVE
- The porter destination for [Emain Macha] has been updated to match the new dock location.
- Made several adjustments to the epic relic encounters based on feedback.
PVE/PVP
- [Battlegrounds] was removed from the realm-specific porter options on the PVE and PVP ruleset servers. Since battlegrounds are disabled on these rule sets, the option was superfluous.
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Dark Age of Camelot
Version 1.85 Release Notes
Tradeskills and Class Changes
September 6, 2006
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NEW THINGS AND BUG FIXES
EDIT: - Josiah the Animator now has a limit on how many skeletons he can summon. His skeletons now have a limited "life" span.
- In celebration of the five year anniversary mark for Dark Age of Camelot and in appreciation for all the players who made it possible; all players will receive a free Mythic Respec. To use this respec, go to your trainer and type "/respec Mythic" (without the quotes) in the command line.
- Clockwork Cat - As a token of appreciation, Royal Escorts located outside the throne room of each Realm will gift players who pre-ordered Labyrinth of the Minotaur with a special clockwork cat.
- Art has been updated for players in mummy, stone, and Shades of Mist forms (Catacombs and newer clients only).
- A number of NPCs erroneously displayed that they gave Master Level experience when they did not. This has been fixed, and they will no longer indicate that they are worth Master Level experience.
- Advanced trainers have been stationed in the starting towns (Cotswold, Mularn, and Mag Mell) by their guilds. Note that many of these trainers are new to training and may not offer all services those in the capital city might (such as beginning the epic quests, etc.).
- Fixed two bugs in the user interface in which tooltips were not being positioned correctly in tree controls.
- Changed /autoloot, /xpoff, /rpoff commands to take an ON or OFF parameter. Typing the command with no parameter returns the current status for that flag.
- XPOFF and RPOFF flag settings are considered important messages and are displayed to the player upon entering the game.
- The autoloot radius has been increased.
- In order to reduce confusion and possible accidental flag state changes, the "/xpoff" command is now obsolete. It has been replaced with the "/xp" command. This command takes one parameter, "ON" or "OFF". Typing "/xp OFF" will disable gaining experience for your character. Typing "/xp ON" will re-enable the gaining of experience. Typing "/xp" with no parameters will display the current state of this flag ( ON or OFF ), it will not change the state.
- In order to reduce confusion and possible accidental flag state changes, the "/rpoff" command is now obsolete. It has been replaced with the "/rp" command. This command takes one parameter, "ON" or "OFF". Typing "/rp OFF" will disable gaining realm points for your character. Typing "/rp ON" will re-enable the gaining of realm points. Typing "/rp" with no parameters will display the current state of this flag ( ON or OFF ), it will not change the state.
- A correction has been made to the autoloot message when the option is turned off. It used to say, "Use '/autoloot off' to turn this option off." Now it says, "Use '/autoloot on' to turn this option on."
CLASS CHANGES AND FIXES
Cabalists
- Simulacrum pets will now perform the entire range of emotes granted to other pets.
Hunters
- Hunters have a new instant-cast pet at spec 40 and 50 in Beastcraft with the following details:
40: Hunter's Elder Protector - Spawns at 85% of the Hunter's level and has a chance to proc Disease (Rabies) as well as perform various melee styles on the target.
50: Hunter's Elder Avatar - Spawns at 90% of the Hunter's level and has a greater chance to proc Disease (Rabies) as well as perform various melee styles on the target.
- The Wild Spirit line of pet cast Str/Con buffs is now instant cast, and the duration has been increased to 20 minutes.
Necromancers
- Necromancers should now be able to purchase and use the Realm Ability Purge.
- Fixed a rare bug in which Necromancers would not lose shade form when their pets went away.
- Tinderbox items can now be used by Necromancers while in shade form.
Bainshee
- Bainshees may now be interrupted while casting spells from the Deafening Screech spell line of taunt spells.
- The Audible Barrier line of group pulsing ablative auras no longer absorbs 100% of each hit. The spells will now absorb damage up to 50% of each individual hit.
Druid
- We've added two new spells to the Druid's Nature affinity spell line.
32 Nature Affinity Spec. "Call Greater Nature Tree"
45 Nature Affinity Spec: "Call Elder Nature Tree"
These tree pets should be functionally identical to the Bear Pet received at the same level. This is a cosmetic change with one minor difference. The Bear pet casts a disease spell called "Rabies," but the tree will cast a spell called "Spore Cloud." They should be identical disease spells with a different name and spell effect. The trees should also have a randomized model when summoned.
Paladin
- The Paladin's Barrier of Faith spell line and Celerity spell line will no longer share the same recast timer. Because of this change, the single magical resist chants will now share two timers. The Body, Spirit, and Energy chants will share one timer, and the Heat, Cold and Matter chants will share a second timer.
Left Axe Changes
- Decaying Rage is now a side positional style with a 5 second stun.
- Aurora Borealis now chains off of Decaying Rage.
Axe
- Valkyrie's Shield will be based off Evade for Berserkers and Shadowblades
Sword
- Frost Cut will be based off Evade for Savages.
Slash Changes
- Riposte for Infiltrators will now be based off Evade.
Dual Wield Changes
- Reflection for Infiltrators will now be based off Evade.
Thrust Changes
- Beartooth for Infiltrators will now be based off Evade.
- Ricochet for Infiltrators will be based off Evade.
Blades
- Horizon blade will now be based off Evade for Nightshades and Rangers.
Piercing
- Tarantula will now be based off Evade for Nightshades and Rangers.
Buff Changes
- Many buffs (self, pet-cast, group, and realm) are now uninterruptible and may be cast while moving. This change does not apply to self-only bladeturn buffs.
Master Level Ability Changes
Sojourner
We've strived to make Forceful Zephyr a more balanced ability, allowing it to be more reliable in use and more defensive in nature as per its original design.
To that end, we've made the following adjustments to this Master Level ability:
- Forceful Zephyr is now a targeted pet summon spell very much similar to a Theurgist Earth pet in terms of speed and functionality. The ground target aspects of the ability and thus the unreliability have been removed entirely. The caster must face the target during the initial casting and have adequate line of sight. This line of sight is not limited to just X and Y planes, as targeting on a different Z axis is possible.
- Forceful Zephyr will only ever hit the person originally targeted by the caster. It will no longer sometimes hit other enemy targets in its path.
- The Zephyr will chase after the target and only the target designated by the caster. It is possible to outrun the Zephyr during its lifespan if conditions are right.
- The Zephyr is immune to Crowd Control spells of any type and will not deviate from its target.
- The ability now has a 1000 unit range and remains an instant cast ability.
- The initial lifespan of the Zephyr is 10 seconds. If it catches its target the Zephyr will last an additional 7-10 seconds as it buffets its target around. If the target out runs or out maneuvers the Zephyr for the 10 second duration then the Zephyr will vanish.
- The Zephyr will randomly choose a direction when it hits its target and buffet the target in that direction, albeit at a slower speed than the initial burst of velocity demonstrated from caster to target.
- The Zephyr will chase a target under water if the target dives after the ability is used, though the caster cannot use the ability on a target above water if the caster is under water. The reverse it true for using the ability underwater.
- While the Zephyr is buffeting its target for the 7-10 seconds, the target is immune to damage through a pulsing melee and magic ablative. This immunity drops as the target gets dropped.
- The recast timer of the ability has been lowered from 15 minutes to 10 minutes.
TRADESKILL NOTES
General Changes and Fixes
- The Alchemy weak essence of weariness recipe will now properly accept the greater enervating poison ingredient.
Basic Crafting
- Chain and Scale recipes in Basic Crafting will no longer require the use of liners.
Multiple Charge Potions
- All existing Alchemy potion recipes are now set up to create 3-charge potions. Please note that any potion created before this patch will not be affected. New potions created with these recipes will have the appropriate number of charges.
- We have added 6-charge and 9-charge recipe versions for each Alchemy potion. Alchemists will now have the option to create a 3-charge, 6-charge, or 9-charge version of each of their potions.
- Due to changing the potions to be multi-charge potions, newly crafted potions can no longer be sold to an NPC vendor.
- The recipes in Alchemy have been reorganized to fit the multi-charge potion recipes more cleanly into the recipe list.
Alchemy Potion Changes
- The durations for the Strength, Fortitude, Dexterity, Enlightenment, Might, Deftness, Shard Skin, and Speed potions have been increased from 10 minutes to 20 minutes.
- The durations for the Invigoration potions have been increased from 2 minutes to 5 minutes.
- The buff value of the Strength, Fortitude, Dexterity, and Enlightenment potions has been increased from 20 to 34.
- The buff value of the Might and Deftness potions has been increased from 30 to 51.
New Low Level Tinctures
- We have added reactive effect and charge tincture recipes to Alchemy for levels 25 and level 35. The names and effects for these tinctures are listed below.
Level 25 Reactive Effects
Reactive shard fine alloy armor tincture - 2.6 damage shield, 15-second duration
Reactive hardening fine alloy armor tincture - 37 armor factor buff, 60-second duration
Reactive ablative fine alloy armor tincture - 50 melee ablative, 10-minute duration
Level 25 Charges
Stable shard fine alloy tincture - 2.1 damage shield, 10-minute duration
Stable hardening fine alloy tincture - 37 armor factor buff, 10-minute duration
Stable enlightening fine alloy tincture - 37 acuity buff, 10-minute duration
Level 35 Reactive Effects
Reactive shard adamantium armor tincture - 3.6 damage shield, 15-second duration
Reactive hardening adamantium armor tincture - 56 armor factor buff, 60-second duration
Reactive ablative adamantium armor tincture - 75 melee ablative, 10-minute duration
Level 35 Charges
Stable shard adamantium tincture - 2.9 damage shield, 10-minute duration
Stable hardening adamantium tincture - 56 armor factor buff, 10-minute duration
Stable enlightening adamantium tincture - 56 acuity buff, 10-minute duration
New High Level Tinctures
- We have added reactive effect, weapon effect, and charge tincture recipes to Alchemy that provide new effects for crafted armor. The names and effects for these tinctures are listed below.
- Some of the higher level tinctures require a dropped component, which comes from the standard dropped components used in Alchemy. The following recipes that require this dropped component are as follows:
Reactive blinding netherium armor tincture
Reactive draining netherium armor tincture
Reactive blinding arcanium armor tincture
Reactive draining arcanium armor tincture
Stable neutralizing arcanium tincture
Stable revivifying arcanium tincture
Volatile depletion netherium weapon tincture
Volatile blinding netherium weapon tincture
Volatile depletion arcanium weapon tincture
Volatile blinding arcanium weapon tincture
Level 45 Reactive Effects
Reactive coil netherium armor tincture - 30% snare, 15-second duration
Reactive depletion netherium armor tincture - 35 power drain
Reactive blinding netherium armor tincture - 25% nearsight, 30-second duration
Reactive draining netherium armor tincture - 75 omni drain
Level 45 Charges
Stable greater celeric netherium tincture - 10% celerity, 5-minute duration
Stable transference netherium tincture - 30 power transfer
Stable shifting netherium tincture - 7 hits transfer
Level 45 Weapon Effects
Volatile provoking netherium weapon tincture - 16 taunt
Volatile depletion netherium weapon tincture - 35 power drain
Volatile blinding netherium weapon tincture - 25% nearsight, 30-second duration
Level 49 Reactive Effects
Reactive coil arcanium armor tincture - 35% snare, 15-second duration
Reactive depletion arcanium armor tincture - 55 power drain
Reactive blinding arcanium armor tincture - 30% nearsight, 30-second duration
Reactive draining arcanium armor tincture - 100 omni drain
Level 49 Charges
Stable greater celeric arcanium tincture - 15% celerity, 5 minute duration
Stable neutralizing arcanium tincture - cure poison
Stable revivifying arcanium tincture - cure disease
Level 49 Weapon Effects
Volatile provoking arcanium weapon tincture - 28 taunt
Volatile depletion arcanium weapon tincture - 55 power drain
Volatile blinding arcanium weapon tincture - 30% nearsight, 30-second duration
Ranged Weapons
- (Fletching) We have added new level 51 ranged weapons with a predefined weapon effect. Players will have a choice between three different recipes for each level 51 bow to choose between either a cold, heat, or energy based direct damage weapon effect.
- Material Level 9 bows with predefined weapon effects have been added to the game.
Specialty Armor Recipes
- We have added new level 51 armor recipes for Tailoring and Armorcrafting. Each armor piece has a predefined bonus in imbue slot 5. Players will be able to create these items and spellcraft in the four available imbue slots. The predefined imbue slot does not use any imbue points that would be used for spellcrafting purposes.
- The armor pieces have Trials of Atlantis armor textures (from Stygia, Volcanus, and Aerus sets).
- The recipes for the specialty armor pieces will require a dropped component that can be found on high-level monsters and boss monsters in classic, Shrouded Isles, and New Frontiers zones (including Passage of Conflict).
- For more information on the predefined bonuses and armor pieces available from the new Specialty recipes for Armorcrafting and Tailoring, please visit http://www.camelotherald.com/article.php?id=211
- All Specialty Armor Recipes will share a single dropped pattern.
- Gloves, Boots and Sleeves will consume one pattern.
- Leggings and Helms will consume two patterns.
- Vests will consume three patterns
- The drop rates for patterns have been increased.
CAMELOT CLASSIC WORLD NOTES
General
- The switches that open the door into and out of the border keeps on the home realm side have had their interaction radius normalized so they all operate similarly across realms. This corrects a small discrepancy across realms in how close you had to be to operate the switches.
Albion Monsters
- The mighty dragon Golestandt is no longer referred to as female by emotes displayed during the encounter.
- Slythcur should no longer wander into West Downs.
Hibernia Monsters
- The Siabra Queen and her entourage will no longer spawn on top of their tower in the Bog of Cullen.
Dungeons
- Additional entrances to the level 1-10 task dungeons were added to Ludlow and Vasudheim in 1.84. Because the dungeons exit to Cotswold and Mularn respectively, a npc was added at each of these entrances to allow players easy access back to the entrance at Ludlow and Vasudheim.
Item Notes
- The Brimstone Dagger of Bedlam is now left hand useable.
SHROUDED ISLES WORLD NOTES
Albion Monsters
- The Spirit of Lord Emthoro is now properly set to give Master Level experience.
- Various drakoran in Avalon City have been equipped with melee and ranged weapons.
Dungeons
- [Crystal Cave] Fixed an issue in which Xanxicar's champions would not properly come to his aid when called.
TRIALS OF ATLANTIS WORLD NOTES
General
- Additional teleporters have been added to the Ruins of Atlantis zones and the Oceanus Haven zones. These teleporters provide the same options as the Portal Keep teleporters.
Oceanus Quests
- [Master Level 1 Final Encounter - Cetus] The Cetus encounter has been modified to prevent players from inadvertently killing Cetus with the mindslayers spawned from using 'Rassa's Mirror'. This means that the item should no longer be usable if the monster falls below 50% health and should not do enough damage to kill Cetus whenever it is used.
- Eternal Plant - Previously, this encounter would reset after a given amount of time if not completed successfully, requiring players to wait for the spawn conditions to be met again. Now, Sobekhotep should now remain up until the encounter is completed successfully.
- Winged Helm - The marble fighters and the marble figurines have had their level reduced to be more on par with the frightening harpies in the area.
Stygia Encounters
- Master Level 5.9 - When interacting with the 'hery seshta', players would occasionally be transformed into the wrong gender and race of mummy. This should no longer occur.
Aerus Quests
- [Master Level 9 Final Encounter - Phoenix] The 'Phoenix Ozos' monsters that patrol the southwest generator will now path correctly all the way around the generator.
- Cyclops' Eye - Modified the encounter to fix a rare occurrence where Kertom would not spawn properly and require a manual reset.
- Centaur commoners will no longer use the Grasping Roots style.
Item Notes
- Healers who were previously unable to trade the current version of Eirene's Chestpiece will now be able to trade it for a version with different stats.
CATACOMBS WORLD NOTES
Encounters - Hibernia
- Chief Amanita in the Underground Forest now wields a bow.
Instanced Adventuring
- In the Plutonian Shores adventure wing instance, a Plutonian Wizard that was spawning and becoming trapped in the world geometry has been moved slightly to prevent this issue.
Dungeons
- Abandoned Mines (Albion) - Grayfur should no longer zephyr people through walls or to invalid places within the dungeon.
NEW FRONTIERS NOTES
General
- When zoning from the Frontiers side of Druim Ligen and Druim Cain to the homeland side, the player will no longer appear beneath the geometry.
- GTAE spells, such as Earth Wave should no longer do double damage to players on rams.
- Players should now receive realm points while operating a ram.
- All battlegrounds now award 25 percent more realm points per kill.
- In the Proving Grounds battleground, the Hastener and siegemaster for the Hibernian portal keep were moved to prevent them from overlapping.
- The realm-specific guards for the central keep in the Cathal Valley battleground should now appear decked out in equipment more befitting their role and stature.
Leirvik Battleground - General
- The size of the center island has been enlarged. - The center island terrain has been contoured to allow many unique play styles. The center keep is now on a raised hill.
- All towers have been moved further away from the center keep. Each realm will have a tower near the vicinity of the bridge that connects to their portal keep island.
- Each realm's portal keep island now has a direct bridge route to the center island. You may still swim if you wish.
- Various texture enhancements have been introduced throughout the zone.
- 'The ground is too steep' restrictions have been removed from Leirvik.
- All boat merchants and docks have been removed from Leirvik.
- A number of new vendors have set up shops near each of the realms' portal keeps. The new vendors include a recharger, a smith, a poison supplier, and an arrowsmith. All merchant NPCs may be attacked by the enemy realm and will offer the chance to drop loot, upon death. Protect your citizens!
Cathal Valley Battleground - General
- Ever since the discovery of Cathal Valley, adventurers of all realms have wondered what the mysterious portal at the end of Cathal Valley represents. Observant adventurers will notice that the portal has shifted and revealed an enigmatic keep at the end of Cathal Valley! Guarded by the spirit of the previous keep lord, Keep Orseo is a mystery to all the scholars of each realm and a call has gone out to each realm's heroes to claim the keep so that the other realms will not be privy to whatever secrets the keep represents.
- With the revelation of the central keep in Cathal Valley, players have the opportunity to claim this strategic point for their realm. Once a realm claims the keep, it will populate with a contingent of guards to defend the keep on that realm's behalf until another realm comes along and kills that realm's keep lord.
- Several new vendors have set up shops near each of the realm's portal keeps. The new vendors include a recharger, a smith, a poison supplier, and an arrowsmith.
- Seeing an opportunity for profit, wood merchants have set up shop at the towers that overlook each realm's milegate. The wood purchased here can be used to repair the postern doors on the milegates or the keep doors on the new central keep.
- A number of vendors can be found at the new central keep in Cathal Valley. The vendors available in the center keep include a recharger, a smith, a poison supplier, a wood merchant, and an enchanter. All merchant NPCs may be attacked by the enemy realm and will offer the chance to drop loot, upon death. Protect your citizens!
DARKNESS RISING WORLD NOTES
- The Legion guardians in the Chapter Three dungeons will now spawn less frequently.
Quests - General
- Any players with the Darkness Rising client can enter the King's Throne Room.
- A Gift for the Consul - The Royal Escorts outside each throne room will tell players a bit about the Minotaur visitors as well as give the player the opportunity to present the High Consul with a gift from their Realm.
Quests - Albion
- Rebellion: The Race to King's Crossing - Players who do not receive quest credit for defending Sergeant Connelly may now speak with him after the encounter to advance.
- Conspiracy: Dark Development - Players who do not receive quest credit for defeating the demon in the tower may now speak with Kelec after the encounter to advance.
Quests - Midgard
- Rebellion: The Race to Hagg Dalur - Players who do not receive quest credit for defending Sergeant Malagin may now speak with him after the encounter to advance.
- Conspiracy: Dark Development - Players who do not receive quest credit for defeating the demon in the tower may now speak with Morkosis after the encounter to advance.
Quests - Hibernia
- Rebellion: The Race to Clocha Liatha - Players who do not receive quest credit for defending Captain Fearghus may now speak with him after the encounter to advance.
- Conspiracy: Dark Development - Players who do not receive quest credit for defeating the demon in the tower may now speak with Brother Esras after the encounter to advance.
FOUNDATIONS NOTES
- Doors to the tavern and other non-player owned properties in the Broughshane housing zone will now open properly when interacted with.
- The horse route from the Albion housing entrance to the Stoneleigh market should no longer freeze along the route.
COOPERATIVE SERVER
- New spell effects have been created and added to the Relic Fragments.
- Additional treasure has been added to the Relic encounters.
- Beer Run - This quest has been disabled on Gaheris since it requires players to enter the Battlegrounds.
- Gone but not Forgotten - This quest has been disabled on Gaheris since it requires players to enter the Battlegrounds.
- Albion porters for this ruleset will now display [Oceanus] as a destination again. The keyword was still functional but was missing from the list of locations offered by these porters.
- Relic fragments should now obey standard loot rules when dropped from destroyed Relics.
- Soldier Carenza, Soldat Gyrid, Saighdear Creag have been added to Oceanus Haven.
