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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.