- Players on Gaheris will no longer crash when attempting to zone out of the battleground portals in Demons' Breach.
PVP SERVER
- Albion porters for this ruleset will now display [Oceanus] as a destination again. The keyword was still functional but was missing from the list of locations offered by these porters.
- Soldier Carenza, Soldat Gyrid, Saighdear Creag have been added to Oceanus Haven
- Players on Mordred will no longer crash when attempting to zone out of the battleground portals in Demons' Breach.
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Dark Age of Camelot
Version 1.86 Release Notes
Labyrinth of the Minotaur
November 14, 2006
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WELCOME TO LABYRINTH OF THE MINOTAUR
With this version, we are happy to introduce Dark Age of Camelot's fifth retail expansion, Dark Age of Camelot: Labyrinth of the Minotaur. As of this morning, Labyrinth of the Minotaur is available via two methods - either by purchase and download from the internet, or by purchasing and installing the new 'Fifth Anniversary' edition of Dark Age of Camelot, now available in stores. To purchase and download the Labyrinth of the Minotaur expansion from the internet, please follow these steps:
- Login without selecting a quick login character.
- Press the "Account Info" button on the server selection screen.
- Press the "View Expansions" button on the account information screen.
- To purchase, check the box next to Labyrinth of the Minotaur and press the "Purchase" button.
- To download, click on the 'download' link next to Labyrinth of the Minotaur.
Please read below for a summary of changes and features for Dark Age of Camelot: Labyrinth of the Minotaur and Version 1.86. You will find specifics on the Version 1.86 items under the NEW THINGS AND BUG FIXES section, later in this patch note.
LABYRINTH OF THE MINOTAUR - THE STORY
The ancient race of Minotaur has returned to the lands of Albion, Midgard, and Hibernia to reclaim powerful but corrupt relics hidden long ago by their ancestors. Lust for these relics once brought about the downfall of the powerful Minotaur kingdom and their evil influence now threatens the kingdoms of Man.
The Minotaur seek the help of the three Realms to reclaim the lost relics and prevent them from falling into the wrong hands. In exchange, the Minotaur have promised to share the secrets of the Mauler, a unique profession whose practitioners draw upon the powers of the earth to enhance their martial arts prowess.
Only the mightiest of heroes will be called into the service of their king to aid the Minotaur with their quest. They will venture deep beneath the former Minotaur capital on the island of Agramon to explore the maze-like Labyrinth, a dungeon whose size knows no equal. Rumors of an army of mechanical constructs powered by dark magic abound and it is said that Cerberus himself watches over the relics.
Those heroes lucky enough to emerge from the Labyrinth in possession of a relic travel the Frontiers as marked men. There are many that covet these relics and they will stop at nothing to possess them. The pursuit of these relics will escalate into a vast struggle that will burn like a wild fire, engulfing all races and beings across the Realms.
LABYRINTH OF THE MINOTAUR SPECIAL FEATURES
These features are only available to customers who install the Labyrinth of the Minotaur expansion pack.
Pre-order Reward
- All players who pre-ordered the Labyrinth of the Minotaur expansion qualify to receive a special "clockwork" kitten pet. To obtain this reward, players should speak to the Royal Escort in each capital city.
New Player Race
- The Minotaur. Half man, half bull, the Minotaur is the first race to be available to all three realms.
New Player Class
- The Mauler. Unlock this new brawler class and channel the elemental powers of the earth.
New RvR Dungeon
- The Labyrinth. Deep beneath the island of Agramon, this vast maze is the largest single dungeon in all of Camelot.
New RvR Gameplay Experience
- Minotaur Relics. Players may acquire and use these relics, but will become targets to be hunted by the other Realms.
New Item Slots
- Mythical Items. Hunt the depths of the Labyrinth for these rare new items.
Additional Champion Levels
- Champion Levels 6-10. Five additional Champion Levels allow players to expand their powers, abilities, and items slots.
Additional Advanced Player Controlled Horses
- New horses have been added that are exclusive to the Labyrinth of the Minotaur expansion.
Trophies:
- Remains for trophies are dropped by the following Labyrinth of the Minotaur bosses: Zhulrathuul, Goblin Chief Muxog, Agramon, Cerberus and the Minotaur Construct.
NEW THINGS AND BUG FIXES
- New hints, tips, advice, and even messages of humor now display on the loading screens.
- The ambient music in the Darkness Rising client now works correctly.
- Another sweep has been done in correcting realm friendly NPCs that report they are worth MLXP.
- The range restriction when using tinderboxes near monsters has been reduced by half.
- The repair button on the mini-delve window for items will now work correctly.
- The particle effect on the Dochar Druid Hammer has been fixed.
- New Hasteners have come to town. They are working hard near the crafting areas of the capital cities.
- The three main Hastener spells have had their duration increased to ten minutes.
- All three main Hastener spells have had their speed increased.
- Power regeneration and power heal spells no longer affect characters with combat power regeneration.
- Characters with combat power regeneration will now resurrect with power in the same way as vampiirs.
- Friendly pulsing spells no longer be canceled by secondary cast spells.
- Secondary cast spells are now cleared when you die. This will prevent situations where a player would die mid cast, and finish casting after releasing or being resurrected.
- Nearsight immunity spells no longer put you in combat mode.
- Fixed a bug in the Atlantis client that would cause some spell effects to display improperly.
- Pets will now break their controllers' stealth when the pet attacks something.
- Various emotes that deal with mounts now use the proper pronouns.
- Pets will now move with their controllers through Teleporters (excluding hard-load teleports).
- Keeps and towers on the Realmwar maps will now be properly colored.
Performance Related Fixes (Catacombs Client)
During the 1.86 patch cycle, the development team determined that performance-related issues needed to be one of our top priorities. With that in mind, the team aggressively sought out and fixed several issues that would cause the game's performance to degrade over time. A total of eleven performance-degrading issues relating to the interface windows, character faces, loading screens, sky dome, trees, and tree shaders were resolved.
Note: The Catacombs client affects players who use Catacombs, Darkness Rising, or Labyrinth clients.
CLASS FIXES AND CHANGES
- The Runemaster's Realm Rank 5 spell was causing players to evade much less than the advertised 90%. This has been fixed.
- Fixed an issue where Animist bombers were not interrupting other players. Bombers once again have the ability to interrupt.
- Midnight Sun (Axe) will now correctly chain off of Valkyrie's Shield for Berserkers and Shadowblades.
TRADESKILL CHANGES AND FIXES
- The Rune Sewn Starklaedar Boots now correctly have the +5 quickness cap bonus.
- Grandmaster merchants in housing will now sell Ra Gems
- With this version, we are introducing capital city crafting bonuses. When crafting in Jordheim, Tir na Nog, and Camelot City, players will receive a 10% bonus to crafting speed and a 5% bonus to skill gain chance for all tradeskills.
CAMELOT CLASSIC WORLD NOTES
- Corrected an instance where some guards in Mularn would spawn with their race displaying incorrectly.
- The mini-map for Darkness Falls has been overhauled.
- It is now be easier for players to zone in to Deliah's Den.
- Players will no longer zone to their last bindpoint while swimming underwater in Cornwall and Lyonesse.
General
- Demon-tainted bears in all realms are now worth experience.
Albion Monsters
- Guardsman Thomas will now respond to the /where command just like other guards.
Midgard Monsters
- Fixed an issue where a trap was hitting players in the level 45 Midgard epic dungeon and reporting a strange name.
Hibernia Monsters
- Villainous brutes near Connla will no longer be gender-confused.
Quests - Albion
- Outcast Ormgarth - This quest's level was increased to level 25 to bring it more in line with its difficulty.
NEW QUEST SYSTEM
With this version, we are happy to introduce the first part of our new and improved quest system. This new system provides an improved quest display and more intuitive quest functionality. Its implementation will take part in multiple phases. For this first phase, we have introduced a new set of level 1-10 quests. Moving forward, new quests will be designed in this style for wider level ranges and greater complexity. Some things to note for this new quest system are:
- In most cases, quest items will not appear in your inventory. Instead, they will be stored inside your journal. If a quest component requires any type of interaction, click the item icon inside the journal.
- In some cases, clicking item icons inside the journal will create temporary items inside your inventory. These items may need to be used or worn in a traditional manner to achieve the objective of the quest.
- The new quest system does not utilize slash commands. Slash commands have been replaced with either interactive world objects, such as wagons or tree stumps, which are activated by right-clicking or with quest components that require an interaction with an icon located in the quest journal.
- Waypoints, replacing textual directions in most cases, are visual indicators of quest objectives located on the in-game map. Quest givers are also represented by way points. The waypoints vary by color with yellow representing quest givers and red representing a target or point of interest. Further adjustments will be made to waypoints in the future.
- Rewards can now be viewed prior to completing a quest. In some cases, you may be given the option of choosing between different rewards. You may right-click on the reward options before actually selecting the item you want. This allows you to view the item stats and bonuses. This system functions similarly to the traditional item delve.
- With the addition of the new style 1-10 quests, the old-style level 1-5 quests that began with Master Frederick, Dalikor, and Addrir have been disabled. The rewards for these old-style quests have been rolled into the new quests.
Quests - Albion
- Players from levels 1-5 can find new style quests in Cotswold.
- Players from levels 6-10 can find new style quests in Ludlow.
Quests - Midgard
- Players from levels 1-5 can find new style quests in Mularn.
- Players from levels 6-10 can find new style quests in Vasudheim.
Quests - Hibernia
- Players from levels 1-5 can find new style quests in Mag Mell.
- Players from levels 6-10 can find new style quests in Ardee.
NEW FRONTIERS NOTES
- Most, though not all, monsters within the Passage of Conflict that con purple to level 50 characters are now worth Master Level experience.
SHROUDED ISLES WORLD NOTES
- Reduced the number of drakoran monsters who wield bows in Avalon City.
TRIALS OF ATLANTIS WORLD NOTES
Stygia Encounters
- Adjusted the Snake Charmer encounter to reset properly in cases where the initiator of the encounter abandons the encounter.
Oceanus Encounters
- Eternal Plant: Lowered the number of followers and fanatics that can spawn in the progression of this encounter.
- Master Level Trial 1.5 "Conflict": Sentinels will no longer attack pets. This allows pet classes to once again complete this trial.
DARKNESS RISING WORLD NOTES
- The spawn rate has been lowered for Legion and all of its minions in the final chamber leading to the Lair of the Demon Lord.
- The majority of common monsters throughout the hallways of the Chapter 3 dungeons have had their spawn rate lowered slightly. Monsters found within the hallways leading up to and inside the "Boss" rooms have not had their rate adjusted.
COOPERATIVE SERVER
- Pet spam and Call of a Thousand Storms will now work on Keep lords and their minions that spawn over level 70.
- The Keep Lords of Dun Scathaig and Dun Crimthainn have been fixed. They will no longer teleport players out of the keeps upon spawning.
- The following trainers have been added to the Ruins of Atlantis: Valkyrie, Warlock, Bainshee, and Vampiir.
PVP SERVER
- The Hasteners have returned to their stations within the three main capital cities.
- The following trainers have been added to the Ruins of Atlantis: Valkyrie, Warlock, Bainshee, and Vampiir.
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Dark Age of Camelot
1.87 Release Notes
Tradeskill and Class Changes
January 11, 2007
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In this version we continue to focus on class and skill enhancements, balance, and tradeskill improvements as well as improving the functionality of basic game systems. While a great many class changes have been made in this patch cycle, we will continue to focus on class changes across all realms for version 1.88 and future patches.
With 1.85 we granted a free Mythic Respec to every character in recognition of the many changes to the game which were made over the last year. With 1.87, we continue to move forward with class enhancements and understand that players will need to adjust accordingly. To make this process easier on our players, we are pleased to announce we have decided to grant all characters a Mythic Respec with every patch starting today with 1.87.
NEW THINGS AND BUG FIXES
- The bonus to experience and coin gained that currently exist in all Shrouded Isles zones is being changed. The double coin bonus will remain the same and this bonus will also be added to all Classic zones. The experience bonus will be reduced to 150% and this bonus will also be added to all Classic zones. To summarize, all Classic and Shrouded Isles zones will have a 150% bonus to experience and a 200% bonus to coin for characters adventuring there. Note: Double coin and experience will remain in all RvR areas.
- Each realm's border keeps have received an art upgrade.
- To compliment the addition of the new border keep graphics, we have created an optimized version of the border keep that is used on the New Frontier side. This should help with the visual lag on the New Frontiers side of the border keeps.
- Many of the ruined aqueduct structures throughout the game have been given new art.
Note: These are visible only when using the Catacombs or above clients.
- Each realm now has a unique bind animation.
- The /ignore command again works across servers on a cluster.
- The /ignore command will now filter out /yell.
- The /ignore command will now filter out /emote.
- Cure Nearsight will no longer also remove Nearsight Immunity.
- Level 50 styles in Dual Wield, Celtic Dual, Left Axe, Critical Strike, Two-Handed and Polearm skills should now do their proper damage. This fixes a long-standing bug that prevented the styles from having a growth rate.
- When a controlled pet parries or blocks, a message will now appear in the controller's combat window.
- Accounts that are Labyrinth enabled can now reach Champion Level 10 regardless of what client they are using.
- Accounts that are Darkness Rising enabled but not Labyrinth enabled can now only accrue Champion Level Experience up to Champion Level 5 regardless of their current Champion Level. There was a bug that let players gain experience past level five, even though the Labyrinth expansion must be enabled for that experience to do any good.
- Accounts that are not at least Darkness Rising enabled cannot accrue any Champion Level Experience.
- The armor pieces given by class trainers at levels 10, 15, 20, and 25 have been updated with improved stats and now feature a /use charge.
- The Nosdoden Wall Trophy has been updated so its base no longer sinks too far into the wall.
- Berserker trainer Lognar in Mularn will no longer display incorrect gender information when targeted.
- The Chieftain and Chieftess NPCs in Midgard's Shrouded Isles no longer display as being worth Master Level Experience.
- Cowering Bellow has been modified so that it will work in PVE as well as PVP combat. The PVE functionality will behave similarly to the PVP functionality, but the cower effect will break if the monster is attacked while under the influence of the cower. The PVP functionality has been unchanged.
- Fixed an issue where certain Hibernian Mauler trainers would direct players to visit the wrong trainer in Tir na Nog to start a quest.
- Quest waypoints will no longer display upon goal completion.
AUTOTRAINING CHANGES
The current autotraining system has been revised. It will no longer punish players who spend points early in their careers.
- Characters will no longer auto train skills as they gain levels.
- When training a skill that normally would have autotrained, a player will not be charged points up to their character level’s maximum autotrained skill level. Example: An Armsman who has zero slash at level 50 will not be charged for their first 12 points. After 12, they will be charged points normally for that skill.
- If you have a higher skill than what would be awarded to you by autotraining at that level, the points that would have been awarded are refunded to your skill point pool. Example: If you have 40 slash, and you hit level 48, you normally would have been autotrained to 12 slash. Since you have a higher slash than 12, those 12 points are refunded to your pool.
- The skill points will be consistent if you train through a trainer or use a respec.
TRADESKILL CHANGES AND FIXES
General Changes and Fixes
- Crafted item quality is no longer considered when determining the number of imbue points an item has. All crafted items now have the maximum number of imbue points for their level. For example, all level 51 crafted items have 32 imbue points. All level 49 crafted items have 31 imbue points.
- There is now a 30% chance to skill up woodworking by repairing doors that are within 50 points of your skill level to repair. Example: You will gain skill points if you have between 200 and 249 points in woodworking on a wood5 door.
- All crafted weapons will now have a 5% bonus to their chance to hit. This bonus makes crafted weapons equal to Artifacts and Champion weapons in their ability to hit players or monsters.
- The harp recipes in Fletching for Albion and Hibernia have had their skill requirements upped to fill in gaps, allowing players more options for skilling up at those ranges.
- Tinctured bows (and crossbows) now have appropriate sellback values that take into account the added cost to craft them.
- The Wreath, Crown, Circlet, Steeple Hat patterns have been removed from all hat recipes.
New Recipes
- New specialty shield recipes have been added to Weaponcrafting in all three realms. These new shield recipes feature the predetermined 5th slot bonus.
- Craftable harp recipes have been added to Fletching in all three realms. These harps range from levels 26 to 51 and include versions with the predetermined 5th slot bonus.
- Roleplay hat recipes are now available for armorcrafting and tailoring in all realms. Recipes range from level 31 to 51, including specialty recipes for hats with the predetermined fifth slot bonus. The available hats are listed below:
Albion: Woodsman’s Cap, Jester Hat, Tarboosh - Available for all armor types.
Midgard: Fur-Trimmed Cap, Wolf-Head Helm – Available for all armor types. Winged-Helm – Available in Chain (Valkyrie only).
Hibernia: Woodsman’s Cap, Leaf Hat, Antlered Helm – Available for all armor types.
- Humanoid and Monstrous costume potions have been added to Alchemy for each realm. Please note that the costume potions cannot be used in any RvR zone.
Titles
- Tradeskill rank titles are now available via the /title window. Once selected, the rank title will display underneath your character's name.
- To switch the rank titles to a different tradeskill, speak to the appropriate tradeskill trainer, and then use /title. For example: If you are currently set as an Armorcrafter and wish to display your Weaponcrafter rank titles instead, speak to the Weaponcrafter trainer to switch the titles.
Legacy Crafter Rewards
- Steward Elirnus, Steward Arva, and Steward Barnas, located in the capital cities, are offering gifts to those who already had significant skill in a tradeskill at the time of the patch. These gifts will allow the crafter to guarantee their chances of creating a masterpiece item. Their charges are limited based on the level of skill the crafter already possessed.
- Crafters with 400 to 999 skill in their primary tradeskill prior to Version 1.87 will receive a Major Crafter's Focus with 5 charges.
- Crafters with 1000 or higher skill in their primary tradeskill prior to Version 1.87 will receive a Perfect Crafter's Focus with 10 charges.
- Crafters that have skilled up in a tradeskill prior to version 1.87 will receive a special title to recognize their achievements. The title "Honored Crafter" will be issued out to any character with 400-999 skill in their primary tradeskill. The title "Revered Crafter" will be issued out to any character with 1000 or higher skill in their primary tradeskill.
Restriction Removal
- Characters can now skill up completely in any tradeskill. The system of primary and secondary tradeskills (where secondary tradeskills were capped according to the current skill amount the primary tradeskill) has been removed.
- Tradeskills no longer have class restrictions. A character can choose any tradeskill.
- Characters can now have multiple tradeskills. To pick up a tradeskill a character does not have, speak to the tradeskill trainer. Please note that there is no limit to the amount of tradeskills a character can have. Your character can now choose and skill up in all of them.
Skill Increase Changes
- Skill increase chances on tradeskills are now standardized according to the recipe's con.
- You will have a 45% chance to receive a skill increase on red con recipes.
- You will have a 55% chance to receive a skill increase on orange con recipes.
- You will have a 45% chance to receive a skill increase on yellow con recipes.
- You will have a 30% chance to receive a skill increase on blue con recipes.
- You will have a 15% chance to receive a skill increase on green con recipes.
- You will not be able to receive skill increases on grey con recipes.
Failure Changes
- Critical failures have been removed from the tradeskill system. You will no longer lose craft ingredients upon failing to craft an object.
- Failure chances on tradeskills are now standardized according to the recipe's con.
- You will have a 32% chance to fail on red con recipes.
- You will have a 16% chance to fail on orange con recipes.
- You will have an 8% chance to fail on yellow con recipes.
- You will not be able to fail on blue, green, or grey con recipes.
Time to Craft Changes
- Craft times on recipes are now standardized according to the recipe's con.
- Grey con recipes will take only 40% of the normal craft time.
- Green con recipes will take only 60% of the normal craft time.
- Blue con recipes will take only 80% of the normal craft time.
- Yellow, Orange, and Red con recipes will take the normal craft time.
Quality Changes
- The minimum crafted quality is now 96%. Crafters will now have, roughly, a 24% chance to craft an item that is 96%, 97%, 98%, or 99% quality.
- Masterpiece (100% quality) chance has not been changed.
Overcharging
- The overcharge system has been changed so that the quality of spellcraft gems are no longer used to determine the success or failure of an overcharge. Overcharge success or failure now relies solely upon the quality of the object being spellcrafted, the number of points overcharged, and the skill level of the spellcrafter.
- At 1000 skill, a spellcrafter has a 10% chance to critically fail a 5 point overcharge on a 100% quality item.
- Critical failures are now defined as failures in which the spellcrafter explodes and spellcraft gems used are destroyed. The item being spellcrafted is no longer destroyed with a critical failure.
COMBAT AND REGENERATION CHANGES
- The bonus to regeneration while standing out of combat has been greatly increased. The amount of ticks a player receives while standing has been doubled and it will now match the bonus to regeneration while sitting. Players will no longer need to sit to regenerate faster.
- While in combat, health and power regeneration ticks will happen twice as often.
- Each tick of health and power is now twice as effective.
- All health and power regeneration aids are now twice as effective.
- Fatigue now regenerates at the standing rate while moving.
Shield
- A character's chance to block will no longer be penalized when facing a character who is dual wielding.
Parry
- A character's chance to Parry will no longer be penalized when facing a character who is wielding a two handed weapon.
- The penalty to parry when facing multiple attackers has been greatly reduced.
Evade
- A character's chance to evade will no longer be penalized when facing a character who is dual wielding.
WATER CHANGES
- There will no longer be a one-second delay for characters when diving or surfacing.
- Players can now target enemies through the water. If you are above the water, either on land or swimming on the surface, you can hit players below the water.
- If you are underwater, you can only attack a player who is in or under the water.
- Enemy player names will not display if you are looking at them through the water from above the surface regardless of how close they are to you.
- You also cannot attack a no-land NPC, like a shark, who is underwater from the land. As opposed to a land NPC that happens to be underwater.
NEW FRONTIERS NOTES
- The SI water now has the same transparency as classic water and reflective water when in PvP zones.
- The storms effect graphics have been optimized and the center part of the storm raised to prevent small races from hiding inside and becoming difficult to target.
- Many insect and reptile monster levels throughout the frontiers have been adjusted for use with Hunter's
Beastcraft.
Battlegrounds
- The named monsters in the battlegrounds now have an increased chance to spawn.
Note: This does not affect Cathal Valley's named mobs as their spawn rate was already higher than the other battlegrounds.
- The siegemasters in the Proving Grounds and Lion’s Den have been removed.
- The aggression radius for the fire giants present in the Lion's Den battleground has been lowered.
- Forest giant youth have had their spawn rate lowered in the Lion's Den battleground.
- Timber cats have had their spawn rate slightly increased in the Molvik battleground.
CLASS CHANGES
General
- Players with the Mending, Rejuvenation and Regrowth spell lines will now receive Cure Poison and Cure Disease as a baseline spell, at levels 3 and 7.
- All pets that use melee styles, whether newly added or previously existing, have had their style lists rearranged to be used more effectively. This increases the possibility of positional styles and style chains.
- Armsmen, Mercenary, Paladin, Reaver, Scout, Infiltrator, Minstrel, Warrior, Shadowblade, Nightshade, and Ranger classes will be force respecced on login. This accompanies the autotraining changes so that characters who did not auto-train will now have the same skill points available to them as those who did.
Shield changes
Warden: Increase from medium to large shield
Champ: Increase from medium to large shield
Thane: Increase from medium to large shield
Skald: Increase from small to medium shield
Animist
- Fixed a bug that caused the duration of the Animist’s “Essence of the Forest” Absorption buff bombers to be much longer than it should be. The duration of these spells is now correctly set at 10 minutes.
Bainshee
- Due to major issues with the way these spells function, the radius and angle of the Bainshee's Frontal Area Effect (FAE) spells have been reduced. The Bawler's Bruise (FAE DD), Disturbing Vibrations (FAE Root) and Whirring Spike (FAE Bolt) spell lines have had their angles reduced from 180 to 100 degrees, and the radius of all these spells reduced by 100 units. This will alleviate some issues with these spells hitting targets through walls and other solid objects.
- Robes will now display on the character model while in Bainshee Form. (Catacombs client and higher.)
- The Bainshee model now has a slight tint to it.
Bonedancers
- All Commander pets now have a chance to use shield styles.
- The lowest level Commander now has melee styles.
- Bonedancer pets have had their style lists expanded to Axe, Sword and Hammer styles.
- The Boost Bonecaster line of instant Body Debuff spells will no longer interrupt.
- The Bolster Bones spell in the Suppression Spec line has been moved from level 46 to level 44.
- Bonedancer Commanders have gained a new PvE taunt ability called Enrage. This functions as an offensive proc buff that is cast by the pet when commanded via keyword or menu options.
- Bonedancer Commander pets have had their resist tables standardized to be less susceptible to magic damage and more resistant to physical damage.
- The health condition in which the Fossil Healers begin healing is now set to 75 percent instead of 90 percent.
- The Health Regeneration spell cast by the Fossil Healers now has a 10 minute duration.
- Dread Commander changes: The Dread Commander now has several possible defensive procs that grant one of the following - blade turn, haste buff, evade buff and parry buff.
- There are now specialty commanders available at 40 spec for each line: Bone Army, Darkness and Suppression.
- The level cap for the Commanders has been removed. They are still bound to the current amount of pets that they are set to control however.
- The Commander pets have been increased by one level.
- The sub pets have been increased by one level to make them con blue to level 50 characters.
- All caster sub pets will now cast more while in the beginning of melee combat as opposed to never casting once melee is initiated.
- Fossil archers now have an increased damage output to help with their slow bow draw times. They have also been given a chance to evade.
- Fossil Archers have an increased range and faster attack speed.
- Fossil healers have had their heal spell cast time reduced by 25 percent. The top tier healers now heal for more as appropriate for their spec value.
- Fossil mystics and seers now get resisted slightly less with their increased level value. Mystics have had their damage output increased.
- Fossil Soldiers and non specialty commanders such as the Bone and Dread Commanders now have an innate charge ability. This only works when first commanded to attack a target if the target is beyond 500 units away. If the target is far enough away the soldiers and melee commanders will charge the target with an increased velocity and resistance to crowd control spells. The charge lasts for 5 seconds and cannot be initiated again for 60 seconds after being used. If the target is within 500 units the ability will not function and the timer to reuse the ability will not be started.
- Fossil soldiers now have improved style lines for axes, similar to the Commander style lines. They have also been given a chance to evade and have a chance to proc a defensive ability that increases their chance to parry.
- A new group version of the realm castable ABS buff has been added to the Suppression Spec line, with a 10 second cast time.
Level 35 Strengthen Bone Army 3 abs
Level 40 Augment Bone Army 6 abs
Level 46 Bolster Bone Army 9 abs
Bone Army
Dread Archer
- Has a high evade rate.
- Has access to sword and shield styles.
- Has a higher attack speed than the Fossil Archers.
- Has a dexterity buff that it will cast on spawn and via keyword command.
- Has an accuracy boost buff that it will cast on spawn and via keyword command.
- Has an Armor Factor debuff proc.
- Has a defensive proc that will cast a Bladeturn.
Darkness
Dread Lich
- This commander can cast while in melee until successfully interrupted a few times.
- Has an archmagery buff which it will cast on spawn and via keyword command.
- Has access to a disease spell.
- Has access to a debuff/nuke spell.
- Has access to an unbreakable snare spell.
- Has access to a direct damage spell.
- Has increased resistances to magic attacks but decreased resistances to physical attacks.
- Through keyword commands, the Bonedancer can control which type of spells the Dread Lich casts. By default the lich will cast the disease and debuff/nuke spell. Keyword control grants access to debilitating, snare and damage spell options. The Dread Lich can only cast one set of these spells at a time.
Suppression
Dread Guardian
- This commander can cast while in melee until successfully interrupted a few times.
- Has an armor factor shield it will cast on spawn and via keyword command.
- Has an absorption shield that it will cast via keyword command.
- Has a defensive proc that will cast an Ablative Shield.
- Has a Health Regeneration spell that will stack with the Fossil Healers.
- Has a Power Regeneration spell.
- Has increased resistances to magic attacks but decreased resistances to physical attacks.
- The recast timer of the Bonedancer's instant lifetap in the Suppression line has been increased to 8 seconds.
- The levels that Bonedancers receive their Commander pets have been adjusted. The new progression is as follows:
1 Summon Bone Boss
7 Summon Bone Overseer
12 Summon Bone Chieftain
20 Summon Bone Commander
32 Summon Bone Master
- In order to facilitate these changes, several spells were shifted by 1 level.
Level 40 Spell, Bone Knives (Damage Add) has been moved to level 41.
Level 5 Spell, Lesser Bones to Dirt (Damage Over Time) has been moved to level 4.
Level 6 Spell, Bones to Iron (Heal) has been moved to level 5.
Level 7 Spell, Bones to Dirt (Damage Over Time) has been moved to level 6.
Cabalists
- The Amber Simulacrum's Amber Resilience constitution buff now has a percentage increase amount based on pet level as opposed to a set amount.
- All Simulacrums have gained a new PvE taunt ability called Enrage. This functions as an offensive proc buff that is cast by the pet when commanded via keyword or menu options.
- All Simulacrums have a new PvE detaunt ability called Cower. This ability functions as a style effect and makes the target monster run for a very short duration if the ability is successful. They all have the option to turn their Cower ability on or off.
- All Simulacrums have had their primary damage type changed from slash to crush.
- All Simulacrums now have an innate Armor Factor shield. This can be refreshed by the Cabalist by targeting the pet and using the /imbue keyword.
- All Simulacrums now have a chance to proc a physical resistance debuff against their targets. This debuff reduces Crush, Slash and Thrust resists.
- All Simulacrums can now be commanded to change their offensive type to Slash, Crush and Thrust via keywords.
- All Simulacrums can now be commanded to change their attack speed to Fast, Average and Slow.
- All Simulacrums now have a chance to double strike. The second strike damage type is always Crush.
- All Simulacrums have had their resist tables enhanced and brought up to the same standards as most other pets.
- Ruby and Sapphire Simulacrums now have the option for the new Enrage ability.
- Ruby Simulacrums will now cast more while in the beginning of melee combat as opposed to never casting once melee is initiated.
- Several changes have been made to the Jade Simulacrum to make it a more desirable pet.
The Jade Simulacrum now has an offensive melee proc.
The Jade Simulacrum now has magic and melee ablative defensive proc.
The Jade Simulacrum's Damage Shield has been increased in value.
The Jade Simulacrum's base stats have been enhanced to give an increase to defense, offense and hit points.
The Jade Simulacrum no longer continuously casts its damage shield but will cast once on spawn and then later again whenever commanded to by the Cabalist via the word imbue. This allows more control for Cabalists to have other damage shields placed on their pet.
Druids
- The top two tiers of Druid pets now have the ability to Frenzy when commanded by keyword. The Druid must be in /say range of the pet to issue the command. When the Druid pet frenzies the damage output and attack speed increases but its defenses are reduced. The Druid pet gains the ability to proc a short duration stun that does not set off an immunity timer during its Frenzy mode. The Frenzy lasts for 10 seconds and can be used once every 30 seconds. The Frenzy cannot be used until 10 seconds has passed from the time the pet is summoned.
- An additional wolf skin has been added for the wolf pet.
- All Druid pets have gained a new PvE taunt ability called Enrage. This functions as an offensive proc buff that is cast by the pet when commanded via keyword or menu options.
- The 20 spec Druid pet now has access to the disease and critical styles that the higher tier pets have. Their chance to use these abilities scales up based on the tier of the pet. Please note that the chances to disease and land critical styles are exactly the same as the Hunter pets.
- The range of the Rabies and Spore Cloud Druid pets ability has been reduced to melee range and the duration of the disease reduced to 60 seconds.
- An immunity timer has been placed on all other stun procs available to the Druid pets.
- When a pet is summoned, the Druid will be prompted, through a menu and keyword selection, to choose the pet's appearance.
Enchanters
- All Enchanter pets have gained a new PvE taunt ability called Enrage. This functions as an offensive proc buff that is cast by the pet when commanded via keyword or menu options.
- Enchanter pets have received a new look.
- Enchanter pets now wield weapons. This allows the melee oriented Underhill to parry if commanded to do so via keyword menu.
- The Underhill Companions and Zealots now have a choice between using a dagger or staff and can no longer parry.
- The Underhill Friend now has chance to proc a Damage Over Time Spell (DoT) while in combat.
- The Damage Shield value for the Underhill Zealot has been increased.
- The Underhill Friend now has a dual wield weapon, and has a chance to double strike in combat. The second strike damage type is always Thrust.
- The Underhill Ally will now begin to cast healing spells when it detects group members at below 50 percent health as opposed to 40-45 percent.
- The Underhill Ally's regeneration spell has had its value increased. This will stack with the new regen rates introduced in this patch.
- The Underhill Companion and Zealot will now cast more frequently in the beginning of melee combat, as opposed to never casting once melee was initiated.
- The heal spell cast by the Underhill Ally has had the cast time reduced by 50 percent.
- The Underhill Ally and Compatriot can now equip shields when commanded.
- The Underhill Ally and Compatriot now have offensive procs.
- The Underhill Companion now has access to a pet version of Moon Blast.
- The Underhill Zealot now has access to a pet version of Illusory Pain.
- The Underhill Ally now has access to Blunt styles.
- The Underhill Compatriot now has access to Blade styles.
- The Underhill Friend now has access to Piercing and Critical styles.
- The Underhill Friend now have a chance to evade.
Friars
- Friars will now receive 1.8 spec points per level.
- As a result of the both the increased number of specialization points available to Friars and changes made to their specialization lines, all Friars have been given a forced respec. Those who play Friars should take a moment to redistribute their specialization points.
- The Blessed Encouragement line of group Healing Over Time(HoT) spells in the Rejuvenation Spec line is now castable while moving and in combat.
- Power costs on several of the Friar's spells have been changed from a percentage value to a flat value, or have been lowered.
- The progression of the Friar's Armor Factor and Absorption spells in their Enhancements Spec line has been changed. The new values are as follows:
Level 5 Blessing of Resilience 3 Absorption
Level 10 Blessing of Hardiness 6 Absorption
Level 15 Blessing of Sturdiness 9 Absorption
Level 20 Blessing of Stability 11 Absorption
Level 25 Blessing of Abation 13 Absorption
Level 30 Blessing of Absorption 14 Absorption
Level 34 Blessing of Dissipation 15 Absorption
Level 1 Shield of Faith 14 Armor Factor
Level 3 Shield of Piety 16 Armor Factor
Level 7 Shield of Devotion 20 Armor Factor
Level 11 Shield of Grace 24 Armor Factor
Level 16 Shield of Justice 35 Armor Factor
Level 24 Shield of Zeal 40 Armor Factor
Level 33 Shield of Holiness 58 Armor Factor
Healers
- The radius of the Celerity spells in the Healer's Augmentation spell line has been increased from 1000 to 1500 units.
Hunters
- All summoned Hunter pets have gained a new PvE taunt ability called Enrage. This functions as an offensive proc buff that is cast by the pet when commanded via keyword or menu options.
- The 32 spec Hunter pet now has access to the disease and critical styles that the higher tier pets have. Their chance to use these abilities scales up based on the tier of the pet. Please note that the chances to disease and land critical styles are exactly the same as the Druid pets.
- The range of the Hunter pet's Rabies ability has been reduced to melee range, and the duration of the disease has been reduced to 60 seconds.
- The top two tiers of Hunter wolf pets now have the ability to Frenzy when commanded by keyword. The Hunter must be in /say range of the pet to issue the command. When the Hunter pet frenzies, the damage output and attack speed increases but its defenses are reduced. The wolf gains the ability to proc an Absorption debuff during its Frenzy mode. The Frenzy lasts for 10 seconds and can be used once every 30 seconds. The Frenzy cannot be used until after 10 seconds has passed from when the pet is summoned.
- When a pet is summoned, the Hunter will be prompted to choose the pet's appearance by menu and keyword selection.
- The Hunter’s Elder Protectors and Hunter’s Elder Avatars have had their chance to style and proc disease slightly decreased.
- Two new spells have been added to the Hunter's Beastcraft spell line at level 45. These are additions to the existing charm spell lines, and will allow charming of animals and insects up to 90% of the Hunter’s level.
- A new spell line has been added to the Hunter's Beastcraft spell line that will allow charming of reptiles. These spells follow the progression of the animal and charm spell lines.
Level 2 Influence Reptile
Level 8 Compel Reptile
Level 14 Charm Reptile
Level 21 Control Reptile
Level 34 Dominate Reptile
Level 45 Overpower Reptile
- An additional wolf skin has been added.
Necromancers
- The level cap on each of the Necromancer's pets has been removed. All of the summon spells should now summon a pet at 88% of the caster's level, so that the Necromancer may use any pet they wish at any level like other pet casters. The one exception is the level 1 version of the summon, as it will summon a 100% pet with a cap of level 2. This is being left in place so that the Necromancer is viable until level 4 when they receive the second summoning spell.
- All Necromancer pets are now one level higher when summoned. This means that they cap out now at level 45 instead of level 44.
- All Necromancer pets have gained a new PvE taunt ability called Enrage. This functions as an offensive proc buff that is cast by the pet when commanded via keyword or menu options.
- All Necromancer pet summons have had their cast time reduced by half.
- All Necromancer pet cast buffs are able to be cast while moving.
- The following elixirs can now be used while in shade form: Elixir of Strength, Elixir of Dexterity, Elixir of Fortitude, Elixir of Enlightenment, Elixir of Deftness and Elixir of Might.
- Endurance and Invigoration potions will now be useable in shadeform.
The following changes have been made to the Lesser Zombie servant:
- Has a chance to double swing.
- Has had its attack speed slowed slightly.
- Has a chance to proc a short duration stun that triggers immunity.
- Has had its defense and hit point values increased slightly.
- Is resistant to Root and Mesmerize spells.
The following changes have been made to the Zombie Servant:
- Has a chance to double swing.
- Has had its attack speed slowed slightly.
- Has a chance to proc an absorption Debuff.
- Has had its defense and hit point values increased slightly.
- Is resistant to Root and Mesmerize spells.
The following changes have been made to the Reanimated Servant:
- It can now evade.
- It has had its defense value increased slightly.
- It can now use thrust styles.
The following changes have been made to the Necroservant:
- It has had its defense and offensive value increased slightly.
- It can now use slash styles.
- It can now use shield styles.
The following changes have been made to the Greater Necroservant:
- It has had their inherent built-in penalties to hit points and defense removed.
- It has had its offensive and hit point value increased slightly.
- It now has a chance to evade.
- It can now use critical styles.
- On spawn and via keyword command it will cast a Strength and Dexterity Buff on itself.
- Necromancers will now be able to choose which weapon type and proc type their Abomination wields.
- When summoning the pet, the owner will see a prompt to target and talk to their pet by saying a particular key word - Arawn. This will bring up a menu that displays the various weapon/proc choices via key words. The choices are: fiery sword, icy sword, poisonous sword, flaming mace, frozen mace and venomous mace. There are two base weapons: two-handed sword and two-handed mace. The three other choices are a fire proc, cold proc and poison (body damage) proc and the weapons have appropriate glow effects representing their damage proc. Primary weapon damage is slash and crush.
Paladins
- The spell effect for the Paladin Group Heal Chant has been updated. The grail is now smaller, the halo is not as bright, and the shaft of light is dimmer.
Reavers
- The damage type of Leviathan is now Spirit. (Reaver only)
Shaman
- A new group endurance regeneration chant has been added to the Augmentation spell line. It will follow the same level progression as the existing concentration based endurance regeneration in the Augmentation spell line.
Level 2 Minor Earth Vivification
Level 12 Lesser Earth Vivification
Level 22 Earth Vivification
Level 32 Greater Earth Vivification
Level 42 Superior Earth Vivification
- The values of the Damage Add in the Shaman's Augmentation spell line have been increased.
Level 1 Minor Force of the Deep Damage: 1.6 DPS
Level 4 Lesser Force of the Deep Damage: 2.5 DPS
Level 8 Force of the Deep Damage: 3.1 DPS
Level 11 Major Force of the Deep Damage: 3.9 DPS
Level 15 Greater Force of the Deep Damage: 5.0 DPS
Level 20 Superior Force of the Deep Damage: 6.3 DPS
Level 27 Mighty Force of the Deep Damage: 7.9 DPS
Level 34 Supreme Force of the Deep Damage: 9.1 DPS
Level 44 Ultimate Force of the Deep Damage: 10.0 DPS
- A new group version of the realm castable damage add has been added to the Shaman's Augmentation Spec line.
Level 35 Compulsion of the Deep Bonus: Damages target for listed damage/Damage: 7.9 DPS
Level 45 Coercion of the Deep Bonus: Damages target for listed damage/Damage: 10.0 DPS
Skalds
- Epiphany, the Skald unique Realm Rank 5 ability, is now castable in combat.
- Skalds have been given a new line of spells in their Battlesongs spell line. This is a power regeneration song that matches the level progression and values of the similar spells in the Bard and Minstrel music spell lines.
Level 10 Song of Power
Level 21 Song of Energy
Level 30 Song of Clarity
Level 39 Song of the Mind
Level 50 Song of Empowering
- A new fatigue reduction chant has been added to the Battlesongs spell line. This chant will reduce the endurance cost of combat styles, similar to the Friar's Saint's Energy spell line.
Level 12 Chant of Energy 10% Reduction
Level 22 Chant of Stamina 15% Reduction
Level 32 Chant of Persistence 20% Reduction
Level 42 Chant of Tenacity 25% Reduction
- A new melee ablative chant has been added to the Battlesongs spell line. This chant will absorb 100% of each hit, up to the maximum amount listed.
Level 30 Barrier of Sound 25 Health Points per tick
Level 40 Shield of Melody 40 Health Points per tick
Level 50 Wall of Song 70 Health Points per tick
Spiritmasters
- All Spiritmaster pets have gained a new PvE taunt ability called Enrage. This functions as an offensive proc buff that is cast by the pet when commanded via keyword or menu options.
- The lowest tier Spirit pet now has the option to equip weapons. When summoned, it will appear weaponless for those who prefer no weapons on that particular pet. When equipped, the pet can style, at a lower chance, like the other Spiritmaster pets.
- Shields have been added to all Spirit pets when commanded to equip a weapon other than a spear. The spirit pets do not start out with a shield for those who do not want them equipped.
- All Spirit pets now have a chance to use shield styles.
- All Spirit pets default their Parry ability as on. Spiritmasters can turn this option on or off via keyword menu.
- Spiritmaster pets now have the appropriate weapon styles for whichever weapon they wield - axe, spear, hammer
and sword.
- A new permanent charm spell has been added to the Spiritmaster's Darkness spell line. This will allow the Spiritmaster to charm monsters up to 100% of the caster's level, or to the highest level allowed by the spell.
Level 12 Hel's Control Level 26 maximum
Level 26 Hel's Possession Level 40 maximum
Level 34 Hel's Dominion Level 50 maximum
Valkyries
- The damage type of the damage procs on Ice Storm, Polar Rift, Odin's Deathblow and Ragnarok are now Spirit.
(Valkyrie Only)
Vampiir
- The recast timer on the Vampiir's fumble debuff line of spells (Call of the Raven) has been increased from 15 to 30 sec.
Warden
- Power costs on several of the Warden's spells have been changed from a percentage value to a flat value, or have been lowered.
- A new instant cast Resurrection spell "Swift Reconstitution" has been added to the Regrowth Spec line at 35 spec.
- The Attack Unending and Attack Unfading lines of spells have been moved from the Regrowth Spec line to the Nurture Spec line.
- The Nature's Guard line of pulsing Bladeturn spells has had its recast timer reduced to 8 seconds, and its power cost lowered.
- The Guardian's Encouragement line of speed spells are now instant-cast.
- A new line of group Healing Over Time (HoT) spells has been added to the Regrowth Spec line. These spells are castable while moving and in combat.
Level 24 Nature's Exhilaration 43 health
Level 34 Nature's Uplift 58 health
Level 44 Nature's Invigoration 73 health
- A new line of Celerity spells has been added to the Nurture Spec line.
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
18 Celerity Group 0s/5 seconds/pulse/8s 350 range 24% 6
26 Enhanced Group 0s/5 seconds/pulse/8s 350 range 28% 8
32 Amplified Group 0s/5 seconds/pulse/8s 350 range 31% 12
44 Pure Celerity Group 0s/5 seconds/pulse/8s 350 range 37% 15
CAMELOT CLASSIC WORLD NOTES
Quests - General
- Many level 1-10 quests in each realm have been retrofitted into the new quest system.
Quests - Albion
- Fragile Alliance (Epic 1) and Trouble at the Abbey (Epic 2) - Heretics, Necromancers, and Reavers will no longer be directed to Bishop Kustan to begin these quests, but will be correctly directed to the Arawnite Envoy.
Quests - Midgard
- Helping the Svartalfar - Maulers may now successfully complete the quest.
- Fire Horse - Khizil can now be found near the Dverge settlement in Muspelheim.
- Kelleher's Hand-Me-Downs - Maulers can now complete this quest and receive the appropriate reward.
- How Much Wood Could a Wood-Eater Eat? - The introductory quest text will now reference the correct amount of wood eater legs needed to complete the quest.
- Tomte Plot - Hunters may now choose the spear reward.
- The Hobgoblin Job - The Recruit's Axe no longer uses a polearm model.
Quests - Hibernia
- Freeing Osier - Graoch will no longer have troubles advancing past step 2.
- Xaxnxi's Quest - Maulers may now successfully complete the quest.
- Hunting the Highwayman - The text for step 1 now specifies that the Gurite must be slain in Lough Gur.
- Moonstone Twin - Maudalin is now spawning normally on the tower near Bri Leith.
- Traces of Mad Changelings - Maulers can now complete step one of this quest allowing them to proceed and finish the quest.
Dungeons
- All items sold by Darkness Falls seal merchants will now be 95% quality.
Item Notes
- All items which previously had +power have been converted to have Power Pool %. Please note this does not affect Randomly Generated Objects (ROG) or crafted items.
- Muxog's Shield now displays correctly when placed on a house wall.
- The base quality of many items throughout Classic World zones has been increased.
SHROUDED ISLES WORLD NOTES
General
- The base quality of many items throughout Shrouded Isles zones has been increased.
- Tinderboxes now have a chance to drop from Humanoid, Magical, Giant and Undead monsters in Shrouded Isles.
- The map for Faraheim has been updated to correct the spelling of the connecting zone 'Modernagrav'.
- Pathing has been redone for the Avalon Isle zone. This fixes an issue where pets would fall through the ground in the entryway to Avalon City.
Quests - Migard
- Morvalt Crystal - Maulers will now be able to complete this quest and receive the quest reward.
- Stoneheart - Maulers will now be able to complete this quest and receive the quest reward.
- Mammoth Hunt - Maulers will now receive an appropriate reward for turning in the Mammoth Tusk and Mammoth Pelt.
Quests - Hibernia
- Status of information - Maulers will now be able to complete this quest and receive the quest reward.
- The Tree Maidens - Maulers will now be greeted properly and allowed to take this quest.
- Fylara's Armor - Maulers will now receive the appropriate reward for this quest.
TRIALS OF ATLANTIS WORLD NOTES
General
- Cowering Bellow has been modified so that it will work in PVE as well as PVP combat. The PVE functionality will behave similarly to the PVP functionality, but the cower effect will break if the monster is attacked while under the influence of the cower. The PVP functionality has been unchanged.
[Removed three items referring to Dissonance Trap, Battlewarder, and Energy Tempest. We had tried some stuff out that ended up being either stupid or annoying or both, and reversed ourselves so that these notes were no longer applicable.]
- Level 50 versions of the salamanders have been added throughout Atlantis where other salamanders can be found.
- Wishes - Midgard and Hibernia Maulers can now complete this quest and receive the appropriate reward.
Master Levels
- The Convoker Master Level 9 ability now has two versions, one for PvE and one for RvR. The PvE version and Gaheris version can no longer be affected by +duration bonuses but has had its base duration increased from 5 minutes to 6 minutes and 30 seconds. The RvR version has had its level increase value reduced from 20 to 10 in any RvR zone, such as New Frontiers, Labyrinth, Darkness Falls or Passage of Conflict. This version can no longer be affected by +duration gear. The duration of the spell remains at 5 minutes.
- The duration of the debuff placed upon players by the Speedwarp ability has been reduced from 30 seconds to 6 seconds.
- The node placed by the Speedwarp ability will now have a visual radius indicator. Each realm will have a different colored ring, similar to Prescience node.
Item Notes
- The Enchanted Runed Defender and Magma Infused Buckler shields now display correctly when equipped.
- Wardens and Champions who wish to exchange their medium-sized Aten’s Shield for a large-sized version should speak to Berisas in the Hall of Heroes.
- Thanes wishing to exchange their medium-sized Aten’s Shield for a large-sized version should speak to Bjetsa in the Hall of Heroes.
- Skalds wishing to exchange their small-sized Aten’s Shield for a medium-sized version, or exchange their small-sized Cycloptic Shield for a medium-sized version, should speak to Bjetsa in the Hall of Heroes.
- The procs and charges on Malice’s Axe and Battler have been reduced in power.
Malice:
- The Proc has been changed from a 1 minute duration 25% decrease to all stats to a 30 second duration 10% decrease to all stats.
- The Charge has been changed from 50% melee immunity/vulnerability to 25% melee immunity/vulnerability. The negative effect after the charge is used is now unpurgable.
Battler:
- The Charge has been changed from a 1 minute 19% absorb debuff on the target and 1 minute 19% absorb buff on the user, to a 30 second 10% absorb debuff on the target and 10% absorb buff on the user.
Phoebus Harp Necklace (Midgard):
- Use of the second ability on the Midgard version of the Phoebus Harp Necklace is now restricted to Skalds. Due to the fact that many Midgard players included this artifact in their templates simply due to this ability, along with the length of time it existed in this state, a one-time trade-in has been added to allow the exchange of the Phoebus Harp Necklace for a token worth 10 platinum that can be sold to any merchant. This trade-in will also remove completion credit for the Phoebus Harp Necklace, allowing players to obtain the artifact again if they wish. If you would like to make this exchange, speak to Eldjenamr, located in the Hall of Heroes. Those who activate the Phoebus Harp Necklace after this patch will not be able to make this exchange.
CATACOMBS WORLD NOTES
General
- Goblin watchers and Goblin crawlers in the 'Goblin Cookery Adventure wing' instance will now properly drop Aurulite.
Instanced Adventuring
- The 'Forgotten Sepulchre' task dungeon map has been updated.
DARKNESS RISING WORLD NOTES
Quests - Hibernia
- An Important Letter - Fixed step one of this quest so that it could be completed by players using the Labyrinth client. This fixes a bug where the quest would continue properly only on the Darkness Rising client.
LABYRINTH WORLD NOTES
General
- A tertiary entrance/exit to the Labyrinth has been added for each realm. The new portals into the Labyrinth are located near each of the realm's Dragon encounters. The corresponding portals within the Labyrinth are located within the flooded section of the Labyrinth near the Dracolich encounter. The portals inside the Labyrinth are keyed to each realm, so only characters of a certain realm can use them to return to the epic zones.
- The out of combat run speed bonus players receive while in PVE zones has been removed from the Labyrinth.
- Pets will now keep up with their controllers in the Labyrinth.
- Players can no longer build siege weapons in the Labyrinth.
- Reptile mobs have been added to the Midgard-side of the Labyrinth for use with Hunter's Beastcraft.
Quests - General
- Culmination: Lost, But Not Forgotten - All of the monsters named 'corrupt engineer' will now have a chance to drop the items needed for this quest.
- Culmination: Lost, But Not Forgotten (All realms) - The Wandering corrupt engineers will now properly grant
credit for steps 13-22.
- Unraveling: Infernal Investigation - Players are now able to return to the tower while on step 8.
Quests - Albion
- Unraveling: Crush the Alliance - Thelo Commander's Buckle, Thelo Commander's Button, Graoch Medallion and Deifrang Signet Ring can now be used while in shade form.
Encounters - General
- Fixed a bug where Dark Practitioner Grainn's animated corpses were unable to be attacked.
Item Notes
- The Spellbound Indigo Fist Wrap will now salvage for the proper material type.
- Zhulrathuul's wall trophy is now tradable.
- Umbrage now has the proper graphic for a hammer.
- Iapetus Scathing Spear now has the proper resistances.
COOPERATIVE SERVER
- The Siege supplies quest involving the battlegrounds should no longer be available on Gaheris.
- Free the Rogue! - Midgard and Hibernia Maulers can now complete this quest.
- The relic 'Horn of Valhalla' Fragment will now display the correct delve with regard to its concentration bonus.
- The relic 'Horn of Valhalla' Fragment now has a Casting Speed bonus.
PVP SERVER
- Free the Rogue! - Midgard and Hibernia Maulers can now complete this quest.
===================================
Dark Age of Camelot
Version 1.87a Release Notes
Item and Quest Notes
January 23, 2007
===================================
NEW THINGS AND BUG FIXES
- The pet taunt ability introduced in 1.87 may now be toggled on and off by repeating the keyword.
- Fixed a bug where several charmed and summoned pets would repeatedly try to cast their buffs on a player who already had a Concentration buff of that type.
- Vests will now display correctly on Bainshees when in Bainshee form.
- Hibernian scale armor has received an art upgrade.
- Stealthed characters will no longer be uncovered when the earth shakes in the Labyrinth.
- Fixed a bug where characters who were not yet level 10, but had over 200 in a tradeskill, were told by the name registrar that they could not choose a last name because they did not meet the level requirement.
- Frontier Dockmasters are no longer able to be charmed.
TRADESKILLS
- Tradeskill masters will no longer ask you if you want to join a tradeskill order that you already have set as your primary tradeskill.
- Armorcrafting (Hibernia) - The recipes for superior mistletoe spiked wreaths now match their delves.
- Fixed a bug where characters with a tradeskill title would display an incorrect title to other players.
- Fixed a bug where tradeskill tools used two charges at once.
- Fixed a bug where players received skill gains from grey recipes.
- Fixed a bug where players were able to fail blue, green, or grey con recipes.
- Fixed a bug where the minimum quality bonus (tradeskill tools) affected the chance to receive a masterpiece item.
Tradeskill Tool Adjustment
- Tradeskill tools with the bonus to skill gain will no longer use a charge on every craft attempt. The tool will now only use a charge when the bonus to skill gain was needed to receive the skill up. As a result, this will extend the life of these tradeskill tools.
- Tradeskill tools with the bonus to minimum quality will no longer use a charge on every craft attempt. The tool will now only use a charge when the bonus to minimum quality is needed (i.e. if you naturally make a 98 with a 1 minimum quality bonus tool, then a charge is not used). As a result, this will extend the life of these tradeskill tools.
CLASS AND PET CHANGES
Cabalists
- The innate Simulacrum buffs will now print message feedback when they fade.
- Based on Cabalist feedback, the Ruby Simulacrum has been reverted back to only casting its ranged spell while not engaged in melee combat. Once the Ruby Simulacrum is no longer in melee combat, it will begin casting it's ranged spell once more.
- Simulacrums: The self only buffs cast once summoned and via keyword command will now last 20 minutes similar to other pet buffs.
Enchanters
- The Underhill Ally will once again cast their Regeneration spell automatically and no longer need to be prompted by keyword.
- The Underhill Ally will once again cast their Regeneration spell on group members other then their controller.
- The Underhill Ally will no longer spam cast their Regeneration spell on players who have a Concentration Regeneration spell already in effect.
- The Underhill Ally will no longer attempt to cast their Regeneration spell on other players while in the middle of combat. This fixes a bug where the pet would stop whatever it was doing in order to recast the Regeneration spells.
Bonedancers
- Dread Archer, Dread Lich and Dread Guardian: The self only buffs cast once summoned and via keyword command will now last 20 minutes similar to other pet buffs.
Necromancers
- Fixed an animation issue with the Greater Necroservant that was causing the pet to freeze after performing a style.
Savages
- Restrictions have been removed from all weapons previously restricted to Savages due to weapon speed.
CAMELOT CLASSIC WORLD NOTES
General
- The dragons flying over the realms will now perform their flight animation more reliably.
- Cleric Mulgrut - Mulgrut will now spawn more frequently.
- The Shadow Crystal War Staff now has a sell value which is consistent with the other Shadow Crystal items in Coruscating Mines.
- Fireworks in the capital cities have been disabled.
SHROUDED ISLES WORLD NOTES
Quests - Midgard
- My Dwarven Pony - The Pony Squeak Toy will no longer run out of charges.
TRIALS OF ATLANTIS WORLD NOTES
General
- Melina, the stablemaster in the Cursed Forest, is no longer flagged as worth Master Level Experience.
Quests - General
- Aten's Shield may now be exchanged at level 30.
Item Notes
- The Lithic Mauler Shod Staff will now properly do Matter damage.
LABYRINTH WORLD NOTES
Quests - General
- Unraveling: Crush the Alliance - Commander Ellerdos, Ottogron, and Bertuch have been moved from the side room off of the stairs to each realm's respective hallway to Nurizane's Crossroads.
Item Notes
- All versions of Zobaloo's Beginner Wrap are now left hand useable.
===================================
Dark Age of Camelot
1.87b Release Notes
Class and PVP Server Bonuses
February 7, 2007
===================================
NEW THINGS AND BUG FIXES
- Players may now select near, medium or far for the clipping range of figures through the Options screen.
- A loading bar has been added to the game start up splash screen.
Note: This will only be visible in the Catacombs client and higher.
- The loading bars which display while zoning have had their art updated.
Note: This will only be visible in the Catacombs client and higher.
- The range in which a pet can be commanded to attack has been increased from 1500 units to 2000 units.
- Fixed an issue in which water would display incorrectly when using the Camelot 14-day trial.
- Players will now receive a message when gaining extra coin due to zone or region bonuses.
- Fixed a bug where monsters with ranged attacks would only use them while in melee range.
- Players may no longer port to New Frontiers keeps from a battleground by using the realm war (/rw) map while near a Battle Grounds Portal Stone.
- Fixed a bug which occasionally caused a Battlegroup Treasurer to reset after zoning.
CLASS CHANGES AND NOTES
Animists
The amount of Animist Turrets which can be cast within a 1500 unit radius has been reduced from 100 to a maximum of 30 turrets.
Bards
- A new line of Spec Armor Factor buffs has been added to the Bard's Nurture spec line.
Level Name Effect
6 Lesser Shield of Ivy 20 Armor Factor
12 Shield of Ivy 27 Armor Factor
18 Greater Shield of Ivy 35 Armor Factor
25 Wrap of Ivy 43 Armor Factor
34 Shroud of Ivy 55 Armor Factor
44 Blanket of Ivy 67 Armor Factor
Bonedancers
- The Fossil Archers now have an increased range on their bows to match the Dread Archer Commander.
- Commander pets now have an assist ability which defaults to 'on' for all commander pets when summoned. Bonedancers can turn this ability off and back on again via keyword command "assist". The ability enables sub pets to attack whatever the Commander pet is directed to attack by the Bonedancer.
- Fossil Soldiers will now equip a shield when they wield a one-handed axe.
Note: This does not give the Soldiers the ability to use Shield Styles.
- The duration of melee Commanders' and Fossil Soldiers' Charge ability has been increased in duration to 10 seconds.
- The values of the Bone Army baseline and Spec line Damage Over Time (DoT) spells have been increased at higher levels. The new progressions are as follows:
Level Name Effect
2 Lesser Bones to Grit 4 Damage/tick
3 Bones to Grit 6 Damage/tick
4 Lesser Bones to Dirt 9 Damage/tick
6 Bones to Dirt 13 Damage/tick
10 Lesser Bones to Silt 16 Damage/tick
13 Bones to Silt 21 Damage/tick
17 Lesser Bones to Dust 27 Damage/tick
23 Bones to Dust 34 Damage/tick
29 Lesser Bones to Powder 45 Damage/tick
36 Bones to Powder 50 Damage/tick
44 Lesser Bones to Ash 55 Damage/tick
50 Bones to Ash 60 Damage/tick
1 Soften Bones 2 Damage/tick
3 Disperse Bones 6 Damage/tick
5 Liquify Bones 9 Damage/tick
7 Melt Bones 13 Damage/tick
10 Render Bone 16 Damage/tick
13 Bones to Blood 22 Damage/tick
16 Soften Skeleton 30 Damage/tick
22 Disperse Skeleton 38 Damage/tick
28 Liquify Skeleton 46 Damage/tick
35 Melt Skeleton 54 Damage/tick
44 Render Skeleton 62 Damage/tick
49 Skeleton to Blood 70 Damage/tick
20 Cloud of Rot 21 Damage/tick
26 Cloud of Decay 31 Damage/tick
32 Cloud of Deterioration 41 Damage/tick
38 Cloud of Decomposition 51 Damage/tick
47 Cloud of Dessication 61 Damage/tick
- The Bone Spurs Damage Add line for Bone Warriors now has a small Area Effect component to match the line's other pet-cast buffs.
- The Compress Skeleton line of Direct Damage snares in the Bone Mystics line has had its cast time reduced to 2.8 seconds.
- All spells in the Bone Guardians spell line between 29 and 39 have been reduced by one level. (The Powder Skeleton spell was previously at level 29, it will now be level 28, etc). This is to allow the Augment Bone Army spell to properly be awarded at level 39.
- The Shroud of Fear line of spells in the Bone Guardians Spell Line has been changed from an Area Effect Focus Snare spell to a castable Direct Damage/Snare spell. It has a 3 second cast time, 1500 range and 350 radius.
Level Name Effect Cost
23 Shroud of Fear Bonus: -35%/Damage: 60 (Body) 14
30 Shroud of Despair Bonus: -35%/Damage: 80 (Body) 19
41 Shroud of Cowardice Bonus: -35%/Damage: 100 (Body) 26
49 Shroud of Dread Bonus: -35%/Damage: 120 (Body) 32
Champions
- Champions have received a new line of spells in their Valor spell line. This is an endurance reduction chant, similar to the chant added to skalds in 1.87.
Level Name Effect
12 Chant of Energy 10%
22 Chant of Stamina 15%
32 Chant of Persistence 20%
42 Chant of Tenacity 25%
Clerics
- The range on Divine Wrath, Divine Fury and Divine Vengeance has been increased to 1000 units.
- The range on the Minor Smite, and Holy Anger spell lines has been increased to 1500 units.
Heroes
- There is now delve information for the Hero abilities: Initiate of the Hunt, Member of the Hunt, Leader of the Hunt and Master of the Hunt.
Mentalists
- Mentalists have received a new line of spells in their Illusions spell line. It is a permanent 100% charm, similar to the charm added to Spiritmasters in 1.87
Level Name Max Charm Level
11 Phantom Adversary 26
20 Ghostly Adversary 40
32 Dream Adversary 50
Friars
- A new line of Concentration based Haste buffs has been added to the Friar's Enhancements spec line.
Level Name Effect
2 Imbue Lesser Haste Target hasted: 8%
10 Imbue Haste Target hasted: 10%
20 Imbue Greater Haste Target hasted: 12%
31 Imbue Lesser Alacrity Target hasted: 15%
40 Imbue Alacrity Target hasted: 17%
50 Imbue Greater Alacrity Target hasted: 20%
Healers
- A new line of Spec Armor Factor buffs has been added to the Healer's Augmentation spec line.
Level Name Effect
6 Eir's Lesser Shield 20 Armor Factor
12 Eir's Shield 27 Armor Factor
18 Eir's Lesser Guard 35 Armor Factor
25 Eir's Guard 43 Armor Factor
34 Eir's Lesser Barrier 55 Armor Factor
44 Eir's Barrier 67 Armor Factor
Hunters
- Hunter wolf pets have had their Dash ability increased in duration to 10 seconds.
Necromancers
- The Necromancer tether ranges have been increased by 500 units.
- The robes granted by the Necromancer trainers at levels 10, 15, 20 and 25 can now properly be /used while in shade form.
Spiritmasters
- The charm spell introduced earlier in 1.87 now has an updated graphic.
NEW FRONTIERS NOTES
- Players will receive a 150% Realm Point and Bounty Point bonus while RvRing on Agramon.
- The bindpoints at the border keeps on the New Frontiers side have been adjusted to accommodate the newly updated border keeps.
CAMELOT CLASSIC WORLD NOTES
General
- The floors of the new border keeps have been updated for clients that are able to display Atlantis terrain. You will not see the new textures if you are running a client using Classic textures.
General - Albion
- Master Narudos will no longer spam players who are crafting in the courtyard below.
- The aggression radius of the Granite and Stonecrush Giants in Dartmoor has been reduced.
General - Midgard
- The aggression radius of the Drakulv and Svartalfs in Malmohus has been reduced.
General - Hibernia
- The aggression radius of the Glimmerlings in Sheeroe Hills has been reduced.
Quests - Albion
- Valentine's Traditions - Sir Prescott in Cotswold is looking for someone who will help him express his true feelings to his Valentine.
Quests - Midgard
- Valentine's Traditions - Hrolf in Mularn is looking for someone who will help him express his true feelings to his Valentine.
Quests - Hibernia
- Valentine's Traditions - Rumdor in Mag Mell is looking for someone who will help him express his true feelings to his Valentine.
SHROUDED ISLES WORLD NOTES
Item Notes
- Tinderboxes will now drop at more level-appropriate ranges for mobs in Shrouded Isles. This will make the drops more consistent with their implementation in the classic zones. This fixes a concern where players were killing mobs and receiving a tinderbox that seemed too low compared to the monster level.
Quests - Albion
- Reports - Armorer Gamila will now offer rewards tailored for the Mauler class.
Quests - Midgard
- Ibicus - Maulers can now return the carcass of Ibicus to one of the NPCs involved, finish the quest properly, and be rewarded appropriately.
TRIALS OF ATLANTIS WORLD NOTES
General
- The Scholars, Loremasters and Sages in the Hall of Heroes now have a title which indicates the region of the artifacts they accept.
- Grapple will now have a one minute re-use timer.
- The stun feedback spell from Ceremonial Bracers will no longer prevent the user of Grapple from being affected by the Grapple stun.
Item Notes - General
- The Necromancer version of the 'Ring of Fire' artifact has been updated so the /use and /use2 icons match the icons on the other versions of this item.
CATACOMBS WORLD NOTES
Item Notes - Midgard
- The bow 'Negal's Never-ending Volley' will now proc its Point Blank Area of Effect (PBAOE) at the target of the bow rather than at the archer.
Quests - Midgard
- Glashtin Rescue - Increased the area for the 'guillotine basket' slightly to make it easier for a player to search inside of it for step four of this quest.
DARKNESS RISING WORLD NOTES
Item Notes
- The item 'Upsilon Necromancer Staff' has been updated so the /use ability has a proper icon for the spell being cast by the item.
LABYRINTH WORLD NOTES
Item Notes
- The proc rate of Knit Wounds on the Tough Snegli Skin has been reduced.
- The polearm weapon, 'Vile', has been updated so it properly reflects the type of polearm that it is and the damage that it does.
- A number of Hibernian spellbound handwraps were updated so they salvage for the proper material type.
PVP SERVER
- Players will now only be able to place one relic per keep.
Note: Due to this change, Relics on the Mordred server have been reset.
- Players will receive a 300% experience bonus in all Classic zones on Mordred.
- Players will receive a 200% experience bonus in all non-Classic zones on Mordred.
CLASSIC SERVER
- Players on the classic server cluster can now properly zone from the Demon's Breach dungeons into the appropriate battleground.
===================================
Dark Age of Camelot
1.88 Release Notes
Archery and Bounty Reward Notes
March 28, 2007
===================================
VERSION 1.88 INTRODUCTION
This version reveals a startling progression to the story campaign for A Dragon’s Revenge. Players who are interested in participating in A Dragon’s Revenge should be sure and stop by one of these towns: Ludlow in Albion, Vasudheim in Midgard and Ardee in Hibernia. You may be surprised by what you discover! Also, to get caught up and learn more about this campaign, be sure and stop by your realm’s capital city to talk to one of the Dragon Sages: Lailen in Midgard, Pondar Cully in Albion, and Harris MacCullogh in Hibernia.
As part of our long term development effort to keep Dark Age of Camelot the premier Realm vs. Realm game in the MMO market, we have continued to focus on class balance, with this version having a special emphasis on class mechanics for our three archer classes. These changes provide much more versatility to the archer classes. In addition, the change in mechanics allows our development team to respond much more quickly and efficiently to issues as they occur, rather than requiring server downtime for solutions. All changes that have been made to the Archery system are detailed below in the CLASS CHANGES AND FIXES section. We will closely monitor our three archer classes in the coming weeks in order to make necessary adjustments based on observations and the highly valued feedback of our player community.
Note: Due to the changes to archery, all three archer classes (Hunter, Ranger and Scout) have been given forced Realm Ability and Specialization Skill respecs. All archers will need to visit their class trainers to retrain.
In these notes you also will find enhancements to Bounty Point Rewards, newly clustered lands, new sounds and effects, and game compatibility changes for our Vista users.
More to come: With version 1.89, we will launch our first major Frontiers revamp since the release of New Frontiers in June, 2004. This revamp is a two-phase process, at first affecting only the Battleground zones, to give players a preview of the larger changes planned for New Frontiers with version 1.90, and to allow real playability feedback to have an influence on the development process. The Camelot team has been hard at work creating upgraded keep, tower and bridge models as well as developing new and improved siege weaponry - all of which will be a part of this two-phase release. These changes will also greatly improve line of sight issues present in some of the current New Frontiers structures and terrain.
In 1.87 we announced all characters would receive Mythic respecs with each future Live version. To that end, we have awarded all players with a Mythic respec for this version. Players interested in taking advantage of this full respec should visit their class trainers to do so.
NEW THINGS AND BUG FIXES
- The Classic and Shrouded Isles zones have been clustered on all existing clustered servers.
- The Ruins of Atlantis zones have been clustered on all existing clustered servers (Ruinerar av Atlantis in Midgard and Scrios de Atlantis in Hibernia).
- Monsters, pets and Non-Player Characters (NPCs) will now halt their pursuit when the character being chased stealths.
- Maulers will no longer lose Tireless when using a Realm Respec.
- The default locations for the New Quest start window, the merchant window, and the training window have been updated to prevent the new and old quest windows from being completely hidden by other windows.
- The default camera angle has been adjusted upwards.
- Graphics for the kiln in Ludlow have been updated for Catacombs and newer clients.
- The block rate for PvP combat has been capped at 75%.
- The block rate for PvE combat remains unchanged.
- The block rate for Engage remains unchanged.
- Fixed a bug where accounts which were not eligible for the Elder title could still select it when having high crafting skills.
- Players may no longer log out while affected by the PvP immunity timer received after zoning. Upon attempting to quit, players will receive the message: "You must wait for your PvP immunity to wear off before quitting". The usual logout time of 20 seconds will be added to the time remaining on the character's current PvP immunity. This change applies to all servers.
- The sound that plays at the Mythic splash screen has been updated.
Note: You must have your sounds enabled through the Options screen for the sound to be heard.
- Personal Bind Stones, Personal House Recall Stones, and Guild House Recall Stones are now available to all players. The Royal Treasury Clerks have been moved out of the throne room so they can be accessed more easily by players who cannot enter the throne rooms.
- Newly created characters will find a Personal Bind Recall Stone in their packs upon first logging in.
- New weapons have been added as gifts from each class guild obtainable every five levels from levels 10 to 29. Each is awarded only by the primary trainer of each class in the capital cities.
- As Quickness no longer has an affect on Archery, all Quickness and Quickness Cap on bows has been converted to Dexterity and Dexterity Cap, respectively. This will affect any dropped bows already in your inventory, as well as those dropped in the future.
Note: This will not affect items created by the Random Object Generator (ROG).
- All of the following bonuses on all items have been converted as follows:
Archery Haste - Archery and Spell Haste
Casting Haste - Archery and Casting Haste
Arrow Damage - Archery and Spell Damage
Spell Damage - Archery and Spell Damage
Arrow Range - Archery and Spell Range
Spell Range - Archery and Spell Range
NEW BOUNTY POINT REWARDS
The availability of rewards which can be purchased with Bounty Points has been greatly increased. Many of these rewards are designed to reduce much of the need to continue PvEing after reaching 50 for those who would rather focus immediately on RvR.
- Realizing their Atlantean masters are not returning, four sphinxes have traveled to the Hall of Heroes to offer ML credit, ML respecs, ML experience, artifact credit, and artifact scrolls in exchange for stories from the frontiers (represented by bounty points). Credit is obtained by purchasing the tokens they sell, then handing the tokens to them. If a token is purchased for an encounter the player already has credit for, handing the token back to the sphinx will return the Bounty Points spent.
Note: These changes will not affect the PvE server.
- Bounty Point Masters have been added to each realm's primary border keep (Castle Sauvage, Svasud Faste, and Druim Ligen). These new NPCs sell a variety of items including: realm respecs, Champion Level respecs, the chestnut horse, hastener speed gems, experience-granting scrolls (in both a 1% and 10% variety), and special new jewelry items.
- The NPCs in each housing market that already sell deeds, porches and consignment merchants now offer the same goods for bounty points as well as gold.
- Merchants have been added to house hookpoint stores which can obtained for free and placed on a house hookpoint to allow the purchase of interior and garden decorations for bounty points as opposed to gold.
- Existing bounty point rewards (i.e. stones, totems, and crystals) now have 20 charges instead of 1. Note that current charges will not be retroactively updated on previously purchased rewards.
NEW FRONTIERS NOTES
- The bonus to Realm Points and Bounty Points that was enabled for Agramon Island in New Frontiers for 1.87 has been removed. The bonus to Realm Points and Bounty Points will now be available in the following New Frontiers zones: Odin's Gate, Emain Macha, and Hadrian's Wall. The bonus amount, 150% or 1.5x, remains the same as it was on Agramon Island.
- The portals that lead to the Battlegrounds in the Demon's Breach will now only allow players who match the level restriction for the particular Battleground to pass through. Example: Balban's Breach has a portal to the Lion's Den Battleground which is for players that are levels 5-9. The Battleground portal will now only allow players level 5-9 to enter the Lion's Den.
- The portals in Balban's Breach and Nergal's Breach to the battlegrounds will no longer check what client is being used. This fixes an issue where these portals required players to be using the Darkness Rising client or higher.
- The in-game map for the Jamtland Mountains has been updated so the dock by Glenlock Faste is in the proper location.
- The three rings that can drop from Chief Mulguk, located in the 'Hills of Claret' battleground, have been changed so they are equipped in the ring slot. This corrects an issue where they were incorrectly identified as wrist slot items.
- An aspiring arborist assisted in alleviating an alignment issue arising in Breifine. This fixes an issue where two trees were occupying the same spot.
- An aquatical architect assisted in alleviating an alignment issue with the aquifer in Breifine. This fixes an issue where two water planes were slightly overlapped, causing the color to be off slightly on the surface of the river.
CLASS CHANGES AND FIXES
Animists
- Animists are now limited to a total of 5 active Fire and Forget (FnF) turrets at any given time. This does not include bombers or controlled pets.
- The hitpoints on Fire and Forget turrets have been increased by 50%.
- Animists will now receive a new ability in their Creeping Baseline at level 29 called “Fungal Potency”. It is only usable in PVE zones, has a 2 second cast time, is non-interruptible and castable while on the move. The effect is a 350 radius pet cast ability that reduces resists against high level monsters. This will enhance the Animist pet's ability to hit high level PVE targets.
- The following Animist bomber spell lines are now no longer bombers and have been converted to normally cast spells.
Creeping Base Line:
Rampant Vines - Root
Wisp Inferno - Direct Damage/Debuff
Creeping Spec:
Dancing Flare - Area Effect (AE) Armor Debuff
Binding Spirit - Area Effect (AE) Root
Verdant Base Line:
Rejuvenating Spirit - Pet Heal
Spirit of Nourishing - Pet Regen
Verdant Spec:
Fortifying Emissary - Short duration absorption (ABS) Buff
Essence of the Forest - Long duration absorption (ABS) Buff
Woodspirit Seal - Bladeturn
Archery (Hunters, Rangers and Scouts)
- Hunters, Rangers and Scouts have been given a forced realm ability and skill specialization respec, and will need to respec their skills for use with the new Archery system.
- The previous Archery system has been disabled for all primary archer classes. Primary archer classes no longer need to place their bow on their hotbar and click multiple times to load and fire their shots.
- Archers have had their unique bow lines replaced with a new line, called "Archery".
- The Pathfinding skill for Rangers has been merged into Archery, and all of the buffs from that line are now found in the Archery line (available to all Archer classes).
- Self buffs in Beastcraft have been replaced with the self buffs in the Archery Spec.
- New archery abilities are now available under the spells tab, under the Archery list.
- Archery damage and draw time are now affected by the Dexterity skill.
- Archery shots now have different Endurance costs depending upon the shot.
- Archery shot types are as follows:
Standard Shot: Average range, draw time and damage.
Long Shot: Longer range, average draw time and slightly lower damage.
Power Shot: Bypasses and removes Bladeturn, average range, long draw time not affected by Dexterity; higher damage.
Point Blank Shot: Very short range, long draw time and high damage.
Critical Shot: Must be fired from stealth, bypasses all defenses, very high damage, average range and average draw time.
Rapid Fire: Average range, short draw time and low damage.
Fire Shot: Heat damage, long draw time and average range.
Cold Shot: Cold damage, long draw time and average range.
Poison Shot: Body damage Direct Damage/Damage Over Time, long draw time and average range.
Acid Shot: Matter damage Direct Damage/Damage Over Time, long draw time and average range.
Siege Shot: Does damage to objects such as Keep Doors and Siege equipment.
Volley: Ground Targeted Area Effect archery shot, that will hit up to a maximum number of targets. The maximum number of targets is 2 more than the number of the shot. IE: Volley 1 will hit three targets max, and Volley 8 will hit 10 targets max.
- Abilities, bonuses and items that affect spells will now also affect Archery.
- Updated icons, sounds and animations have been integrated into the new archery system.
- Archers will receive three new abilities at specializations 1, 2 and 3 in Archery. These abilities allow the player to choose the damage types of their Archery shots, either Slash, Thrust or Crush.
- Heat, cold, acid and poison arrows will ignore the damage type override of the Archery damage type buffs.
- Archers now receive the Mastery of Concentration Realm Ability.
- The Damage Per Second (DPS) of your bow will have an effect on your damage for archery shots. If the effective DPS of your equipped bow is less than that of your max DPS for the level of archery shot you are using, the damage of your shot will be reduced. Max DPS for a particular level can be found by using this equation: (.3 * level) + 1.2
TRADESKILL NOTES
- Timers for all recipes have been standardized to reduce some inconsistencies, as well as to eliminate many excessively long crafting times. For the vast majority of recipes, this results in a significant decrease in crafting time; anywhere from a few seconds to as much as two minutes, such as in the case of the bulk trinkets.
- The recipes for various "eroding" tinctures have been changed to require Lifebane instead of the ingredients for Lifebane poison.
CAMELOT CLASSIC WORLD NOTES
General - Albion
- The Armorsmiths, Fletchers, and Weaponsmith Masters of Camelot have relocated to 'Shorty' Malone's Inn which is located near the channelers in Camelot square near the forge.
- The Alchemist and Spellcraft Masters of Camelot have relocated to the Magus Shoppus immediately next to 'Shorty' Malone's Inn.
- The Guild of Shadows alchemy table has been relocated to just outside 'Shorty' Malone's Inn.
General - Midgard
- Merchants selling crafting materials have settled their differences and have relocated to the two longhouses just North of the Assembly Hall.
- All tradeskill masters can now be found in either the two longhouses or the smaller building to the north of them.
- The alchemy table behind the Assembly Hall has been relocated to near the forge in this same area.
Quests - General
- Basic Horse - A recent effort by the Kings of each realm to encourage citizens to trade in their old, basic horses for weapons has resulted in a surplus of basic horses taking up space in the royal stables. Players who are at least level 10 can obtain the quest by speaking to the Royal Stable Master.
- The 'Royal Stable Master' NPCs will now respond properly when players inquire about either the [Clockwork] or the [Gemstone Horse].
- Imperiled Wizard - Players who have completed step 2 but not finished the quest and received their reward will now get a reminder in their journal on what to say to Master Narudos to finish the quest.
- Reports - The quest reward items 'Avalon's Defense' and 'Avalon's Fortification', which are available for Maulers, have been changed; the bonus to parry was removed and a bonus to Aura Manipulation was put in its place.
Quests - Midgard
- Blodfelag Inquiry - The item reward 'Protector's Pendant of Fortitude' will now reflect the proper Matter Resistance Bonus of 2%.
- Ragnarok Now - The item 'Stolen Texts' has been renamed to 'Stolen Books' to match the description given by NPCs and the quest journal.
Albion Monsters
- Golestandt will now spawn more frequently and with more reliability.
- Large ants have sworn off their diet of snakes meaning they no longer will have a chance to drop snake meat as loot.
- The Royal Treasury Clerk, previously located in the Albion Throne Room, can now be found in the Hall of Fellows in Camelot.
Midgard Monsters
- Gjalpinulva will now spawn more frequently and with more reliability.
- Classic werewolf models have received an art and equipment upgrade. Note: white werewolf and Drakulv models are still using Classic models at this time.
- The Royal Treasury Clerk, previously located in the Midgard Throne Room, can now be found in the Assembly Hall in Jordheim.
- The realm guard 'Dilanna the Chosen of Hel' will now respond to the /where command properly as is her duty.
Hibernia Monsters
- Cuuldurach the Glimmer King will now spawn more frequently and with more reliability.
- The Royal Treasury Clerk, previously located in the Hibernian Throne Room, can now be found in Alainn Cuir in Tir Na Nog.
Item Notes
- The item 'Recruit's Axe' will now properly display as a one-handed axe when equipped and in combat.
SHROUDED ISLES WORLD NOTES
Midgard Monsters
- The monsters named 'hrimthursa icetouch' will now no longer drop realm inappropriate items.
TRIALS OF ATLANTIS WORLD NOTES
Oceanus Encounters
- Sharks will no longer gather in a massive feeding frenzy in the middle of Oceanus Anatole.
- The scrolls for the artifact 'Gem of Lost Memories' will now drop more frequently. This brings these scrolls up to the same drop rate standards as the rest of the artifact scrolls.
Stygia Encounters
- Golden Scarab Vest - Only 25 Scarab Wings are now required to obtain the Magical Scarab-wing Gloves from Tey to pick up the Cursed Scarab-wing Vest. If a player has already turned in 25 or more wings, but has not yet met the previous goal of 50, the player need only turn in one more wing to obtain the gloves.
- Golden Scarab Vest - The Cursed Scarab-Wing Vest will now spawn more frequently.
Item Notes
- The personal boats that are available for purchase in the Trials of Atlantis lands now require only one person to operate. They will now always move at full speed regardless of the number of passengers. In addition, the cost to purchase these items has been reduced dramatically. This includes the skiff used in all realms and the following realm-specific boats: British Cog, Viking Longship, and Elvish Caravel.
- Legendary bows will now grant a damage type buff when equipped to change the damage type of your non-magical archery shots. Note that the mundane damage type buffs (Blunt Arrows, Thrusting Arrows, Slashing Arrows) will overwrite these buffs, in which case you may re-equip the bow to re-apply the buff.
- The studded versions of the Guard of Valor in Albion and Midgard now have the same bonuses to Spell Duration and Range that the Hibernian Reinforced version has.
- Braggart's Bow - The "Arrows of Flight" spell which summoned magical arrows has been replaced with "Eye of Predation" which grants a 5% bonus to range and resist piercing that lasts five minutes. The "Arrows of Flame" spell which granted a 45 second chance to proc a 75 damage Area-Effect Direct Damage has been replaced with a permanent chance to proc a single target version of the same 75 damage Direct Damage.
- Laodameia's Bow - The "Arrows of Atlantis" spell which summoned magical arrows has been replaced with "Eye of Predation" which grants a 5% bonus to range and resist piercing that lasts five minutes.
- Fool's Bow - The "Thunderous Impact" spell which did extra siege damage to objects has been replaced with "Eye of Predation" which grants a 5% bonus to range and resist piercing that lasts 5 minutes.
- Mariasha's Sharkskin Gloves - The "Arrows of Power" spell which summoned magical arrows has been replaced with "Eye of Predation" which grants a 5% bonus to range and resist piercing that lasts five minutes.
CATACOMBS WORLD NOTES
- People Lost - The directions given by the item 'Vudi's Map' and in the player journal for this quest have been clarified to make locating the quest monsters easier.
Instanced Adventuring
- Aurulite values have been increased by at least double.
Old Values:
Aurulite Chip, Value 1
Aurulite Fragment, Value 5
Aurulite Shard, Value 10
Aurulite Cluster, Value 15
Aurulite Cluster, Value 20
New Values:
Aurulite Chip, Value 5
Aurulite Fragment, Value 10
Aurulite Shard, Value 20
Aurulite Cluster, Value 30
Aurulite Cluster, Value 40
Note: These changes are not retroactive and only apply to newly-dropped Aurulite.
- The in-game map for the adventure wing 'The Forgotten Vein' has been updated so the Entrance and Exit marks are in the proper locations.
Dungeons
- The Kobold leader Vanjorndor in Nyttheim now has a chance to properly drop an item along with coin for its loot.
Item Notes
- Hibernian Darkspire Jewelery drops have been adjusted from power level 50 to power level 49. This brings their power level in line with the same drops from Albion and Midgard.
DARKNESS RISING WORLD NOTES
Quests - Albion
- My Mother's Lute - This Albion Royal Expedition Task will now reward experience as well as coin.
Item Notes - Albion
- The spells on the Champion Weapons available to Minstrels have been changed to be more appropriate for the Minstrel's role in combat.
Minstrel Dextera Blade:
/use1 - Regeneration of Kings
/use2 - Perfectly Balanced or King's Precision
Minstrel Dextera Edge:
/use1 - Regeneration of Kings
/use2 - Perfectly Balanced or King's Precision
Upsilon Harp:
/use1 - Replenishment
/use2 - King's Precision or King's Shield
LABYRINTH WORLD NOTES
General
- The Obelisks at each entrance have been given all the same teleportation options as the Obelisks in Nurizane's Crossroads, along with the option to port to Nurizane's Crossroads and Nethuni's Sanctuary (the remote room players are ported to if they stay AFK at the entrance for too long).
- Necromancer pets will now be vulnerable to the nexus rift lightning preventing camping of the Obelisk platforms in Nurizane's Crossroads.
- Necromancers in shade form will no longer trigger the timer for the nexus rift lightning preventing camping of the Obelisk platforms in Nurizane's Crossroads. Only when they drop out of shade form will the timer begin.
- Breeder worms and their offspring will no longer report as 'target not in view'.
Item Notes
- The items named 'Icy Rock Paralyzer' have been set so they cannot be emblemized as they are too small to properly hold an emblem.
Quests - Albion
- Unraveling: Illusions of Grandeur - The 'Signaling Whistle' used in this quest can now be used in shade form.
Quests - Hibernia
- Unraveling: Crush the Alliance - The quest will no longer display the message 'This is not the proper time to drop the Korazh Insignia' in addition to the correct message when players use the Korazh Insignia in the proper area.
COOPERATIVE SERVER
- Royal Expedition Tasks 'Den Again', 'Beeches of Braemar', and 'Fighting in the Battlegrounds' will no longer be given out for each realm on the PVP and PVE rulesets as they require a trip to the Battlegrounds which are not enabled on these rulesets.
PVP SERVER
- Royal Expedition Tasks 'Den Again', 'Beeches of Braemar', and 'Fighting in the Battlegrounds' will no longer be given out for each realm on the PVP and PVE rulesets as they require a trip to the Battlegrounds which are not enabled on these rulesets.
- The merchants and scholars within the Ruins of Atlantis zone have banded their magic together to make the area a safe haven for all adventurers to gather and purvey their wares. Like the Capital Cities, Housing, and a number of dungeons, the Ruins of Atlantis zone is now considered a safe zone where players cannot attack one another. This will facilitate players who need to visit the Hall of Heroes, train in the Ruins outside, or gather before they venture forth to attempt the Trials of Atlantis.
GAME CLIENT CHANGES FOR VISTA COMPATIBILITY
In order to make Dark Age of Camelot Vista compatible, all files that the game client generates are now written to a user directory. By default, each user on Vista is a Standard User and only has limited access control. A Standard User does not have permissions to write to common locations, such as the root directory of the game. Therefore, we have made a few changes to the way the game handles files it generates in order to make DAOC fully Vista compatible. The changes affect everyone, not just Vista users. Read on:
Two folders will be created. One folder will be for storing files that the user can easily access such as screen shots and log files. The second is for storing user settings and character settings that do not require direct access by the user.
Folder 1 – for screen shots and log files:
Windows XP, Windows 98 and Windows 98 Second Edition:
Documents and SettingsMy DocumentsElectronic ArtsDark Age of Camelot
Vista:
UsersMy DocumentsElectronic ArtsDark Age of Camelot
Folder 2 – for user settings and character settings:
Windows XP, Windows 98 and Windows 98 Second Edition:
C:Documents and Settings(User)Application DataElectronic ArtsDark Age of Camelot
Vista:
C:Users(User)AppDataRoamingElectronic ArtsDark Age of Camelot
No one should fear losing any user settings or individual character settings. The game will take care of copying all of the affected files to the new folder location.
Files that will be automatically copied from the current location into the new folder:
(character name)-(Server).ini
(character name)-(Server).ign
user.dat
You must login as each character in order to have each character .ini and .ign copy to the new folder location.
Note: The “Application Data” folder for XP and earlier, and the “AppData” folder for Vista, are hidden folders.
When you navigate there, you will have to set your “display hidden files” under Folder Options in order to find it. (Go to C:Documents and Settings(whatever your user name is) - click "Tools" - click "Folder Options" - click the "View" tab - scroll until you see "Hidden files and folders" - click the radio button that says "Show hidden files and folders" - click "Apply" - click "OK.")
Log files and screen shots will not be moved, but new versions will appear in the new folder as they are created.
===================================
Dark Age of Camelot
Version 1.88a Release Notes
Archery and Dragon's Revenge
March 29, 2007
===================================
In light of the unforeseen downtime with this version's release, we are increasing the bonus to Realm Points and Bounty Points for Odin's Gate, Emain Macha, and Hadrian's Wall from 150% or 1.5x to 200% or 2.0x for the weekend. It will return to the 150% or 1.5x value on Monday, April 2, 2007.
DRAGON’S REVENGE CAMPAIGN NOTES
Quest Notes
- Brother Dupre near Ludlow Tower will now offer the Rescue Operation quest to players who have completed the Medical Supplies quest.
- The First of Many - Master Lucyn will now display a visual quest indicator to players who can receive this quest.
CLASS AND SKILL CHANGES
- Archers were incorrectly granted twice the number of Autotrain points they should have received upon forced respecialization. This has been fixed. All Archers have once again received a forced respec and will need to visit their trainers to retrain their skills. We apologize to our Archer community for the inconvenience.
- All crafted +Archery bonuses (Archery, Composite, Recurve and Longbow) will now work with the new Archery system.
TRIALS OF ATLANTIS WORLD NOTES
General
- The sphinxes who offer Bounty Point items for sale in the Hall of Heroes have learned to shrug off customers attempting to charm them. This fixes an issue where the NPC would get fixated on a character if that character tried to charm them.
- Demyphon, the Sphinx who sells the Master Level Activation tokens, has returned to the Hall of Heroes.
Item Notes
- The new Master Level Experience (MLxp) Bounty Point scrolls Demyphon's Revelation and Demyphon's Greater Revelation, will no longer be useable if the player cannot gain MLxp for any reason. i.e., the player is working on a Master Level which requires no MLxp, or the player is at 100% MLxp, etc.).
- Players can now hand Demyphon's Revelation and Demyphon's Greater Revelation back to Demyphon for a refund.
COOPERATIVE SERVER
- Fixed an issue where the realm mission to unlock the Mauler was erroneously being offered.
===================================
Dark Age of Camelot
Version 1.88b Release Notes
Archery and User Settings
April 11, 2007
===================================
NEW THINGS AND BUG FIXES
- At the urging and subsidization of their Kings, Stable Masters and Dockmasters everywhere have banded together to help out their realms by foregoing any sort of payment for their services. Players will find that all horse routes and boat routes (outside of New Frontiers) will now be free.
- Players may now command their pets to attack stealthed characters who are within their stealth detection range. Pets will still stop the chase if an unstealthed character stealths in order to escape.
- Reactive procs on armor will now only hit the archer if the archer is within range.
- The Arrow Recovery bonus has been converted to Arcane Siphon on all items.
- Arcane Siphon now works with endurance and hit point cost spells.
- The Delve information for Arcane Siphon has been updated to reflect that it no longer just affects spells.
- The feedback for Arcane Siphon has been updated to reflect that players are not gathering arcane energies, but rather just energy.
- In all cases now, players who equip Mythirian items will have them correctly bind to their character.
- The Hunter ability, Call the Hounds, will once again function correctly.
NEW FRONTIERS NOTES
- Aphaestia, the sphinx that sells the artifact credit tokens, will now offer a refund if a player attempts to use a token but already has that artifact activated.
- The Bounty point item, Speed of the Hunt, will now affect players and their pets.
- The Hibernian version of the Cloak of the Arch Etheralist will no longer hold an emblem.
TRIALS OF ATLANTIS WORLD NOTES
Item Notes
- All versions of Laodameia's Bow now have the 'Eye of Predation' proc. This fixes an issue in which one of the bows still erroneously had the arrow-summoning ability.
DARKNESS RISING WORLD NOTES
Quests - Albion
- Invitation to Days Gone By - Players who are on this quest and have lost the invitations can return to Sir Christopher to receive additional copies if they are stuck.
- The Albion Captain NPC, who grants Royal Expedition Tasks for players level 31 to 45, will no longer erroneously show a yellow circle beneath his feet to players below level 31.
LABYRINTH WORLD NOTES
- The Lesser, Average, and Greater Archer's Mythirians have been renamed to Lesser, Average, and Greater Mythirian of Siphoning respectively to reflect their new bonuses.
COOPERATIVE SERVER
- Siege Supplies - This royal expedition task will no longer be offered as it requires a trip to the Hills of Claret which is not enabled for the PVE ruleset.
PVP SERVER
- Siege Supplies - This royal expedition task will no longer be offered as it requires a trip to the Hills of Claret which is not enabled for the PVP ruleset.
USER SETTINGS CHANGES
Why?
Because the road to Microsoft compliance never runs smoothly. After our changes in 1.88, we received feedback that told us players running two different clients were not able to use different system settings (such as resolution, hot bars, and more). These changes are meant to address this issue.
Who?
All customers – even if they don’t use Vista – that have logged in since 1.88 went live.
What?
User.dat – and character files, both .ini and .ign.
Okay, what’s going on?
We have to change the paths that your information follows when it is stored during game sessions. We already did this once, as you recall. If you have not logged in to the game since 1.88 went live, you will find that nothing will change. The game will automatically check the pre-1.88 directory for you, and move your data into the new location.
For various and somewhat dull reasons, the game will only check that pre-1.88 root directory. The POST-1.88 paths are essentially being abandoned.
So, if you have logged in to Camelot since 1.88 went live, when you log in after the patch, you will find your hotbars, ignore lists, keyboard configurations, and more erased. I very much apologize for this annoyance.
If your live server characters would like to avoid that fun-filled hour trying to remember how you remapped your keyboard and arranged your hotbar, you need to follow the following directions on Wednesday, April 11.
Step by step instructions:
First, make sure you’ve set your computer to allow you to see hidden folders.
Next, launch the game, and get to the character selection screen. No need to log all the way in, just do this so that the game can create the new data paths.
Log out. Now, go to where the data USED to be. Remember, this only applies to people who logged in at some time since 1.88 went live:
Vista users: C:/Users/(your windows login name)/AppData/Roaming/Electronic Arts/Dark Age of Camelot
Everyone else: C:/Documents and Settings/(your windows login name)/Application Data/Electronic Arts/Dark Age of Camelot
Leave this old folder open for a minute. Now, go to the new folders. The chains are almost the same, but now, there is another bit at the end. The new bits are the names of the different clients:
…/Dark Age of Camelot/LotM
" "/DR
" "/Catacombs
" "/TOA
If you are a Pendragon player, you’ve got an even longer new file path!
…Dark Age of Camelot/Test/LotM
Etc., etc.
Select user.dat, (character).ini, and (character).ign files in the old folder, and copy them to the new folder.
Close everything.
Relaunch the game.
Special Cases
If you run two instances of the game using the same client, but you have different settings for each one (such as having all the bells and whistles turned off on the second client), you’ll need to do a little creative editing to give your destination folders unique names.
Open the root directory for the first copy of the game. Create a text file (using Notepad or some such thing) called paths.dat. In that file, type
[paths]
on the first line. On the second line, type
settings=name1
(“Name” can be whatever you want.) Log into your first copy of the game and get to the character selection screen. Log out.
Now go to the SECOND copy of the game, and repeat the process. This time, type
settings=name2
Log into the second copy all the way to character selection.
You have now created custom folders for your characters. Follow the directions under "Step by Step" for moving your .dat, .ini, and .ign files into the new destination folders.
============================
Dark Age of Camelot Version 1.89 Release Notes Trials of Atlantis and Interface Changes May 23, 2007
============================
NEW THINGS AND BUG FIXES
- Newsletter Rewards: Customers who subscribed to the Dark Age of Camelot Newsletter prior to 05/09/07 and have remained subscribed are now flagged for free in-game rewards. Accounts have been flagged based on the subscriber's email address. A character can only receive the in-game rewards one time, but all characters on an account that is flagged are eligible for the in-game rewards.
- Characters of any level will receive:
Realm Ability Respec Stone (Luminescent Induco Stone – not tradeable)
Realm Specific Dragon's Revenge Themed Cloak
- Characters level 40 and above will also receive a free random Trifecta Pet reward.
Please note that if your character is under level 40, they will only get the Respec Stone and Cloak, but not the pet. That character cannot return later after they achieve level 40 to get the pet as they will have already received their one-time reward for this promotion.
The NPCs that award these gifts are located near each of the Capital City's Throne rooms and can be identified by their title <Editor in Chief>.
Their exact locations are as follows:
Albion - Lobby of the Royal Library
Midgard - Assembly Hall
Hibernia - Alainn Cuir
- Characters who are attacked by stealthed archers will now target the attacking archer if the attacked player does not already have a target.
- Pets will no longer continue to attack a character after the character has stealthed.
- Pets will no longer 'randomly' change to passive mode. This was caused by recent changes to the stealth system to remove a character from the monster's aggro list when the player has stealthed.
- When an archer misses a shot on a character who is stealthed, the stealthed target will remain stealthed.
- Players who hold both mouse buttons down at once will now move forward. This feature can be adjusted through Options at the Character Selection Screen and also in-game in the /keyboard interface. Note: The MMO default keybindings for move forward are set to W and both mouse buttons. This change does not affect current players. Players can set it up on their own keybindings in the keyboard configuration, since it is not on at default.
- Players no longer need to log out and log back into the game to finalize the changes made using the /xfire (on|off) command. Note: There may be some delay as the Xfire servers are updated.
- %t will now work in general chat.
- Added camera snapback functionality to the third person camera view. With this function enabled, while the character is moving, the player can rotate the camera around, it will automatically snap back to its original state. This feature has three adjustable settings: low, medium, and high. This feature is on by default and can be turned on and off by visiting the in-game options menu or by using the /snapback (off|on) command.
- Players may designate a specific camera view to snap back to with the /setcamera command. This view can also be reset with the /resetcamera command.
- Facial Morphs, the feature which players use to customize their character's face, can now be turned off, on, or turned on only for your character. This can be adjusted in-game under Options or by the slash command /showmorphs. This new feature will improve performance in RvR when set to none or self. The default setting is all on.
- Players can now customize their characters at any time using the Customize button on the character selection screen.
- In addition to modifying a character’s face, players may now modify starting stats. By default, after selecting Customize, a player will be presented with the character’s attributes as currently set. A new option has been added on the left side of the screen to reset these points. Players can re-allocate these points as they see fit, at any time. Players will then be able to move on to customizing the appearance of a character’s face, hair and height.
- The in-game /help menu has been updated.
USER INTERFACE NOTES
With this version, we have begun working on revamping Camelot’s User Interface (UI). Since most of our work is currently behind the scenes, in the meantime we would like to present our players with some artistic changes. We hope that you will enjoy these changes and the upgraded changes coming in the future.
- The Atlantis interface skin has been given a new artistic look. All windows and UI elements for this skin have been updated for all game clients.
- The Atlantis interface skin has been added to the SI (Catacombs engine) client. This skin is now the default skin for new installs of this client. Players using the SI client will now be able to choose between the Atlantis and Shrouded Isles interface skins, where previously they only had the Shrouded Isles skin.
- All style, spell, item, and ability icons have been graphically updated to be more colorful and detailed. The spell and style widget system has been retained for these icons.
- There no longer is code support for horizontal resize buttons.
Key Bindings
- The MMO (MM) default key binding has been changed. The key bindings for this default are now more representative of the default settings of most other RPG MMOs.
- Please note that the change to the default key binding will not affect the any key bindings already set.
Notes for Custom UI writers:
- Custom UI writers must convert any HorizontalResizeButtonDef and HorizontalResizeButtonTemplate which are defined into ButtonDef and ButtonTemplate respectively. The default UIs only use the HorizontalResizeButtonDef in the social window, which is specified in community_window.xml.
- Listbox headers can no longer use HorizontalResizeButtonTemplates.
- The HorizontalResizeButtonTemplates "generic_hr_button" and "listbox_hrbutton" specified in the styles.xml have been removed. The related HorizontalResizeImageTemplates "generic_hr_image_normal," "generic_hr_image_pressed," "generic_hr_image_normalhighlight," "generic_hr_image_disabled," and "listbox_header" were removed as well.
SOUND INTEGRATION
- With this version we have focused on updating many of the existing spell sounds in the game. All classes will notice updates to various spell sounds in their spell lines as well as the itemized updates listed below. We may revisit and adjust these updated sounds in a future version.
- Lutes, flutes and drums have received a sound upgrade.
- Crafting failure, success, and masterpiece creation have received a sound upgrade.
- The sound which plays when a character is praying at their grave has been updated.
- The Berserker and Hero shapeshifting (Stag and Vendo form) sounds have been updated.
CLASS CHANGES AND FIXES
General
- A new line of Direct Damage (DD) spells has been added to Midgard’s Suppression baseline.
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
4 Spirit Burden Enemy 2.6/0/0s 1500 range 13 (Spirit) 3 6 Spirit Curse Enemy 2.6/0/0s 1500 range 21 (Spirit) 4 9 Spirit Oppression Enemy 2.6/0/0s 1500 range 29 (Spirit) 5 12 Spirit Burial Enemy 2.6/0/0s 1500 range 37 (Spirit) 6 16 Soul Burden Enemy 2.6/0/0s 1500 range 49 (Spirit) 8 21 Soul Curse Enemy 2.6/0/0s 1500 range 64 (Spirit) 10 27 Soul Oppression Enemy 2.6/0/0s 1500 range 85 (Spirit) 14 34 Soul Burial Enemy 2.6/0/0s 1500 range 108 (Spirit) 19 43 Doom of Spirits Enemy 2.6/0/0s 1500 range 136 (Spirit) 23 48 Death of Souls Enemy 2.6/0/0s 1500 range 179 (Spirit) 30
- Two spells were removed from the baseline suppression line in order to make room for the DD spells.
4 Lesser Magic Shield 8 Disperse Strength
- The level 6 root spell, Diffuse Movement, in Midgard’s Suppression baseline has been moved to level 8.
- All spells with less than 1000 range in the Minstrel’s Instruments spec, Bard’s Music spec and Skald’s Battlesongs spec have been increased to 1000 range.
- A new line of group waterbreathing buffs have been added to the Minstrel’s Instruments spec, Bard’s Music spec and Skald’s Battlesongs spec.
- Power costs, casting times, and heal values for all Heal Over Time (HoT) and Regeneration spells on the Valkyrie, Mauler, Warden, Vampiir and Friar have been adjusted. Specific tabled information may be found under the specific class sections below.
- Miss rates of bolt spells on the Eldritch, Wizard, Runemaster and Shaman Classes have been greatly reduced.
Archery
- Archers will now always see 'miss' messages.
- Players will now receive messages when their pets use archery skills.
- Based on community and team lead feedback, we have re-evaluated and significantly reduced the miss rates of archery abilities. However, in order to maintain the integrity of the base DPS formula for archery, we will also be reducing the damage of archery abilities. Players should notice little, if any, change in the damage over time of these abilities once this change is made to Pendragon tomorrow morning (May 18th).
- A 10 second damage mitigation timer has been added to Critical Shot that will now reduce damage from all critical and power shots, from all archers, by 50% for the duration of the timer. This timer affects only the target, thus allowing the archer to change targets and still cause full damage to any target on which the damage mitigation timer is not active. During the last 5 seconds, damage will increase for each second up to full damage.
Bards
- A new level 50 Direct Damage (DD) shout has been added to the Bard’s Music spec line.
Bonedancers
- The Bonedancer Suppression spec commander (level 40 spell) now has the keyword [suppress] in their dialog. This keyword will allow the caster to set them to cast a spirit debuff/dd instead of a lifetap. They keyword [drain] can be used to switch this back to the lifetap.
Friars - Rejuvination
Healing Over Time
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
24 Blessed Encouragement Group 3.0/15s/0s 2000 range 40 35 34 Holy Encouragement Group 3.0/15s/0s 2000 range 50 45 44 Divine Encouragement Group 3.0/15s/0s 2000 range 60 55
Healers
- The run speed line of buff chants in the Healer’s Augmentation spec line has been moved to their Pacification baseline.
Heretics
- Instant cast spell lines "Incinerating Embers" and "Fiery Stranglehold" in the Rejuvenation Spec line have had their movement restriction removed. They will now be castable on the move.
- The "Reanimate Corpse" Monster Resurrection spell in the Rejuvenation spec line has been reduced in duration. It will now have a duration of 20 seconds, reduced from 45 seconds. The DoT produced from the spell should have a frequency of 6 seconds with a 12 second duration, reduced from 4 second frequency and 24 second duration.
Mauler
- The Demand of Perfection line of casting time increases will no longer interrupt other players.
Maulers - Aura Manipulation
- Buff (Health Regeneration, Group)
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
28 Gift of Nethuni Group 3.0s/15s/30s 2000 range 40 35 38 Grace of Nethuni Group 3.0s/15s/30s 2000 range 50 45 48 Blessing of Nethuni Group 3.0s/15s/30s 2000 range 60 55
- Heal Over Time (Group)
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
24 Nethuni's Refreshing Waters Group 3.0s/15s/30s 2000 range 40 35 34 Nethuni's Recuperating Waters Group 3.0s/15s/30s 2000 range 50 45 44 Nethuni's Renewing Waters Group 3.0s/15s/30s 2000 range 60 55
Runemasters
- The casting time of the Runemaster's Token of Destruction line of baseline Direct Damage (DD) spells has been reduced from 3.0 to 2.6 seconds to match other baseline DDs in the game.
Savage
- The duration of all Savagery self buffs has been increased from 15 seconds to 30 seconds.
Skalds
- The recast of the Skald’s “Compel Defeat” line of instant snares in the Battlesongs spec has been reduced to 20 seconds.
Spiritmasters
- The Spiritmaster’s line of resist debuffs in the Darkness spec line have had their durations reduced. Body and energy debuffs are now 15 seconds to match similar debuffs in other realms. The Spirit resist debuff is now 8 seconds, to match other castable resist debuffs that allow a class to debuff its own damage.
Valkyries - Mending
- Buff (Health Regeneration)
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
30 Odin's Greater Antidote Friend 0s/10s/10s 2000 range 65 45 35 Odin's Greater Medicant Friend 0s/10s/10s 2000 range 75 55 40 Odin's Greater Cure Friend 0s/10s/10s 2000 range 85 65 45 Odin's Greater Elixir Friend 0s/10s/10s 2000 range 95 75
- Heal Over Time
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
5 Odin's Antidote Friend 0s/10s/10s 2000 range 10 10 10 Odin's Medicant Friend 0s/10s/10s 2000 range 20 20 15 Odin's Cure Friend 0s/10s/10s 2000 range 30 30 20 Odin's Elixir Friend 0s/10s/10s 2000 range 40 40
- Buff (Health Regeneration, Group)
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
32 Valkyrie's Aid Group 3.0s/15s/0s 2000 range 25 25 37 Valkyrie's Alleviation Group 3.0s/15s/0s 2000 range 35 35 42 Valkyrie's Redress Group 3.0s/15s/0s 2000 range 45 45 47 Valkyrie's Remedy Group 3.0s/15s/0s 2000 range 55 55
- Heal Over Time (Group)
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
7 Shieldmaiden's Aid Group 3.0s/15s/0s 2000 range 10 10 12 Shieldmaiden's Alleviation Group 3.0s/15s/0s 2000 range 20 20 17 Shieldmaiden's Redress Group 3.0s/15s/0s 2000 range 30 30 22 Shieldmaiden's Remedy Group 3.0s/15s/0s 2000 range 40 40
Vampiirs - Shadow Mastery
Level Name Target Cast/Duration/Recast Effect Cost
4 Recuperation Self 3s/15s/15s 15 6 15 Restoration Self 3s/15s/15s 25 14 21 Renewal Self 3s/15s/15s 45 20 38 Regeneration Self 3s/15s/15s 90 40 46 Greater Regeneration Self 3s/15s/15s 150 60
Wardens - Regrowth
- Heal Over Time (Group)
Level Name Target Cast/Duration/Recast Range/Radius Effect Cost
24 Nature's Exhilaration Group 3.0s/15s/30s 2000 range 40 35 34 Nature's Uplift Group 3.0s/15s/30s 2000 range 50 45 44 Nature's Invigoration Group 3.0s/15s/30s 2000 range 60 55
NEW FRONTIERS NOTES
- The Glacier Giant in the Midgard frontier is now resistant to charm spells.
CAMELOT CLASSIC WORLD NOTES
General
- Fixed an issue where one of the water planes in Avalon Marsh did not quite reach the shore causing a gap in swamp graphics.
- Fixed an issue in Lyonesse where the water planes were mismatched. The water in this zone is now all one color and transparent.
General - Albion
- Various structure and texture updates have been made in the Camelot Hills zone.
Quests - Albion
- Heart of Albion - Players on step 11 of this quest will now be directed to the correct location of Lady Nimue.
Midgard Monsters
- The graphical issue with Champion Niel's face has been corrected.
Item Notes
- The Brimstone Shields of Chaos can now be dyed with enamels.
- The Staff of the Adept guild gift has had its Quickness bonus changed to Constitution bonus to match the other staves in that line.
- The treasure drops, Drevaul's Guard and Drevaul's Skewere will now be assigned the proper material type when dropped.
- A number of monster's treasure indexes have been adjusted to make the level of the drops match the level of monster involved.
Monsters
- All white werewolf models have received an art update.
- The Scaled Varg models have received an art update.
Note: Catacombs client and above.
SHROUDED ISLES WORLD NOTES
Dungeons
- Fixed a visible seam in the floor in Iarnvidur.
- New pathing has been loaded for Iarnvidur.
TRIALS OF ATLANTIS WORLD NOTES
Since the rediscovery of the planes of Atlantis, scholars have noticed that much of the magic of Atlantis has been weakening steadily. The scholars suspect that this has been an ongoing process for many years, long before the realms received their invitations to participate in the trials. Signs are beginning to show that the more powerful creatures of the planes are being directly affected by this and heroes attempting to complete the trials have found them to be much less difficult lately.
Even more fortuitous to the common adventurer has been the sudden appearance of new Djinn Stones across the lands. The Djinn bound to them seem to be a bit different somehow than others of their kind, but they appear just as willing to obey the ancient commands of their long dead Atlantean masters and provide magical transport to those completing the trials. Coincidentally, friendly Tritons have even shown up in the Temple of Twilight offering magical transport around its underwater tunnels. An effort to find similar behavior among other Tritons has not yielded any positive results.
Unfortunately, reports are also coming in of strange elementals and powerful djinn calling themselves Afrit that are springing up everywhere across the planes of Atlantis. Those adventurers who have done battle with both claim that the creatures carry treasures stolen from the trials! These new Afrits seem immune to the ancient laws that affect the djinn and are only interested in treasure. Scholars who have been studying the phenomena have come to the conclusion that because the Afrit could not be bound, the Atlanteans must have banished them to the far corners of the planes long ago. With the waning of Atlantean magic, their prison has broken with disastrous consequences for all of the planes' other denizens.
General
- The Trials of Atlantis zones have been clustered.
Encounters - General
- Several encounters have been made less difficult by adjusting spawn numbers, monster levels, and hit points. These encounters are listed below, specified by region.
- All Master Level and artifact encounters now have an average respawn time of 10 minutes (the only exception being Celestius, which now has an average respawn time of 20 minutes).
- All Master Level and artifact encounter monsters will now only drop their normal loot again if someone in the group killing them needs credit for the encounter. If no one in the group needs credit, they will drop nothing of significance. This does not include Celestius.
- New encounters have been added involving a new type of djinn call the afrit which will drop loot taken from the master level and artifact encounters (not including Celestius).
- The new encounters come in three tiers designed for different numbers of players: solo/duo, small group, and full group. Each tier drops loot from Master Level and artifact encounters that previously required a similar number of players to complete. The first two tiers also present opportunities to gain better loot if you're particularly skilled or bring more friends than necessary for the main encounter.
- The first tier of encounters, designed for solo players or duos (depending on class), are the elementals:
Ooze Elemental - Made of earth and water, breaks apart into smaller oozes as you damage it.
Dust Elemental - Made of earth and air, casts a powerful Debuff that causes both Nearsight and a chance to fumble.
Magma Elemental - Made of earth and fire, moves slowly, but pummels its opponents with both melee and fire spells.
Storm Elemental - Made of water and air, pulses a dangerous electrical storm around it.
Steam Elemental - Made of water and fire, those who approach will find themselves burned.
Smoke Elemental - Made of fire and air, shy but dangerous, its hazardous fumes make breathing difficult.
- Kill the weakened Afritti that made up the elemental for the possibility of additional rewards.
- The second tier, designed for small groups (3-6 players), is made up of the basic Afrit. Though he worked hard to steal his precious loot, he's not afraid to use it as a weapon if threatened, albeit not necessarily in the way players might expect (it's not quite the brightest creature you'll ever meet).
- Kill the confused Afrit that is accidentally pulled into the battle for the possibility of additional rewards.
- The third tier, designed for full groups, is the Master Afrit. He waits safely outside the trial planes, using his bound servants to fight and steal for him. Those who kill his servants must face his wrath.
- Each of the new encounters can be found scattered across the outdoor zones of Atlantis. Note that camping the same spot you find one in isn't generally the best idea, as they may not always show themselves in the same place.
- Another strange new creature has been spotted near different havens of Atlantis (Stygia for Albion, Volcanus for Midgard, and Aerus for Hibernia) known as the "Trogo Zontanos Mageia". It seems to want help finding afrits to join it for breakfast and is willing to trade loot that his former breakfast guests have left with him for their company.
- When afrits from the new encounters are slain, they will drop portions of their essence along with their master level and artifact loot. Five of these essences can be combined into the reforming energies of an afrit and then traded to the "Trogo Zontanos Mageia" for loot from the ML/artifact encounter monster of your choosing.
Aerus Encounters
- Monsters involved in the following Master Level encounters have had their levels reduced: 8.1, 8.2, 8.3, 8.6, 8.8, 8.10, 9.1, 9.2, 9.3, 9.4, 9.5, 9.6, and 9.10.
- Monsters involved in the following artifact encounters have had their levels reduced: Braggart's Bow, Flamedancer's Boots, Foppish Sleeves, Guard of Valor, Jacina's Sash, and Shield of Khaos.
- The sons of Creon for ML 8.5 have gotten much braver over the years and are now willing to fight their own battles when danger is about (they can now be single-pulled).
- The search for Agne's Torso for ML 8.7 among the self-maintaining statue should no longer be so lengthy.
- The Generator Operator's walk has slowed down to more of a crawl (during ML 9.10).
- Eramai has decided to stop asking for music boxes as he's already collected quite a large pile of them. The Cloudsong pre-quest is no longer necessary to get encounter credit for the artifact and will no longer be offered by Destin.
- The 'Avriel controller' monsters have been adjusted so they will no longer register as 'Not in view'.
- New Djinn Stones can be found near the following encounters: 9.1 (at the entrance), 9.3, 9.4, 9.5, and 9.6
- The one-way Djinn Stones near the following encounters can now be ported to: 8.10 and 9.10
Oceanus Encounters
- Monsters involved with the following Master Level (ML) encounters have had their levels reduced: 2.9, 3.2, 3.4, 3.5, 3.8, and 3.10.
- Monsters involved with the following artifact encounters have had their levels reduced: Arms of the Winds, Atlantis Tablet, Bracelet of Zo'arkat, Ceremonial Bracers, Crown of Zahur, and Night's Shroud Bracelet.
- The gorgon Casta (for ML 3.3), will no longer cast her Area-Effect (AE) bolt. Her necklace has also become more fragile and prone to breaking in combat.
- The amount of immature and Bonerending Barracudas that spawn for ML 3.6 has been reduced.
- The length of Medusa's stun has been greatly reduced. The damage done by the associated Damage-Over-Time (DOT) spell has also been reduced.
- Ki'atra and the Nervous Ketos (Uilani) have disappeared as the magic holding them to the planes has faded. Coincidentally, the door to the sunken ship Kythera resides in (for the Night's Shroud Bracelet) is no longer locked. Players may now simply enter the ship to combat her.
- Sadri the Traitor (for Traitor's Dagger) may now only be found near Traldor's Temple and will no longer run away to other locations.
- New Djinn Stones can be found near the following Master Level encounters: 3.1, 3.2, 3.3, 3.4, 3.5, and 3.9
- Players may now port to the Djinn Stones near the following encounters: 1.10, 2.8, and 2.10. Note: Previously these Djinn stones were designated as one-way return teleport only.
- Triton Altruists can now be found near the following encounters: 3.6, 3.7, 3.8, and 3.9.
Stygia Encounters
- Monsters involved in the following Master Level encounters have had their levels reduced: 4.5, 4.6. 4.8, 4.9, 4.10, 5.2, and 5.10.
- Monsters involved in the following artifact encounters have had their levels reduced: Crocodile's Tooth Dagger, Golden Spear, and Stone of Atlantis.
- The boss monster, 'Seti the Pharaoh', has been adjusted in level and hit points.
- Seti's minions, 'Setian Chaos Priests' and 'Setian Thunder Troopers' have had their levels and spawn rates decreased.
- Seti will no longer call for assistance from his courtyard minions.
- If the main fortress is attacked directly without taking out the camps and forts, the number of reinforcements sent to aid the main fortress has been cut dramatically and the time between reinforcement waves has been increased.
- The Echo of Duamutef for ML 5.2 will no longer split as often.
- Ammut (ML 5.10) will no longer summon as many Esenitu Au-mets, Zeperu Au-mets, or Summoned Black Crocodiles.
- A new Djinn Stone can be found near the entrance inside the Halls of Ma'ati.
- Players may now port to the Djinn Stones in the Land of Atum near the entrance to the Halls of Ma'ati and within the Halls of Ma'ati near Ammut. Note: Previously these Djinn stones were designated as one-way return teleport only.
Volcanus Encounters
- Monsters involved in the following Master Level encounters have had their levels reduced: 6.3, 6.6, 6.7, 6.8, 6.9, 6.10, 7.7, 7.8, and 7.10.
- Monsters involved in the following artifact encounters have had their levels reduced: Battler, Bruiser, Erinys Charm, and Tartaros' Gift.
- After constantly being ignored and never allowed to fight intruders, Vazul's Master Trapsmith has removed the fire traps from around the gates of Vazul's Fortress (for 7.9) in protest.
- The endurance challenges (MLs 7.3, 7.4, 7.5, and 7.6) now only require 5 minutes of survival instead of 10.
- Typhon (7.10) will now become vulnerable for a longer period of time after his essence has been hit.
- The monster Battler will no longer gain as many levels by killing players.
- The true Bruiser will now periodically send an emote to players standing nearby, making it much easier to find.
- New Djinn Stones can be found near the following encounters: 6.3, 6.7, 6.9, and in the southwest and northeast Mediator rooms.
- Players may now port to the Djinn Stones near the following encounters: 6.10, 7.8, and 7.10. Note: Previously these Djinn stones were designated as one-way return teleport only.
Celestius Encounters
- All Celestius encounter monsters have had their levels reduced.
- Leo will no longer split as often.
Items - General
- The Guard of Valor items will no longer cause an archer's arrow damage type buffs to become finite. This fixes an issue where if an archer class used one of the arrow damage type buffs while wearing the Guard of Valor, the buff would be given a 43 minute timer, instead of lasting until changed by the archer.
CATACOMBS WORLD NOTES
Quests - Midgard
- Into the Crypt - Journal entries for this quest will now properly reference the player's destination as the Deadlands.
DARKNESS RISING WORLD NOTES
- Scouting the Gnolls - This Royal Expedition Task has been modified. The player must seek out an Outcast Gnoll Leader as opposed to Outcast Gnoll Scruffs. Players on this task need to only slay one leader now as opposed to a number of scruffs.
- (Partisan Politics) - All Blodfelag Partisan mobs in West Svealand will now count properly for the goals of this quest.
LABYRINTH WORLD NOTES
Mythirian Items
- The Physical Defense Mythirian items now display correctly in the Attributes Window and the Bonuses Window.
- The Mythirians which grant bonus to coins looted, will now function correctly when the Mythirian is equipped by a player who is not the group leader. However, only the group leader will receive a message that a bonus has been awarded.
- Mythirians that grant players an increase in Damage Per Second (DPS) will now fuction correctly.
- The Augmented Insightful Mythirians now correctly increases the player’s Acuity cap.
- The Ektaktos Mythirians, when equipped, no longer require players to re-equip them when traveling between zones or when logging in and out of the game.
FOUNDATIONS NOTES
- Hasteners in housing no longer require that a player purchase a music ticket and hands it to them. They will now cast 'Speed of the Realm' on the player when the player interacts with the hasteners. This includes both personal house hookpoint hasteners and the hasteners found around housing as NPCs.
PVP SERVER
- Fixed the interior postern door on the central keeps so that it operates properly on the PVP ruleset.
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Dark Age of Camelot Live Version 1.90 Release Notes Frontiers and Class Changes September 5, 2007
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NEW THINGS AND BUG FIXES
With Version 1.90, we bring to you a major overhaul of New Frontiers. All frontier and battleground keeps have been updated with new art and pathing, which includes the removal of ladders from all Realm vs. Realm structures. In addition to the art changes, we have removed the varying keep guard contingents, added more climb points, reconstructed the Siegecraft skill, and introduced Siege Towers. "New Frontiers" is, indeed, new once again. We hope you enjoy the new face of Realm versus Realm combat in Dark Age of Camelot.
In addition to the Realm versus Realm updates, we implemented loyalty rewards for our veteran players, added a /roleplay command, updated all damage-over-time spells, and made additional adjustments to the following classes:Â Animists, Armsmen, Berserkers, Cabalists, Clerics, Druids, Eldritches, Healers, Heretics, Mentalists, Runemasters, Shaman, and Theurgists.
Siegecrafting has been completely revamped and fleshed out into a full tradeskill. Recipes now range from 5 to 1000 skill, covering everything from weak, makeshift devices to fully fortified engines of war. This even includes a few infernal devices discovered by making use of Demon Seal Fragments scattered across Agramon Island.
No longer are unrelated tradeskills required to build these machines. All siege ingredient and apparatus recipes have been moved from the original, primary tradeskills into Siegecrafting. No longer are palintones restricted only to keep hookpoints. New palintone recipes are now available for normal construction. On top of all that, new ammunition types are now available for every siege engine (with the exception of rams). Greek fire, diseased carcasses, thunder bolts, toxic bolts, and many other varied ammunition types can now be made for greater flexibility and power.
All six pieces of the Tempered Svarlaedar Armor now correctly display as level 46 in the recipe delve window and tool tip.
When an enemy player enters the region around a keep (i.e., receives the "˜You have entered <keep name here" system message), hookpoints along the walls and elbows will show up to indicate where a Siege Tower can be built. Enemy players can then interact with these hookpoints to build a Siege Tower.
Building a Siege Tower requires that players have the materials available. The recipes are as follows: Albion/Midgard: 10 Alloy Metal Bars and 20 Ironwood Wooden Boards, Hibernia: 10 Dolomite Metal Bars and 20 Ironwood Wooden Boards.
If you have the materials available and interact with the hookpoint, the building process begins, represented currently by a large plume of dust. The Siege Tower building process is represented by a Hit Point meter. It will begin at 0 and slowly work towards full health. Defenders can attack the building process to attempt and destroy it before it can reach full health or delay the building process. Once at full health, it will become an actual structure, complete with pathing, destroying the wall it is attached to in the process.
The completed Siege Tower can be used to enter the keep. The Siege Tower can be destroyed by defenders through the process of repairing the wall that the Siege Tower is attached to. The attacking realm can keep the Siege Tower alive by repairing the Siege Tower/wall it is attached to. Attacker's repairs will damage the keep wall and the goal is to keep the wall at zero health so that the Siege Tower can remain attached. If the wall is healed by defenders past a certain point, it will become repaired and the Siege Tower will be destroyed.
Note: Due to the way the Siege Tower operates, pieces with a Siege Tower Hookpoint will now not take damage normally. This means the only way to "˜damage" or "breach" that particular piece is via a Siege Tower.
Shift Health | 2 |
Shift Vigor | 3 |
Shift Essence | 4 |
Shift Vitality | 6 |
Shift Spirit | 8 |
Transplace Health | 10 |
Transplace Vigor | 13 |
Transplace Essence | 16 |
Transplace Vitality | 19 |
Transplace Spirit | 24 |
Level | Name | Effect | Damage Type |
3 | Lesser Phantom Pain | 11 | Energy |
7 | Phantom Pain | 25 | Energy |
10 | Greater Phantom Pain | 36 | Energy |
14 | Lesser Phantom Abrasion | 50 | Energy |
19 | Phantom Abrasion | 68 | Energy |
24 | Greater Phantom Abrasion | 86 | Energy |
29 | Lesser Phantom Injury | 104 | Energy |
34 | Phantom Injury | 122 | Energy |
40 | Greater Phantom Injury | 143 | Energy |
45 | Phantom Disfigurement | 161 | Energy |
50 | Phantom Mutilation | 179 | Energy |
Area Effect DD Line:
Level | Name | Effect | Damage Type |
6 | Lesser Sand Flurry | 19Â | Matter |
11 | Sand Flurry | 35 | Matter |
16 | Greater Sand Flurry | 51 | Matter |
22 | Lesser Gust of Sand | 70 | Matter |
27 | Gust of Sand | 85 | Matter |
31 | Greater Gust of Sand | 98 | Matter |
36 | Blast of Sand | 114 | Matter |
42 | Tempest of Sand | 133 | Matter |
50 | Hurricane of Sand | 158 | Matter |
Single Target DD Line:
Level | Name | Effect | Damage Type |
5 | Rough Pebbles | 18 | Matter |
10 | Scratching Pebbles | 36 | Matter |
15 | Scuffing Pebbles | 54 | Matter |
19 | Scraping Rocks | 68 | Matter |
25 | Wearing Rocks | 90 | Matter |
30 | Erosive Rocks | 107 | Matter |
34 | Abrasive Boulders | 122 | Matter |
41 | Grinding Boulders | 147 | Matter |
49 | Demolishing Boulders | 179 | Matter |
(Hibernia) The Soul Glimmer dagger now has the correct damage value.
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Dark Age of Camelot
Live Version 1.91 Release Notes
Styles, styles, styles!
November 28, 2007
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Slash Styles
Level | Spell | Value |
4 | Arawn's Heat | 12 Damage |
9 | Arawn's Sparks | 22 Damage |
15 | Arawn's Embers | 45 Damage |
21 | Arawn's Flare | 65 Damage |
26 | Arawn's Pyre | 85 Damage |
31 | Arawn's Blaze | 105 Damage |
37 | Arawn's Fire | 130 Damage |
47 | Arawn's Inferno | 169 Damage |
Level | Spell | Value |
36 | Glistening Blaze | 90 Damage |
42 | Whirling Blaze | 104 Damage |
48 | Torrential Blaze | 120 Damage |
Level | Spell | Value |
26 | Essence Siphon | 70 Damage |
32 | Spirit Siphon | 85 Damage |
41 | Life Siphon | 110 Damage |
50 | Soul Siphon | 135 Damage |
Siegecrafting
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Dark Age of Camelot Version 1.92 Release Notes Now We're Stylin' February 27, 2008
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Dark Age of Camelot
Version 1.93 Release Notes
Tutorial and Mastery of Stealth
March 2, 2008
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With Version 1.93, we bring to you a major overhaul of our New User experience. All newly created characters will start in one of three areas, Constantine's Sound, Lamfhota's Sound, or Grenlock's Sound, depending on their realm of origin. These areas, revamped from our original tutorial region, will provide quests, adventuring, equipment, experience, and RvR opportunities for all characters of levels 1 through 10. The progression through these areas is fun and relatively quick, providing a useful learning experience and plenty of rewards.
The goals of this endeavor are two-fold. The first is to bring new users who come to Dark Age of Camelot together in one consolidated place, provide them with basic instructions, the necessities for leveling, and level-appropriate gear rewards. The second goal is to reduce the size of our trial download. If you are experiencing Dark Age Camelot for the first time, we hope you enjoy your stay!
Recognizing the need for more trained adventurers to aid the realms in their ongoing battles against enemy forces from within and without, the Kings of each realm have dedicated more resources to this end.
The following Regrowth spells have a new and correct spelling:
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Dark Age of Camelot Version 1.94 Release Notes Rest Stops and Housing Love June 18, 2008
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In Version 1.94, we addressed the various housing options available to players and made some adjustments. We wanted to make larger homes a more viable choice, as opposed to owning two smaller homes, by lowering the prices of both deeds and rent, as well as add additional vault space to accommodate the growing need for more storage. In addition to the housing changes, we have added the "Rest Experience" feature, which allows players to accumulate a certain amount of bonus experience that is built up based on where they log out.
As we move forward onto future patches, we will continue to add more updates to housing and expand upon other elements that have made Dark Age of Camelot thrive. The changes in this patch and much of the design of the upcoming Origins server are the result of player feedback. We want to encourage our players to continue utilizing the feedback form here on the Camelot Herald and we hope that this patch will give you a taste of things to come.
The following changes have been made to housing in all realms:
The auto allocation stats have been adjusted by class and all new characters will have these stats auto allocated upon character creation. These stats can be adjusted in the "Adjust Attributes" tab on the character creation screen.
Class name | Strength | Constitution | Dexterity | Quickness | Intelligence | Piety | Empathy | Charisma |
Armsman | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Cabalist | 0 | 0 | 15 | 0 | 10 | 0 | 0 | 0 |
Cleric | 0 | 0 | 15 | 0 | 0 | 10 | 0 | 0 |
Friar | 0 | 10 | 10 | 0 | 0 | 10 | 0 | 0 |
Heretic | 0 | 10 | 10 | 0 | 0 | 10 | 0 | 0 |
Infiltrator | 10 | 0 | 15 | 0 | 0 | 0 | 0 | 0 |
Mauler | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Mercenary | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Minstrel | 10 | 0 | 10 | 0 | 0 | 0 | 0 | 10 |
Necromancer | 0 | 0 | 10 | 0 | 15 | 0 | 0 | 0 |
Paladin | 10 | 10 | 0 | 0 | 0 | 10 | 0 | 0 |
Reaver | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Scout | 10 | 0 | 15 | 0 | 0 | 0 | 0 | 0 |
Sorcerer | 0 | 0 | 15 | 0 | 10 | 0 | 0 | 0 |
Theurgist | 0 | 0 | 15 | 0 | 10 | 0 | 0 | 0 |
Wizard | 0 | 0 | 15 | 0 | 10 | 0 | 0 | 0 |
Class name | Strength | Constitution | Dexterity | Quickness | Intelligence | Piety | Empathy | Charisma |
Animist | 0 | 0 | 15 | 0 | 10 | 0 | 0 | 0 |
Bainshee | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Bard | 0 | 0 | 15 | 0 | 0 | 0 | 0 | 10 |
Blademaster | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Champion | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Druid | 0 | 0 | 15 | 0 | 0 | 0 | 10 | 0 |
Eldritch | 0 | 0 | 15 | 0 | 10 | 0 | 0 | 0 |
Enchanter | 0 | 0 | 15 | 0 | 10 | 0 | 0 | 0 |
Hero | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Mauler | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Mentalist | 0 | 0 | 15 | 0 | 10 | 0 | 0 | 0 |
Nightshade | 10 | 0 | 15 | 0 | 0 | 0 | 0 | 0 |
Ranger | 10 | 0 | 15 | 0 | 0 | 0 | 0 | 0 |
Valewalker | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Vampiir | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Warden | 0 | 0 | 15 | 0 | 0 | 0 | 10 | 0 |
Class name | Strength | Constitution | Dexterity | Quickness | Intelligence | Piety | Empathy | Charisma |
Berserker | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Bonedancer | 0 | 0 | 15 | 0 | 0 | 10 | 0 | 0 |
Healer | 0 | 0 | 15 | 0 | 0 | 10 | 0 | 0 |
Hunter | 10 | 0 | 15 | 0 | 0 | 0 | 0 | 0 |
Mauler | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Runemaster | 0 | 0 | 15 | 0 | 0 | 10 | 0 | 0 |
Savage | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Shaman | 0 | 0Â | 15 | 0 | 0 | 10 | 0 | 0 |
Skald | 10 | 10 | 0 | 0 | 0 | 0 | 0 | 10 |
Spiritmaster | 0 | 0 | 15 | 0 | 0 | 10 | 0 | 0 |
Thane | 10 | 10 | 0 | 0 | 0 | 10 | 0 | 0 |
Valkyrie | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
Warlock | 0 | 10 | 0 | 0 | 0 | 15 | 0 | 0 |
Warrior | 10 | 10 | 10 | 0 | 0 | 0 | 0 | 0 |
These Health regeneration songs have been increased in value and the casting times have been reduced to 2.0 seconds. Level 6 - "Chant of Healing" will now heal for 12 points per tick.
Level 14 - "Song of Healing" will now heal for 26 points per tick.
Level 25 - "Psalm of Healing" will now heal for 44 points per tick.
Level 35 - "Hymn of Healing" will now heal for 60 points per tick.
Level 45 - "Euphony of Healing" will now heal for 76 points per tick.
These Cleric "Smite" specialization spells have been reduced in casting time from 4.0 seconds to 3.5 seconds. Level 10 - "Heavenly Strike"
Level 20 - "Heavenly Blast"
Level 30 - "Heavenly Bolt"
Level 39 - "Heavenly Force"
Level 49 - "Heavenly Detonation"
The Mentalist Realm Rank 5 ability "Selective Blindness" will no longer check for resists. This will make the ability more reliable to use.
These Health regeneration songs have been increased in value and the casting times have been reduced to 2.0 seconds. Level 1 - "Song of Minor Renewal" will now heal for 4 points per tick.
Level 8 - "Song of Renewal" will now heal for 16 points per tick.
Level 14 - "Song of Minor Healing" will now heal for 26 points per tick.
Level 19 - "Song of Healing" will now heal for 34 points per tick.
Level 25 - "Song of Minor Regeneration" will now heal for 44 points per tick.
Level 31 - "Song of Regeneration" will now heal for 52 points per tick.
Level 37 - "Song of Minor Rejuvenation" will now heal for 62 points per tick.
Level 47 - "Song of Rejuvenation" will now heal for 78 points per tick.
The Paladin Realm Rank 5 ability "Selfless Devotion" will now debuff the user's stats by 25%. Once debuffed, the Paladin will pulse a 300 point group heal with a 750 unit range every 3-seconds for 15-seconds total.
The style "Frozen Comet" has been added at level 42 specialization in the Celtic Dual line for Rangers. It is a front positional style with a 15-second root effect. The style has a high fatigue cost, high attack bonus, medium damage, and no defense bonuses.
These Health regeneration songs have been increased in value. Level 1 - "Simple Song of Rest" will now heal 4 points per tick.
Level 10 - "Song of Rest" will now heal 20 points per tick.
Level 20 - "Harmonic Song of Rest" will now heal for 36 points per tick.
Level 30 - "Magnificent Song of Rest" will now heal for 52 points per tick.
Level 40 - "Glorious Song of Rest" will now heal for 68 points per tick.
Level 50 - "Heavenly Song of rest" will now heal for 84 points per tick.
The Spiritmaster Realm Rank 5 ability "Spirit Martyr" will now have a possible healing pool of 3200 points. This is an increase from the previous possible 1200 point healing pool.
Thanes that are level 10 and above will be granted Large Shields and Chain Armor abilities if they don't have them already. The direct damage component of these Axe styles have been set to the appropriate levels based on the level of the style. This is to correct an issue in which these styles were treated as level 20 styles in terms of resist checks. Level 9 - "Thrym's Strength"
Level 25 - "Raider"
Level 44 - "Arctic Rift"
Level 50 - "Tyr's Fury"
Valkyries that are level 10 and above will be granted the Chain Armor ability if they don't have it already.
Explorer NPCs in the frontiers will no longer be gender-challenged. This corrects an issue where some of the male explorers were being referred to as "it" rather than by a masculine modifier.
The tutorial keep in Grenlock's Sound has been swapped out so it is of the proper realm. This corrects an issue where the decorations and general look of the keep were Albion versus the proper Midgard flavor.
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Dark Age of Camelot Version 1.95 August 20, 2008
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The Camelot Team is pleased to bring you Version 1.95. In this version, we introduced class changes in all three realms, added flight and updated horse routes in the classic areas. There have also been several behind the scenes additions and changes in preparation for the upcoming Origins server. In addition, we have begun making adjustments to the Shrouded Isles treasure tables; a process which will continue into future patches.
Earlier this month, we broached the subject of making changes to the realm timers. Upon further evaluation, we have decided to postpone the realm timer changes to a later patch cycle. As always, we welcome all feedback from our players on this matter.
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Dark Age of Camelot Version 1.96 November 5, 2008
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The Camelot Team proudly presents version 1.96. Casting classes were the focus of this patch cycle with the Spiritmaster, Wizard, and Enchanter classes all receiving new spells. Several new trophies have been made available, and delves have been added to all remains to help make creating trophies easier for trophy hunters everywhere. This patch also brings a continuation of the Shrouded Isles armor updates which began in version 1.95.
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Dark Age of Camelot Version 1.97 March 11, 2009
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The Camelot Team welcomes you to version 1.97! In this version we evaluated music and chant classes in all three realms, with a particular focus on how to alleviate some of the frustrations with the spell "twisting" dynamic of these classes. This patch also addressed ongoing issues with the 700 level tradeskill quests and increased the bonuses for crafting in the capital cities.
As was mentioned previously, today's patch version is the first one we have had since moving Dark Age of Camelot over to our new hardware and that it would give us an idea of how long our new downtimes will be.* It was also stated that if we saw a significant improvement in our downtime, that we would start increasing the frequency of our patches.* Today, we were pleasantly surprised to find that the downtime was even faster than we had hoped, and as a result, you will start seeing a steadier pace of updates.
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Dark Age of Camelot
Version 1.97a Release Notes
Minstrel and RA Adjustments
March 18, 2009
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NEW THINGS AND BUG FIXES
- Fixed a bug that was causing many Realm Abilities to fire twice.
-The additional bonuses to experience, realm points, bounty points, and tradeskills have been disabled.
CLASS CHANGES AND FIXES
Minstrels
- Fixed a bug preventing Minstrels from being able to re-apply their pulsing charm to a pet they currently controlled.
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Dark Age of Camelot Version 1.98 May 6, 2009
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Ambient birds can now be seen flying about several towns in all three realms.During the evening hours, the ambient birds that fly around various towns in all three realms will be replaced by ambient bats.
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Dark Age of Camelot Version 1.98 May 6, 2009
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Welcome to Version 1.99! As many of you know, much if the game play in Dark Age of Camelot is driven by RvR, and a solid RvR game play experience is dependent on a large population. While the population of our Devon cluster has remained healthy, the population of our Killibury and Bossiney clusters have fluctuated, which can make good RvR difficult to find. To address that issue, Version 1.99 introduces the ability for Devon, Killibury, and Bossiney characters, as well as their houses, guild data, and guild houses, to transfer over to our brand new server called Ywain. It is our wish that these three communities come together at last and have some great times out in RvR! In addition to the character transfers, our summer intern, Aubrey Gress, worked extremely hard to fix many outstanding bugs, particularly ones involving Realm Rank 5 abilities, Necromancers, and combat, in general. Aubrey finished his internship with us on Friday, so we give him our thanks and wish him well!
Trishy in Camelot Brohd in Jordheim Elenora in Tir na Nog
Note: The player will only have access to the Atlantean Glass store if they are level 50.
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Dark Age of Camelot Version 1.100 January 14, 2010
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A new faction of sphinxes, scholars, sages and loremasters have made their presence publically known. They call themselves the Order of Mysteries and have been sharing their knowledge with those who would undertake the Trials by selling mystical items to help navigate the puzzles of Atlantis, scrolls filled with the lore of Artifacts and tales of ancient powers and relics. The Order has recently discovered certain aspects of the nature of Atlantean Glass and have begun collecting it in earnest for more study. Most of their services can be bought by bartering the Glass. The sphinxes will still continue to barter tales of battle for their knowledge.
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Dark Age of Camelot
Version 1.101
February 24, 2010
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The Damage Shield in the Nature Affinity Specialization Line has been changed from a concentration–based effect to a timed buff, as follows:
An Ablative Armor Buff has been added to the Nature Affinity Specialization. This buff will absorb both Melee and Magic Damage:
A pet–based Offensive Proc has been added to the Nature Affinity Specialization. This buff will proc a PBAE heal, centered on the pet:
The Ablative in the Nature Specialization Line has been changed as follows:
The Primary Damage spell in the Cursing Baseline has been changed as follows:
The Primary Bolt Damage spell in the Cursing Baseline has been changed as follows:
The Primary Bolt Damage spell in the Cursing Specialization Line has been changed as follows:
The Primary Damage spell in the Cursing Specialization Line has been changed as follows:
The Range Primer in the Cursing Specialization Line has been changed as follows:
The Primary Bolt-Ranged Root spell in the Hexing Specialization Line has been changed as follows:
The Primary Lifetap spell in the Hexing Specialization Line has been changed as follows:
The Secondary Damage over Time spell in the Hexing Specialization Line has been changed as follows:
The Primary Bolt-Ranged Heal spell in the Witchcraft Specialization Line has been changed as follows:
The Primary Heal spell in the Witchcraft Specialization Line has been changed as follows:
The Secondary Lifetap spell in the Witchcraft Specialization Line has been changed as follows:
The Powerless Primer in the Witchcraft Specialization Line has been changed as follows:
We have increased the base RP rewards given for tower and keep captures.
Quests
Midgard Monsters
Hibernia Monsters
Encounters
Monsters
Items
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Dark Age of Camelot
Version 1.102
April 14, 2010
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Any monster above level 74 has a chance to drop a currency associated with that particular dungeon. Cooperative and Player vs Player rulesets can use the currency in any of the three dungeons. Breastplates, Weapons, Tinctures and more can be purchased via the currency.
A self-only Mezz Dampening Buff has been added to the Bard Nurture Specialization Line:
The following styles in the Spear Specialization Line have been adjusted as follows:
The following styles in the Spear Specialization Line have been adjusted as follows:
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Dark Age of Camelot Version 1.103 May 18, 2010
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Dark Age of Camelot Version 1.105 Release Notes (Compiled) General Changes August 11, 2010
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Welcome to Live Patch 1.05. In this version we have additions to Epic Armors a new training window, Bainshee changes and more! We wish to thank our intern Anthony Maurice for the work he has done with us over this summer. The training window is but one of his many contributions to the Camelot legacy.
Bainshee A single-target root has been added to the Spectral Force baseline: Level 6 - Impeding Screech - 2.5s cast / 13s duration - 1500 range - Root (Body) - 3 power
The CAOE Direct Damage spell in the Spectral Guard Specialization Line has had its damage values adjusted as follows:
The CAOE Bolt Damage spell in the Spectral Guard Specialization Line has had its damage values adjusted as follows:
The AOE Dexterity / Quickness Debuff has been moved to the Ethereal Shriek Specialization Line and adjusted as follows:
The Pulsing PBAOE Damage Spell in the Phantasmal Wail Specialization Line has been adjusted as follows:
A new Damage and Dexterity / Quickness Debuff spell has been added to the Phantasmal Wail Specialization Line:
Foundations Notes
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Dark Age of Camelot Version 1.106 September 22, 2010
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Balance changes
Balance Changes
Balance Changes
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Dark Age of Camelot Version 1.107 Release Notes General Changes Nov 13, 2010
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Note: if you are online when your house is repossessed you may need to log out and back in before your items will appear on the repo merchants.
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Dark Age of Camelot Version 1.108 February 9, 2011
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Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
The Following Realm Abilities have been increased from 5 ranks to 9 ranks. The point cost of these ranks will be as follows:
The Following Realm Abilities have been increased from 3 ranks to 5 ranks. The point cost of these ranks will be as follows:
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Dark Age of Camelot Version 1.109 Release Notes April, 27, 2011
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Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Balance Changes
Battlegrounds Changes
Bug Fixes
Changes
Bug Fixes
Changes
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Dark Age of Camelot Version 1.109b Release Notes
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Bug Fix
Battlegrounds
Changes
Changes
Bug Fixes
Agramon
Changes
World
Changes
Bug Fixes
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Dark Age of Camelot Version 1.109c Release Notes
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Balance Changes
Bug Fixes
Frontiers
Changes
Bug Fixes
Realm vs. Realm Dungeons
Changes
Battlegrounds
Changes
Items
Changes